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Net Epic Armageddon

Army List
Compendium
2014
2014-01-14

SPACE MARINES

TABLE OF CONTENTS
0.0 Introduction and Explanations
0.1 General Special Rules

0.1.1 Expendable
0.1.2 Self-Planetfall
0.1.3 Support Craft
0.1.4 Tunnelers

1
1
1
1

0.2.1 Aircraft Escorts

0.2 Optional Rules

1.0 Space Marine Armies Section


Common Space Marine Special Rules

1.0.1 And They Shall Know No fear


1.0.2 Space Marine Transports

2
2

1.1 Codex Astartes


1.2 White Scars
1.3 Salamanders
1.4 Scions of Iron

3
6
9
12

1.5 Black Templars


1.6 Blood Angels
1.7 Raven Guard
1.8 Space Wolves

15
18
21
24

1.9 Apocrypha of Skaros


1.10 Dark Angels
1.11 Grey Knights
1.12 Imperial Fists
1.13 Siege Assault Vanguard

27
30
33
36
39

Approved Army Lists

Developmental Army Lists

Experimental Army Lists

2.0 Imperial Guard Armies Section


Common Imperial Guard Special Rules

42

2.0.1 Commissars
2.0.2 Fortifications

42
42

2.1 Steel Legion


2.2 Baran Siegemasters
2.3 Death Korps of Krieg
2.4 Minervan Tank Legion Armoured Regiment

43
46
48
51

2.5 Cadian Shock Troops

54

2.6 Catachan Death World Veterans


2.7 Elysian Drop Troops Regiment
2.8 Harakoni Warhawks
2.9 Saranes Expanse Imperial Crusade

57
59
61
64

Approved Army Lists

Developmental Army Lists


Experimental Army Lists

3.0 Adeptus Mechanicus Armies Section


Common Adeptus Mechanicus Special Rules

68

3.0.1 Titan Weapons

68

3.2 War Gryphons Titan Legion


3.2 Adeptus Mechanicus Planetary Defense Force
3.3 House Hyperion Knightworld

69
72
75

Developmental Army Lists

4.0 Inquisition Armies Section


Common Inquisition Special Rules

78

4.0.1 Faithful

78

4.1 Adeptus Ministorum

79

4.2 Ordo Hereticus

82

Developmental Army Lists


Experimental Army Lists

Ork Armies Section continued:


Developmental Army Lists

7.4 Blood Axe Kommandant Ug Skragga Morkrumps Korps


7.5 Kolonel Rommelzs Blood Axe Mercenary Ork Warhorde
7.6 Albork Orksteins Gargant Big Mob

133
136
139

7.7 Gobgutz Badfangs Stompy Onslaught


7.8 Sun-Tzorks Grotling Waaaaaagh!
7.9 Grommelzs Furst Affta-dem Korps
7.10 Kolonel Sandorks Blood Axe Clan

142
145
147
149

Experimental Army Lists

8.0 Eldar Armies Section

152

8.0.1 Farsight
8.0.2 Hit and Run Tactics
8.0.3 Eldar Technology
8.0.3.1 Holofields
8.0.3.2 Lance
8.0.3.3 Webway

152
152
152
152
152
152

8.1 Biel-Tan Craftworld


8.2 Alaitoc Craftworld

153
156

8.3 Ulthw Craftworld


8.4 Iyanden Craftworld
8.5 Saim-Hann Craftworld
8.6 Iybraesil Craftworld Crone World Raiders
8.7 Yme-Loc Craftworld
8.8 Fir Iolarion Titan Clan

159
162
165
168
171
174

Common Eldar Special Rules

Approved Army Lists

Developmental Army Lists

Experimental Army Lists

8.9 Biel-Tan Great Court of the Young King

9.0 Dark Eldar Armies Section


Common Dark Eldar Special Rules
9.0.1 Fleet of Foot
9.0.2 Hit and Run Tactics
9.0.3 Dark Eldar Technology
9.0.3.1 Shadowfields
9.0.3.2 Lance
9.0.3.3 Webway Portals

Approved Army Lists

9.1 Kabal of Pain's Way

10.0 Necron Armies Section


Common Necron Special Rules

10.1Scarab Conflict

185

10.2 Nalsaran Incident Necron Attack


10.3 Dyrrachium III Necron Tomb World

187
189

Approved Army Lists

Experimental Army Lists

11.0 Tau Armies Section


Common Tau Special Rules

11.0.1 Coordinated Fire


11.0.2 Markerlights
11.0.3 Tau Jet Packs
11.0.4 Tau Deflector Shields

Approved Army Lists

6.0 Chaos Armies Section

86

Experimental Army Lists

6.0.1 Initiative and Strategy rating


6.0.2 Factions
6.0.3 Summoned Units
6.0.4 Augmented Summoning
6.0.5 Daemonic Focus

86
86
86
86
86

12.0 Tyranid Armies Section

6.1 13th Black Crusade Black Legion Army


6.2 Stigmatus Covenant Cultist Army

87
91

6.3 Vraksian Traitors


6.4 Death Guard
6.5 Emperors Children
6.6 Thousand Sons
6.7 World Eaters
6.8 Red Corsairs

95
98
101
104
107
110

6.9 Alpha Legion


6.10 Daemon World
6.11 Khorne Renegades
6.12 The Bloody Hand

113
116
119
122

7.0 Ork Armies Section

125

Developmental Army Lists

Experimental Army Lists

Common Ork Special Rules

7.0.1 Power of the Waaagh!


7.0.2 Mob Rule
7.0.3 Ork Powerfields
7.0.4 Cost of Ork Formations
7.0.5 Attached War Engines

Approved Army Lists

7.1 Ghazgkhull Mag Uruk Thrakas War Horde


7.2 Burning Death Speed Freeks
7.3 Warlord Snagga Snaggas Feral Ork Horde

125
125
125
125
125

181

184
184
184
184
184
184
184
184

85

Approved Army Lists

180
180
180
180
180
180

10.0.1 Necron
10.0.2 Portals
10.0.3 Tomb Complex
10.0.4 Living Metal
10.0.5 Implacable Advance
10.0.6 Phase Out
10.0.7 Necron Reserves

5.0 Imperial Allies Units


Common Chaos Special Rules

177

180

191
191
191
191
191

11.1 Tau Third Phase Expansion Force

192

11.2 Farsight Enclave Eradication Force


11.3 FioKa Armoured Strike Force

195
197

Common Tyranid Special Rules

200

12.0.1 The Hive Mind


12.0.2 Swarming
12.0.3 Augmented Swarming
12.0.4 Brood
12.0.5 Synapse
12.0.6 Mobility
12.0.7 Regeneration

200
200
200
200
200
200
200

12.1 Hive Fleet Onachus


12.1 Hive Fleet Leviathan
12.3 Genestealer Cult

201
203
205

Experimental Army Lists

13.0 Squat & Demiurg Armies Section


Common Squat & Demiurg Special Rules

207

13.0.1 Stubborn
13.0.2 Land Train

207
207

13.1 Thurgrimms Stronghold


13.2 Demiurg Consortium

208
211

Experimental Army Lists

126
129
131

0.0 INTRODUCTION AND EXPLANATIONS

Net Epic Armageddon

Epic Armageddon was conceived to have direct community


involvement in the development of rules and army lists. In the wake of
Games Workshop reorganization and the sidelining of Specialist
Games, that effort fell by the wayside. Net Epic Armageddon (NetEA)
is a fan-based effort to continue the project. All commentary and
feedback is welcome. If you would like to discuss development of army
lists, modifications to the core rules, or provide any other kind of
feedback, please join us on the Tactical Command forum.
http://www.tacticalwargames.net/forums/index.cgi
What follows is a portion of the NetEA project the Army List
Compendium. It includes army lists to cover a variety of factions in the
Warhammer 40,000 universe which are not covered in any official
Games Workshop publication. The lists are broken up into three
categories, designated at the top of each army list. The categories and
their definitions are:

Approved - Approved lists are tournament ready and


should be balanced against any other army in the General
Tournament scenario. They are well tested across multiple
play groups and are not likely to see any drastic changes.
Players can build their army around such lists with full
confidence.
Developmental - Developmental lists should be balanced
for the majority of tournament games. However, it is
possible that they allow an exploitative combination or
two which has not been identified or mitigated. They
require more testing across multiple play groups and still
might see a drastic change. Players should feel confident
that most models they collect for these lists will be usable
when it is approved.
Experimental - Experimental lists are an early work-inprogress and are not ready for tournament play. They
likely have deficiencies in play balance that have yet to be
identified or rectified. They require lots of testing across
multiple play groups and will most likely see drastic
changes. Players should be aware that models they collect
for these lists might not be usable when it is approved.

In order to help readers locate the information they need, the


document is organized into sections describing each army faction or
race:
Section 1 Common special rules. These are rules that apply to all,
or at least the vast majority, of army lists in their particular racial army
section. For example, all Space Marine units benefit from the "They
Shall Know No Fear" special rule, so it is included in this section.
Section 2 Army lists and Reference sheets. This is where each
Army list is presented and uses the same organizational rules as the
army lists in the official rulebooks. Any special rules specific to the list
are included in this section as well. In addition, each armys individual
unit data is presented sequentially in a reference chart format following
each list. The charts are organized alphabetically by unit type
(characters, infantry, armoured vehicles, etc.) and may occasionally
show weapon charts or fortifications data.
The following abbreviations are used in all reference sheets:
AC Aircraft
AV - Armoured Vehicle
BP - Barrage Points
CC - Close Combat
CH Character
DC - Damage Capacity
EA - Extra Attack
FF - Fire Fight

Fwd - Forward Fire Arc


FxF - Fixed Forward Arc
INF Infantry
LV - Light Vehicle
MW - Macro-weapon
SC - Spacecraft
TK - Titan Killer

0.1 GENERAL SPECIAL RULES

0.1.1 Expendable
Some units are seen by their allies as ablative or just plain disposable. This may
be because the units are specifically created to sacrifice themselves, because
the units are simply not valued, or for a number of other reasons.
A formation does not receive a Blast marker when a unit with Expendable is
destroyed, this includes the extra Blast marker from the first casualty of a
crossfire and for units destroyed for being out of formation after a move. If

an expendable unit is hit by a weapon with Disrupt it does not inflict a Blast
marker.
If a formation is comprised completely of expendable units then they do not
benefit from any of the rules above.
Expendable units killed in an assault count for the purposes of working out its
result (see EA 1.12.7).
0.1.2 Self Planetfall

Self Planetfall is plotted exactly as Planetfall in section 4.4 of the Core rules.
Both the turn in which the formation arrives and the landing location is
plotted. The only exception is that, because these units are much smaller than
orbiting spacecraft, they may be plotted to arrive in the same turn that an
enemy spacecraft is present. On the designated turn the Self Planetfalling unit
is activated in the normal activation sequence, as with Spacecraft. Nominate
the action for the formation and roll to activate. If the unit fails to activate its
arrival is delayed to the next following turn. If the activation is successful,
place the formation at the plotted landing zone and determine scatter
according to Core Rules 4.4 as if it were a normal Planetfall, including loaded
units disembarking up to 5cm. The formations action proceeds as normal in
all respects from that point. In other words, the formation gets the free
move from Planetfall placement at the beginning of its action but in all other
ways activates as normal. Note: The action is chosen at activation, before
scatter is determined. Choose the action carefully as a poor scatter role could
render some actions ineffective.
0.1.3 Support Craft
Support Craft are much like a hybrid between a Skimmer and an Aircraft.
They remain high up in the air, hovering over the battlefield, firing over
intervening terrain when possible. Support Craft function identically to a
Skimmer unit that is always popped up. Support Craft fire and are fired at
normally (i.e. anti- aircraft ability is not required). In an assault, Support Craft
automatically force a firefight in the same manner Skimmers may choose. It is
assumed that Support Craft transports or the troops they carry are
appropriately equipped to embark and disembark troops as normal.
0.1.4 Tunnelers
Formations where all of the units have Tunneler (or are transported in units
that have the ability) may be kept off the table and can appear at the start of
the second turn or after. Set up the units touching their own side's table edge
before the battle starts at the same time that spacecraft are setup (see EA
4.3.1). Any units transported in the tunneler should be placed to one side at
this time too.
Secretly write down the location where the tunneler will surface at the same
time and in the same manner that you record the coordinates of a drop zone
(see EA 4.3.1). You must also secretly record when the tunneler will surface.
If it is going to surface in your half of the table it may arrive from the second
turn onwards. If it is going to surface in the opposing half of the table, it may
arrive from turn three onwards.
Set up the tunneler at the start of the stated turn, before placing units with
teleport, at the location you wrote down. Any units being transported are
allowed to disembark immediately upon surfacing. Surfacing does not count
as movement for the purposes of triggering overwatch fire. Disembarking
triggers overwatch fire as normal.
If the tunneler surfaces on terrain that is impassable for it, under a friendly
unit, or in an enemy zone of control then it is assumed that on-board sensor
equipment will divert it towards another entry point. The unit should be
moved by the opposing player to the nearest area where it can surface.
Formations of multiple tunnelers need only record one location where they
will surface. Place a unit at this location, or within 5cm of another unit that
has already been placed, so long as all units are placed within 15cm of the
location and on the appropriate half of the table.
Tunnelers, and any units being transported in them, may take an action on the
turn they appear.

0.2 OPTIONAL RULES

0.2.1 Aircraft Escorts


In the Epic Armageddon rules only ground attack missions can be
intercepted by an air formation on CAP orders. If both players agree then you
may allow formations on CAP orders to intercept other intercept missions
(including other CAP missions). In theory this has the potential to lead to
long interception chains where each intercepting formation is intercepted in
turn, and working out the result could become tricky. Hence for the sake of
simplicity this idea is not included in the main rules. However, it is worth
noting that in actual practice problems using this option are rare.
Allowing formations on CAP orders to intercept other intercept missions in
addition to ground attack missions, will allow you to have 'fighter escorts' for
bombers and large snowballing dogfights if you so choose. Just remember
that if you use this option for CAP, and find yourself experiencing problems you were warned!
You must decide with your opponent if you are allowed to use aircraft escorts
during a game of Epic, If you cannot agree on which method to use then
escorts should not be used.

1.0 SPACE MARINE ARMIES


SECTION
COMMON SPACE MARINE SPECIAL RULES
1.0.1 AND THEY SHALL KNOW NO FEAR

Space Marines are renowned for their tenacity and bravery. This is
represented by the following rules:
It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a
broken formation (ignore any leftover Blast markers).
Space Marine formations are only broken if they have 2 Blast markers
per unit in the formation.
Space Marines formations only count half their number of Blaster
markers in assault resolution (rounding down note that assault
resolution will not receive +1 for having no Blast markers if the
formation has 1 Blast marker before rounding down). Halve the number
of extra hits suffered by a Space Marine formation that loses an assault,
rounding down in favour of the Space Marines.
When a broken Space Marine formation rallies, it receives a number of
Blast markers equal to the number of units, rather than half this number.
Space Marines with the Leader special ability remove 2 Blast markers
instead of 1.

1.0.2 SPACE MARINES TRANSPORTS

The Space Marines are a highly mobile army. Because of this, the points cost
of a detachment usually includes enough Rhino transport vehicles to transport
it and any upgrades that may have been taken. Determine the number of
Rhinos needed after all upgrades have been purchased. The number of
Rhinos will always be the minimum number needed to carry the formation;
you cannot take extras along to cover any losses. Note that many formations

dont receive Rhinos, usually because they cant fit into them. Detachments
that come with Rhinos will be noted as having plus transport in the units
section of the army lists below.
Also note that you dont have to take Rhinos if you dont want to. If youd
rather field formations on foot instead, so they can act as garrisons for
example, or be transported in a Thunderhawk Gunship, then you may do so.
In addition, you may choose to replace a detachments Rhinos with Drop
Pods. If you do this then the detachment will enter play in a Drop Pod using
the rules for Planetfall (see section 4.4 of the Epic: Armageddon main rule
book). Note that if you choose to do this you will also require at least one
Space Marine Strike cruiser or Battle Barge to deploy the Drop Pods from.
Choosing transport options is part of the army selection process. Portions of
a formation may be left behind during deployment (to garrison, for example)
and the decision to exchange options, even free ones, must be determined
when the army list is determined.
*Please note: Chapter-specific transport vehicles carry their particular
Chapters troop types and therefore are often renamed from the standard
transport vehicle, e.g. Rhino, becomes Dark Angels Rhino in the Dark Angels
Chapter list and Drop Pod, becomes Space Wolves Drop pod in that list and
so on.

1.1 NetEA APPROVED


CODEX ASTARTES SPACE MARINE ARMY LIST
Final version 2012 (2-Dec-11). Space Marine Army Champion: Dobbsy

Codex Astartes Space Marine armies have a Strategy rating of 5. All Space Marine and Titan Legion formations have an initiative rating of 1+.
Imperial Navy aircraft formations have an initiative rating of 2+.

SPACE MARINE DETACHMENTS

FORMATION
Tactical
Assault
Devastator
Terminator
Scout
Bike
Land Speeder
Land Raider
Predator
Vindicator
Whirlwind
Thunderhawk
Landing Craft
Strike Cruiser

(A Codex Astartes Space Marine army may contain any number of Space Marine Detachments)
UNITS
UPGRADES ALLOWED
6 Tactical units plus transport
Commander, Dreadnought, Razorback, Hunter, Vindicator,
Land Raider
4 Assault units
Commander, Vindicator
4 Devastator units plus transport
Commander, Dreadnought, Razorback, Hunter, Land Raider
4 Terminator units
Commander, Dreadnought, Vindicator, Land Raider
4 Scout units plus transport
Commander, Razorback, Sniper
5 Bike units
Commander, Attack Bike
5 Land Speeders
Commander, Tornado/Typhoon
4 Land Raiders
Commander, Vindicator, Hunter
4 Predators (Annihilator and/or
Commander, Vindicator, Hunter
Destructor in any combination)
4 Vindicators
Commander, Hunter
4 Whirlwinds
Commander, Hunter
1 Thunderhawk Gunship
None
1 Landing Craft
None
1 Strike Cruiser
Battle Barge

COST
275 points
175 points
250 points
350 points
150 points
200 points
200 points
325 points
250 points
225 points
300 points
200 points
350 points
200 points

SPACE MARINE UPGRADES

UPGRADE
Attack Bike
Battle Barge
Commander

Dreadnought
Hunter
Land Raider
Razorback
Sniper
Tornado/Typhoon

Vindicator

(Each allowed upgrade may be taken once by each detachment.)

UNITS
Replace any number of Bike units with 1 Attack Bike each
Replace Strike Cruiser with Battle Barge
Add 1 Space Marine Commander character to a unit in the formation:
The Commander may be a Captain, Librarian or Chaplain.
1 Space Marine Commander in the army may be a Supreme Commander
Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination)
Add 1 Hunter
Add up to 4 Land Raiders
Add any number of Razorbacks, up to the number required to transport
the formation
1 Scout unit gains the Sniper ability
Replace any number of Land Speeders, on a 1 per 1 basis, with:
1 Land Speeder Tornado OR
1 Land Speeder Typhoon
Add 1 or 2 Vindicators

COST
Free
+150 points
+50 points
OR
+100 points
+50 points each
+75 points
+75 points each
+25 points each
+25 points
Free
+25 points each
+50 points each

IMPERIAL ALLIES FORMATIONS


(Up to 1/3 of an armys points may be spent on Allies formations)

TITAN LEGION BATTLEGROUPS

FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack

UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans

COST
825 points
650 points
275 points
500 points

IMPERIAL NAVY AIRCRAFT

FORMATION
Thunderbolt Squadron
Marauder Squadron

UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers

COST
175 points
250 points

1.1 NetEA APPROVED


CODEX ASTARTES SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian

TYPE
CH
CH
CH

SPEED
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a

CC
n/a
n/a
n/a

FF
n/a
n/a
n/a

Supreme Commander
Assault

CH
INF

n/a
30cm

n/a
4+

n/a
3+

n/a
5+

Bike

INF

35cm

4+

3+

4+

Devastator
Scout
Tactical

INF
INF
INF

15cm
15cm
15cm

4+
5+
4+

5+
4+
4+

3+
5+
4+

Terminator

INF

15cm

4+

3+

3+

Attack Bike
Land Speeder

LV
LV

35cm
35cm

4+
4+

5+
6+

5+
5+

Land Speeder Tornado

LV

35cm

4+

6+

5+

Land Speeder Typhoon

LV

35cm

4+

6+

5+

Dreadnought

AV

15cm

3+

4+

4+

Hunter
Land Raider

AV
AV

30cm
25cm

5+
4+

6+
6+

6+
4+

Predator Annihilator

AV

30cm

4+

6+

5+

Predator Destructor

AV

30cm

4+

6+

3+

Razorback

AV

30cm

5+

6+

5+

Rhino
Vindicator
Whirlwind
Drop Pod

AV
AV
AV
Special

30cm
25cm
30cm
Immobile

5+
4+
5+
5+

6+
6+
6+
n/a

6+
4+
5+
n/a

WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Chainswords
Bolters
2x Missile Launcher
Heavy Bolter
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Multi-melta
Assault Cannon
Heavy Bolter
Twin Typhoon Missile Launcher
Heavy Bolter
Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon
Storm Bolter
Demolisher
Whirlwind
Deathwind

STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
45cm
30cm
(15cm)
45cm
(base contact)
(15cm)
30cm
30cm
(15cm)
15cm
30cm
30cm
45cm
30cm
45cm
45cm
(base contact)
30cm
60cm
30cm
45cm
45cm
45cm
30cm
45cm
30cm
45cm
(15cm)
30cm
45cm
15cm

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), EA(+1), MW
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
AP5+/AT6+
AP5+
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
AP5+
(Small Arms), MW
MW5+
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AT4+/AA4+
AP4+
AT4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+
(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
AP5+/AT5+

NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Jump Packs
Mounted

Scout, Infiltrator

Reinforced Armour, Teleport, Thick Rear Armour

Skimmer, Scout
Skimmer, Scout
Skimmer, Scout
Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire)
OR a Power Fist and Assault Cannon (Tactical), not both select one option before the game.

Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit
OR 2 of the following units: Tactical, Devastator)

Transport (may carry 1 of the following units: Tactical, Devastator & Scout)
A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not
both select one option before the game.
Transport: (May carry 2 of the following units: Tactical, Devastator and Scout)
Walker
Planetfall, Transport: (may carry 1 formation that includes only Tactical,
Devastator and Dreadnought units). Deathwind: After the drop pod lands, its Deathwind
attacks all enemy units within 15cm. Each enemy formation attacked receives a
Blast marker for coming under fire, and an extra Blast marker for each casualty.
Then any troops carried in the drop pod must disembark within 5cm of the
drop pod or within 5cmof another unit from the same formation that
has already landed, so long as all units are placed within 15cm of the drop
pod. Drop pods may not be used to claim crossfire.

CODEX ASTARTES

1.1 NetEA APPROVED


CODEX ASTARTES SPACE MARINE ARMY REFERENCE 2
NAME
Reaver Titan

STRATEGY 5
RANGE
FIREPOWER
60cm
4x AP5+/AT3+, Fwd
60cm
3BP, FxF

TYPE
WE

SPEED
20cm

ARMOUR
4+

CC
3+

FF
3+

WEAPONS
2x Turbolaser Destructor
Rocket Launcher

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Landing Craft

AC/WE

Bomber

4+

5+

3+

Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon

(15cm)
15cm
45cm

(Small Arms)
AP4+/AA5+
AT4+

Thunderhawk
Gunship

AC/WE

Bomber

4+

6+

4+

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon

15cm
15cm
30cm
75cm

AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Battle Barge

SC

n/a

n/a

n/a

n/a

Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Orbital Bombardment

15cm
30cm
30cm
15cm
15cm
45cm
n/a

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
14BP, MW

Strike Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

5BP, MW

NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of
damage. Any units stumbled into or over take a hit on a 6+.
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine
infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts
take up 2 spaces each. In addition, the Landing Craft can carry 4 vehicles based
on the Land Raider or 6 based on the Rhino, or one of the following combinations:
3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos)
Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator and Dreadnought. Terminators
and Dreadnoughts take up 2 spaces each.)
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.

Transport: (May carry 60 of the following units: Space Marine Tactical,


Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus
60 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters,
Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough
Drop Pods or Landing Craft to carry any other units on board)
Slow and steady: may not be used on the first two turns of a battle
unless the scenario specifically says otherwise.
Transport: (May carry 20 of the following units: Space Marine Tactical,
Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus
20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters,
Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough
Drop Pods or Landing Craft to carry any other units on board)

CODEX ASTARTES

1.2 NetEA APPROVED


WHITE SCARS SPACE MARINE ARMY LIST
Final version 2012 (2-Dec-11). Space Marine Army Champion: Dobbsy

White Scars Space Marine armies have a Strategy rating of 5. All Space Marine and Titan Legion Battlegroups have an initiative rating of 1+.
Imperial Navy aircraft formations have an initiative rating of 2+.

WHITE SCARS DETACHMENTS

FORMATION
Assault
Bike
Land Speeder
Landing Craft
Predator
Scout
Strike Cruiser
Tactical
Terminator
Thunderhawk
Whirlwind

(A White Scars army may contain any number of White Scars Detachments)
CORE UNITS
UPGRADES
4 Assault units
Commander
8 White Scar Bike units
Commander, Attack Bike
5 Land Speeders
Commander, Tornado/Typhoon
1 White Scars Landing Craft
None
4 Predators (Annihilator and/or
Commander, Vindicator, Hunter
Destructor in any combination)
4 Scout units plus transport
Commander, Razorback, Sniper
1 White Scars Strike Cruiser
Battle Barge
6 Tactical units plus transport
Commander, Razorback
4 Terminator units plus
Commander
4 White Scars Land Raiders
1 White Scars Thunderhawk Gunship
None
4 Whirlwinds
Commander, Hunter, Vindicator

COST
175 points
375 points
200 points
350 points
250 points
150 points
200 points
275 points
650 points
200 points
300 points

WHITE SCARS UPGRADES

UPGRADE
Attack Bike
Battle Barge
Commander

Hunter
Razorback
Sniper
Tornado/Typhoon

Vindicator

(Each allowed upgrade may be taken once by each detachment.)

UNITS
Replace any number of White Scars Bike units with 1 Attack Bike each
Replace a White Scars Strike Cruiser with a White Scars Battle Barge
Add 1 Space Marine Commander character to a unit in the formation:
The Commander may be a Captain, Librarian or Chaplain OR
1 Space Marine Commander in the army may be a Supreme Commander
Add 1 Hunter
Add any number of White Scars Razorbacks, up to the number required to transport the formation
1 Scout unit gains the Sniper ability
Replace any number of Land Speeders, on a 1 per 1 basis, with:
1 Land Speeder Tornado OR
1 Land Speeder Typhoon
Add 1 or 2 Vindicators

COST
Free
+150 points
+50 points
OR
+100 points
+75 points
+25 points each
+25 points
Free
+25 points each
+50 points each

IMPERIAL ALLIES FORMATIONS

(Up to 1/3 of an armys points may be spent on Imperial Allies formations.)

TITAN LEGION BATTLEGROUPS

FORMATION
Warhound Titan
Warhound Titan Pack

UNITS
1 Warhound Titan
2 Warhound Titans

COST
275 points
500 points

IMPERIAL NAVY AIRCRAFT

FORMATION
Thunderbolt Squadron
Marauder Squadron

UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers

COST
175 points
250 points

1.2 NetEA APPROVED


WHITE SCARS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian

SPEED
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a

CC
n/a
n/a
n/a

FF
n/a
n/a
n/a

Supreme Commander
Assault

CH
INF

n/a
30cm

n/a
4+

n/a
3+

n/a
5+

Scout

INF

15cm

5+

4+

5+

Tactical

INF

15cm

4+

4+

4+

Terminator

INF

15cm

4+

3+

3+

White Scars Bike

INF

35cm

4+

3+

4+

Attack Bike
Land Speeder

LV
LV

35cm
35cm

4+
4+

5+
6+

5+
5+

Land Speeder Tornado

LV

35cm

4+

6+

5+

Land Speeder Typhoon

LV

35cm

4+

6+

5+

Hunter
White Scars
Land Raider
Predator Annihilator

AV
AV

30cm
25cm

5+
4+

6+
6+

6+
4+

AV

30cm

4+

6+

5+

Predator Destructor

AV

30cm

4+

6+

3+

White Scars
Razorback

AV

30cm

5+

6+

5+

AV
AV
AV
Special

30cm
25cm
30cm
Immobile

5+
4+
5+
5+

6+
6+
6+
n/a

6+
4+
5+
n/a

Storm Bolter
Demolisher
Whirlwind
Deathwind

(15cm)
30cm
45cm
15cm

(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
AP5+/AT5+

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
fPlasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

White Scars Rhino


Vindicator
Whirlwind
Drop Pod

Warhound Titan

WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Heavy Bolter
Shotguns
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Chainswords
Bolters
Heavy Bolter
Multi-melta

STRATEGY 5
RANGE
FIREPOWER
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms), EA(+1), MW
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
30cm
AP5+
(15cm)
(Small Arms)
(15cm)
(Small Arms)
45cm
AP5+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP5+/AT5+
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
30cm
AP5+
(15cm)
(Small Arms), MW
15cm
MW5+
30cm
AP5+/AT5+
30cm
AP5+
45cm
AP3+/AT5+
30cm
AP5+
60cm
AT4+/AA4+
30cm
AP4+
45cm
AT4+
45cm
AT5+
45cm
AT4+
30cm
AP5+
45cm
AP5+/AT6+
30cm
AP4+
45cm
AT4+

TYPE
CH
CH
CH

Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon

NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Jump Packs
Scout, Infiltrator

Reinforced Armour, Teleport, Thick Rear Armour

Mounted, Walker

Skimmer, Scout
Skimmer, Scout
Skimmer, Scout

Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit)

Transport (may carry 1 of the following units: Tactical and Scout)


A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not
both select one option before the game.
Transport: (May carry 2 of the following units: Tactical and Scout)
Walker
Planetfall, Transport: (may carry 1 formation that includes only Tactical units).
Deathwind: After the drop pod lands, its Deathwind attacks all enemy units
within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast
marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the
drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed
within 15cm of the drop pod. Drop pods may not be used to claim crossfire.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of
damage. Any units stumbled into or over take a hit on a 6+.

WHITE SCARS

1.2 NetEA APPROVED

WHITE SCARS SPACE MARINE ARMY REFERENCE 2


STRATEGY 5
RANGE
FIREPOWER
(15cm)
(Small Arms)
15cm
AP4+/AA5+
45cm
AT4+

NAME
White Scars
Landing Craft

TYPE
AC/WE

SPEED
Bomber

ARMOUR
4+

CC
5+

FF
3+

WEAPONS
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon

White Scars
Thunderhawk
Gunship

AC/WE

Bomber

4+

6+

4+

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

White Scars
Battle Barge

SC

n/a

n/a

n/a

n/a

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Orbital Bombardment

15cm
15cm
30cm
75cm
15cm
30cm
30cm
15cm
15cm
45cm
n/a

White Scars
Strike Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
14BP, MW

5BP, MW

NOTES
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine
infantry units and Attack Bikes. Terminators take up two spaces each. In addition, the Landing Craft can carry 4
vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations:
3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos)
Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Tactical, Assault, Scout and Bike)
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.

Transport: (May carry 60 of the following units: Tactical, Assault, Scout, Bike,
Terminator units; plus 60 of the following units: Rhinos, Land Raiders, Razorbacks,
Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough
Drop Pods or Landing Craft to carry any other units on board)
Slow and steady: may not be used on the first two turns of a battle unless the scenario
specifically says otherwise.
Transport: (May carry 20 of the following units: Space Marine Tactical,
Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus
20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters,
Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough
Drop Pods or Landing Craft to carry any other units on board)

WHITE SCARS

1.3 NetEA APPROVED


SALAMANDERS SPACE MARINE ARMY LIST
Final version 2012 (2-Dec-11). Sub-Army Champion: BlackLegion

Salamanders Space Marine armies have a Strategy rating of 5. All Salamanders and Titan Legion Battlegroups have an initiative rating of 1+.
Imperial Navy aircraft have an initiative rating of 2+.

SALAMANDERS DETACHMENTS

FORMATION
Devastator
Land Raider
Landing Craft
Predator
Strike Cruiser
Tactical
Terminator
Thunderhawk
Vindicator
Whirlwind

(A Salamanders army may contain any number of Salamanders Detachments)


CORE UNITS
UPGRADES
4 Devastator units plus transport
Commander, Close Support, Salamander Devastators, Dreadnought,
Razorback
4 Salamanders Land Raiders
Commander, Close Support, Helios
1 Salamanders Landing Craft
None
4 Predators (Annihilator and/or
Commander, Close Support
Destructor in any combination)
1 Salamanders Strike Cruiser
Battle Barge
6 Tactical units plus transport
Commander, Close Support, Dreadnought, Razorback, Salamander
Tacticals
4 Salamanders Terminator units
Commander, Close Support, Dreadnought, Heavy Transport, Helios
1 Salamanders Thunderhawk Gunship
None
4 Vindicators
Commander, Close Support
4 Whirlwinds
Commander, Close Support, Helios

COST
250 points
350 points
425 points
250 points
200 points
275 points
325 points
250 points
225 points
325 points

SALAMANDERS RESTRICTED FORMATIONS

FORMATION
0-1 Assault
0-1 Fast Attack
Scout

(No more than 1/3 of the armys points may be spent on Salamanders Restricted Formations. Upgrades to these formations count towards this total)
CORE UNITS
UPGRADES
Commander, Close Support
4 Assault units
Commander, Attack Bike
5 Bike units or Land Speeders
Commander, Razorback, Sniper
4 Scout units plus transport

COST
150 points
200 points
150 points

IMPERIAL ALLIES FORMATIONS

(Up to 1/3 of an armys points may be spent on Allies formations.)


TITAN LEGION BATTLEGROUPS
IMPERIAL NAVY AIRCRAFT
FORMATION
UNITS
COST
FORMATION
UNITS
Warlord Titan
1 Warlord Titan
825 points
Thunderbolt Squadron
2 Thunderbolt Fighter-Bombers
Reaver Titan
1 Reaver Titan
650 points
Marauder Squadron
2 Marauder Bombers
Warhound Titan
1 Warhound Titan
275 points
Warhound Titan Pack
2 Warhound Titans
500 points

COST
175 points
250 points

SALAMANDERS UPGRADES

UPGRADE
Attack Bike
Battle Barge
Close Support

Commander

Dreadnought
Heavy Transport
Helios
Razorback
Salamander Devastator
Salamander Tactical
Sniper

(Each allowed upgrade may be taken once by each Salamanders Detachment.)

UNITS
Replace any number of Bike units with 1 Salamanders Attack Bike each
Replace a Salamanders Strike Cruiser with a Salamanders Battle Barge
Add up to 2 units from the following:
Predator Incinerator
Hunter
Salamanders Land Raider
Salamanders Land Raider Redeemer
Salamanders Land Raider Prometheus
Add 1 Space Marine Commander character to a unit in the formation:
The Commander may be a Captain, Librarian or Chaplain.
1 Space Marine Commander in the army may be a Supreme Commander
Add up to 2 Dreadnoughts
Add 4 units from the following: Salamanders Land Raider, Salamanders Land Raider Redeemer
Replace any number of Salamanders Land Raiders with 1 Salamanders Land Raider Helios each
Add any number of Salamanders Razorbacks, up to the number required to transport the formation
Add 2 Salamanders Devastator units
Add 2 Salamanders Tactical units
Give all Scout units the Sniper ability

COST
Free
+125 points
+50 points each
+75 points each
+75 points each
+75 points each
+85 points each
+50 points
OR
+100 points
+50 points each
+325 points
+25 points each
+25 points each
+100 points
+75 points
+50 points

1.3 NetEA APPROVED


SALAMANDERS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian

STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
45cm
15cm
(15cm)
15cm
(base contact)
15cm
AND (15cm)
Heavy Bolter
30cm
Bolters
(15cm)
Missile Launcher
45cm
Multi-melta
15cm
AND (15cm)
Multi-melta
15cm
AND (15cm)
Assault Cannon
30cm
Heavy Bolter
30cm
Twin Typhoon Missile Launcher
45cm
Heavy Bolter
30cm
Missile Launcher
45cm
Twin Lascannon OR
45cm
Power Fist
(base contact)
Multi-Melta
15cm
AND (15cm)
Hunter-Killer
60cm
2x Lascannon
45cm
Twin Lascannon
45cm
2x Heavy Bolter
30cm
Autocannon
45cm
Autocannon
45cm
2x Heavy Flamer
15cm
AND (15cm)
Twin Heavy Bolter
30cm
2x Twin Lascannon
45cm

TYPE
CH
CH
CH

SPEED
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a

CC
n/a
n/a
n/a

FF
n/a
n/a
n/a

Supreme Commander
Assault

CH
INF

n/a
30cm

n/a
4+

n/a
3+

n/a
5+

Bike

INF

35cm

4+

3+

4+

Devastator
Salamanders Devastators
Salamanders Tactical

INF
INF
INF

15cm
15cm
15cm

4+
4+
4+

5+
5+
4+

3+
4+
5+

Salamanders Terminator

INF

15cm

4+

3+

3+

Scout
Tactical

INF
INF

15cm
15cm

5+
4+

4+
4+

5+
4+

Salamanders Attack Bike

LV

35cm

4+

5+

4+

Land Speeder

LV

35cm

4+

6+

5+

Land Speeder Tornado

LV

35cm

4+

6+

5+

Land Speeder Typhoon

LV

35cm

4+

6+

5+

Dreadnought

AV

15cm

3+

4+

4+

Hunter
Predator Annihilator

AV
AV

30cm
30cm

5+
4+

6+
6+

6+
5+

Predator Destructor

AV

30cm

4+

6+

3+

Predator Incinerator

AV

30cm

4+

6+

4+

Salamanders Land Raider

AV

25cm

4+

6+

4+

Salamanders

AV

25cm

4+

6+

5+

2x Twin Lascannon

45cm

AT4+

Whirlwind Launcher
4x Twin Heavy Bolter

45cm
30cm

1BP Indirect Fire


AP4+

2x Flamestorm Cannon
Twin Assault Cannon
Twin Heavy Bolter OR

15cm
30cm
30cm

AP3+, Ignore Cover


AP4+/AT4+
AP4+

Land Raider Helios


Salamanders Land
Raider Prometheus
Salamanders Land
Raider Redeemer
Salamanders Razorback

AV

25cm

4+

6+

4+

AV

25cm

4+

5+

3+

AV

30cm

5+

6+

5+

WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Chainswords
Bolters
2x Missile Launcher
2 x Multi-melta
Bolters
Multi-Melta
Thunder Hammers
2x Heavy Flamers

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
AP5+/AT6+
MW5+ and (Small Arms), MW
(Small Arms)
MW5+ and (Small Arms), MW
(Assault Weapons), MW, EA(+1)
AP4+, Ignore Cover
(Small Arms), Ignore Cover
AP5+
(Small Arms)
AP5+/AT6+
MW5+
(Small Arms), MW
MW5+
(Small Arms), MW
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
MW5+
(Small Arms), MW
AT4+/AA4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP5+/AT6+
AP4+, Ignore Cover
(Small Arms), Ignore Cover
AP4+
AT4+

NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Jump Packs
Mounted

Reinforced Armour, Teleport, Thick Rear Armour

Scout, Infiltrator

Skimmer, Scout
Skimmer, Scout
Skimmer, Scout
Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire)
OR a Power Fist and Multi-Melta (Vulcan), not both select one option before the game.

Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Salamanders Terminator unit
or 2 of the following units: Devastator, Salamanders Devastator, Salamanders Tactical, Tactical)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Devastator, Salamanders Devastator,
Salamanders Tactical, or Tactical unit)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Salamanders Terminator unit or 2
of the following: Devastator, Salamanders Devastator, Salamanders Tactical, Tactical), Replace the
'5cm' restriction in the Commander/Supreme Commander ability with 'Any formation on the table.'
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Salamanders Terminator unit or
2 of the following: Devastator, Salamanders Devastator, Salamanders Tactical, Tactical).
Transport: (May carry 1 of the following units: Devastator, Salamanders Devastator, Salamanders

SALAMANDERS

1.3 NetEA APPROVED


Twin Lascannon

45cm

AT4+

Tactical, Tactical and Scout). Armed with only 1of the listed weapon options, not both.

FIREPOWER
(Small Arms)

NOTES

SALAMANDERS SPACE MARINE ARMY REFERENCE 2


STRATEGY 5
RANGE
(15cm)

NAME
Salamanders Rhino

TYPE
AV

SPEED
30cm

ARMOUR
5+

CC
6+

FF
6+

WEAPONS
Storm Bolter

Vindicator
Whirlwind
Salamanders Drop Pod

AV
AV
Special

25cm
30cm
Immobile

4+
5+
5+

6+
6+
n/a

4+
5+
n/a

Demolisher
Whirlwind
Deathwind

30cm
45cm
15cm

AP3+/AT4+, Ignore Cover


1BP, Indirect Fire
AP5+/AT5+

Reaver Titan

WE

20cm

4+

3+

3+

2x Turbolaser Destructor
Rocket Launcher

60cm
60cm

4x AP5+/AT3+, Fwd
3BP, FxF

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Salamanders
Landing Craft

AC/WE

Bomber

4+

5+

3+

Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon

(15cm)
15cm
45cm

(Small Arms)
AP4+/AA5+
AT4+

Salamanders
Thunderhawk
Gunship

AC/WE

Bomber

4+

6+

4+

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Salamanders
Battle Barge

SC

n/a

n/a

n/a

n/a

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Orbital Bombardment

15cm
15cm
30cm
75cm
15cm
30cm
30cm
15cm
15cm
45cm
n/a

AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
14BP, MW

Salamanders
Strike Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

5BP, MW

Transport: (May carry 2 of the following units: Devastator, Salamander Devastator, Salamanders
Tactical, Tactical and Scout)
Walker
Planetfall, Transport: (May carry 1 formation that includes only Devastator, Salamanders Devastator,
Salamanders Tactical, Tactical and Dreadnought units). Deathwind: After the drop pod lands, its
Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker
for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop
pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation
that has already landed, so long as all units are placed within 15cm of the Drop pod. Drop pods may not
be used to claim a crossfire.
DC6, 4 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or
dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a
D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6:
Reactor repaired. If destroyed any units within 5cms will suffer a hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and
takes a point of damage. Any units stumbled into or over take a hit on a 6+.
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 infantry units, Attack Bikes
and Dreadnoughts. Salamanders Terminators and Dreadnoughts take up two spaces each. In addition,
the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the
following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land
Raider and 4 Rhinos). Critical Hit Effect: The Landing Crafts magazine explodes, destroying the
Landing Craft and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Bike, Devastator,
Dreadnought, Salamander Devastator, Salamander Tactical, Salamander Terminator, Tactical and
Scout. Terminators and Dreadnoughts take up two spaces each). Critical Hit Effect: The aircrafts
control surfaces are damaged The pilot loses control and the Thunderhawk crashes killing all aboard.

Transport: (May carry 60 infantry or Dreadnought units; plus 60 of the following Salamanders units:
Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9
Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board). Slow and Steady: may
not be used on the first two turns of a battle unless the scenario specifically says otherwise.
Transport: (May carry 20 infantry or Dreadnought units: Bike, Terminator or Dreadnought units;
plus20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or
Vindicators; plus 6 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on
Board).

SALAMANDERS

1.4 NetEA APPROVED


SCIONS OF IRON SPACE MARINE ARMY LIST
Final version 2012 (2-Dec-11). Sub-Army Champion: Hena

Scions of Iron Space Marine armies have a Strategy rating of 5. All Scions of Iron and Titan Legion formations have an initiative rating of 1+.
Imperial Navy aircraft formations have an initiative rating of 2+.

SCIONS OF IRON SPACE MARINE DETACHMENTS

FORMATION
Bike
Heavy Tactical
Helios
Land Raider
Landing Craft
Predator
Scout
Strike Cruiser
Tactical

Terminator
Thunderhawk
Transporter
Vindicator
Whirlwind

(A Scions of Iron Space Marine army may contain any number of Scions of Iron Detachments)
CORE UNITS
UPGRADES
4 Bike units
Commander, Attack Bike, Land Speeder
4 Tactical units plus 2 Land Raiders or
Commander, Hunter, Land Raider, Supreme Commander
Land Raider Crusaders
4 Land Raider Helios
Commander, Hunter
4 Land Raiders
Commander, Land Raider, Hunter,
Supreme Commander
1 Landing Craft
None
4 Predators (Annihilator and/or
Armour, Commander, Hunter, Supreme Commander
Destructor in any combination)
4 Scout units plus transport
Commander, Razorback, Sniper
1 Strike Cruiser
Battle Barge
4 Tactical units plus transport and
Armour, Commander, Hunter, Razorback, Supreme Commander
2 Vindicators or 2 Predator Annihilators or
2 Predator Destructors
4 Terminator units
Commander, Land Raider, Supreme Commander
2 Thunderhawk Transporters
Thunderhawk Transporter
4 Vindicators
4 Whirlwinds

Armour, Commander, Hunter, Supreme Commander


Commander, Hunter

COST
175 points
325 points
450 points
325 points
350 points
250 points
150 points
150 points
300 points

350 points
250 points
225points
300 points

SCIONS OF IRON SPACE MARINE UPGRADES

UPGRADE
Armour
Attack Bike
Battle Barge
Commander

Hunter
Land Raider
Land Speeder
Razorback
Sniper
0-1 Supreme
Commander

Thunderhawk
Transporter

(Each allowed upgrade may be taken once by each Scions of Iron Detachment.)
UNITS
Add up to 2 Predator Annihilators, Predator Destructors or Vindicators
Replace any number of Bike units with one Attack Bike each
Replace Strike Cruiser with Battle Barge
Add 1 Space Marine Commander character to a unit in the formation:
The Commander may be a Captain, Librarian or Chaplain.
(Cannot be combined with the Supreme Commander upgrade)
Add 1 Hunter
Add up to 4 units from the following:
Land Raider or Land Raider Crusader
Land Raider Helios
Add up to 3 units from the following:
Land Speeder, Land Speeder Tornado
Land Speeder Typhoon
Add any number of Razorbacks, up to the number required to transport the formation
All Scout units gain the Sniper ability
Choose 1 of the following options:
Add Supreme Commander ability to a Land Raider OR
(Cannot be combined with the
Replace a Predator or Vindicator with a Land Raider
Prometheus with Supreme Commander OR
Commander upgrade)
Replace a Land Raider or Crusader with a Land Raider
Prometheus with Supreme Commander
Add up to 2 Thunderhawk Transporters

COST
+50 points each
Free
+150 points
+50 points

+75 points
+75 points each
+100 points each
+35 points each
+60 points each
+25 points each
+50 points
+100 points
+125 points

+100 points
+100 points each

IMPERIAL ALLIES FORMATIONS

(Up to 1/3 of an armys points may be spent on Allies formations.)


0-2 TITAN LEGION BATTLEGROUPS
0-2 IMPERIAL NAVY AIRCRAFT
FORMATION
UNITS
COST
FORMATION
UNITS
Warlord Titan
1 Warlord Titan
825 points
Thunderbolt Squadron
2 Thunderbolt Fighter-Bombers
Reaver Titan
1 Reaver Titan
650 points
Marauder Squadron
2 Marauder Bombers
Warhound Titan
1 Warhound Titan
275 points
Warhound Titan Pack
2 Warhound Titans
500 points
SPACE MARINE AIRCRAFT
FORMATION
UNITS
1 Thunderhawk (Saturation
Thunderhawk SB
Bombing configuration)
1 Thunderhawk (Close Ait Support
Thunderhawk CAS
configuration)

COST
175 points
250 points

COST
250 points
250 points

12

1.4 NetEA APPROVED


SCIONS OF IRON SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian

TYPE
CH
CH
CH

SPEED
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a

CC
n/a
n/a
n/a

FF
n/a
n/a
n/a

Supreme Commander
Bike

CH
INF

n/a
35cm

n/a
4+

n/a
3+

n/a
4+

Scout
Tactical

INF
INF

15cm
15cm

5+
4+

4+
4+

5+
4+

Terminator

INF

15cm

4+

3+

3+

Attack Bike
Land Speeder

LV
LV

35cm
35cm

4+
4+

5+
6+

5+
5+

Land Speeder Tornado

LV

35cm

4+

6+

5+

Land Speeder Typhoon

LV

35cm

4+

6+

5+

Hunter
Land Raider

AV
AV

30cm
25cm

5+
4+

6+
6+

6+
4+

Land Raider
Prometheus

AV

25cm

4+

6+

4+

Predator Annihilator

AV

30cm

4+

6+

5+

Predator Destructor

AV

30cm

4+

6+

3+

Razorback

AV

30cm

5+

6+

5+

Rhino
Vindicator
Whirlwind

AV
AV
AV

30cm
25cm
30cm

5+
4+
5+

6+
6+
6+

TYPE
WE

SPEED
20cm

ARMOUR
4+

Warhound Titan

WE

30cm

Warlord Titan

WE

15cm

NAME
Reaver Titan

WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolters
Heavy Bolter
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Multi-melta
Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
4x Twin Heavy Bolter

STRATEGY 5
RANGE
FIREPOWER
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms), EA(+1), MW
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
30cm
AP5+
(15cm)
(Small Arms)
45cm
AP5+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP5+/AT5+
30cm
AP5+
(15cm)
(Small Arms), MW
15cm
MW5+
30cm
AP5+/AT5+
30cm
AP5+
45cm
AP3+/AT5+
30cm
AP5+
60cm
AT4+/AA4+
30cm
AP4+
45cm
AT4+
30cm
AP4+

2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon

45cm
45cm
30cm
45cm
30cm
45cm

AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+

6+
4+
5+

Storm Bolter
Demolisher
Whirlwind

(15cm)
30cm
45cm

(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire

CC
3+

FF
3+

WEAPONS
2x Turbolaser Destructor
Rocket Launcher

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Mounted
Scout, Infiltrator

Reinforced Armour, Teleport, Thick Rear Armour

Skimmer, Scout
Skimmer, Scout
Skimmer, Scout

Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit
OR 2 of the following units: Tactical, Devastator)
Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit
OR 2 of the following units: Tactical, Devastator). Replace the '5cm' Combined Assault restriction
within the Commander and Supreme Commander abilities with 'any formation on the table.'

Transport (may carry 1 of the following units: Tactical, Devastator & Scout)
A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not
both select one option before the game.
Transport: (May carry 2 of the following units: Tactical, Devastator and Scout)
Walker

SCIONS OF IRON SPACE MARINE ARMY REFERENCE 2


STRATEGY 5
RANGE
FIREPOWER
60cm
4x AP5+/AT3+, Fwd
60cm
3BP, FxF

NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of
damage. Any units stumbled into or over take a hit on a 6+.
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end

SCIONS OF IRON

1.4 NetEA APPROVED

Landing Craft

AC/WE

Bomber

4+

5+

3+

Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon

(15cm)
15cm
45cm

(Small Arms)
AP4+/AA5+
AT4+

Thunderhawk
Transporter

AC/WE

Bomber

5+

6+

5+

2x Twin Heavy Bolter

15cm

AP4+/AA5+

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Battle Barge

SC

n/a

n/a

n/a

n/a

Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Orbital Bombardment

15cm
30cm
30cm
15cm
15cm
45cm
n/a

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
14BP, MW

Strike Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

Thunderhawk
Gunship

AC/WE

Bomber

4+

6+

4+

Thunderhawk
Saturation Bombing
Configuration

AC/WE

Bomber

4+

Thunderhawk
Close Air Support
Configuration

AC/WE

Bomber

4+

Land Raider Crusader

AV

25cm

4+

5+

5+

Land Raider Helios

AV

25cm

4+

6+

5+

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon
Twin Heavy Bolter
Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon
Bombs
Twin Heavy Bolter
Twin Heavy Bolter
2x Twin Heavy Bolter
Turbolaser
Rockets
Frag Launchers
Hurricane Bolters
Twin Assault Cannon
2x Twin Lascannon
Whirlwind Launcher

15cm
15cm
30cm
75cm
15cm
15cm
30cm
75cm
15cm
15cm
15cm
30cm
45cm
30cm
(base contact)
(15cm)
30cm
45cm
45cm

5BP, MW

AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF
AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF
2BP, FxF, Ignore Cover
AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
2x AP5+/AT3+, FxF
AT4+, FxF
(Assault Weapons)
(Small Arms), EA(+2)
AP4+/AT4+
AT4+
1BP Indirect Fire

every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine
infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts
take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based
on the Land Raider or 6 based on the Rhino, or one of the following combinations:
3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos)
Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 1 Land Raider
or 2 of the following vehicles: Rhinos, Razorbacks, Hunters, Whirlwinds, Predator Annihilators,
Predator Destructors, or Vindicators; plus any infantry units being transported by these vehicles).
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground. killing all aboard.

Transport: (May carry 60 of the following units: Space Marine Tactical,


Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus
60 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters,
Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough
Drop Pods or Landing Craft to carry any other units on board)
Slow and steady: may not be used on the first two turns of a battle
unless the scenario specifically says otherwise.
Transport: (May carry 20 of the following units: Space Marine Tactical,
Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus
20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters,
Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks or Thunderhawk Transporters, and enough
Drop Pods or Landing Craft to carry any other units on board)
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Bike, Devastator,
Dreadnought, Tactical, Terminator and
Scout. Terminators and Dreadnoughts take up two spaces each). Critical Hit Effect: The aircrafts
control surfaces are damaged The pilot loses control and the Thunderhawk crashes killing all aboard.
DC2, Reinforced Armour, Critical Hit Effect: Destroyed.

DC2, Reinforced Armour, Critical Hit Effect: Destroyed.

Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units
or 3 of the following units: Neophyte, Sword Brethren and Tactical)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 of
the following units: Devastator, Tactical)

SCIONS OF IRON

1.5 NetEA DEVELOPMENTAL


BLACK TEMPLARS SPACE MARINE ARMY LIST
v3.5.2. Space Marine Army Champion: "Dobbsy"

Black Templars Space Marine armies have a Strategy rating of 5. All Black Templars and Crusade Fleet Support formations have an initiative rating of 1+.

BLACK TEMPLARS DETACHMENTS

FORMATION
Crusaders

(A Black Templars army may contain any number of Black Templars Detachments)
CORE UNITS
UPGRADES
6 Tactical units plus transport
Commander, Dreadnought, Emperor's Champion, Hunter,
Land Raider, Neophyte, Razorback

COST
275 points

BLACK TEMPLARS SUPPORT DETACHMENTS

FORMATION
Assault
Bike
Land Raider
Land Speeder
Predator
Sword Brethren
Terminator
Vindicator

(Up to 2 may be taken for each Black Templar Crusaders Dtachment)


CORE UNITS
UPGRADES
4 Assault units
Commander, Vindicator
5 Bike units
Attack Bike, Commander, Neophyte Bike
4 Black Templars Land Raiders or
Commander, Hunter, Vindicator
Black Templars Land Raider Crusaders
5 Land Speeders
Commander, Tornado/Typhoon
4 Predators (Annihilator and/or
Commander, Vindicator, Hunter
Destructor in any combination)
6 Sword Brethren units plus transport
Commander, Emperor's Champion, Hunter, Land Raider, Razorback
4 Terminator units
Commander, Emperor's Champion, Land Raider
4 Vindicators
Commander, Hunter, Vindicator

COST
175 points
200 points
325 points
200 points
250 points
300 points
350 points
225 points

BLACK TEMPLARS UPGRADES

UPGRADE
Attack Bike
Commander

Dreadnought
1 Emperor's Champion
Hunter
Land Raider
Neophyte
Neophyte Bike
Razorback
Sniper
Tornado/Typhoon

Vindicator

(Each allowed upgrade may be taken once per Black Templars Detachment and Support Detachment)

UNITS
Replace any number of Bike units with 1 Attack Bike each
Add 1 Space Marine Commander character to a unit in the formation:
The Commander may be a Captain, Librarian or Chaplain.
1 Space Marine Commander in the army may be a Supreme Commander
Add up to 2 Dreadnoughts (Hellfire or Tactical in any combination)
Add 1 Emperor's Champion character to a unit in the formation. One formation in the army must take
this upgrade.
Add 1 Hunter
Add up to 4 Black Templars Land Raiders or Black Templars Land Raider Crusaders
Add 2 or 4 Neophyte units
Add up to 4 Neophyte Bike units
Add any number of Black Templars Razorbacks, up to the number required to transport the formation
1 Scout unit gains the Sniper ability
Replace any number of Land Speeders, on a 1 per 1 basis, with:
1 Land Speeder Tornado OR
1 Land Speeder Typhoon
Add 1 or 2 Vindicators

COST
Free
+50 points
OR
+100 points
+50 points each
+50 points
+75 points
+75 points each
+75 points for 2
+150 points for 4
+35 points each
+25 points each
+25 points
Free
+25 points each
+50 points each

CRUSADE FLEET SUPPORT

FORMATION
0-1 Crusade Spacecraft
Landing Craft
Thunderhawk
Close Air Support
Saturation Bomber
Thunderhawk Transport

(Up to 1/3 of an armys points may be spent on Crusade Fleet Support formations)

UNITS
1 Black Templars Strike Cruiser OR
1 Black Templars Battle Barge
1 Black Templars Landing Craft
1 Black Templars Thunderhawk Gunship
1 Thunderhawk Interdictor
1 Thunderhawk Bomber
2 to 3 Black Templars Thunderhawk Transporters

COST
200 points OR
350 points
350 points
200 points
250 points
250 points
100 points each

15

1.5 NetEA DEVELOPMENTAL


BLACK TEMPLARS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Emperor's Champion
Librarian

TYPE
CH
CH
CH
CH

SPEED
n/a
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a
n/a

CC
n/a
n/a
n/a
n/a

FF
n/a
n/a
n/a
n/a

Supreme Commander

CH

n/a

n/a

n/a

n/a

Assault

INF

30cm

4+

3+

5+

Bike

INF

35cm

4+

3+

4+

Neophyte
Neophyte Bike
Sword Brethren
Tactical

INF
INF
INF
INF

15cm
35cm
15cm
15cm

5+
5+
4+
4+

4+
4+
3+
4+

5+
5+
4+
4+

Terminator

INF

15cm

4+

3+

3+

Attack Bike
Land Speeder

LV
LV

35cm
35cm

4+
4+

5+
6+

5+
5+

Land Speeder Tornado

LV

35cm

4+

6+

5+

Land Speeder Typhoon

LV

35cm

4+

6+

5+

Dreadnought

AV

15cm

3+

4+

4+

Hunter
Black Templars
Land Raider
Black Templars
Land Raider Crusader

AV
AV

30cm
25cm

5+
4+

6+
6+

6+
4+

AV

25cm

4+

5+

5+

Predator Annihilator

AV

30cm

4+

6+

5+

Predator Destructor

AV

30cm

4+

6+

3+

Black Templars Razorback

AV

30cm

5+

6+

5+

Black Templars Rhino


Vindicator
Whirlwind

AV
AV
AV

30cm
25cm
30cm

5+
4+
5+

6+
6+
6+

6+
4+
5+

WEAPONS
Power Weapon
Power Weapon
Black Sword
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Chainswords
Bolters
Bolt Pistols
Twin Bolters
Bolters
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Multi-melta

STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)

Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
Frag Launchers
Hurricane Bolters
Twin Assault Cannon
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon

(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
(15cm)
(15cm)
(15cm)
45cm
(base contact)
(15cm)
30cm
30cm
(15cm)
15cm
30cm
30cm
45cm
30cm
45cm
45cm
(base contact)
30cm
60cm
30cm
45cm
(base contact)
(15cm)
30cm
45cm
45cm
30cm
45cm
30cm
45cm

Storm Bolter
Demolisher
Whirlwind

(15cm)
30cm
45cm

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1), Sniper
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)

NOTES

(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
(Small Arms)
(Small Arms)
(Small Arms)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
AP5+
(Small Arms), MW
MW5+
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AT4+/AA4+
AP4+
AT4+
(Assault Weapons)
(Small Arms), EA(+2)
AP4+/AT4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+

Jump Packs

(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire

Invulnerable Save, Leader, Commander


Invulnerable Save, Leader, Inspiring
Invulnerable Save
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander

Mounted

Mounted
Infiltrator

Reinforced Armour, Teleport, Thick Rear Armour

Skimmer, Scout
Skimmer, Scout
Skimmer, Scout
Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire)
OR a Power Fist and Assault Cannon (Tactical), not both select one option before the game.

Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit
or 2 of the following units: Neophyte, Sword Brethren and Tactical)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units
or 3 of the following units: Neophyte, Sword Brethren and Tactical)

Transport (May carry 1 of the following units: Neophyte, Sword Brethren and Tactical)
A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not
both select one option before the game.
Transport: (May carry 2 of the following units: Neophyte, Sword Brethren and Tactical)
Walker

BLACK TEMPLARS

1.5 NetEA DEVELOPMENTAL


BLACK TEMPLARS SPACE MARINE ARMY REFERENCE 2
NAME
Black Templars Drop Pod

STRATEGY 5
RANGE
15cm

TYPE
Special

SPEED
Immobile

ARMOUR
5+

CC
n/a

FF
n/a

WEAPONS
Deathwind

FIREPOWER
AP5+/AT5+

Black Templars
Landing Craft

AC/WE

Bomber

4+

5+

3+

Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon

(15cm)
15cm
45cm

(Small Arms)
AP4+/AA5+
AT4+

Black Templars
Thunderhawk
Gunship

AC/WE

Bomber

4+

6+

4+

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon

15cm
15cm
30cm
75cm

AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF

Thunderhawk Interdictor

AC/WE

Bomber

4+

Thunderhawk Bomber

AC/WE

Bomber

4+

Black Templars
Thunderhawk
Transporter

AC/WE

Bomber

4+

6+

5+

Turbo Laser
2x Twin Heavy Bolter
Twin Heavy Bolter
Twin Heavy Bolter
2x Rockets
Battle Cannon
2x Twin Heavy Bolter
Twin Heavy Bolter
Twin Heavy Bolter
Bombs
2x Twin Heavy Bolter

45cm
30cm
15cm
15cm
30cm
75cm
30cm
15cm
15cm
15cm
15cm

2x AP5+/AT3+, FxF
AP4+/AA5+, FxF
AP4+/AA5+, Left
AP4+/AA5+, Right
AT4+, FxF
AP4+/AT4+, FxF
AP4+/AA5+, FxF
AP4+/AA5+, Left
AP4+/AA5+, Right
2BP, FxF, Ignore Cover
AP4+/AA5+

Black Templars
Battle Barge

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

14BP, MW

Black Templars
Strike Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

5BP, MW

NOTES
Planetfall, Transport: (May carry 1 formation that includes only Tactical, Neophyte,
Sword Brethren and Dreadnought units). Deathwind: After the drop pod lands,
its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a
Blast marker for coming under fire, and an extra Blast marker for each casualty.
Then any troops carried in the Drop pod must disembark within 5cm of the drop pod or
within 5cmof another unit from the same formation that has already landed, so long
as all units are placed within 15cm of the drop pod. Drop pods may not be used
to claim crossfire.
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Black Templars
infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts
take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based
on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land
Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos)
Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Tactical, Neophyte, Neophyte Bike, Sword Brethren, Bike, Terminator and Dreadnoughts.
Terminators and Dreadnoughts take up two spaces each.)
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.
DC2, Reinforced Armour
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.

DC2, Reinforced Armour


Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.

DC2, Planetfall, Reinforced Armour, Transport: (May carry 1 Black Templars Land Raider
or Land Raider Crusader or 2 of the following Black Templars vehicles: Rhinos, Razorbacks,
Hunters, Whirlwinds, Predator Annihilators, Predator Destructors, or Vindicators; plus any
Black Templars infantry units being transported by these vehicles).
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground. killing all aboard.
Transport: (May carry 60 of the following Black Templars units: Assault, Bike, Neophyte,
Neophyte Bike, Sword Brethren, Tactical, Bike, Terminator or Dreadnought units; plus
60 of the following Black Templars vehicles: Rhinos, Land Raiders, Razorbacks, Hunters,
Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough
Black Templars Drop Pods or Landing Craft to carry any other units on board)
Slow and Steady: May not be used on the first two turns of a battle unless the scenario
specifically says otherwise.
Transport: (May carry 20 of the following units: Tactical,
Assault, Sword Brethren, Neophyte, Neophyte Bike, Bike, Terminator or Dreadnought units;
plus 20 of the following Black Templars vehicles: Rhinos, Land Raiders, Razorbacks, Hunters,
Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough Black Templars
Drop Pods or Landing Craft to carry any other units on board)

BLACK TEMPLARS

1.6 NetEA DEVELOPMENTAL


BLOOD ANGELS SPACE MARINE ARMY LIST
v2.12. Sub-Army Champion: "Evil&Chaos"

Blood Angels Space Marine armies have a Strategy rating of 5. All Blood Angels have an initiative rating of 1+.
Imperial Navy aircraft formations and the Death Company have an initiative rating of 2+. All Blood Angels armies must include the Death Company formation.

BLOOD ANGELS DETACHMENTS

FORMATION
Assault
Bike
1 Death Company

Devastator
Land Speeder
Landing Craft
Predator
Scout
0-1 Strike Cruiser
Stormraven
Tactical
Terminator
Thunderhawk
Whirlwind

(A Blood Angels Space Marine army may contain any number of Blood Angels Detachments)
CORE UNITS
UPGRADES
6 Blood Angels Assault units
Assault, Commander, Dreadnought, Fast Attack, Heavy
Support, Hunter, Stormraven
4 Blood Angels Bike units and 1 Attack Bike
Commander, Fast Attack
4 Death Company Tactical units with 1
Dreadnoughts, Stormraven
Chaplain plus transport OR
4 Death Company Assault units with 1 Chaplain
4 Blood Angels Devastator units plus transport
Commander, Dreadnought, Hunter, Heavy Support,
Razorback, Stormraven
5 Land Speeders
Commander, Tornado/Typhoon
1 Blood Angels Landing Craft
None
4 Baal Predators
Commander, Fast Attack, Hunter
4 Blood Angels Scout units plus transport
Commander, Stormraven
1 Blood Angels Strike Cruiser
Battle Barge
4 Stormraven Gunships
None
6 Blood Angels Tactical units plus transport
Assault, Commander, Dreadnought, Fast Attack,
Heavy Support, Hunter, Razorback, Stormraven
4 Blood Angels Terminator units
Commander, Dreadnought, Heavy Support, Stormraven
1 Blood Angels Thunderhawk Gunship
None
4 Blood Angels Whirlwinds
Hunter

COST
250 points
250 points
275 points
OR
300 points
250 points
200 points
350 points
300 points
150 points
200 points
300 points
275 points
350 points
200 points
300 points

BLOOD ANGELS UPGRADES

UPGRADE
Assault
Battle Barge
Commander

Dreadnought
Fast Attack
Heavy Support

Hunter
Razorback
Stormraven
Tornado/Typhoon

(Each allowed upgrade may be taken once per Detachment.)


UNITS
Add 2 Assault units
Replace a Blood Angels Strike Cruiser with a Blood Angels Battle Barge
Add 1 Space Marine Commander character to a unit in the formation:
The Commander may be a Captain, Librarian or Chaplain
1 Space Marine Commander in the army may be a Supreme Commander
Add 1 to 3 Vulcan or Furioso Dreadnoughts in any combination
Add 2 Land Speeders or Bike units, or 3 Attack Bikes
Select 1 option from the following:
Add 1 to 3 Blood Angels Vindicators
Add 1 to 3 Baal Predators or Blood Angels Predator in any combination
Add any number of Blood Angels Land Raiders or Blood Angels Land Raider Redeemers, in any
combination, up to the number required to transport the entire formation
Add 1 Blood Angels Hunter
Add any number of Blood Angels Razorbacks, up to the number required to transport the entire formation
Add any number of Stormraven Gunships, up to the number required to transport the entire formation
Replace any number of Land Speeders, on a 1 for 1 basis, with:
1 Land Speeder Tornado OR
1 Land Speeder Typhoon

COST
+75 points
+150 points
+50 points
OR
+100 points
+75 points each
+100 points
+50 points each
+75 points each
+75 points each
+75 points
+25 points each
+75 points each
Free
+25 points each

IMPERIAL NAVY ALLIES

FORMATION
Thunderbolt Squadron
Marauder Squadron

(Up to 1/3 of an armys points may be spent on Allies formations)

UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers

COST
175 points
250 points

SPECIAL RULE - Frenzied

Some units are noted as being Frenzied. Formations that contain a Frenzied unit which can potentially reach base contact with an enemy unit after a charge move will receive a +1
modifier to their initiative roll if they attempt to perform an Engage action. Formations that have a frenzied unit which can potentially reach base contact with an enemy unit after
a charge move will receive a 1 modifier to their initiative roll if they attempt to perform any action other than an Engage action.

SPECIAL RULE - Death Company

Death Company formations may never claim objectives, but may contest them.

18

1.6 NetEA DEVELOPMENTAL


BLOOD ANGELS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian

WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Chainswords
Bolters
2x Missile Launcher
Shotguns
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Bolt Pistols
(Assault Weapons)
Bolt Pistols
(Assault Weapons)
Heavy Bolter
Multi-melta

STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
45cm
(15cm)
(15cm)
45cm
(base contact)
(15cm)
30cm
(15cm)
(base contact)
(15cm)
(base contact)
30cm
(15cm)
15cm
30cm
30cm
45cm
30cm
30cm
15cm
60cm
45cm
45cm
30cm
45cm

TYPE
CH
CH
CH

SPEED
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a

CC
n/a
n/a
n/a

FF
n/a
n/a
n/a

Supreme Commander
Blood Angels Assault

CH
INF

n/a
30cm

n/a
4+

n/a
3+

n/a
5+

Blood Angels Bike

INF

35cm

4+

3+

4+

Blood Angels Devastator


Blood Angels Scout
Blood Angels Tactical

INF
INF
INF

15cm
15cm
15cm

4+
5+
4+

5+
4+
4+

3+
5+
4+

Blood Angels Terminator

INF

15cm

4+

3+

3+

Death Company Assault

INF

30cm

4+

3+

5+

Death Company Tactical

INF

15cm

4+

3+

5+

Attack Bike
Land Speeder

LV
LV

35cm
35cm

4+
4+

5+
6+

5+
5+

Land Speeder Tornado

LV

35cm

4+

6+

5+

Land Speeder Typhoon

LV

35cm

4+

6+

5+

Baal Predator

AV

35cm

4+

6+

4+

Blood Angels Hunter


Blood Angels Predator

AV
AV

35cm
35cm

5+
4+

6+
6+

6+
5+

Blood Angels Razorback

AV

35cm

5+

6+

5+

Blood Angels Rhino

AV

35cm

5+

6+

6+

Storm Bolter

(15cm)

(Small Arms)

Blood Angels Vindicator

AV

30cm

4+

6+

4+

Demolisher

30cm

AP3+/AT4+, Ignore Cover

Blood Angels Whirlwind

AV

35cm

5+

6+

5+

Whirlwind

45cm

1BP, Indirect Fire

Dreadnought
(Furioso Pattern)
Dreadnought
(Vulcan Pattern)

AV

15cm

3+

4+

6+

AV

15cm

3+

4+

4+

Flamers
Power Fists
Power Fist
Multi-Melta

Land Raider

AV

25cm

4+

6+

4+

Land Raider Redeemer

AV

25cm

4+

5+

3+

(15cm)
(base contact)
(base contact)
15cm
AND (15cm)
30cm
45cm
(base contact)
15cm
30cm

Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Twin Assault Cannon
2x Heavy Flamer
Hunter-Killer
2x Lascannon
Twin Lascannon
Twin Heavy Bolter OR
Twin Lascannon

Twin Heavy Bolter


2x Twin Lascannon
Frag Launchers
2x Flamestorm Cannon
Twin Assault Cannon

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
AP5+/AT6+
(Small Arms)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
Small Arms
(Assault Weapons), EA (+1)
Small Arms
(Assault Weapons), EA (+1)
AP5+
(Small Arms), MW
MW5+
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP4+/AT4+
AP4+, Ignore Cover
AT4+/AA4+
AT5+
AT4+
AP4+
AT4+

Small Arms
(Assault Weapons), MW, EA(+2)
(Assault Weapons), MW, EA(+1)
MW5+
(Small Arms), MW
AP4+
AT4+
(Assault Weapons)
AP3+, Ignore Cover
AP4+/AT4+

NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Jump Packs
Mounted, Scout

Scout, Infiltrator

Reinforced Armour, Teleport, Thick Rear Armour

Fearless, Frenzied, Invulnerable Save, Jump Packs


Fearless, Frenzied, Invulnerable Save

Skimmer, Scout
Skimmer, Scout
Skimmer, Scout

Transport (May carry 1 of the following Blood Angels units: Tactical and Devastator)
A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not
both select one option before the game.
Transport: (May carry 2 of the following units: Death Company Tactical, Devastator,
Scout, Tactical)
Walker

Frenzied, Walker.
Walker.

Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit
or 2 of the following: Devastator, Tactical)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit
or 2 of the following: Devastator, Tactical)

BLOOD ANGELS

1.6 NetEA DEVELOPMENTAL


BLOOD ANGELS SPACE MARINE ARMY REFERENCE 2
WEAPONS
Twin Heavy Bolter
Twin Assault Cannon
Bloodstrike Missile
Deathwind

STRATEGY 5
RANGE
30cm
30cm
60cm
15cm

NAME
Stormraven Gunship

TYPE
AV

SPEED
35cm

ARMOUR
5+

CC
6+

FF
4+

FIREPOWER
AP4+
AP4+/AT4+
4x AT3+, Single Shot
AP5+/AT5+

Blood Angels
Drop Pod

Special

Immobile

5+

n/a

n/a

Blood Angels
Landing Craft

AC/WE

Bomber

4+

5+

3+

Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon

(15cm)
15cm
45cm

(Small Arms)
AP4+/AA5+
AT4+

Blood Angels
Thunderhawk
Gunship

AC/WE

Bomber

4+

6+

4+

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon

15cm
15cm
30cm
75cm

AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Blood Angels
Battle Barge

SC

n/a

n/a

n/a

n/a

Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Orbital Bombardment

15cm
30cm
30cm
15cm
15cm
45cm
n/a

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
14BP, MW

Blood Angels
Strike Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

5BP, MW

NOTES
Planetfall, Reinforced Armour, Skimmer, Transport: (May carry 1 Dreadnought; plus 1 Blood Angels
Terminator unit or 2 of the following Blood Angels units: Assault, Death Company Assault, Death
Company, Tactical, Devastator, Scout or Tactical)
Planetfall, Transport: (May carry 1 formation that includes only Death Company Tactical,
Devastator, Dreadnought and Tactical units). Deathwind: After the Drop pod lands,
its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked
receives a Blast marker for coming under fire, and an extra Blast marker for each casualty.
Then any troops carried in the drop pod must disembark within 5cm of the drop pod or
within 5cmof another unit from the same formation that has already landed, so long
as all units are placed within 15cm of the drop pod. Drop pods may not be used to
claim crossfire.
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Blood Angels
infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts
take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based
on the Land Raider or 6 based on the Rhino, or one of the following combinations:
3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos)
Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Assault, Bike, Death Company Assault, Death Company Tactical, Devastator, Scout, Tactical,
Terminator and Dreadnought. Terminators and Dreadnoughts take up two spaces each.)
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.

Transport: (May carry 60 Blood Angels infantry units, Attack Bikes and Dreadnoughts;
plus 60 of the following Blood Angels units: Baal Predators, Rhinos, Land Raiders,
Razorbacks, Hunters, Whirlwinds, Predator Annihilators, or Vindicators; plus 9
Thunderhawks and enough Drop pods or Landing Craft to carry any other units on board).
Slow and steady: may not be used on the first two turns of a battle
unless the scenario specifically says otherwise.
Transport: (May carry 20 Blood Angels infantry units, Attack Bikes and Dreadnoughts;
plus 20 of the following Blood Angels units: Baal Predators, Rhinos, Land Raiders,
Razorbacks, Hunters, Whirlwinds, Predator Annihilators, or Vindicators; plus 6
Thunderhawks and enough Drop pods or Landing Craft to carry any other units on board).

BLOOD ANGELS

1.7 NetEA DEVELOPMENTAL


RAVEN GUARD SPACE MARINE ARMY LIST
v1.2.2 Sub-Army Champion: NealHunt

Raven Guard Space Marine armies have a Strategy rating of 5. All Raven Guard and Titan Legion Battlegroups have an initiative rating of 1+.
Imperial Navy aircraft formations have an initiative rating of 2+.

RAVEN GUARD DETACHMENTS

FORMATION
Assault
Bike
Landing Craft
Land Speeder
Predator
Raven Guard Assault
Scout
0-1 Strike Cruiser
Tactical
Terminator
Thunderhawk
Whirlwind

(A Raven Guard Space Marine army may contain any number of Space Marine Detachments)
CORE UNITS
UPGRADES
4 Assault units
Commander, Land Speeders
5 Bike units
Commander, Attack Bike
1 Raven Guard Landing Craft
None
5 Land Speeders
Commander, Tornado/Typhoon/Tempest, Planetfall
4 Predators (Annihilator and/or
Commander, Hunter
Destructor in any combination)
6 Raven Guard Assault units plus transport
Commander, Dreadnought, Hunter, Land Speeders,
Razorback, Caestus
4 Scout units plus transport
Commander, Land Speeders, Land Speeder Storm, Scout, Sniper
1 Raven Guard Strike Cruiser
Battle Barge
6 Tactical units plus transport
Commander, Dreadnought, Hunter, Razorback, Caestus
4 Raven Guard Terminator units
Commander, Dreadnought , Caestus
1 Raven Guard Thunderhawk Gunship
None
4 Whirlwinds
Commander, Hunter

COST
175 points
200 points
350 points
200 points
250 points
225 points
150 points
225 points
275 points
350 points
200 points
300 points

RAVEN GUARD UPGRADES

UPGRADE
Attack Bike
Battle Barge
Caestus
Commander

Dreadnought
Hunter
Land Speeders

Land Speeder Storm


Planetfall
Razorback
Scout
Sniper
Tornado/Typhoon/Tempest

(Each allowed upgrade may be taken once per Detachment.)


UNITS
Replace any number of Bike units with 1 Attack Bike each
Replace a Raven Guard Strike Cruiser with a Raven Guard Battle Barge
Add the minimum number of Raven Guard Caestus Assault Rams to transport the formation
Add 1 Space Marine Commander character to a unit in the formation:
The Commander may be a Captain, Librarian or Chaplain
1 Space Marine Commander in the army may be a Supreme Commander
Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination)
Add 1 Hunter
Add 1 option from the following:
2 Land Speeders or Tornados OR
2 Land Speeders Typhoons or Tempests
Add enough Land Speeder Storms to transport the entire formation
Give all units and upgrades in the formation the Planetfall ability
Add any number of Raven Guard Razorbacks, up to the number required to transport the formation
Add 2 Scout units
All Scout units gain the Sniper ability
Replace any number of Land Speeders with 1 Land Speeder Tempest, Tornado or Typhoon each
Land Speeder Tornado
Land Speeder Typhoon or Land Speeder Tempest

COST
Free
+150 points
+125 points for 2
+175 points for 3
+50 points
OR
+100 points
+50 points each
+75 points
+75 points
+125 points
+25 points each
+25 points
+25 points each
+75 points
+50 points
Free
+25 points each

IMPERIAL ALLIES FORMATIONS


(Up to 1/3 of an armys points may be spent on Allies formations)

TITAN LEGION BATTLEGROUPS

IMPERIAL NAVY AIRCRAFT

FORMATION

UNITS

COST

FORMATION

UNITS

COST

Warhound Titan

1 Warhound Titan

275 points

Thunderbolt Squadron

2 Thunderbolt Fighter-Bombers

175 points

Warhound Titan Pack

2 Warhound Titans

500 points

Marauder Squadron

2 Marauder Bombers

250 points

SPECIAL RULE - Death From Above

A Raven Guard player may choose to reroll the results of scatter for units that Planetfall. The results of the re-roll are binding and must be used even if the results are worse

SPECIAL RULE - Garrisons

When playing a General Tournament Scenario, a Raven Guard player may only garrison formations where half or more of the units (rounding up) are scout. The other
qualifications for allowing formations to garrison do not apply to Raven Guard.

21

1.7 NetEA DEVELOPMENTAL


RAVEN GUARD SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian

STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(15cm)
(15cm)
45cm
(base contact)
(15cm)
30cm
30cm
(15cm)
15cm
30cm
45cm
AND 30cm
30cm
30cm
45cm
30cm
30cm
15cm
AND (15cm)

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
AP5+
(Small Arms)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
AP5+
(Small Arms), MW
MW5+
AP5+/AT5+
AP4+/AT5+
AA6+
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
1BP, Single Shot
MW4+
Small Arms, MW

NOTES

Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Hunter-Killer
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon

45cm
45cm
(base contact)
30cm
60cm
45cm
45cm
30cm
45cm
30cm
45cm

AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AT4+/AA4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+

Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire)
OR a Power Fist and Assault Cannon (Tactical), not both select one option before the game.

Storm Bolter
Whirlwind

(15cm)
45cm

TYPE
CH
CH
CH

SPEED
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a

CC
n/a
n/a
n/a

FF
n/a
n/a
n/a

WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Chainswords
Bolters
Chainswords
Bolt pistols
Heavy Bolter
Shotguns
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Multi-melta

Supreme Commander
Assault

CH
INF

n/a
30cm

n/a
4+

n/a
3+

n/a
5+

Bike

INF

35cm

4+

3+

4+

Raven Guard Assault

INF

15cm

4+

3+

5+

Scout

INF

15cm

5+

4+

5+

Tactical

INF

15cm

4+

4+

4+

Raven Guard Terminator

INF

15cm

4+

3+

3+

Attack Bike
Land Speeder

LV
LV

35cm
35cm

4+
4+

5+
6+

5+
5+

Land Speeder Tempest

LV

35cm

4+

6+

5+

Assault Cannon
Tempest Missile

Land Speeder Tornado

LV

35cm

4+

6+

5+

Land Speeder Typhoon

LV

35cm

4+

6+

5+

Raven Guard
Caestus Assault Ram

AV

35cm

5+

6+

5+

Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Firefury Missile Launcher
Magna Melta

Dreadnought

AV

15cm

3+

4+

4+

Hunter
Predator Annihilator

AV
AV

30cm
30cm

5+
4+

6+
6+

6+
5+

Predator Destructor

AV

30cm

4+

6+

3+

Raven Guard Razorback

AV

30cm

5+

6+

5+

Raven Guard Rhino


Whirlwind

AV
AV

30cm
30cm

5+
5+

6+
6+

6+
5+

(Small Arms)
1BP, Indirect Fire

Invulnerable Save, Leader, Commander


Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Jump Packs
Mounted

Scout, Infiltrator

Reinforced Armour, Teleport, Thick Rear Armour. May use Drop pods

Skimmer, Scout
Skimmer

Skimmer, Scout
Skimmer, Scout
Planetfall, Reinforced Armour, Skimmer, Transport: (May carry 2 of the following units:
Raven Guard Assault, Raven Guard Terminator, Tactical or Scout)

Transport (may carry 1 of the following units: Raven Guard Assault, Scout and Tactical)
A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not
both select one option before the game.
Transport: (May carry 2 of the following units: Raven Guard Assault, Scout and Tactical)

RAVEN GUARD

1.7 NetEA DEVELOPMENTAL


RAVEN GUARD SPACE MARINE ARMY REFERENCE 2
NAME
Raven Guard Drop Pod

STRATEGY 5
RANGE
15cm

TYPE
Special

SPEED
Immobile

ARMOUR
5+

CC
n/a

FF
n/a

WEAPONS
Deathwind

FIREPOWER
AP5+/AT5+

Raven Guard
Landing Craft

AC/WE

Bomber

4+

5+

3+

Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon

(15cm)
15cm
45cm

(Small Arms)
AP4+/AA5+
AT4+

Raven Guard
Thunderhawk

AC/WE

Bomber

4+

6+

4+

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon

15cm
15cm
30cm
75cm

AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF

Raven Guard
Battle Barge

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

14BP, MW

Raven Guard
Strike Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

5BP, MW

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Land Speeder Storm

LV

35cm

4+

6+

5+

Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Heavy Bolter

15cm
30cm
30cm
15cm
15cm
45cm
30cm

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
AP5+

NOTES
Planetfall, Transport: (May carry 1 formation that includes only Raven Guard Assault,
Raven Guard Terminators, Tactical and Dreadnought units). Deathwind: After the drop
pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation
attacked receives a Blast marker for coming under fire, and an extra Blast marker for
each casualty. Then any troops carried in the drop pod must disembark within 5cm
of the Drop pod or within 5cm of another unit from the same formation that has
already landed, so long as all units are placed within 15cm of the Drop pod.
Drop pods may not be used to claim crossfire.
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Raven Guard
infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts
take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based
on the Land Raider or 6 based on the Rhino, or one of the following combinations:
3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos)
Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Assault, Bike, Raven Guard Assault, Scout, Tactical, Terminator and Dreadnought.
Terminators and Dreadnoughts take up 2 spaces each.)
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.
Transport: (May carry 60 of the following units: Assault, Bike, Land Speeders(all types),
Raven Guard Assault, Raven Guard Terminator, Scout, Tactical or Dreadnought units; plus
60 of the following Raven Guard vehicles: Rhinos, Razorbacks, Hunters,
Whirlwinds, Predators or Caestus Assault Rams; plus 9 Thunderhawks and enough
Drop Pods or Landing Craft to carry any other units on board)
Slow and steady: may not be used on the first two turns of a battle
unless the scenario specifically says otherwise.
Transport: (May carry 20 of the following units: Assault, Bike, Land Speeders(all types),
Raven Guard Assault, Raven Guard Terminator, Scout, Tactical or Dreadnought units; plus
20 of the following Raven Guard vehicles: Rhinos, Razorbacks, Hunters,
Whirlwinds, Predators or Caestus Assault Rams; plus 6 Thunderhawks and enough
Drop Pods or Landing Craft to carry any other units on board)
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction
and takes a point of damage. Any units stumbled into or over take a hit on a 6+.

Skimmer, Transport (one Scout)

RAVEN GUARD

1.8 NetEA DEVELOPMENTAL


SPACE WOLVES SPACE MARINE ARMY LIST
v2.4. Space Marine Army Champion: "Dobbsy

Space Wolves Space Marine armies have a Strategy rating of 5. All Space Wolves and Titan Battlegroups formations have an initiative rating of 1+.
Blood Claws, Skyclaws, Swiftclaws, Fenrisian Wolves and Imperial Navy formations have an initiative rating of 2+. Wolf Guard Terminators may use Drop Pods.

GREAT COMPANIES

PACK
1+ Great Company

(You may have any number of Great Companies but must take at least one)
CORE UNITS
UPGRADES
6 Grey Hunter units with 1 Hero character plus transport, plus
Land Raiders, Dreadnoughts, Venerable
0-2 of the following options:
Dreadnought, Razorback, Vindicator,
(you may select each option only once per Great Company)
Hunter, Wolf Lord
2 Grey Hunters units and transport: +75 points
2 Blood Claws units and transport: +50 points
2 Long Fangs units and transport: +125 points
1 or 2 Wolf Guard Terminator units: +75 points each

COST
300 points

HUNTING PACKS

PACK
Wolf Guard Terminators
Wolf Scout Pack
Long Fangs Pack
Blood Claws Pack
Skyclaws Assault Pack
Swiftclaws Bike Pack
Fenrisian Wolves

(You may not have more Hunting packs of any one type than you do Great Companies)
CORE UNITS
UPGRADES
4 Wolf Guard Terminator units
Hero, Land Raiders
4 Wolf Scout units
Hero, Sniper
4 Long Fang units plus transport
Hero, Razorbacks, Land Raiders, Hunter
6 Blood Claws units plus transport
Hero, Blood Claws, Land Raiders,
Vindicators
6 Skyclaws Assault units
Hero, Skyclaws
6 Swiftclaws Bike units
Hero, Swiftclaws Attack Bikes
6 Fenrisian Wolves units
Hero

COST
325 points
225 points
300 points
200 points
225 points
200 points
150 points

SUPPORT PACKS

PACK
Land Speeder
Land Raiders
Predators
Vindicators
Whirlwinds
0-1 Strike Cruiser
Thunderhawk
Landing Craft

(You may have any number of Support packs)

UNITS
5 Land Speeders
4 Space Wolves Land Raiders or Space Wolves Land Raider Crusaders
4 Predators (either Annihilator and/or Destructor)
4 Vindicators
4 Whirlwinds
1 Space Wolves Strike Cruiser
1 Space Wolves Thunderhawk Gunship
1 Space Wolves Landing Craft

UPGRADES
Hero, Typhoon/Tornado
Hero, Hunter
Hero, Hunter
Hero, Hunter
Hero, Hunter
Battle Barge
none
none

COST
200 points
325 points
250points
225 points
300 points
200 points
225 points
375 points

SPACE WOLVES UPGRADES

UPGRADE
Hero
0-1 Wolf Lord
Blood Claws
Skyclaws
Swiftclaw Attack Bikes
Sniper
Razorbacks
Land Raiders
0-1 Venerable Dreadnought
Dreadnoughts
Typhoon/Tornado

Vindicators
Hunter
Battle Barge

(Upgrades may only be taken once per parent Pack)


UNITS
Add 1 of the following to the formation: Battle Leader, Rune Priest or Wolf Priest
Add the Supreme Commander ability to either a Battle Leader or Venerable Dreadnought
Add 2 Blood Claws units to the formation
Add 2 Skyclaws units to the formation
Replace any number of Swiftclaw Bike units with the same number of Swiftclaw Attack Bikes
Add the Sniper ability to 1 or 2 units in the formation
Add any number of Space Wolves Razorbacks, up to the number required to transport the formation
Add up to 4 Space Wolves Land Raiders and/or Land Raider Crusaders
Add the Venerable Dreadnought unit to a formation
Add up to 2 Dreadnought units to the formation
Replace any number of Land Speeders, on a 1 for 1 basis, with:
1 Land Speeder Tornado OR
1 Land Speeder Typhoon
Add 1 or 2 Vindicator units to the formation
Add 1 Hunter unit to the formation
Replace the Space Wolves Strike Cruiser with a Space Wolves Battle Barge

COST
+50 points
+50 points
+50 points
+75 points
Free
+25 points each
+25 points each
+75 points each
+75 points
+50 points each
Free
+25 points each
+50 points each
+75 points
+150 points

IMPERIAL ALLIES FORMATIONS

FORMATION
Warlord Titan
Reaver Titan
Thunderbolt Squadron
Marauder Squadron

(Up to 1/3 of an armys points may be spent on Allies formations)


UNITS
1 Warlord Titan
1 Reaver Titan
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers

COST
825 points
650 points
175 points
250 points

SPECIAL RULE - Pack Mentality

Space Wolves Wolf Lords and Battle Leaders have the Commander special ability, however packs may use a 10cm range to include new packs in an assault rather than the standard
5cm. All other rules and modifiers regarding this ability apply as normal to those packs taking part. Additionally, when defending against an assault, a Space Wolves Commander may
declare friendly packs within 5cm to be intermingled during the assault. Once declared intermingled, the Commanders packs follow all the rules exactly as if the enemy had declared
them intermingled as per section 1.12.10 in the main rule book. Note that either the enemy or Space Wolves Commander may declare those packs intermingled.

SPECIAL RULE - Unblooded

All Blood Claws, Skyclaws and Swiftclaws packs have an initiative rating of 2+. However, the pack has initiative 1+ when they undertake an Engage action. In addition, they must
always counter-charge whenever assaulted, may not choose to remain at fire fight range with the enemy and must always retain unit coherency while doing so.

24

1.8 NetEA DEVELOPMENTAL


SPACE WOLVES SPACE MARINE ARMY REFERENCE 1
NAME
Battle Leader
Rune Priest

TYPE
CH
CH

SPEED
n/a
n/a

ARMOUR
n/a
n/a

CC
n/a
n/a

FF
n/a
n/a

Wolf Priest
Blood Claws
Fenrisian Wolves
Grey Hunters
Long Fangs
Skyclaws

CH
INF
INF
INF
INF
INF

n/a
15cm
20cm
15cm
15cm
30cm

n/a
4+
5+
4+
4+
4+

n/a
3+
4+
3+
5+
3+

n/a
6+
4+
3+
6+

Swiftclaws Bike

INF

35cm

4+

3+

5+

Wolf Guard Terminator

INF

15cm

4+

3+

3+

Wolf Scout

INF

15cm

5+

4+

5+

Land Speeder

LV

35cm

4+

6+

5+

Land Speeder Tornado

LV

35cm

4+

6+

5+

Land Speeder Typhoon

LV

35cm

4+

6+

5+

Swiftclaw Attack Bikes


Dreadnought

LV
AV

35cm
15cm

4+
3+

5+
4+

5+
4+

Hunter
Predator Annihilator

AV
AV

30cm
30cm

5+
4+

6+
6+

6+
5+

Predator Destructor

AV

30cm

4+

6+

3+

Space Wolves Rhino


Space Wolves Razorback

AV
AV

30cm
30cm

5+
5+

6+
6+

6+
5+

Space Wolves Land Raider

AV

25cm

4+

6+

4+

Space Wolves
Land Raider Crusader

AV

25cm

4+

5+

5+

Venerable Dreadnought

AV

15cm

4+

3+

4+

Vindicator
Whirlwind

AV
AV

25cm
30cm

4+
5+

6+
6+

4+
5+

WEAPONS
Frost Blade
Runic Weapon
Thunderclap
Crozius Arcanum
Chainswords
Claws and Fangs
Bolters
3x Heavy Weapons
Chainswords
Bolt Pistols
Chainswords
Bolters
Storm Bolters
2x Assault Cannon
Power Weapons
Chainswords
Bolt Pistols
Heavy Bolter
Multi-Melta
Assault Cannon
Heavy Bolter
Typhoon Missile Launcher
Heavy Bolter
Multi-Melta
Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Hunter-Killer
Twin Lascannon
2x Lascannon
Twin Autocannon
2x Heavy Bolters
Storm Bolters
Twin Heavy Bolter OR
Twin Lascannon
2x Twin Lascannon
Twin Heavy Bolter
Frag Launchers
Hurricane Bolters
Twin Assault Cannon
Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Demolisher Cannon
Whirlwind

STRATEGY 5
RANGE
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(base contact)
(15cm)
45cm
(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
30cm
(base contact)
(base contact)
(15cm)
30cm
15cm
AND (15cm)
30cm
30cm
45cm
30cm
15cm
45cm
45cm
(base contact)
30cm
60cm
45cm
45cm
45cm
30cm
(15cm)
30cm
45cm
45cm
30cm
(base contact)
(15cm)
30cm
45cm
45cm
(base contact)
30cm
30cm
45cm

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Assault Weapons)
(Small Arms)
AP5+/AT5+
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
(Small Arms)
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
AP5+
MW 5+
(Small Arms) , MW
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
MW 5+ or (Small Arms) , MW
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AT4+/AA4+
AT4+
AT5+
AP5+/AT6+
AP5+
(Small Arms)
AP4+
AT4+
AT4+
AP4+
(Assault Weapons)
(Small Arms), EA(+2)
AP5+/AT5+
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire

NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader
Invulnerable Save, Leader, Inspiring
Unblooded
Infiltrator

Unblooded, Jump Packs


Unblooded, Mounted
Reinforced Armour, Thick Rear Armour. May use Drop Pods

Scout, Infiltrator, Teleport

Scout, Skimmer
Scout, Skimmer
Scout, Skimmer
Unblooded
Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire)
OR a Power Fist and Assault Cannon (Tactical), not both select one option before the game.

Transport: (May carry 2 of the following units: Grey Hunters, Long Fangs, Blood Claws)
Transport: (May carry 1 of the following units: Grey Hunters, Long Fangs, Blood Claws)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Wolf Guard Terminator
unit or 2 of the following : Grey Hunters, Long Fangs, Blood Claws)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Wolf Guard Terminator
units or 3 of the following : Grey Hunters, Long Fangs, Blood Claws)
Fearless, Reinforced Armour, Walker

Walker

SPACE WOLVES

1.8 NetEA DEVELOPMENTAL


SPACE WOLVES SPACE MARINE ARMY REFERENCE 2
NAME
Space Wolves Drop Pod

STRATEGY 5
RANGE
15cm

TYPE
Special

SPEED
Immobile

ARMOUR
5+

CC
n/a

FF
n/a

WEAPONS
Deathwind

FIREPOWER
AP5+/AT5+

Reaver Titan

WE

20cm

4+

3+

3+

2x Turbolaser Destructor
Rocket Launcher

60cm
60cm

4x AP5+/AT3+, Fwd
3BP, FxF

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Space Wolves Landing Craft

AC/WE

Bomber

4+

5+

3+

Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon

(15cm)
15cm
45cm

(Small Arms)
AP4+/AA5+
AT4+

Space Wolves Thunderhawk


Gunship

AC/WE

Bomber

4+

6+

4+

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon

15cm
15cm
30cm
75cm

AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Space Wolves Battle Barge

SC

n/a

n/a

n/a

n/a

Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Orbital Bombardment

15cm
30cm
30cm
15cm
15cm
45cm
n/a

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
14BP, MW

Space Wolves Strike Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

5BP, MW

NOTES
Planetfall, Transport: (May carry 1 formation that includes only Blood Claws, Grey Hunters,
Long Fangs, Dreadnought, Venerable Dreadnought and Wolf Guard Terminator units).
Deathwind: After the Drop pod lands, its Deathwind attacks all enemy units within 15cm.
Each enemy formation attacked receives a Blast marker for coming under fire, and an
extra Blast marker for each casualty. Then any troops carried in the drop pod must
disembark within 5cm of the drop pod or within 5cmof another unit from the same
formation that has already landed, so long as all units are placed within 15cm of the
drop pod. Drop pods may not be used to claim crossfire.
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker.
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Wolves
infantry units, Swiftclaw Attack Bikes and Dreadnoughts. Wolf Guard Terminators and
Dreadnoughts take up two spaces each. In addition, the Landing Craft can carry 4 vehicles
based on the Land Raider or 6 based on the Rhino, or one of the following combinations:
3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos)
Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Blood Claws, Dreadnought, Grey Hunters, Long Fangs, Skyclaws, Swiftclaw Bikes,
Venerable Dreadnought, Wolf Guard Terminators, Wolf Scout. Terminators and all
Dreadnoughts take up two spaces each.)
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.

Transport: (May carry 60 Space Wolves infantry units, Swift Claw Attack Bikes and
Dreadnoughts; plus 60 of the following Space Wolves vehicles: Rhinos, Land Raiders,
Razorbacks, Hunters, Whirlwinds, Predators, or Vindicators; plus 9 Thunderhawks
and enough Drop pods or Landing Craft to carry any other units on board).
Slow and steady: may not be used on the first two turns of a battle
unless the scenario specifically says otherwise.
Transport: (May carry 20 Space Wolves infantry units, Swift Claw Attack Bikes and
Dreadnoughts; plus 20 of the following Space Wolves vehicles: Rhinos, Land Raiders,
Razorbacks, Hunters, Whirlwinds, Predators, or Vindicators; plus 6 Thunderhawks
and enough Drop pods or Landing Craft to carry any other units on board).

SPACE WOLVES

1.9 NetEA EXPERIMENTAL

APOCRYPHA OF SKAROS SPACE MARINE ARMY LIST


v1.1. Sub-Army Champion: "Simulated Knave"

Apocrypha of Skaros Space Marine armies have a Strategy rating of 5. All Space Marine and Titan Legion formations have an initiative rating of 1+.

SPACE MARINE DETACHMENTS

FORMATION
Armoury

Bike
Devastator
Land Raider
Land Speeder
Predator
Tactical
Whirlwind

(An Apocrypha of Skaros Space Marine army may contain any number of Space Marine Detachments)
CORE UNITS
UPGRADES
3 Space Marine Support Weapons (AntiCommander, Dreadnought, Land Raiders, Support Weapons
Personnel) and 3 Space Marine
Support Weapons (Anti-Tank)
5 Bike units or Attack Bikes
Armoured Support, Commander
in any combination
4 Devastator units plus transport
Commander, Dreadnought, Hunter, Land Raider Terminus,
Razorback, Support Weapons
4 Land Raiders
Armoured Support, Commander, First Company, Hunter,
Land Raider Terminus
5 Land Speeders
Commander, Land Speeder
4 Predator Destructors or Predator
Armoured Support, Commander, Land Raiders,
Annihilators
Land Raider Terminus, Hunter
6 Tactical units plus transport
Armoured Support, Commander, Demi-Company,
Dreadnought, Hunter, Razorback
4 Whirlwinds
Commander, Hunter

COST
175 points

200 points
250 points
325 points
200 points
250 points
275 points
300 points

SPACE MARINE UPGRADES


(Each allowed upgrade may be taken once per Detachment.)

UPGRADE

UNITS

COST

Armoured Support
Commander

+50 points each


+50 points
OR
+100 points
+50 points extra
+100 points
+50 points
+50 points each
+75 points each
+75 points

Land Raider
Land Raider Terminus
Razorback

Add 1 or 2 Predator Destructors, Predator Annihilators or Vindicators to the formation.


Add 1 Space Marine Commander character to a unit in the formation:
The Commander may be a Captain, Librarian or Chaplain
1 Space Marine Commander in the army may be a Supreme Commander
A formation containing a Captain or Supreme Commander may add a Damocles Command Rhino
Add the following to the formation:
2 Devastator units plus transport and/or
2 Assault units
Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination)
Add up to 4 Terminator units to the formation
Add 1 Hunter
Replace any number of Land Speeders with 1 Land Speeder Tornado or Typhoon each
1 Land Speeder Tornado OR
1 Land Speeder Typhoon
Add 1 or 2 Land Raiders
Add a Land Raider Terminus to the formation
Add up to 3 Razorbacks, up to the number required to transport the formation

Support Weapons

Add 2 Support Weapons to the formation in any combination

Demi-Company
Dreadnought
First Company
Hunter
Land Speeder

Free
+25 points each
+75 points each
+100 points
+25 points for 1
+50 points for 2
+100 points for 3
+50 points

IMPERIAL SUPPORT FORMATIONS


(Up to 1/4 of an armys points may be spent on Allies formations)

AIRCRAFT

FORMATION
1 Thunderhawk Gunship
1 Thunderhawk Interdictor
1 Thunderhawk Bomber

COST
225 points
250 points
250 points

TITAN LEGION BATTLEGROUPS

FORMATION
1 Warlord Titan
1 Reaver Titan
2 Warhound Titans

COST
825 points
650 points
500 points

27

1.9 NetEA EXPERIMENTAL


APOCRYPHA OF SKAROS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian

STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)

TYPE
CH
CH
CH

SPEED
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a

CC
n/a
n/a
n/a

FF
n/a
n/a
n/a

Supreme Commander

CH

n/a

n/a

n/a

n/a

WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)

Support Weapon
(Anti-Personnel)
Support Weapon
(Anti-tank)
Assault

INF

10cm

6+

6+

5+

Twin Heavy Bolter

30cm

AP4+

INF

10cm

6+

6+

6+

Twin Lascannon

45cm

AT4+

INF

30cm

4+

3+

5+

Bike

INF

35cm

4+

3+

4+

Devastator
Tactical

INF
INF

15cm
15cm

4+
4+

5+
4+

3+
4+

Terminator

INF

15cm

4+

3+

3+

Attack Bike
Land Speeder

LV
LV

35cm
35cm

4+
4+

5+
6+

5+
5+

Chainswords
Bolt pistols
Chainswords
Bolters
2x Missile Launcher
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Multi-melta

Land Speeder Tornado

LV

35cm

4+

6+

5+

Land Speeder Typhoon

LV

35cm

4+

6+

5+

Damocles Command
Rhino

AV

30cm

5+

6+

6+

Assault Cannon
Heavy Bolter
Twin Typhoon Missile
Heavy Bolter
Storm Bolter

(base contact)
(15cm)
(base contact)
(15cm)
45cm
(15cm)
45cm
(base contact)
(15cm)
30cm
30cm
(15cm)
15cm
30cm
30cm
45cm
30cm
(15cm)

(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
AP5+
(Small Arms), MW
MW5+
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
(Small Arms)

Dreadnought

AV

15cm

3+

4+

4+

Hunter
Land Raider

AV
AV

30cm
25cm

5+
4+

6+
6+

6+
4+

Land Raider Terminus

AV

25cm

Predator Annihilator

AV

30cm

4+

6+

5+

Predator Destructor

AV

30cm

4+

6+

4+

Razorback

AV

30cm

5+

6+

5+

Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
3x Twin Lascannon
2x Lascannon
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon

45cm
45cm
(base contact)
30cm
60cm
30cm
45cm
45cm
45cm
45cm
45cm
30cm
45cm
30cm
45cm

AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AT4+/AA4+
AP4+
AT4+
AT4+
AT5+
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+

Rhino
Vindicator
Whirlwind

AV
AV
AV

30cm
25cm
30cm

5+
4+
5+

6+
6+
6+

6+
4+
5+

Storm Bolter
Demolisher
Whirlwind

(15cm)
30cm
45cm

(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire

NOTES
Invulnerable Save, Leader, Commander
Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander

Jump Packs
Mounted

Reinforced Armour, Teleport, Thick Rear Armour

Skimmer, Scout
Skimmer, Scout
Skimmer, Scout
One formation on the board, per turn, may receive the Leader ability . Determine which formation
when the formation containing the Damocles Command Rhino is activated. In addition,
replace the '5cm' Combined Assault restriction within the Commander and Supreme
Commander abilities with 'any formation on the table.'
Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire)
OR a Power Fist and Assault Cannon (Tactical), not both select one option before the game.

Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit
OR 2 of the following units: Tactical, Devastator)

Transport (may carry 1 of the following units: Tactical, Devastator & Scout)
A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not
both select one option before the game.
Transport: (May carry 2 of the following units: Tactical, Devastator and Scout)
Walker

APOCRYPHA OF SKAROS

1.9 NetEA EXPERIMENTAL


APOCRYPHA OF SKAROS SPACE MARINE ARMY REFERENCE 2
NAME
Drop Pod

STRATEGY 5
RANGE
15cm

TYPE
Special

SPEED
Immobile

ARMOUR
5+

CC
n/a

FF
n/a

WEAPONS
Deathwind

FIREPOWER
AP5+/AT5+

Reaver Titan

WE

20cm

4+

3+

3+

2x Turbolaser Destructor
Rocket Launcher

60cm
60cm

4x AP5+/AT3+, Fwd
3BP, FxF

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45c m
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Apocrypha of Skaros
Thunderhawk
Gunship

AC/WE

Bomber

4+

6+

4+

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon

15cm
15cm
30cm
75cm

AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF

Thunderhawk Interdictor

AC/WE

Bomber

4+

Thunderhawk Bomber

AC/WE

Bomber

4+

Turbo Laser
2x Twin Heavy Bolter
Twin Heavy Bolter
Twin Heavy Bolter
2x Rockets
Battle Cannon
2x Twin Heavy Bolter
Twin Heavy Bolter
Twin Heavy Bolter
Bombs

45cm
30cm
15cm
15cm
30cm
75cm
30cm
15cm
15cm
15cm

2x AP5+/AT3+, FxF
AP4+/AA5+, FxF
AP4+/AA5+, Left
AP4+/AA5+, Right
AT4+, FxF
AP4+/AT4+, FxF
AP4+/AA5+, FxF
AP4+/AA5+, Left
AP4+/AA5+, Right
2BP, FxF, Ignore Cover

NOTES
Planetfall, Transport: (may carry 1 formation that includes only Tactical,
Devastator and Dreadnought units). Deathwind: After the drop pod lands, its Deathwind
attacks all enemy units within 15cm. Each enemy formation attacked receives a
Blast marker for coming under fire, and an extra Blast marker for each casualty.
Then any troops carried in the drop pod must disembark within 5cm of the
drop pod or within 5cmof another unit from the same formation that
has already landed, so long as all units are placed within 15cm of the drop
pod. Drop pods may not be used to claim crossfire.
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and
takes a point of damage. Any units stumbled into or over take a hit on a 6+.

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Tactical, Assault, Bike, Devastator, Dreadnought, Support Weapon and Terminator.
Terminators and Dreadnoughts take up two spaces each.)
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.
DC2, Reinforced Armour
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.

DC2, Reinforced Armour


Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.

APOCRYPHA OF SKAROS

1.10 NetEA EXPERIMENTAL


DARK ANGELS SPACE MARINE ARMY LIST
v2.1. Sub-Army Champions: BlackLegion & Angel_of_Caliban

Dark Angels Space Marine armies have a Strategy rating of 5. All Dark Angels formations have an initiative rating of 1+.

DARK ANGELS DETACHMENTS

FORMATION
Assault
Deathwing
Devastator
Ironwing
Landing Craft
Land Raider
Ravenwing Attack
Ravenwing Support
Sniper Scout
0-1 Strike Cruiser
Dark Angels Tactical
Thunderhawk
Whirlwind

(A Dark Angels Space Marine army may contain any number of Dark Angels Detachments)
CORE UNITS
UPGRADES
4 Assault units
Master
4 Terminator units
Master, Deathwing Tactics, Deathwing
Support, Dreadnought, Land Raider
4 Devastator units plus transport
Master, Dreadnought, Hunter, Ironwing
Support, Land Raider, Plasma, Razorback
4 Predators or Vindicators
Master, Hunter, Ironwing Support
1 Landing Craft
None
4 Dark Angels Land Raiders
Master, Hunter, Ironwing Support
4 Ravenwing Bike units, 2 Ravenwing Attack Bikes
Master
and 2 Land Speeder Tornados
5 Ravenwing Land Speeders
Master, Ravenwing Tactics
4 Sniper Scout units plus transport
Master, Razorback
1 Dark Angels Strike Cruiser
Battle Barge
6 Dark Angels Tactical units plus transport
Master, Deathwing Support, Dreadnought, Hunter,
Ironwing Support, Land Raider, Razorback
1 Dark Angels Thunderhawk Gunship
None
4 Whirlwinds
Master, Hunter

COST
175 points
350 points
250 points
250 points
350 points
325 points
350 points
200 points
150 points
200 points
275 points
200 points
300 points

DARK ANGELS UPGRADES

(Each allowed upgrade may be taken once per Detachment.)

UPGRADE

UNITS

COST

Battle Barge
Deathwing Tactics
Deathwing Support
Dreadnought
Hunter
Ironwing Support

Replace the Dark Angels Strike Cruiser with a Dark Angels Battle Barge
Replace 2 or 4 Terminators with Assault Terminators
Add 2 Terminators or 2 Assault Terminators
Add up to 2 Dreadnoughts. (May be either Hellfire or Executioner)
Add 1 Hunter OR
Add 2 Hunters
Add up to 2 Vindicator or Predators

Land Raider

Add up to 4 Land Raiders or Land Raider Crusaders

+150 points
Free
+175 points
+50 points each
+75 points
+125 points
+50 points each
+75 points each

Master

Add 1 Dark Angels character to a unit in the formation. The character may be 1 of the following:
Company Master, Interrogator Chaplain, Deathwing Librarian OR
0-1 Grand Master
Replace any Devastator unit with a Dark Angels Devastator unit
Add any number of Dark Angels Razorbacks, up to the number required to transport the formation
Replace all Ravenwing Land Speeders with Ravenwing Land Speeder Tornados

Plasma
Razorback
Ravenwing Tactics

+50 points
+100 points
Free
+25 points each
+25 points

SPECIAL RULE - Intractable

When forced to take a Hold action, a Dark Angel formation may not move but gain the Fearless special ability for the rest of the turn. Ravenwing units are exempted
from this rule.

SPECIAL RULE - Teleport Homers

Ravenwing Bike units have the Teleport Homer special ability which allows Terminator units to re-roll a '1' on the Teleport test if they appear on the table within 15cm
of a Ravenwing Bike unit.

30

1.10 NetEA EXPERIMENTAL


DARK ANGELS SPACE MARINE ARMY REFERENCE 1
TYPE
CH
CH

SPEED
n/a
n/a

ARMOUR
n/a
n/a

CC
n/a
n/a

FF
n/a
n/a

Grand Master
Interrogator Chaplain
Assault

CH
CH
INF

n/a
n/a
30cm

n/a
n/a
4+

n/a
n/a
3+

n/a
n/a
5+

Assault Terminator
Dark Angels Tactical

INF
INF

15cm
15cm

4+
4+

2+
4+

4+

Dark Angels Devastator


Devastator
Ravenwing Bike

INF
INF
INF

15cm
15cm
35cm

4+
4+
4+

5+
5+
3+

3+
3+
4+

Sniper Scout
Terminator

INF
INF

15cm
15cm

5+
4+

4+
3+

5+
3+

Ravenwing Attack Bike


Ravenwing Land Speeder
Land Speeder Tornado

LV
LV
LV

35cm
35cm
35cm

4+
4+
4+

5+
6+
6+

5+
5+
5+

Dreadnought

AV

15cm

3+

4+

4+

Special

Immobile

5+

n/a

n/a

Hunter
Dark Angels Land Raider

AV
AV

30cm
25cm

5+
4+

6+
6+

6+
4+

Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon

60cm
30cm
45cm

AT4+/AA4+
AP4+
AT4+

Predator Annihilator

AV

30cm

4+

6+

5+

Predator Destructor

AV

30cm

4+

6+

3+

Dark Angels Razorback

AV

30cm

5+

6+

5+

2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon

45cm
45cm
30cm
45cm
30cm
45cm

AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+

Dark Angels Rhino

AV

30cm

5+

6+

6+

Storm Bolter

(15cm)

(Small Arms)

Vindicator
Whirlwind

AV
AV

25cm
30cm

4+
5+

6+
6+

4+
5+

Demolisher
Whirlwind

30cm
45cm

AP3+/AT4+, Ignore Cover


1BP, Indirect Fire

Dark Angels Drop Pod

WEAPONS
Power Weapon
Power Weapon
Smite
Power Weapon
Power Weapon
Chainswords
Bolt pistols
Thunder Hammer & Storm Shield
Bolters
Plasma Cannon
2x Plasma Cannon
2x Missile Launcher
Chainswords
Bolters
Sniper Rifle
Power Weapons
Storm Bolters
2x Assault Cannon
Heavy Bolter
Heavy Bolter
Assault Cannon
Heavy Bolter
Missile Launcher
Twin Lascannon OR
Power Fist
Plasma Cannon
Deathwind

STRATEGY 5
RANGE
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
30cm
30cm
45cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
30cm
30cm
30cm
30cm
30cm
45cm
45cm
(base contact)
30cm
15cm

NAME
Company Master
Deathwing Librarian

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP4+/AT4+ Slow Fire
AP4+/AT4+ Slow Fire
AP5+/AT6+
(Assault Weapons)
(Small Arms)
AP5+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
AP5+
AP5+
AP5+/AT5+
AP5+
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP4+/AT4+ Slow Fire
AP5+/AT5+

NOTES
Commander, Fearless, Leader
Fearless, Leader
Fearless, Invulnerable Save, Supreme Commander
Fearless, Invulnerable Save, Inspiring, Leader
Jump Packs
Reinforced Armour, Teleport, Thick Rear Armour, Invulnerable Save

Mounted, Scout, Teleport Homer


Infiltrator, Scout, Sniper
Reinforced Armour, Teleport, Thick Rear Armour

Scout
Skimmer, Scout
Skimmer, Scout
Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire)
OR a Power Fist and Plasma Cannon (Executioner), not both select one option before
the game.
Planetfall, Transport: (may carry 1 formation that includes only Dark Angels Tactical,
Dark Angels Devastator, Devastator and Dreadnought units). Deathwind: After the
drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation
attacked receives a Blast marker for coming under fire, and an extra Blast marker for each
casualty. Then any troops carried in the drop pod must disembark within 5cm of the
drop pod or within 5cmof another unit from the same formation that
has already landed, so long as all units are placed within 15cm of the drop
pod. Drop pods may not be used to claim a crossfire.
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator or Assault
Terminator unit or 2 of the following units: Dark Angels Tactical, Dark Angels Devastator,
Devastator)

Transport: (May carry 1 of the following units: Dark Angels Tactical, Dark Angels
Devastator, Devastator, Sniper Scout). A Razorback is armed with either a Twin Heavy
Bolter OR a Twin Lascannon, not both select one option before the game.
Transport: (May carry 2 of the following units: Dark Angels Tactical, Dark Angels
Devastator, Devastator, Sniper Scout)
Walker

DARK ANGELS

1.10 NetEA EXPERIMENTAL


DARK ANGELS SPACE MARINE ARMY REFERENCE 2
STRATEGY 5
RANGE
(15cm)
15cm
45cm

NAME
Dark Angels Landing Craft

TYPE
AC/WE

SPEED
Bomber

ARMOUR
4+

CC
5+

FF
3+

WEAPONS
Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon

FIREPOWER
(Small Arms)
AP4+/AA5+
AT4+

Dark Angels Thunderhawk

AC/WE

Bomber

4+

6+

4+

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Battle Cannon

15cm
15cm
30cm
75cm

Dark Angels Battle Barge

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

14BP, MW

Dark Angels Strike Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

5BP, MW

Land Raider Crusader

AV

25cm

4+

5+

5+

Frag Launchers
Hurricane Bolters
Twin Assault Cannon

(base contact)
(15cm)
30cm

AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF

(Assault Weapons)
(Small Arms), EA(+2)
AP4+/AT4+

NOTES
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 infantry
units, Ravenwing Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts
take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based
on the Land Raider or 6 based on the Rhino, or one of the following combinations:
3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos)
Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Assault, Dark Angels Tactical, Dark Angels Devastator, Devastator, Sniper Scout,
Ravenwing Bike, Assault Terminator, Terminator and Dreadnought. All Terminators
and Dreadnoughts take up two spaces each)
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.
Slow and Steady: May not be used on the first two turns of a battle
unless the scenario specifically says otherwise.
Transport: (May carry 60 of the following units: Assault, Dark Angels Tactical,
Dark Angels Devastator, Devastator, Ravenwing Bike, Sniper Scout, Terminator or
Dreadnought units; plus 60 of the following Dark Angels units: Rhinos, Land Raiders,
Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks
and enough Drop Pods or Landing Craft to carry any other units on board)
Transport: (May carry 20 of the following units: Assault, Dark Angels Tactical,
Dark Angels Devastator, Devastator, Ravenwing Bike, Sniper Scout, Terminator or
Dreadnought units; plus 20 of the following Dark Angels units: Rhinos, Land Raiders,
Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks
and enough Drop Pods or Landing Craft to carry any other units on board)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units
or 3 of the following : Devastator, Tactical)

DARK ANGELS

1.11 NetEA EXPERIMENTAL


GREY KNIGHTS SPACE MARINE ARMY LIST
v1.3.1. Sub-Army Champion: "Fattdex

Grey Knights Space Marine armies have a Strategy rating of 5. All Grey Knights and Titan Legion Battlegroups have an initiative rating of 1+.
Inquisitorial Warbands and Imperial Navy Aircraft formations have an initiative rating of 2+.

GREY KNIGHTS DETACHMENTS

FORMATION
Strike Squad
Terminators
0-3 Inquisitorial Warband

(A Grey Knights army may contain any number of Grey Knights Detachments)
CORE UNITS
UPGRADES
6 to 8 Grey Knights Strike Squad units
Commander, Eternal Warriors, Grand Master,
Hunter, Razorback, Rhino, Storm Raven, Land Raiders
4 Grey Knights Terminators units
Commander, Eternal Warriors, Grand Master,
Hunter, Land Raiders
8 Warrior Acolyte units and 1
Imperial Agents, Chimeras, Landing Party
Inquisitor character

COST
325 first 6 units
+50 per extra unit
375 points
175 points

GREY KNIGHTS SUPPORT DETACHMENTS

FORMATION
Interceptor Squad
Purgation Squad
Land Raiders

Thunderhawk Gunship
Thunderhawk Transporters
0-1 Strike Cruiser
Storm Raven Flight

(Up to two Support formations may be taken for each Grey Knights detachment)
CORE UNITS
UPGRADES
4 Grey Knights Interceptor units
Commander, Eternal Warriors, Grand Master,
Storm Raven
4 Grey Knight Purgation units
Commander, Eternal Warriors, Grand Master,
Hunter, Razorback, Rhino, Storm Raven, Land Raiders
4 Land Raiders in any combination of the following:
Hunter
Grey Knights Land Raiders
Grey Knights Land Raider Redeemers
1 Grey Knights Thunderhawk Gunship
None
2 to 4 Grey Knights Thunderhawk
Transporters
1 Grey Knights Strike Cruiser
4 Grey Knights Storm Ravens

None

COST
225 points
275 points
325 points

225 points
200 points for 2
+100 per extra unit
200 points
300 points

None
None

GREY KNIGHTS UPGRADES

UPGRADE
Commander
Eternal Warriors

0-1 Grand Master


Hunter
Imperial Agents

Land Raiders
Razorback
Rhino
Storm Raven
Chimeras
Landing Party

(Up to three upgrades may be taken per Grey Knights formation. Each upgrade may be taken once per formation)
UNITS
Add 1 of the following characters to a unit in the formation:
Librarian, Brother Captain, 0-1 Brotherhood Champion per army
Add up to 2 in any combination of the following:
Grey Knights Dreadnought
Nemesis Dreadknight
Add 1 Grey Knights Grand Master character to a unit in the formation
Add 1 Hunter
Replace up to 4 Warrior Acolytes with the following:
Death Cult Assassins
Imperial Servitors
Psyker Battle Squad
0-1 Vindicare Assassin
Add up to 4 Grey Knights Land Raiders and/or Grey Knights Land Raider Redeemers
Add as many Grey Knights Razorbacks as required to transport the entire formation
Add as many Grey Knights Rhinos as required to transport the entire formation
Add as many Grey Knights Storm Ravens as required to transport the entire formation
Add 4 Inquisitorial Chimeras
Add 1 Aquila Lander and 3 Arvus Lighters

COST
+50 points

+50 points each


+75 points each
+100 points
+75 points
+20 points each
+10 points each
+15 points each
+50 points
+75 points each
+25 points each
Free
+75 points each
+100 points
+75 points

IMPERIAL ALLIES FORMATIONS


(Up to 1/3 of an armys points may be spent on Allies formations)

TITAN LEGION BATTLEGROUPS

FORMATION
Warlord Titan
Psi Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack

UNITS
1 Warlord Titan
1 Psi Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans

COST
825 points
825 points
650 points
275 points
500 points

IMPERIAL NAVY AIRCRAFT

FORMATION
Thunderbolt Squadron
Destroyer Squadron

UNITS
2 Thunderbolt Fighter-Bombers
1 Marauder Destroyer

COST
175 points
175 points

SPECIAL RULE - May Not Garrison

Only Inquisitorial Warbands are allowed to garrison objectives in the Grand Tournament game scenario.

33

1.11 NetEA EXPERIMENTAL


GREY KNIGHTS SPACE MARINE ARMY REFERENCE 1
NAME
Brother Captain
Brotherhood Champion
Grey Knights Librarian
Grey Knights Grand Master
Inquisitor
Death Cult Assassins
Grey Knights Interceptors

STRATEGY 5
RANGE
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(base contact)
(base contact)
15cm
AND (15cm)
(15cm)
30cm
(15cm)
30cm
(base contact)
30cm
30cm
30cm
30cm
AND (15cm)
(15cm)
15cm
-

TYPE
CH
CH
CH
CH
CH
INF
INF

SPEED
n/a
n/a
n/a
n/a
n/a
15cm
25cm

ARMOUR
n/a
n/a
n/a
n/a
n/a
4+
4+

CC
n/a
n/a
n/a
n/a
n/a
3+
4+

FF
n/a
n/a
n/a
n/a
n/a
3+

WEAPONS
Nemesis Falchions
Anointed Blade
Smite
Nemesis Daemon Hammer
Power Weapon
Power Weapons
Nemesis Force Halberds
Incinerator

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1), First Strike
(Small Arms), MW, EA(+1)
(Assault Weapons), TK(1), EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
AP4+, Ignore Cover
(Small Arms), Ignore Cover
(Small Arms)
AP5+/AT5+
(Small Arms)
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AP5+
1BP
MW5+, Sniper
(Small Arms), MW, EA(+1), Sniper
(Small Arms)
AP5+-AT5+
-

Grey Knights Strikes

INF

15cm

4+

4+

3+

Grey Knights Purgations

INF

15cm

4+

4+

2+

Grey Knights Terminators

INF

15cm

4+

3+

3+

Imperial Servitors
Psyker Battle Squad
Vindicare Assassin

INF
INF
INF

15cm
15cm
15cm

5+
5+
4+

5+
6+
4+

5+
4+
4+

Storm Bolters
Psycannon
Storm Bolters
2x Psycannon
Nemesis Force Weapons
2x Psycannon
2x Heavy Bolters
Psychic Barrage
Exitus Weapons

Warrior Acolytes

INF

15cm

5+

5+

4+

Arvus Lighter

AV

35cm

5+

Hot Shot Lasguns


Plasma Guns
-

Aquila Lander

AV

35cm

4+

6+

Chin Multilaser

30cm

Grey Knights Dreadnought

AV

15cm

3+

4+

4+

Hunter
Grey Knights Land Raider

AV
AV

30cm
25cm

5+
4+

6+
6+

6+
4+

Grey Knights
Land Raider Redeemer

AV

25cm

4+

5+

4+

Nemesis Dreadknight

AV

30cm

4+

4+

3+

2x Twin Autocannon OR
Nemesis Doomfist AND
Heavy Psycannon
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
2x Flamestorm Cannons
Twin Psycannon
Frag Launchers
Nemesis Daemon Hammer
Heavy Psycannon
Heavy Incinerator

Grey Knights Razorback

AV

30cm

5+

6+

5+

Twin Psycannon OR
Twin Lascannon

45cm
(base contact)
30cm
60cm
30cm
45cm
15cm
30cm
(base contact)
(base contact)
30cm
15cm
AND (15cm)
30cm
45cm

AP4+/AT5+
(Assault Weapons), MW
AP4+/AT4+
AT4+/AA4+
AP4+
AT4+
AP3+, Ignores Cover
AP4+/AT4+
(Assault Weapons)
(Assault Weapons), MW, EA(+1)
AP4+/AT4+
AP4+, Ignore Cover
(Small Arms), Ignore Cover
AP4+/AT4+
AT4+

Grey Knights Rhino


Grey Knights Storm Raven

AV
AV

30cm
35cm

5+
5+

6+
6+

6+
5+

Storm Bolter
Twin Psycannon
Mindstrike Missiles
Twin Multi Meta

Inquisitorial Chimeras

AV

30cm

5+

6+

5+

Heavy Bolter
Multilaser

(15cm)
30cm
60cm
15cm
AND(15cm)
30cm
30cm

(Small Arms)
AP4+/AT4+
4x AP4+, One-Shot
MW4+
(Small Arms), MW
AP5+
AP5+/AT6+

AP5+/AT6+/AA5+, FxF

NOTES
Invulnerable Save, Leader, Commander
Inspiring, Sniper, Invulnerable Save
Invulnerable Save, Leader, First Strike
Fearless, Invulnerable Save, Supreme Commander, Leader
Invulnerable Save, Leader, Commander
Jump Packs, Teleport

Teleport

Teleport, Reinforced Armour, Thick Rear Armour

Planetfall, Skimmer, Transport: (May carry 2 of the following units: Death Cult Assassins,
Imperial Servitors, Psyker battle Squad, Vindicare Assassin, Warrior Acolytes units)
Planetfall, Skimmer, Transport: (May carry 2 of the following units: Death Cult Assassins,
Imperial Servitors, Psyker battle Squad, Vindicare Assassin, Warrior Acolytes units)
Walker. The Dreadnought is armed with 2x Twin Autocannon OR
Heavy Psycannon and Nemesis Doomfist, not both. Select one option before the game.

Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit or
2 of the following unit: Purgation Squad, Strike Squad)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit or
2 of the following units: Purgation Squad, Strike Squad)
Fearless, Reinforced Armour, Teleport, Walker

Transport: (May carry 1 of the following Grey Knights units: Purgation Squad, Strike Squad).
A Grey Knights Razorback is armed with either a Twin Psycannon OR a Twin Lascannon,
not both. Select one option before the game.
Transport: (May carry 1 of the following Grey Knights units: Purgation Squad, Strike Squad).
Planetfall, Skimmer, Reinforced Armour, Transport: (May carry 1 Grey
Knights Dreadnought or 2 of the following Grey Knights units: Interceptor, Purgation Squad,
Strike Squad)
Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Servitors,
Psyker Battle Squad, Vindicare Assassin, Warrior Acolytes units)

GREY KNIGHTS

1.11 NetEA EXPERIMENTAL


GREY KNIGHTS SPACE MARINE ARMY REFERENCE 2
NAME
Divisio Telepathica Psi-Titan

STRATEGY 5
RANGE
(base contact)
60cm
60cm
30cm
AND (15cm)

TYPE
WE

SPEED
15cm

ARMOUR
4+

CC
2+

FF
3+

WEAPONS
Titan Nemesis Doomfist
Warp Cannon
Sensorium Dome
Battle Head

FIREPOWER
(Assault Weapons), TK(D3), EA(+1)
MW2+, TK, Ignore Shields/Power Fields, FxF
4BP, Disrupt, FxF
4x AP5+/AT5+, FxF
(Small Arms), EA(+2)

Reaver Titan

WE

20cm

4+

3+

3+

2x Turbolaser Destructor
Rocket Launcher

60cm
60cm

4x AP5+/AT3+, Fwd
3BP, FxF

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Grey Knights
Thunderhawk
Gunship

AC/WE

Bomber

4+

6+

4+

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Turbo Laser Destructor

15cm
15cm
30cm
45cm

AP4+/AA5+, Right Arc


AP4+/AA5+, Left Arc
AP4+/AA5+, FxF
2x AP3+/AT3+, FxF

Grey Knights
Thunderhawk
Transporter

AC/WE

Bomber

4+

6+

5+

2x Twin Heavy Bolter

15cm

AP4+/AA4+

Marauder Destroyer

AC/WE

Bomber

5+

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Grey Knights Strike Cruiser

SC

3x Twin Autocannons
Twin Heavy Bolters
Twin assault Cannons
2x Underwing Rockets
Stormbolters
Multilaser
Underwing Rockets
Orbital Bombardment

30cm
15cm
15cm
30cm
15cm
30cm
30cm
-

AP4+/AT5+, FxF
AA5+
AA4+, Rear Arc
AT4+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
5BP, MW

NOTES
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll D6 in the end phase of every
turn: 1: Censorium Dome explodes, Titan is destroyed.; 2-3: 1 additional point of damage; 4-6:
Censorium Dome repaired and causes no further trouble. If Censorium explodes any units within
5cms will be hit on a roll of 4+.
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor
repaired. If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random
direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.
DC 2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Dreadnought, Purgation Squad, Strike Squad, Terminator, Dreadnoughts,
Terminators take up 2 spaces each.)
Critical Hit Effect: the Thunderhawks control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground, killing all on board.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 1 Grey Knights Land
Raider or Land Raider Redeemer or 2 of the following Grey Knights vehicles: Nemesis
Dreadknight, Rhinos, Razorbacks, Hunters; plus any Grey Knights infantry units being
transported by these vehicles).
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.
DC2
Critical Hit Effect: Destroyed.

Transport (may carry 20 of the following units: Dreadnought, Warrior Acolytes,


Nemesis Dreadknight, Purgation Squad, Strike Squad, Terminator units; plus 20
of the following Grey Knights vehicles: Rhinos, Land Raiders, Land Raider Redeemers,
Razorbacks, Hunters, Storm Ravens, Arvus Lighters, Aquila Landers plus 6
Thunderhawk Gunships or Transporters)

GREY KNIGHTS

1.12 NetEA EXPERIMENTAL


IMPERIAL FISTS PLANETARY TASKFORCE SPACE MARINE ARMY LIST
v1.2. Sub-Army Champion: "Frogbear"

Imperial Fists Space Marine armies have a Strategy rating of 5. All Imperial Fists and Titan Legion formations have an initiative rating of 1+.
Imperial Navy aircraft formations have an initiative rating of 2+.

IMPERIAL FISTS DETACHMENTS

FORMATION
Assault
Devastator
Land Raider
Land Speeder
Predator
Scout Snipers
Tactical
Terminator
Thunderfire Battery
Vindicator
Whirlwind Battery

(An Imperial Fists Planetary Taskforce army may contain any number of Imperial Fists Detachments)
CORE UNITS
UPGRADES
4 Assault units
Commander
4 Devastator units
All
4 Land Raiders
Achilles, Commander, Hunter, Vindicator
5 Land Speeders
Commander, Tornado/Typhoon
4 Predators (Annihilator and/or
Commander, Vindicator, Hunter
Destructor in any combination)
4 Scout Sniper units
Commander, Dreadnoughts, Vindicator
6 Tactical units
All
4 Terminator Assault units
Commander
4 Thunderfire Cannons
Dreadnoughts
4 Vindicators
Commander, Hunter, Vindicator
4 Whirlwinds
Commander, Hunter, Whirlwind

COST
150 points
225 points
325 points
200 points
250 points
200 points
250 points
350 points
250 points
225 points
300 points

IMPERIAL FISTS UPGRADES

UPGRADE
Achilles
Commander

Dreadnought
Hunter
Razorback
Thunderfire
Tornado/Typhoon

Transport

Vindicator
Whirlwind

(Each allowed upgrade may be taken once per Detachment.)


UNITS
Replace up to 4 Land Raiders with Land Raiders Achilles

Add 1 Space Marine Commander character to a unit in the formation:


The Commander may be a Captain, Librarian or Chaplain
1 Space Marine Commander in the army may be a Supreme Commander
Add 1 or 2 Dreadnoughts (Hellfire or Siege in any combination)
Add up to 2 Hunters
Add any number of Razorbacks, up to the number required to transport the formation
Add up to 2 Thunderfire Cannon units
Replace any number of Land Speeders with 1 Land Speeder Tornado or Typhoon each
1 Land Speeder Tornado OR
1 Land Speeder Typhoon
Add one of the following options:
Rhinos (add only enough to carry the entire formation)
2 Land Raider Crusaders
Add 1 or 2 Vindicators
Add 2 Whirlwinds

COST
+25 points each OR
+75 points for 4
+50 points
OR
+100 points
+50 points each
+75 points each
+25 points each
+50 points each
Free
+25 points each
+25 points
+175 points
+50 points each
+125 points

TASKFORCE SUPPORT

(Up to 1/3 of the armys points may be spent on Static Defences , Navy and War Engine formations)

STATIC DEFENCES

FORMATION
Fortified Positions
Hyperios Platforms
Tarantula Sentry Guns

CORE UNITS
50cm x 2.5cm of Minefield and 1 Firebase
3 Hyperios Platforms
6 Tarantulas

TITAN LEGION BATTLEGROUPS

FORMATION
Warlord Titan
Reaver Titan

UNITS
1 Warlord Titan
1 Reaver Titan

COST
825 points
650 points

COST
50 points
125 points
125 points

IMPERIAL NAVY AIRCRAFT

FORMATION
Fighter Bombers
Bomber

UNITS
2 Thunderbolt Fighter-Bombers
1 Marauder Heavy Bomber

COST
175 points
150 points

SPECIAL RULE Masters of Siege*

Imperial Fists formations may re-roll any dangerous terrain test required to move into or through Minefields they have purchased as part of their army selection.
*Interim name

36

1.12 NetEA EXPERIMENTAL


IMPERIAL FISTS SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian

TYPE
CH
CH
CH

SPEED
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a

CC
n/a
n/a
n/a

FF
n/a
n/a
n/a

Supreme Commander
Assault

CH
INF

n/a
30cm

n/a
4+

n/a
3+

n/a
5+

Assault Terminator
Devastator
Scout Sniper

INF
INF
INF

15cm
15cm
15cm

4+
4+
5+

2+
5+
4+

3+
5+

Tactical

INF

15cm

4+

4+

4+

Thunderfire Cannon
Hyperios Platform
Land Speeder

INF
LV
LV

10cm
Immobile
35cm

5+
6+
4+

6+
6+
6+

5+
6+
5+

Land Speeder Tornado

LV

35cm

4+

6+

5+

Land Speeder Typhoon

LV

35cm

4+

6+

5+

Tarantula

LV

Immobile

6+

6+

6+/5+

Dreadnought
(Hellfire)
Dreadnought
(Siege)

AV

15cm

3+

4+

4+

AV

15cm

3+

4+

3+

Hunter
Land Raider

AV
AV

30cm
25cm

5+
4+

6+
6+

6+
4+

Land Raider Achilles

AV

25cm

4+

6+

4+

Land Raider Crusader

AV

25cm

4+

5+

5+

Predator Annihilator

AV

30cm

4+

6+

5+

Predator Destructor

AV

30cm

4+

6+

3+

Imperial Fists
Razorback

AV

30cm

5+

6+

5+

Imperial Fists Rhino


Vindicator
Whirlwind

AV
AV
AV

30cm
25cm
30cm

5+
4+
5+

6+
6+
6+

6+
4+
5+

STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(base contact)
45cm
30cm
(15cm)
(15cm)
45cm
60cm
30cm
15cm
AND (15cm)
Assault Cannon
30cm
Heavy Bolter
30cm
Twin Typhoon Missile Launcher
45cm
Heavy Bolter
30cm
Twin Heavy Bolter OR
30cm
Twin Lascannon
45cm

WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon
Chainswords
Bolt pistols
Thunder Hammer & Storm Shield
2x Missile Launcher
Sniper Rifles
Shotguns
Bolters
Missile Launcher
Thunderfire Cannon
Hyperios Launcher
Multi-melta

Missile Launcher
Twin Lascannon
Flamestorm Cannon
Heavy Flamer

Frag Launchers
Hurricane Bolters
Twin Assault Cannon
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon

45cm
45cm
15cm
15cm
(15cm)
(base contact)
60cm
30cm
45cm
60cm
15cm
AND (15cm)
(base contact)
(15cm)
30cm
45cm
45cm
30cm
45cm
30cm
45cm

Storm Bolter
Demolisher
Whirlwind

(15cm)
30cm
45cm

Siege Drill
Hunter-Killer
Twin Heavy Bolter
2x Twin Lascannon
Thunderfire Cannon
2x Twin Multi Meltas

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
(Assault Weapons), MW, EA(+1)
AP5+/AT6+
AP5+
(Small Arms)
(Small Arms)
AP5+/AT6+
2xAP4+/AT6+, Disrupt OR Ignore Cover
AA4+
MW 5+
(Small Arms) , MW
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP4+ (gives FF5+)
AT4+

NOTES

AP5+/AT6+
AT4+
AP3+, Ignore Cover
AP4+, Ignore Cover
(Small Arms), Ignore Cover
(Assault Weapons), MW, EA(+1)
AT4+/AA4+
AP4+
AT4+
2xAP4+/AT6+, Disrupt OR Ignore Cover
MW4+
(Small Arms), MW
(Assault Weapons)
(Small Arms), EA(+2)
AP4+/AT4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+

Walker

(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire

Invulnerable Save, Leader, Commander


Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander
Jump Packs
Reinforced Armour, Teleport, Thick Rear Armour, Invulnerable Save
Scout, Infiltrator, Sniper

Expendable
Skimmer, Scout
Skimmer, Scout
Skimmer, Scout
May be armed with only one of the listed weapon types

Walker

Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit
OR 2 of the following units: Tactical, Devastator)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator, Tactical or
Devastator unit)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units
or 3 of the following : Devastator, Tactical)

Transport: (May carry 1 of the following units: Tactical, Devastator)


A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not
both select one option before the game.
Transport: (May carry 2 of the following units: Tactical, Devastator)
Walker

IMPERIAL FISTS

1.12 NetEA EXPERIMENTAL

IMPERIAL FISTS SPACE MARINE ARMY REFERENCE 2


STRATEGY 5
RANGE
60cm
60cm

NAME
Reaver Titan

TYPE
WE

SPEED
20cm

ARMOUR
4+

CC
3+

FF
3+

WEAPONS
2x Turbolaser Destructor
Rocket Launcher

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Marauder Heavy
Bomber

AC/WE

Bomber

4+

n/a

n/a

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

2x Twin Heavy Bolter


Bomb Racks
Twin Lascannon
Stormbolters
Multilaser
Underwing Rockets

15cm
15cm
45cm
15cm
30cm
30cm

AA5+
3BP, FxF
AT4+/AA4+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF

FORTIFICATION
Minefield
Fire Base

FIREPOWER
4x AP5+/AT3+, Fwd
3BP, FxF

NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.
DC2
Critical Hit Effect: Destroyed

IMPERIAL FISTS FORTIFICATIONS TABLE


INFANTRY
Dangerous
3+

VEHICLE
Dangerous
Dangerous

WAR ENGINE
Dangerous
Impassable

CAPACITY
n/a
Up to 8 units. Armoured Vehicles count as 2 units

IMPERIAL FISTS

CODEX ASTARTES SIEGE ASSAULT VANGUARD SPACE MARINE ARMY LIST


v0.2.2. Sub-Army Champion: "BlackLegion"

Siege Assault Vanguard Space Marine armies have a Strategy rating of 5. All Space Marine and Titan Legion Battlegroups have an initiative rating of 1+.
Imperial Navy aircraft formations have an initiative rating of 2+.

SIEGE ASSAULT VANGUARD DETACHMENTS

FORMATION
Assault
Devastator
Predator Tank Squadron
Siege Assault
Siege Dreadnought Talon
Tactical
Terminator
Thunderfire Defence Battery
Thunderhawk
Vindicator Tank Squadron
Whirlwind Support Squadron

(A Siege Assault Vanguard Space Marine army may contain any number of Detachments)
CORE UNITS
UPGRADES
4 Assault units
Commander, Close Support
4 Devastator units plus transport
Caestus, Close Support, Commander, Dreadnought,
Heavy Support, Razorback, Siege Devastator
6 Predators (Annihilator and/or
Commander, Close Support
Destructor in any combination)
6 Siege Assault units plus
Caestus, Close Support, Commander, Heavy Support,
2 Land Raider Crusaders
Land Raider
6 Dreadnoughts in any combination
Commander
of the following: Siege and/or Ironclad
6 Tactical units plus transport
Caestus, Close Support, Commander, Dreadnought,
Heavy Support, Razorback, Siege Mantlets, Siege Tactical
4 Siege Terminator units
Caestus, Close Support, Commander, Dreadnought,
Heavy Support, Heavy Transport
4 Thunderfire Cannons
None
1 Thunderhawk Bomber
None
6 Vindicators
Commander, Close Support
6 Whirlwinds
Commander, Close Support

COST
150 points
250 points
325 points
400 points
250 points
275 points
325 points
250 points
250 points
300 points
400 points

SIEGE ASSAULT VANGUARD UPGRADES

(Each allowed upgrade may be taken once per Detachment.)


UNITS
Add the minimum number of Siege Assault Vanguard Caestus Assault Rams required to
transport the entire formation
Add up to 3 of the following:
Siege Assault Vanguard Land Raider Achilles
Siege Assault Vanguard Land Raider Helios
Add 1 Space Marine Commander character to a unit in the formation:
The Commander may be a Captain, Librarian or Chaplain
1 Space Marine Commander in the army may be a Supreme Commander
The Supreme Commander's formation may add 1 Siege Assault Vanguard Land Raider Prometheus
Add up to 3 Dreadnoughts (Hellfire or Vulcan in any combination)
Add 1 of the following:
3 Hunters
3 Predators (Annihilators and/or Destructors in any combination)
3 Vindicators
3 Whirlwinds
Add the following:
4 Siege Assault Vanguard Land Raiders and/or Land Raider Redeemers (in any combination) OR
2 Land Raider Crusaders
Replace 2 Siege Assault Vanguard Land Raider Crusaders with
3 Siege Assault Vanguard Land Raiders and/or Siege Assault Vanguard Land Raider Redeemers
Add any number of Razorbacks, up to the number required to transport the formation
Replace up to 2 Devastator units with Siege Devastator units
Remove all transport vehicles. All Tactical units gain 5+ Reinforced Armour
versus shooting attacks
Replace up to 2 Tactical units with Siege Tactical units

UPGRADE
Caestus
Close Support
Commander

Dreadnought
Heavy Support

Heavy Transport

Land Raider
Razorback
Siege Devastator
Siege Mantlets
Siege Tactical

COST
+125 points for 2
+175 points for 3
+100 points each
+75 points each
+50 points
OR
+100 points
+85 points
+50 points each
+150 points
+150 points
+150 points
+150 points
+325 points
+150 points
+100 points
+25 points each
Free
+75 points
Free

IMPERIAL ALLIES FORMATIONS


(Up to 1/3 of an armys points may be spent on Allies formations)

TITAN LEGION BATTLEGROUPS


FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack

UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans

COST
825 points
650 points
275 points
500 points

IMPERIAL NAVY AIRCRAFT


FORMATION
Fighter Bombers
Bombers

UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers

COST
175 points
250 points

39

1.13 NetEA Experimental


SIEGE ASSAULT VANGUARD SPACE MARINE ARMY REFERENCE 1
NAME
Captain
Chaplain
Librarian

TYPE
CH
CH
CH

SPEED
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a

CC
n/a
n/a
n/a

FF
n/a
n/a
n/a

WEAPONS
Power Weapon
Power Weapon
Power Weapon
Smite
Power Weapon

Supreme Commander

CH

n/a

n/a

n/a

n/a

Assault

INF

30cm

4+

3+

5+

Bike

INF

35cm

4+

3+

4+

Devastator
Scout

INF
INF

15cm
15cm

4+
5+

5+
4+

3+
5+

Siege Assault

INF

15cm

4+

3+

5+

Siege Devastator

INF

15cm

4+

5+

4+

Chainswords
Bolt pistols
Chainswords
Bolters
2x Missile Launcher
Heavy Bolter
Shotguns
Chainswords
Bolt pistols
2x Multi-melta

Siege Tactical

INF

15cm

4+

4+

5+

Multi-melta

Siege Terminator

INF

15cm

4+

3+

3+

Thunder Hammers
2x Heavy Flamers

Tactical

INF

15cm

4+

4+

4+

Thunderfire Cannon
Dreadnought

INF
AV

10cm
15cm

5+
3+

6+
4+

5+
4+

Bolters
Missile Launcher
Thunderfire Cannon
Missile Launcher
Twin Lascannon OR
Power Fist
2x Multi-melta

Dreadnought (Ironclad)

AV

15cm

4+

3+

4+

Dreadnought (Siege)

AV

15cm

3+

4+

3+

Hunter
Siege Assault Vanguard
Caestus Assault Ram

AV
AV

30cm
35cm

5+
5+

6+
6+

6+
5+

Siege Assault Vanguard


Land Raider
Siege Assault Vanguard
Land Raider Achilles

AV

25cm

4+

6+

4+

AV

25 cm

4+

6+

4+

Siege Assault Vanguard


Land Raider Helios
Siege Assault Vanguard
Land Raider Prometheus

AV

25cm

4+

6+

5+

AV

25cm

4+

6+

4+

Hurricane Bolter
Seismic Hammer
Flamestorm Cannon
Heavy Flamer
Siege Drill
Hunter-Killer
Firefury Missile Launcher
Magna Melta
Twin Heavy Bolter
2x Twin Lascannon
Thunderfire Cannon
2x Twin Multi Meltas
2x Twin Lascannon
Whirlwind Launcher
4x Twin Heavy Bolter

STRATEGY 5
RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
45cm
30cm
(15cm)
(base contact)
(15cm)
15cm
AND (15cm)
15cm
AND (15cm)
(base contact)
15cm
AND (15cm)
(15cm)
45cm
60cm
45cm
45cm
(base contact)
15cm
AND (15cm)
(15cm)
(base contact)
15cm
15cm
(15cm)
(base contact)
60cm
30cm
15cm
AND (15cm)
30cm
45cm
60cm
15cm
AND (15cm)
45cm
45cm
30cm

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)

NOTES

(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
AP5+/AT6+
AP5+
(Small Arms)
(Assault Weapons)
(Small Arms)
MW5+
(Small Arms), MW
MW5+
(Small Arms), MW
(Assault Weapons), MW, EA(+1)
AP4+, Ignore Cover
(Small Arms), Ignore Cover
(Small Arms)
AP5+/AT6+
2xAP4+/AT6+, Disrupt OR Ignore Cover
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
MW5+
(Small Arms), MW
(Small Arms)
(Assault Weapons), MW, EA(+1)
AP3+, Ignore Cover
AP4+, Ignore Cover
(Small Arms), Ignore Cover
(Assault Weapons), MW, EA(+1)
AT4+/AA4+
1BP, Single Shot
MW5+
Small Arms, MW
AP4+
AT4+
2xAP4+/AT6+, Disrupt OR Ignore Cover
MW4+
(Small Arms), MW
AT4+
1BP Indirect Fire
AP4+

Jump Packs

Invulnerable Save, Leader, Commander


Invulnerable Save, Leader, Inspiring
Invulnerable Save, Leader
Invulnerable Save, Supreme Commander

Mounted

Scout, Infiltrator

Reinforced Armour, Thick Rear Armour, Teleport

Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire)
OR a Power Fist and Multimelta (Vulcan), not both select one option before the game.

Reinforced Armour, Walker


Walker

Planetfall, Reinforced Armour, Skimmer, Transport: (May carry 1 Siege Terminator unit or 2 of
the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Siege Terminator unit or 2 of
the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 of
the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 1 of
the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Siege Terminator unit or 2 of
the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)
Replace the '5cm' Combined Assault restriction within the Commander and Supreme
Commander abilities with 'any formation on the table.'

SIEGE ASSAULT VANGUARD

1.13 NetEA Experimental

SIEGE ASSAULT VANGUARD SPACE MARINE ARMY REFERENCE 2


NAME
Siege Assault Vanguard
Land Raider Redeemer

WEAPONS
Frag Launchers
2x Flamestorm Cannon
Twin Assault Cannon
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon

STRATEGY 5
RANGE
(base contact)
15cm
30cm
45cm
45cm
30cm
45cm
30cm
45cm

Storm Bolter
Demolisher
Whirlwind
Battle Cannon
2x Twin Heavy Bolter
Twin Heavy Bolter
Twin Heavy Bolter
Bombs
2x Turbolaser Destructor
Rocket Launcher

(15cm)
30cm
45cm
75cm
30cm
15cm
15cm
15cm
60cm
60cm

(Small Arms)
AP3+/AT4+, Ignore Cover
1BP, Indirect Fire
AP4+/AT4+, FxF
AP4+/AA5+, FxF
AP4+/AA5+, Left
AP4+/AA5+, Right
2BP, FxF, Ignore Cover
4x AP5+/AT3+, Fwd
3BP, FxF

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

6+

n/a

n/a

Bomber

4+

n/a

n/a

25cm

4+

5+

5+

Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Frag Launchers
Hurricane Bolters
Twin Assault Cannon

15cm
30cm
30cm
15cm
15cm
45cm
(base contact)
(15cm)
30cm

TYPE
AV

SPEED
25cm

ARMOUR
4+

CC
5+

FF
3+

Predator Annihilator

AV

30cm

4+

6+

5+

Predator Destructor

AV

30cm

4+

6+

3+

Siege Assault Vanguard


Razorback

AV

30cm

5+

6+

5+

Rhino
Vindicator
Whirlwind
Thunderhawk Bomber

AV
AV
AV
AC/WE

30cm
25cm
30cm
Bomber

5+
4+
5+
4+

6+
6+
6+
-

6+
4+
5+
-

Reaver Titan

WE

20cm

4+

3+

3+

Warhound Titan

WE

30cm

5+

4+

Warlord Titan

WE

15cm

4+

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

Marauder Bomber

AC

Land Raider Crusader

AV

FIREPOWER
(Assault Weapons)
AP3+, Ignore Cover
AP4+/AT4+
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
(Assault Weapons)
(Small Arms), EA(+2)
AP4+/AT4+

NOTES
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Siege Terminator unit or 2 of
the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)

Transport (may carry 1 of the following units: Devastator , Siege Devastator, Siege Tactical,
Tactical). A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not
both select one option before the game.
Transport: (May carry 2 of the following units: Tactical, Devastator and Scout)
Walker
DC2, Reinforced Armour
Critical Hit Effect: The Thunderhawks control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.

DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker


May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and
takes a point of damage. Any units stumbled into or over take a hit on a 6+.

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.

Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units
or 3 of the following units: Tactical or Devastator)

SIEGE ASSAULT VANGUARD

2.0 IMPERIAL GUARD ARMIES


SECTION
COMMON IMPERIAL GUARD SPECIAL RULES
2.0.1 COMMISSARS

An Imperial Guard army may include one Commissar character per 500
points, or part thereof, in the army. The Commissars do not cost any points.
Commissar units may be added to the army at the start of the battle before
either side sets up. If the army includes a Supreme Commander then the first
Commissar must be attached to the Supreme Commanders formation. Any
further Commissars may be attached to any other formations.
You may not include more than one Commissar per formation. You may not
add a Commissar to an Imperial Navy or Titan Legion formation. If you have
more Commissars than formations any excess is lost.

2.0.2 FORTIFICATIONS

Fortifications must be set up after Objectives, but before any formations are
deployed. They may be set up anywhere a vehicle may deploy in the Imperial
Guard half of the table. You may split up a set of fortifications as desired, as
long as the rules for formation coherence are adhered to. For example, you
could split up trenches into several lines, as long as there are 5cm links
between the different parts of the position. Fortifications are immobile, and
may garrison (e.g., they can be set up in positions that garrison units can be
set up in). It goes without saying that they may not be transported, and any
players that were considering transporting them onto the table should be
deeply ashamed of themselves!
Once set up, fortifications may be used by any unit, not just the units they
were purchased for. They may be captured and used by enemy units too.

42

2.1 NetEA APPROVED


STEEL LEGION IMPERIAL GUARD ARMY LIST
Final version 2012 (2-Dec-11). Imperial Guard Army Champion: "Rug"

Steel Legion Imperial Guard armies have a Strategy rating of 2. Titan Legion Battlegroups have an initiative rating of 1+.
Steel Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+.

STEEL LEGION COMPANIES

COMPANY
0-1 Regimental HQ
Infantry Company
Mechanised Infantry Company
Tank Company
Super-Heavy Tank Company
Artillery Company

(A Steel Legion Imperial Guard army may contain any number of Steel Legion Companies.)
CORE UNITS
1 Supreme Commander unit, 12 Imperial Guard Infantry units plus 7 Chimeras
(1 for Commander)
1 Imperial Guard Commander unit and 12 Imperial Guard Infantry units
1 Imperial Guard Commander unit, 12 Imperial Guard Infantry units plus
7 Chimeras (1 for Commander)
10 Leman Russ. 1 Leman Russ may be upgraded to a Vanquisher command tank at no additional cost
3 Baneblades or Shadowswords in any combination
9 Artillery units chosen from the following list: Basilisk, Manticore

COST
500 points
250 points
400 points
650 points
500 points
650 points

STEEL LEGION COMPANY UPGRADES

(Up to three upgrades may be added to each Steel Legion Company)


UPGRADE
UNITS
COST
Fire Support Platoon
Add 4 Support Squad units*
+100 points
Infantry Platoon
Add 6 Imperial Guard Infantry units*
+100 points
Tank Squadron
Add 3 Leman Russ or 3 Leman Russ Demolisher
+175 points
Hellhound Squadron
Add 3 Hellhounds
+125 points
Griffon Battery
Add 3 Griffons
+75 points
Snipers
Add up to 2 Snipers units*
+25 points each
Ogryns
Add 2 Ogryns units*
+50 points
Flak
Add 1 Hydra
+50 points
* May have Chimera transport vehicles at 25 points each. You must take enough Chimera to transport the whole formation. You may not take more than 1 Chimera
per unit in the formation.

STEEL LEGION SUPPORT FORMATIONS

FORMATION
Rough Rider Platoon
Storm Trooper Platoon
Artillery Battery
Sentinel Squadron
0-1 Deathstrike Missile Battery
Super-Heavy Tank Platoon
0-1 Orbital Support
Flak Battery
Vulture Squadron

(Up to two Support Formations may be taken per Steel Legion Company)
CORE UNITS
6 Rough Rider units
8 Storm Trooper units
(May have 4 Valkyrie transport vehicles)
3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore
4 Sentinels
2 Deathstrike Missile Launchers
1 Baneblade or Shadowsword
1 Lunar class Cruiser OR
1 Emperor class Battleship
3 Hydras
4 Vultures

COST
150 points
200 points
(+150 points)
250 points
100 points
200 points
200 points
150 points
300 points
150 points
300 points

IMPERIAL ALLIES FORMATIONS


(Up to 1/3 of an armys points may be spent on Allies formations)

TITAN LEGION BATTLEGROUPS

FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack

UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans

COST
825 points
650 points
275 points
500 points

IMPERIAL NAVY AIRCRAFT

FORMATION
Thunderbolt Squadron
Marauder Squadron

UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers

COST
150 points
250 points

43

2.1 NetEA APPROVED


STEEL LEGION IMPERIAL GUARD ARMY REFERENCE 1
NAME
Commissar
Imperial Guard Commander

TYPE
CH
INF

SPEED
n/a
15cm

ARMOUR
n/a
6+

CC
n/a
6+

FF
n/a
5+

Imperial Guard
Supreme Commander

INF

15cm

5+

4+

5+

Imperial Guard Infantry

INF

15cm

6+

5+

Ogryns

INF

15cm

3+

4+

5+

Rough Riders

INF

20cm

6+

4+

6+

Sniper
Storm Troopers

INF
INF

15cm
15cm

5+

6+
5+

5+
4+

Support Squad
Sentinel
Basilisk

INF
LV
AV

15cm
20cm
20cm

6+
5+

6+
6+
6+

4+
5+
5+

Bombard

AV

20cm

6+

6+

5+

Chimera

AV

30cm

5+

6+

5+

Deathstrike Missile
Launcher
Griffon

AV

20cm

6+

6+

5+

AV

30cm

6+

6+

5+

Hellhound

AV

30cm

4+

6+

3+

Hydra

AV

30cm

6+

6+

5+

Leman Russ

AV

20cm

4+

6+

4+

Leman Russ Demolisher

AV

20cm

4+

6+

3+

Leman Russ Vanquisher

AV

20cm

4+

6+

4+

Manticore

AV

20cm

6+

6+

5+

Valkyrie

AV

35cm

5+

6+

5+

WEAPONS
Power Weapon
Chainswords
Lasguns
Autocannon
Power Weapon
Lasguns
Autocannon
Lasguns
Autocannon
Ogryn Combat Weapons
Ripper Guns
Power Lance
Chainswords
Laspistols
Sniper Rifles
Hellguns
Plasma Guns
2x Autocannon
Multi-Laser
Heavy Bolter
Earthshaker
Heavy Bolter
Siege Mortar
Heavy Bolter
Multilaser
Heavy Bolter
Deathstrike Missile
Heavy Bolter
Heavy Mortar
Heavy Bolter
Inferno Cannon
Heavy Bolter
2x Twin Hydra Autocannon
2x Heavy Bolter
Lascannon
Battle Cannon
2x Plasma Cannon
Demolisher
Lascannon
2x Heavy Bolter
Lascannon
Vanquisher
Heavy Bolter
Rocket Launcher
2x Rocket Pod
2x Heavy Bolter
Multilaser

STRATEGY 2
RANGE
(base contact)
(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
(15cm)
45cm

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT6+
(Small Arms)
AP5+/AT6+

(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
30cm
(15cm)
15cm
45cm
30cm
30cm
120cm
30cm
45cm
30cm
30cm
30cm
Unlimited
30cm
30cm
30cm
30cm
30cm
45cm
30cm
45cm
75cm
30cm
30cm
45cm
30cm
45cm
75cm
30cm
150cm
30cm
30cm
30cm

(Assault Weapons), MW, EA(+1)


(Small Arms)
(Assault Weapons), EA (+1), First Strike
(Assault Weapons)
(Small Arms)
AP5+, Sniper
(Small Arms)
AP5+/AT5+
AP5+/AT6+
AP5+/AT6+
AP5+
AP4+/AT4+ OR 1BP, Indirect Fire
AP5+
2BP, Ignore Cover, Slow Firing, Indirect Fire
AP5+
AP5+/AT6+
AP5+
MW2+, TK(D6), One-Shot, Indirect Fire
AP5+
1BP, Indirect Fire
AP5+
AP3+, Ignore Cover
AP5+
AP4+/AT5+/AA5+
AP5+
AT5+
AP4+/AT4+
AP4+/AT4+, Slow Firing
AP3+/AT4+, Ignore Cover
AT5+
AP5+
AT5+
AP4+/AT2+
AP5+
2BP, Disrupt, Slow Firing, Indirect Fire
1BP, Disrupt, One-Shot
AP5+
AP5+/AT6+

NOTES
Leader, Fearless, Inspiring
Commander

Supreme Commander

One unit in every two has an Autocannon. Count up the number of IG Infantry units in the
formation that can fire at the target and divide by 2 (rounding up) to find the number of
Autocannon shots you may take.

Infiltratos, Mounted, Scouts

Scout
Scout

Scout, Walker
May either shoot normally or fire a barrage. May only use the Indirect Fire special
ability when firing barrages.

Transport: (May carry 1 Ogryn unit OR any 2 of the following units: Commander,
Support Squad, Infantry, Snipers, Storm Troopers, Supreme Commander)

Reinforced Armour

Reinforced Armour

Reinforced Armour

Skimmer, Scout, Transport: (May carry 2 Storm Trooper units)

STEEL LEGION

2.1 NetEA APPROVED


STEEL LEGION IMPERIAL GUARD ARMY REFERENCE 2
NAME
Vulture

TYPE
AV

SPEED
35cm

ARMOUR
5+

CC

FF
6+

5+

WEAPONS
Heavy Bolter
Twin Autocannon
2x Hellstrike
3x Twin Heavy Bolter
Demolisher
Autocannon
2x Lascannon
Main Battle Cannon
2x Heavy Bolter
Volcano Cannon
2x Turbolaser Destructor
Rocket Launcher

STRATEGY 2
RANGE
30cm
45cm
120cm
30cm
30cm
45cm
45cm
75cm
30cm
90cm
60cm
60cm

FIREPOWER
AP5+
AP4+/AT5+
AT2+, One-Shot
AP4+
AP3+/AT4+, Ignore Cover, FxF
AP5+/AT6+
AT5+
AP3+/AT3+
AP5+
MW2+, TK(D3), FxF
4x AP5+/AT3+, Fwd
3BP, FxF

Baneblade

WE

15cm

4+

6+

4+

Shadowsword

WE

15cm

4+

6+

5+

Reaver Titan

WE

20cm

4+

3+

3+

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon

15cm
30cm
30cm
15cm
15cm
45cm

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF

NOTES
Skimmer, Scout

DC3, Reinforced Armour


Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+

DC3, Reinforced Armour


Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and
takes a point of damage. Any units stumbled into or over take a hit on a 6+.

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.

STEEL LEGION

2.2 NetEA APPROVED


BARAN SIEGEMASTERS IMPERIAL GUARD ARMY LIST
Final version 2012 (2-Dec-11). Imperial Guard Army Champion: "Rug"

Baran Siegemaster Imperial Guard armies have a Strategy rating of 1. All formations have an initiative rating of 2+.

SIEGE REGIMENT COMPANIES

COMPANY
Siegemasters Infantry Company
1 Siegemasters Regimental HQ

(A Siegemasters Imperial Guard army may contain any number of Siege Regiment Companies)
CORE UNITS
1 Commander unit and 9 Siege Infantry units
1 Supreme Commander unit and 9 Siege Infantry units

COST
175 points
225 points

SIEGE REGIMENT COMPANY UPGRADES

UPGRADE
Hellhound Squadron
Griffon Battery
Rapier Platoon
Snipers
Siege Infantry Platoon
Thudd Gun Platoon

(Up to three upgrades may be added to each Siege Regiment Company)


UNITS
Add 3 Hellhounds
Add 3 Griffons
Add 3 Rapier Laser Destroyer units
Add up to 2 Sniper units
Add 6 Siege Infantry units
Add 3 Thudd Gun units

COST
+125 points
+75 points
+75 points
+25 points each
+75 points
+75 points

SIEGE REGIMENT SUPPORT FORMATIONS


FORMATION
Bombard Battery
0-1 Deathstrike Missile Battery
Light Tank Platoon
Heavy Tank Platoon
Rough Rider Platoon
0-1 Sapper Platoon
Siege Regiment Artillery Company
Siege Regiment Artillery Battery
Siege Regiment Flak Battery
Super-Heavy Tank Platoon

(Up to two Support Formations may be taken per Siege Regiment Company)
CORE UNITS
3 Bombards
2 Deathstrike Missile Launchers
6 Siegfried Light Tanks
6 Ragnarok Heavy Tanks
6 Rough Rider units
8 Sapper units (may be split up and added to 1 or more companies in the army,
or be fielded as a single formation in their own right)
9 Howitzer Weapon Platforms, plus 9 Gun Emplacements
3 Howitzer Weapon Platforms plus 3 Land Crawlers
3 Blitzen AA gun units plus 3 Land Crawlers OR 3 Gun Emplacements
1 Baneblade or Shadowsword

COST
250 points
200 points
150 points
300 points
150 points
250 points
425 points
150 points
100 points
200 points

SIEGE REGIMENT FORTIFICATIONS

FORMATION
Fortified Position

(One Fortified Position may be taken per Siege Regiment Company)


UNITS
Up to 50cm of trenches and 50cm of razor wire, plus up to 6 Gun Emplacements
or Bunkers in any combination

+75 points

IMPERIAL NAVY ALLIES

FORMATION
Thunderbolt Squadron
Marauder Squadron

(Up to 1/4 of the armys points may be spent on Imperial Allies formations.)
UNITS
2 Thunderbolt Fighters
2 Marauder Bombers

COST
150 points
250 points

SPECIAL RULE - Siege Regiment HQ

When playing Tournament games, a Siegemaster army must include a Regimental HQ. The enemy count as having achieved the Break Their Spirit victory condition by destroying
this formation or by destroying the most expensive formation in the army.

46

2.2 NetEA APPROVED


BARAN SIEGEMASTERS IMPERIAL GUARD ARMY REFERENCE
NAME
Commissar
Imperial Guard Commander

TYPE
CH
INF

SPEED
n/a
15cm

ARMOUR
n/a
6+

CC
n/a
5+

FF
n/a
5+

Imperial Guard
Supreme Commander

INF

15cm

5+

4+

5+

Rapier Laser Destroyer


Rough Riders

INF
INF

10cm
20cm

6+

4+

5+
6+

Sapper

INF

15cm

6+

5+

5+

Siege Infantry

INF

15cm

6+

5+

Sniper
Thudd Gun
Blitzen AA Gun
Howitzer Weapon Platform
Land Crawler
Bombard

INF
INF
LV
LV
LV
AV

15cm
10cm
Immobile
Immobile
15cm
20cm

6+
6+

6+
6+

5+
5+
6+
6+
6+
5+

Deathstrike Missile
Launcher
Griffon

AV

20cm

6+

6+

5+

AV

30cm

6+

6+

5+

Hellhound

AV

30cm

4+

6+

3+

Ragnarok Heavy Tank

AV

15cm

4+

6+

4+

Siegfried Light Tank


Baneblade

AV
WE

30cm
15cm

5+
4+

6+
6+

5+
4+

Shadowsword

WE

15cm

4+

6+

5+

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

WEAPONS
Power Weapon
Chainswords
Lasguns
Autocannon
Power Weapon
Lasguns
Autocannon
Rapier Laser Destroyer
Power Lance
Chainswords
Laspistols
Melta Bombs
Heavy Flamer
Lasguns
Heavy Stubber
Sniper Rifles
Thudd Gun
Blitzen Cannon
Howitzer
Heavy Stubber
Heavy Bolter
Siege Mortar
Heavy Bolter
Deathstrike Missile
Heavy Bolter
Heavy Mortar
Heavy Bolter
Inferno Cannon
2x Heavy Stubber
Ragnarok Battlecannon
Multilaser
3x Twin Heavy Bolter
Demolisher
Autocannon
2x Lascannon
Main Battle Cannon
2x Heavy Bolter
Volcano Cannon
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon

STRATEGY 1
RANGE
FIREPOWER
NOTES
(base contact)
(Assault Weapons), MW, EA(+1)
Leader, Fearless, Inspiring
(base contact)
(Assault Weapons)
Commander
(15cm)
(Small Arms)
45cm
AP5+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
Supreme Commander
(15cm)
(Small Arms)
45cm
AP5+/AT6+
45cm
AP6+/AT4+
(base contact)
(Assault Weapons), EA (+1), First Strike
Infiltratos, Mounted, Scouts
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW, EA(+1)
Walker
15cm
AP4+, Ignore Cover
AND (15cm)
Ignore Cover
(15cm)
(Small Arms)
30cm
AP6+
30cm
AP5+, Sniper
Scout
45cm
AP4+/AT6+, Indirect Fire
60cm
AP6+/AT5+/AA5+
90cm
1BP, Indirect Fire
30cm
AP6+
Transport: (May carry 1 of the following units: Any Weapon Platform, Thudd Gun or Rapier Laser Destroyer)
30cm
AP5+
45cm
2BP, Ignore Cover, Slow Firing, Indirect Fire
30cm
AP5+
Unlimited
MW2+, TK(D6), One-Shot, Indirect Fire
30cm
AP5+
30cm
1BP, Indirect Fire
30cm
AP5+
30cm
AP3+, Ignore Cover
30cm
AP6+
Reinforced Armour, Walker
60cm
AP4+/AT4+
30cm
AP5+/AT6+
Scout
30cm
AP4+
DC3, Reinforced Armour
30cm
AP3+/AT4+, Ignore Cover, FxF
Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
45cm
AP5+/AT6+
45cm
AT5+
75cm
AP3+/AT3+
30cm
AP5+
DC3, Reinforced Armour
90cm
MW2+, TK(D3), FxF
Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
15cm
AP4+/AA5+, FxF
30cm
AP5+/AT6+/AA5+, FxF
30cm
AT4+, FxF
15cm
AA5+
15cm
3BP, FxF
45cm
AT4+/AA4+, FxF

BARAN SIEGEMASTERS

2.3 NetEA APPROVED


DEATH KORPS OF KRIEG IMPERIAL GUARD ARMY LIST
Final version 2012 (2-Dec-11). Sub-Army Champion: "Evil&Chaos"

Death Korps armies have a Strategy rating of 2. All Death Korps and Imperial Navy formations have an initiative rating of 2+.
Titan Legion Battlegroups have an initiative rating of 1+.

DEATH KORPS COMPANIES

COMPANY
0-1 Death Korps Regimental HQ
Death Korps Infantry Company
Death Rider Company
(0-1 per 1500 points)

(A Death Korps Imperial Guard army may contain any number of Companies)
CORE UNITS
1 Imperial Guard Supreme Commander unit and 19 Death Korps Infantry units
1 Imperial Guard Commander unit and 19 Death Korps Infantry units
12 Death Korps Rough Rider units

COST
400 points
300 points
250 points

DEATH KORPS COMPANY UPGRADES

UPGRADE
Fire Support Battery
Gorgon Siege Transporters
Heavy Tank
Hellhound Squadron
Infantry Platoon
Tank Squadron

(Up to three upgrades may be added to each Death Korps Company)


UNITS
Add 4 Death Korps Support Squad units
Add 2 Death Korps Gorgon Siege Transporters
(May not be added to Death Rider Companies)
Add 1 Macharius Heavy Tank
Add 3 Hellhounds
Add 10 Death Korps Infantry units
(May have 1 Death Korps Gorgon Siege Transporter)
Add 3 Leman Russ variants from the following:
Leman Russ
Leman Russ Demolisher
Leman Russ Thunderer

COST
+75 points
+125 points
+125 points
+125 points
175 Points
(+50 Points)
+140 points
(+20 points each)
(+20 points each)
(Free)

DEATH KORPS SUPPORT FORMATIONS

FORMATION
Artillery Support Company
Death Rider Scout Platoon
0-1 Deathstrike Silo
Engineers Platoon
Grenadiers Platoon
Heavy Support Battery

Heavy Tank Platoon


Light Support Battery
Self-Propelled Heavy Support
Super-Heavy Tank Platoon
Super-Heavy Tank
Support Company
Tank Platoon

(Up to two Support Formations may be taken per Death Korps Company)
CORE UNITS
9 Earthshaker platforms
(May have 9 Trojans or 9 Gun Emplacements)
6 Death Korps Rough Rider units. (All units in this formation have the Scout special ability)
1 Death Korps Deathstrike Missile Silo
8 Death Korps Engineer units and 1 Hades Breaching Drill
8 Death Korps Grenadier units
(May add 8 Death Korps Centaurs OR 1 Death Korps Gorgon Siege Transporter)
3 Hydra platforms or 3 Death Korps Heavy AA platforms, in any combination
3 Earthshaker platforms
3 Medusa platforms
(Heavy Support Batteries may have 3 Death Korps Trojans or 3 Gun Emplacements)
2 Macharius Heavy Tanks and 1 Macharius Command tank
4 Death Korps Quad Launchers or 4 Death Korps Heavy Mortars
(Light Support Batteries may have 4 Death Korps Centaurs or 20cm of Trenches)
3 Bombards
1 Stormblade, Stormsword, Baneblade, or Shadowsword.
A formation of 3 Stormblades, Stormswords, Baneblades, Shadowswords,
or any mix of the four types
6 Leman Russ variants. (Including 0-1 Vanquisher for +50 points)

COST
600 Points
(Free)
150 points
250 points
300 points
225 Points
(+75 Points)
125 Points
200 Points
275 Points
(Free)
350 Points
200 Points
(Free)
250 points
200 points
500 points
280 points

IMPERIAL ALLIES FORMATIONS


(Up to 1/3 of an armys points may be spent on Allies formations)

TITAN LEGION BATTLEGROUPS

FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack

UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans

COST
825 points
650 points
275 points
500 points

IMPERIAL NAVY AIRCRAFT

FORMATION
Thunderbolt Squadron
Heavy Squadron

UNITS
2 Thunderbolt Fighter-Bombers
1 Heavy Marauder Bomber

COST
150 points
150 points

DEATH KORPS TRENCHWORKS

FORTIFICATIONS
Trenchworks

(One may be taken per Infantry Company or Regimental HQ Company)

UNITS
80cm of Trenches and Razor Wire, plus 4 Bunkers

COST
100 points

DEATH KORPS TERRAIN TABLE

TERRAIN
INFANTRY
VEHICLE
WAR ENGINE
Trenches
4+ Cover Save
Dangerous
No Effect
Bunker
3+ Cover Save
Dangerous
Impassable
Gun Emplacement
4+ Cover Save
5+ Cover Save
No Effect
Trenches may hold 1 Infantry Unit per 4cm of length, Gun Emplacements may hold 1 Unit and Bunkers may hold 3 Units. Bunkers are Fortifications

48

2.3 NetEA APPROVED


DEATH KORPS OF KRIEG IMPERIAL GUARD ARMY REFERENCE 1
NAME
Commissar
Death Korps Commander
Death Korps
Supreme Commander
Death Korps Engineers
Death Korps Support Squad

TYPE
CH
INF
INF

SPEED
n/a
15cm
15cm

ARMOUR
n/a
6+
5+

CC
n/a
4+
4+

FF
n/a
5+
5+

INF
INF

15cm
15cm

5+
-

4+
5+

5+
4+

Death Korps Grenadiers


Death Korps Heavy Mortar
Death Korps Infantry
Death Korps Quad Launcher
Death Korps Rough Riders
Death Korps Centaur
Earthshaker Platform
Heavy AA Platform
Hydra Platform
Medusa Platform
Bombard

INF
INF
INF
INF
INF
LV
LV
LV
LV
LV
AV

15cm
5cm
15cm
5cm
20cm
35cm
Immobile
Immobile
Immobile
Immobile
20cm

5+
5+
6+
6+
6+
6+
6+
6+

5+
6+
5+
6+
4+
6+
6+
6+
6+
6+
6+

4+
6+
5+
5+
6+
6+
6+
6+
6+
6+
5+

Hellhound

AV

30cm

4+

6+

3+

Leman Russ

AV

20cm

4+

6+

4+

Leman Russ Demolisher

AV

20cm

4+

6+

3+

Leman Russ Thunderer


Leman Russ Vanquisher

AV
AV

20cm
20cm

4+
4+

6+
6+

5+
4+

AV
Special

20cm
Immobile

6+
-

6+
-

6+
-

Baneblade

WE

15cm

4+

6+

4+

Death Korps Gorgon Siege


Transporter

WE

20cm

4+

6+

6+(5+)

Death Korps Trojan


Hades Breaching Drill

Deathstrike Missile Silo

WE

Immobile

4+

6+

4+

WEAPONS
Power Weapon
Twin Heavy Stubber
Power Weapon
Twin Heavy Stubber
Mole Launchers
Twin Heavy Stubber
Autocannon
Heavy Flamers
Heavy Mortar
Lasguns
Quad Launcher
Power Lance
Heavy Stubber
Earthshaker
Heavy AA gun
2x Hydra Autocannon
Medusa Siege Gun
Heavy Bolter
Siege Mortar
Heavy Bolter
Inferno Cannon
2x Heavy Bolter
Lascannon
Battle Cannon
2x Plasma Cannon
Demolisher
Lascannon
Demolisher Cannon
2x Heavy Bolter
Lascannon
Vanquisher
Heavy Bolter
-

3x Twin Heavy Bolter


Demolisher
Autocannon
2x Lascannon
Main Battle Cannon
2x Twin Heavy Stubbers
and 1 of the following options:
Gorgon Mortars OR
2x Twin Heavy Bolters
Deathstrike Missile

STRATEGY 2
RANGE
(base contact)
30cm
(15cm)
(base contact)
30cm
45cm
45cm
15cm
30cm
(15cm)
45cm
(base contact)
30cm
120cm
60cm
45cm
30cm
30cm
45cm
30cm
30cm
30cm
45cm
75cm
30cm
30cm
45cm
30cm
30cm
45cm
75cm
30cm
-

30cm
30cm
45cm
45cm
75cm
30cm
30cm
30cm
Unlimited

FIREPOWER
(Assault Weapons), MW, EA(+1)
AP5+
(Small Arms)
(Assault Weapons), MW, EA(+1)
AP5+, Ignore Cover
AP5+
AP5+/AT6+
AP4+, Ignore Cover
1BP, Indirect Fire
(Small Arms)
2x AP4+, Indirect Fire
(Assault Weapons), First Strike
AP6+
AP4+/AT4+ OR 1BP Indirect Fire
AP5+/AT5+/AA5+
AP4+/AT5+/AA5+
MW4+, Ignore Cover
AP5+
2BP, Ignore Cover, Slow Firing, Indirect Fire
AP5+
AP3+, Ignore Cover
AP5+
AT5+
AP4+/AT4+
AP4+/AT4+, Slow Firing
AP3+/AT4+, Ignore Cover
AT5+
AP3+/AT4+, Ignore Cover
AP5+
AT5+
AP4+/AT2+
AP5+
-

AP4+
AP3+/AT4+, Ignore Cover, FxF
AP5+/AT6+
AT5+
AP3+/AT3+
AP5+
2BP, One-Shot, Indirect Fire , Fwd
AP4+
MW2+, TK(D6), Slow Fire, Indirect Fire

NOTES
Leader, Fearless, Inspiring
Commander
Supreme Commander

Scouts

May fire non-BP weapon indirect


Mounted, Infiltrator. (May have Scout)
Transport: (May carry 1 unit of the following: Heavy Mortar, Quad Gun, Grenadier)

Reinforced Armour

Reinforced Armour

Reinforced Armour, Thick Rear Armour


Reinforced Armour

Transport: (May carry 1 Weapon Platform)


Tunneler, Transport: (May carry 8 Death Korps Engineer units)
Note that the Hades Breaching Drill is not a unit and so may not be shot at nor have hits applied to it.
It is in all respects simply a marker. No Blast Marker is generated for its parent Hades Breach Drill leaving the
formation behind during the game.
DC3, Reinforced Armour
Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+

DC3, Reinforced Armour, Walker, Transport: (May carry 10 Infantry units).


Critical Hit Effect: Immobilized. Further critical hits will destroy the Gorgon outright.
Has FF5+ is Twin Heavy Bolters are chosen
DC3, Reinforced Armour.
Critical Hit Effect: Destroyed. All units within 5cm take a MW4+ hit.

DEATH KORPS OF KRIEG

2.3 NetEA APPROVED


DEATH KORPS OF KRIEG IMPERIAL GUARD ARMY REFERENCE 2
NAME
Macharius Heavy Tank

TYPE
WE

SPEED
15cm

ARMOUR
4+

CC
6+

FF
4+

Macharius Heavy Tank


(Command variant)

WE

15cm

4+

6+

4+

WEAPONS
2x Battlecannon
2x Heavy Bolters
Twin Heavy Stubber
2x Heavy Bolters
Twin Heavy Stubber
and 1 of the following options:
2x Vanquishers OR
Vulcan Megabolter
2x Heavy Bolter
Volcano Cannon
Heavy Bolter
2x Twin Heavy Bolter
2x Lascannon
Plasma Blastgun
2x Heavy Flamer
Heavy Bolter
2x Twin Heavy Bolter
Siege Cannon
2x Turbolaser Destructor
Rocket Launcher

STRATEGY 2
RANGE
75cm
30cm
30cm
30cm
30cm

FIREPOWER
AP4+/AT4+
AP5+
AP5+
AP5+
AP5+

75cm
45cm
30cm
90cm
30cm
30cm
45cm
45cm
15cm
30cm
30cm
30cm
60cm
60cm

AP4+/AT2+
4x AP3+/AT5+
AP5+
MW2+, TK(D3), FxF
AP5+
AP4+
AT5+
2x MW2+, Slow-Firing, FxF
AP4+, Ignore Cover
AP5+
AP4+
3BP, Disrupt, Ignore Cover, FxF
4x AP5+/AT3+, Fwd
3BP, FxF

Shadowsword

WE

15cm

4+

6+

5+

Stormblade

WE

15cm

4+

6+

5+

Stormsword

WE

15cm

4+

6+

4+

Reaver Titan

WE

20cm

4+

3+

3+

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

AC/WE

Bomber

5+

n/a

n/a

Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon

15cm
30cm
30cm
15cm
15cm
45cm

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF

Marauder Heavy Bomber

NOTES
DC2, Reinforced Armour
Critical Hit Effect: Destroyed
DC2, Reinforced Armour.
Critical Hit Effect: Destroyed

DC3, Reinforced Armour


Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
DC3, Reinforced Armour
Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+

DC3, Reinforced Armour


Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+

DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker


May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and
takes a point of damage. Any units stumbled into or over take a hit on a 6+.

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.

DC2
Critical Hit Effect: Destroyed

DEATH KORPS OF KRIEG

2.4 NetEA APPROVED


MINERVAN TANK LEGION ARMOURED REGIMENT IMPERIAL GUARD ARMY LIST
Final version 2012 (2-Dec-11). Sub-Army Champion: "Moscovian"

Minervan Legion Imperial Guard armies have a Strategy rating of 2. Titan Legion formations have an initiative rating of 1+.
Minervan Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+.

TANK LEGION ARMOURED COMPANIES

COMPANY
Self-Propelled Artillery Company
Super-Heavy Tank Company
Tank Company

(A Tank Legion Imperial Guard army may contain any number of Companies)
CORE UNITS
9 Basilisks, Manticores, or Bombards
3 Stormblades, Stormswords, Baneblades, Shadowswords, or Stormhammers, in any combination
10 Leman Russ variants from the following list:
Leman Russ
Leman Russ Conqueror
Leman Russ Demolisher
Leman Russ Exterminator
Leman Russ Thunderer
Up to 2 units may instead be:
Leman Russ Destroyer
Leman Russ Executioner
Leman Russ Vanquisher

COST
650 points
500 points
425 points
(+20 points each)
(+10 points each)
(+20 points each)
(+10 points each)
(Free)
(+70 points each)
(+20 points each)
(+45 points each)

TANK LEGION ARMOURED COMPANY UPGRADES


UPGRADE
Flak
Griffon Battery
Hellhound Squadron
Salamander Command
0-1 Supreme Commander
Tank Squadron

(Up to three upgrades may be added to each Tank Legion Company)


UNITS
Add up to 2 Hydras
Add 3 Griffons
Add 3 Hellhounds
Add 1 Salamander Command vehicle
1 Armoured Supreme Commander character upgrade
Add 3 Leman Russ variants listed in the Tank Company (Not including Destroyer, Executioner or
Vanquisher)

COST
+50 points each
+75 points
+125 points
+25 points
+100 points
+140 points

TANK LEGION SUPPORT FORMATIONS

FORMATION
Assault Gun Platoon
0-1 Deathstrike Missile Battery
Flak Battery
Mechanized Platoon
0-1 Orbital Support
Salamander Scout Platoon
Self-Propelled Artillery Battery
Storm Trooper Platoon
Super-Heavy Tank Platoon
Tank Platoon
Vulture Squadron

(Up to two Support Formations may be taken per Armoured Company)


CORE UNITS
3 Medusas
2 Deathstrike Missile Launchers
3 Hydras
10 Imperial Guard Infantry units, plus 5 Chimeras
(May add 1 Salamander Command Vehicle)
1 Lunar class Cruiser OR
1 Emperor class Battleship
3 Salamander Scout Vehicles
(May add 1 Salamander Command Vehicle)
3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore
8 Storm Trooper units
(May have 4 Valkyrie)
1 Stormblade, Stormsword, Baneblade, Shadowsword, or Stormhammer
6 Leman Russ variants listed in the Tank Company (Including 0-1 Destroyer, Executioner or Vanquisher)
4 Vultures

COST
150 points
200 points
150 points
300 points
(+25 points)
150 points
300 points
100 points
(+25 points)
250 points
200 points
(+150 points)
200 points
280 points
300 points

IMPERIAL ALLIES FORMATIONS


(Up to 1/3 of an armys points may be spent on Allies formations)

TITAN LEGION BATTLEGROUPS

FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack

UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans

COST
825 points
650 points
275 points
500 points

IMPERIAL NAVY AIRCRAFT

FORMATION
Thunderbolt Squadron
Marauder Squadron

UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers

COST
150 points
250 points

SPECIAL RULE - Armoured Regiment Commissars

The Armoured Regiment armies include one Commissar for every 500 points. If there is a Supreme Commander present, then the first Commissar must join that formation.
Subsequent Commissars can be allocated to any unit in any order, though no formation may have more than one Commissar. Any excess Commissars are lost.

SPECIAL RULE - Amphibious

For every 1000 points, the Minervan player may designate one Armoured Company as amphibious. Units in an amphibious company ignore the Terrain Effects of Marshes
and count Rivers as Dangerous Terrain (instead of Impassable). The designation of specific formations as Amphibious must be made prior to deploying any units.

51

2.4 NetEA APPROVED


MINERVAN TANK LEGION ARMOURED REGIMENT IMPERIAL GUARD ARMY REFERENCE 1
NAME
Armoured Regiment Commissar
Armoured Regiment
Supreme Commander
Imperial Guard Infantry

STRATEGY 2
RANGE
(15cm)
(15cm)

TYPE
CH
CH

SPEED
n/a
n/a

ARMOUR
n/a
n/a

CC
n/a
n/a

FF
n/a
n/a

WEAPONS
Upgraded Guns
Upgraded Guns

INF

15cm

6+

5+

Lasguns
Autocannon

(15cm)
45cm

Storm Troopers

INF

15cm

5+

5+

4+

Basilisk

AV

20cm

5+

6+

5+

Bombard

AV

20cm

6+

6+

5+

Chimera

AV

30cm

5+

6+

5+

Deathstrike Missile
Launcher
Griffon

AV

20cm

6+

6+

5+

AV

30cm

6+

6+

5+

Hellhound

AV

30cm

4+

6+

3+

Hydra

AV

30cm

6+

6+

5+

Leman Russ

AV

20cm

4+

6+

4+

Leman Russ Conqueror

AV

30cm

4+

6+

5+

Leman Russ Demolisher

AV

20cm

4+

6+

3+

Leman Russ Destroyer


Leman Russ Executioner

AV
AV

20cm
20cm

4+
4+

6+
6+

6+
5+

Leman Russ Exterminator

AV

20cm

4+

6+

3+

Leman Russ Thunderer


Leman Russ Vanquisher

AV
AV

20cm
20cm

4+
4+

6+
6+

5+
4+

Manticore

AV

20cm

6+

6+

5+

Medusa

AV

20cm

6+

6+

5+

Salamander Command Vehicle

AV

35cm

6+

6+

5+

Hellguns
Plasma Guns
Heavy Bolter
Earthshaker
Heavy Bolter
Siege Mortar
Heavy Bolter
0-1x Twin Heavy Bolter
0-1x Twin Heavy Flamer
0-1x Multilaser
Heavy Bolter
Deathstrike Missile
Heavy Bolter
Heavy Mortar
Heavy Bolter
Inferno Cannon
Heavy Bolter
2x Twin Hydra Autocannon
2x Heavy Bolter
Lascannon
Battle Cannon
Conqueror Cannon
Lascannon
2x Plasma Cannon
Demolisher
Lascannon
Tank Destroyer
Lascannon
Plasma Destroyer
2x Heavy Bolter
Lascannon
Twin Autocannon
Demolisher Cannon
2x Heavy Bolter
Lascannon
Vanquisher
Heavy Bolter
Rocket Launcher
Heavy Bolter
Medusa Siege Gun
Heavy Bolter
Heavy Flamer

Salamander Scout

AV

35cm

6+

6+

5+

(15cm)
15cm
30cm
120cm
30cm
45cm
30cm
30cm
15cm
30cm
30cm
Unlimited
30cm
30cm
30cm
30cm
30cm
45cm
30cm
45cm
75cm
45cm
45cm
30cm
30cm
45cm
75cm
45cm
60cm
30cm
45cm
45cm
30cm
30cm
45cm
75cm
30cm
150cm
30cm
30cm
30cm
15cm
AND (15cm)
30cm
45cm

Heavy Bolter
Autocannon

FIREPOWER
(Small Arms), EA(+1)
(Small Arms), EA(+1)

NOTES

(Small Arms)
AP5+/AT6+

One unit in every two has an Autocannon. Count up the number of IG Infantry units in the
formation that can fire at the target and divide by 2 (rounding up) to find the number of
Autocannon shots you may take.
Scout

(Small Arms)
AP5+/AT5+
AP5+
AP4+/AT4+ OR 1BP, Indirect Fire
AP5+
2BP, Ignore Cover, Slow Firing, Indirect Fire
AP5+
AP4+
AP4+, Ignore Cover
AP5+/AT6+
AP5+
MW2+, TK(D6), One-Shot, Indirect Fire
AP5+
1BP, Indirect Fire
AP5+
AP3+, Ignore Cover
AP5+
AP4+/AT5+/AA5+
AP5+
AT5+
AP4+/AT4+
AP5+/AT5+
AT5+
AP5+/AT5+
AP3+/AT4+, Ignore Cover
AT5+
AT4+, TK(1)
AT5+
MW4+
AP5+
AT5+
AP4+/AT5+
AP3+/AT4+, Ignore Cover
AP5+
AT5+
AP4+/AT2+
AP5+
2BP, Disrupt, Slow Firing, Indirect Fire
AP5+
MW4+, Ignore Cover
AP5+
AP4+, Ignore Cover
(Small Arms), Ignore Cover
AP5+
AP5+/AT6+

Fearless, Leader, Inspiring


Supreme Commander

May either shoot normally or fire a barrage. May only use the Indirect Fire special
ability when firing barrages.

Transport: (May carry 1 Ogryn unit OR any 2 of the following units: Commander,
Fire Support, Infantry, Snipers, Stormtroopers, Supreme Commander)
May be armed with one twin heavy bolter, twin heavy flamer or multilaser.

Reinforced Armour

Reinforced Armour
Reinforced Armour

Reinforced Armour
Reinforced Armour
Reinforced Armour

Reinforced Armour, Thick Rear Armour


Reinforced Armour

Commander, Leader, Scout

Scout

MINERVAN TANK LEGION

2.4 NetEA APPROVED

MINERVAN TANK LEGION ARMOURED REGIMENT IMPERIAL GUARD ARMY REFERENCE 2


WEAPONS
2x Rocket Pod
2x Heavy Bolter
Multilaser
Heavy Bolter
Twin Autocannon
2x Hellstrike
3x Twin Heavy Bolter
Demolisher
Autocannon
2x Lascannon
Main Battle Cannon
2x Heavy Bolter
Volcano Cannon
Heavy Bolter
2x Twin Heavy Bolter
2x Lascannon
Plasma Blastgun
4x Twin Heavy Bolter
2x Twin Snub Battle Cannon
2x Heavy Flamer
Heavy Bolter
2x Twin Heavy Bolter
Siege Cannon
2x Turbolaser Destructor
Rocket Launcher

STRATEGY 2
RANGE
30cm
30cm
30cm
30cm
45cm
120cm
30cm
30cm
45cm
45cm
75cm
30cm
90cm
30cm
30cm
45cm
45cm
30cm
45cm
15cm
30cm
30cm
45cm
60cm
60cm

NAME
Valkyrie

TYPE
AV

SPEED
35cm

ARMOUR
5+

CC
6+

FF
5+

FIREPOWER
1BP, Disrupt, One-Shot
AP5+
AP5+/AT6+
AP5+
AP4+/AT5+
AT2+, One-Shot
AP4+
AP3+/AT4+, Ignore Cover, FxF
AP5+/AT6+
AT5+
AP3+/AT3+
AP5+
MW2+, TK(D3), FxF
AP5+
AP4+
AT5+
2 x MW2+, Slow-Firing, FxF
AP4+
AP3+/AT3+
AP4+, Ignore Cover
AP5+
AP4+
3BP, Disrupt, Ignore Cover, FxF
4x AP5+/AT3+, Fwd
3BP, FxF

Vulture

AV

35cm

5+

6+

5+

Baneblade

WE

15cm

4+

6+

4+

Shadowsword

WE

15cm

4+

6+

5+

Stormblade

WE

15cm

4+

6+

5+

Stormhammer

WE

15cm

4+

6+

3+

Stormsword

WE

15cm

4+

6+

4+

Reaver Titan

WE

20cm

4+

3+

3+

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Emperor Class Battleship

SC

n/a

n/a

n/a

n/a

Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Orbital Bombardment

15cm
30cm
30cm
15cm
15cm
45cm
-

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
8BP, MW

Lunar Class Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

NOTES
Skimmer, Scout, Transport: (May carry 2 Storm Trooper units)

Skimmer, Scout

DC3, Reinforced Armour


Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+

DC3, Reinforced Armour


Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
DC3, Reinforced Armour
Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+

DC3, Reinforced Armour, Thick Rear Armour


Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
DC3, Reinforced Armour
Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+

DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker


May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes
a point of damage. Any units stumbled into or over take a hit on a 6+.

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.

Slow and Steady (May not be used on turns one and two of a battle unless the scenario
specifically states otherwise)

3BP, MW

MINERVAN TANK LEGION

2.4 NetEA APPROVED

Pin-point Attack

MW2+, TK(D3)

MINERVAN TANK LEGION

2.5 NetEA DEVELOPMENTAL


CADIAN SHOCK TROOPS IMPERIAL GUARD ARMY LIST
v1.3. Sub-Army Champion: "Spectrar Ghost"

Cadian Shock Troops Imperial Guard armies have a Strategy rating of 2. Whiteshield Companies have an initiative rating of 3+.
Adeptus Mechanicus formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

CADIAN SHOCK COMPANIES


COMPANY
Cadian Infantry Company
0-1 Cadian Regimental Headquarters
Cadian Whiteshield Company
(0-1 per Cadian Infantry Company)
Kasrkin Infantry Company

(A Cadian Shock Troops Imperial Guard army may contain any number of Companies)
CORE UNITS
1 Imperial Guard Commander unit and 12 Imperial Guard units
1 Imperial Guard Supreme Commander unit and 7 Kasrkin units and
1 Leviathan Mobile Command Centre
1 Imperial Guard Commander unit and 12 Imperial Guard units
1 Imperial Guard Commander unit and 7 Kasrkin units.

COST
250 points
600 points
200 points
200 points

CADIAN SHOCK COMPANY UPGRADES

UPGRADE
Assault Transport
Fire Support Platoon
Infantry Platoon
Kasrkin Platoon
Sabre Platforms
Sanctioned Psykers
Snipers

(Up to three upgrades may be added to each Cadian Shock Company)


UNITS
Add 1 or 2 Stormlords
Add 4 Support Squad units
Add 6 Imperial Guard Infantry units
Add 4 Kasrkin units
Add 3 Sabre Platforms
Add up to 2 Battle Psyker units
Add up to 2 Sniper units

COST
+ 200 points each
+100 points
+100 points
+100 points
+100 points
+25 points each
+25 points each

CADIAN SHOCK SUPPORT FORMATIONS

FORMATION
Airborne Kasrkin
Armoured Fist Platoon
Artillery Battery
0-1 Deathstrike Missile Battery
Flak Battery
Griffon Platoon
Hellhound Platoon
Sentinel Squadron
Super-Heavy Tank Platoon
Tank Platoon

(Up to two Support Formations may be taken per Cadian Shock Company)
CORE UNITS
1 Imperial Guard Commander unit, 7 Kasrkin units, and 4 Valkyries
10 Imperial Guard Infantry units and 5 Chimeras
3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore
2 Deathstrike Missile Launchers
3 Hydras
6 Griffons
6 Hellhounds
4 Sentinels or 6 Cadian Sentinels
1 Baneblade, Shadowsword or Stormsword
6 Leman Russ Tanks or 6 Leman Russ Demolisher Tanks

COST
325 points
300 points
250 points
200 points
150 points
200 points
250 points
100 points
200 points
400 points

IMPERIAL ALLIES FORMATIONS


(Up to 1/3 of an armys points may be spent on Allies formations)

ADEPTUS MECHANICUS

FORMATION
Warlord Titan
Reaver Titan
0-1 Ordinatus Cadia

UNITS
1 Warlord Titan
1 Reaver Titan
1 Ordinatus Cadia

COST
825 points
625 points
550 points

IMPERIAL NAVY AIRCRAFT

FORMATION
Thunderbolt Squadron
Marauder Squadron
Colossus Squadron

UNITS
2 Thunderbolt Fighter-Bombers
1 Marauder Heavy Bomber
1 Marauder Colossus

COST
150 points
150 points
300 points

CADIAN FORTIFICATIONS

FORTIFICATIONS
Fortified Position

(One Fortified Position may be taken per Cadian Shock Company)

UNITS
Up to 50cm of trenches and up to 6 Gun Emplacements

COST
+100 points

SPECIAL RULE - Leviathans & Stormlords

In tournament games, War Engines attached to a Cadian Shock formations with non-war engine units may only transport units from their own formation (i.e., the rules for War
Engine transports do not apply to Cadian Shock formations when using the tournament army lists).

54

2.5 NetEA DEVELOPMENTAL


CADIAN SHOCK TROOPS IMPERIAL GUARD ARMY REFERENCE 1
NAME
Commissar
Battle Psykers
Imperial Guard Commander

TYPE
CH
INF
INF

SPEED
n/a
15cm
15cm

ARMOUR
n/a
6+

CC
n/a
4+
6+

FF
n/a
4+
5+

Imperial Guard
Supreme Commander

INF

15cm

5+

4+

5+

Imperial Guard Infantry

INF

15cm

6+

5+

Kasrkin
Sabre Platform
Sniper
Support Squad
Cadian Sentinel
Sentinel
Basilisk

INF
INF
INF
INF
LV
LV
AV

15cm
10cm
15cm
15cm
20cm
20cm
20cm

5+
5+
6+
5+

5+
6+
6+
6+
6+
6+
6+

4+
5+
5+
4+
5+
5+
5+

Bombard

AV

20cm

6+

6+

5+

Chimera

AV

30cm

5+

6+

5+

Deathstrike Missile
Launcher
Griffon

AV

20cm

6+

6+

5+

AV

30cm

6+

6+

5+

Hellhound

AV

30cm

4+

6+

3+

Hydra

AV

30cm

6+

6+

5+

Leman Russ

AV

20cm

4+

6+

4+

Leman Russ Demolisher

AV

20cm

4+

6+

3+

Manticore

AV

20cm

6+

6+

5+

Cadian Valkyrie

AV

35cm

5+

6+

5+

Baneblade

WE

15cm

4+

6+

4+

WEAPONS
Power Weapon
Psychic Powers
Chainswords
Lasguns
Autocannon
Power Weapon
Lasguns
Autocannon
Lasguns
Autocannon

STRATEGY 2
RANGE
(base contact)
(15cm)
(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
(15cm)
45cm

Plasma Guns
Twin Sabre Autocannon
Sniper Rifles
2x Autocannon
Autocannon
Multi-Laser
Heavy Bolter
Earthshaker
Heavy Bolter
Siege Mortar
Heavy Bolter
Multilaser
Heavy Bolter
Deathstrike Missile
Heavy Bolter
Heavy Mortar
Heavy Bolter
Inferno Cannon
Heavy Bolter
2x Twin Hydra Autocannon
2x Heavy Bolter
Lascannon
Battle Cannon
2x Plasma Cannon
Demolisher
Lascannon
Heavy Bolter
Rocket Launcher
2x Rocket Pod
2x Heavy Bolter
Multilaser
3x Twin Heavy Bolter
Demolisher
Autocannon
2x Lascannon
Main Battle Cannon

15cm
30cm
30cm
45cm
45cm
30cm
30cm
120cm
30cm
45cm
30cm
30cm
30cm
Unlimited
30cm
30cm
30cm
30cm
30cm
45cm
30cm
45cm
75cm
30cm
30cm
45cm
30cm
150cm
30cm
30cm
30cm
30cm
30cm
45cm
45cm
75cm

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Small Arms), MW
(Assault Weapons)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
AP5+/AT5+
AP4+/AT5+/AA5+
AP5+, Sniper
AP5+/AT6+
AP5+/AT6+
AP5+/AT6+
AP5+
AP4+/AT4+ OR 1BP, Indirect Fire
AP5+
2BP, Ignore Cover, Slow Firing, Indirect Fire
AP5+
AP5+/AT6+
AP5+
MW2+, TK(D6), One-Shot, Indirect Fire
AP5+
1BP, Indirect Fire
AP5+
AP3+, Ignore Cover
AP5+
AP4+/AT5+/AA5+
AP5+
AT5+
AP4+/AT4+
AP4+/AT4+, Slow Firing
AP3+/AT4+, Ignore Cover
AT5+
AP5+
2BP, Disrupt, Slow Firing, Indirect Fire
1BP, Disrupt, One-Shot
AP5+
AP5+/AT6+
AP4+
AP3+/AT4+, Ignore Cover, FxF
AP5+/AT6+
AT5+
AP3+/AT3+

NOTES
Leader, Fearless, Inspiring
Invulnerable Save
Commander

Supreme Commander

One unit in every two has an Autocannon. Count up the number of IG Infantry units in the
formation that can fire at the target and divide by 2 (rounding up) to find the number of
Autocannon shots you may take.

Scout
Walker
Scout, Walker
May either shoot normally or fire a barrage. May only use the Indirect Fire special
ability when firing barrages.

Transport: (May carry 2 Imperial Guard Infantry units)

Reinforced Armour

Reinforced Armour

Skimmer, Scout, Transport: (May carry 2 Kasrkin units)

DC3, Reinforced Armour


Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+

CADIAN SHOCK TROOPS

2.5 NetEA DEVELOPMENTAL


CADIAN SHOCK TROOPS IMPERIAL GUARD ARMY REFERENCE 2
NAME
Leviathan Mobile
Command Centre

TYPE
WE

SPEED
15cm

ARMOUR
4+

CC
6+

FF
3+

Ordinatus Cadia

WE

15cm

5+

6+

4+

Shadowsword

WE

15cm

4+

6+

5+

Stormlord

WE

4+

6+

3+

Stormsword

WE

4+

6+

4+

15cm

Heavy Bolter
2x Twin Heavy Bolter
Siege Cannon
2x Turbolaser Destructor
Rocket Launcher

STRATEGY 2
RANGE
90cm
75cm
45cm
45cm
75cm
45cm
30cm
30cm
90cm
45cm
30cm
15cm
AND (15cm)
15cm
AND (15cm)
30cm
30cm
30cm
60cm
60cm

WEAPONS
Doomsday Cannon
Battlecannon
3x Twin Lascannon
3x Twin Lascannon
2x Plasma Destructor
2x Lascannon
2x Heavy Bolter
2x Heavy Bolter
Volcano Cannon
Vulcan Mega-bolter
3x Twin Heavy Bolters
2x Heavy Flamer
2x Heavy Flamer

FIREPOWER
3BP, MW, FxF
AP4+/AT4+
AT4+, Left Arc
AT4+, Right Arc
4x MW2+, Slow Firing, FxF
AT5+
AP5+/AA6+
AP5+
MW2+, TK(D3), FxF
4x AP3+/AT5+, FxF
AP4+
AP4+, Ignore Cover
(Small Arms)
AP4+, Ignore Cover
(Small Arms)
AP5+
AP4+
3BP, Disrupt, Ignore Cover, FxF
4x AP5+/AT3+, Fwd
3BP, FxF

Reaver Titan

WE

20cm

4+

3+

3+

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Colossus
Bomber

AC/WE

Bomber

5+

n/a

n/a

Stormbolters
Multilaser
Underwing Rockets
Twin Heavy Bolter turret
Twin Heavy Bolters
Colossus Bomb

15cm
30cm
30cm
15cm
15cm
15cm

Marauder Heavy Bomber

AC/WE

Bomber

5+

n/a

n/a

2x Twin Heavy Bolter


Bomb Racks
Twin Lascannon

15cm
15cm
45cm

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AP4+/AA5+, Fwd
AA5+, Rear Arc
3BP, Ignore Cover, Slow Firing, FxF, OR
MW2+, TK(D3), Slow Firing, FxF
AA5+
3BP, FxF
AT4+, FxF

NOTES
DC 4, 2 Void Shields, Reinforced Armour, Fearless,
Transport: (May carry 16 Infantry units). 6 units may Fire and FF from the fighting platform.
Critical Hit Effect: First hit immobilizes, subsequent critical hits do 1 extra point of DC.
DC 4, 4 Void Shields, Reinforced Armour, Inspiring.
Critical Hit Effect: Destroyed. Units within 15cm suffer a hit on a 4+.
All friendly formations within LOS take a BM
DC3, Reinforced Armour
Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
DC 3, Reinforced Armour, Transport: (May carry 8 Infantry units). 4 units may Fire and FF
from the fighting platform.
Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
DC3, Reinforced Armour
Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+

DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker


May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.

DC 2
Critical: Destroyed.
Note: The Colossus Bombs MW attack must target the
unit closest to the centre of the Barrage attack
DC2
Critical Hit Effect: Destroyed

CADIAN SHOCK TROOPS

2.6 NetEA EXPERIMENTAL


CATACHAN DEATHWORLD VETERANS IMPERIAL GUARD ARMY LIST
v1.5. Sub-Army Champion: "Chroma"

Deathworld Veterans Imperial Guard armies have a Strategy rating of 2. All formations have an initiative rating of 2+.

DEATHWORLD VETERANS COMPANIES

COMPANY
0-1 Deathworld Air Cavalry
Company
Deathworld Infantry Company
0-1 Deathworld Regimental HQ

(A Deathworld Veterans Imperial Guard army may contain any number of Companies)
CORE UNITS
1 Imperial Guard Commander unit, plus 9 Imperial Guard Infantry units, plus 5 Catachan Valkyries
(Any infantry upgrades must be equipped with Catachan Valkyries)
1 Imperial Guard Commander unit, plus 9 Imperial Guard Infantry units
1 Supreme Commander unit, plus 9 Imperial Guard Infantry units

COST
450 points
200 points
300 points

DEATHWORLD VETERANS COMPANY UPGRADES

(Up to three may be added to each Deathworld Veterans Company)


UPGRADE
UNITS
Fire Support Platoon
Add 4 Support Squad units*
Infantry Platoon
Add 6 Imperial Guard Infantry units*
Mortar Section
Add 3 Catachan Mortar Team units
Ogryns
Add 2 Ogryn units
Snipers
Add up to 2 Sniper units*
Vulture Support
2 Vultures
*These upgrades may include up to 3 Valkyries for +50 points each, up to minimum transport requirement

COST
+100 points
+100 points
+75 points
+50 points
+25 points each
+150 points

DEATHWORLD VETERANS SUPPORT FORMATIONS


FORMATION
0-1 Catachan Devils
Deathworld Mortar Platoon
Deathworld Sentinel Squadron
Deathworld Veterans Platoon
Hellhound Platoon
0-2 Ogryn Platoon
Support Tank Squadron

(Up to two support formations may be take for each Deathworld Veterans Company)
UNITS
6 Catachan Devil units. (These units may be split up and added to the Regimental HQ or 1
or more Infantry Companies in the army, or fielded as a single formation in their own right)
6 Catachan Mortar Team units
4 Catachan Sentinels
6 Deathworld Veterans units
(May have 3 Catachan Valkyrie transport vehicles)
6 Hellhounds
6 Ogryn units
4 Leman Russ Demolishers

COST
300 points
150 points
150 points
200 points
(+100 points)
250 points
200 points
275 points

NAVAL SUPPORT

FORMATION
Orbital Support

Thunderbolt Squadron
Marauder Squadron

(Up to 1/3 of the army's points may be spent on Naval Support)

UNITS
Choose one:
1 Lunar class Cruiser
1 Emperor class Battleship
3 Thunderbolt Fighters
2 Marauder Bombers

COST
150 points
300 points
250 points
250 points

SPECIAL RULE Oops! Sorry, Sir!

Catachan Deathworld Veteran armies include one Commissar for every 1000 points. If there is a Supreme Commander present, then the first Commissar must join that formation.
Subsequent Commissars can be allocated to any unit in any order, though no formation may have more than one Commissar. Any excess Commissars are lost.

57

2.6 NetEA EXPERIMENTAL


CATACHAN DEATHWORLD VETERANS IMPERIAL GUARD ARMY REFERENCE
NAME
Commissar
Catachan Devils

TYPE
CH
INF

SPEED
n/a
15cm

ARMOUR
n/a
5+

CC
n/a
4+

FF
n/a
5+

Deathworld Veterans

INF

15cm

6+

4+

5+

Imperial Guard Commander

INF

15cm

6+

5+

5+

Imperial Guard
Supreme Commander

INF

15cm

5+

4+

5+

Imperial Guard Infantry

INF

15cm

6+

5+

Catachan Mortar Team

INF

15cm

6+

6+

Ogryns

INF

15cm

3+

4+

5+

Sniper
Support Squad
Catachan Sentinel

INF
INF
LV

15cm
15cm
20cm

6+

6+
6+
5+

5+
4+
5+

Hellhound

AV

30cm

4+

6+

3+

Leman Russ Demolisher

AV

20cm

4+

6+

3+

Catachan Valkyrie

AV

35cm

5+

6+

5+

Vulture

AV

35cm

5+

6+

5+

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Emperor Class Battleship

SC

n/a

n/a

n/a

n/a

Lunar Class Cruiser

SC

n/a

n/a

n/a

n/a

STRATEGY 2
RANGE
(base contact)
30cm
(15cm)
(base contact)
(base contact)
15cm
AND (15cm)
(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
(15cm)
45cm

FIREPOWER
(Assault Weapons), MW, EA(+1)
AP5+, Sniper
(Small Arms)
(Assault Weapons)
(Assault Weapons), MW, EA(+1), One-Shot
AP4+, Ignore Cover
(Small Arms), Ignore Cover
(Assault Weapons)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT6+
(Small Arms)
AP5+/AT6+

Chainsaw
Heavy Bolter
Inferno Cannon
2x Plasma Cannon
Demolisher
Lascannon
2x Rocket Pod
2x Heavy Bolter
Multilaser
Heavy Bolter
Twin Autocannon
2x Hellstrike
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Orbital Bombardment

(15cm)
30cm
(base contact)
(15cm)
30cm
45cm
15cm
AND (15cm)
(base contact)
30cm
30cm
30cm
30cm
45cm
30cm
30cm
30cm
30cm
45cm
120cm
15cm
30cm
30cm
15cm
15cm
45cm
-

(Small Arms)
AP5+, Indirect Fire
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+, Sniper
AP5+/AT6+
AP4+, Ignore Cover
(Small Arms), Ignore Cover
(Assault Weapons)
AP5+
AP3+, Ignore Cover
AP4+/AT4+, Slow Firing
AP3+/AT4+, Ignore Cover
AT5+
1BP, Disrupt, One-Shot
AP5+
AT5+/AT6+
AP5+
AP4+/AT5+
AT2+, One-Shot
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
8BP, MW

Orbital Bombardment
Pin-point Attack

WEAPONS
Power Weapon
Sniper Rifles
Booby Traps
Catachan Knives
Demolition Charges
Heavy Flamer
Chainswords
Lasguns
Autocannon
Power Weapon
Lasguns
Autocannon
Lasguns
Autocannon
Lasguns
2x Mortars
Ogryn Combat Weapons
Ripper Guns
Sniper Rifles
2x Autocannon
Heavy Flamer

NOTES
Leader, Fearless, Inspiring
Infiltrator, Scout, Teleport

Scout, Infiltrator

Commander

Supreme Commander

One unit in every two has an Autocannon. Count up the number of IG Infantry units in the
formation that can fire at the target and divide by 2 (rounding up) to find the number of
Autocannon shots you may take.

Scout
Scout, Walker

Reinforced Armour

Skimmer, Scout, Transport: (May carry 2 of the following units: Deathworld Veterans,
Imperial Guard Commander, Imperial Guard Infantry, Support Squad, Sniper)
Skimmer, Scout

Slow and steady (may not be used on turns one and two of a battle unless the scenario
specifically states otherwise)

3BP, MW
MW2+, TK(D3)

CATACHAN DEATHWORLD VETERANS

2.7 NetEA EXPERIMENTAL


ELYSIAN DROP TROOP REGIMENT IMPERIAL GUARD ARMY LIST
v3.1.5. Sub-Army Champion: "Honda"

Elysian Drop Troop Regiment Imperial Guard armies have a Strategy rating of 2. All formations have an initiative rating of 2+.

ELYSIAN DROP TROOP COMPANIES

COMPANY
0-1 Regimental HQ
Drop Troop Company

(An Elysian Drop Troop Regiment Imperial Guard army may contain any number of Elysian Drop Troop Companies.)
CORE UNITS
1 Elysian Supreme Commander unit, 7 Elysian Drop Troop Infantry units
May have 4 Valkyries or Vendettas
1 Elysian Commander unit, 7 Elysian Drop Troop Infantry units
May have 4 Valkyries or Vendettas

COST
275 points
(+160 points)
200 points
(+160 points)

ELYSIAN DROP TROOP COMPANY UPGRADES

UPGRADE
Drop Sentinel Platoon
Fire Support Platoon
Hardened Veterans
Infantry Platoon
Mortar Platoon

(Up to three upgrades may be added to each Elysian Drop Troop Company)
UNITS
Add 4 Drop Sentinels
Add 2 Elysian Support Squad units
Add up to 2 Elysian Hardened Veteran units
Add 4 Elysian Drop Troop Infantry units
Add up to 2 Elysian Mortar Squad units

COST
+100 points
+50 points
+25 points each
+100 points
+25 points each

ELYSIAN DROP TROOP SUPPORT FORMATIONS

FORMATION
Drop Sentinel Squadron
Storm Trooper Platoon
Tauros Squadron
Vulture Squadron

(Up to two Support Formations may be taken per Elysian Drop Troop Company)
CORE UNITS
4 Drop Sentinels
(May have 4 Valkyrie Sky Talons)
8 Elysian Storm Trooper units and 4 Valkyries
4 Tauros (May replace any Tauros for a Tauros Venator)
(May have 4 Valkyrie Sky Talons)
4 Vultures
(Replace 2 Vultures with 2 Vulture Punishers)

COST
150 points
(+160 points)
350 points
150 points
(+160 points)
300 points
(+50 points)

IMPERIAL NAVY SUPPORT

FORMATION
0-1 Spacecraft

Lightning Squadron
Strike Squadron
Destroyer Squadron

(Up to 1/3 of the army's points may be spent on Imperial Navy formations)

CORE UNITS
Choose one:
1 Lunar class Cruiser
1 Emperor class Battleship
4 Lightning Interceptors
2 Lightning Strike Fighters
2 Marauder Destroyers

COST
150 points
300 points
300 points
200 points
375 points

SPECIAL RULE - Iron Discipline

All Elysian units do not incur a -1 while rallying if an enemy is within 30cm. This does not include Imperial Navy formations.

59

2.7 NetEA EXPERIMENTAL


ELYSIAN DROP TROOP REGIMENT IMPERIAL GUARD ARMY REFERENCE
NAME
Commissar
Elysian Commander

TYPE
CH
INF

SPEED
n/a
15cm

ARMOUR
n/a
6+

CC
n/a
5+

FF
n/a
5+

Elysian Supreme Commander

INF

15cm

5+

4+

5+

Elysian Drop Troop Infantry


Elysian Hardened Veterans

INF
INF

15cm
15cm

5+

5+
5+

5+
5+

Elysian Mortar Squad


Elysian Storm Trooper

INF
INF

15cm
15cm

5+

6+
5+

5+
4+

Elysian Support Squad


Drop Sentinel

INF
LV

15cm
20cm

6+

6+
6+

4+
5+

Tauros
Tauros Venator

LV
LV

35cm
35cm

6+
6+

6+
6+

5+
5+

Elysian Valkyrie

AV

35cm

5+

6+

5+

Valkyrie Sky Talon

AV

35cm

5+

6+

5+

Vulture

AV

35cm

5+

6+

5+

Vulture Punisher

AV

35cm

5+

6+

5+

Elysian Vendetta
Lightning Fighter

AV
AC

35cm
Fighter

5+
6+

6+
n/a

5+
n/a

Lightning Strike Fighter

AC

Fighter

6+

n/a

n/a

AC/WE

Bomber

5+

n/a

n/a

SC
SC

n/a
n/a

n/a
n/a

n/a
n/a

n/a
n/a

Marauder Destroyer

Emperor Class Battleship


Lunar Class Cruiser

WEAPONS
Power Weapon
Chainswords
Lasguns
Power Weapon
Lasguns
Lasguns
Shotguns
Sniper Rifles
Mortars
Hellguns
Plasma Guns
2x Missile Launchers
Multi-Melta
Tauros Grenade Launcher
Twin Multi-laser OR
Twin Lascannon
2x Rocket Pod
2x Heavy Bolter
Multilaser
2x Rocket Pod
2x Heavy Bolter
Heavy Bolter
Twin Autocannon
2x Hellstrike
Heavy Bolter
Twin Punisher Cannons
3x Twin Lascannons
Long-barrel Autocannon
Wingtip Lascannons
2x Underwing Rockets
Wingtip Lascannons
3x Twin Autocannons
Twin Heavy Bolters
2x Assault Cannons
4x Hellstrike Missiles
Orbital Bombardment
Orbital Bombardment
Pin-point Attack

STRATEGY 2
RANGE
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
(15cm)
30cm
20cm
(15cm)
15cm
45cm
15cm
AND(15cm)
30cm
30cm
45cm
30cm
30cm
30cm
30cm
30cm
30cm
45cm
120cm
30cm
30cm
45cm
45cm
30cm
30cm
30cm
30cm
15cm
15cm
45cm
-

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
(Assault Weapons), MW, EA(+1)
(Small Arms)
(Small Arms)
(Small Arms)
AP5+, Sniper
AP5+, No Line of Sight required
(Small Arms)
AP5+/AT5+
AP5+/AT6+
MW5+
(Small Arms), MW5+
AP5+/AT6+
AP5+/AT6+
AT4+
1BP, Disrupt, One-Shot
AP5+
AP5+/AT6+
1BP, Disrupt, One-Shot
AP5+
AP5+
AP4+/AT5+
AT2+, One-Shot
AP5+
4x AP4+
AT5+
AP5+/AT6+/AA5+, FxF
AT5+/AA5+, FxF
AT4+, FxF
AT5+/AA5+, FxF
AP4+/AT5+, FxF
AA5+
AA5+, Rear Arc
AT4+, FxF
8BP, MW
3BP, MW
MW2+, TK(D3)

NOTES
Leader, Fearless, Inspiring
Commander, Leader, Teleport
Supreme Commander, Teleport
Teleport
Teleport
Teleport
Scout, Teleport
Teleport
Walker, Teleport
Walker
Walker
Skimmer, Scout, Transport: (May carry 2 Elysian Infantry units or 1 Tauros)

Skimmer, Transport: (May carry 2 Drop Sentinel units or 1 of the


following units :Tauros, Tauros Venator)
Skimmer, Scout

Skimmer, Scout
Skimmer, Scout, Transport: (May carry 2 Elysian Infantry units or 1 Tauros)

DC2
Critical Hit Effect: Destroyed

Slow and Steady (May not be used on turns one and two of a battle unless the scenario specifically states otherwise)

ELYSIAN DROP TROOPS REGIMENT

2.8 NetEA EXPERIMENTAL


HARAKONI WARHAWKS IMPERIAL GUARD ARMY LIST
v1.4. Sub-Army Champion: "Signal"

Harakoni Warhawks Imperial Guard armies have a Strategy rating of 3. All formations have an initiative rating of 2+.

HARAKONI WARHAWKS COMPANIES

COMPANY
Harakoni Strike Company

(A Harakoni Warhawks Imperial Guard army may contain any number of Harakoni Warhawks Companies.)
CORE UNITS
1 Harakoni Commander unit, 3 Warhawks units, 2 Storm Trooper units, and 1 of the following:
4 Warhawk units with GravChutes
Enough Valkyries to transport the entire formation
2 Storm Trooper units and GravChutes

COST
250 points
(+25 points)
+25 points each
(Free)

HARAKONI COMPANY UPGRADES

UPGRADE
Artillery Liaison Officer
(0-1 per 2000 points)
Close Air Support

Fire Support
Grav-Glider
Harakoni Veterans
0-1 Regimental Command
Warhawks Infantry

(Up to three upgrades may be added to each Strike Company)


UNITS
Add 1 Forward Observer character to a Warhawks unit in the formation

COST
+100 points

Add 2 of the following:


Vultures
Vulture Punishers
Add 4 Harakoni Support Squad units
Add 1 Grav-Glider to the formation
Add 2 Storm Trooper units
Replace a Harakoni Commander unit with a Harakoni Supreme Commander unit
Add 4 Warhawks units

+125 points
+175 points
+100 points
+50 points
+50 points
+100 points
+75 points

HARAKONI SUPPORT FORMATIONS

(Up to two Support Formations may be taken per Strike Company)


UNITS
6 Sentinels with GravChutes
(May add 3 additional Sentinels)
7 Sapper units and 1 Tech Priest unit with GravChutes
(Remove GravChutes and add 4 Vendettas)
(May add a Grav-Glider)
4 Vultures or Vendettas
(Add 2 additional Vultures or Vendettas)
(Replace any 2 with 2 Vulture Punishers)
4 Support Sentinels with GravChutes

FORMATION
Reconnaissance Squadron
Demolition Specialists

Tank Hunter Squadron

Harakoni Light Artillery Squadron


(0-1 per Reconnaissance Squadron)

COST
150 points
(+50 points)
200 points
(+150 points)
(+50 points)
300 points
(+125 points)
(+50 points)
200 Points

IMPERIAL ALLIES

FORMATION
0-1 Spacecraft

Fighter Squadron

Heavy Squadron
Destroyer Squadron
Spectre Squadron
Line Breaker Relief Column

(Up to 1/3 of the army's points may be spent on Imperial Allies formations)

UNITS
1 Onero Overflight OR
1 Lunar class Cruiser OR
1 Emperor class Battleship (Slow and Steady special ability only applies to turn 1)
2 Lightning Interceptors, Thunderbolts, or Lightning Strike Fighters
(May add 2 more Lightning Interceptors)
(May replace any number with Thunderbolts or Lightning Strike Fighters)
1 Marauder Heavy Bomber
1 Marauder Destroyer
1 Marauder Spectre
10 Imperial Guard Infantry and 5 Chimeras
(May add 3 Leman Russ Conquerors)

COST
150 points
150 points
300 points
150 points
(+125 points)
(+25 points each)
175 points
175 points
225 points
300 points
(+150 points)

SPECIAL RULE Skyborne

All Infantry and Light Vehicles in a formation with GravChutes gain the Planetfall special rule. All Skimmers gain Self-Planetfall special ability.

SPECIAL RULE: Self-Planetfall

Self-Planetfall works exactly like the Planetfall ability; however a Spacecraft is not required in order to use this ability. You must pre-plot the turn and location
of arrival as with a normal Planetfall. On the designated turn the Self-Planetfalling unit is activated in the normal activation sequence. Nominate the action for
the formation and roll to activate. If the unit fails to activate its arrival is delayed to the next turn. If the activation is successful, place the formation at the
plotted location and determine scatter distance as normal.

SPECIAL RULE CAP Garrison

A Harakoni army may place one fighter formation on CAP during the garrisoning phase of the pre-game setup. The player may still place the usual two ground
formation garrisons as normal, but only one may start the game on overwatch. The fighters follow the setup rules for CAP.
PLAYTEST RULE Marauder Drop
Marauder Heavy Bombers gain Transport (1 formation consisting only of Infantry or Light Vehicles). While transporting units, the Marauder is unable to use its Bomb
Racks. Marauder Heavy Bombers are unable to conduct an Air-Assault, and can never load any troops after the game begins. When transported troops
disembark from the Marauder during a Ground Attack action, the Bomber does not count as landed, and troops with Grav Chutes or the Skimmer special rule
may deploy as if they were equipped with Jump Packs.

61

2.8 NetEA EXPERIMENTAL


HARAKONI WARHAWKS IMPERIAL GUARD ARMY REFERENCE 1
NAME
Commissar
Forward Observer
Harakoni Commander

STRATEGY 2
WEAPONS
Power Weapon
Basilisk Company Vox-Link
Lascarbines
Autocannon
Lascarbines
Autocannon
Power Weapon
Lasguns
Autocannon

TYPE
CH
CH
INF

SPEED
n/a
n/a
15cm

ARMOUR
n/a
n/a
5+

CC
n/a
n/a
6+

FF
n/a
n/a
5+

RANGE
(base contact)
60cm
(15cm)
45cm
(15cm)
45cm
(base contact)
(15cm)
45cm

FIREPOWER
(Assault Weapons), MW, EA(+1)
6BP, Slow Firing
(Small Arms)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT6+

Harakoni Supreme Commander

INF

15cm

5+

4+

5+

Imperial Guard Infantry

INF

15cm

6+

5+

Sapper

INF

15cm

5+

5+

5+

Melta Bombs
Heavy Flamer
Hellguns
Plasma Guns
2x Lascannon
Augmentations
Heavy Bolter
Lascarbines
Heavy Bolter
Multi-Laser
Support Rocket Launcher
Heavy Bolter
Multilaser
2x Rocket Pod
2x Heavy Bolter
Multilaser
Heavy Bolter
Twin Autocannon
2x Hellstrike
Heavy Bolter
Twin Punisher Cannons
3x Twin Lascannons

(base contact)
15cm
AND (15cm)
(15cm)
15cm
45cm
(base contact)
30cm
(15cm)
30cm
30cm
30cm
30cm
30cm
30cm
30cm
30cm
30cm
45cm
120cm
30cm
30cm
45cm

(Assault Weapons), MW, EA(+1)


AP4+, Ignore Cover
(Small Arms), Ignore Cover
(Small Arms)
AP5+/AT5+
AT5+
(Assault Weapons), MW, EA(+1)
AP5+
(Small Arms)
AP5+
AP5+/AT6+
1BP, Disrupt, Indirect Fire
AP5+
AP5+/AT6+
1BP, Disrupt, One-Shot
AP5+
AP5+/AT6+
AP5+
AP4+/AT5+
AT2+, One-Shot
AP5+
4 x AP4+
AT5+

Storm Trooper

INF

15cm

5+

5+

4+

Harakoni Support Squad


Tech Priest

INF
INF

15cm
15cm

5+
3+

6+
4+

4+
5+

Warhawks

INF

15cm

5+

5+

5+

Sentinel
Support Sentinel
Chimera

LV
LV
AV

20cm
20cm
30cm

6+
6+
5+

6+
6+
6+

5+
5+
5+

Valkyrie

AV

35cm

5+

6+

5+

Vulture

AV

35cm

5+

6+

5+

Vulture Punisher

AV

35cm

5+

6+

5+

Vendetta

AV

35cm

5+

6+

5+

Lightning Fighter

AC

Fighter

6+

n/a

n/a

Long-barrel Autocannon
Wingtip Lascannons
2x Underwing Rockets
Wingtip Lascannons
Stormbolters
Multilaser
Underwing Rockets
2x Rocket Pod

45cm
30cm
30cm
30cm
15cm
30cm
30cm
30cm

AP5+/AT6+/AA5+, FxF
AT5+/AA5+, FxF
AT4+, FxF
AT5+/AA5+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
1BP, Disrupt, One-Shot

Lightning Strike Fighter

AC

Fighter

6+

n/a

n/a

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Grav-Glider

AC/WE

Bomber

4+

6+

Marauder Heavy Bomber

AC/WE

Bomber

5+

n/a

n/a

2x Twin Heavy Bolter


Bomb Racks
Twin Lascannon

15cm
15cm
45cm

AA5+
3BP, FxF
AT4+/AA4+, FxF

NOTES
Leader, Fearless, Inspiring
Commander
Supreme Commander

One unit in every two has an Autocannon. Count up the number of IG Infantry units in the
formation that can fire at the target and divide by 2 (rounding up) to find the number of
Autocannon shots you may take.

Scout

Scout, Walker
Scout, Walker
Transport: (May carry 2 Imperial Guard Infantry units)
Skimmer, Scout, Transport: (May carry 2 Storm Trooper units)

Skimmer, Scout

Skimmer, Scout, Self-Planetfall


Skimmer, Scout, Self-Planetfall, Transport:(May carry 2 of the following units:
Sapper, Tech Priest)

DC1, Reinforced Armour, Expendable, Transport: (May carry 12 of the following units:
Warhawks, Harakoni Commander, Harakoni Supreme Commander, Stormtrooper, Harakoni
Support Squad, Tech Priest, Sapper, all Sentinels. All Light Vehicles take up 2 spaces each)
DC2
Critical Hit Effect: Destroyed

HARAKONI WARHAWKS

2.8 NetEA EXPERIMENTAL


HARAKONI WARHAWKS IMPERIAL GUARD ARMY REFERENCE 2
NAME
Marauder Destroyer

TYPE
AC/WE

SPEED
Bomber

ARMOUR
5+

CC
n/a

FF
n/a

Marauder Spectre

AC/WE

Bomber

5+

n/a

n/a

Emperor Class Battleship

SC

n/a

n/a

n/a

n/a

Lunar Class Cruiser

SC

n/a

n/a

n/a

n/a

Onero Overflight

SC

n/a

n/a

n/a

n/a

STRATEGY 2
WEAPONS
3x Twin Autocannons
Twin Heavy Bolters
2x Assault Cannons
4x Hellstrike Missiles
Spinal Volcano Cannon
2x Twin Heavy Bolter
Orbital Bombardment
Orbital Bombardment
Pin-point Attack
2x Pin-point Attack

RANGE
30cm
15cm
15cm
45cm
45cm
15cm
-

FIREPOWER
AP4+/AT5+, FxF
AA5+
AA5+, Rear Arc
AT4+, FxF
AT2+, TK(D3)
AA5+
8BP, MW
3BP, MW
MW2+, TK(D3)
4x AT4+

NOTES
DC2
Critical Hit Effect: Destroyed

DC2
Critical Hit Effect: Destroyed
Slow and Steady (May not be used on turns one and two of a battle unless the scenario
specifically states otherwise)

Transport (May carry up to 20 Skimmers and any troops transported on them, as well
as any number of units with Gravchutes)

HARAKONI WARHAWKS

2.9 NetEA EXPERIMENTAL


SARANES EXPANSE IMPERIAL CRUSADE ARMY LIST
v1.3.Sub-Army Champion: "Chroma"

Imperial Crusade armies have a Strategy rating of 3. All Space Marine and Titan formation have an initiative rating of 1+.
All other Imperial Crusade formations have an initiative rating of 2+. The "And They Shall Know No Fear" special rule applies to all Space Marine formations.

IMPERIAL CRUSADE COMPANIES

Super-heavy Tank Company

(A Imperial Crusade army may contain any number of Imperial Crusade Companies)
CORE UNITS
1 Imperial Guard Supreme Commander unit, 6 Imperial Guard Infantry units,
4 Storm Trooper units, and 6 Chimeras (1 for Supreme Commander)
1 Imperial Guard Commander unit, 12 Imperial Guard Infantry units, and
7 Chimeras (1 for Commander)
10 Leman Russ
1 Leman Russ may be upgraded to a Leman Russ Vanquisher +25 points
3 Baneblades or Shadowswords in any combination

UPGRADE
Flak
Griffon Battery
Hellhound Squadron
Mechanized Fire Support Platoon
Mechanized Infantry Platoon
Mechanized Snipers
Tank Squadron

(Up to three upgrades may be added to each Imperial Crusade Company)


UNITS
Add 1 Hydra
Add 3 Griffons
Add 3 Hellhounds
Add 4 Support Squad units and 2 Chimeras
Add 6 Imperial Guard Infantry units and 3 Chimeras
Add 2 Sniper units and 1 Chimera
Add 3 Leman Russ or 3 Leman Russ Demolisher

COMPANY
0-1 Lord General Militant
Command HQ
Armoured Fist Company
Tank Company

COST
450 points
400 points
625 points
500 points

IMPERIAL CRUSADE COMPANY UPGRADES


COST
+50 points
+75 points
+125 points
+150 points
+175 points
+75 points
+175 points

IMPERIAL CRUSADE SUPPORT FORMATIONS

(Up to two Support Formations may be taken for each Imperial Crusade Company, chosen from the following: Space Marine or Imperial Guard)

SPACE MARINE SUPPORT DETACHMENTS


FORMATION
0-1 Terminator
Detachment

CORE UNITS
4 Terminator units

Tactical Detachment

6 Tactical units

Assault Detachment

4 Assault units

Devastator Detachment

4 Devastator units

Armour Detachment

4 Predators Annihilator and/or


Destructors and/or Vindicators
in any combination
1 Landing Craft

0-1 Landing Craft

UPGRADES
Add 4 Land Raiders
Add up to 2 Dreadnoughts
Add 1 Space Marine Commander
Add 3 Rhinos or Drop Pods
Each Rhino may be replaced by 2 Razorbacks
Add 1 Hunter
Add up to 2 Dreadnoughts
Add 1 Space Marine Commander
Add 3 Land Speeders or Land Speeder Tornadoes
Add 1 Land Speeder Typhoon
Add 1 Space Marine Commander
Add 2 Rhinos or Drop Pods
Each Rhino may be replaced by 2 Razorbacks
Add 1 Hunter
Add up to 2 Dreadnoughts
Add 1 Space Marine Commander
Add 1 Hunter +75 points
Add up to 2 Vindicators or Predators
Add 1 Space Marine Commander
None

+300 points
+50 points each
+50 points
Free
+50 points per pair
+75 points
+50 points each
+50 points
+ 125 points
+50 points
+50 points
Free
+50 points per pair
+75 points
+50 points each
+50 points
+75 points
+75 points each
+50 points

COST
325 points

275 points

150 points

225 points

250 points

375 points

IMPERIAL GUARD SUPPORT PLATOONS


FORMATION
Flak Battery
Sentinel Squadron
Artillery Battery
Storm Trooper Platoon
Super-Heavy Tank Platoon
Vulture Squadron

CORE UNITS
3 Hydras
4 Sentinels
3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore
8 Storm Trooper units
(May have 4 Valkyrie transport vehicles)
1 Baneblade or Shadowsword
4 Vultures

COST
150 points
100 points
250 points
200 points
(+150 points)
200 points
300 points

AEROSPACE AND TITAN LEGION SUPPORT

FORMATION
0-1 Orbital Support

Space Marine Thunderhawk


Thunderbolt Squadron
Marauder Squadron
Warlord Battlegroup
Reaver Battlegroup
Warhound Battlegroup

(Up to 1/3 of the army's points may be spent on Aerospace and Titan Legion support.)
CORE UNITS
1 Lunar class Cruiser OR
1 Emperor class Battleship OR
1 Space Marine Strike Cruiser
1 Thunderhawk Gunship
2 Thunderbolt Fighters
2 Marauder Bombers
1 Warlord Class Titan
1 Reaver Class Titan
1 Warhound Class Titan OR
2 Warhound Class Titans

COST
150 points
300 points
200 points
200 points
150 points
250 points
825 points
650 points
275 points
500 points

SPECIAL RULE - Commissars

64

2.9 NetEA EXPERIMENTAL


Imperial Crusade armies include one Commissar for every 1000 points. If there is a Supreme Commander present, then the first Commissar must join that formation.
Subsequent Commissars can be allocated to any unit in any order, though no formation may have more than one Commissar. Any excess Commissars are lost.

64

2.9 NetEA EXPERIMENTAL


SARANES EXPANSE IMPERIAL CRUSADE ARMY REFERENCE 1
NAME
Captain
Chaplain
Commissar
Librarian

TYPE
CH
CH
CH
CH

SPEED
n/a
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a
n/a

CC
n/a
n/a
n/a
n/a

FF
n/a
n/a
n/a
n/a

Assault

INF

30cm

4+

3+

5+

Devastator
Imperial Guard Commander

INF
INF

15cm
15cm

4+
6+

5+
6+

3+
5+

Imperial Guard
Supreme Commander

INF

15cm

5+

4+

5+

Imperial Guard Infantry

INF

15cm

6+

5+

5+

Sniper
Stormtroopers

INF
INF

15cm
15cm

5+

6+
5+

5+
4+

Support Squad
Tactical

INF
INF

15cm
15cm

4+

6+
4+

4+
4+

Terminator

INF

15cm

4+

3+

3+

Land Speeder

LV

35cm

4+

6+

5+

Land Speeder Tornado

LV

35cm

4+

6+

5+

Land Speeder Typhoon

LV

35cm

4+

6+

5+

Sentinel
Chimera

LV
AV

20cm
30cm

6+
5+

6+
6+

5+
5+

Basilisk

AV

20cm

5+

6+

5+

Bombard

AV

20cm

6+

6+

5+

Deathstrike Missile
Launcher
Dreadnought

AV

20cm

6+

6+

5+

AV

15cm

3+

4+

4+

Griffon

AV

30cm

6+

6+

5+

Hellhound

AV

30cm

4+

6+

3+

Hunter

AV

30cm

5+

6+

6+

WEAPONS
Power Weapon
Power Weapon
Power Weapon
Power Weapon
Smite
Chainswords
Bolt pistols
2x Missile Launcher
Chainswords
Lasguns
Autocannon
Power Weapon
Lasguns
Autocannon
Lasguns
Autocannon
Sniper Rifles
Hellguns
Plasma Guns
2x Autocannon
Bolters
Missile Launcher
Power Weapons
Storm Bolters
2x Assault Cannon
Multi-melta
Assault Cannon
Heavy Bolter
Twin Typhoon Missile Launcher
Heavy Bolter
Multi-Laser
Heavy Bolter
Multilaser
Heavy Bolter
Earthshaker
Heavy Bolter
Siege Mortar
Heavy Bolter
Deathstrike Missile
Missile Launcher
Twin Lascannon OR
Power Fist
Assault Cannon
Heavy Bolter
Heavy Mortar
Heavy Bolter
Inferno Cannon
Hunter-Killer

STRATEGY 2
RANGE
(base contact)
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
(15cm)
45cm
30cm
(15cm)
15cm
45cm
(15cm)
45cm
(base contact)
(15cm)
30cm
15cm
AND (15cm)
30cm
30cm
45cm
30cm
30cm
30cm
30cm
30cm
120cm
30cm
45cm
30cm
Unlimited
45cm
45cm
(base contact)
30cm
30cm
30cm
30cm
30cm
60cm

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons)
(Small Arms)
AP5+/AT6+
(Assault Weapons)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
AP5+, Sniper
(Small Arms)
AP5+/AT5+
AP5+/AT6+
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
MW5+
(Small Arms), MW
AP5+/AT5+
AP5+
AP3+/AT5+
AP5+
AP5+/AT6+
AP5+
AP5+/AT6+
AP5+
AP4+/AT4+ OR 1BP, Indirect Fire
AP5+
2BP, Ignore Cover, Slow Firing, Indirect Fire
AP5+
MW2+, TK(D6), One-Shot, Indirect Fire
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AP5+
1BP, Indirect Fire
AP5+
AP3+, Ignore Cover
AT4+/AA4+

NOTES
Invulnerable Save, Leader, Commander. Counts as Space Marine Commander
Invulnerable Save, Leader, Inspiring. Counts as Space Marine Commander
Leader, Fearless, Inspiring
Invulnerable Save, Leader. Counts as Space Marine Commander
Jump Packs

Commander

Supreme Commander

One unit in every two has an Autocannon. Count up the number of IG Infantry units in the
formation that can fire at the target and divide by 2 (rounding up) to find the number of
Autocannon shots you may take.
Scout
Scout

Reinforced Armour, Teleport, Thick Rear Armour

Skimmer, Scout
Skimmer, Scout
Skimmer, Scout
Scout, Walker
Transport: (May carry 2 of the following units: Imperial Guard Commander,
Imperial Guard Infantry, Sniper, Stormtrooper, Support Squad)
May either shoot normally or fire a barrage. May only use the Indirect Fire special
ability when firing barrages.

Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire)
OR a Power Fist and Assault Cannon (Tactical), not both select one option before the game.

SARANES EXPANSE IMPERIAL CRUSADE

2.9 NetEA EXPERIMENTAL


SARANES EXPANSE IMPERIAL CRUSADE ARMY REFERENCE 2
NAME
Hydra

TYPE
AV

SPEED
30cm

ARMOUR
6+

CC
6+

FF
5+

Land Raider

AV

25cm

4+

6+

4+

Leman Russ

AV

20cm

4+

6+

4+

Leman Russ Demolisher

AV

20cm

4+

6+

3+

Leman Russ Vanquisher

AV

20cm

4+

6+

4+

Manticore

AV

30cm

6+

6+

5+

Predator Annihilator

AV

30cm

4+

6+

5+

Predator Destructor

AV

30cm

4+

6+

3+

Razorback

AV

30cm

5+

6+

5+

Rhino
Valkyrie

AV
AV

30cm
35cm

5+
5+

6+
6+

6+
5+

Vindicator
Vulture

AV
AV

25cm
35cm

4+
5+

6+
6+

4+
5+

Drop Pod

Special

Immobile

5+

n/a

n/a

Baneblade

WE

15cm

4+

6+

4+

Shadowsword

WE

15cm

4+

6+

5+

Reaver Titan

WE

20cm

4+

3+

3+

WEAPONS
Heavy Bolter
2x Twin Hydra Autocannon
Twin Heavy Bolter
2x Twin Lascannon
2x Heavy Bolter
Lascannon
Battle Cannon
2x Plasma Cannon
Demolisher
Lascannon
2x Heavy Bolter
Lascannon
Vanquisher
Heavy Bolter
Siege Mortar
2x Lascannon
Twin Lascannon
2x Heavy Bolter
Autocannon
Twin Heavy Bolter OR
Twin Lascannon

STRATEGY 2
RANGE
30cm
45cm
30cm
45cm
30cm
45cm
75cm
30cm
30cm
45cm
30cm
45cm
75cm
30cm
150cm
45cm
45cm
30cm
45cm
30cm
45cm

FIREPOWER
AP5+
AP4+/AT5+/AA5+
AP4+
AT4+
AP5+
AT5+
AP4+/AT4+
AP4+/AT4+, Slow Firing
AP3+/AT4+, Ignore Cover
AT5+
AP5+
AT5+
AP4+/AT2+
AP5+
2BP, Disrupt, Slow Firing, Indirect Fire
AT5+
AT4+
AP5+
AP5+/AT6+
AP4+
AT4+

Storm Bolter
2x Rocket Pod
2x Heavy Bolter
Multilaser
Demolisher
Heavy Bolter
Twin Autocannon
2x Hellstrike
Deathwind

(15cm)
30cm
30cm
30cm
30cm
30cm
45cm
120cm
15cm

(Small Arms)
1BP, Disrupt, One-Shot
AP5+
AP5+/AT6+
AP3+/AT4+, Ignore Cover
AP5+
AP4+/AT5+
AT2+, One-Shot
AP5+/AT5+

3x Twin Heavy Bolter


Demolisher
Autocannon
2x Lascannon
Main Battle Cannon
2x Heavy Bolter
Volcano Cannon
2x Turbolaser Destructor
Rocket Launcher

30cm
30cm
45cm
45cm
75cm
30cm
90cm
60cm
60cm

AP4+
AP3+/AT4+, Ignore Cover, FxF
AP5+/AT6+
AT5+
AP3+/AT3+
AP5+
MW2+, TK(D3), FxF
4x AP5+/AT3+, Fwd
3BP, FxF

NOTES

Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit)
Reinforced Armour

Reinforced Armour

Reinforced Armour

Transport (may carry 1 of the following units: Tactical, Devastator & Scout)
A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not
both select one option before the game.
Transport: (May carry 2 of the following units: Tactical, Devastator and Scout)
Skimmer, Scout, Transport: (May carry 2 Storm Trooper units)

Walker
Skimmer, Scout

Planetfall, Transport: (may carry 1 formation that includes only Tactical,


Devastator and Dreadnought units). Deathwind: After the drop pod lands, its Deathwind
attacks all enemy units within 15cm. Each enemy formation attacked receives a
Blast marker for coming under fire, and an extra Blast marker for each casualty.
Then any troops carried in the drop pod must disembark within 5cm of the
drop pod or within 5cmof another unit from the same formation that
has already landed, so long as all units are placed within 15cm of the drop
pod. Drop pods may not be used to claim a crossfire.
DC3, Reinforced Armour
Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+

DC3, Reinforced Armour


Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.

SARANES EXPANSE IMPERIAL CRUSADE

2.9 NetEA EXPERIMENTAL


SARANES EXPANSE IMPERIAL CRUSADE ARMY REFERENCE 3
NAME
Warhound Titan

STRATEGY 2
RANGE
45cm
45cm

FIREPOWER
4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

NOTES

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Storm Bolters
3x Twin Heavy Bolter
2x Twin Lascannon

(15cm)
15cm
45cm

(Small Arms)
AP4+/AA5+
AT4+

4+

Twin Heavy Bolter


Twin Heavy Bolter
2x Twin Heavy Bolter
Battlecannon

15cm
15cm
30cm
75cm

AP4+/AA5+, RF
AP4+/AA5+, LF
AP4+/AA5+, FxF
AP4+/AT4+, FxF

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Immediately moves
3D6cm in a random direction. If this move takes the Banelord into impassable
terrain or another unit it stops when it contacts the obstruction and suffers an
extra point of damage. Any units run over or into take a hit on a D6 roll of 4+.
DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine
infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts
take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based
on the Land Raider or 6 based on the Rhino, or one of the following combinations:
3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos)
Critical Hit Effect: The Landing Crafts magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Tactical, Assault, Devastator, Scout, Bike, Terminator and Dreadnought. Terminators
and Dreadnoughts take up two spaces each.)
Critical Hit Effect: Thunderhawks control surfaces are damaged. The Pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.

n/a

n/a

4+

n/a

n/a

n/a

n/a

n/a

n/a

Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Orbital Bombardment

15cm
30cm
30cm
15cm
15cm
45cm
-

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
8BP, MW

SC

n/a

n/a

n/a

n/a

SC

n/a

n/a

n/a

n/a

Orbital Bombardment
Pin-point Attack
Orbital Bombardment

n/a

TYPE
WE

SPEED
30cm

ARMOUR
5+

CC
4+

FF
4+

WEAPONS
Vulcan Mega-Bolter
Plasma Blastgun

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

Landing Craft

AC/WE

Bomber

4+

5+

3+

Thunderhawk Gunship

AC/WE

Bomber

4+

6+

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

Marauder Bomber

AC

Bomber

Emperor Class Battleship

SC

Lunar Class Cruiser


Space Marine Strike Cruiser

3BP, MW
MW2+, TK(D3)
5BP, MW

DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker


May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and
takes a point of damage. Any units stumbled into or over take a hit on a 6+.

Slow and Steady (May not be used on turns one and two of a battle unless the scenario
specifically states otherwise)

Transport: (May carry 20 of the following units: Space Marine Tactical,


Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus
20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters,
Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough
Drop Pods or Landing Craft to carry any other units on board)

SARANES EXPANSE IMPERIAL CRUSADE

ADEPTUS MECHANICUS AND TITAN


LEGIONS ARMIES SECTION
COMMON ADEPTUS MECHANICUS AND TITAN LEGIONS SPECIAL RULES
TITAN WEAPONS

The God Machines of the Titan Legions bristle with a staggering array of
weaponry to fight the wars of the forty-first millennium and upon the mighty
frames of the Titans are mounted some of the largest ground-based weapons
fielded in the Imperium. Armed according to the mission at hand, each Titan
will usually be armed with two weapons on its arm mounts and the larger
Battle Titans mount additional armaments upon their carapace armour.
Each Titan formation of a Titan Legion must select at least 2 different
weapon types. However, if the player wishes, a Titan formation may contain
only 1 type of weapon for a +25 point surcharge.

68

3.1 NetEA DEVELOPMENTAL


WAR GRYPHONS TITAN LEGION ARMY LIST
v3.19. AMTL Army Champion: Evil&Chaos (at time of publishing)

Titan Legion armies have a Strategy rating of 3. Titans have an initiative rating of 1+. All other formations have an initiative rating of 2+.

BATTLE TITAN FORMATIONS

FORMATION
Emperor Battle Titan
Warlord Battle Titan
Reaver Battle Titan

(You may have any number of Battle Titans in the army)


UNITS
1 Emperor Titan (Either Imperator or Warmonger configuration)
1 Warlord Titan (Must select 4 Battle Titan weapons)
1 Reaver Titan (Must select 3 Battle or Scout Titan weapons)

COST
1250 Points
725 Points
575 Points

SCOUT TITAN FORMATIONS

FORMATION
Warhound Scout Titan
Warhound Titan Pack

(Two Scout Titan Formations may be selected for each Battle Titan formation in the army)

UNITS
1 Warhound Titan (Must select 2 Scout Titan weapons)
2 Warhound Titans (Must select 2 Scout Titan weapons each)

COST
275 Points
500 Points

SUPPORT FORMATIONS

FORMATION
0-1 Per Corvus Assault Pod
Skitarii Demi-Century
Forge Knight Squadron
Lysander Fighter
Marauder Squadron
0-1 Orbital Support
Recon Platoon
Thunderbolt Squadron

(One Support Formation may be selected for each Titan formation in the army)

UNITS
9 Hypaspist units, plus 1 Tech-Priest unit

COST
100 points

3 Forge Knights OR
6 Forge Knights
1 Lysander Fighter (0-1 per Warmonger Titan)
2 Marauder Bombers
1 Adeptus Mechanicus Gothic Class Cruiser OR
1 Ark Mechanicus
4 Sentinels
2 Thunderbolt Fighters

200 Points
375 Points
75 Points
250 Points
150 Points
150 Points
100 Points
150 Points

TITAN WEAPONS

SCOUT AND BATTLE TITAN WEAPONS


Inferno Gun, Vulcan Megabolter, Plasma Blastgun
Turbolaser Destructor

(A Titan may not be upgraded with more or less weapons than its class allows)

BATTLE TITAN WEAPONS


Laser Burner, Corvus Assault Pod, Carapace Landing Pad
Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Titan Close Combat Weapon
Melta Cannon, Laser Blaster, Volcano Cannon
Plasma Destructor, Support Missile, Quake Cannon
UPGRADE
0-1 Legate (Battle Titans Only)
Veteran Princeps (0-1 per formation)
Carapace Multi-Lasers (Battle Titans Only)
Sacred Icon (Battle Titans Only)

TITAN UPGRADES

COST
Free
+25 points
COST
Free
+25 Points
+50 Points
+75 Points
COST
+50 points
+25 points
+50 points
+50 points

SPECIAL RULE - God Machines

If any Battle class Titan is destroyed, then any friendly Titan formations within line of sight receive 1 Blast marker.

69

3.1 NetEA DEVELOPMENTAL


WAR GRYPHONS TITAN LEGION ARMY REFERENCE 1
TYPE
CH
CH

SPEED
n/a
n/a

ARMOUR
n/a
n/a

CC
n/a
n/a

FF
n/a
n/a

WEAPONS
n/a
n/a

STRATEGY 3
RANGE
n/a
n/a

Forge Knight

AV

20cm

4+

4+

5+

Imperator Titan

WE

15cm

4+

4+

3+

Reaver Titan

WE

20cm

4+

3+

3+

Arc Lance
Manipulators
Plasma Annihilator
Hellstorm Cannon
Defence Laser
4x Battle Cannon
Quake Cannon
Tertiary armament
Leg Bastions
3x Scout or Battle Titan Weapons

30cm
(base contact)
90cm
60cm
90cm
75cm
90cm
(15cm)
-

Warhound Titan

WE

30cm

5+

4+

4+

2x Scout Titan Weapons

Warlord Titan

WE

15cm

4+

2+

3+

4x Scout or Battle Titan Weapons

Warmonger Titan

WE

15cm

4+

4+

5+

8x Doomstrike Missiles

Unlimited

Vengeance Cannon
4x Hydra Autocannon
Fire Control Centre

90cm
45cm
-

Head Gun
Tertiary armament
Leg Bastions
Storm Bolters
Heavy Bolter
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
2x Pin-point Attacks

45cm
(15cm)
15cm
30cm
15cm
30cm
30cm
15cm
15cm
45cm
n/a

NAME
Legate
Veteran Princeps

Lysander Fighter

AC

Fighter

6+

n/a

n/a

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Adeptus Mechanicus
Gothic class Cruiser

SC

n/a

n/a

n/a

n/a

FIREPOWER or EFFECT
n/a
n/a

NOTES

AT4+
(Assault Weapons), MW, EA(+1)
4x MW2+, TK(D3), Slow Firing, Fwd
10BP, Fwd
MW2+/AA4+ TK(D3)
AP4+/AT4+
3BP, MW, FxF
(Small Arms), EA(+2)
Counts-as a Corvus Assault Pod
-

Infiltrator, Invulnerable Save, Reinforced Armour, Walker

Support Missile Warhead(s)


May fire only 1 missile per turn
2x MW2+ TK(D3), Fwd
2x AP4+/AT5+/AA5+
Re-roll one failed to-hit roll on one
of the weapon systems per turn
AP4+/AT4+ FxF
(Small Arms), EA(+2)
Counts-as a Corvus Assault Pod
AP4+/AA5+, FxF
AP5+/AA6+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
MW2+, TK(D3)

Supreme Commander
Commander, Leader

DC 12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring.


Titan may step over units, impassable or dangerous terrain that is up to 2cm wide
and less than 3cm tall.
Critical Hit Effect: Reactor damaged. Roll a D6 in the end phase of every turn: 1: Reactor
explodes - Destroyed. 2-3: Suffers extra point of damage. 4-6: Reactor repaired. Causes
no further trouble. If the reactor explodes, any units within 5cms of the Warmonger will
be hit on a roll of 4+.
DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction
and takes a point of damage. Any units stumbled into or over take a hit on a 6+.

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.
DC 12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring.
Titan may step over units, impassable or dangerous terrain that is up to 2cm wide
and less than 3cm tall.
Critical Hit Effect: Reactor damaged. Roll a D6 in the end phase of every turn: 1: Reactor
explodes - Destroyed. 2-3: Suffers extra point of damage. 4-6: Reactor repaired. Causes
no further trouble. If the reactor explodes, any units within 5cms of the Warmonger will
be hit on a roll of 4+.

WAR GRYPHONS TITAN LEGION ARMY REFERENCE 2


WAR GRYPHONS TITAN LEGION

3.1 NetEA DEVELOPMENTAL

NAME
Ark Mechanicus
Battle Titan Weapons

TYPE
SC

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

WEAPONS
2x Pin-point Attacks
Orbital Bombardment
Apocalypse Missile Launcher
Carapace Landing Pad
Close Combat Weapon (Arm Only)
Corvus Assault Pod
Gatling Blaster
Laser Blaster
Laser Burner
Melta Cannon

Scout Titan Weapons

Titan Upgrades

Quake Cannon
Plasma Cannon
Plasma Destructor
Support Missile (Carapace Only)
Warhead Type Choose 1 option:
Vortex
Warp
Deathstrike
Barrage
Volcano Cannon
Plasma Blastgun
Inferno Gun
Vulcan Megabolter
Turbolaser Destructor
Carapace Multi-Lasers
Sacred Icon

STRATEGY 3
RANGE
n/a
n/a
60cm
(base contact)
60cm
60cm
(15cm) OR
(base contact)
30cm AND
(15cm)
90cm
60cm
75cm
Unlimited

FIREPOWER or EFFECT
MW2+, TK(D3)
5BP, MW
3BP
Allows BP weapons to use Indirect Fire ability
EA(+3), TK(D3)
Transport: (May carry 10 Hypaspist or
Tech Priest units)
4x AP4+/AT4+
6x AP5+/AT3+
(Small Arms), EA(+2)
(Assault Weapons), EA(+4)
MW2+, TK(D3)
(Small Arms), EA(+1), TK(D6)
3BP, MW
3x MW2+, Slow Firing
4x MW2+, Slow Firing
Indirect Fire, Warhead, One-Shot

90cm
45cm
30cm
45cm
60cm
30cm
n/a

3BP, MW, TK(1), Ignore Cover


MW2+, TK(D3), Ignore Shields/Powerfields
MW2+, TK(D6)
10BP, Disrupt
MW2+, TK(D3)
2x MW2+, Slow Firing
BP3, Ignores Cover
4x AP3+/AT5+
4x AP5+/AT3+
2x AP5+/AT6+/AA5+
n/a

NOTES
Slow and Steady

Inspiring

WAR GRYPHONS TITAN LEGION

3.2 NetEA DEVELOPMENTAL


ADEPTUS MECHANICUS PLANETARY DEFENCE FORCE ARMY LIST
v2.01. AMTL Army Champion: "Evil&Chaos" (at time of publishing)

Adeptus Mechanicus armies have a Strategy rating of 2. Titans have an initiative rating of 1+. All other formations have an initiative rating of 2+.

MECHANICUS CORE FORMATIONS


FORMATION
Ordinatus Majoris
Ordinatus Minoris Company
Skitarii Demi-Century

UNITS
1 Ordinatus Majoris (must add 1 Majoris Weapon or 2 identical Battle Titan Weapons)
3 Ordinatus Minoris (must add 1 Battle Titan Weapons)
9 Hypaspist units, plus 1 Tech Priest unit

COST
400 Points
400 Points
275 Points

MECHANICUS CORE FORMATION UPGRADES

FORMATION
Flak
Infantry Support
Ordinatus Minoris
0-1 Tech-Lord
Transportation

(Each Core formation may select up to three Upgrades)


UNITS
Add 1 Hydra
5 Hypaspist units
1 Ordinatus Minoris (must add 1 Titan Weapon for cost listed below)
1 Tech Lord Character Upgrade (May only be added to a Tech Priest unit)
Add enough Mechanicus Chimedons to carry the entire formation (Including any upgrades)

COST
+50 Points
+100 points
+175 points
+100 Points
+25 Points each

MECHANICUS SUPPORT FORMATIONS

FORMATION
Fire Support
Flak
Forge Knight Squadron
Heavy Tank Cataphract
0-1 Orbital Support
Prtorians
Sentinel Squadron
Tank Cataphract

(Up to two Support formations may be taken per Core formation)


UNITS
6 Rapier Laser Destroyer units or 6 Mole Mortar units
3 Hydras
6 Forge Knights OR
3 Forge Knights
2 Macharius tanks and 1 Macharius Command tank
1 Adeptus Mechanicus Gothic class Cruiser OR
1 Ark Mechanicus
5 Prtorian Combat Servitor units
(May add one Ordinatus Minoris)
4 Sentinels
6 Mechanicus Leman Russ Executioners

COST
150 Points
150 Points
375 Points
200 Points
350 Points
150 Points
150 Points
250 Points
+175 Points
100 Points
500 Points

IMPERIAL ALLIES FORMATIONS


(Up to 1/3 of an armys points may be spent on Allies formations)

TITAN LEGION BATTLEGROUPS

FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack

UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans

FORMATION
Thunderbolt Squadron
Marauder Squadron

UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers

UPGRADE
Mars
Golgotha
Armageddon

COST
725 Points + 4 Battle Titan Weapons
575 Points + 3 Scout or Battle Titan Weapons
275 points + 2 Scout Titan Weapons
500 points + 2 Scout Titan Weapons each

IMPERIAL NAVY AIRCRAFT

WEAPON
Sonic Disruptor
Hellfire Missiles
Nova Cannon

MAJORIS WEAPONS

COST
150 points
250 points

COST
+100 points
+150 points
+150 points

TITAN WEAPONS

SCOUT AND BATTLE TITAN WEAPONS


Inferno Gun, Vulcan Megabolter, Plasma Blastgun
Turbolaser Destructor

(A Titan may not be upgraded with more or less weapons than its class allows)
Free
+25 points

BATTLE TITAN WEAPONS


Laser Burner, Corvus Assault Pod, Carapace Landing Pad
Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Close Combat Weapon
Melta Cannon, Laser Blaster, Volcano Cannon
Plasma Destructor, Support Missile, Quake Cannon
UPGRADE
Veteran Princeps (0-1 per formation)
Carapace Multi-Lasers (Battle Titans Only)
Sacred Icon (Battle Titans Only)

TITAN UPGRADES

COST
Free
+25 Points
+50 Points
+75 Points
COST
+25 points
+50 points
+50 points

72

3.2 NetEA DEVELOPMENTAL

ADEPTUS MECHANICUS PLANETARY DEFENCE FORCE ARMY REFERENCE 1


NAME
Adeptus Mechanicus Tech Lord
Veteran Princeps
Hypaspist
Mole Mortar
Praetorian Combat Servitors

TYPE
CH
CH
INF
INF
INF

SPEED
n/a
n/a
15cm
10cm
15cm

ARMOUR
n/a
n/a
5+
3+

CC
n/a
n/a
5+
4+

FF
n/a
n/a
5+
6+
5+

Rapier
Skitarii Tech-Priest

INF
INF

10cm
15cm

4+

4+

5+
4+

Sentinel
Forge Knight

LV
AV

20cm
20cm

6+
4+

6+
4+

5+
5+

Leman Russ Executioner

AV

20cm

4+

6+

4+

Mechanicus Chimedon

AV

30cm

5+

6+

5+

Macharius Heavy Tank

WE

15cm

4+

6+

4+

Macharius Heavy Tank


(Command variant)

WE

15cm

4+

6+

4+

STRATEGY 3
WEAPONS
RANGE
Augmentations
(base contact)
n/a
n/a
Heavy Bolter
30cm
Mole Mortar
30cm
Autocannon
45cm
Augmentations
(base contact)
Rapier Laser Destroyer
45cm
Heavy Bolter
30cm
Augmentations
(base contact)
Multi-Laser
30cm
Arc Lance
30cm
Manipulators
(base contact)
Lascannon
45cm
Plasma Destroyer
60cm
Conqueror Cannon
45cm
Heavy Bolter
30cm
2x Battlecannon
75cm
2x Heavy Bolters
30cm
Twin Heavy Stubber
30cm
2x Heavy Bolters
30cm
Twin Heavy Stubber
30cm
and 1 of the following options:
2x Vanquishers OR
75cm
Vulcan Megabolter
45cm
2x Mars Heavy Bolter
30cm
2x Lascannon
45cm
Plus 1x Majoris Weapon OR
varies
2x Battle Titan Weapons
varies

FIREPOWER or EFFECT
(Assault Weapons), MW, EA(+1)
n/a
AP5+
AP5+, Indirect Fire, Disrupt, Ignore Cover
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
AP6+/AT4+
AP5+
(Assault Weapons), MW, EA(+1)
AP5+/AT6+
AT4+
(Assault Weapons), MW, EA(+1)
AT5+
MW4+
AP5+/AT5+
AP5+
AP4+ /AT4+
AP5+
AP5+
AP5+
AP5+
AP4+/AT2+
4x AP3+/AT5+
AP5+/AA6+
AT5+
varies, FxF
varies, FxF

Ordinatus Majoris

WE

10cm

5+

6+

4+

Ordinatus Minoris

WE

10cm

5+

6+

5+

2x Mars Heavy Bolter


Plus 1x Majoris Weapon OR
1x Battle Titan Weapon

30cm
varies
varies

Reaver Titan

WE

20cm

4+

3+

3+

3x Scout or Battle Titan Weapons

Warhound Titan

WE

30cm

5+

4+

4+

2x Scout Titan Weapons

AP5+/AA6+
varies, FxF
varies, FxF

NOTES
Fearless, Invulnerable Save, Supreme Commander
Commander, Leader

Fearless, Invulnerable Save

Scout, Walker
Infiltrator, Invulnerable Save, Reinforced Armour, Walker
Reinforced Armour
Transport: (May carry 1 of the following units: Hypaspist, Tech Priest)
DC2, Reinforced Armour
Critical Hit Effect: Destroyed
DC2, Reinforced Armour.
Critical Hit Effect: Destroyed

DC4, 4 Void Shields, Reinforced Armour, Inspiring


Critical Hit Effect: Destroyed. All units within 15cm suffer a hit on a 4+. Any
Friendly formations with line of sight to the explosion receive 1 Blast marker.
Laser Burners and Close Combat Weapons option increases CC to 3+. If a
pair of Corvus Assault Pods are selected, increase the Ordinatus speed to 25cm.
DC2, 2 Void Shields, Reinforced Armour
Critical Hit Effect: Destroyed. All units within 15cm suffer a hit on a 5+.
Laser Burner and Close Combat Weapon option increases CC to 3+.
If a Corvus Assault Pod is selected, increase the Ordinatus speed to 30cm.
DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6:
Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a
random direction and takes a point of damage. Any units stumbled into or over take a hit on a
6+.

ADEPTUS MECHANICUS PDF

3.2 NetEA DEVELOPMENTAL

ADEPTUS MECHANICUS PLANETARY DEFENCE FORCE ARMY REFERENCE 2


NAME
Warlord Titan

TYPE
WE

SPEED
15cm

ARMOUR
4+

CC
2+

FF
3+

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Adeptus Mechanicus
Gothic class Cruiser
Ark Mechanicus

SC

n/a

n/a

n/a

n/a

SC

n/a

n/a

n/a

n/a

Battle Titan Weapons

STRATEGY 3
WEAPONS
RANGE
4x Scout or Battle Titan Weapons
-

Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
2x Pin-point Attacks

15cm
30cm
30cm
15cm
15cm
45cm
n/a

AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
MW2+, TK(D3)

2x Pin-point Attacks
Orbital Bombardment
Apocalypse Missile Launcher
Carapace Landing Pad

n/a
n/a
60cm
-

Close Combat Weapon (Arm Only)


Corvus Assault Pod

(base contact)
-

Gatling Blaster
Laser Blaster
Laser Burner

60cm
60cm
(15cm) OR
(base contact)
30cm AND
(15cm)
90cm
60cm
75cm
Unlimited

MW2+, TK(D3)
5BP, MW
3BP
Allows BP weapons to use the Indirect Fire
ability
EA(+3), TK(D3)
Transport: (May carry 10 Hypaspist or
Tech Priest units)
4x AP4+/AT4+
6x AP5+/AT3+
(Small Arms), EA(+2)
(Assault Weapons), EA(+4)
MW2+, TK(D3)
(Small Arms), EA(+1), TK(D6)
3BP, MW
3x MW2+, Slow Firing
4x MW2+, Slow Firing
Indirect Fire, Warhead, One-Shot

Melta Cannon

Scout or Battle Titan Weapons

Titan Upgrades
Ordinatus Weapons

FIREPOWER or EFFECT
-

Quake Cannon
Plasma Cannon
Plasma Destructor
Support Missile (Carapace Only)
Warhead Type Choose 1 option:
Vortex
Warp
Deathstrike
Barrage
Volcano Cannon
Plasma Blastgun
Inferno Gun
Vulcan Megabolter
Turbolaser Destructor
Carapace Multi-Lasers
Sacred Icon
Sonic Disruptor
Hellfire Missiles
Nova Cannon

90cm
45cm
30cm
45cm
60cm
30cm
n/a
100cm
Unlimited
100cm

3BP, MW, TK(1), Ignore Cover


MW2+, TK(D3), Ignore Shields/Powerfields
MW2+, TK(D6)
10BP, Disrupt
MW2+, TK(D3)
2x MW2+, Slow Firing
3BP, Ignore Cover
4x AP3+/AT5+
4x AP5+/AT3+
2x AP5+/AT6+/AA5+
n/a
10BP, Ignore Cover, Disrupt
6x 2BP, MW, Single Shot, Indirect Fire
4x MW3+, TK(D3)

NOTES
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.

Slow and Steady

Inspiring

ADEPTUS MECHANICUS PDF

3.3 NetEA DEVELOPMENTAL


HOUSE HYPERION KNIGHTWORLD ARMY LIST
v1.3. Sub-Army Champion: "Morgan Vening"

Knightworld armies have a Strategy rating of 3. All formations have an initiative rating of 2+, except Titan Allies which have an initiative rating of 1+.

CORE FORMATIONS

FORMATION
Paladins
Lancers
Errants

(You may take any number of Core Formations)

UNITS
4 Knights Paladin
3 Knights Lancer
3 Knights Errant

COST
300 points
300 points
300 points

CORE FORMATION UPGRADES

UPGRADE
Paladins
Lancers
Errants
Senechal
0-1 Baron

(Each Core Formation may select up to one Upgrade)


UNITS
Add up to 3 Knights Paladin
Add up to 3 Knights Lancer
Add up to 3 Knights Errant
Add 1 Senechal Character
Add 1 Knight Baron

COST
+75 points each
+100 points each
+100 points each
+50 points
+200 points

SUPPORT FORMATIONS

FORMATION
Custodians
Wardens
Squires
Aspirants
Trebuchets
Ballistas

(You may take one Support Formation per Core Formation)

UNITS
2 Knights Crusader or Knights Castellan in any combination
(May have 1 additional Knight Crusader or Knight Castellan)
3 Knights Warden
6 Armiger Sentinels (All units in the formation gain the Scout ability)
(May have 1 Knight Warden)
8 Armiger Sentinels
(May have 1 Knight Warden)
3 Trebuchet Howitzers
3 Ballista AA guns

COST
300 points
(+125 points)
250 points
175 points
(+75 points)
175 points
(+75 points)
150 points
100 points

ALLIES

FORMATION
Thunderbolt Squadron
Lightning Squadron
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack

(Up to 1/3 of the army's points may be spent on Allies)

UNITS
2 Thunderbolt Fighters
4 Lightning Fighters
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans

SCOUT AND BATTLE TITAN WEAPONS


Inferno Gun, Vulcan Megabolter, Plasma Blastgun
Turbolaser Destructor

TITAN WEAPONS

BATTLE TITAN WEAPONS


Laser Burner, Corvus Assault Pod, Carapace Landing Pad
Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Close Combat Weapon
Melta Cannon, Laser Blaster, Volcano Cannon
Plasma Destructor, Support Missile, Quake Cannon
UPGRADE
Veteran Princeps (0-1 per formation)
Carapace Multi-Lasers (Battle Titans Only)
Sacred Icon (Battle Titans Only)

TITAN UPGRADES

COST
175 points
300 points
725 Points + 4 Battle Titan Weapons
575 Points + 3 Scout or Battle Titan Weapons
275 points + 2 Scout Titan Weapons
500 points + 2 Scout Titan Weapons each
COST
Free
+25 points
COST
Free
+25 Points
+50 Points
+75 Points
COST
+25 points
+50 points
+50 points

SPECIAL RULE - Might of the Omnissiah

It takes two Blast markers to suppress a Knight unit or kill a Knight unit in a broken formation (ignore any leftover Blast markers).
Knight formations are only broken if they have two Blast markers per unit in the formation.
Knight formations only count half their number of blast markers in assault resolution (rounding down - note that assault resolution will not receive +1 for having
blast marker if the formation has 1 blast marker before rounding down). Halve the number of extra hits suffered by a Knight formation that loses an assault,
rounding down in favour of the Knights.
When a broken Knight formation rallies then it receives a number of Blast markers equal to the number of units, rather than half this number. Knight units with
the Leader special ability remove 2 Blast markers instead of 1.

SPECIAL RULE - Knight Shield

The Knight Shield gives a Knight a 4+ saving throw, which may only be used if the Knight is hit by a weapon with the Titan-Killer. A Knight may not use its shield against Close
Combat attacks, or hits sustained in a Crossfire. Make a single saving throw per hit with a Titan Killer weapon, rather than one for each point of damage

SPECIAL RULE Shock Lance

During an Assault in which an unbroken unit with the Shock Lance ability is attacking or defending (but not Supporting Fire), it gains an extra Fire Fight attack
with First Strike that hits on a 5+ regardless of the unit's FF value.

75

3.3 NetEA DEVELOPMENTAL


HOUSE HYPERION KNIGHTWORLD ARMY REFERENCE 1
NAME
Veteran Princeps
Seneschal
Armiger Sentinel

TYPE
CH
CH
LV

SPEED
n/a
n/a
20cm

ARMOUR
n/a
n/a
6+

CC
n/a
n/a
5+

FF
n/a
n/a
5+

Ballista AA Gun
Trebuchet
Knight Baron

LV
LV
WE

0cm
0cm
25cm

4+

3+

6+
6+
3+

Knight Castellan

WE

15cm

4+

5+

4+

Knight Crusader

WE

15cm

4+

5+

3+

Knight Errant

WE

25cm

4+

3+

4+

Knight Lancer

WE

30cm

4+

5+

3+

Knight Paladin

WE

20cm

4+

4+

4+

Knight Warden

WE

15cm

4+

6+

5+

WEAPONS
n/a
Manipulator Claw
Multilaser
Secured Ballista Cannon
Secured Frag Launcher
Baron Cannon
Baron Lance
Light Quake Cannon
Gatling Autocannon
And
Light Quake Cannon
Crusader Lascannon
Thermal Cannon

STRATEGY 3
RANGE
FIREPOWER or EFFECT
n/a
n/a
(base contact)
(Assault Weapons)
30cm
AP5+/AT6+
60cm
AP6+/AT5+/AA5+
60cm
1BP, Indirect Fire
45cm
2x AP4+/AT4+
(15cm)
(Small Arms), MW, EA(+1), First Strike
90cm
2BP, MW
45cm
3x AP4+/AT6+
(15cm)
(Small Arms), EA(+1)
90cm
2BP, MW
45cm
2x AP6+/AT4+
30cm
MW4+ and
AND (15cm)
(Small Arms), MW
(base contact)
(Assault Weapons), TK(1), EA(+1)
45cm
AP4+/AT4+
(15cm)
(Small Arms), MW, EA(+1)
45cm
AP4+/AT4+
30cm
AP5+
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP5+/AT6+
(15cm)
(Small Arms), EA(+1)

Reaver Titan

WE

20cm

4+

3+

3+

Power Gauntlet
Knight Cannon
Power Lance
Knight Cannon
Heavy Bolter
Heavy Chain Sword
2x Multilaser
And
Plus 1 of the following options:
0-1x Battlecannon
0-1x Frag Launcher
0-1x Ballista Cannon
3x Scout or Battle Titan Weapons

Warhound Titan

WE

30cm

5+

4+

4+

2x Scout Titan Weapons

Warlord Titan

WE

15cm

4+

2+

3+

4x Scout or Battle Titan Weapons

Lightning Fighter

AC

Fighter

6+

n/a

n/a

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Long-barrel Autocannon
Wingtip Lascannons
Stormbolters
Multilaser
Underwing Rockets

45cm
30cm
15cm
30cm
30cm

NOTES
Commander, Leader
Commander, Inspiring, Leader

DC2, Walker, Reinforced Armour, Fearless, Thick Rear Armour, Inspiring, Shock Lance,
Supreme Commander, Knight Shield Critical Hit Effect: Destroyed
DC1, Walker, Reinforced Armour, Thick Rear Armour, Knight Shield, Shock Lance
Critical Hit Effect: Destroyed
DC1, Walker, Reinforced Armour, Thick Rear Armourr, Knight Shield, Shock Lance
Critical Hit Effect: Destroyed
DC1, Walker, Reinforced Armour, Knight Shield, Shock Lance

DC1, Walker, Reinforced Armour, Knight Shield, Shock Lance


DC1, Walker, Reinforced Armour, Knight Shield, Shock Lance

DC1, Walker, Reinforced Armour, Thick Rear Armour, Knight Shield, Shock Lance
Critical Hit Effect: Destroyed

75cm
45cm
45cm
-

AP4+/AT4+
1BP
AP6+/AT5+/AA5+
-

DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker


May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and
takes a point of damage. Any units stumbled into or over take a hit on a 6+.

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.

AP5+/AT6+/AA5+, FxF
AT5+/AA5+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF

KNIGHTWORLD

3.3 NetEA DEVELOPMENTAL

HOUSE HYPERION KNIGHTWORLD ARMY REFERENCE 2


NAME
Battle Titan Weapons

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS
Apocalypse Missile Launcher
Carapace Landing Pad
Close Combat Weapon (Arm Only)
Corvus Assault Pod
Gatling Blaster
Laser Blaster
Laser Burner
Melta Cannon

Scout Titan Weapons

Titan Upgrades

Quake Cannon
Plasma Cannon
Plasma Destructor
Support Missile (Carapace Only)
Warhead Type Choose 1 option:
Vortex
Warp
Deathstrike
Barrage
Volcano Cannon
Plasma Blastgun
Inferno Gun
Vulcan Megabolter
Turbolaser Destructor
Carapace Multi-Lasers
Sacred Icon

STRATEGY 3
RANGE
FIREPOWER or EFFECT
60cm
3BP
Allows BP weapons to use the
Indirect Fire ability
(base contact)
EA(+3), TK(D3)
Transport: (May carry 10 Hypaspist or
Tech Priest units)
60cm
4x AP4+/AT4+
60cm
6x AP5+/AT3+
(15cm) OR
(Small Arms), EA(+2)
(base contact)
(Assault Weapons), EA(+4)
30cm AND
MW2+, TK(D3)
(15cm)
(Small Arms), EA(+1), TK(D6)
90cm
3BP, MW
60cm
3x MW2+, Slow Firing
75cm
4x MW2+, Slow Firing
Unlimited
Indirect Fire, Warhead, One-Shot

90cm
45cm
30cm
45cm
60cm
30cm
n/a

3BP, MW, TK(1), Ignore Cover


MW2+, TK(D3), Ignore Shields/Powerfields
MW2+, TK(D6)
10BP, Disrupt
MW2+, TK(D3)
2x MW2+, Slow Firing
3BP, Ignores Cover
4x AP3+/AT5+
4x AP5+/AT3+
2x AP5+/AT6+/AA5+
n/a

NOTES

Inspiring

KNIGHTWORLD

4.0 INQUISITION ARMIES SECTION


COMMON INQUISITON SPECIAL RULES
4.0.1 FAITHFUL

The Adepta Sororitas are fuelled by their fanatical devotion to the


Imperial Cult. Their unquestioning faith is so powerful it can rouse
them in their darkest hours, strengthen their resolve and even
physically protect them.

Before rolling to activate, formations containing at least one unit with the
Faithful special rule may declare they are performing an Act of Faith.
Formations doing so have a -1 penalty to their initiative for their activation
roll. If the test is passed all Faithful units in the formation receive the Fearless
and Invulnerable Save special abilities until the formations next activation.
If the test is failed, the formation must take a Hold action as normal and no
bonuses are received.

78

4.1 NetEA DEVELOPMENTAL


ADEPTUS MINISTORUM ARMY LIST
v1.2. Sub-Army Champion: "Zombocom"

Adeptus Ministorum armies have a Strategy rating of 3. Adepta Sororitas Detachments and Titan Legion Allies have an initiative rating of 1+.
All other formations have an initiative rating of 2+.

ADEPTA SORORITAS DETACHMENTS

FORMATION
Adepta Sororitas Mission

Retributor Ministry
Seraphim Choir
Exorcism Battalion
Repentia Confessional
Dominion Recon

(You may take any number of Adepta Sororitas Detachments)


UPGRADES
Transport, Heroine, Dominions
Repentia, Exorcists, Supreme
Commander
6 Retributor units
Transport, Heroine, Dominions
6 Seraphim units
Heroine, Supreme Commander
5 Exorcist units
Hunter
6 Repentia units and 1 Mistress character
Transport, Priest, Penitents
4 Dominion units
Transport(must be taken), Heroine, Dominions
CORE UNITS
8 Sisters of Battle units

COST
225 points

250 points
225 points
250 points
250 points
175 points

ECCLESIASTIC DETACHMENTS

FORMATION
Redemptionist Crusade
Penitent Atonement
Flagellation Pilgrimage
Fraternis Militia
Militia Scout Squadron
Mobile Sanctuary
Reverent Fury

(You may take one Ecclesiastic Detachment per Adepta Sororitas Detachment)
CORE UNITS
UPGRADES
10 Redemptionist units
Priest, Penitents, Supreme Commander , Vehicles
4 Penitent Engine units
Penitents
6 Arco-Flagellant units
Penitents
12 Imperial Guard Infantry units
Priest, Flak, Leman Russ, Chimeras,
Vehicles(may not have both Chimeras and Vehicles)
4 Sentinels
None
2 Emperors Chapels
Priest
1 Cathedral of Purification
Priest, Supreme Commander

COST
150 points
250 points
250 points
225 points
100 points
350 points
500 points

ADEPTUS MINISTORUM UPGRADES

UPGRADE
Heroine
Priest
0- 1 Supreme Commander
Repentia
Dominions
Penitents
Exorcists
Hunter
Flak
Leman Russ
Chimeras
Vehicles
Transport

(Each upgrade may only be taken once per formation)


UNITS
Add a Palatine Character to a unit in the formation
Add a Preacher Character to a unit in the formation
Replace a Palatine Character with a Canoness Character OR
Replace a Preacher Character with a Cardinal Character
Add 2 Sisters Repentia units
If the formation already has Transports, then transport must be purchased for the Sisters Repentia upgrade
Add 2 Dominion units to the formation.
Note that a formation that takes this upgrade must also take the Transport upgrade
Add 2 Penitent Engines
Add 2 Exorcist units
Add 1 Adepta Sororitas Hunter
Add 1 Hydra
Add 3 Leman Russ
Add 6 Chimeras
Add Civilian Vehicles. You may only take as many vehicles as necessary to carry the entire formation.
Add transport vehicles in any combination from the following:
Rhinos
Repressors
You may only take as many vehicles as necessary to carry the entire formation.
Immolators(either type)

COST
+50 points
+50 points
+50 points
+75 points
+75 points
+125 points
+100 points
+50 points
+50 points
+200 points
+125 points
+10 points each
+10 points each
+30 points each
+30 points each

IMPERIAL ALLIES FORMATIONS


(Up to 1/4 of an armys points may be spent on Allies formations)

TITAN LEGION BATTLEGROUPS

FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack

UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans

COST
825 points
650 points
275 points
500 points

IMPERIAL NAVY AIRCRAFT

FORMATION
Lightning Squadron

UNITS
2 Lightning Fighters

COST
150 points

79

4.1 NetEA DEVELOPMENTAL

ADEPTUS MINISTORUM ARMY LIST REFERENCE 1


NAME
Canoness
Palatine
Repentia Mistress
Cardinal
Preacher
Arco-Flagellants
Dominions
Imperial Guard Infantry

TYPE
CH
CH
CH
CH
CH
INF
INF
INF

SPEED
n/a
n/a
n/a
n/a
n/a
15cm
15cm
15cm

ARMOUR
n/a
n/a
n/a
n/a
n/a
5+
4+
-

CC
n/a
n/a
n/a
n/a
n/a
2+
5+
6+

FF
n/a
n/a
n/a
n/a
n/a
4+
5+

Redemptionists

INF

15cm

4+

6+

Retributors
Seraphim
Sisters of Battle

INF
INF
INF

15cm
30cm
15cm

4+
4+
4+

6+
4+
5+

3+
4+
4+

Sisters Repentia
Civilian Vehicle
Penitent Engine

INF
LV
LV

15cm
30cm
15cm

5+
5+
4+

4+
6+
4+

6+
5+

Sentinel
Adepta Sororitas Hunter
Adepta Sororitas Rhino

LV
AV
AV

20cm
30cm
30cm

6+
5+
5+

6+
6+
6+

5+
5+
6+

WEAPONS
Blessed Weapon
Blessed Weapon
Neural Whips
Holy Evicerator
Holy Evicerator
Electro-Flails
Meltaguns
Lasguns
Autocannon
Autoguns
Exterminators
2x Heavy Bolter
Twin Bolt Pistols
Heavy Flamer
Bolters
Evicerators
Twin Heavy Stubber
Combat Arms
2x Heavy Flamers
Multi-Laser
Hunter-Killer
Stormbolter

Exorcist
Immolator
"Justice Pattern"
Immolator
"Hellfire Pattern"
Repressor

AV
AV

30cm
30cm

4+
5+

6+
6+

5+
5+

Exorcist Launcher
Twin Multi-melta

AV

30cm

5+

6+

3+

Twin Heavy Flamer

AV

30cm

5+

6+

5+

Chimera

AV

30cm

5+

6+

5+

Hydra

AV

30cm

6+

6+

5+

Leman Russ

AV

20cm

4+

6+

4+

Cathedral of Purification

WE

15cm

4+

5+

3+

Emperors Chapel

WE

15cm

4+

6+

4+

Heavy Flamer
Stormbolter
Heavy Bolter
Multilaser
Heavy Bolter
2x Twin Hydra Autocannon
2x Heavy Bolter
Lascannon
Battle Cannon
Promethium Cannon
Excommunicator
2x Inferno Cannons
Inferno Gun
2x Twin Sponson Multi-Meltas

Reaver Titan

WE

20cm

4+

3+

3+

Exorcist Launcher
2x Turbolaser Destructor
Rocket Launcher

STRATEGY 3
RANGE
(base contact)
(base contact)
(base contact)
(base contact)
(base contact)
(base contact)
(15cm)
(15cm)
45cm
(15cm)
(base contact)
30cm
(15cm)
15cm
(15cm)
(base contact)
30cm
(base contact)
15cm
30cm
60cm
(15cm)
45cm
15cm
AND (15cm)
15cm

15cm
(15cm)
30cm
30cm
30cm
45cm
30cm
45cm
75cm
45cm
45cm
30cm
30cm
15cm
AND (15cm)
2x AP6+/AT4+
60cm
60cm

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms), MW
(Small Arms)
AP5+/AT6+
(Small Arms)
(Assault Weapons)
AP5+
(Small Arms)
AP4+, Ignore Cover
(Small Arms)
(Assault Weapons), MW
AP5+
(Assault Weapons), MW, EA(+2)
AP4+, Ignore Cover
AP5+/AT6+
AT4+/AA4+
(Small Arms)
2xAP6+/AT4+
MW4+
(Small Arms), MW
AP3+, Ignore Cover
AP4+, Ignores Cover
(Small Arms)
AP5+
AP5+/AT6+
AP5+
AP4+/AT5+/AA5+
AP5+
AT5+
AP4+/AT4+
4BP, Ignore Cover, FxF
3x AP6+/AT4+/AA5+
AP3+, Ignore Cover
3BP, Ignore Cover, Fwd
MW4+
(Small Arms), MW, EA(+1)
4x AP5+/AT3+, Fwd
3 BP, FxF

NOTES
Invulnerable Save, Inspiring, Supreme Commander
Leader, Commander, Invulnerable Save, Inspiring
Fearless, Inspiring, Supreme Commander
Fearless, Leader, Inspiring
Fearless, Infiltrator, Invulnerable Save
Faithful, Scout
One unit in every 2 has an Autocannon. Count up the number of Infantry units in the formation that can
fire at the target and divide by 2 (rounding up) to find the number of Autocannon shots you may take.

Faithful
Jump Packs, Faithful
Faithful
Faithful, Fearless, Infiltrator
Transport: (May carry 2 of the following units: Imperial Guard Infantry, Redemptionist)
Fearless, Walker, Infiltrator, Invulnerable Save
Scout, Walker
Faithful
Faithful, Transport (may carry up to 2 of the following Adepta Sororitas units: Battle Sisters,
Retributors, Dominions or Sisters Repentia)
Faithful
Faithful, Transport (May carry 1 of the following Adepta Sororitas units: Battle Sisters,
Retributors, Dominions or Sisters Repentia)
Faithful, Transport (May carry 1 of the following Adepta Sororitas units: Battle Sisters,
Retributors, Dominions or Sisters Repentia)
Faithful, Walker, Transport (may carry up to 2 of the following Adepta Sororitas units: Battle
Sisters, Retributors, Dominions or Sisters Repentia)
Transport: (May carry 2 Imperial Guard Infantry units)

Reinforced Armour

DC6, 2 Void Shields, Reinforced Armour, Fearless, Inspiring, Invulnerable Save, Transport: (May carry 12
infantry units of any type)
Critical Hit Effect: Immobilised. Further critical hits inflict an additional point of damage.
DC3, Reinforced Armour, Fearless, Transport: (May carry 4 infantry units)
Critical Hit Effect: Destroyed. Units within 5cm suffer a hit on a roll of 6+.

DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker


May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.

ADEPTUS MINISTORUM

4.1 NetEA DEVELOPMENTAL


ADEPTUS MINISTORUM ARMY LIST REFERENCE 2
STRATEGY 3
RANGE

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

FIREPOWER

NOTES

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker


May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a
point of damage. Any units stumbled into or over take a hit on a 6+.

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.

Lightning Fighter

AC

Fighter

6+

n/a

n/a

Long-barrel Autocannon
Wingtip Lascannons

45cm
30cm

AP5+/AT6+/AA5+, FxF
AT5+/AA5+, FxF

NAME

ADEPTUS MINISTORUM

4.2 NetEA EXPERIMENTAL


ORDO HERETICUS TASK FORCE ARMY LIST
Sub-Army Champion: "Lord I"

Inquisition Task Forces have a Strategy rating of 3 unless the force is composed entirely of Adepta Sororitas and Imperial Allies, whereby it is 4+. If any Inducted Imperial
guard formations are included in the army it has a Strategy rating of 2+. Inquisitorial Forces, Adepta Sororitas and Inducted Titan Legions have an initiative rating of 1+.
Inducted Imperial Guard and Imperial Navy formations have an initiative rating of 2+.

INQUISITORIAL FORCES

FORMATION
Inquisitor
(0-1 per 1000 points)
Stormtroopers
Gun-cutter
(0-1 per Inquisitor)
0-1 Inquisition Fortress
0-1 Orbital Support

(You may take any number of Inquisitorial Forces)


UNITS
1 Inquisitor unit and 3 Warrior Henchmen or Support Staff units

COST
200 points

8 Inquisitorial Stormtrooper units


1 Gun-cutter

UPGRADES
Inquisitor Lord, Priest, Retinue,
Transport
Priest, Transport
Glavian Pilot

1 Black Citadel OR Obsidian Fortress


1 Rogue Trader Vessel

None
Battleship

700 points
75 points

225 points
125 points

INDUCTED IMPERIAL GUARD COMPANIES

FORMATION
Imperial Guard Company

(You may take any number of Inducted Imperial Guard Companies)


UNITS
UPGRADES
12 Imperial Guard Infantry units
Priest, Flak, Leman Russ, Transport

COST
250 points

ADEPTA SORORITAS DETACHMENTS (ORDO HERETICUS, CHAMBER MILITANT)


FORMATION
Adepta Sororitas Convent
Retributor Convent
Seraphim Convent
Exorcism Battalion
Basilica Imperialis

UNITS
8 Sisters of Battle units
6 Retributor units
6 Seraphim units
5 Exorcists or Banishers (any mixture)
1 Basilica Imperialis

UPGRADES
Canoness, Repentia, Transport, Priest
Transport
Canoness

COST
250 points
250 points
225 points
350 points
500 points

INQUISITION TASK FORCE UPGRADES

UPGRADE
Battleship
Canoness
Flak
Glavian Pilot
Leman Russ
0-1 Inquisitor Lord
Priest
Penitents

Retinue

Repentia
Transport

(Each upgrade may only be taken once per formation)


UNITS
Upgrade Rogue Trader Vessel to Inquisition Battleship
Add 1 Canoness character to a unit in the formation
Add 1 Hydra
Add a Glavian Pilot character to a Gun Cutter
Add 3 Leman Russ
Add the Inquisitor Lord character to the Inquisitor or Canoness unit
Add 1 Priest character upgrade to 1 unit in the formation
Add 3 Arco-flagellant units OR Penitent Engines
May only be added to a formation containing a Priest character
(These may not take character upgrades)
Add up to 4 units selected from the following:
Death Cult Assassins (maximum 1 per retinue)
Warrior Henchmen
Support Staff
Add up to 3 Repentia units, plus 1 Mistress character (which must be added to a Repentia unit).
If the formation has Transports, then the Repentia must have their own transports.
In any combination, add a number of transport vehicles from the following:
Inquisition Land Raider
(Inquisitor only)
You may take only enough to carry the entire formation.
Inquisition Valkyrie
The following restrictions apply:
Inquisition Chimera
If Aquila Landers are selected, no other transports may be taken.
Inquisition Rhino
Aquila Lander
Adepta Sororitas must select from the following: Adepta Sororitas Rhino
Immolator

COST
+250 points
+75 points
+50 points
+75 points
+200 points
+50 points
+50 points
+150 points

+50 points
+35 points
+15 points
+40 points each
+100 points
+40 points
+25 points
+10 points
+50 points
+10 points
+30 points

INDUCTED IMPERIAL ALLIES FORMATIONS


(Up to 1/3 of an armys points may be spent on Allies formations.)

TITAN LEGION BATTLEGROUPS

FORMATION
Warlord Titan
Reaver Titan
Warhound Titan
Warhound Titan Pack

UNITS
1 Warlord Titan
1 Reaver Titan
1 Warhound Titan
2 Warhound Titans

COST
825 points
650 points
275 points
500 points

IMPERIAL NAVY AIRCRAFT

FORMATION
Thunderbolt Squadron
Marauder Squadron

UNITS
2 Thunderbolt Fighter-Bombers
2 Marauder Bombers

COST
175 points
250 points

SPECIAL RULE - VTOL Aircraft

A unit with this ability behaves like an aircraft, but when landed (i.e. after landing or performing an air assault action) counts as a Skimmer with a move of 35cm.
While landed it behaves as a ground unit in all respects (for example, it may perform Withdrawal manoeuvres), but it may disengage at the end of the turn, in which
case it reverts back to being an aircraft as normal.

SPECIAL RULE - Aquila Lander

Aquila Landers are part of the formation and may not leave it once landed, they may use their VTOL engines to remain with their parent formation just like any
other transport. The Aquila may disengage in the end phase, but if it does so any units that are not already embarked will count as destroyed (as normal for units
that are out of coherency) and the appropriate number of Blast Markers will be added to the Aquilas formation.

82

4.2 NetEA EXPERIMENTAL


ORDO HERETICUS ARMY LIST REFERENCE 1
WEAPONS
Blessed Weapon
Scourging
Power Weapon
Scourging
Power Weapon
Evicerator
Neural Whips
Electro-Flails
Power Weapons
Lasguns
Autocannon

STRATEGY 3
RANGE
(base contact)
(15cm)
(base contact)
(15cm)
(base contact)
(base contact)
(base contact)
(base contact)
(base contact)
(15cm)
45cm

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
(Assault Weapons)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT6+

2x Heavy Bolter
Heavy Flamer
Bolters
Evicerators
Twin Bolt Pistols
Autocannon

30cm
15cm
(15cm)
(base contact)
(15cm)
45cm

AP5+
AP4+, Ignore Cover
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
AP5+/AT6+

Hellguns
Plasma Guns
Laspistols

(15cm)
15cm
(15cm)

6+

Hellguns
Weapon Implants
Plasma Cannon
Combat Arms
Twin Arm Flamers
Stormbolter

(15cm)
(base contact)
30cm
(base contact)
15cm
(15cm)

6+
6+
6+

6+
5+
3+

Banisher Launcher
Exorcist Launcher
Twin Heavy Flamer

45cm
45cm
15cm

D3x AT6+/AA5+
2xAP6+/AT4+
AP3+, Ignore Cover

5+

6+

5+

25cm

4+

6+

4+

30cm

5+

6+

6+

Heavy Bolter
Multilaser
Twin Heavy Bolter
2x Twin Lascannon
Storm Bolter

30cm
30cm
30cm
45cm
(15cm)

AP5+
AP5+/AT6+
AP4+
AT4+
(Small Arms)

AV

35cm

5+

6+

5+

Hydra

AV

30cm

6+

6+

5+

Leman Russ

AV

20cm

4+

6+

4+

2x Rocket Pod
2x Heavy Bolter
Multilaser
Heavy Bolter
2x Twin Hydra Autocannon
2x Heavy Bolter
Lascannon
Battle Cannon

30cm
30cm
30cm
30cm
45cm
30cm
45cm
75cm

1BP, Disrupt, One-Shot


AP5+
AP5+/AT6+
AP5+
AP4+/AT5+/AA5+
AP5+
AT5+
AP4+/AT4+

NAME
Canoness
Glavian Pilot
Inquisitor

TYPE
CH
CH
INF

SPEED
n/a
n/a
15cm

ARMOUR
n/a
n/a
4+

CC
n/a
n/a
4+

FF
n/a
n/a
4+

Inquisitor Lord

CH

n/a

n/a

n/a

n/a

Priest
Mistress
Arco-Flagellants
Death Cult Assassins
Imperial Guard Infantry

CH
CH
INF
INF
INF

n/a
n/a
15cm
15cm
15cm

n/a
n/a
5+
4+
-

n/a
n/a
2+
3+
6+

n/a
n/a
5+

Retributors
Sisters of Battle

INF
INF

15cm
15cm

4+
4+

6+
5+

3+
4+

Sisters Repentia
Seraphim

INF
INF

15cm
30cm

5+
4+

4+
4+

4+

Storm Troopers

INF

15cm

5+

5+

4+

Support Staff

INF

15cm

6+

6+

6+

Warrior Henchmen

INF

15cm

5+

5+

4+

Penitent Engine

LV

15cm

4+

4+

5+

Adepta Sororitas Rhino

AV

30cm

5+

6+

Banisher
Exorcist
Immolator

AV
AV
AV

30cm
30cm
30cm

4+
4+
5+

Inquisition Chimera

AV

30cm

Inquisition Land Raider

AV

Inquisition Rhino

AV

Inquisition Valkyrie

(Small Arms)
AP5+/AT5+
(Small Arms)
(Small Arms)
(Assault Weapons), MW
AP4+/AT4+, Slow Firing
(Assault Weapons), MW, EA(+2)
AP4+, Ignore Cover
(Small Arms)

NOTES
Invulnerable Save, Inspiring, Supreme Commander
Invulnerable Save, Makes Bomber AC Fughter-Bomber
Fearless, Invulnerable Save, Leader, Commander
Fearless, Invulnerable Save, Supreme Commander
Leader, Invulnerable Save, Inspiring
Fearless, Infiltrator, Invulnerable Save
One unit in every 2 has an Autocannon. Count up the number of Infantry units in the
formation that can fire at the target formation and divide by two (rounding up) to find the
number of Autocannon shots you may take.
Faithful
Faithful
Fearless, Infiltrator
Jump Packs, Faithful
formation that can fire at the target and divide by 2 (rounding up) to find the number of
Autocannon shots you may take.

Each unit of support staff gives the Inquisitor or one unit of warrior henchmen one re-roll
per turn, which can be used to re-roll any attack dice or armour save.

Fearless, Walker, Infiltrator, Invulnerable Save


Faithful, Walker, Transport: (May carry up to 2 of the following units: Sisters of Battle,
Retributors, Sisters Repentia)
Scout, Walker
Faithful
Faithful, Transport (May carry 1 of the following units: Sisters of Battle, Retributors,
Sisters Repentia)
Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Guard
Infantry, Storm Trooper, Support Staff, Warrior Henchmen)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 of the following units:
Death Cult Assassins, Support Staff, Warrior Henchmen)
Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Guard
Infantry, Retributors, Sisters of Battle, Sisters Repentia, Storm Trooper,
Support Staff, Warrior Henchmen)
Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Guard
Infantry, Storm Trooper, Support Staff, Warrior Henchmen)

Reinforced Armour

ORDO HERETICUS

4.2 NetEA EXPERIMENTAL


ORDO HERETICUS ARMY LIST REFERENCE 2
NAME
Basilica Imperialis

Black Citadel

TYPE
WE

SPEED
15cm

ARMOUR
5+

CC
6+(5+)

FF
5+(4+)

WEAPONS
Conflagration Cannon
Excommunicator launcher
Heavy Flamers

WE

Immobile

4+

5+

4+

4x Twin Hydra Autocannon


4x Punisher Launchers

STRATEGY 3
RANGE
45cm
60cm
15cm

FIREPOWER
5BP, Ignore Cover
D6xAP4+/AT4+/AA5+
AP4+, Ignore Cover

NOTES

45cm
45cm

AP4+/AT5+/AA5+
1BP

DC12, Inspiring, Reinforced Armour, Thick Rear Armour, Fearless, Transport: (May carry
20 Adepta Sororitas infantry units). If 6 Adepta Sororitas units are onboard, the Basilica
is considered CC5+ and FF4+.
Critical Hit Effect: Roll a D6. 1-2: Additional point of damage; 3-5: additional point of
damage and D3 transported units suffer a hit; 6: D3 additional points of damage and
D6 units suffer a hit.
DC7, 5 Void Shields, Planetfall, Reinforced Armour, Fearless, Thick Rear Armour,
Transport: (May carry 10 of the following units: Death Cult Assassins, Stormtrooper,

Battle Cannon

75cm

AP4+/AT4+

Support Staff, Warrior Henchmen)

Bolters
Eye of Judgment
2x Battle Cannon
Battle Cannon
Battle Cannon
2x Turbolaser Destructor
Rocket Launcher

(15cm)
120cm
75cm
75cm
75cm
60cm
60cm

(Small Arms)
MW3+, TK(D3)
AP4+/AT4+, Fwd
AP4+/AT4+, Right Arc
AP4+/AT4+, Left Arc
4x AP5+/AT3+, Fwd
3 BP, FxF

Critical Hit Effect: Additional point of damage and D6 transported units suffer a hit.
DC10, 5 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Transport:
Transport: (May carry 15 of the following units: Death Cult Assassins, Stormtrooper,
Support Staff, Warrior Henchmen)
Critical Hit Effect: Additional point of damage and speed reduced by 5cm.
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of
damage. Any units stumbled into or over take a hit on a 6+.

Obsidian Fortress

WE

15cm

4+

6+

5+

Reaver Titan

WE

20cm

4+

3+

3+

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Aquila Lander

AC/AV

Bomber

4+

5+

Chin Multilaser

30cm

AP5+/AT6+/AA5+, FxF

Gun Cutter

AC/WE

Bomber

5+

6+

5+

Nose Assault Cannon


Twin Wing-Autocannons

15cm
30cm

AP5+/AT5+/AA5+, FxF
AP5+/AT6+/AA5+, FxF

Rogue Trader Vessel

SC

n/a

n/a

n/a

n/a

Pin-Point Attack

MW2+, TK(D3)

Inquisition Battleship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

10BP, MW

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.
Planetfall, Scout, VTOL, Transport: (May carry 2 of the following units:
Death Cult Assassins, Stormtrooper, Support Staff, Warrior Henchmen)

DC2, Planetfall, Scout, VTOL, Transport: (May carry 5 of the following units:
Death Cult Assassins, Support Staff, Warrior Henchmen)
Critical Hit Effect: Crashes and is destroyed, killing all onboard.
Transport: (May carry 12 of the following units : Death Cult Assassins, Stormtrooper,
Support Staff, Warrior Henchmen. In addition, it may carry 12 Aquila Landers or Gun Cutters.
Gun Cutters take up 3 spaces)
Slow and Steady (may not be used in the first two turns of the game unless the
scenario specifically states other wise.)
Transport: (May carry 54 of the following units: Death Cult Assassins, Stormtrooper,
Support Staff, Warrior Henchmen plus 18 Aquila Landers plus 6 Gun Cutters plus 1 Black Citadel.

ORDO HERETICUS

5.0 NetEA APPROVED

5.0 IMPERIAL ALLIES UNITS


Imperial Allies are not an army in their own right but are used to support a variety of other Imperial forces. Such formations use the Strategy rating and other special rules listed with the army they are allied with.

IMPERIAL NAVY REFERENCE


NAME
Reaver Titan

TYPE
WE

SPEED
20cm

ARMOUR
4+

CC
3+

FF
3+

WEAPONS
2x Turbolaser Destructor
Rocket Launcher

RANGE
60cm
60cm

FIREPOWER
4x AP5+/AT3+, Fwd
3 BP, FxF

Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow-Firing, Fwd

Warlord Titan

WE

15cm

4+

2+

3+

2x Turbolaser Destructor
Gatling Blaster
Volcano Cannon

60cm
60cm
90cm

4x AP5+/AT3+, Fwd
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Fwd

Lightning Fighter

AC

Fighter

6+

n/a

n/a

Lightning Strike Fighter

AC

Fighter

6+

n/a

n/a

Thunderbolt
Fighter-Bomber

AC

Fighter-Bomber

6+

n/a

n/a

Marauder Bomber

AC

Bomber

4+

n/a

n/a

Marauder Colossus
Bomber

AC/WE

Bomber

5+

n/a

n/a

Long-barrel Autocannon
Wingtip Lascannons
2x Underwing Rockets
Wingtip Lascannons
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Twin Heavy Bolter turret
Twin Heavy Bolters
Colossus Bomb

45cm
30cm
30cm
30cm
15cm
30cm
30cm
15cm
15cm
45cm
15cm
15cm
15cm

Marauder Destroyer

AC/WE

Bomber

5+

n/a

n/a

Marauder Heavy Bomber

AC/WE

Bomber

5+

n/a

n/a

Marauder Spectre

AC/WE

Bomber

5+

n/a

n/a

Emperor class Battleship

SC

n/a

n/a

n/a

n/a

3x Twin Autocannons
Twin Heavy Bolters
2x Assault Cannons
4x Hellstrike Missiles
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Spinal Volcano Cannon
2x Twin Heavy Bolter
Orbital Bombardment

30cm
15cm
15cm
45cm
15cm
15cm
45cm
45cm
15cm
-

AP5+/AT6+/AA5+, FxF
AT5+/AA5+, FxF
AT4+, FxF
AT5+/AA5+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
AP4+/AA5+, Fwd
AA5+, Rear Arc
3BP, Ignore Cover, Slow Firing, FxF, OR
MW2+, TK(D3), Slow Firing, FxF
AP4+/AT5+, FxF
AA5+
AA5+, Rear Arc
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
AT2+, TK(D3)
AA5+
8BP, MW

Lunar class Cruiser

SC

n/a

n/a

n/a

n/a

Orbital Bombardment
Pin-point Attack

NOTES
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction
and takes a point of damage. Any units stumbled into or over take a hit on a 6+.

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.

DC 2
Critical: Destroyed.
Note: The Colossus Bombs MW attack must target the
unit closest to the centre of the Barrage attack
DC2
Critical Hit Effect: Destroyed

DC2
Critical Hit Effect: Destroyed
DC2
Critical Hit Effect: Destroyed
Slow and Steady (may not be used on turns one and two of a battle unless the scenario
specifically states otherwise)

3BP, MW
MW2+, TK(D3)

85

6.0 CHAOS ARMIES SECTION


COMMON CHAOS SPECIAL RULES
6.0.1 INITIATIVE AND STRATEGY RATING
The Chaos Powers are quick to punish or reward their champions.

In the strategy phase if the Chaos player rolls a 6 they are rewarded for their
tactical acumen with an additional 1D3 daemon to add to the Daemon Pool.
If the Chaos player rolls 1 their patron Powers withdraw their support and the
Chaos player must remove D3 daemons from the Daemon Pool. If the
Chaos player has no remaining daemons in their Daemon Pool then there is
no further effect.

6.0.2 FACTIONS

Each formation in an army of chaos belongs to a faction that owes allegiance


to one of the gods of chaos (Khorne, Nurgle, Slaanesh, Tzeentch or Chaos
Undivided). You must decide which faction each formation in your army
belongs to before the battle and note it down on your army list. Some armies,
however, follow one specific Chaos god and these armies will be noted at the
top of the army list as to which Faction they follow. With the exception of
those formations that Worship Chaos Undivided, the different factions do
not get along well and some factions hold millennia-old hatred of each other.
Although the factions will often unite under a powerful Warlord to fight a
common enemy, their enmity can cause problems during a battle. This is
represented by the following rules:
Formations dedicated to a specific Chaos god hate formations dedicated to
any other Chaos god. Formations dedicated to Chaos Undivided do not
suffer from hatred and are not hated by other Factions.
A formation that has no units from a hated formation within 15cm of any of
its units receives a +1 modifier to its initiative test. If even if one hated unit is
within 15cm then this bonus is lost. This modifier only ever applies to units
that are on the battlefield; aircraft and any other formations that are not in
play never receive the modifier.

6.0.3 SUMMONED UNITS

Formations that purchase the Daemonic Pact upgrade (see the army list
below) are able to summon daemons to the battlefield. In order to summon
daemons, a player must first purchase a single Daemon Pool from which all
formations with the Daemonic Pact upgrade will summon.
Daemons in the Daemon Pool are purchased and noted only as being lesser
or greater daemons, not by their faction. The summoning formations faction
dictates what types of daemons may be summoned (see below). Players
should either write down the contents of their Daemon Pool or use tokens to
indicate the number of each lesser and greater daemon they have available to
summon during a game. The Chaos players opponent is always able to view
the number of lesser and greater daemons remaining in the Daemon Pool.
The Daemon Pool is kept off the board and daemons are removed from it as
formations summon daemons onto the board.
At the start of that formations action, before the action test dice roll is made,
the formation may summon daemonic units from the Daemon Pool.
Summoning allows you to call 2D3 summoning points worth of daemonic
units to the battlefield (the number of summoning points it costs to summon
a unit will be listed on its data sheet, but as a general rule greater daemons cost
8 summoning points and all other units cost 1 summoning point each).
Summoning points must be used to summon daemonic units from the
Daemon Pool and summoned units are brought into play immediately. If for
any reason any summoning points generated are not used, they are lost and
may not be carried over into subsequent turns. You may only summon as
many daemons as you have left in your Daemon Pool. Left over daemonic

units may be summoned during a later turn. Daemonic units that are
destroyed are removed from play and are not put back into the Daemon
Pool. Broken formations or formations that have not bought a Daemonic
Pact may not summon daemons.
Players may only have one greater daemon of a given faction in the army on
the board at one time. For example, if you already have a summoned
Bloodthirster on the board you are not allowed to summon another
Bloodthirster until that first greater daemon has been removed from play.
Summoned units must be set up with their base within 5cm of any nondaemonic unit from their formation, (i.e. you cannot place a chain of
summoned units). They may not be set up in the Zone of Control of an
enemy unit or in impassable terrain. The type of unit that can be summoned
depends on the summoning formations faction, as follows:
Khorne Bloodthirster, Bloodletters, Flesh Hounds
Nurgle - Great Unclean One, Plaguebearers
Slaanesh - Keeper of Secrets, Daemonettes, Screamers, Seekers
Tzeentch - Lord of Change, Flamers, Horrors
Undivided - Daemonic Beasts, Blood Thralls, Blood Wolves, Flesh Fiend,
Furies, Crones and any other unnamed Daemons listed.
Summoned units count as part of the formation for all rules purposes as long
as they remain on the battlefield. Summoned units are Expendable, but they are
otherwise counted as normal units, and are included when working out if a
formation outnumbers an opponent in an assault or is broken by Blast
markers, etc. Note that Daemons that are killed in an assault do count
towards the number of units killed by the enemy when working out modifiers
for assault resolution. If a formation loses an assault remove extra hits from
the formation before it is broken and all the remaining summoned units are
then removed.
Summoned units remain on the battlefield until the end phase of the turn in
which they are summoned. In the end of the rally phase, after formations
have attempted to rally, all summoned units in the formation are removed
from the board and placed back into the Daemon Pool unless the formation
has a unit with Daemonic Focus. Greater Daemons that are returned to the
Daemon Pool keep the same DC they had when they left the battlefield. They
do not heal back to full DC, so when summoned again they will have that
same DC. Summoned units that are destroyed are not put back into the
Daemon Pool. Note that this may lead to the formation breaking if the
number of Blast markers on the formation is greater than the number of units
left in play after the summoned units have been removed. When a formation
breaks any summoned units in the formation are lost in the warp and
considered destroyed. They do not go back into the Daemon Pool.

6.0.4 AUGMENTED SUMMONING

Some chaos units are noted as having Augmented Summoning (+x). Units
with this ability add a number of summoning points equal to x when the
formation they are in summons daemons. For example, a unit noted as
having Augmented Summoning (+2D3) would allow a formation with a
Daemonic pact to roll 4D3 for summoning points as opposed to the usual
2D3.

6.0.5 DAEMONIC FOCUS

Certain Chaos units are noted as having Daemonic Focus. Units with this
ability may keep any or all summoned units that belong to the formation in
play. Summoned units do not vanish back into the warp after the formation
has attempted to rally. Chaos units with daemonic Focus may not be used to
keep summoned units in play if the formation is broken.

86

6.1 NetEA APPROVED


13th BLACK CRUSADE BLACK LEGION ARMY LIST
Final version 2012 (2-Dec-11). Chaos Army Champion: "Steve54"

A Black Legion Chaos Army has a Strategy rating of 4. All army formations have an initiative rating of 2+.

BLACK LEGION RETINUES

FORMATION
Black Legion Retinue

(You may have any number of Black Legion Retinues)


CORE UNITS
UPGRADES
1 Chaos Space marine Lord Character and
All
8 Chaos Space marine units

COST
275 points

BLACK LEGION ELITE FORMATIONS

FORMATION
Black Legion Chaos Space
Marine Terminators

Black Legion Chosen


Black Legion Decimators

(You may have one Black Legion Elite Formation for each Retinue selected)
CORE UNITS
UPGRADES
1 Chaos Space Marine Lord Character and 4 to 6
Dreadnought, Defilers, Obliterators
Chaos Space Marine Terminator units
Chaos Land Raiders, Dreadclaws,
Chaos Champion, Daemonic Pact,
Icon Bearer, Daemon Prince, Warlord
4 Chaos Space Marine Chosen units
Dreadclaws, Rhinos, Daemonic Pact
Dreadnought
Defilers

1 to 3 Decimators

COST
275 points for 4
+65 points per extra

125 points
225 points each

BLACK LEGION SUPPORT FORMATIONS


FORMATION
Black Legion Armoured
Company
Black Legion Bike
Company
Defiler Assault Pack
Raptor Cult

(You may have up to two Black Legion Support formations per Retinue taken)
CORE UNITS
UPGRADES
4 to 8 Chaos Predators and/or Chaos Land Raiders
Chaos Vindicators, Defilers
1 Chaos Space Marine Lord character and
8 Chaos Space Marine Bike units
4 Defilers
1 Chaos Space Marine Lord character and
4 to 8 Raptor units

Daemonic Pact, Icon Bearer


None
Daemonic pact

COST
50 points per Predator
75 points per Land Raider
300 points
275 points
175 points per 4
+35 points per extra

BLACK LEGION UPGRADES

UPGRADE
0-1 Warlord
Chaos Champion
Chaos Vindicators
Chaos Land Raiders
Cult Marines
Daemon Prince
Daemonic Pact
Defilers
Dreadclaws
Dreadnought
Havocs
Icon Bearer
Obliterators
Rhinos

(Each Black Legion formation may take up to four allowed upgrades)

UNITS
Add 1 Warlord character to a Daemon Prince unit or a unit containing a Chaos Space Marine Lord
Add 1 Chaos Champion character
Add up to 3 Chaos Vindicators
Add up to 4 Chaos Land Raiders
Add 4 units belonging to the Cult associated with Retinue's faction: Berzerkers(Khorne),
Noise Marines(Slaanesh), Plague Marines(Nurgle), Thousand Sons(Tzeentch)
Replace the unit in the formation containing the Chaos Lord character with a Daemon Prince unit.
You may have only 1 Daemon Prince per faction taken
Allows the formation to summon daemons from the Daemon pool
Add up to 3 Defilers
Add Dreadclaws transports to the entire formation
Add up to 3 Chaos Dreadnoughts
Add 4 Havoc units
Add 1 Icon Bearer
Add up to 3 Obliterators
Add up to 8 Rhinos. If you choose to take this option you must take exactly enough Rhinos to
carry units that still require transport after all upgrades have been taken. No spare transport

COST
+25 points
+50 points
+35 points each
+75 points each
+150 points
+50 points
+25 points
+75 points each
+5 points per unit
in formation
+50 points each
+150 points
+50 points
+85 points each
+10 points each

spaces may be left over if avoidable.

DAEMON POOL

FORMATION
Daemon Pool

(Daemons purchased are not faction specific and are used to represent daemons from any faction)
UNITS

COST

Any number of Lesser Daemons


Any number of Greater Daemon units

20 points each
75 points each

WAR ENGINES AND CHAOS NAVY

(Up to 1/3 of the armys points may be spent on War Engines and Chaos Navy)

TITAN LEGION FORMATIONS


FORMATION
Banelord Titan
Ravager Titan
Feral Titan
Deathwheel Squadron

UNITS
1 Banelord Titan
1 Ravager Titan
1 Feral Titan
1 to 3 Deathwheels

COST
800 points
650 points
275 points
275 points each

CHAOS NAVY

FORMATION
UNITS
Hellblades
3 Hellblade Fighters
Hell Talons
2 Hell Talon Fighter-Bombers
Harbinger
1 Harbinger Bomber
Spacecraft
1 Devastation Class Cruiser
(Upgrade Cruiser to a Despoiler Battleship)

COST
200 points
250 points
425 points
150 points
(+100 points)

Special rule - Chaos Space Marine Lords

Chaos Space Marine Lords may only be part of core units in a Black Legion formation, not as part of any upgrades purchased.

87

6.1 NetEA APPROVED


13TH BLACK CRUSADE BLACK LEGION REFERENCE 1
NAME
Champion of Chaos

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

Chaos Space Marine Lord


Icon Bearer
Sorceror Lord
Warlord
Chaos Space Marines

CH
CH
CH
CH
INF

n/a
n/a
n/a
n/a
15cm

n/a
n/a
n/a
n/a
4+

n/a
n/a
n/a
n/a
4+

n/a
n/a
n/a
n/a
4+

Chaos Space Marine


Bikes
Chaos Space Marine
Chosen
Chaos Space Marine
Terminators

INF

35cm

4+

3+

4+

INF

15cm

4+

4+

4+

INF

15cm

4+

3+

3+

Daemon Prince

INF

15cm(30cm)

3+(4+)

3+

3+

Havocs
Noise Marines

INF
INF

15cm
15cm

4+
4+

5+
4+

3+
3+

Obliterators
Plague Marines

INF
INF

15cm
15cm

4+
3+

3+
3+

2+
4+

Raptors

INF

30cm

4+

3+

4+

Thousand Sons
Khorne Berzerkers

INF
INF

15cm
15cm

4+
4+

5+
2+

4+
5+

Chaos Dreadnought

AV

15cm

3+

4+

4+

Chaos Land Raider

AV

25cm

4+

6+

4+

Chaos Predator

AV

30cm

4+

6+

4+

Chaos Rhino

AV

30cm

5+

6+

6+

Chaos Vindicator
Defiler

AV
AV

25cm
20cm

4+
4+

6+
4+

4+
3+

WEAPONS
Daemon Artifact

STRATEGY 4
RANGE
(base contact)

Daemon Bolt

(15cm)

Daemon Weapon
n/a
Warp Bolt
n/a
Bolters
Autocannon
Chainswords
Bolters
Bolters
Autocannon
Power Weapons
Combi-Bolters
2x Reaper Autocannons
Possessed Weapon
Warp Blast
2x Autocannon
Sonic Blasters
Blastmaster
3x Body Weapons
Plague Knives
Bolters
Chainswords
Melta Weapons
Bolters
Chainaxes
Bolt Pistols
Power Fist
Twin Autocannon
Twin Heavy Bolter
2x Twin Lascannon

(base contact)
n/a
(15cm)
n/a
(15cm)
45cm
(base contact)
(15cm)
(15cm)
45cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
45cm
(15cm)
30cm
45cm
(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
(base contact)
(15cm)
(base contact)
45cm
30cm
45cm

2x Heavy Bolters
Twin Lascannon
Combi-Bolters

30cm
45cm
(15cm)

Demolisher
Battle Cannon
Reaper Autocannon
Twin Heavy Flamer
Battle Claws

30cm
75cm
30cm
15cm
(base contact)

FIREPOWER
(Assault Weapons), EA(+1), First Strike
Khorne, Nurgle, Undivided only
(Small Arms), EA(+1), First Strike
Slaanesh, Tzeentch only
(Assault Weapons), MW, EA(+1)
n/a
(Small Arms), MW, EA(+1)
n/a
(Small Arms)
AP5+/AT6+
(Assault Weapons)
(Small Arms)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP4+/AT6+
(Assault Weapons), MW, EA(+2)
(Small Arms), MW, EA(+1)
AP5+/AT6+
(Small Arms)
AP5+/AT6+, Disrupt
AP5+/AT5+/AA6+
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
(Small Arms)
(Assault Weapons)
(Small Arms)
(Assault Weapons), MW, EA(+1)
AP4+/AT5+
AP4+
AT4+

AP5+
AT4+
(Small Arms)

AP3+/AT4+, Ignore Cover


AP4+/AT4+
AP4+/AT6+
AP3+, Ignore Cover
(Assault Weapons), MW, EA(+1)

NOTES
Invulnerable Save, Augment Summoning (+2D3).

Commander, Leader, Invulnerable Save


Leader, Daemonic Focus, Invulnerable Save.
Commander, Leader, Invulnerable Save.
Supreme Commander.

Mounted.
Scout.
Reinforced Armour, Thick Rear Armour, Teleport.

Commander, Leader, Fearless, Reinforced Armour, Teleport. May have


wings: count as Jump Packs. Speed increased to 30cm, armour reduced to 4+
Fearless.
Reinforced Armour, Thick Rear Armour, Fearless, Teleport
Fearless.
Jump Packs.
Reinforced Armour, Fearless.
Fearless.
Fearless, Walker.
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Chaos Space
Marine Terminator or 2 of the following units: Chaos Space Marines, Chaos Space
Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons,
Havocs).

Transport: (May carry 2 of the following units: Chaos Space Marines, Chaos
Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand
Sons, Havocs).
Walker.
Fearless, Infiltrator, Invulnerable Save, Walker.

BLACK LEGION

6.1 NetEA APPROVED


13TH BLACK CRUSADE BLACK LEGION REFERENCE 2
NAME
Dreadclaw

TYPE
Special

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

WEAPONS
n/a

Decimator

WE

15cm

4+

4+

4+

Banelord Titan

WE

15cm

4+

2+

4+

2x Twin Reaper Autocannon


2x Twin Reaper Autocannon
Decimator Cannon
Doomfist

WE

30cm

4+

5+

3+

Feral Titan

WE

30cm

5+

4+

5+

Ravager Titan

WE

20cm

4+

3+

4+

Harbinger

AC/WE

Bomber

4+

n/a

n/a

Hellblade
Hell Talon

AC
AC

Fighter
Fighter-Bomber

6+
5+

n/a
n/a

n/a
n/a

Despoiler Class Battleship

SC

n/a

n/a

n/a

n/a

Devastation Class Cruiser

SC

n/a

n/a

n/a

n/a

Blood Thirster

WE

30cm

4+

3+

Great Unclean One

WE

15cm

4+

4+

4+

FIREPOWER
n/a

30cm
30cm
45cm
(base contact)
AND 30cm
(base contact)
AND 75cm
(15cm)
60cm
60cm
30cm
30cm
75cm
75cm
(15cm)
30cm
45cm

AP3+/AT5+, Left Arc


AP3+/AT5+, Right Arc
3BP, MW, Ignore Cover, FxF
(Assault Weapons), TK(D3), EA(+2)
4x AP4+/AT4+, FxF
(Assault Weapons), EA(+1)
AP4+/AT4+
(Small Arms), EA(+2), FxF
3BP, MW, Ignore Cover, FxF
2BP, One-Shot, Indirect Fire, Fwd
AP4+/AT6+, Left Arc
AP4+/AT6+, Right Arc
AP4+/AT4+, Left Arc
AP4+/AT4+, Right Arc
(Small Arms), EA(+2), FxF
3BP, Ignore Cover, Fwd
4x AP4+/AT4+, Fwd

Battlehead
2x Death Storm
Doomburner

(base contact)
AND 75cm
(15cm)
45cm
45cm

(Assault Weapons), EA(+1)


AP4+/AT4+
(Small Arms), EA(+2), FxF
4x AP4+/AT4+, Fwd
MW2+, TK(D3), Ignore Cover, FxF

Reaper Autocannon
Reaper Autocannon
Reaper Autocannon
Incendiary Bombs
2x Reaper Autocannon
Bombs
Twin Lascannon
Havoc Launcher
Orbital Bombardment
3x Pin-point Attack
Orbital Bombardment
Pin-point Attack
Axe of Khorne
Bloodthirster Whip

30cm
15cm
15cm
15cm
15cm
15cm
45cm
45cm
(base contact)
(base contact)

AP4+/AT6+/AA5+, FxF
AP4+/AT6+/AA5+, Right Arc
AP4+/AT6+/AA5+, Left Arc
6BP, Ignore Cover, FxF
AP4+/AT6+/AA5+, FxF
2BP, FxF
AT4+/AA4+, FxF
AP5+/AT6+, FxF
3BP, MW
MW2+, TK(D3)
3BP, MW
MW2+, TK(D3)
(Assault Weapons), TK(1), EA(+2)
(Assault Weapons), TK(1), EA(+1)

Nurgling Swarm
Stream of Corruption

(base contact)
(15cm)
AND 15cm

(Assault Weapons), EA(+1)


(Small Arms), Ignore Cover, EA(+1)
3BP, Ignore Cover

Tail

Deathwheel

STRATEGY 4
RANGE
n/a

Battlehead
Hellstrike Cannon
6x Havoc Missiles
2x Twin Reaper Autocannon
2x Twin Reaper Autocannon
Battle Cannon
Battle Cannon
Battlehead
Hellmouth
Death Storm

Tail

NOTES
Planetfall, Transport: (May carry 1 formation that contains no mounted infantry,
light vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does
not scatter when planetfalling. Once landed, units carried in the Dreadclaw must
disembark within 5cm of the Dreadclaw or within 5cm of another unit from the
same formation that has already landed, so long as all units are placed within
15cmof the Dreadclaw. Once all units have been placed, the Dreadclaw is removed.
DC3, Reinforced Armour, Fearless.
Critical Hit Effect: Destroyed. Any units within 5cm suffer a hit on a 6+.
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless.
May step over units, impassable or dangerous terrain lower than the Titans knees and
up to 2cm wide. Critical Hit Effect: Immediately moves 3D6cm in a random direction.
If this move takes the Banelord into impassable terrain or another unit it stops when it
contacts the obstruction and suffers an extra point of damage. Any units run
over or into take a hit on a D6 roll of 4+.
DC4, 2 Void Shields, Reinforced Armour, Fearless.
Critical Hit Effect: rolls 3D6cm in random direction (stop on contact with
impassable terrain or another war engine). Inflicts hit on any unit run over or into,
then tips over and destroyed.
DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units,
impassable or dangerous terrain lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: Moves D6cm in a random direction. If move takes the Feral into
impassable terrain or another unit it cant move over then it stops when it contacts
the obstruction and suffers an extra point of damage. If it staggers into or over any
units then they will take a hit on a D6 roll of 6+ (take any normal saving throws).
DC6, 4 Void Shields, Reinforced Armour, Walker, Fearless.
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide.
Critical Hit Effect: Roll a D6 for the Ravager in the end phase of every turn: 1:
Destroyed, 2-3: Extra point of DC, 4-6: Reactor repaired. If the reactor explodes, any
units within 5cm of the Ravager will take a hit on a 5+.
DC 4. Critical Hi Effect: Destroyed

Slow and Steady. Transport: (May carry up to 40 units that can be deployed with
Dreadclaws).
Transport: (May carry up to 20 units that can be deployed with Dreadclaws)
DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring,
Fearless. Critical Hit Effect: Hurled back into the warp.
Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon.
DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless.
Critical Hit Effect: Hurled back into the warp.
Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon.

BLACK LEGION

6.1 NetEA APPROVED


13TH BLACK CRUSADE BLACK LEGION REFERENCE 3
NAME
Keeper of Secrets

TYPE
WE

SPEED
15cm

ARMOUR
4+

CC
3+

FF
4+

WEAPONS
Lash of Torment
Gaze of Slaanesh

Lord of Change

WE

30cm

4+

5+

3+

Bedlam Staff
Withering Gaze

Bloodletters
Daemonettes
Daemonic beasts
Flamers

INF
INF
INF
INF

15cm
15cm
20cm
15cm

4+
4+
4+
5+

4+
3+
3+
5+

4+

Hellblades
Daemonic Talons
Claws and Fangs
Flames of Tzeentch

Plaguebearers

INF

15cm

3+

4+

6+

Plague Swords
Plague of Flies

STRATEGY 4
RANGE
(base contact)
(15cm)
AND 30cm
(base contact)
(15cm)
AND 45cm
(base contact)
(base contact)
(base contact)
(base contact)
AND (15cm)
(base contact)
(15cm)

FIREPOWER
(Assault Weapons), MW, EA(+1), First Strike
(Small Arms), MW, EA(+1), First Strike
3x MW4+
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
2x MW3+
(Assault Weapons), EA(+1)
(Assault Weapons)
(Assault Weapons)
(Assault Weapons)
(Small Arms), EA(+1)
(Assault Weapons)
(Small Arms)

NOTES
DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless.
Critical Hit Effect: Hurled back into the warp.
Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon.
DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring,
Fearless. Critical Hit Effect: Hurled back into the warp.
Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon.
Invulnerable Save, Costs 1 point to summon.
First Strike, Invulnerable Save, Costs 1 point to summon.
Infiltrator, Invulnerable Save. Costs 1 point to summon
Invulnerable Save, Costs 1 point to summon.
Invulnerable Save, Costs 1 point to summon.

BLACK LEGION

6.2 NetEA APPROVED


STIGMATUS COVENANT CULTIST CHAOS ARMY LIST
Final version 2012 (2-Dec-11). Chaos Army Champion: "Steve54

A Stigmatus Covenant Cultist Chaos Army has a Strategy rating of 2.


All Cultist Covens, Traitor Support, Plague Zombies and Daemon Engine formations have an initiative rating of 3+.
All other formations have an initiative rating of 2+.

STIGMATUS COVENANT COVENS

(You may have any number of Covenant Covens)


CORE UNITS
1 Demagogue or Chaos Space Marine Aspiring Champion and
11 Cultist or Mutant units in any combination

FORMATION
Stigmatus Covenant Coven

COST
200 points

STIGMATUS COVENANT UPGRADES

(Each Stigmatus Covenant upgrade may be taken once for each Covenant Coven formation)
UNITS
Replace 1 to 6 Cultist and/or Mutant units with an equal number of Big Mutants
Add 1 Chaos Altar
Add up to 3 Chaos Hounds units
Add 1 Chaos Spawn unit
Add up to 8 Cultist/Mutant units in any combination
Replace the Demagogue or Chaos Space Marine Aspiring Champion
with a Daemon Prince unit. You may have only 1 Daemon Prince per
Chaos faction taken.
Add a Daemonic Pact to the formation
Add 1 Icon Bearer character to the formation
Add up to 4 Traitor Fire Support units
Add up to 2 Traitor Hydras
Add up to 3 Traitor Griffons
Add up to 3 Traitor Hellhounds
Add up to 3 Traitor Leman Russ or Leman Russ Demolishers
Add any combination of:
Land Transporters and/or
Traitor Chimeras
If you choose to take this option you must take exactly enough transports to

UPGRADE
Big Mutants
Chaos Altar
Chaos Hounds
Chaos Spawn
Cultist or Mutants
Daemon Prince

Daemonic Pact
Icon Bearer
Traitor Fire Support
Traitor Flak
Traitor Griffon Battery
Traitor Hellhound Squadron
Traitor Tank Squadron
Transports

COST
+20 points each
+150 points each
+10 points each
+25 points
+15 points each
+50 points

+25 points
+50 points each
+25 points each
+50 points each
+35 points each
+50 points each
+70 points each
+10 points each
+25 points each

carry units that still require transport after all upgrades have been taken.
No spare transport spaces may be left over if avoidable.

STIGMATUS COVENANT PLAGUE ZOMBIE INFESTATION


FORMATION
0-2 Plague Zombie Infestation

UNITS

COST

3+2D6 Plague Zombie units

175 points

STIGMATUS COVENANT SUPPORT COVENS

FORMATION

(You may take one Support Coven per Covenant Coven formation chosen from the following: Daemon Engines, Traitor Support or Traitor Navy)
UNITS
COST

DAEMON ENGINES

Khorne: Lord of Battles


Khorne: Daemon Assault Engines
Nurgle: Plague Tower
Nurgle: Contagion Towers
Slaanesh: Daemon Scout Titans

400 points each


300 points
325 points each
325 points

Slaanesh: Daemon Knights


Tzeentch: Firelord
Tzeentch: Doomwings
Tzeentch: Silver Towers
Undivided: Hellfire Cannons
Undivided: Defilers

1 to 2 Lords of Battles
4 Daemonic Assault Engines
1 to 3 Plague Towers
4 Contagion Towers
1 to 2 Daemon Scout Titans:
Questor
Subjugator
4 Daemon Knights
1 to 3 Firelords
3 Doomwings
4 Silver Towers
4 Hellfire Cannons
4 Defilers

Traitor Armoured Company


Traitor Artillery Battery
Traitor Rough Rider Platoon
Traitor Sentinel Squadron

6 Traitor Leman Russ


4 Traitor Basilisk
6 Traitor Rough Rider units
4 Traitor Sentinels

400 points
325 points
150 points
100 points

Traitor Thunderbolts
Traitor Marauders

2 Traitor Thunderbolt Fighter-bombers


2 Traitor Marauder Bombers

150 points
250 points

TRAITOR SUPPORT

TRAITOR NAVY

275 points each


225 points each
275 points
150 points each
150 points
325 points
200 points
250 points

DAEMON POOL

(Daemons purchased are not faction specific and are used to represent daemons from any faction)
FORMATION

UNITS

COST

Daemon Pool

Any number of Lesser Daemon units

20 points each

Any number of Greater Daemons

75 points each

SPECIAL RULE - Arch-Heretic

One Demagogue, Chaos Space Marine Aspiring Champion or Daemon Prince in the army must have an Arch-heretic character added for free

91

6.2 NetEA APPROVED


STIGMATUS COVENANT CULTIST CHAOS ARMY REFERENCE 1
NAME
Arch-Heretic
Icon Bearer
Big Mutant

TYPE
CH
CH
INF

SPEED
n/a
n/a
15cm

ARMOUR
n/a
n/a
3+

CC
n/a
n/a
4+

FF
n/a
n/a
4+

Chaos Hound
Chaos Space Marine
Aspiring Champion

INF
INF

30cm
15cm

6+
4+

4+
4+

4+

Chaos Spawn
Cultist

INF
INF

15cm
15cm

3+
-

3+
5+

6+

Daemon Prince

INF

15cm(30cm)

3+(4+)

3+

3+

Demagogue

INF

15cm

6+

5+

5+

Mutant

INF

15cm

6+

4+

6+

Plague Zombie

INF

10cm

5+

6+

Traitor Fire Support


Traitor Rough Rider

INF
INF

15cm
20cm

6+

6+
4+

4+
6+

Land Transporter

LV

30cm

5+

6+

6+

Contagion Tower

AV

15cm

5+

5+

5+

Defiler

AV

20cm

4+

4+

3+

Demonic Assault
Engines
Daemon Knight
Hellfire Cannon
Silver Tower

AV

25cm

4+

3+

5+

AV
AV
AV

30cm
15cm
20cm

4+
4+
4+

5+
6+
6+

4+
4+
4+

Traitor Basilisk

AV

20cm

5+

6+

5+

Traitor Chimeras

AV

30cm

5+

6+

5+

Traitor Griffons

AV

30cm

6+

6+

5+

Traitor Hellhounds

AV

30cm

4+

6+

3+

Traitor Hydras

AV

30cm

6+

6+

5+

WEAPONS
n/a
n/a
Big Weapons
2x Heavy Stubber
Fangs
Daemon Weapon
Bolters
Heavy Weapons
Horrific Mutations
Firearms
Heavy Weapons
Possessed Weapon
Warp Blast
Daemon Weapon
Heavy Weapons
Daemon Weapon
Assorted Weapons
Firearms
Claws and Teeth

STRATEGY 2
RANGE
FIREPOWER
n/a
n/a
n/a
n/a
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP6+
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), EA(+D3)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), MW, EA(+2)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)

2x Autocannon
Power Lance
Chainswords
Las Pistol
Heavy Weapons

45cm
(base contact)
(base contact)
(15cm)
30cm

AP5+/AT6+
(Assault Weapons), EA(+1), First Strike
(Assault Weapons)
(Small Arms)
AP6+/AT6+

Vomit Cannon
Plague Catapult
Battle Cannon
Reaper Autocannon
Twin Heavy Flamer
Battle Claws
Daemons Blades/Spikes
Blood Cannons
Castigator Cannon
Hellfire Cannon
Arcane Cannons
Beam of Power
Heavy Bolter
Earthshaker
Heavy Bolter
Multilaser

30cm
45cm
75cm
30cm
15cm
(base contact)
(base contact)
30cm
45cm
75cm
45cm
60cm
30cm
120cm
30cm
30cm

AP4+/AT6+, Disrupt
1BP, Disrupt, Indirect Fire
AP4+/AT4+
AP4+/AT6+
AP3+, Ignore Cover
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+D3)
2x AP4+/AT5+
3x AP3+/AT5+
MW4+
3x AP4+/AT4+
MW5+
AP5+
AP4+/AT4+ OR 1BP, Indirect Fire
AP5+
AP5+/AT6+

Heavy Bolter
Heavy Mortar
Heavy Bolter
Inferno Cannon
Heavy Bolter
2x Twin Hydra Autocannon

30cm
30cm
30cm
30cm
30cm
45cm

NOTES
Supreme Commander
Leader, Daemonic Focus, Invulnerable Save.

Invulnerable Save, Commander, Leader

Invulnerable Save, Fearless.

Commander, Leader, Fearless, Reinforced Armour, Teleport. May have


wings: count as Jump Packs. Speed increase to 30cm, save reduced to 4+
Invulnerable Save, Augment Summoning (+2D3).

Infiltrator, Fearless, Infestation (Teleport).


Plague Zombies may only contest, not hold objectives.
Mounted, Scout, Infiltrator

Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring Champion,
Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos
Hounds Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each).
Invulnerable Save, Fearless
Fearless, Infiltrator, Invulnerable Save, Walker.

Invulnerable Save, Reinforced Armour, Fearless.


Scout, Walker, Invulnerable Save, Fearless
Invulnerable Save, Fearless
Skimmer, Invulnerable Save, Fearless.
May either shoot normally or fire a barrage. May only use the Indirect
Fire special ability when firing barrages.
Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring Champion,
Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos
Hounds Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each).

AP5+
1BP, Indirect Fire
AP5+
AP3+, Ignore Cover
AP5+
AP4+/AT5+/AA5+

STIGMATUS COVENANT

6.2 NetEA APPROVED

STIGMATUS COVENANT CULTIST CHAOS ARMY REFERENCE 2


STRATEGY 2
RANGE
FIREPOWER
30cm
AP5+
45cm
AT5+
75cm
AP4+/AT4+

NAME
Traitor Leman Russ

TYPE
AV

SPEED
20cm

ARMOUR
4+

CC
6+

FF
4+

WEAPONS
2x Heavy Bolter
Lascannon
Battlecannon

Traitor Leman Russ


Demolisher

AV

20cm

4+

6+

3+

Traitor Sentinels
Chaos Altar

LV
WE

20cm
15cm

6+
4+

6+
4+

5+
4+

2x Plasma Cannon
Demolisher
Lascannon
Multilaser
Arcane Technology

30cm
30cm
45cm
30cm
45cm

Lord of
Battle

WE

25cm

4+

2+

4+

Chain Fist
Death Storm
2x Battle Cannon

(base contact)
45cm
75cm

(Assault Weapons), MW, EA(+3)


4x AP4+/AT4+
AP4+/AT4+

Plague Tower

WE

15cm

4+

4+

4+

Plague Mortar
2x Battle Cannon
Rot Cannon

60cm
75cm
90cm

3+D3BP, Disrupt, FxF


AP4+/AT4+
AP3+/AT5+, Ignore Cover, FxF

Questor

WE

35cm

5+

5+

3+

2x Castigator Cannon
2x Battle Cannon

45cm
75cm

3x AP3+/AT5+
AP4+/AT4+

Subjugator Titan

WE

35cm

5+

3+

5+

2x Hellblades
Battle Cannon

(base contact)
75cm

(Assault Weapons), TK(D3), EA(+2)


AP4+/AT4+

Doomwing
Firelord

AC
AC

Fighter
Bomber

6+
4+

n/a
n/a

n/a
n/a

Traitor Thunderbolt
Fighter-Bombers

AC

Fighter-Bomber

6+

n/a

n/a

Traitor Marauder
Bombers

AC

Bomber

4+

n/a

n/a

Blood Thirster

WE

30cm

4+

3+

n/a

Flame Cannon
Flame Cannon
Firestorm Bombs
Twin Lascannon
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Axe of Khorne
Bloodthirster Whip

15cm
15cm
15cm
45cm
15cm
30cm
30cm
15cm
15cm
45cm
(base contact)
(base contact)

AP4+/AT5+/AA5+, Ignore Cover, FxF


AP4+/AT5+/AA5+, Ignore Cover, FxF
D3BP, Ignore Cover, FxF
AT4+/AA4+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
(Assault Weapons), TK(1), EA(+2)
(Assault Weapons), TK(+1), EA(+1)

Great Unclean One

WE

15cm

4+

4+

4+

Nurgling Swarm
Stream of Corruption

Keeper of Secrets

WE

15cm

4+

3+

4+

Lash of Torment
Gaze of Slaanesh

Lord of Change

WE

30cm

4+

5+

3+

Bedlam Staff

(base contact)
(15cm)
AND 15cm
(base contact)
(15cm)
AND 30cm
(base contact)

(Assault Weapons), EA(+1)


(Small Arms), Ignore Cover, EA(+1)
3BP, Ignore Cover
(Assault Weapons), MW, EA(+1), First Strike
(Small Arms), MW, First Strike, EA(+1)
3x MW4+
(Assault Weapons), MW, EA(+1)

AP4+/AT4+, Slow Firing


AP3+/AT4+, Ignore Cover
AT5+
AP5+/AT6+
D3x AP4+/AT4+/AA4+

NOTES
Reinforced Armour

Reinforced Armour

Scout, Walker
DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring, Daemonic Focus Augment
Summoning (+2), Critical Hit Effect: Destroyed. Units within 5cm suffer MW6+ attack
DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit Effect: immediately moves 3D6cm in a random direction. If this move takes the Lord
of Battles into impassable terrain or another unit it cant over it stops when it contacts the obstruction
and suffers an extra point of DC. Any units rampaged into or over suffer a hit on a D6 roll of 4+.
DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport 16 of the
following units: Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds,
Daemonic Beasts, Plague Bearers, Great Unclean One - Chaos Spawns, Big Mutants, Daemon
Princes and Great Unclean Ones take up 2 transport spaces each). Critical Hit Effect: Extra point of
DC and kill D3 selected passengers (no saves allowed). The player may choose which units are killed.
DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable
or dangerous terrain lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Moves
D6cm in a random direction. If move takes the Questor into impassable terrain or another unit it hits
the obstruction and suffers an extra point of damage. If it into cant move over then it stops when or
over any units then they will take a hit on a D6 roll of 6+ (take any normal saving staggers throws).
DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and
impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: Moves D6cm in a random direction. If move takes the Subjugator into
impassable terrain or another unit it cant move over then it stops when it contacts the
obstruction and suffers an extra point of damage. If it staggers into or over any units then they
will take a hit on a D6 roll of 6+ (take any normal saving throws).
Invulnerable Save.
Invulnerable Save.

DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless.
Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll
of 6+. Costs 8 points to summon.
DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless.
Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll
of 6+. Costs 8 points to summon.
DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless.
Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll
of 6+. Costs eight points to summon.
DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless

STIGMATUS COVENANT

6.2 NetEA APPROVED


Withering Gaze

(15cm)
AND 45cm

(Small Arms), MW, EA(+1)


2x MW3+

Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll
of 6+. Costs 8 points to summon.

STIGMATUS COVENANT CULTIST CHAOS ARMY REFERENCE 3


NAME
Bloodletters
Daemonettes
Plaguebearers

TYPE
INF
INF
INF

SPEED
15cm
15cm
15cm

ARMOUR
4+
4+
3+

CC
4+
3+
4+

FF
n/a
n/a
6+

Flamers

INF

15cm

5+

5+

4+

WEAPONS
Hellblades
Daemonic Talons
Plague Swords
Plague of Flies
Flames of Tzeentch

Daemonic beasts

INF

20cm

4+

3+

n/a

Claws and Fangs

STRATEGY 2
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1)
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
AND (15cm)
(Small Arms), EA(+1)
(base contact)
(Assault Weapons)

NOTES
Invulnerable Save, Costs 1 point to summon.
First Strike, Invulnerable Save, Costs 1 point to summon.
Invulnerable Save, Costs 1 point to summon.
Invulnerable Save, Costs 1 point to summon.
Infiltrator, Invulnerable Save, Costs 1 point to summon

STIGMATUS COVENANT

6.3 NetEA DEVELOPMENTAL


VRAKSIAN TRAITORS CHAOS ARMY LIST
by Ben Evil & Chaos Skinner

Vraksian Traitors armies have a Strategy Rating of 2. Alpha Legion and Chaos Titan formations which have an initiative rating of 1+.
All other formations have an initiative rating of 2+.

VRAKSIAN TRAITORS CORE FORMATIONS

FORMATION
Regimental HQ Platoon
Infantry Platoon
Leman Russ Tank Company
Malcador Tank Company
Artillery Company

(A Vraksian Traitor army may contain any number of Core Formations.)


CORE UNITS
1 Traitor Supreme Commander unit with Traitor Sanction Psyker character and
12 Traitor Infantry units
(May add 7 Chimeras)
1 Vraksian Commander unit and 12 Imperial Guard Infantry units.
10 Leman Russ
(0-1 Leman Russ may be exchanged for a Leman Russ Vanquisher)
10 Malcador, Malcador Annihilator or Malcador Defender tanks in any combination
9 Basilisks, Manticores or Bombards, in any combination

COST
375 points
(+150 points)
275 points
600 points
(+25 points)
600 points
600 points

SUPPORT FORMATIONS

FORMATION
Artillery Squadron
Sentinel Squadron
Flak Squadron
Disciples of Xaphan
Heavy Artillery Squadron
Tank Hunter Squadron
Armoured Fist Platoon
0-1 Deathstrike Squadron

(Two Support Formation may be selected for each Core Formation in your army list)
CORE UNITS
3 Basilisks, Manticores or Bombards
4 Sentinels
3 Hydras
8 Disciples of Xaphan units plus 4 Chimeras
3 Minotaur Artillery Tanks
3 Leman Russ Destroyer Tank Hunters OR
3 Valdor Tank Hunters
10 Imperial Guard Infantry units, 5 Chimeras and 1 Salamander Command Vehicle
2 Deathstrike Missile Launchers

COST
250 points
100 points
150 points
300 points
350 points
200 points
250 points
325 points
200 points

FORMATION UPGRADES

UPGRADES
Fire Support Squad
Infantry Reinforcements
Tank Squadron
Hellhound Squadron
Griffon Squadron
Ogryn Berserkers
Flak

(Each Core Formation in the army may select up to three upgrades)

UNITS
4 Traitor Fire Support units
6 Traitor Infantry units
3 Traitor Leman Russ, Leman Russ Demolishers, Malcador,
Malcador Defenders or Malcador Annihilators
3 Traitor Hellhounds
3 Traitor Griffons
3 Ogryn Berserker units
1 Traitor Hydra

COST
+100 points
+100 points
+150 points
+100 points
+75 points
+100 points
+50 points

CHAOS ALLIES

FORMATION
Alpha Legion Retinue
Hellblade Fighters
Helltalon Fighter-Bombers
Harbinger Bomber
Chaos Warlord Titan
Chaos Reaver Titan
Chaos Warhound Titan
Chaos Warhound Pack

(Up to one third of the army's total points may be spent on Chaos Allies)
CORE UNITS
8 Alpha Legion Chaos Space Marine units and 1 Chaos Space Marine Lord,
plus 4 Alpha Legion Rhinos
3 Hellblade Interceptors
2 Hell Talon Fighter-Bombers
1 Harbinger Bomber
1 Chaos Warlord Titan (Vraks configuration)
1 Chaos Reaver Titan (Vraks configuration)
1 Chaos Warhound Titan (Vraks configuration)
2 Chaos Warhound Titans (Vraks configuration)

COST
325 points
200 Points
225 Points
400 Points
875 points
675 points
275 points
500 points

SPECIAL RULE Enforcers

Vraksian armies are allowed one Vraksian Enforcer for each 500 points available to the army list. The first Enforcer must be attached to the Supreme commanders Company
(If there is one present). Subsequent Enforcers may be attached to any formation in any order. No formation may have more than one Enforcer. Aircraft may not carry Enforcers,
and the Alpha Legion will not tolerate Enforcers joining their formations either!

95

6.3 NetEA DEVELOPMENTAL


VRAKSIAN TRAITORS CHAOS ARMY REFERENCE 1

Alpha Legion Chaos


Space Marines
Disciples of Xaphan

INF

SPEED
n/a
n/a
n/a
n/a
15cm

INF

15cm

6+

5+

Ogryn Berserkers
Traitor Fire Support
Traitor Imperial Guard

INF
INF
INF

15cm
15cm
15cm

3+
-

3+
6+
6+

4+
5+

Vraksian Commander

INF

15cm

6+

5+

5+

Vraksian Supreme
Commander

INF

15cm

5+

4+

5+

Traitor Sentinels
Alpha Legion Rhino
Traitor Basilisk

LV
AV
AV

20cm
30cm
20cm

6+
5+
5+

6+
6+
6+

5+
6+
5+

Traitor Bombards

AV

20cm

6+

6+

5+

Traitor Chimeras

AV

30cm

5+

6+

5+

Traitor Deathstrike
Missile Launcher
Traitor Griffons

AV

20cm

6+

6+

5+

AV

30cm

6+

6+

5+

Traitor Hellhounds

AV

30cm

4+

6+

3+

Traitor Hydras

AV

30cm

6+

6+

5+

Traitor Leman Russ

AV

20cm

4+

6+

4+

Traitor Leman Russ


Demolisher

AV

20cm

4+

6+

3+

Traitor Leman Russ


Destroyer Tank Hunter
Traitor Leman Russ
Vanquisher

AV

20cm

4+

6+

6+

AV

20cm

4+

6+

4+

Alpha Legion Lord


Vraksian Enforcer
Traitor Sanctioned Psyker

TYPE
CH
CH
CH

ARMOUR
n/a
n/a
n/a
n/a
4+

CC
n/a
n/a
n/a
n/a
4+

FF
n/a
n/a
n/a
n/a
4+

STRATEGY 2
RANGE
(base contact)
(base contact)
(15cm)

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)

Bolters
Autocannon
Autocannon
Meltaguns
Large Implements
2x Autocannons
Lasguns
Autocannon

(15cm)
45cm
45cm
(15cm)
(base contact)
45cm
(15cm)
45cm

(Small Arms)
AP5+/AT6+
AP5+/AT6+
(Small Arms), MW
(Assault Weapons), MW, EA(+1)
AP5+/AT6+
(Small Arms)
AP5+/AT6+

Power Weapons
Rogue Psyker
Autocannon
Power Weapons
Rogue Psyker
Autocannon
Multi-laser
Combi-bolters
Heavy Bolter
Earthshaker
Heavy Bolter
Siege Mortar
Heavy Bolter
Multilaser

(base contact)
(15cm)
45cm
(base contact)
(15cm)
45cm
30cm
(15cm)
30cm
120cm
30cm
45cm
30cm
30cm

(Assault Weapons), MW, EA(+1)


(Small Arms), MW, EA(+1)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
AP5+/AT6+
AP5+/AT6+
(Small Arms)
AP5+
AP4+/AT4+ OR 1BP, Indirect Fire
AP5+
2BP, Ignore Cover, Slow Firing, Indirect Fire
AP5+
AP5+/AT6+

Heavy Bolter
Deathstrike Missile
Heavy Bolter
Heavy Mortar
Heavy Bolter
Inferno Cannon
Heavy Bolter
2x Twin Hydra Autocannon

30cm
Unlimited
30cm
30cm
30cm
30cm
30cm
45cm

2x Heavy Bolter
Lascannon
Battlecannon
2x Plasma Cannon
Demolisher
Lascannon
Laser Destroyer

30cm
45cm
75cm
30cm
30cm
45cm
75cm

AP5+
AT5+
AP4+/AT4+
AP4+/AT4+, Slow Firing
AP3+/AT4+, Ignore Cover
AT5+
AT3+, MW

Reinforced Armour

2x Heavy Bolter
Lascannon
Vanquisher

30cm
45cm
75cm

AP5+
AT5+
AP4+/AT2+

Reinforced Armour

WEAPONS
Power Weapon
Power Weapon
Psychic Powers

NOTES
Commander, Leader, Invulnerable Save
Fearless, Inspiring, Leader

Every second unit has an Autocannon. Count the number of IG Infantry units in the
formation that can fire at the target formation and divide by two (rounding up) to
find the number of Autocannon shots you may take.

Supreme Commander

Scout, Walker
Transport: (May carry up to 2 Alpha Legion Chaos Space Marine units)
May either shoot normally or fire a barrage. May only use the Indirect
Fire special ability when firing barrages.

Transport (May transport 2 of the following: Demagogue, Space Marine


Aspiring Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants,
Traitor Fire Support, Big Mutants, Chaos Hounds Daemon Princes,
Chaos Spawn and Big Mutants take up 2 transport spaces each).

AP5+
MW2+, TK(D6), One-Shot, Indirect Fire
AP5+
1BP, Indirect Fire
AP5+
AP3+, Ignore Cover
AP5+
AP4+/AT5+/AA5+

Reinforced Armour

Reinforced Armour

VRAKSIAN TRAITORS

6.3 NetEA DEVELOPMENTAL


VRAKSIAN TRAITORS CHAOS ARMY REFERENCE 2
FIREPOWER
AP4+/AT4+
AT5+
AP5+
AP4+
AP3+/AT4+, Ignores Cover

NOTES

SPEED
15cm

ARMOUR
4+

CC
6+

FF
5+

Traitor Malcador Defender

AV

15cm

4+

6+

3+

Traitor Malcador Annihilator

AV

15cm

4+

6+

5+

Twin Lascannon

45cm

AT4+

Reinforced Armour

2x Lascannon
Demolisher Cannon
Heavy Bolter
Rocket Launcher
Minotaur Earthshaker

45cm
30cm
30cm
150cm
120cm

AT5+
AP3+/AT4+, Ignores Cover
AP5+
2BP, Disrupt, Slow Firing, Indirect Fire
2BP, Indirect Fire

Reinforced Armour, Thick Rear Armour

Heavy Bolter
Heavy Flamer
Lascannon
Neutron Laser Projector
2x Inferno Gun
Close Combat Weapon
Plasma Destructor

30cm
15cm
45cm
60cm
30cm
(base contact)
75cm

AP5+
AP4+, Ignore Cover
AT5+
MW3+, Disrupt
3BP, Ignore Cover, FxF
(Assault Weapons), TK(D3), EA(+3) , Fwd
4x MW2+, Fwd

4x AP4+/AT4+ , Fwd
(Assault Weapons), TK(D3), EA(+3), Fwd
3BP, FxF

Traitor Malcador

WEAPONS
Battlecannon
2x Lascannon
Heavy Bolter
3x Twin Heavy Bolter
Demolisher Cannon

STRATEGY 2
RANGE
75cm
45cm
30cm
30cm
30cm

TYPE
AV

Traitor Manticore

AV

20cm

6++

6+

5+

Traitor Minotaur
Artillery Tank
Traitor Salamander
Command Vehicle
Traitor Valdor
Tank Hunter
Chaos Warlord Titan
(Vraks Configuration)

AV

15cm

4+

6+

6+

AV

35cm

6+

6+

5+

AV

15cm

4+

6+

5+

WE

15cm

4+

2+

3+

Chaos Reaver Titan


(Vraks Configuration)

WE

20cm

4+

3+

3+

Gatling Blaster
Close Combat Weapon
Apocalypse Missile Launcher

60cm
(base contact)
60cm

Chaos Warhound Titan


(Vraks Configuration)

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+ , Fwd
2x MW2+, Slow Firing , Fwd

Harbinger

AC/WE

Bomber

4+

n/a

n/a

Hellblade
Hell Talon

AC
AC

Fighter
Fighter-Bomber

6+
5+

n/a
n/a

n/a
n/a

Reaper Autocannon
Reaper Autocannon
Reaper Autocannon
Incendiary Bombs
2x Reaper Autocannon
Bombs
Twin Lascannon
Havoc Launcher

30cm
15cm
15cm
15cm
15cm
15cm
45cm
45cm

AP4+/AT6+/AA5+, FxF
AP4+/AT6+/AA5+, Right Arc
AP4+/AT6+/AA5+, Left Arc
6BP, Ignore Cover, FxF
AP4+/AT6+/AA5+, FxF
2BP, FxF
AT4+/AA4+, FxF
AP5+/AT6+, FxF

Reinforced Armour

Reinforced Armour

Reinforced Armour
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.
DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous
terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm
in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.

DC 4. Critical Hi Effect: Destroyed

VRAKSIAN TRAITORS

6.4 NetEA DEVELOPMENTAL


DEATH GUARD CHAOS SPACE MARINE ARMY LIST
v2.3.1. Sub-Army Champion: "Frogbear"

Death Guard Chaos Space Marine armies have a Strategy rating of 4. All Death Guard and Nurgle Titan Legion formations have an initiative rating of 1+.
All Chaos Navy and Daemon Engine formations have an initiative rating of 2+.
FORMATION
Death Guard Retinue
Death Guard Heavy
Retinue

DEATH GUARD CORE FORMATIONS

CORE UNITS
1 Death Guard Lord, 3 Death Guard Chaos Space Marine
units and 3 Plague Marines units
1 Death Guard Lord and 6 Death Guard Havoc units.

UPGRADES
Any except Dreadclaws

COST
250 points

Any except Dreadclaws

350 points

DEATH GUARD INFANTRY SUPPORT FORMATIONS

FORMATION
Death Guard Drop
Retinue

Death Guard Terminator


Retinue
Plague Zombie Infestation

(You may take 1 Infantry Support formation per Death Guard Retinue)
CORE UNITS
UPGRADES
1 Death Guard Lord. 4 Death Guard Chaos Space Marine
Chaos Champion, Daemonic Pact,
units and 2 Plague Marines units.
Daemon Prince, Death Guard Auxilia,
Death Guard, Havocs, Dreadclaws,
Icon Bearer, Walkers, Warlord
1 Death Guard Lord and 4 Death Guard Terminator units
Chaos Champion, Dreadclaws,
optional: add up to 2 Death Guard Terminator units
Daemonic Pact, Daemon Prince, Icon
Bearer, Transports, Walkers, Warlord
2D6+3 Plague Zombies.
None

COST
250 points

450 points
+100 points per
extra unit
175 points

DEATH GUARD VEHICLE SUPPORT FORMATIONS

FORMATION
Armoured Company

Assault Retinue
Defiler Assault Pack
Blight Drone Swarm
Contagion Towers
Plague Towers

(You may take 1 Vehicle Support formation per Death Guard Retinue)
CORE UNITS
UPGRADES
4 vehicles from following list:
Support Vehicles
Chaos Predators,
Chaos Land Raiders
Up to 3 Plague Reapers
Support Vehicles, Walkers
4 Defilers
Walkers
5 Blight Drones
4 Contagion Towers
Walkers
Up to 2 Plague Towers
Walkers

COST
50 points per Predator
75 points per Land Raider
275 points each
275 points
250 points
325 points
325 points each

DEATH GUARD UPGRADES

UPGRADE
Chaos Champion
Chaos Spawn
Death Guard Auxilia
Death Guard Havocs
Daemonic Pact
0 1 Daemon Prince
Dreadclaws
Icon Bearer
Support Vehicles

Transports

Walkers

0-1 Warlord

(Each allowed upgrade may only be taken once per formation)


UNITS
Adds a Chaos Champion to a unit in the formation
Add up to 3 Chaos Spawn units to the formation
Add up to 4 Plague Marines and/or Death Guard Marines to the formation
Add up to 4 Death Guard Havocs to the formation
Allows the formation to summon Daemons from the Daemon Pool
Replace a unit containing a Death Guard Lord character with the Daemon Prince unit
Add enough Dreadclaws transports to transport the entire formation
Add an Icon Bearer to a unit in the formation
Add up to 3 of the following units:
Predator
Land Raider
Add Chaos Rhinos and/or Chaos Land Raiders to the formation.
You may take only the minimum number required to transport the formation after all upgrades
have been added. No spare transport spaces may be left over if avoidable.
Add up to 3 of the following units:
Chaos Dreadnought
Defiler, Desecrator
Add a Warlord character to a Death Guard Lord or Daemon Prince to the formation

COST
50 points
25 points each
75 points per pair
100 points per pair
25 points
50 points
25 points per five units
50 points
50 points
75 points
10 points per Rhino
75 points per Land Raider

50 points
75 points
25 points

DAEMON POOL

(Only Nurgle Daemons may be purchased for the Daemon pool)


FORMATION

UNITS

COST

Daemon Pool

Any number of Lesser Daemon units (Plague Bearers)

20 points each

One Greater Daemon (Great Unclean One)

75 points each

TITANS AND CHAOS NAVY

(Up to 1/3 of the army's points may be spent on War Engines and/or Chaos Navy)
FORMATION

UNITS

COST

Hellblades

3 Hellblade Fighters

200 points

Hell Talons

2 Hell Talon Fighter-Bombers

250 points

0-1 Spacecraft

1 Devastation Class Cruiser OR

150 points

1 Despoiler Class Battleship

250 points

Plaguelord Titan

1 Plaguelord Titan

850 points

Repugnant Titan

1 Repugnant Titan

625 points

Fester Titan

1 Fester Titan

275 points

98

6.4 NetEA DEVELOPMENTAL


DEATH GUARD CHAOS SPACE MARINE REFERENCE 1
NAME
Champion of Chaos
Death Guard Lord

STRATEGY 4
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1), First Strike
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms), MW, EA(+1)

TYPE
CH
CH

SPEED
n/a
n/a

ARMOUR
n/a
n/a
n/a

CC
n/a
n/a
n/a

FF
n/a
n/a
n/a

WEAPONS
Daemon Artifact
Man Reaper
Warp Bolt

Icon Bearer
Chaos Spawn
Daemon Prince

CH
INF
INF

n/a
15cm
15cm(30cm)

n/a
3+
3+(4+)

n/a
3+
3+

n/a
3+

Death Guard
Chaos Marines

INF

15cm

3+

3+

4+

Death Guard Havocs

INF

15cm

3+

4+

3+

Death Guard
Terminators

INF

15cm

4+

3+

3+

Plague Marines

INF

15cm

3+

3+

4+

Plague Zombie
Blight Drone

INF
AV

10cm
35cm

5+
5+

6+
6+

4+

Chaos Dreadnought

AV

15cm

3+

4+

4+

Death Guard
Land Raider

AV

25cm

4+

6+

4+

n/a
Horrific Mutations
Possessed Weapon
Warp Blast
Bolters
Plague Knives
Autocannon
Bolters
2x Autocannon
Power Weapons
Combi-Bolters
2x Reaper Autocannons
Plague Knives
Bolters
Claws and Teeth
Maw Cannon
Reaper Autocannon
Vomit Cannon
Power Fist
Twin Autocannon
Twin Heavy Bolter
2x Twin Lascannon

n/a
(base contact)
(base contact)
(15cm)
(15cm)
(base contact)
45cm
(15cm)
45cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
(base contact)
30cm
30cm
15cm
(base contact)
45cm
30cm
45cm

Death Guard Predator

AV

30cm

4+

6+

4+

Death Guard Rhino

AV

30cm

5+

6+

6+

2x Heavy Bolters
Twin Lascannon
Combi-Bolters

30cm
45cm
(15cm)

Defiler

AV

20cm

4+

4+

3+

Desecrator

AV

15cm

4+

4+

4+

Dreadclaw

AV

n/a

n/a

n/a

n/a

Battle Cannon
Reaper Autocannon
Twin Heavy Flamer
Battle Claws
2x Desecrator Cannons
Vomit Cannon
Battle Claws
n/a

75cm
30cm
15cm
(base contact)
45cm
30cm
(base contact)
n/a

Contagion Tower

AV

15cm

5+

5+

5+

Vomit Cannon
Plague Catapult

30cm
45cm

n/a
(Assault Weapons), EA(+D3)
(Assault Weapons), MW, EA(+2)
(Small Arms), MW, EA(+1)
(Small Arms)
(Assault Weapons)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP4+/AT6+
(Assault Weapons)
(Small Arms)
(Assault Weapons)
AP3+/AT5+ , Ignore Cover
AP4+/AT6+
AP4+, Ignore Cover
(Assault Weapons), MW, EA(+1)
AP4+/AT5+
AP4+
AT4+
AP5+
AT4+
(Small Arms)

AP4+/AT4+
AP4+/AT6+
AP3+, Ignore Cover
(Assault Weapons), MW, EA(+1)
AP4+/AT6+/AA5+
AP4+/AT6+, Disrupt
(Assault Weapons), MW, EA(+1)
n/a

AP4+/AT6+, Disrupt
1BP, Disrupt, Indirect Fire

NOTES
Invulnerable Save, Augment Summoning (+2D3).
Fearless. Death Guard Lords are one of three types, Plaguelord, Sorcerer Lord
and Nurgle Warlord. All are Characters and have the Invulnerable Save and Leader
abilities. Plaguelords have the Commander ability. Sorcerer Lords have the
Warp Bolt attack (listed in the weapons section above). Nurgle Warlord has the
Supreme Commander ability.
Leader, Daemonic Focus, Invulnerable Save.
Invulnerable Save, Fearless.
Commander, Leader, Fearless, Reinforced Armour, Teleport. May have
wings: count as Jump Packs. Speed increased to 30cm, armour reduced to 4+
Indomitable

Indomitable
Reinforced Armour, Thick Rear Armour, Teleport, Indomitable

Fearless.
Infiltrator, Fearless, Infestation (Teleport). Zombies may contest, not hold objectives.
Fearless, Invulnerable Save, Skimmer

Fearless, Walker.
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Chaos Space
Marine Terminator or 2 of the following units: Chaos Space Marines, Chaos Space
Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs).

Transport: (May carry 2 of the following units: Chaos Space Marines, Chaos
Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand
Sons, Havocs).
Fearless, Infiltrator, Invulnerable Save, Walker.

Fearless, Invulnerable Save, Walker

Planetfall, Transport: (May carry 1 formation that contains no mounted infantry,


light vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does
not scatter when planetfalling. Once landed, units carried in the Dreadclaw must
disembark within 5cm of the Dreadclaw or within 5cm of another unit from the
same formation that has already landed, so long as all units are placed within
15cm of the Dreadclaw. Once all units have been placed, the Dreadclaw is removed.
Invulnerable Save, Fearless

DEATH GUARD

6.4 NetEA DEVELOPMENTAL


DEATH GUARD CHAOS SPACE MARINE REFERENCE 2
NAME
Plague Reaper

TYPE
WE

SPEED
15cm

ARMOUR
4+

CC
4+

FF
4+

Plague Tower

WE

15cm

4+

4+

4+

WEAPONS
Nurgling Swarm
3x Twin Heavy Bolter
2x Las Cannon
Demolisher Cannon
Pus Cannon
Plague Mortar
2x Battle Cannon
Rot Cannon

STRATEGY 4
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1)
30cm
AP4+
45cm
AT5+
30cm
AP3+/AT4+, Ignore Cover
30cm
2BP
60cm
3+D3BP, Disrupt, FxF
75cm
AP4+/AT4+
90cm

AP3+/AT5+, Ignore Cover, FxF

NOTES
DC3, Fearless, Reinforced Armour.
Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a hit on a D6 roll of 6.

DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport


16 of the following units: Daemon Prince, Chaos Spawn, Cultists, Mutants,
Big Mutants, Chaos Hounds, Daemonic Beasts, Plague Bearers,
Great Unclean One - Chaos Spawns, Big Mutants, Daemon Princes and Great
Unclean Ones take up 2 transport spaces each).

Plaguelord Titan

WE

15cm

4+

2+

4+

Liquefier Cannon
Putrifier Cannon
Plague Mortar
Plague Flail
Stream of Corruption

Repugnant Titan

WE

20cm

4+

4+

4+

Rot Mortar
2x Putrifier Cannon

75cm
60cm
60cm
(base contact)
(15cm)
Template
60cm
60cm

Fester Titan

WE

25cm

5+

5+

5+

Decay Cannon
Rot Belcher

30cm
30cm

Hellblade
Hell Talon

AC
AC

Fighter
Fighter-Bomber

6+
5+

n/a
n/a

n/a
n/a

Despoiler Class
Battleship
Devastation Class Cruiser

SC

n/a

n/a

n/a

n/a

SC

n/a

n/a

n/a

n/a

Great Unclean One

WE

15cm

4+

4+

4+

2x Reaper Autocannon
Bombs
Twin Lascannon
Havoc Launcher
Orbital Bombardment
3x Pin-point Attack
Orbital Bombardment
Pin-point Attack
Nurgling Swarm
Stream of Corruption

Plaguebearers

INF

15cm

3+

4+

6+

15cm
15cm
45cm
45cm
(base contact)
(15cm)
AND 15cm
(base contact)
(15cm)

Plague Swords
Plague of Flies

3x MW3+
3x AP3+/AT5+
3+D3BP, Disrupt, FxF
(Assault Weapons), TK(D6), EA(+1)
(Small Arms), EA(+1), FxF
AP3+/AT5+, Ignore Cover, Disrupt, FxF
3BP, FxF
3x AP3+/AT5+

4x AP3+
3BP, Ignore Cover, FxF

AP4+/AT6+/AA5+, FxF
2BP, FxF
AT4+/AA4+, FxF
AP5+/AT6+, FxF
3BP, MW
MW2+, TK(D3)
3BP, MW
MW2+, TK(D3)
(Assault Weapons), EA(+1)
(Small Arms), EA(+1), Ignore Cover
3BP, Ignore Cover
(Assault Weapons)
(Small Arms)

Critical Hit Effect: Extra point of DC and kill D3 selected passengers


(no saves allowed). The player may choose which units are killed.
DC 9, Void Shields: 6, Fearless, Reinforced Armour, Thick Rear Armour, Walker.
May step over units and impassable or dangerous terrain that is lower than the Titans
knees and up to 2cm wide.
Critical Hit Effect: Loses an extra point of damage and all units within 5cm suffer a hit on a 4+.

DC 7, Void Shields 4, Fearless, Reinforced Armour, Walker.


May step over units and impassable or dangerous terrain that is lower than the Titans
knees and up to 2cm wide.
Critical Hit Effect: Loses an extra point of damage and all units within 5cm suffer a hit on a 5+.
DC 4, Void Shields: 2, Fearless, Reinforced Armour, Walker.
Critical Hit Effect: Move it D6cm in a random direction. If this move takes the Titan
into impassable terrain or another unit it cant move over, it stops when it contacts
the obstruction and suffers an extra point of damage. If it staggers into or over any
units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally).

Slow and Steady. Transport: (May carry up to 40 units that can be deployed with
Dreadclaws).
Transport: (May carry up to 20 units that can be deployed with Dreadclaws)
DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless.
Critical Hit Effect: Hurled back into the warp.
Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon.
Invulnerable Save. Costs 1 point to summon.

DEATH GUARD

6.5 NetEA DEVELOPMENTAL


EMPEROR'S CHILDREN CHAOS SPACE MARINE ARMY LIST
v3.5.2. Sub-Army Champion: "Frogbear"

Emperor's Children Chaos Space Marine armies have a Strategy rating of 4+. Daemon Engines, House Devine Knights and Chaos Navy units have initiative 2+.
All other Emperor's Children formations have initiative 1+. All formations in the army belong to the Chaos faction, Slaanesh.

EMPEROR'S CHILDREN CORE FORMATIONS

FORMATION
Noise Marine Retinue

CORE UNITS
1 Emperors Children Decadent Lord character and
6 Noise Marine units and 1 Daemonic Pact.

Decadent Marine Retinue

1 Emperors Children Decadent Lord character and


6 Chaos Space Marine units and 1 Daemonic Pact

UPGRADES
Favoured of Slaanesh, Degenerate,
Assault Walkers, Dreadclaws,
Apostate of Rapture, Predators,
Transport
Degenerate, Noise Marines
Assault Walkers, Dreadclaws,
Apostate of Rapture, Predators,
Transport

COST
300 points

225 points

EMPEROR'S CHLDREN SUPPORT FORMATIONS

(You may take up to six Support formations per Noise Marine Retinue)
CORE UNITS
UPGRADES
1 Emperors Children Decadent Lord character
Daemonic Pact, Degenerate,
Apostate of Rapture,
and 6 Emperors Children Bike units
1 Siren Lord character upgrade and 6 Siren units
Daemonic Pact, Degenerate,
Apostate of Rapture, Predators,
Favoured of Slaanesh
1 Emperors Children Decadent Lord character and
Daemonic Pact, Degenerate,
6 Emperors Children Terminator units.
Apostate of Rapture, Predators,
Favoured of Slaanesh,
Assault Walkers, Transports
6 of the following in any combination:
May replace 1 Predator
Emperor's Children Land Raiders
with a Debaser for +50 points

FORMATION
Emperors Children
Bike Retinue
Sirens

Emperors Children
Terminator Retinue

Armoured Support

Emperor's Children Predators


2 Defiler and 2 Debaser units
6 Slaanesh Daemon Knight units

Daemon Engine Pack


House Devine Knights

Assault Walkers
None

COST
250 points
250 points

450 points

75 points each
50 points each
300 points
400 points

House Devine Knight formations are restricted to 1 for every full 1000 points played.

EMPEROR'S CHILDREN UPGRADES

UPGRADE
Apostate of Rapture
Assault Walkers

Daemonic Pact
Degenerate
Dreadclaws
0-1 Favoured of Slaanesh
Noise Marines
Predators
Transports

(Each Emperor's Children formation may take up to four allowed upgrades)


UNITS
Adds an Apostate to a unit in the formation
Add up to 2 Assault Walker selections in any combination of the following:
Emperors Children Dreadnought
Defilers
Debasers
Allows the formation to summon daemons from the Daemon pool
Adds a Degenerate to a unit in the formation
Allows the formation to deploy via Dreadclaws
Upgrade 1 Decadent Lord character to a Lord of Pleasures character OR
Replace one Decadent Lord or Siren Lord unit in the army with a Slaanesh Daemon Prince unit
Replace 3 Chaos Marine units with 3 Noise Marine Units
Add up to 3 Emperor's Children Predators
Choose 1 of the following transport options for the formation:
3x Rhinos (Noise Marine and Decadent Marine Retinues only)
3x Land Raiders

COST
+25 points
50 points each
75 points each
100 points each
+25 points
+50 points
+50 points
+50 points
+100 points
+25 points
+50 points each
+25 points
+200 points

DAEMON POOL

(Only Slaanesh Daemons may be purchased for the Daemon pool)


FORMATION

UNITS

COST

Daemon Pool

Any number of Lesser Daemon units (Daemonettes and/or Seekers)


One Greater Daemon (Keeper of Secrets)

20 points each
75 points each

WAR ENGINES AND CHAOS NAVY

(Up to 1/3 of the army's points may be spent on War Engines and Chaos Navy)

SLAANESH WAR ENGINE FORMATIONS

FORMATION
Painlord Titan
Reviler Titan
Scout Titan

UNITS
1 Painlord Titan
1 Reviler Titan
1 to 2 Subjugator Titans
and/or Questor Titans

COST
800 points
600 points
250 points each
300 points each

CHAOS NAVY

FORMATION
UNITS
Hellblades
3 Hellblade Fighters
Hell Talons
2 Hell Talon Fighter-Bombers
Cruiser
1 Devastation Class Cruiser
(Upgrade Cruiser to a Despoiler Class Battleship)

COST
200 points
250 points
150 points
(+100 points)

101

6.5 NetEA DEVELOPMENTAL


EMPEROR'S CHILDREN CHAOS SPACE MARINE REFERENCE 1
NAME
Lord of Pleasures

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

Decadent Lord
Siren Lord
Apostate of Rapture
Degenerate
Chaos Space Marines

CH
CH
CH
CH
INF

n/a
n/a
n/a
n/a
15cm

n/a
n/a
n/a
n/a
4+

n/a
n/a
n/a
n/a
4+

n/a
n/a
n/a
n/a
4+

Emperors Children
Terminators

INF

15cm

4+

3+

3+

Emperors Children Bike


Marines
Noise Marines

INF

35cm

4+

3+

4+

INF

15cm

4+

4+

3+

Siren

INF

30cm

4+

4+

5+

Slaanesh Daemon
Prince
Emperors Children
Dreadnought

INF

15cm(30cm)

3+

3+

3+

AV

15cm

3+

4+

3+

Emperors Children
Land Raider

AV

25cm

4+

5+

4+

Emperors Children
Predator
Emperors Children Rhino

AV

30cm

4+

6+

4+

AV

30cm

5+

6+

6+

Debaser

AV

20cm

4+

4+

4+

Special

n/a

n/a

n/a

n/a

AV
WE

30cm
20cm

4+
4+

5+
3+

4+
2+

Dreadclaw

Daemon Knight
Painlord Titan

WEAPONS
Lash of Torment
Siren of Slaanesh
Daemon Weapon
Daemon Weapon
n/a
Daemonic Bolt
Bolters
Autocannon
Doom Siren
2x Blastmaster
Power Weapons
Sonic Blasters
Doom Siren
Sonic Blasters
Blast Master
Mutations
Doom Siren
Lash of Submission
Visions of Debauchery
Twin Blast Master
Twin Sonic Blasters
Doom Siren
2x Twin Lascannon
Blastmaster

STRATEGY 4
RANGE
(base contact)
(15cm)
(base contact)
(base contact)
n/a
(15cm)
(15cm)
45cm
(15cm)
30cm
(base contact)
(15cm)
(15cm)
(15cm)
30cm
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(15cm)
(15cm)
45cm
30cm

Blast Master
Twin Sonic Blasters
Sonic Blasters

30cm
(15cm)
(15cm)

Ultrasonic Disruptor
Blastmaster
Death Wailer
Battle Claws
n/a

45cm
30cm
(15cm)
(base contact)
n/a

2xAP5+/AT6+/AA5+ Disrupt
AP5+/AT5+, Disrupt
(Small Arms), First Strike, Ignore Cover, EA(+1)
(Assault Weapons), MW, EA(+1)
n/a

Castigator Cannon
Psi-pulse
Tormentor
Excruciator
Energy Whip

45cm
45cm
45cm
45cm
(base contact)

3 x AP3+/AT5+
MW3+, TK(D3), FxF
4x AP3+/AT5+, Disrupt, Fwd
3BP, Disrupt, Ignore Cover FxF
MW, EA(+3)

FIREPOWER
(Assault Weapons), EA(+1), First Strike
(Small Arms), EA(+1), First Strike, Ignore Cover
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1), First Strike
n/a
(Small Arms), EA(+1), First Strike
(Small Arms)
AP5+/AT6+
(Small Arms), Ignore Cover
AP5+/AT6+ Disrupt
(Assault Weapons), MW, EA(+1)
(Small Arms)
(Small Arms), Ignore Cover
(Small Arms)
AP5+/AT6+, Disrupt
(Assault Weapons), First Strike
(Small Arms), Ignore Cover
(Assault Weapons), MW, EA(+1), First Strike
(Small Arms), EA(+1), First Strike, Ignore Cover
AP4+/AT5+, Disrupt
(Small Arms), EA(+1)
(Small Arms), Ignore Cover
AT4+
AP5+/AT6+, Disrupt
AP5+/AT6+, Disrupt
(Small Arms), EA(+1)
(Small Arms)

NOTES
Fearless, Invulnerable Save, Supreme Commander
Fearless, Invulnerable Save, Leader
Fearless, Invulnerable Save, Leader
Daemonic Focus, Invulnerable Save
Augment Summoning (+2D3), Invulnerable Save

Reinforced Armour, Teleport, Thick Rear Armour

Mounted
Fearless
Jump Packs
Fearless, Reinforced Armour, Supreme Commander, Teleport
Wings: count as Jump Pack. Speed increased to 30cm, armour reduced to 4+
Fearless, Walker

Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Emperors


Children Terminator or Slaanesh Daemon Prince unit or 2 of the following:
Noise Marines, Chaos Space Marines

Transport: (May carry 1 Slaanesh Daemon Prince or 2 of the following:


Noise Marines, Chaos Space Marine).
Fearless, Infiltrator, Invulnerable Save, Walker,

Planetfall, Transport: (May carry 1 formation that contains no mounted infantry,


light vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does
not scatter when planetfalling. Once landed, units carried in the Dreadclaw must
disembark within 5cmof the Dreadclaw or within 5cm of another unit from the
same formation that has already landed, so long as all units are placed within
15cm of the Dreadclaw. Once all units have been placed, the Dreadclaw is removed).
Scout, Walker, Invulnerable Save, Fearless
DC7, Void Shields x6, Fearless, Reinforced Armour, Thick Rear Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the Titans
knees and up to 2cm wide.
Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move takes
the Painlord into impassable terrain or another unit it stops when it contacts the
obstruction and suffers an extra point of damage. Any units run over or into take a hit on
a D6 roll of 4+.

EMPERORS CHILDREN

6.5 NetEA DEVELOPMENTAL


EMPEROR'S CHILDREN CHAOS SPACE MARINE REFERENCE 2
NAME
Questor Titan

TYPE
WE

SPEED
35cm

ARMOUR
5+

CC
5+

FF
3+

WEAPONS
2x Castigator Cannon
2x Battle Cannon

STRATEGY 4
RANGE
45cm
75cm

Reviler Titan

WE

25cm

4+

4+(3+)

3+(5+)

Psi-pulse
2x Tormentor OR
2x Hellblades

45cm
45cm
(base contact)

MW3+, TK(D3), FxF


4x AP3+/AT5+, Disrupt, Fwd
(Assault Weapons), TK(D3), EA(+2)

Subjugator Titan

WE

35cm

5+

3+

5+

2x Hellblades
2x Battle Cannon

(base contact)
75cm

(Assault Weapons), TK(D3), EA(+2)


AP4+/AT4+

Hellblade
Hell Talon

AC
AC

Fighter
Fighter-Bomber

6+
5+

n/a
n/a

n/a
n/a

Devastation Class Cruiser

SC

n/a

n/a

n/a

n/a

Despoiler Class Battleship

SC

n/a

n/a

n/a

n/a

Keeper of Secrets

WE

15cm

4+

3+

4+

2x Reaper Autocannon
Bombs
Twin Lascannon
Havoc Launcher
Orbital Bombardment
Pin-point Attack
Orbital Bombardment
3x Pin-point Attack
Lash of Torment
Gaze of Slaanesh

Daemonettes
Seekers
Defiler

INF

15cm
30cm
20cm

4+
4+
4+

3+
4+
4+

3+

15cm
15cm
45cm
45cm
(base contact)
(15cm)
AND 30cm
(base contact)
(base contact)
75cm
30cm
15cm
(base contact)

AP4+/AT6+/AA5+, FxF
2BP, FxF
AT4+/AA4+, FxF
AP5+/AT6+, FxF
3BP, MW
MW2+, TK(D3)
3BP, MW
MW2+, TK(D3)
(Assault Weapons), MW, EA(+1), First Strike
(Small Arms), MW, EA(+1), First Strike
3x MW4+
(Assault Weapons)
(Assault Weapons), First Strike
AP4+/AT4+
AP4+/AT6+
AP3+, Ignore Cover
(Assault Weapons), MW, EA(+1)

AV

Daemonic Talons
Daemonic Talons
Battle Cannon
Reaper Autocannon
Twin Heavy Flamer
Battle Claws

FIREPOWER
3x AP3+/AT5+
AP4+/AT4+

NOTES
DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over
units and impassable or dangerous terrain lower than the Titans knees and
up to 2cm wide.
Critical Hit Effect: Moves D6cm in a random direction. If move takes the
Questor into impassable terrain or another unit it cant move over then it stops when
it contacts the obstruction and suffers an extra point of damage. If it staggers into
or over any units then they will take a hit on a D6 roll of 6+ (take any normal
saving throws).
DC5, Void Shields x4, Fearless, Reinforced Armour, Walker. May take either Tormentor
or (Hellblades) not both. May step over units and impassable or dangerous terrain that is
lower than the Titans knees and up to 2cm wide. Critical Hit Effect: Immediately gains D3
Blast Markers, and any formation within 2D6cms also gains a Blast Marker.
DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and
impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: Moves D6cm in a random direction. If move takes the Subjugator into
impassable terrain or another unit it cant move over then it stops when it contacts the
obstruction and suffers an extra point of damage. If it staggers into or over any units then they
will take a hit on a D6 roll of 6+ (take any normal saving throws).

Transport: (May carry up to 20 units that can be deployed with Dreadclaws)


Slow and Steady, Transport: (May carry up to 40 units that can be deployed
with Dreadclaws). May not be used on turns 1 or 2 unless specified
DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless.
Critical Hit Effect: Hurled back into the warp. Drags any units
within 5cm back with it on a roll of 6+. Costs 8 points to summon.
First Strike, Invulnerable Save. Costs 1 point to summon.
Invulnerable Save, Mounted. Costs 1 point to summon
Fearless, Infiltrator, Invulnerable Save, Walker.

EMPERORS CHILDREN

6.6 NetEA DEVELOPMENTAL


THOUSAND SONS CHAOS SPACE MARINE ARMY LIST
v5.1. Sub-Army Champion: Neal Hunt

A Thousand Sons Chaos Space Marine Army has a Strategy rating of 5. Aircraft and Silver Tower formations have an initiative rating of 2+.
All other formations have 1+. All formations in the army belong to the Chaos faction, Tzeentch.

THOUSAND SONS RETINUES

FORMATION
0-1 Scarab Occult
0-1 Ahriman's Chosen
1+ Rubric Fellowship
Thousand Sons Armour
Silver Tower Company

(You may include any number of Retinues.)


CORE UNITS
UPGRADES
1 Adeptus Exempla and 5 Thousand Sons Adeptus
All
1 Sorceror Lord and 9 Thousand Sons Marine units
None. All units have in the formation
have the Teleport special ability
1 Sorceror Lord and 6 Thousand Sons Marine units
All except Magister Templi
4 to 9 Chaos Marine Predators and/or
Defilers
Thousand Sons Land Raiders
4 to 6 Silver Towers
None

COST
400 points
450 points
275 points
50 points per Predator
75 points per Land Raider
90 points each

THOUSAND SONS SUPPORT FORMATIONS


FORMATION
Thousand Sons
Warcoven
Sekhmet Disc Riders
Neophyte Class

(Up to two Support formations may be taken for each Rubric Fellowship selected)
CORE UNITS
UPGRADES
1 Sorceror Lord and 4 to 6 Thousand Sons Terminator
Daemonic pact, Deceiver, Dreadclaws
units
Icon Bearer, Land Raiders, Thralls
1 Sorceror Lord and 9 Disc Riders
Daemonic Pact
1 Thousand Sons Preceptor and 9 Neophyte units
Daemonic Pact, Icon Bearer, Rhinos,

COST
350 points
+85 points per extra unit
325points
175 points

THOUSAND SONS UPGRADES

(Each formation may take up to four allowed upgrades once per formation)

UPGRADE
0-1 Magister Templi
Daemonic Pact
Defilers
Dreadclaws

UNITS
Replace an Adeptus Exempla with a Magister Templi
Allows the formation to summon daemons from the Daemon pool
Add up to 3 Defilers and/or Deceivers
Add enough Dreadclaws to transport the entire formation

Icon Bearer
Rhinos

Add 1 Icon Bearer character


Add up to 5 Thousand Sons Rhinos. You may only take the minimum number required to
carry the entire formation.
Add up to 4 Thousand Sons Land Raiders
Add up to 3 Thralls to any Thousand Sons Sorceror Lord, Adeptus Exempla,
Magister Templi, Preceptor, Greater Spire and Warp Palace

Land Raiders
Thralls

COST
+50 points
+25 points
+75 points each
+5 points per unit
in formation
+50 points
+10 points each
+75 points each
+20 points each

DAEMON POOL

(Only Tzeentch Daemons may be purchased for the Daemon pool)


FORMATION

UNITS

COST

Daemon Pool

Any number of Lesser Daemon units (Flamers, Horrors, Screamers and Daemonic beasts)

20 points each

Any number of Greater Daemons (Lord of Change)

75 points each

WAR ENGINES AND CHAOS NAVY


(Up to 1/3 of the armys points may be spent on War Engines and Chaos Navy)

WAR ENGINE FORMATIONS

FORMATION

CORE UNITS

UPGRADES

Greater Spires

1 to 3 Greater Spires of Tzeentch

Daemonic Pact, Thralls

200 points each

COST

Warp Palace

1 Warp Palace

Daemonic Pact, Thralls

550 points

FORMATION

CORE UNITS

Doomwings

3 Doomwing Interceptors

150 points

Firelords

Up to 3 Firelord Bombers

150 points each

Cruiser

1 Devastation class Cruiser

150 points

Battleship

Upgrade Cruiser to a Despoiler class Battleship

+100 points

CHAOS NAVY
COST

SPECIAL RULE - Rubric

Units which were affected by the Rubric of Ahriman are effectively automatons. They must be given constant direction or they will cease to act. Units designated as
Rubric may not take part in a March action. When making a withdrawal move Rubric units may only take a single move rather than two moves. Thousand Sons
Marine and Terminators are Rubric units.

104

6.6 NetEA DEVELOPMENTAL


THOUSAND SONS CHAOS SPACE MARINE REFERENCE 1
NAME
Icon Bearer
Preceptor

TYPE
CH
CH

SPEED
n/a
n/a

ARMOUR
n/a
n/a

CC
n/a
n/a

FF
n/a
n/a

WEAPONS
n/a
Warp Bolts

Sorceror Lord

CH
CH

n/a
n/a
n/a

n/a
n/a
n/a

n/a
n/a
n/a

Warp Bolt

Thralls

n/a
n/a
n/a

Adeptus
Adeptus Exempla

INF
INF

15cm
15cm

4+
4+

4+
4+

4+
4+

Magister Templi

INF

15cm

3+

3+

3+

Thousand Sons Marines


Sekhmet Disc Riders

INF
INF

15cm
30cm

4+
4+

5+
3+

4+
4+

Thousand Sons Terminators

INF

15cm

4+

4+

3+

Thousand Sons Neophyte

INF

15cm

6+

6+

5+

Deceiver

AV

20cm

4+

4+

4+

Defiler

AV

20cm

4+

4+

3+

Silver Tower

AV

20cm

4+

6+

4+

Thousand Sons Rhino

AV

30cm

5+

6+

6+

Thousand Sons Land Raider

AV

25cm

4+

6+

4+

Thousand Sons Predator

AV

30cm

4+

6+

5+

Greater Spires of Tzeentch

WE

20cm

4+

5+

4+

Warp Palace of Tzeentch

WE

20cm

4+

4+

3+

STRATEGY 5
RANGE
FIREPOWER
n/a
n/a
(15cm)
(Small Arms), MW, EA(+1)
OR (15cm)
(Small Arms), MW, EA(+1), One-Shot
(15cm)
(Small Arms), MW, EA(+1)

NOTES
Leader, Daemonic Focus, Invulnerable Save.
Leader
Commander, Leader, Invulnerable Save.

(base contact)
AND (15cm)

(Assault Weapons), MW, EA(+1)


(Small Arms), MW, EA(+1)

Augmented Summoning (+1D3, One Shot), One Shot - Thralls are disposable and only
one of their abilities or attacks may be used each game. Both abilities are also One Shot.

45cm
45cm
15cm
AND (15cm)
(base contact)
(15cm)
(15cm)
(15cm)

AP5+/AT6+
AP5+/AT6+
MW5+
(Small Arms), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
(Small Arms)
(Small Arms)

Invulnerable Save, First Strike, Teleport


Supreme Commander, Reinforced Armour, Fearless, Teleport

30cm
(15cm)
(base contact)
(15cm)

2xAP4+/AT6+
(Small Arms)
(Assault Weapons)
(Small Arms)

Reinforced Armour. Thick Rear Armour. Fearless, Teleport, Rubric

AP4+/AT4+
2x AA6+
AP4+
Small Arms
(Assault Weapons)
(Assault Weapons)
AP4+/AT4+
AP4+/AT6+
AP3+
(Assault Weapons)
3x AP4+/AT4+
MW5+
(Small Arms)

Fearless, Invulnerable Save, Walker. Heavy flamer grants Fire Fight attack the
Ignore Cover ability

Battle Claws
Warp Flame
Battle Cannon
Reaper Auto Cannon
Twin Heavy Flamer
Battle Claws
Arcane Cannons
Beam of Power
Combi-Bolters

45cm
45cm
15cm
AND (15cm)
(base contact)
(base contact)
75cm
30cm
15cm
(base contact)
45cm
60cm
(15cm)

Twin Heavy Bolter


2x Twin Lascannon
Warp Flame
Twin Lascannon
2x Heavy Bolter
Warp Flame
3x Tzeentch Cannons
Beam of Power
Fate of Tzeentch
4x Tzeentch Cannons
2x Beam of Power
Warp Fire of Tzeentch

30cm
45cm
(base contact)
45cm
30cm
(base contact)
45cm
60cm
30cm
45cm
60cm
30cm

AP4+
AT4+
(Assault Weapons), EA(+1), First Strike
AT4+
AP5+
(Assault Weapons), EA(+1), First Strike
AP4+/AT4+
MW5+
MW2+, TK(1)
AP4+/AT4+
MW5+
3BP, TK(D3), Ignore cover

Sacrificial Power

Sorcerous Weapons
Psychic Powers
Daemon Weapon
2x Warp Bolt
Bolters
Sorcerer Powers
and Bolters
Sorcerous Powers
Combi-Bolters
Power Weapons
Psychic Abilities and
Bolt Pistols
Tzeentch Cannon
Ether Cannon
Heavy Flamer

Supreme Commander, Fearless, Reinforced Armour, Teleport


Reinforced Armour, Fearless, Rubric
Mounted, Skimmer

Fearless, Infiltrator, Invulnerable Save, Walker

Macro-Weapon, EA (+1
Skimmer, Invulnerable Save, Fearless.
Transport: (May carry 2 of the following units: Thousand Sons Marines,
Thousand Sons Adeptus Exempla, Thousand Sons Adeptus, Magister Templi,
Thousand Sons Neophyte)
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Thousand Sons
Terminators or 2 of the following units: Thousand Sons Marines, Chaos
Adeptus Exempla, Magister Templi, Thousand Sons Adeptus, Thousand Sons Neophyte

DC3, Skimmer, Thick Rear Armour, Invulnerable Save, Fearless, Daemonic Focus
Critical Hit Effect: Destroyed; each unit within 5cm takes a MW hit on a roll of 6.
Skimmer, Reinforced Armour, Thick Rear Armour, Invulnerable Save, Fearless,
Daemonic Focus. DC 6. Critical Hit Effect: One of the Silver Runes that channel the
power of the warp is shattered, releasing a storm of warp energy. It takes an extra point
of damage; each unit within 5cm takes a MW hit on a roll of 6.

THOUSAND SONS

6.6 NetEA DEVELOPMENTAL


THOUSAND SONS CHAOS SPACE MARINE REFERENCE 2
NAME
Doomwing
Firelord

TYPE
AC
AC

SPEED
Fighter
Bomber

ARMOUR
6+
4+

CC
n/a
n/a

FF
n/a
n/a

WEAPONS
Flame Cannon
Flame Cannon
Firestorm Bombs
Twin Lascannon
Orbital Bombardment
2x Pin-point Attack
Orbital Bombardment
3x Pin-point Attack
Bedlam Staff
Withering Gaze

Devastation Class Cruiser

SC

n/a

n/a

n/a

n/a

Despoiler Class Battleship

SC

n/a

n/a

n/a

n/a

Lord of Change

WE

30cm

4+

5+

3+

Daemonic beasts
Flamers

INF
INF

20cm
15cm

4+
5+

3+
5+

4+

Claws and Fangs


Flames of Tzeentch

Horrors
Screamers

INF

15cm
30cm

4+
5+

4+
3+

3+
-

Daemonic Fire
Claws and Fangs

STRATEGY 5
RANGE
FIREPOWER
15cm
AP4+/AT5+/AA5+, Ignore Cover, FxF
15cm
AP4+/AT5+/AA5+, Ignore Cover, FxF
15cm
D3BP, Ignore Cover, FxF
45cm
AT4+/AA4+, FxF
3BP, MW
MW2+, TK(D3)
3BP, MW
MW2+, TK(D3)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms), MW, EA(+1)
AND 45cm
2x MW3+
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons)
AND (15cm)
(Small Arms), EA(+1)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)

NOTES
Invulnerable Save.
Invulnerable Save.

Transport: (May carry up to 20 units that can be deployed with Dreadclaws)


Slow and Steady, Transport (May carry 40 units that can be deployed with
Dreadclaws). May not be used on turns 1 or 2 unless specified
DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless
Critical Hit Effect: Hurled back into the warp. Drags any units with
in 5cm back with it on a roll of 6+. Costs 8 points to summon.
Infiltrator, Invulnerable Save. Costs 1 point to summon
Invulnerable Save. Costs 1 point to summon.
Invulnerable Save. Costs 1 point to summon
Jump Packs. Invulnerable Save. Costs 1 point to summon.

THOUSAND SONS

6.7 NetEA DEVELOPMENTAL


WORLD EATERS CHAOS SPACE MARINE ARMY LIST
v3.7. Sub-Army Champion:"Frogbear"

World Eaters Chaos Space Marine armies have a Strategy rating of 4+. All other World Eaters formations (including the World Eaters Battle Barge) have an
initiative rating of 1+. Blood Slaughters, Defilers, Khorne Assault Engines, Khorne Support Engines and Chaos Navy have an initiative rating of 2+.
All formations in the army belong to the Chaos faction, Khorne.
FORMATION
World Eaters Berzerker Retinue

World Eaters Bike Retinue


World Eaters Terminator Retinue
World Eaters Possessed Retinue
World Eaters Chosen Retinue

WORLD EATERS CORE FORMATIONS

CORE UNITS
1 World Eaters Skull Lord character upgrade 4 World
Eaters Legionnaires, and 4 Khorne Berzerker units,
and optional Rhinos
1 World Eaters Skull Lord character upgrade and
6 to 8 World Eaters Bike units.
1 World Eaters Skull Lord character upgrade and
4 to 8 World Eaters Terminator units.
1 World Eaters Skull Lord character upgrade,
4 World Eaters Possessed units and 1 Chaos Pact
1 World Eaters Skull Lord character upgrade, 4 World
Eaters Chosen units, and optional Rhino transports

UPGRADES
All

COST
300 points

Daemonic Pact, Keeper of Chains,


Keeper of Skulls
Daemonic Pact, Favoured of Khorne,
Keeper of Chains, Keeper of Skulls
Favoured of Khorne

250 for 6 units


+25 per extra unit
350 for 4 units
+75 per extra unit
200 points

Assault Walkers, Daemonic Pact,


Dreadclaws, Favoured of Khorne,
Keeper of Chains, Keeper of Skulls,
Transport

200 points

WORLD EATERS AUXILIARY FORMATIONS

FORMATION
Bloodpack
Defiler Engines
Juggernauts of Khorne
Khorne Assault Engines
Khorne Support Engines

(You may take up to four Auxiliary formations per World Eaters Berzerker Retinues)
CORE UNITS
UPGRADES
5 Khorne Berserker units and 3 Slaughterfiends
4 Defilers
Assault Walkers
5 to 8 Khorne Juggernaut units
4 Khorne Assault Engines in any combination OR
Assault Walkers
5 Blood Slaughterers
4 Khorne Support Engines in any combination
Assault Walkers

COST
375 points
250 points
50 points per unit
250 points
275 points

WORLD EATERS UPGRADES

(Each World Eaters formation may take up to four allowed upgrades)

UPGRADE
Assault Walkers

UNITS
Add up to 2 Assault Walker selections in any combination

Daemonic Pact
0-1 Favoured of Khorne

Allows the formation to summon daemons from the Daemon pool


Upgrade 1 Skull Lord character in the army to a Blood Lord character OR
Replace 1 Skull Lord character in the army with a Khorne Daemon Prince unit
Add a Keeper of Chains to a unit in the formation
Add a Keeper of Skulls to a unit in the formation
Add up to 3 World Eaters Predators
Replace entire formation's transports with Dreadclaws
World Eater Chosen Retinue
World Eater Berserker Retinue
Replace the same number of World Eaters Rhinos with any of the following :
Slaughterfiends
Land Raiders
You may not purchase more transports than necessary to carry the entire formation.

Keeper of Chains
Keeper of Skulls
Predators
Dreadclaws

Transports

COST
+75 points per Defiler
+75 points per 2 World
Eaters Dreadnoughts
+25 points
+50 points
+100 points
+25 points
+50 points
+50 points each
+50 points
+75 points
+125 points per 2
+125 points per 2

DAEMON POOL

(Only Khorne Daemons may be purchased for the Daemon pool)


FORMATION
Daemon Pool

UNITS
Any number of Lesser Daemon units (Bloodletters and/or Flesh Hounds)
One Greater Daemon (Bloodthirster)

COST
20 points each
75 points each

WAR ENGINES AND CHAOS NAVY

(Up to 1/3 of the armys points may be spent on War Engines and Chaos Navy)

KHORNE WAR ENGINE FORMATIONS

FORMATION
Banelord Titan
Lord of Battle
Greater Brass
Scorpion

UNITS
1 Banelord Titan
(Leader ability)
1 Lord of Battle
2 Lords of Battle
Up to 3 Greater Brass
Scorpions

COST
800 points
+25 points
425 points
800 points
200 points each

SPECIAL RULE - Blood Rage of Khorne


All units within the World Eaters Army list (not Chaos Navy) are effected by the
Blood Rage of Khorne
If a formation effected by the Blood Rage of Khorne has at least one unit that can
potentially reach base contact with an enemy, they may perform an Engage action
with a +1 modifier to the initiative roll.

FORMATION
Hellblades

CHAOS NAVY

UNITS
3 Hellblade Fighters

Hell Talons
2 Hell Talon Fighter-Bombers
Cruiser
1 Devastation Class Cruiser
(Upgrade Cruiser to a World Eater Battle Barge)

COST
200 points
250 points
150 points
(+100 points)

If a formation effected by the Blood Rage of Khorne has at least one unit that can
potentially reach base contact with an enemy decides to perform any other action
other than an Engage, they will receive a -1 modifier to their initiative roll.

107

6.7 NetEA DEVELOPMENTAL


WORLD EATERS CHAOS SPACE MARINE REFERENCE 1
NAME
Blood Lord

TYPE
CH

Keeper of Chains
Keeper of Skulls
Skull Lord
Khorne Daemon Prince

CH
CH
CH
INF

SPEED
n/a
n/a
n/a
n/a
n/a
15cm (30cm)

ARMOUR
n/a
n/a
n/a
n/a
n/a
3+ (4+)

CC
n/a
n/a
n/a
n/a
n/a
2+

FF
n/a
n/a
n/a
n/a
n/a
5+

World Eaters Legionnaires


World Eaters Possessed
World Eaters Chosen
World Eaters Terminators

INF
INF
INF
INF

15cm
30cm
15cm
15cm

4+
4+
4+
4+

3+
2+
3+
2+

5+
5+
5+
4+

World Eaters Bikes

INF

35cm

4+

3+

4+

Khorne Berserkers

INF

15cm

4+

2+

5+

Juggernauts of Khorne
World Eaters Dreadnought

INF
AV

20cm
15cm

3+
3+

3+
4+

6+
4+

World Eaters Land Raider

AV

25cm

4+

6+

4+

World Eaters Predator

AV

30cm

4+

6+

5+

World Eaters Rhino

AV

30cm

5+

5+

Special

n/a

n/a

Slaughterfiend

AV

20cm

Defiler

AV

Blood Slaughterer
Khorne Assault Engines

WEAPONS
Daemon Weapon
Gift of Khorne
Rope of Chains
Daemon Artefact
Daemon Weapon
Daemon Weapon
Battle Roar of Khorne
Khornate Chainaxes
Mutations
Khornate Chainaxes
2x Reaper Autocannon
Power Weapons
Chainaxes
Combi-bolters
Chainaxes
Bolt Pistols
Juggernaut Bulk
Plasma Cannon
Power Fist
Twin Heavy Bolter
2x Twin Lascannon

STRATEGY 4
RANGE
(base contact)
(base contact)
(base contact)
(base contact)
(base contact)
(base contact)
(15cm)
(base contact)
(base contact)
(base contact)
30cm
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
(base contact)
30cm
(base contact)
30cm
45cm

6+

Autocannon
2x Lascannon
Combi-bolter

45cm
45cm
(15cm)

n/a

n/a

n/a

n/a

4+

3+

5+

20cm

4+

4+

3+

AV
AV

15cm
25cm

3+
4+

3+
4+

4+

Khorne Support Engine

AV

20cm

5+

6+

4+

Greater Brass Scorpion

WE

20cm

5+

3+

3+

Battle Cannon
Twin Power Flails
Spiked Battle Claws
Battle Cannon
Reaper Autocannon
Twin Heavy Flamer
Battle Claws
Cleavers
Cannons OR
Guns
Assault Weapons
Doom Blasters OR
Warp Cannon
Scorpion Mega Cannon
Hellmaw Cannon
Demolisher Cannon
Battle Claws

75cm
(base contact)
(base contact)
75cm
30cm
15cm
(base contact)
(base contact)
45cm
30cm
(base contact)
45cm
90cm
30cm
15cm
30cm
(base contact)

Dreadclaw

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
(Assault Weapons)
(Assault Weapons), EA(+1), First Strike
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+3)
(Small Arms) Ignore Cover
(Assault Weapons), EA(+1)
(Assault Weapons)
(Assault Weapons), EA(+1)
AP4+/AT6+
(Assault Weapons), MW, EA(+1)
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
(Assault Weapons), MW
AP4+/AT4+, Slow Firing
(Assault Weapons), MW, EA(+1)
AP4+
AT4+
AP5+/AT6+
AT5+
(Small Arms)
n/a

AP4+/AT4+
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
AP4+/AT4+
AP4+/AT6+
AP3+, Ignore Cover
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+2)
2x AP5+/AT5+
AP3+/AT5+
(Assault Weapons), MW, EA(+1)
2BP
MW5+, Ignore Cover
2x AP3+/AT5+
2x AP4+, Ignore Cover
AP3+/AT4+, Ignore Cover
(Assault Weapons), MW, EA(+2)

NOTES
Fearless, Invulnerable Save, Supreme Commander
Daemonic Focus, Invulnerable Save
Augment Summoning (+2D3), Invulnerable Save
Commander, Invulnerable Save, Leader
Fearless, Reinforced Armour, Supreme Commander, Teleport
Wings: count as Jump Pack. Speed increased to 30cm, armour reduced to 4+
Invulnerable save, Wings (Jump Packs)
Scout
Reinforced Armour, Teleport, Thick Rear Armour
Mounted
Fearless
Fearless, Infiltrator, Invulnerable Save, Mounted, Walker
Fearless, Walker
Reinforced Armour, Thick Rear Armour, Transport: (May carry up to 2 of the following:
World Eaters Legionnaires, World Eaters Chosen, Khorne Berzerkers; or one Khorne Daemon Prince and
World Eaters Terminators)

Transport: (May carry up to 2 of the following: World Eaters Legionnaires, Khorne Berzerkers,
World Eaters Chosen)
Planetfall, Transport (may carry one formation that contains no mounted infantry, light
vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does not scatter
when planetfalling. Once landed, units carried in the Dreadclaw must disembark within 5cm
of the Dreadclaw or within 5cm of another unit from the same formation that has
already landed, so long as all units are placed within 15cmof the Dreadclaw. Once all units
have been placed, the Dreadclaw is removed.
Fearless, Infiltrator, Invulnerable Save, Walker,
Bloodride: Dangerous terrain test required to mount and Transport: (May carry up to 2 of the
following: World Eaters Legionnaires, Khorne Berzerkers, World Eaters Chosen).
Fearless, Infiltrator, Invulnerable Save, Walker

Fearless, Infiltrator, Invulnerable Save, Walker


Fearless, Reinforced Armour

Fearless, Reinforced Armour


DC3, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker
(May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide.) Critical Hit Effect: The Brass Scorpion is destroyed and any
units within 5cm of the model suffer a hit on a D6 roll of 4+.

WORLD EATERS

6.7 NetEA DEVELOPMENTAL


WORLD EATERS CHAOS SPACE MARINE REFERENCE 2
NAME
Lord of Battle

TYPE
WE

SPEED
25cm

ARMOUR
4+

CC
2+

FF
4+

WEAPONS
Chain Fist
Death Storm
2x Battle Cannon

Banelord Titan

WE

15cm

4+

2+

4+

Doomfist

AC
AC

Fighter
Fighter-Bomber

6+
5+

n/a
n/a

n/a
n/a

Devastation Class Cruiser

SC

n/a

n/a

n/a

n/a

World Eaters Battle Barge

SC

n/a

n/a

n/a

n/a

Blood Thirster

WE

30cm

4+

3+

n/a

Bloodletters
Flesh Hounds

INF
INF

15cm
20cm

4+
4+

4+
3+

n/a
n/a

FIREPOWER
(Assault Weapons), MW, EA(+3)
4x AP4+/AT4+
AP4+/AT4+

Battlehead
Hellstrike Cannon
6x Havoc Missiles
2x Reaper Autocannon
Bombs
Twin Lascannon
Havoc Launcher
Orbital Bombardment
2x Pin-point Attack
Orbital Bombard
Pin-point Attack
Axe of Khorne
Bloodthirster Whip

(base contact)
AND 30cm
(base contact)
AND 75cm
(15cm)
60cm
60cm
15cm
15cm
45cm
45cm
(base contact)
(base contact)

(Assault Weapons), TK(D3), EA(+2)


4x AP4+/AT4+, FxF
(Assault Weapons), EA(+1)
AP4+/AT4+
(Small Arms), EA(+2), FxF
3BP, MW, Ignore Cover, FxF
2BP, One-Shot, Indirect Fire, Fwd
AP4+/AT6+/AA5+, FxF
2BP, FxF
AT4+/AA4+, FxF
AP5+/AT6+, FxF
3BP, MW
MW2+, TK(D3)
3BP, MW
MW2+, TK(D3)
(Assault Weapons), TK(1), EA(+2)
(Assault Weapons), TK(1), EA(+1)

Hellblades
Claws and Fangs

(base contact)
(base contact)

(Assault Weapons), EA(+1)


(Assault Weapons)

Tail

Hellblade
Hell Talon

STRATEGY 4
RANGE
(base contact)
45cm
75cm

NOTES
DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit Effect: immediately moves 3D6cm in a random direction. If this
move takes the Lord of Battles into impassable terrain or another unit it cant
over it stops when it contacts the obstruction and suffers an extra point
of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+.
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless.
May step over units and impassable or dangerous terrain that is lower than the Titans
knees and up to 2cm wide.
Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move takes
the Banelord into impassable terrain or another unit it stops when it contacts the
obstruction and suffers an extra point of damage. Any units run over or into take a hit on
a D6 roll of 4+.

Transport: May carry up to 20 units that can be deployed with Dreadclaws.


Slow and Steady, Transport (May carry 80 units that can be deployed with Dreadclaws),
May not be used on turns 1 or 2 unless specified
DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless.
Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a
roll of 6+. Costs 7 points to summon.
Invulnerable Save. Costs 1 point to summon.
Infiltrator, Invulnerable Save. Costs 1 point to summon.

WORLD EATERS

6.8 NetEA DEVELOPMENTAL


RED CORSAIRS CHAOS ARMY LIST
v3.22. Sub-Army Champion: BlackLegion

Red Corsairs Chaos Space Marine armies have a Strategy rating of 4. All Red Corsairs and Chaos Titan Legion formations have an initiative rating of 1+.
Formations marked with a 1, 2, 3 or 4 and Chaos Navy aircraft formations have an initiative rating of 2+. Red Corsairs Chaos Space Marine armies do not use the
Factions rule.
FORMATION
Hounds Squadron
Terminator Retinue
Renegade Warband

RED CORSAIRS CORE FORMATIONS

CORE UNITS
1 Chaos Space Marine Lord character and
8 Chaos Space Marine Bike units
1 Chaos Space Marine Lord character and 4 to 6
Chaos Space Marine Terminator units
1 Chaos Space Marine Lord character and
8 Chaos Space Marine units

UPGRADES
Daemonic Pact, Icon Bearer

COST
300 points

All except Cult Marines, Havocs


and Rhinos
All

275 points for 4


+60 points per extra
275 points

RED CORSAIRS SUPPORT FORMATIONS

FORMATION
Armoured Company
Chaos Strike Cruiser
Chaos Thunderhawk
Chosen

Cult Marines

Defiler Assault Pack


Blood Slaughterer Pack 1
Brass Scorpion Onslaught 1
Silver Tower Circle 2
Blight Drone Swarm 3
Daemon Knight Pavane 4
Daemon Pool
Raptor Cult

(You may take up to two Support formations per Core formation)


CORE UNITS
UPGRADES
4 to 8 Chaos Predators and/or Chaos Land Raiders
Chaos Hunter, Chaos Vindicators,
Daemon Engines
1 Chaos Strike Cruiser
Chaos Battle Barge(+150 points)
1 Chaos Thunderhawk
None
6 Chaos Space Marine units (with the Scout special ability)
Chaos Champion. Chaos Drop Pods,
Chaos Rhinos, Daemonic Pact
1 Chaos Space Marine Lord character and 6 of the same
units from the following list:
Khorne Berzerkers, Noise Marines, Plague Marines,
Chaos Champion. Chaos Drop Pods,
Thousand Sons
Chaos Dreadnought, Chaos Rhinos,
Daemonic Pact, Daemon Engines
4 Defilers
Daemon Engines
5 Blood Slaughterers
Daemon Engines
2 Brass Scorpions
Daemon Engines
4 Silver Towers
Daemon Engines
6 Blight Drones
Daemon Engines
4 Daemon Knights
Daemon Engines
Any number of Lesser Daemons and /or
None
Greater Daemons
1 Chaos Space Marine Lord character and
Daemonic pact
4 to 8 Raptor units

COST
50 points per Predator
75 points per Land Raiders
200 points
250 points
200 points

275 points

250 points
225 points
250 points
250 points
300 points
250 points
15 points each
75 points each
175 points per 4
+35 points per extra

1 Only if Khorne Berzerkers are present in formation. 2 Only if Thousand Sons are present in formation. 3 Only if Plague Marines are present in formation. 4 Only if Noise Marines are present in formation.

RED CORSAIRS UPGRADES

UPGRADE
Chaos Champion
Chaos Dreadnought
Chaos Drop Pods
Chaos Hunter
Chaos Land Raiders
Chaos Rhinos
Chaos Spawn
Chaos Vindicators
Cult Marines
Daemonic Pact
0-1 Daemon Prince
Daemon Engines

Havocs
Icon Bearer
Obliterators

(Each Red Corsairs formation may take up to four allowed upgrades)

UNITS
Add 1 Chaos Champion character
Add up to 3 Chaos Dreadnoughts
Deploy the entire formation in Drop Pods (requires Chaos Strike Cruiser or Battle Barge)
Add 1 Chaos Hunter
Add up to 4 Chaos Land Raiders
Add up to 8 Chaos Rhinos. If you choose to take this option you must take exactly enough
Rhinos to carry units that still require transport after all upgrades have been taken. No spare
transport spaces may be left over if avoidable.
Add up to 3 Chaos Spawn units
Add up to 3 Chaos Vindicators
Replace 4 Chaos Space Marine units with 4 units from the following list: Khorne
Berzerkers, Noise Marines, Plague Marines, Thousand Sons
Allows the formation to summon daemons from the Daemon pool
Replace unit in the formation containing the Chaos Lord character with a Daemon Prince
unit. You may have only 1 Daemon Prince per army
Add up to 3 of the following:
Defiler or Desecrator
Blood Slaughterer 1
Silver Tower 2
Blight Drone 3
Daemon Knight 4
Replace 4 Chaos Space Marines with 4 Havoc units
Add 1 Icon Bearer
Add up to 3 Obliterators

COST
+50 points
+50 points each
+5 per unit in formation
+50 points
+75 points each
+10 points each
+25 points each
+35 points each
+50 points
+25 points
+50 points

+75 points each


+50 point each
+75 points each
+50 points each
+75 points each
+50 points
+50 points each
+85 points each

1 Only if Khorne Berzerkers, Blood Slaughterers or Brass Scorpions are present in army. 2 Only if Thousand Sons or Silver Towers are present in army
3 Only if Plague Marines or Blight Drones are present in army. 4 Only if Noise Marines or Daemon Knights are present in army.

TITAN LEGIONS AND CHAOS NAVY

(Up to 1/3 of the army's points may be spent on Titan Legion and/or Chaos Navy)

TITAN LEGION FORMATIONS

FORMATION
Chaos Warlord Titan

UNITS
1 Warlord Titan

COST
850 points

FORMATION
Hellblades

CHAOS NAVY

UNITS
3 Hellblade Fighters

COST
200 points

110

6.8 NetEA DEVELOPMENTAL


Chaos Reaver Titan
Chaos Warhound Titan

1 Reaver Titan
1 Warhound Titan

625 points
300 points

Hell Talons
Harbinger

2 Hell Talon Fighter-Bombers


1 Harbinger Bomber

250 points
450 points

110

6.8 NetEA DEVELOPMENTAL


RED CORSAIRS CHAOS RENEGADE CHAOS ARMY REFERENCE 1
NAME
Chaos Warlord
Chaos Lord
Chaos Sorcerer Lord
Champion of Chaos

TYPE
CH
CH
CH
CH

SPEED
n/a
n/a
n/a
n/a

ARMOUR
n/a
n/a
n/a
n/a

CC
n/a
n/a
n/a
n/a

FF
n/a
n/a
n/a
n/a

Icon Bearer
Chaos Space Marines

CH
INF

n/a
15cm

n/a
4+

n/a
4+

n/a
4+

Chaos Space Marine


Bikes
Chaos Space Marine
Terminators

INF

35cm

4+

3+

4+

INF

15cm

4+

3+

3+

Chaos Spawn
Daemon Prince

INF
INF

15cm
15cm(30cm)

3+
3+(4+)

3+
3+

3+

Havocs
Noise Marines

INF
INF

15cm
15cm

4+
4+

5+
4+

3+
3+

Obliterators
Plague Marines

INF
INF

15cm
15cm

4+
3+

3+
3+

2+
4+

Raptors

INF

30cm

4+

3+

4+

Thousand Sons
Khorne Berzerkers

INF
INF

15cm
15cm

4+
4+

5+
2+

4+
5+

Blight Drone

AV

35cm

5+

6+

4+

Blood Slaughterer

AV

15cm

3+

3+

Chaos Dreadnought

AV

15cm

3+

4+

4+

Chaos Hunter
Chaos Land Raider

AV
AV

30cm
25cm

5+
4+

6+
6+

6+
4+

Chaos Predator

AV

30cm

4+

6+

4+

Chaos Rhino

AV

30cm

5+

6+

6+

Chaos Vindicator
Daemon Knight
Defiler

AV
AV
AV

25cm
30cm
20cm

4+
4+
4+

6+
5+
4+

4+
4+
3+

Desecrator

AV

20cm

4+

4+

4+

WEAPONS
Daemon Weapon
Daemon Weapon
Warp Bolt
Daemon Artifact
Khorne, Nurgle, Undivided only
Daemon Bolt
Slaanesh, Tzeentch only
n/a
Bolters
Autocannon
Chainswords
Bolters
Power Weapons
Combi-Bolters
2x Reaper Autocannons
Horrific Mutations
Possessed Weapon
Warp Blast
2x Autocannon
Sonic Blasters
Blastmaster
3x Body Weapons
Plague Knives
Bolters
Chainswords
Melta Weapons
Bolters
Chainaxes
Bolt Pistols
Maw Cannon
Reaper Autocannon
Cleavers

STRATEGY 4
RANGE
(base contact)
(base contact)
(15cm)
(base contact)

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms), EA(+1), MW
(Assault Weapons), EA(+1), First Strike

(15cm)

(Small Arms), EA(+1), First Strike

n/a
(15cm)
45cm
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(base contact)
(base contact)
(15cm)
45cm
(15cm)
30cm
45cm
(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
(base contact)
(15cm)
30cm
30cm
(base contact)

n/a
(Small Arms)
AP5+/AT6+
(Assault Weapons)
(Small Arms)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP4+/AT6+
(Assault Weapons), EA(+D3)
(Assault Weapons), MW, EA(+2)
(Small Arms), MW, EA(+1)
AP5+/AT6+
(Small Arms)
AP5+/AT6+, Disrupt
AP5+/AT5+/AA6+
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
(Small Arms)
(Assault Weapons)
(Small Arms)
AP3+/AT5+ , Ignore Cover
AP4+/AT6+
(Assault Weapons), MW, EA(+2)

Power Fist
Twin Autocannon
Hunter-killer
Twin Heavy Bolter
2x Twin Lascannon

(base contact)
45cm
60cm
30cm
45cm

(Assault Weapons), MW, EA(+1)


AP4+/AT5+
AT4+/AA4+
AP4+
AT4+

2x Heavy Bolters
Twin Lascannon
Combi-Bolters

30cm
45cm
(15cm)

Demolisher
Castigator Cannon
Battle Cannon
Reaper Autocannon
Twin Heavy Flamer
Battle Claws
Ultrasonic Disruptor
Reaper Autocannon

30cm
45cm
75cm
30cm
15cm
(base contact)
45cm
30cm

AP5+
AT4+
(Small Arms)

AP3+/AT4+, Ignore Cover


3x AP3+/AT5+
AP4+/AT4+
AP4+/AT6+
AP3+, Ignore Cover
(Assault Weapons), MW, EA(+1)
2x AP5+/AT6+/AA5+ , Disrupt
AP4+/AT6+

NOTES
Supreme Commander, Invulnerable Save
Commander, Leader, Invulnerable Save
Commander, Leader, Invulnerable Save
Invulnerable Save, Augment Summoning (+2D3).

Leader, Daemonic Focus, Invulnerable Save.

Mounted.
Reinforced Armour, Thick Rear Armour, Teleport.

Invulnerable Save, Fearless.


Commander, Leader, Fearless, Reinforced Armour, Teleport. May have
wings: count as Jump Packs. Speed increased to 30cm, armour reduced to 4+
Fearless.
Reinforced Armour, Thick Rear Armour, Fearless, Teleport
Fearless.
Jump Packs.
Reinforced Armour, Fearless.
Fearless.
Fearless, Invulnerable Save, Skimmer
Fearless, Infiltrator, Invulnerable Save, Walker
Fearless, Walker.

Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Chaos Space
Marine Terminator or 2 of the following units: Chaos Space Marines, Chaos Space
Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs).

Transport: (May carry 2 of the following units: Chaos Space Marines, Chaos
Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand
Sons, Havocs).
Walker.
Scout, Walker, Invulnerable Save, Fearless
Fearless, Infiltrator, Invulnerable Save, Walker.

Fearless, Invulnerable Save, Walker.

RED CORSAIRS

6.8 NetEA DEVELOPMENTAL


Havoc Launcher
Battle Talons

45cm
(base contact)

AP5+/AT6+
(Assault Weapons), EA(+1)

WEAPONS
Arcane Cannons
Beam of Power
Scorpion Cannon
2x Hellmaw Cannon
Demolisher Cannon
Claws
2x Inferno Gun
Close Combat Weapon
Plasma Destructor

STRATEGY 4
RANGE
45cm
60cm
30cm
15cm
30cm
(base contact)
30cm
(base contact)
75cm

FIREPOWER
3x AP4+/AT4+
MW5+
2x AP3+/AT5+
AP4+, Ignore Cover
AP3+/AT4+, Ignore Cover
(Assault Weapons), MW, EA(+1)
3BP, Ignore Cover, FxF
(Assault Weapons), TK(D3), EA(+3) , Fwd
4x MW2+ , Fwd

4x AP4+/AT4+ , Fwd
(Assault Weapons), TK(D3), EA(+3), Fwd
3BP, FxF

RED CORSAIRS CHAOS RENEGADE CHAOS ARMY REFERENCE 2


NAME
Silver Tower

TYPE
AV

SPEED
20cm

ARMOUR
4+

CC
6+

FF
4+

Brass Scorpion

WE

20cm

5+

3+

3+

Chaos Warlord Titan

WE

15cm

4+

2+

3+

Chaos Reaver Titan

WE

20cm

4+

3+

3+

Gatling Blaster
Close Combat Weapon
Apocalypse Missile Launcher

60cm
(base contact)
60cm

Chaos Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+, Fwd
2x MW2+, Slow Firing, Fwd

75cm
30cm
15cm
15cm
30cm
15cm
15cm
15cm
15cm
15cm
45cm
45cm
n/a

AP4+/AT4+, FxF
AP4+/AA5+, FxF
AP4+/AA5+, Right Arc
AP4+/AA5+, Left Arc
AP4+/AT6+/AA5+, FxF
AP4+/AT6+/AA5+, Right Arc
AP4+/AT6+/AA5+, Left Arc
6BP, Ignore Cover, FxF
AP4+/AT6+/AA5+, FxF
2BP, FxF
AT4+/AA4+, FxF
AP5+/AT6+, FxF
5BP, MW

Chaos Thunderhawk
Gunship

WE/AC

Bomber

4+

6+

4+

Harbinger

AC/WE

Bomber

4+

n/a

n/a

Hellblade
Hell Talon

AC
AC

Fighter
Fighter-Bomber

6+
5+

n/a
n/a

n/a
n/a

Chaos Strike Cruiser

SC

n/a

n/a

n/a

n/a

Battle Cannon
2x Twin Heavy Bolter
Twin Heavy Bolter
Twin Heavy Bolter
Reaper Autocannon
Reaper Autocannon
Reaper Autocannon
Incendiary Bombs
2x Reaper Autocannon
Bombs
Twin Lascannon
Havoc Launcher
Orbital Bombardment

Chaos Battle Barge

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

Chaos Drop Pod

AV

Immobile

5+

n/a

n/a

Deathwind

15cm

14BP, MW

AP5+/AT5+

NOTES
Skimmer, Invulnerable Save, Fearless.
DC2, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker
Critical Hi Effect: Destroyed. All units within 5cm take a hit on a 4+.

DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,


Walker. May step over units and impassable or dangerous terrain that is lower
than the Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 4+.
DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of
every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired.
If destroyed any units within 5cms will be hit on a roll of 5+.

DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or
dangerous terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The
Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over
take a hit on a 6+.

DC2, Planetfall, Reinforced Armour, Transport: (May carry up to 8 of the following:


Chaos Space Marines, Chaos Space Marine Bike, Chaos Spawn, Havoc, Cult Marine,
Chaos Dreadnought or Chaos Space Marine Terminator units. Chaos Terminators
and Dreadnoughts take up 2 spaces each). Critical Hi Effect: Destroyed
DC 4. Critical Hi Effect: Destroyed

Transport: (May carry up to 20 of the following: Chaos Space Marines, Havocs, Chaos Spawn,
Cult Marines, Chaos Dreadnought or Chaos Space Marine Bike units, plus 6 Chaos Thunderhawks and
enough Drop Pods to carry any other units on board).
Slow & Steady, Transport: (May carry up to 60 of the following: Chaos Space Marines,
Havocs, Chaos Spawn, Cult Marines, Chaos Dreadnought or Chaos Space Marine Bike
units, plus 9 Chaos Thunderhawks and enough Drop Pods to carry any other units on board).
Planetfall, Transport: (May carry 1 formation that includes only Chaos Space Marines, Havocs,
Chaos Spawn, Cult Marines or Chaos Dreadnought units). Deathwind: After the drop pod lands, its
Deathwind attacks all enemy units within 15cm. Each enemy formation attacked
receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then
any troops carried in the drop pod must disembark within5cm of the drop pod or within 5cm of
another unit from the same formation that has already landed, so long as all units are placed within 15cm of the
drop pod. Drop pods may not be used to claim a crossfire.

RED CORSAIRS

6.8 NetEA DEVELOPMENTAL


Greater Daemons

WE

15cm

4+

3+

Claws and Fangs

(base contact)

(Assault Weapons), MW, EA(+2)

Lesser Daemons

INF

15cm

4+

3+

Claws and Fangs

(base contact)

(Assault Weapons)

DC3, Fearless, Inspiring, Invulnerable Save, Reinforced Armour, Walker. Costs 6 points to
summon.
Invulnerable Save. Costs 1 point to summon.

RED CORSAIRS

6.9 NetEA EXPERIMENTAL


ALPHA LEGION UPRISING CHAOS ARMY LIST
v1.2. Sub-Army Champion: Chroma

Alpha Legion Uprising armies have a Strategy rating of 5 during setup and Turn 1 and a Strategy rating of 3 on all subsequent turns. Alpha Legion Chaos Space
Marine, Aircraft, Spacecraft, and Titan formations have an initiative rating of 2+. Alpha Legion Chaos Cultist formations have an initiative rating of 3+.
Alpha Legion Chaos Space Marine formations may only select the "Chaos Undivided" faction.

ALPHA LEGION CHAOS SPACE MARINES FORMATIONS


FORMATION
0-1 Alpha Legion
Terminators
Alpha Legion
Retinue
Alpha Legion
Bike Company
Alpha Legion
Armoured Company
0-2 Alpha Legion
Infiltrator

(You may take any number of Alpha Legion Chaos Space Marines formations.)
CORE UNITS
1 Chaos space Marine Lord and
Chaos Marine Transport,
4 to 6 Alpha Legion Terminators
Dreadclaws, Dreadnought
1 Chaos Space Marine Lord and
Chaos Space Marine Transport,
8 Chaos Space Marine units
Dreadnought, Dreadclaws, Havocs
1 Chaos Space Marine Lord and 8 Chaos Space
None
Marine Bike units
4 to 8 Chaos Predators and/or Chaos Land Raiders
None
in any combination
1 Chaos Lord Lord and 6 Chaos Space
Chaos Space Marine Transport
Marine Chosen units
(Rhinos only), Dreadclaws

COST
275 points for 4
+65 points per extra unit
275 points
300 points
50 points per Predator
75 points per Land Raider
300 points

ALPHA LEGION CHAOS CULTIST FORMATIONS

FORMATION
1+ Traitor Coven
Traitor Rough Riders
Traitor Sentinels
Traitor Artillery
Traitor Armour
Company
0-2 Traitor Storm
Troopers
Traitor Super-Heavy
Tank Company
0-1 Daemon Pool

(Up to two Alpha Legion Chaos Cultist Formations may be taken per one Alpha Legion Chaos Space Marine formation taken.)
CORE UNITS
1 Demagogue or Chaos Marine Aspiring Champion
All except Chaos Space Marine
and 11 Cultist units
Transport
6 Traitor Rough Rider units
None
4 Traitor Sentinels
None
4 Traitor Basilisks and/or Manticores
None
6 Traitor Leman Russ
Traitor Griffon Battery, Traitor Flak
Traitor Hellhound Squadron
1 Demagogue or Chaos Marine Aspiring Champion
Traitor Snipers, Transport
and 6 Traitor Storm Troopers
1 to 3 Baneblades and/or Shadowswords
Traitor Tank Squadron, Traitor Flak
in any combination
Traitor Hellhound Squadron,
Traitor Griffon Battery
Any number of Lesser Daemon units
None
Any number of Greater Daemon units
None

COST
200 points
150 points
100 points
350 points
400 points
200 points
200 points
200 points each

20 points each
75 points each

ALPHA LEGION UPRISING UPGRADES

UPGRADE
Big Mutants
Chaos Altar
Chaos Hounds
Chaos Space Marine
Transport
Chaos Spawn
Cultist or Mutants
Daemon Prince
Daemonic Pact
Icon Bearer
Dreadnought
Havocs
Dreadclaws
Traitor Snipers
Traitor Tank Squadron
Transports

Traitor Griffon Battery


Traitor Flak
Traitor Hellhound Squadron

(A formation may take each allowed upgrade once.)


UNITS
Replace 1 to 6 Cultist and/or Mutant units with an equal number of Big Mutants
Add 1 Chaos Altar
Add up to 3 Chaos Hounds units
Add Chaos Rhinos and/or Chaos Land Raiders to the formation. You may take
only the minimum number required to transport the formation after all upgrades
have been added. No spare transport spaces may be left over if avoidable.
Add 1 Chaos Spawn unit
Add up to 8 Cultist/Mutant units in any combination
Replace the Demagogue or Chaos Space Marine Aspiring Champion with a
Daemon Prince unit. You may have only 1 Daemon Prince per Chaos faction taken.
Add a Daemonic Pact to the formation
Add 1 Icon Bearer character to the formation
Add up to 3 Chaos Dreadnoughts
Add 4 Havoc units
Add enough Dreadclaws to transport the entire formation

Add 2 Traitor Sniper units


Add up to 3 Traitor Leman Russ or Leman Russ Demolishers
Add any combination of: Land Transporters and/or Traitor Chimeras. You may take
only the minimum number required to transport the formation after all upgrades
have been added. No spare transport spaces may be left over if avoidable.
Add 3 Traitor Griffons
Add 1 Traitor Hydra
Add 3 Traitor Hellhounds

COST
+20 points each
+150 points each
+10 points each
10 points per Rhino
75 points per Land Raider
+25 points
+15 points each
+50 points
+25 points
+50 points each
+50 points each
+150 points
+5 points per unit
in formation
+50 points
+70 points each
+10 points each
+25 points each
+75 points
+50 points
+125 points

ALPHA LEGION SPACECRAFT AND SUPPORT

FORMATION
Hellblades
Hell Talons
Traitor Thunderbolts
Traitor Marauders
Traitor Warhound Pack
Cruiser

(Up to 1/3 of the army's points may be spent on Spacecraft and Support)
UNITS
3 Hellblade Fighters
2 Hell Talon Fighter-Bombers
2 Traitor Thunderbolt Fighter-bombers
2 Traitor Marauder Bombers
1 or 2 Traitor Warhound Titans
1 Devastation Class Cruiser

COST
200 points
250 points
150 points
250 points
275 points each
150 points

SPECIAL RULE - Surprise Attack

113

6.9 NetEA EXPERIMENTAL


At the start of the game and for the first turn, an Alpha Legion army is considered to have a Strategy rating of 5; this is used for determining table edges, deployment order,
etc. In all subsequent turns they are treated as having Strategy rating 3 as local forces mobilize to respond to their treachery.

113

6.9 NetEA EXPERIMENTAL


ALPHA LEGION UPRISING CHAOS ARMY REFERENCE 1
NAME
Chaos Space Marine Lord
Icon Bearer
Alpha Legion Terminators

TYPE
CH
CH
INF

SPEED
n/a
n/a
15cm

ARMOUR
n/a
n/a
4+

CC
n/a
n/a
3+

FF
n/a
n/a
3+

Big Mutant

INF

15cm

3+

4+

4+

Chaos Hound
Chaos Space Marine
Aspiring Champion

INF
INF

30cm
15cm

6+
4+

4+
4+

4+

Chaos Space Marine


Bikes
Chaos Space Marine
Chosen
Chaos Spawn
Cultist

INF

35cm

4+

3+

4+

INF

15cm

4+

4+

4+

INF
INF

15cm
15cm

3+
--

3+
5+

6+

Daemon Prince

INF

15cm(30cm)

3+(4+)

3+

3+

Demagogue

INF

15cm

6+

5+

5+

Havocs
Mutant

INF
INF

15cm
15cm

4+
6+

5+
4+

3+
6+

Plague Zombie

INF

10cm

5+

6+

Traitor Rough Rider

INF

20cm

6+

4+

6+

Traitor Snipers
Traitor Stormtroopers

INF
INF

15cm
15cm

5+

5+
5+

6+
4+

Land Transporter

LV

30cm

5+

6+

6+

Chaos
Land Raider
Chaos Dreadnought

AV

25cm

4+

6+

4+

AV

15cm

3+

4+

4+

Chaos Rhino

AV

30cm

5+

6+

6+

Traitor Basilisk

AV

20cm

5+

6+

5+

Traitor Chimeras

AV

30cm

5+

6+

5+

Traitor Griffons

AV

30cm

6+

6+

Traitor Hydras

AV

30cm

6+

6+

WEAPONS
Daemon Weapon
n/a
Power Weapons
Combi-Bolters
2x Reaper Autocannons
Big Weapons
2x Heavy Stubber
Fangs
Daemon Weapon
Bolters
Heavy Weapons
Chainswords
Bolters
Bolters
Autocannon
Horrific Mutations
Firearms
Heavy Weapons
Possessed Weapon
Warp Blast
Daemon Weapon
Firearms
2x Autocannon
Assorted Weapons
Firearms
Claws and Teeth

STRATEGY 2
RANGE
FIREPOWER
(base contact)
(Assault Weapons), MW, EA(+1)
n/a
n/a
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP4+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP6+
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(15cm)
(Small Arms)
45cm
AP5+/AT6+
(base contact)
(Assault Weapons), EA(+D3)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), MW, EA(+2)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
45cm
AP5+/AT6+
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)

Power Lance
Chainswords
Las Pistol
Sniper Rifles
Hellguns
Plasma Guns
Heavy Weapons

(base contact)
(base contact)
(15cm)
30cm
(15cm)
15cm
30cm

(Assault Weapons), EA(+1), First Strike


(Assault Weapons)
(Small Arms)
AP5+, Sniper
(Small Arms)
AP5+/AT5+
AP6+/AT6+

Twin Heavy Bolter


2x Twin Lascannon
Power Fist
Twin Autocannon

30cm
45cm
(base contact)
45cm

AP4+
AT4+
(Assault Weapons), MW, EA(+1)
AP4+/AT5+

NOTES
Commander, Leader, Invulnerable Save
Leader, Daemonic Focus, Invulnerable Save.
Reinforced Armour, Thick Rear Armour, Teleport.

Invulnerable Save, Commander, Leader

Mounted.
Scout.
Invulnerable Save, Fearless.

Commander, Leader, Fearless, Reinforced Armour, Teleport. May have


wings: count as Jump Packs. Speed increase to 30cm, save reduced to 4+
Invulnerable Save, Augment Summoning (+2D3).

Infiltrator, Fearless, Infestation (Teleport).


Plague Zombies may only contest, not hold objectives.
Mounted, Scout, Infiltrator

Scout

Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring


Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds
Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each).
Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Alpha Legion
Terminator unit or 2 Chaos Space Marine units)
Fearless, Walker.
Transport: (may carry 2 Chaos Space marine or Chaos Space Marine Chosen

Heavy Bolter
Earthshaker
Heavy Bolter
Multilaser

30cm
120cm
30cm
30cm

AP5+
AP4+/AT4+ OR 1BP, Indirect Fire
AP5+
AP5+/AT6+

5+

Heavy Bolter

30cm

AP5+

5+

Heavy Mortar
Heavy Bolter
2x Twin Hydra Autocannon

30cm
30cm
45cm

1BP, Indirect Fire


AP5+
AP4+/AT5+/AA5+

May either shoot normally or fire a barrage. May only use the Indirect
Fire special ability when firing barrages.
Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring
Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds
Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each).

ALPHA LEGION

6.9 NetEA EXPERIMENTAL


ALPHA LEGION UPRISING CHAOS ARMY REFERENCE 2
STRATEGY 2
RANGE
FIREPOWER
30cm
AP5+
30cm
AP3+, Ignore Cover
30cm
AP5+
45cm
AT5+
75cm
AP4+/AT4+
30cm
AP4+/AT4+, Slow Firing
30cm
AP3+/AT4+, Ignore Cover
45cm
AT5+
30cm
AP5+
150cm
2BP, Disrupt, Slow Firing, Indirect Fire
30cm
AP5+/AT6+
n/a
n/a

NAME
Traitor Hellhounds

TYPE
AV

SPEED
30cm

ARMOUR
4+

CC
6+

FF
3+

Traitor Leman Russ

AV

20cm

4+

6+

4+

Traitor Leman Russ


Demolisher

AV

Traitor Manticore

AV

20cm

6++

6+

5+

Traitor Sentinels
Dreadclaw

AV
Special

20cm
n/a

6+
n/a

6+
n/a

5+
n/a

WEAPONS
Heavy Bolter
Inferno Cannon
2x Heavy Bolter
Lascannon
Battlecannon
2x Plasma Cannon
Demolisher
Lascannon
Heavy Bolter
Rocket Launcher
Multilaser
n/a

Chaos Altar

WE

15cm

4+

4+

4+

Arcane Technology

45cm

D3x AP4+/AT4+/AA4+

Traitor Warhound Titan

WE

30cm

5+

4+

4+

Vulcan Mega-Bolter
Plasma Blastgun

45cm
45cm

4x AP3+/AT5+ , Fwd
2x MW2+, Slow Firing , Fwd

3x Twin Heavy Bolter


Demolisher
Autocannon
2x Lascannon
Main Battle Cannon
2x Heavy Bolter
Volcano Cannon

30cm
30cm
45cm
45cm
75cm
30cm
90cm

AP4+
AP3+/AT4+, Ignore Cover, FxF
AP5+/AT6+
AT5+
AP3+/AT3+
AP5+
MW2+, TK(D3), FxF

15cm
15cm
45cm
45cm
15cm
30cm
30cm
15cm
15cm
45cm
(base contact)

AP4+/AT6+/AA5+, FxF
2BP, FxF
AT4+/AA4+, FxF
AP5+/AT6+, FxF
AP4+/AA5+, FxF
AP5+/AT6+/AA5+, FxF
AT4+, FxF
AA5+
3BP, FxF
AT4+/AA4+, FxF
(Assault Weapons), MW, EA(+2)

(base contact)

(Assault Weapons)

Traitor Baneblade

WE

15cm

4+

6+

4+

Traitor Shadowsword

WE

15cm

4+

6+

5+

Hellblade
Hell Talon

AC
AC

Fighter
Fighter-Bomber

6+
5+

n/a
n/a

n/a
n/a

Traitor Thunderbolt
Fighter-Bombers

AC

Fighter-Bomber

6+

n/a

n/a

Traitor Marauder
Bombers

AC

Bomber

4+

n/a

n/a

Generic Greater Daemon

WE

4+

3+

2x Reaper Autocannon
Bombs
Twin Lascannon
Havoc Launcher
Stormbolters
Multilaser
Underwing Rockets
2x Twin Heavy Bolter
Bomb Racks
Twin Lascannon
Claws and Fangs

Generic Lesser Daemon

INF

4+

3+

Claws and Fangs

15cm

NOTES

Reinforced Armour

Reinforced Armour

Scout, Walker
Planetfall, Transport: (May carry 1 formation that contains no mounted infantry,
light vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does
not scatter when planetfalling. Once landed, units carried in the Dreadclaw must
disembark within 5cm of the Dreadclaw or within 5cm of another unit from the
same formation that has already landed, so long as all units are placed within
15cmof the Dreadclaw. Once all units have been placed, the Dreadclaw is removed.
DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring,
Augment Summoning (+2), Daemonic Focus
Critical Hit Effect: Destroyed. Units within 5cm suffer MW6+ attack

DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous terrain
that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random
direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.

DC3, Reinforced Armour


Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a hit on
a roll of 6+.

DC3, Reinforced Armour


Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a hit on
a roll of 6+.

DC3, Reinforced Armour, Fearless, Inspiring, Walker. Critical Hit Effect: Hurled back into the warp.
Drags any units within 5cm back with it on a roll of 6+. Costs 6 points to summon.
Invulnerable Save. Costs 1 point to summon.

ALPHA LEGION

6.10 NetEA EXPERIMENTAL


DAEMON WORLD CHAOS ARMY LIST
v2.2. Sub-Army Champion: Chroma

Daemon World Chaos Armies have a Strategy rating of 2. All Daemon World Chaos Army formations have an initiative rating of 3+.

DAEMON WORLD SPECIAL

FORMATION
0-1 Warp Rift

1 Great Abomination
0-2 Plague Zombie Infestation

CORE UNITS
1 Warp Rift (replace one objective on the Daemon World side of the table with a Warp Rift).
The Warp Rift functions both as a Chaos Gate and as an objective for rules purposes.
It may not be attacked or destroyed.
Important note: Warp Rifts are one of the smallest types of Chaos Gate and may only be used by formations
made up exclusively of infantry light vehicles, and armoured vehicle units that have walker ability formations
that include any other type of unit may not use a Warp Gate to enter play.
1 Chaos Space Marine Aspiring Champion, Daemon Prince, Demagogue, or Greater Daemon
in the army gains the Supreme Commander ability.
3D6 Plague Zombie units

DAEMON WORLD HORDES

FORMATION
Daemonic Horde
Mutant Horde
0-1 Greater Daemon

CORE UNITS
8 Lesser Daemon units. (Must be of same Faction and/or Undivided as desired)
1 Demagogue or Chaos Marine Aspiring Champion and 11 Mutant units.
You may include 1 Greater Daemon per Daemonic Horde in the army, with a maximum
of 1 per Chaos Faction represented.

COST
75 points

Free
175 points
COST
250 points
200 points
250 points

HORDE UPGRADES

UPGRADES
Daemon Prince
Icon Bearer
Mutants
Big Mutants
Chaos Altar
Chaos Spawn
Chaos Hounds
Furies
Additional Daemons

(Each Horde, including Greater Daemon formations, may take any number of upgrades. Each upgrade may only be selected once per Horde.)
UNITS
Replace a Chaos Space Marine Aspiring Champion or Demagogue with a
Daemon Prince unit. You may have only 1 Daemon Prince per faction taken
Add 1 Icon Bearer character to the formation
Add up to 8 Mutant units to the formation
Replace 1 to 6 Mutant units with an equal number of Big Mutants
Add 1 Chaos Altar
Add up to 3 Chaos Spawn units
Add up to 3 Chaos Hounds units
Add 1 to 3 Fury units
Add 1 to 6 Lesser Daemons (must be of same faction or Undivided)

COST
+50 points
+50 points
+15 points each
+20 points each
+150 points
+25 points each
+10 points each
+25 points each
+25 points each

DAEMON WORLD SUPPORT PACKS

FORMATION

DAEMON ENGINES:

Khorne: Lord of Battles


Khorne: Daemon Assault Engines
Nurgle: Plague Tower
Nurgle: Contagion Towers
Slaanesh: Daemon Scout Titans

FOLLOWERS OF CHAOS:

Khorne: Juggernaut Pack


Nurgle: Beasts of Nurgle Pack
Slaanesh: Seekers Pack
Tzeentch: Screamers Pack
Undivided: Spawn Pack
Chaos Renegades Pack
Cultist Mob

(You may take one Daemon World Support Pack per Daemon World Horde in the army from the following list:
Daemon Engines or Followers of Chaos. Selections must be Faction specific)
CORE UNITS

COST

1 to 2 Lords of Battles
4 Daemonic Assault Engines
1 to 3 Plague Towers
4 Contagion Towers
1 to 2 Daemon Scout Titans:
Questor
Subjugator

400 points each


300 points
325 points each
325 points each

4 to 8 Juggernauts of Khorne
4 to 6 Beasts of Nurgle
6 to 9 Seekers
6 to 9 Screamers
4 to 6 Chaos Spawn
8 Chaos Space Marines (May be mounted in 4 Chaos Marine Rhinos for +75 points)
12 Cultist units

50 points each
50 points each
25 points each
25 points each
25 points each
225 points
150 points

SPECIAL RULE - Chaos Gate

A Chaos Gate included in the army allows the Chaos player to pick up to
three other formations, and keep them within the Warp instead of
deploying them normally. Any formations that are kept within the Warp
may enter play via the Chaos Gate, by taking an action that allows them
to make a move, and then measuring their first move from the position
that a Chaos Gate occupies on the tabletop. No more than one formation
may travel through a Chaos Gate each turn.

275 points
225 points

SPECIAL RULE - Instability

Any Daemon World formation that fails an initiative test, for any reason,
immediately loses 1D3 Lesser Daemons. These losses do not cause any Blast
though the formation may break if this causes them to have more Blast
Markers than units. Formations without Lesser Daemons are still subject to this
rule though, in practice, it has no effect on them.

116

6.10 NetEA EXPERIMENTAL


DAEMON WORLD CHAOS ARMY REFERENCE 1
NAME
Icon Bearer
Beasts of Nurgle

TYPE
CH
INF

SPEED
n/a
15cm

ARMOUR
n/a
3+

CC
n/a
4+

FF
n/a
5+

Big Mutant

INF

15cm

3+

4+

4+

Bloodletters
Chaos Hound
Chaos Space Marine
Aspiring Champion

INF
INF
INF

15cm
30cm
15cm

4+
6+
4+

4+
4+
4+

n/a
n/a
4+

Chaos Spawn
Cultist

INF
INF

15cm
15cm

3+
--

3+
5+

n/a
6+

Daemon Prince

INF

15cm(30cm)

3+(4+)

3+

3+

Daemonettes
Daemonic beasts
Demagogue

INF
INF
INF

15cm
20cm
15cm

4+
4+
6+

3+
3+
5+

n/a
n/a
5+

Flamers

INF

15cm

5+

5+

4+

Flesh Hounds
Furies

INF
INF

20cm
30cm

4+
6+

3+
4+

Horrors
Khorne Juggernauts
Mutant

INF
INF
INF

20cm
15cm

4+
3+
6+

4+
3+
4+

3+
6+
6+

Plaguebearers

INF

15cm

3+

4+

6+

Plague Zombie

INF

10cm

5+

6+

n/a

Screamers
Seekers
Contagion Tower

INF
INF
AV

30cm
30cm
15cm

5+
4+
5+

3+
4+
5+

5+

Defiler

AV

20cm

4+

4+

3+

Demonic Assault
Engines
Daemon Knight
Hellfire Cannon
Silver Tower

AV

25cm

4+

3+

5+

AV
AV
AV

30cm
15cm
20cm

4+
4+
4+

5+
6+
6+

4+
4+
4+

Chaos Altar

WE

15cm

4+

4+

4+

WEAPONS
n/a
Acidic Slime
Cloud of Flies
Big Weapons
2x Heavy Stubber
Hellblades
Fangs
Daemon Weapon
Bolters
Heavy Weapons
Horrific Mutations
Firearms
Heavy Weapons
Possessed Weapon
Warp Blast
Daemonic Talons
Claws and Fangs
Daemon Weapon
Firearms
Flames of Tzeentch
Claws and Fangs
Claws and Fangs
Aerial Assault
Daemonic Fire
Juggernaut Bulk
Assorted Weapons
Firearms
Plague Swords
Plague of Flies
Claws and Teeth
Claws and Fangs
Daemonic Talons
Vomit Cannon
Plague Catapult
Battle Cannon
Reaper Autocannon
Twin Heavy Flamer
Battle Claws
Daemons Blades/Spikes
Blood Cannons
Castigator Cannon
Hellfire Cannon
Arcane Cannons
Beam of Power
Arcane Technology

STRATEGY 2
RANGE
FIREPOWER
n/a
n/a
(base contact)
(Assault Weapons), Ignore Cover
(15cm)
(Small Arms), Ignore Cover
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP6+
(base contact)
(Assault Weapons), EA(+1)
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), EA(+D3)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), MW, EA(+2)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
AND (15cm)
(Small Arms), EA(+1)
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons)
30cm
AA6+
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons)
(base contact)
(base contact)
30cm
45cm
75cm
30cm
15cm
(base contact)
(base contact)
30cm
45cm
75cm
45cm
60cm
45cm

(Assault Weapons)
(Assault Weapons)
AP4+/AT6+, Disrupt
1BP, Disrupt, Indirect Fire
AP4+/AT4+
AP4+/AT6+
AP3+, Ignore Cover
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+D3)
2x AP4+/AT5+
3x AP3+/AT5+
MW4+
3x AP4+/AT4+
MW5+
D3x AP4+/AT4+/AA4+

NOTES
Leader, Daemonic Focus, Invulnerable Save.
Fearless, Invulnerable Save, Mounted, Walker

Invulnerable Save, Costs 1 point to summon.


Invulnerable Save, Commander, Leader

Invulnerable Save, Fearless.

Commander, Leader, Fearless, Reinforced Armour, Teleport. May have


wings: count as Jump Packs. Speed increase to 30cm, save reduced to 4+
First Strike, Invulnerable Save, Costs 1 point to summon.
Infiltrator, Invulnerable Save, Costs 1 point to summon
Invulnerable Save, Augment Summoning (+2D3).
Invulnerable Save. Costs 1 point to summon.
Infiltrator, Invulnerable Save. Costs 1 point to summon.
Wings (count as Jump Pack), Invulnerable Save, Scout. Costs 1 point to summon.
Invulnerable Save. Costs 1 point to summon
Fearless, Infiltrator, Invulnerable Save, Mounted, Walker

Invulnerable Save. Costs 1 point to summon.


Infiltrator, Fearless, Infestation (Teleport).
Plague Zombies may only contest, not hold objectives.
Jump Packs. Invulnerable Save. Costs 1 point to summon
First Strike, Invulnerable Save, Mounted. Costs 1 point to summon.
Invulnerable Save, Fearless
Fearless, Infiltrator, Invulnerable Save, Walker.

Invulnerable Save , Reinforced Armour, Fearless.


Scout, Walker, Invulnerable Save, Fearless
Invulnerable Save, Fearless
Skimmer, Invulnerable Save, Fearless.
DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring,
Augment Summoning (+2), Daemonic Focus
Critical Hit Effect: Destroyed. Units within 5cm suffer MW6+ attack

DAEMON WORLD

6.10 NetEA EXPERIMENTAL


DAEMON WORLD CHAOS ARMY REFERENCE 2
STRATEGY 2
RANGE
FIREPOWER
(base contact)
(Assault Weapons), MW, EA(+3)
45cm
4x AP4+/AT4+
75cm
AP4+/AT4+

NAME
Lord of Battle

TYPE
WE

SPEED
25cm

ARMOUR
4+

CC
2+

FF
4+

WEAPONS
Chain Fist
Death Storm
2x Battle Cannon

Plague Tower

WE

15cm

4+

4+

4+

Plague Mortar
2x Battle Cannon
Rot Cannon

60cm
75cm
90cm

3+D3BP, Disrupt, FxF


AP4+/AT4+
AP3+/AT5+, Ignore Cover, FxF

Questor

WE

35cm

5+

5+

3+

2x Castigator Cannon
2x Battle Cannon

45cm
75cm

3x AP3+/AT5+
AP4+/AT4+

Subjugator

WE

35cm

5+

5+

3+

2x Hellblades
Battle Cannon

(base contact)
75cm

(Assault Weapons), TK(D3), EA(+2)


AP4+/AT4+

Blood Thirster

WE

30cm

4+

3+

n/a

Axe of Khorne
Bloodthirster Whip

(base contact)
(base contact)

(Assault Weapons), TK(1), EA(+2)


(Assault Weapons), TK(1), EA(+1)

Great Unclean One

WE

15cm

4+

4+

4+

Nurgling Swarm
Stream of Corruption

Keeper of Secrets

WE

15cm

4+

3+

4+

Lash of Torment
Gaze of Slaanesh

Lord of Change

WE

30cm

4+

5+

3+

Bedlam Staff
Withering Gaze

Doomwing
Firelord

AC
AC

Fighter
Bomber

6+
4+

n/a
n/a

n/a
n/a

Flame Cannon
Flame Cannon
Firestorm Bombs
Twin Lascannon

(base contact)
(15cm)
AND 15cm
(base contact)
(15cm)
AND 30cm
(base contact)
(15cm)
AND 45cm
15cm
15cm
15cm
45cm

(Assault Weapons), EA(+1)


(Small Arms), Ignore Cover, EA +1)
3BP, Ignore Cover
(Assault Weapons), MW, EA(+1), First Strike
(Small Arms), MW, First Strike, EA(+1)
3x MW4+
(Assault Weapons), MW, EA(+1)
(Small Arms), MW, EA(+1)
2x MW3+
AP4+/AT5+/AA5+, Ignore Cover, FxF
AP4+/AT5+/AA5+, Ignore Cover, FxF
D3BP, Ignore Cover, FxF
AT4+/AA4+, FxF

NOTES
DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit Effect: immediately moves 3D6cm in a random direction. If this
move takes the Lord of Battles into impassable terrain or another unit it cant
over it stops when it contacts the obstruction and suffers an extra point
of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+.
DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport
16 of the following units: Daemon Prince, Chaos Spawn, Cultists, Mutants,
Big Mutants, Chaos Hounds, Daemonic Beasts, Plague Bearers,
Great Unclean One - Chaos Spawns, Big Mutants, Daemon Princes and Great
Unclean Ones take up 2 transport spaces each).
Critical Hit Effect: Extra point of DC and kill D3 selected passengers
(no saves allowed). The player may choose which units are killed.
DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over
units and impassable or dangerous terrain lower than the Titans knees and
up to 2cm wide.
Critical Hit Effect: Moves D6cm in a random direction. If move takes the Questor
into impassable terrain or another unit it cant move over then it stops when it hits
the obstruction and suffers an extra point of damage. If it staggers into or over any
units then they will take a hit on a D6 roll of 6+ (take any normal saving throws).
DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and
impassable or dangerous terrain that is lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: Moves D6cm in a random direction. If move takes the Subjugator
into impassable terrain or another unit it cant move over then it stops when it hits
the obstruction and suffers an extra point of damage. If it staggers into or over any
units then they will take a hit on a D6 roll of 6+ (take any normal saving throws).
DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless.
Critical Hit Effect: Hurled back into the warp. Drags any units
within 5cm back with it on a roll of 6+. Costs 8 points to summon.
DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless.
Critical Hit Effect: Hurled back into the warp. Drags any units
within 5cm back with it on a roll of 6+. Costs 8 points to summon.
DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless.
Critical Hit Effect: Hurled back into the warp. Drags any units
within 5cm back with it on a roll of 6+. Costs 8 points to summon.
DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless
Critical Hit Effect: Hurled back into the warp. Drags any units
within 5cm back with it on a roll of 6+. Costs 8 points to summon.
Invulnerable Save.
Invulnerable Save.

DAEMON WORLD

6.11 NetEA EXPERIMENTAL


KHORNE RENEGADES CHAOS ARMY LIST
v1.1.1. Sub-Army Champion: "Dobbsy"

Khorne Renegades armies have a Strategy rating of 4. All formations in a Khorne Renegades army have an initiative rating of 1+.
Chaos Navy formations have an initiative rating of 2+.
FORMATION
Khorne Renegade Marines
Retinue

CORE UNITS
8 Khorne Renegade Marine units

RETINUES

UPGRADES
All

COST
225 points

ELITE SUPPORT FORMATIONS

FORMATION
Khorne Renegade
Terminators
World Eaters Planetary
Assault

Renegades Blood Pack

(One Elite Support Formation may be included in the army for each Retinue selected)
CORE UNITS
UPGRADES
4 Khorne Renegade Terminators units
Dreadnoughts, Khorne Champion,
Daemon Prince, Daemonic Pact,
Icon Bearer, Khorne Lord
8 World Eaters Berzerkers units plus
World Eaters Terminators,
Dreadclaw Assault boats
Khorne Lord, Khorne Champion,
Icon Bearer, Dreadnoughts,
Daemonic Pact, Daemon Prince
3 Slaughterfiends and 3 Khorne Berzerker units
None

COST
300 points

275 points

300 points

SUPPORT FORMATIONS

FORMATION
Khorne Renegade Bike
Company
Khorne Raptor Cult
Khorne Cultists/Mutants
Slaughter Pack

(One Khorne Support Formation may be included for every Retinue selected)
CORE UNITS
UPGRADES
8 Khorne Renegade Bike units
Daemonic Pact, Icon Bearer

COST
300 points

6 Khorne Raptor units


8 Khorne Cultists and/or Mutants units
4 Khorne Blood Slaughterers

250 points
125 points
200 points

None
None
Blood Slaughterers

UPGRADES

UPGRADES
Khorne Lord
0-1 Khorne Warlord
0-1 Khorne Daemon Prince
Khorne Berzerkers
World Eaters Terminators
Dreadnoughts
Blood Slaughterers
Khorne Renegade
Annihilators
Dreadclaws
Khorne Champion
Icon Bearer
Daemonic Pact
Predators
Transports

(Each allowed upgrade may be taken once per formation)

UNITS
Add a Khorne Lord to a unit
Add the Supreme Commander ability to a single Khorne Lord unit
Replace a unit containing a Khorne Lord or War Lord character with a
Khorne Daemon Prince unit.
Add 4 units of Khorne Berzerkers to the formation
Replace up to 4 World Eaters Berzerker units with the same number
of World Eaters Terminator units
Add up to 2 Khorne Dreadnoughts
Add up to 2 Blood Slaughterers
Replace up to 4 Khorne Renegade Marine units with the same number
of Renegade Annihilator units
Equips the formation with Dreadclaw Assault Boats

Add a Khorne Champion to a unit in the formation


Add a Khorne Icon Bearer to a unit in the formation
Allows the formation to summon Daemons from the Daemon Pool
Add up to 4 Khorne Predators
Add Khorne Rhinos and/or Khorne Land Raiders. You may take only the
minimum number required to transport the formation after all upgrades
have been added. No spare transport spaces may be left over if avoidable.

COST
+50 points
+50 points
+50 points
+150 points
+45 points each
+50 points each
+50 points each
+35 points each
+5 points per unit
in the formation
+50 points
+50 points
+25 points
+50 points each
+10 points per Rhino
+75 per Land Raider

DAEMON POOL

(Only Khorne Daemons may be purchased for the Daemon pool)


FORMATION

UNITS

COST

Daemon Pool

Any number of Lesser Daemon units (Bloodletters and/or Flesh Hounds)


Any number of Greater Daemon (Bloodthirster)

20 points each
75 points each

WAR ENGINES AND


CHAOS NAVY FORMATIONS
(Up to 1/3 of the armys points may be spent on War Engines and Chaos Navy formations)
FORMATION
UNITS
COST
Banelord Titan
1 Banelord Titan
800 points
Lord of Battle
1 Lord of Battle
425 points
2 Lords of Battle
800 points
Brass Scorpion
Up to 2 Brass Scorpions
200 points each
Hellblades
3 Hellblade Fighters
200 points
Hell Talons
2 Hell Talon Fighter-Bombers
250 points
Harbinger
1 Harbinger Bomber
425 points
Cruiser
1 Devastation Class Cruiser
150 points
Battleship
1 Despoiler Class Battleship
250 points

SPECIAL RULE - Blood Rage of Khorne

All followers of Khorne units within the Khorne Renegades army list have
both the Bloodthirsty and Aggressive traits

SPECIAL RULE - Bloodthirsty

Formations that have a Bloodthirsty unit which can potentially reach base
contact with an enemy unit after a charge move will receive a -1 modifier
to their initiative roll, if they attempt to perform any action other than an
Engage action. This rule does not affect transport aircraft that are carrying
Bloodthirsty units.

SPECIAL RULE - Aggressive

Formations that have an aggressive unit which can potentially reach base
contact with an enemy unit after a charge move will receive a +1 modifier
to their initiative roll, if they attempt to perform an Engage action. This rule
does not affect transport aircraft that are carrying Aggressive units.

119

6.11 NetEA EXPERIMENTAL


KHORNE RENEGADES CHAOS ARMY REFERENCE 1
NAME
Champion of Khorne
Icon Bearer
Khorne Lord
Khorne Daemon Prince

TYPE
CH
CH
CH
INF

SPEED
n/a
n/a
n/a
15cm (30cm)

ARMOUR
n/a
n/a
n/a
3+ (4+)

CC
n/a
n/a
n/a
2+

FF
n/a
n/a
n/a
5+

Khorne Berserkers

INF

15cm

4+

2+

5+

Khorne Cultist

INF

15cm

5+

6+

Khorne Mutants

INF

15cm

6+

5+

6+

Khorne Renegade
Annihilators
Khorne Renegade Bikes

INF

15cm

4+

5+

3+

INF

35cm

4+

3+

4+

Khorne Renegade Marines

INF

15cm

4+

4+

4+

Khorne Renegade
Terminators

INF

15cm

4+

3+

3+

Khorne Raptors

INF

30cm

4+

3+

5+

World Eaters Legionnaires

INF

15cm

4+

3+

5+

World Eaters Terminators

INF

15cm

4+

2+

4+

Blood Slaughterer
Khorne Dreadnought

AV
AV

15cm
15cm

3+
3+

3+
4+

5+

Khorne Land Raider

AV

25cm

4+

6+

4+

Khorne Predator

AV

30cm

4+

6+

5+

Khorne Rhino

AV

30cm

5+

5+

6+

Renegades Slaughterfiend

AV

20cm

4+

3+

5+

Special

n/a

n/a

n/a

WE

15cm

4+

2+

Dreadclaw

World Eaters Banelord Titan

WEAPONS
Daemon Artifact
n/a
Daemon Weapon
Daemon Weapon
Battle Roar of Khorne
Chainaxes
Bolt Pistols
Axes
Heavy Weapons
Axes
Firearms
Plasma Cannon
Heavy Bolter
Chainswords
Bolters
Bolters
Autocannon
Power Weapons
Combi-Bolters
2x Reaper Autocannons
Chainswords
Bolt Pistols
Khornate Chainaxes
Bolt Pistols
2x Reaper Autocannon
Power Weapons
Cleavers
Twin Powerfist
Twin Flamers
Twin Heavy Bolter
2x Twin Lascannon

STRATEGY 4
RANGE
(base contact)
n/a
(base contact)
(base contact)
(15cm)
(base contact)
(15cm)
(base contact)
30cm
(base contact)
(15cm)
30cm
30cm
(base contact)
(15cm)
(15cm)
45cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(base contact)
(base contact)
(base contact)
(15cm)
30cm
45cm

FIREPOWER
(Assault Weapons), EA(+1), First Strike
n/a
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+3)
(Small Arms) Ignore Cover
(Assault Weapons)
(Small Arms)
(Assault Weapons)
AP6+/AT6+
(Assault Weapons)
(Small Arms)
AP4+/AT4+, Slow Firing
AP5+
(Assault Weapons)
(Small Arms)
(Small Arms)
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP4+/AT6+
(Assault Weapons)
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
AP4+/AT6+
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+2)
(Assault Weapons), MW, EA(+2)
(Small Arms), Ignore Cover
AP4+
AT4+

Autocannon
2x Heavy Bolters
Combi-bolter

45cm
30cm
(15cm)

n/a

Battle Cannon
Twin Power Flails
Battle Claws
n/a

75cm
(base contact)
(base contact)
n/a

AP4+/AT4+
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
n/a

4+

Doomfist

(base contact)
AND 30cm
(base contact)
AND 75cm
(15cm)
60cm
60cm

(Assault Weapons), TK(D3), EA(+2)


4x AP4+/AT4+, FxF
(Assault Weapons), EA(+1)
AP4+/AT4+
(Small Arms), EA(+2), FxF
3BP, MW, Ignore Cover, FxF
2BP, One-Shot, Indirect Fire, Fwd

Tail
Battlehead
Hellstrike Cannon
6x Havoc Missiles

AP5+/AT6+
AP5+
(Small Arms)

NOTES
Invulnerable Save, Augment Summoning (+2D3).
Leader, Daemonic Focus, Invulnerable Save.
Commander, Leader, Invulnerable Save
Fearless, Reinforced Armour, Supreme Commander, Teleport
Wings: count as Jump Pack. Speed increased to 30cm, armour reduced to 4+
Fearless

Mounted.

Reinforced Armour, Thick Rear Armour, Teleport.

Jump Packs.

Reinforced Armour, Thick Rear Armour, Teleport.


Fearless, Infiltrator, Invulnerable Save, Walker
Fearless, Walker
Reinforced Armour, Thick Rear Armour, Transport: (May carry up to 2 of the following:
Khorne Renegade Marines, Khorne Renegade Annihilators, Khorne Renegade Terminators.
Khorne Berzerkers, Khorne Renegade Terminators take up 2 spaces each).

Transport: (May carry up to 2 of the following: Khorne Renegade Marines,


Khorne Renegade Annihilators, Khorne Berzerkers)
Fearless, Infiltrator, Invulnerable Save, Walker,
Bloodride: Transport: (May carry 1 Khorne Berzerker unit). Dangerous terrain test
required to embark.
Planetfall, Transport (may carry one formation that contains no mounted infantry, light
vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does not scatter
when planetfalling. Once landed, units carried in the Dreadclaw must disembark within 5cm
of the Dreadclaw or within 5cm of another unit from the same formation that has
already landed, so long as all units are placed within 15cmof the Dreadclaw. Once all units
have been placed, the Dreadclaw is removed.
DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless.
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide.
Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move
takes the Banelord into impassable terrain or another unit it stops when it
contacts the obstruction and suffers an extra point of damage. Any units run
over or into take a hit on a D6 roll of 4+.

KHORNE RENEGADES

6.11 NetEA EXPERIMENTAL


KHORNE RENEGADES CHAOS ARMY REFERENCE 2
NAME
Brass Scorpion

TYPE
WE

SPEED
20cm

ARMOUR
5+

CC
3+

FF
3+

Feral Titan

WE

30cm

5+

4+

5+

Lord of Battle

WE

25cm

4+

2+

4+

Harbinger

AC/WE

Bomber

4+

n/a

n/a

Hellblade
Hell Talon

AC
AC

Fighter
Fighter-Bomber

6+
5+

n/a
n/a

n/a
n/a

Despoiler Class Battleship

SC

n/a

n/a

n/a

n/a

Devastation Class Cruiser

SC

n/a

n/a

n/a

n/a

Blood Thirster

WE

30cm

4+

3+

n/a

Bloodletters
Flesh Hounds

INF
INF

15cm
20cm

4+
4+

4+
3+

n/a
-

STRATEGY 4
RANGE
30cm
15cm
30cm
(base contact)
(15cm)
30cm
45cm

FIREPOWER
2 x AP3+/AT5+
AP4+, Ignore Cover
AP3+/AT4+, Ignore Cover
(Assault Weapons), MW, EA(+1)
(Small Arms), EA(+2), FxF
3BP, Ignore Cover, Fwd
4x AP4+/AT4+, Fwd

Chain Fist
Death Storm
2x Battle Cannon

(base contact)
45cm
75cm

(Assault Weapons), MW, EA(+3)


4x AP4+/AT4+
AP4+/AT4+

Reaper Autocannon
Reaper Autocannon
Reaper Autocannon
Incendiary Bombs
2x Reaper Autocannon
Bombs

30cm
15cm
15cm
15cm
15cm
15cm

AP4+/AT6+/AA5+, FxF
AP4+/AT6+/AA5+, Right Arc
AP4+/AT6+/AA5+, Left Arc
6BP, Ignore Cover, FxF
AP4+/AT6+/AA5+, FxF
2BP, FxF

Twin Lascannon
Havoc Launcher
Orbital Bombardment
Pin-point Attack
Orbital Bombardment
1x Pin-point Attack
Axe of Khorne
Bloodthirster Whip

45cm
45cm
(base contact)
(base contact)

AT4+/AA4+, FxF
AP5+/AT6+, FxF
3BP, MW
MW2+, TK(D3)
3BP, MW
MW2+, TK(D3)
(Assault Weapons), TK(1), EA(+2)
(Assault Weapons), TK(1), EA(+1)

Hellblades
Claws and Fangs

(base contact)
(base contact)

(Assault Weapons), EA(+1)


(Assault Weapons)

WEAPONS
Scorpion Cannon
2x Hellmaw Cannon
Demolisher Cannon
Claws
Battlehead
Hellmouth
Death Storm

NOTES
DC2, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker

DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units
and impassable or dangerous terrain that is lower than the Titans knees and up to 2cm
wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Feral
into impassable terrain or another unit it cant move over then it stops when it
contacts the obstruction and suffers an extra point of damage. If it staggers into or
over any units then they will take a hit on a D6 roll of 6+ (take any normal saving throws).
DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless
Critical Hit Effect: immediately moves 3D6cm in a random direction. If this
move takes the Lord of Battles into impassable terrain or another unit it cant
over it stops when it contacts the obstruction and suffers an extra point
of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+.
DC 4. Critical Hi Effect: Destroyed

Slow and Steady. Transport: (May carry up to 40 units that can be deployed with
Dreadclaws).
Transport: (May carry up to 20 units that can be deployed with Dreadclaws)
DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring,
Fearless. Critical Hit Effect: Hurled back into the warp.
Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon.
Invulnerable Save, Costs 1 point to summon.
Infiltrator, Invulnerable Save. Costs 1 point to summon

KHORNE RENEGADES

6.12 NetEA EXPERIMENTAL


THE BLOODY HAND CHAOS ARMY
v1.06. Sub-Army Champion: "Jaggedtoothgrin"

The Bloody Hand armies have a Strategy rating of 2. Non-Aircraft Support Formations which have an initiative rating of 1+.
All other formations have an initiative rating of 2+.
UNIT
0-1 Arch Heretic:

Mechanised Warband:
Infantry Warband:
Heavy Tank Warband:.
Artillery Warband:

THE BLOODY HAND WARBANDS

CORE UNITS
1 Magister unit and 8 Death Brigade Infantry units
(May Upgrade Magister to Master Thaumaturge)
(May purchase 5 STeG4)
1 Bloodied Commander unit, 12 Bloodied Infantry units, 7 N20
(May replace 7 N20 with 7 STeG4)
1 Bloodied Commander unit and 12 Bloodied Infantry units
9 AT83 Brigand Heavy Tanks
9 U90 Usurper Self Propelled Artillery

COST
275 points
(+50 points)
(+75 points)
300 points
(+25 points)
225 points
475 points
500 points

BLOODY HAND DETACHMENT FORMATIONS


UNIT
Death Brigade Detachment
Stalk Tank Detachment
Artillery Detachment
Outrider Detachment
Super Heavy Tank
Detachment
Slaughtersword
Detachment
0-1 Warpstrike Detachment
Sabre Detachment

(Up to two Detachments may be taken for each Warband present in the army)
CORE UNITS
8 Death Brigade Units
(May add 4 STeg4)
6 Stalk Tanks
3 U90 Usurpers
6 Outriders
1 Urdeshi Pattern Baneblade, or Urdeshi Pattern Stormsword

COST
200points
(+75 points)
200 points
200 points
175 points
175 points

1 Slaughtersword

250 points

3 Warpstrike Missile Launchers


6 Sabre Platforms

225 points
150 points

UNIT UPGRADES
(Any number of upgrades may be taken per Warband. Each upgrade may only be taken once per Warband)
UPGRADE
Flak
Flame Tanks
Fire Support
Coven
Assault guns
Sniper Support
Stalk Tanks
Death Brigade Support

UNITS
Add 1 ZU57 Reaper Heavy Flak
Add 2 CR3 Cerberus Close Support Tanks
Add 3 Anti-Tank Section units
Add up to 3 Gore Mage units
Add 2 U90 Usurpers
Add 1 or 2 Bloodied Sniper Units
Add 2 Stalk Tanks
Add 2 Death Brigade Units and 1 STeG4

COST
+50 points
+75 points
+75 points
+25 points each
+125 points
+25 points Each
+50 points
+75 points

DAEMON POOL

FORMATION
Daemon Pool

(Daemons purchased are not faction specific and are used to represent daemons from any faction)

UNITS
2 Lesser Daemon units (Blood Thralls, Blood Wolves and Crones)
1 Greater Daemon unit (Flesh Fiend)

COST
25 points
75 points

SUPPORT FORMATIONS

FORMATION
Corrupted Leviathan
0-2 Close Formation
Warhounds
Hell-Razor Fighters
Tormentors Fighter-Bombers
Harbinger Bomber
0-1 Orbital Support

(No more than 1/3 of your army points can be spent on Support Formations)

UNITS
1 Corrupted Leviathan
1 Hellfire Pattern Warhound

COST
400 points
300 points

3 Hell-Razors
2 Tormentors
1 Udeshi Pattern Harbinger
1 Devastation Class Cruiser

200 points
225 points
400 points
150 points

SPECIAL RULE - Blood Symbiosis

Units with this rule have the Daemonic Pact and Augmented Summoning (+1D3) abilities. If a formation loses all models with Blood Symbiosis for
whatever reason, any daemons currently summoned into that formation are immediately destroyed. When formations with daemons summoned by Blood
Symbiosis are broken, the daemons are not destroyed but are returned to the Daemon Pool. In addition, if three or more units with Blood Symbiosis are
present in the formation, those units receive Daemonic Focus as well.

SPECIAL RULE - Tank Hunter

Units with the Tank Hunter rule are exceptionally good at targeting armoured vehicles. To represent this, when performing the Sustained Fire or Advance orders their weapons AT
values are improved by 1

122

6.12 NetEA EXPERIMENTAL

THE BLOODY HAND CHAOS ARMY REFERENCE 1


STRATEGY 2

NAME
Magister

TYPE
INF

SPEED
15cm

ARMOUR
5+

CC
5+

FF
5+

WEAPONS
Missile Launcher
Close Combat Weapons
Greater Arcane Powers

Master Thaumaturge

INF

15cm

5+

4+

4+

Bloodied Commander

INF

15cm

5+

5+

5+

Bloodied Infantry
Anti-Tank Section
Sabre Platform
Bloodied Snipers
Death Brigade Infantry

INF
INF
INF
INF
INF

15cm
15cm
10cm
15cm
15cm

5+

6+
6+
6+
5+

5+
5+
6+
5+
4+

Grenade Launcher
Close Combat Weapons
Missile Launcher
2x Lascannons
Twin Flak Cannon
Heavy Sniper Rifles
Heavy Flamer

Gore Mages

INF

15cm

6+

5+

Arcane Powers

Warlord

INF

15cm

4+

3+

Outriders
N20 Half Track

LV
AV

30cm
30cm

6+
6+

6+
6+

5+
5+

Possessed Weapon
Arcane Blast
Multilaser
Heavy Flamer

STeG4 IFV

AV

25cm

4+

6+

6+

Grenade Launcher

RANGE
45cm
(base contact)
30cm
AND (15cm)
45cm
(base contact)
45cm
45cm
30cm
45cm
15cm
AND (15cm)
30cm
AND (15cm)
(base contact)
15cm
30cm
15cm
AND (15cm)
45cm

Stalk Tank

LV

25cm

4+

5+

5+

AT83 Brigand

AV

15cm

4+

6+

4+

U90 Usurper

AV

20cm

6+

6+

5+

ZU57 Reaper
CR3 Cerberus
Warpstrike Launcher

AV
AV
AV

30cm
25cm
10cm

5+
4+
6+

6+
6+
-

5+
3+
6+

Urdeshi Pattern
Baneblade

WE

15cm

4+

6+

4+

Bloodied Stormsword

WE

15cm

4+

6+

4+

Slaughtersword

WE

15cm

4+

6+

4+

Corrupted Leviathan

WE

15cm

4+

5+

4+

Autocannon
Twin Heavy Stubber
Flamer
Battlecannon
2x Heavy Stubbers
Earthshaker
Heavy Stubber
2x Hydra Autocannons
Inferno Cannon
Warpstrike Missile
Heavy Stubber
Baneblade Battlecannon
Crusader Cannon
Autocannon
4x Heavy Stubbers
Siege Cannon
2x Twin Heavy Stubbers
Heavy Stubber
2x Heavy Flamers
Slaughtercannon
2x Lascannon
Twin Heavy Stubber
Doomsday Cannon
Heavy Battlecannon
3x Twin Autocannons
3x Twin Autocannons
Automatic Defence Array

45cm
30cm
(15cm)
75cm
30cm
120cm
30cm
45cm
30cm
Unlimited
30cm
75cm
45cm
45cm
30cm
45cm
30cm
30cm
15cm
45cm
45cm
30cm
90cm
75cm
45cm
45cm
(15cm)

FIREPOWER
AP5+/AT6+
(Assault Weapons), EA(+1)
MW4+
(Small Arms), MW, EA(+2)
AP6+/AT6+, Disrupt
(Assault Weapons), EA(+1)
AP5+/AT6+
AT5+
AP5+/AA5+
AP5+, Sniper
AP4+, Ignore Cover
(Small Arms), Ignore Cover
MW5+
(Small Arms), MW
(Assault Weapons), EA(+2) MW
MW4+, One-shot
AP5+/AT6+
AP4+, Ignore Cover
(Small Arms), Ignore Cover
AP6+/AT6+, Disrupt

AP5+/AT6+
AP5+
(Small Arms), Ignore Cover
AP4+/AT4+
AP6+
AP4+/AT4+ or 1BP Indirect Fire
AP6+
AP4+/AT5+/AA5+
AP3+, Ignore Cover
MW2+, TK(D3), One-shot, Indirect Fire
AP6+
AP3+/AT3+
AP4+/AT4+
AP5+/AT6+
AP6+
3BP, Disrupt, Ignores Cover, FxF
AP5+
AP6+
AP4+, Ignores Cover
BP1, Ignore Cover, TK(D3), FxF
AT5+
AP5+
3BP, Disrupt, Ignores Cover, FxF
AP3+/AT3+
AP5+/AT5+, Left Arc
AP5+/AT5+, Right Arc
(Small Arms), EA(+4)

NOTES
Supreme Commander, Invulnerable, Fearless
Supreme Commander, Invulnerable, Fearless
Blood Symbiosis
Commander
(One in every Two Units has a Missile Launcher)

Scout
Fearless
Blood Symbiosis, Invulnerable
Supreme Commander, Invulnerable, Fearless
Reinforced Armour, Inspiring, Infiltrator
Walker, Scout
Transport: (May carry up to 2 units of the following: Bloodied Infantry, Gore mage, Anti-tank,
Bloodied Commander, Bloodied Snipers)
Transport: (May carry up to 2 units of the following: Bloodied Infantry, Gore mage, Anti-tank,
Bloodied Commander, Bloodied Snipers, Warlord, Master Thaumaturge, Magister,
Death Brigade units)
Walker

Walker, Reinforced Armour


May only use indirect fire inBP mode

DC3, Reinforced Armour


Critical Hit Effect: Destroyed, all units within 5cm take a hit on a 6+

DC3 Critical Destroyed, all units within 5cm take a hit on a 6+


Reinforced Armour

DC3, Reinforced Armour, Walker, Tank Hunter


Critical Destroyed, all units within 5cm take a MW hit on a 5+
DC6 4 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Transport (may carry 16 of the following: Bloodied Infantry, Gore Mage, Anti-tank, )
Bloodied Commander, Bloodied Snipers, Warlord, Master Thaumaturge, Magister,
Death Brigade, Sabre Platform units)
Critical Hit Effect: Lose an extra DC, and all passengers onboard take a hit on a 6+.

THE BLOODY HAND

6.12 NetEA EXPERIMENTAL

THE BLOODY HAND CHAOS ARMY REFERENCE 2


NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

STRATEGY 2
RANGE
FIREPOWER

Hellfire Pattern Warhound

WE

30cm

5+

4+

4+

2x Inferno Gun

30cm

Hell-Razor
Tormentor

AC
AC

Fighter
Fighter-Bomber

6+
5+

n/a
n/a

n/a
n/a

Udeshi Pattern Harbinger

AC/WE

Bomber

5+

n/a

n/a

Devastation Class Cruiser

SC

n/a

n/a

n/a

n/a

Blood Thralls
Blood Wolves
Crones

INF
INF
INF

15cm
20cm
20cm

4+
-

4+
4+
5+

Flesh Fiend

WE

30cm

4+

3+

5+

2x Reaper Autocannons
Twin Lascannon
Havoc Launcher
Bombs
Reaper Autocannon
Reaper Autocannon
Reaper Autocannon
Firebombs
Orbital Bombardment
2x Pinpoint Attack
Claws and Fangs
Claws and Fangs
Claws and Fangs
Aerial Assault
Possessed Weapon
Arcane Powers

15cm
30cm
30cm
15cm
30cm
15cm
15cm
15cm
n/a
n/a
(base contact)
(base contact)
(base contact)
30cm
(base contact)
30cm
AND (15cm)

3BP, Ignores Cover, FxF

AP4+/AT6+/AA5+, FxF
AT4+/AA5+, FxF
AP5+/AT6+, FxF
2BP, FxF
AP4+/AT6+/AA5+, FxF
AP4+/AT6+/AA5+, Left Arc
AP4+/AT6+/AA5+, Right Arc
6BP, Ignores Cover, FxF
3BP, MW
MW2+, TK(D3)
(Assault Weapons)
(Assault Weapons)
(Assault Weapons)
AA6+
(Assault Weapons), EA(+2), TK(1)
MW5+
(Small Arms), MW

NOTES

DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or dangerous
terrain that is lower than the Titans knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a
random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+.

DC4, Reinforced Armour, Invulnerable. Critical Hit Effect: Destroyed.

Invulnerable, Expendable, costs 1 point to summon


Invulnerable, Infiltrator, Expendable, costs 1 point to summon
Invulnerable, Jump Packs, Scout, Expendable, costs 1 point to summon
DC 3, Fearless, Inspiring, Invulnerable, Walker, Reinforced Armour,
Critical Hit Effect: Destroyed, all daemonic units
within 5cm are removed on a 5+. Costs 8 points to summon

THE BLOODY HAND

7.0 ORK ARMIES SECTION


COMMON ORK SPECIAL RULES
7.0.1 POWER OF THE WAAAGH!

7.0.4 COST OF ORK FORMATIONS

7.0.2 MOB RULE

An Ork formation may include any of the extra units listed in the
Extras column. You may include any number of extra units in a
formation unless it is specifically noted otherwise. If there are
limitations then the limit is doubled for a Big formation and tripled
for an Uge formation.

Orks are not noted for their organisational abilities, and thus usually have a
pretty low initiative rating. However, if there is one thing that will galvanise an
Ork Warband, its the thought of a good punch-up! Because of this, Ork
formations that are attempting to take engage or double actions receive a +2
modifier to their action test roll. Ork flyboyz similarly relish the chance to
shoot things up, and receive a +2 modifier to their action test roll when
attempting to carry out interception or ground attack actions.
Orks believe that as long as theres a bunch of them still fighting together
(slightly more than they can count up to is ideal!) then theres always a chance
that theyll prevail, no matter the odds. To represent this, Ork formations with
more than five units (i.e., too many to count on the fingers of one hand), not
including Grotz, Big Gunz or Squig Katapults, receive a +1 modifier to any
rally rolls they make, and formations with more than 10 such units receive a
+2 modifier. For the purposes of this rule war engines count each point of
starting damage capacity as a unit.

An Ork player may choose to double or triple the number of core


units in a formation if they wish. A formation with double the normal
number of units is called a Big formation, and a formation with three
times the normal number of units is called an Uge; the point value of
each type of formation is listed in the army list.

7.0.5 ATTACHED WAR ENGINES

In tournament games, war engines attached to a formation with nonwar engines may only transport units from their own formation (i.e., the
rules for War Engine transports do not apply to them when using the
tournament army lists).

7.0.3 ORK POWERFIELDS

Some Ork war engines are protected by banks of power fields. The number
each war engine has is noted on its datasheet. Power fields work in exactly the
same manner as Imperial Void Shields, with the sole exception that they may
not be repaired once they have been knocked down by a hit, and will instead
remain down for the remainder of the battle.

125

7.1 NetEA APPROVED


GHAZGKHULL MAG URUK THRAKAS WARHORDE ORK ARMY
Final version 2012 (2-Dec-11). Ork Army Champion: Neal Hunt

Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+.

WAR HORDE FORMATIONS

FORMATION
Ork Warband

CORE UNITS
6 Boyz units
2 Nobz units
2 Grotz units

(An Ork War Horde army may contain any number of War Horde formations)
COST PER FORMATION
NORMAL
BIG
UGE
UPGRADES
200 points
350 points
500 points
Any number of the following for 25 points each:
Boyz (plus an optional free Grot per Boyz unit),
Big Gunz, Killa Kans, Kommandos, Skorchas,
Stormboyz, Warbikes, War Buggies
Any number of the following for +35 points each:
Battlewagonz, Deth Koptas, Dreadnoughts,
Flakwagonz, Gunwagonz

Stormboyz
Warhorde

6 Stormboyz units

150 points

Kult of Speed

Any 8 of the following:


Skorchas, Warbikes,
War Buggies

200 points

350 points

500 points

Blitz Brigade

Any 4 of the following:


Gunwagonz, Deth Koptas,
Flakwagonz

150 points

250 points

350 points

Mekboy
Stompamob

3 Stompas

225 points

400 points

575 points

Mekboy
Gunzmob

5 Big Gunz units

125 points

225 points

325 points

Kill Kroozer

1 Kill Kroozer

200 points

Up to 2 Nobz for +35 points each


Up to 1 Oddboy character for +50 points
Any number of Stompas for +75 points each
Any number of Battlefortress for +115 points each
Any number of Gunfortress for +125 points each
Any number of the following for +25 points each:
Kommandos, Skorchas, Stormboyz,
Warbikes, War Buggies
Any number of Deth Koptas for +35 points each
Any number of the following for +25 points each:
Skorchas, Warbikes, War Buggies
Any number of the following for +35 points each:
Deth Koptas, Flakwagonz, Gunwagonz
Up to 1 Oddboy character for +50 points
Any number of the following for +25 points each:
Skorchas, Warbikes, War Buggies
Any number of the following for +35 points each:
Gunwagonz, Deth Koptas, Flakwagonz
Up to 1 Oddboy character for +50 points
Up to 1 Gunfortress for +125 points
Any number of Killa Kanz for +25 points each Any number of the following for +35 points each:
Dreadnoughts, Flakwagonz
Any number of Stompas for +75 points each
Up to 1 Supa-Stompa for 275 points
Any number of Big Gunz for +25 points each
Any number of the following for +35 points each:
Battlewagonz, Flakwagonz
Up to 1 Nobz for +35 points
Up to 1 Oddboy character for +50 points
May be upgraded to Ork Battlekroozer for +50 points

ORK AIRCRAFT AND GARGANTS

FORMATION
Gargant
Great Gargant
Landa
Fighta
Squadron

CORE UNITS
1 Gargant
1 Great Gargant
1 Landa
3 Fighta-Bommers

(Up to 1/3 of an armys points may be spent on Aircraft, and Gargants)


COST PER FORMATION
NORMAL
BIG
UGE
UPGRADES
650 points
None
850 points
None
200 points
None
150 points

Up to 6 Fighta-Bommers for +50 points each

SPECIAL RULE - Warlord

Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you dont have to pay any points for it. If the army includes any
Great Gargant, then the Warlord must be placed in one of them. If there are no Great Gargants in the army then the Warlord will join a Nobz or a Gargant unit.

126

7.1 NetEA APPROVED


GHAZGKHULL MAG URUK THRAKAS WARHORDE ORK ARMY REFERENCE 1
STRATEGY 3
FIREPOWER
MW3+, TK(D3)
2BP, MW

NAME
Oddboy

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

WEAPONS
Supa-Zzap-Gun OR
Soopagun

RANGE
60cm
60cm

Warlord
Big Gunz
Boyz

CH
INF
INF

n/a
10cm
15cm

n/a
n/a
6+

n/a
6+
4+

n/a
5+
6+

Grotz

INF

15cm

6+

6+

Big Choppas
Big Gun
Choppas
Shootas
Big Shoota
Shootas

(base contact)
45cm
(base contact)
(15cm)
30cm
(15cm)

(Assault Weapons), MW, EA(+1)


AP5+/AT5+
(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Small Arms)

Kommandos

INF

15cm

6+

4+

6+

Nobz

INF

15cm

4+

3+

5+

Stormboyz

INF

30cm

6+

4+

6+

Warbikes
Deth Kopta
Skorcha
Warbuggy
Battlewagon

INF
LV
LV
LV
AV

35cm
35cm
35cm
35cm
30cm

5+
4+
5+
5+
5+

4+
6+
6+
5+
6+

6+
5+
4+
5+
5+

Choppas
Shootas
Big Shoota
Big Choppas
Shootas
2x Big Shoota
Choppas
Shootas
Twin Sawn-off Big Shoota
Twin Big Shoota
Skorcha
Twin Big Shoota
2x Twin Big Shoota

(base contact)
(15cm)
30cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
15cm
30cm
15cm
30cm
30cm

(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Assault Weapons), EA(+1)
(Small Arms)
AP6+/AT6+
(Assault Weapons)
(Small Arms)
AP5+/AT5+
AP5+/AT6+
AP4+, Ignore Cover
AP5+/AT6+
AP5+/AT6+

Dreadnought

AV

15cm

4+

4+

5+

Kombat Klaws
2x Twin Big Shoota

(base contact)
30cm

(Assault Weapons), MW, EA(+1)


AP5+/AT6+

Flakwagon
Gunwagon
Killa Kan

AV
AV
AV

30cm
30cm
15cm

5+
5+
5+

5+
5+
5+

5+
5+
6+

Stompa

AV

15cm

4+

4+

4+

Flak Gun
Big Gun
Kombat Klaws
Big Shoota
3x Big Guns OR
2x Big Guns
0-1x Kombat Ammer

Battlefortress

WE

30cm

4+

4+

4+

4x Twin Big Shoota


Big Gun

30cm
45cm
(base contact)
30cm
45cm
45cm
(base contact) OR
30cm
30cm
45cm

2x AP6+/AT6+/AA6+
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
AP5+/AT5+
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AP5+/AT6+
AP5+/AT6+
AP5+/AT5+

Gunfortress

WE

30cm

4+

4+

4+

5x Twin Big Shoota


3x Big Guns

30cm
45cm

AP5+/AT6+
AP5+/AT5+

NOTES
Oddboy characters can be one of two types: Big Meks or Slavers. A Big Mek can be
added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle
into a Soopagun or Supa-Zzap-Gun. A Slaver may be added to a Big Gunz unit and
upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun.
Supreme Commander

Formations that include at least 1 Ork unit dont receive Blast markers for Grot units
that are killed, and dont count Grotz units that are lost in an assault when working out
who has won the combat.
Scout, Infiltrator

Leader

Jump Pack, Scouts


Mounted
Skimmer

Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord.
Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in
addition to any other units)
Walker
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
Walker
Walker, Reinforced Armour

DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will only survive on a roll of 6.
DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will only survive on a roll of 6.

GHAZGKHULLS WARHORDE

7.1 NetEA APPROVED


GHAZGKHULL MAG URUK THRAKAS WARHORDE ORK ARMY REFERENCE 2
NAME
Gargant

STRATEGY 3
RANGE
FIREPOWER
30cm
MW4+, TK
60cm
2 BP, MW
60cm
MW3+, TK(D3), FxF
45cm AND
AP5+/AT5+, FxF
(base contact)
(Assault Weapons), TK(D3), EA(+1)
30cm
MW4+, TK
45cm
AP5+/AT5+
60cm
3BP, MW, FxF
60cm
2BP, MW, FxF
60cm AND
MW3+, TK(D3), FxF
(base contact)
(Assault Weapons), EA(+1)
30cm
MW4+, TK
60cm
2BP, MW
45cm AND
AP5+/AT5+, FxF
(base contact)
(Assault Weapons), TK(D3), EA(+1)

TYPE
WE

SPEED
15cm

ARMOUR
4+

CC
3+

FF
3+

WEAPONS
Gaze of Mork
2-3x Soopaguns
0-1x Supa-Zzap-Gun
0-1x Mega-Choppa

Great Gargant

WE

15cm

4+

3+

3+

Gaze of Mork
2x Big Guns
1-2x Twin Soopagun OR
Soopagun
0-1x Lifta-Droppa

Supa-Stompa

WE

15cm

4+

4+

4+

Gaze of Mork
2-3x Soopaguns
0-1x Mega-Choppa

FightaBommer
Landa

AC

Fighter-Bomber

6+

n/a

n/a

AC/WE

Bomber

5+

6+

4+

Heavy Shootas
Tankbusta Rokkits
Gun Turrets
Tankbusta Rokkits

15cm
30cm
15cm
30cm

Battlekroozer

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

D6+3BP, MW

Kill Kroozer

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

D6+1BP, MW

AP5+/AA5+
AT4+
D6+3x AP5+/AA6+
AT4+, FxF

NOTES
DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour
Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the
Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out.
Any fires not put out cause one point of damage.
May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun
DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour
Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the
Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out.
Any fires not put out cause one point of damage.

DC 4, D3 Power Fields, Walker, Fearless, Reinforced Armour


Critical Hit Effect: The Supa-Stompas head is blown off, killing the Kaptain. It
suffers a -1 to hit modifier from now on. Any subsequent critical hits will cause an
extra point of damage instead.
May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa

DC3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units:
Boyz, Kommandos, Stormboyz, Nobz, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts,
War Bikes, War Buggies. All light vehicles and Dreadnoughts (but not Killa Kans) take
up 2 spaces each. In addition, it may also carry 4 Grots).
Critical Hit Effect: The Landas pilot is killed and the Landa crashes to the ground,
killing all on board.
Slow and Steady (May not be used on the first or second turn of a game unless the
scenario specifically states otherwise),
Transport: (May carry up to 12 Ork Landas plus the troops carried in them)

GHAZGKHULLS WARHORDE

7.2 NetEA APPROVED


BURNING DEATH SPEED FREEKS ORK ARMY
Final version 2012 (2-Dec-11). Sub-Army Champion: "Tiny-Tim"

Speed Freeks armies have a Strategy rating of 3. All Speed Freeks formations have an initiative rating of 3+.

SPEED FREEKS FORMATIONS

FORMATION
Speed Freeks
Warband

CORE UNITS
1 Nobz unit, 3 Boyz units
and 4 Trukks

(A Speed Freeks Ork army may contain any number of Speed Freeks formations)
COST PER FORMATION
NORMAL
BIG
UGE
UPGRADES
200 points
375 points
550 points
Any number of the following for 25 points each:
Boyz with a Trukk, Big Gunz, Skorchas, Stormboyz, Warbikes,
War Buggies

Plus any 4 of the following:


Skorchas, Warbikes,
War Buggies

Any number of the following for +35 points each:


Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz

Kult of Speed

Any 8 of the following:


Skorchas, Warbikes,
War Buggies

200 points

350 points

500 points

Blitz Brigade

Any 4 of the following:


Gunwagonz, Deth Koptas,
Flakwagonz

150 points

250 points

350 points

Warbike
Outriders

5 Warbike units
(All units receive the Scout
Ability free)

150 points

250 points

350 points

Fortress Mob

Any 2 of the following:


Battlefortress
Gunfortress

275 points

475 points

675 points

Up to 1 each of the following:


Nobz unit for +35 points,
Mekboy Speedsta +50 points
Replace any number of Nobz with Nob Warbikes for free
Any number of the following for +25 points each:
Skorchas, Warbikes, War Buggies
Any number of the following for +35 points each:
Deth Koptas, Flakwagonz, Gunwagonz
Up to 1 Mekboy Speedsta for +50 points
Any number of the following for +25 points each:
Boyz, Skorchas, Warbikes, War Buggies
Any number of the following for +35 points each:
Gunwagonz, Deth Koptas, Flakwagonz
Up to 1 each of the following:
Nobz unit OR Nobz Warbike for +35 points each,
Mekboy Speedsta +50 points,
Gunfortress +125 points
None

Any number of the following for +25 points each:


Boyz
Any number of the following for +35 points each:
Flakwagonz
Up to 1 each of the following:
Nobz unit OR Nobz Warbike for +35 points each,

Kill Kroozer

1 Kill Kroozer

200 points

Battlefortress +115 points


Gunfortress +125 points
May be upgraded to Ork Battlekroozer for +50 points

ORK AIRCRAFT

FORMATION
Landa
Fighta
Squadron

CORE UNITS
1 Landa
3 Fighta-Bommers

(Up to 1/3 of an armys points may be spent on Aircraft and Fortress Mobs)
COST PER FORMATION
NORMAL
BIG
UGE
UPGRADES
200 points
None
150 points

Up to 6 Fighta-Bommers for +50 points each

SPECIAL RULE - Gotta Go Fasta

Every unit in a Speed Freeks formation must either have at least a speed of 30cm, or be transported in a unit with at least a speed of 30cm. In other words, formations may not
include units with a speed of less than 30cm unless they also have a transport vehicle capable of carrying those units around.

SPECIAL RULE - Mekboy Bad Ork Bike Boy

Every Speed Freek Ork army must include a Mekboy Bad Ork Bikeboy unit. The Bikeboy character is free, you dont have to pay any points for him, and it can be added to any
formation in the army.

129

7.2 NetEA APPROVED


BURNING DEATH SPEED FREEKS ORK ARMY REFERENCE
NAME
Big Gunz
Boyz

SPEED
10cm
15cm

ARMOUR
n/a
6+

CC
6+
4+

FF
5+
6+

Mekboy Bad
Ork Bikeboy

INF

40cm

5+

4+

5+

Nobz

INF

15cm

4+

3+

5+

Nobz Warbike

INF

35cm

4+

3+

5+

Stormboyz

INF

30cm

6+

4+

6+

Warbikes
Deth Kopta
Skorcha
Trukk

INF
LV
LV
LV

35cm
35cm
35cm
35cm

5+
4+
5+
5+

4+
6+
6+
6+

6+
5+
4+
-

Big Choppas
Shootas
2x Big Shoota
Big Choppas
Shootas
2x Big Shoota
Choppas
Shootas
Twin Sawn-off Big Shoota
Twin Big Shoota
Skorcha
-

Warbuggy
Battlewagon

LV
AV

35cm
30cm

5+
5+

5+
6+

5+
5+

Twin Big Shoota


2x Twin Big Shoota

30cm
30cm

AP5+/AT6+
AP5+/AT6+

Flakwagon
Gunwagon
Mekboy Speedsta
Battlefortress

AV
AV
AV
WE

30cm
30cm
35cm
30cm

5+
5+
5+
4+

5+
5+
6+
4+

5+
5+
5+
4+

Flak Gun
Big Gun
Kustom Kannon
4x Twin Big Shoota
Big Gun

30cm
45cm
45cm
30cm
45cm

2x AP6+/AT6+/AA6+
AP5+/AT5+
MW4+
AP5+/AT6+
AP5+/AT5+

Gunfortress

WE

30cm

4+

4+

4+

5x Twin Big Shoota


3x Big Guns

30cm
45cm

AP5+/AT6+
AP5+/AT5+

Fighta- Bommer

AC

Fighter-Bomber

6+

n/a

n/a

AC/WE

Bomber

5+

6+

4+

Heavy Shootas
Tankbusta Rokkits
Gun Turrets
Tankbusta Rokkits

15cm
30cm
15cm
30cm

AP5+/AA5+
AT4+
D6+3x AP5+/AA6+
AT4+, FxF

Battlekroozer

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

D6+3BP, MW

Kill Kroozer

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

D6+1BP, MW

Landa

WEAPONS
Big Gun
Choppas
Shootas
Big Shoota
Choppa Blades
Sawn-off Custom Blasta

STRATEGY 3
RANGE
FIREPOWER
45cm
AP5+/AT5+
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(contact)
(Assault Weapons), MW, EA(+1)
15cm
MW5+
AND (15cm)
(Small Arms), MW, EA(+1)
(base contact)
(Assault Weapons), EA(+1)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons), EA(+1)
(15cm)
(Small Arms)
30cm
AP6+/AT6+
(base contact)
(Assault Weapons)
(15cm)
(Small Arms)
15cm
AP5+/AT5+
30cm
AP5+/AT6+
15cm
AP4+, Ignore Cover
-

TYPE
INF
INF

NOTES

Mounted, Invulnerable Save, Supreme Commander

Leader

Leader, Mounted

Jump Pack, Scouts


Mounted
Skimmer
Transport: (May carry any 1 of the following units: Boyz, Nobz, Grots, Big Gunz.
Units other than Big Gunz may shoot while being transported) Units being transported may fire with any
ranged weapons
Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord.
Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in
addition to any other units)
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
D3 Power Fields
DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.
DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.

DC3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units:
Boyz, Kommandos, Stormboyz, Nobz, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts,
War Bikes, War Buggies. All light vehicles and Dreadnoughts (but not Killa Kans) take
up 2 spaces each. In addition, it may also carry 4 Grots).
Critical Hit Effect: The Landas pilot is killed and the Landa crashes to the ground,
killing all on board.
Slow and Steady (May not be used on the first or second turn of a game unless the
scenario specifically states otherwise),
Transport: (May carry up to 12 Ork Landas plus the troops carried in them)

SPEED FREEKS

7.3 NetEA APPROVED


WARLORD SNAGGA SNAGGAS FERAL ORK HORDE ARMY
Final version 2012 (2-Dec-11). Sub-Army Champion: "Tiny-Tim"

Feral Ork armies have a Strategy rating of 3. All Feral Ork formations have an initiative rating of 3+.

FERAL ORK WAR HORDES

FORMATION
Warband

Wildboyz

CORE UNITS
6 Boyz units
2 Nobz units
2 Grotz units

6 Wildboyz units
2 Nobz units

(A Feral Ork army may contain any number of War Horde Formations.)
COST PER FORMATION
NORMAL
BIG
UGE
UPGRADES
200 points
350 points
500 points
Any number of the following for 25 points each:
Boyz (plus an optional free Grot per Boyz unit),
2 Wildboyz (note: you get 2 Wildboyz units for 25
points), Boarboyz
Any number of Squiggoths for +50 points each

125 points

225 points

325 points

Boarboyz Horde

5 Boarboyz units

100 points

175 points

250 points

Trappas

6 Wildboyz
(All units receive the Scout
Ability free)
6 Junkatrukks
6 Boyz units

150 points

175 points

300 points

6 Madboyz units

100 points

1 Steam Gargant

200 points

350 points

500 points

Junka Brigade

0-1 Madboyz
Horde
0-1 Steam Gargant

Up to 1 Nobz for +35 points


Up to 3 Squig Katapults for +25 points each
Up to 1 Wyrdboy character +50 points
Up to 1 Orkeosaurus for +175 points
Any number of the following for 25 points each:
Boyz (plus an optional free Grot per Boyz unit),
2 Wildboyz (note: you get 2 Wildboyz units for 25
points), Boarboyz
Any number of Squiggoths for +50 points each
Up to 1 Nobz for +35 points
Up to 3 Squig Katapults for +25 points each
Up to 1 Wyrdboy character +50 points
Up to 1 Orkeosaurus for +175 points
Any number of Boarboyz for +25 each
Up to 1 Wyrdboy character for +50 points
Up to 1 Nobz for +35 points

Any number of the following for +25 points each:


1 Boyz unit with 1 Junkatrukk
Up to 1 Junkatrukk and 1 Nobz for +50 points
Up to 1 Wyrdboy character for +50 points
Up to 6 extra Madboyz for +15 points each
Up to 3 Wyrdboy characters for +50 points each
None

SPECIAL RULE - Feral Ork Warlord

Every Feral Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you dont have to pay any points for it. The
Warlord will join the formation with the most units in the army. War Engines count their starting Damage Capacity towards the formation size. If there is a tie, you
may choose which formation the Warlord will join.

131

7.3 NetEA APPROVED


WARLORD SNAGGA-SNAGGA'S FERAL ORK HORDE ARMY REFERENCE
NAME
Warlord
Wyrdboy
Boarboyz

TYPE
CH
CH
INF

SPEED
n/a
n/a
20cm

ARMOUR
n/a
n/a
5+

CC
n/a
n/a
4+

FF
n/a
n/a
6+

Boyz

INF

15cm

6+

4+

6+

Grotz

INF

15cm

6+

6+

Madboyz

INF

15cm

6+

4+

6+

Nobz

INF

15cm

4+

3+

5+

Squig Katapult
Wildboyz
Junkatrukk

INF
INF
LV

10cm
15cm
25cm

6+
5+

6+
4+
5+

5+
6+

Squiggoth

LV

20cm

4+

4+

5+

Orkeosaurus

WE

15cm

4+

4+

5+

Steam Gargant

WE

15cm

4+

4+

4+

WEAPONS
Big Choppas
Fist of Gork
Big Choppas
Shootas
Choppas
Shootas
Big Shoota
Shootas

RANGE
(base contact)
45cm
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(15cm)

STRATEGY 3
FIREPOWER
(Assault Weapons), MW, EA(+1)
MW5+/AA5+, MW
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Small Arms)

Choppas
Shootas
Big Choppas
Shootas
2x Big Shoota
Squig Katapult
Choppas
Big Shoota

(base contact)
(15cm)
(base contact)
(15cm)
30cm
45cm
(base contact)
30cm

(Assault Weapons)
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
AP6+/AT6+
1BP
(Assault Weapons)
AP6+/AT6+

2x Twin Big Shoota


Teeth and Horns
Big Gun
4x Twin Big Shoota
Goring Tusks

30cm
(base contact)
45cm
30cm
(base contact)

2x Big Gun

45cm

AP5+/AT6+
(Assault Weapons), MW, EA(+D3)
AP5+/AT5+
AP5+/AT6+
(Assault Weapons), MW, EA(+D3) OR
(Assault Weapons), TK(D3), EA(+1)
AP5+/AT5+

Fist of Gork
0-2x Soopagun
0-2x Mega-Choppa

45cm
60cm
(base contact)

MW5+/AA5+, MW
2BP, MW
(Assault Weapons), TK(D3), EA(+1)

NOTES
Supreme Commander
Mounted, Infiltrator

Formations that include at least 1 Ork unit dont receive Blast markers for Grot units
that are killed, and dont count Grotz units that are lost in an assault when working out
who has won the combat.
Fearless
Leader

Disrupt
Transport: (May carry 1 of the following: Boyz, Nobz. May also carry 1 Grotz unit in
addition it to any other units) Units being transported may fire with any
ranged weapons
Reinforced Armour, Thick Rear Armour, Transport: (May carry 4 of the following:
Boyz, Nobz, Wildboyz. May also carry 2 Grotz unit in addition it to
any other units)
DC6, Reinforced Armour, Thick Rear Armour, Transport: (May carry 12 of the following:
Boyz, Nobz, Wildboyz. May also carry 6 Grotz unit in addition it to
any other units)
Critical Hit Effect: Rampages 3D6cm in random direction. Stops if contacting
impassable terrain or another unit or move ends. Units rampaged over suffer a MW hit.
If contacting impassable terrain the Orkeosaurus is killed.
DC4, Reinforced Armour, Fearless, Walker.
Critical Hit Effect: Destroyed. All units in 2D6cm suffer a hit.
May not have more than 2 Soopaguns or Mega-Choppas in total (1 on each arm).

FERAL ORKS

7.4 NetEA DEVELOPMENTAL


BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPSS KORPS ORK ARMY
v1.3. Ork Army Champion: Neal Hunt

Blood Axe War Horde Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+.

WAR HORDE FORMATIONS

FORMATION
Warband

(A Blood Axe Ork army may contain any number of War Horde Formations.)
COST PER FORMATION
NORMAL
BIG
UGE
UPGRADES
200 points
350 points
500 points
Any number of the following for 25 points each:
Boyz (plus an optional free Grot per Boyz unit),
Big Gunz, Killa Kans, Kommandos,
Lobbaz, Skorchas, Stormboyz, Warbikes, War Buggies

CORE UNITS
6 Boyz units
2 Nobz units
2 Grotz units

Any number of the following for +35 points each:


Battlewagonz, Deth Koptas, Flakwagonz,
Gunwagonz, Lobbawagonz
Any number of Big Wagons for +75 points each
Any number of Big Koptas for +125 points each
Any number of Gunfortresses for +125 points each

Stormboyz
Warhorde

6 Stormboyz units

150 points

Kommandos Squad

6 Kommandos units

150 points

Blitz Brigade

Any 4 of the following:


Gunwagons, Deth Koptas,
Flakwagonz, Lobbawagonz

150 points

250 points

350 points

Tankaz

Mekboy
Gunzmob

Fighta Sqwadron
Bommer

3 Big Wagonz

225 points

5 Big Gunz units or


Lobbaz units

3 Fighta-Bommers
1 Ork Bommer

125 points

400 points

225 points

575 points

325 points

Up to 2 Nobz for +35 points each


Up to 1 Oddboy character for +50 points
Any number of the following for +25 points each:
Buggies, Kommandos, Skorchas, Stormboyz,
Warbikes, War Buggies
Any number of Deth Koptas for +35 points each
Any number of Big Koptas for +125 points each
Any number of the following for +25 points each:
Kommandos, Stormboyz
Any number of the following for +35 points each:
Battlewagonz, Deth Koptas, Flakwagonz
Any number of Big Koptas for +125 points each
Any number of the following for +25 points each:
Skorchas, Warbikes, War Buggies
Any number of the following for +35 points each:
Gunwagonz, Deth Koptas, Flakwagonz,
Lobbawagonz
Any number of Big Wagonz for +75 points each
Up to 1 Oddboy character for +50 points
Up to 1 Gunfortress for +125 points
Any number of the following for +35 points each:
Gunwagonz, Deth Koptas, Flakwagonz,
Lobbawagonz
Any number of Big Wagonz for +75 points each
Up to 1 Oddboy character for +50 points
Up to 1 Gunfortress for +125 points
Any number of the following for +25 points each:
Big Gunz, Lobbaz
Any number of the following for +35 points each:
Battlewagonz, Flakwagonz

Up to 1 Nobz for +35 points


Up to 1 Oddboy character for +50 points
(Up to 1/3 of the armys points cost may be spent on Fighta Sqwadrons and Bommers)
150 points
0-6 Fighta-Bommers for +50 points each
200 points
None

SPECIAL RULE - Blood Axe Kommandant

One Blood Axe Unit in the army must be upgraded to include a Blood Axe Kommandant. It does not cost any additional points. The Kommandant is in all ways identical to a
standard Ork Warlord

SPECIAL RULE - Blood Axe Meks

A Blood Axe Oddboyz upgrade may be added to Big Wagonz units in addition to the normal options.

SPECIAL RULE - Bommers

Any Fighta Sqwadron that includes Bommers limits the entire formation (including Fighta Bommers) to the turn radius of the Bommers. As well, the formation is not eligible to be
given CAP or Interception missions. If all the Bommers are destroyed then any remaining Fighta Bommers revert to their own turning radius and can be given any aircraft mission.

133

7.4 NetEA DEVELOPMENTAL


BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPSS KORPS ORK ARMY REFERENCE 1
STRATEGY 3
FIREPOWER
MW3+, TK(D3)
2BP, MW

NAME
Oddboy

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

WEAPONS
Supa-Zzap-Gun OR
Soopagun

RANGE
60cm
60cm

Warlord
Big Gunz
Boyz

CH
INF
INF

n/a
10cm
15cm

n/a
6+

n/a
6+
4+

n/a
5+
6+

Grotz

INF

15cm

6+

6+

Big Choppas
Big Gun
Choppas
Shootas
Big Shoota
Shootas

(base contact)
45cm
(base contact)
(15cm)
30cm
(15cm)

(Assault Weapons), MW, EA(+1)


AP5+/AT5+
(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Small Arms)

Kommandos

INF

15cm

6+

4+

6+

Lobba
Nobz

INF
INF

10cm
15cm

4+

6+
3+

6+
5+

Stormboyz

INF

30cm

6+

4+

6+

Warbikes
Deth Kopta
Skorcha
Warbuggy
Battlewagon

INF
LV
LV
LV
AV

35cm
35cm
35cm
35cm
30cm

5+
4+
5+
5+
5+

4+
6+
6+
5+
6+

6+
5+
4+
5+
5+

Choppas
Shootas
Big Shoota
Lobba
Big Choppas
Shootas
2x Big Shoota
Choppas
Shootas
Twin Sawn-off Big Shoota
Twin Big Shoota
Skorcha
Twin Big Shoota
2x Twin Big Shoota

(base contact)
(15cm)
30cm
45cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
15cm
30cm
15cm
30cm
30cm

(Assault Weapons)
(Small Arms)
AP6+/AT6+
1BP
(Assault Weapons), EA(+1)
(Small Arms)
AP6+/AT6+
(Assault Weapons)
(Small Arms)
AP5+/AT5+
AP5+/AT6+
AP4+, Ignore Cover
AP5+/AT6+
AP5+/AT6+

Big Wagon

AV

25cm

4+

5+

4+

3x Big Gunz

45cm

Flakwagon
Gunwagon
Killa Kan

AV
AV
AV

30cm
30cm
15cm

5+
5+
5+

5+
5+
5+

5+
5+
6+

Lobbawagon
Drop Kan

AV
Special

25cm
Immobile

6+
n/a

6+
n/a

6+
n/a

Flak Gun
Big Gun
Kombat Klaws
Big Shoota
Lobba
-

30cm
45cm
(base contact)
30cm
45cm
-

Battlefortress

WE

30cm

4+

4+

4+

4x Twin Big Shoota


Big Gun

30cm
45cm

AP5+/AT6+
AP5+/AT5+

Big Kopta

WE

35cm

4+

5+

4+

3x Twin Big Shoota


Big Gun

30cm
45cm

AP5+/AT6+
AP5+/AT5+

AP5+/AT5+

2x AP6+/AT6+/AA6+
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
1BP
-

NOTES
Oddboy characters can be one of two types: Big Meks or Slavers. A Big Mek can be
added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle
into a Soopagun or Supa-Zzap-Gun. A Slaver may be added to a Big Gunz unit and
upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun.
Supreme Commander

Formations that include at least 1 Ork unit dont receive Blast markers for Grot units
that are killed, and dont count Grotz units that are lost in an assault when working out
who has won the combat.
Scout, Infiltrator

Represents Orkified Gotterdammerung Howitzers, Thudd Guns


Leader

Jump Pack, Scouts


Mounted
Skimmer

Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord.
Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in
addition to any other units)
Reinforced Armour, Transport: (May carry any one of the following units: Boyz, Grots,
Kommandos, Nobz, Big Gun, may carry 1 Grotz unit in addition to other units).
Represents Orkified Land Raider, Leman Russ, Ragnarok tanks
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
Walker
Represents Orkified Whirlwind, Basilisk, Manticore, Bombard, Deathstrike, Griffon tanks
Planetfall, Transport: (May carry 1 Mob that includes only: Nobz, Boyz,
Grotz, Stormboyz, Kommandos, Killa Kanz, Dreadnoughts). Any
troops carried in the Drop Kan must disembark within 5cm of the
Drop Kan or within 5cm of another unit from the same formation,
and all units must disembark within 15cm of the Drop Kan.
DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.
DC3. Skimmer. Transport (may carry any six of the following units:
Boyz, Kommandos, Grotz, Nobz, Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Big Kopta crashes to the ground, destroying it and killing all aboard.

MORKRUMPS BLOOD AXE KORPS

7.4 NetEA DEVELOPMENTAL


BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPSS KORPS ORK ARMY REFERENCE 2
NAME
Gunfortress

TYPE
WE

SPEED
30cm

ARMOUR
4+

CC
4+

FF
4+

WEAPONS
5x Twin Big Shoota
3x Big Guns

RANGE
30cm
45cm

Bommer

AC

Bomber

6+

n/a

n/a

Fighta-Bommer

AC

Fighter-Bomber

6+

n/a

n/a

Battlekroozer

SC

n/a

n/a

n/a

n/a

Bommer Turrets
Bomms
Heavy Shootas
Tankbusta Rokkits
Orbital Bombardment

15cm
15cm
15cm
30cm
n/a

Kill Kroozer

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

STRATEGY 3
FIREPOWER
AP5+/AT6+
AP5+/AT5+

D6x AP5+/AT6+/AA6+
D3+1BP, Fixed Forwards
AP5+/AA5+
AT4+
D6+3BP, MW

NOTES
DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.
DC3, Transport: 6 Stormboyz units. Stormboyz units may disembark after the
Bommer has made a Ground Attack and count as having activated for that turn.

Slow and Steady (May not be used on the first or second turn of a game unless the
scenario specifically states otherwise),
Transport: (May carry up to 12 Ork Landas plus the troops carried in them)

D6+1BP, MW

MORKRUMPS BLOOD AXE KORPS

7.5 NetEA DEVELOPMENTAL


KOLONEL ROMMELZ'S BLOOD AXE MERCENARY ORK WARHORDE ARMY
v1.4. Sub-Army Champion: "Chroma"

Blood Axe Mercenary Ork armies have a Strategy rating of 3, modified by the Blood Axe Taktics special rule.
All Blood Axe Mercenary Ork formations have an initiative rating of 3+.

WAR HORDE FORMATIONS

FORMATION
Kommando
Warband

Mekanized
Warband

CORE UNITS
6 Kommandos units
1 Nobz units
2 Grotz units

(A Blood Axe Mercenary Ork army may contain any number of War Horde Formations)
COST PER FORMATION
NORMAL
BIG
UGE
UPGRADES
200 points
350 points
500 points
Up to 4 Looted Chimeras at +25 points each
Any number of the following for +25 points each:
Big Gunz, Boyz (with free Grot), Killa Kans,
Kommandos, Stormboyz
Any number of the following for +35 points each:
Deth Koptas, Dreadnoughts, Flakwagonz,
Gunwagonz
Any number of Battlefortress for +115 points each
Any number of Gunfortress for +125 points each

1 Nobz unit, 3 Boyz units and


2 Looted Chimeras

150 points

250 points

350 points

0-1 Taktical
Warband

4 Nobz units and 2 Grotz

175 points

300 points

425 points

Eavy Armour
Brigade

Any 3 of the following:


Looted Leman Russ
Looted Leman Russ Demolisher
Looted Land Raider

225 points

400 points

575 points

3 Looted Basilisks

225 points

Eavy Gunz
Brigade

400 points

575 points

Up to 2 Nobz for +35 points each


Up to 1 Oddboy character for +50 points
Any number of the following for +25 points each:
Ork Boyz (with free Grot), Buggies, Kommandos,
Warbikes, Skorchas
Any number of the following for +35 points each:
Gunwagons, Deth Koptas, Flakwagonz
Up to 1 Nob for +35 points
Up to 1 Oddboy character for +50 points
Up to 2 Looted Rhinos for free
Up to 2 Looted Land Raiders for +75 points each
Any number of the following for +35 points each:
Deth Koptas, Dreadnoughts, Gunwagons,
Flakwagonz
Up to 2 Nobz for +35 points each
Any number of the following for +35 points each:
Gunwagons, Deth Koptas, Flakwagonz
Up to 1 Nobz unit for +35 points
Up to 1 Oddboy character for +50 points
Any number of the following for +25 points each:
Big Gunz
Any number of the following for +35 points each:
Gunwagonz, Deth Koptas, Flakwagonz,
Up to 1 Nobz unit for +35 points
Up to 1 Oddboy character for +50 points

BLOOD AXE AIRCRAFT, SPACECRAFT, AND GARGANTS

FORMATION
Fighta Sqwadron
Drop Rok
Landa
Kill Kroozer

(Up to 1/3 of an armys points may be spent on Aircraft, Spacecraft, and Gargants)
UNITS
UPGRADE
3 Fighta-Bommers
Up to 6 Fighta-Bommers for +50 points each
1 Drop Rok
n/a
1 Ork Landa
n/a
1 Kill Kroozer
May be upgraded to Ork Battlekroozer for +50 points

COST
150 points
200 points
200 points
200 points

SPECIAL RULE - Warlord

Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you dont have to pay any points for it. If the army includes any
Great Gargant, then the Warlord must be placed in one of them. If there are no Great Gargants in the army then the Warlord will join a Nobz or a Gargant unit.

SPECIAL RULE - Looted Vehicles

The following rules apply to Looted Vehicles:


All Looted Vehicles lose the Indirect Fire special ability.
Any Looted Vehicle that partakes in a 'Double' or 'March' action must take a dangerous terrain test at the end of its second move or break down
and be destroyed. You are free to "move cautiously" during this move, but that's not very Orky, is it?
In all other ways, Looted Vehicles are treated like their Imperial counterparts, but should be painted/modelled in suitably Orky style.

SPECIAL RULE - Blood Axe Taktics

At the start of a battle, before setup (EA 6.1.2) the Blood Axe player rolls on the following chart:
1: "Dis is da wrong map!" - For setup and the first turn, the Blood Axe army is treated as having a Strategy rating of 1. This returns to Strategy
Rating 3 for all subsequent turns.
2-5: Kunning as an Ork - The Blood Axe army has the normal Ork Strategy rating of 3.
6: "I've gotz a very kunning plan..." - For setup and the first turn, the Blood Axe army is treated as having a Strategy rating of 5. This returns
to Strategy rating 3 for all subsequent turns.

136

7.5 NetEA DEVELOPMENTAL


KOLONEL ROMMELZ'S BLOOD AXE MERCENARY ORK WARHORDE ARMY REFERENCE 1
STRATEGY 3
RANGE
FIREPOWER
60cm
MW3+, TK(D3)
60cm
2BP, MW

NAME
Oddboy

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

WEAPONS
Supa-Zzap-Gun OR
Soopagun

Warlord
Big Gunz
Boyz

CH
INF
INF

n/a
10cm
15cm

n/a
6+

n/a
6+
4+

n/a
5+
6+

Grotz

INF

15cm

6+

6+

Big Choppas
Big Gun
Choppas
Shootas
Big Shoota
Shootas

(base contact)
45cm
(base contact)
(15cm)
30cm
(15cm)

(Assault Weapons), MW, EA(+1)


AP5+/AT5+
(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Small Arms)

Kommandos

INF

15cm

6+

4+

6+

Nobz

INF

15cm

4+

3+

5+

Stormboyz

INF

30cm

6+

4+

6+

Warbikes
Deth Kopta
Skorcha
Warbuggy
Dreadnought

INF
LV
LV
LV
AV

35cm
35cm
35cm
35cm
15cm

5+
4+
5+
5+
4+

4+
6+
6+
5+
4+

6+
5+
4+
5+
5+

Flakwagon
Gunwagon
Killa Kan

AV
AV
AV

30cm
30cm
15cm

5+
5+
5+

5+
5+
5+

5+
5+
6+

Looted Basilisk

AV

20cm

5+

6+

5+

Looted Chimera

AV

30cm

5+

6+

5+

Choppas
Shootas
Big Shoota
Big Choppas
Shootas
2x Big Shoota
Choppas
Shootas
Twin Sawn-off Big Shoota
Twin Big Shoota
Skorcha
Twin Big Shoota
Kombat Klaws
2x Twin Big Shoota
Flak Gun
Big Gun
Kombat Klaws
Big Shoota
Heavy Bolter
Earthshaker
Heavy Bolter
Multilaser

(base contact)
(15cm)
30cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
15cm
30cm
15cm
30cm
(base contact)
30cm
30cm
45cm
(base contact)
30cm
30cm
120cm
30cm
30cm

(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Assault Weapons), EA(+1)
(Small Arms)
AP6+/AT6+
(Assault Weapons)
(Small Arms)
AP5+/AT5+
AP5+/AT6+
AP4+, Ignore Cover
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
AP5+/AT6+
2x AP6+/AT6+/AA6+
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
AP5+
AP4+/AT4+ OR 1 BP
AP5+
AP5+/AT6+

Looted Land Raider

AV

25cm

4+

6+

4+

Twin Heavy Bolter


2x Twin Lascannon

30cm
45cm

AP5+
AT4+

Looted Leman Russ

AV

20cm

4+

6+

4+

Looted Leman Russ


Demolisher

AV

20cm

4+

6+

4+

Looted Rhino

AV

30cm

5+

6+

6+

2 x Heavy Bolter
Lascannon
Battle Cannon
2 x Plasma Cannon
Demolisher
Lascannon
Storm Bolter

30cm
45cm
75cm
30cm
30cm
45cm
(15cm)

AP5+
AT5+
AP4+/AT4+
AP4+/AT4+, Slow Firing
AP3+/AT4+, Ignore Cover
AT5+
(Small Arms)

NOTES
Oddboy characters can be one of two types: Big Meks or Slavers. A Big Mek can be
added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle
into a Soopagun or Supa-Zzap-Gun. A Slaver may be added to a Big Gunz unit and
upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun.
Supreme Commander

Formations that include at least 1 Ork unit dont receive Blast markers for Grotz units
that are killed, and dont count Grotz units that are lost in an assault when working out
who has won the combat.
Scout, Infiltrator

Leader

Jump Pack, Scouts


Mounted
Skimmer

Walker
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
Walker
May either shoot normally or fire a barrage. No Indirect Fire.
Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz,
One of the units carried may be a Big Gunz. May carry 1 Grotz unit in addition
to any other units)
Reinforced Armour, Thick Rear Armour,
Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz,
One of the units carried may be a Big Gunz. May carry 1 Grotz unit in addition
to any other units)
Reinforced Armour

Reinforced Armour

Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz,
One of the units carried may be a Big Gunz. May carry 1 Grotz unit in addition
to any other units)

BLOOD AXE MERCENARIES

7.5 NetEA DEVELOPMENTAL


KOLONEL ROMMELZ'S BLOOD AXE MERCENARY ORK WARHORDE ARMY REFERENCE 2
NAME
Battlefortress

STRATEGY 3
RANGE
FIREPOWER
30cm
AP5+/AT6+
45cm
AP5+/AT5+

TYPE
WE

SPEED
30cm

ARMOUR
4+

CC
4+

FF
4+

WEAPONS
4x Twin Big Shoota
Big Gun

Drop Rok

WE

Immobile

5+

6+

5+

2x Twin Big Shootas


2 x Big Gun

30cm
45cm

AP5+/AT6+
AP5+/AT5+

Gunfortress

WE

30cm

4+

4+

4+

5x Twin Big Shoota


3x Big Guns

30cm
45cm

AP5+/AT6+
AP5+/AT5+

Fighta- Bommer

AC

Fighter-Bomber

6+

n/a

n/a

AC/WE

Bomber

5+

6+

4+

Heavy Shootas
Tankbusta Rokkits
Gun Turrets
Tankbusta Rokkits

15cm
30cm
15cm
30cm

AP5+/AA5+
AT4+
D6+3x AP5+/AA6+
AT4+, FxF

Battlekroozer

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

D6+3BP, MW

Kill Kroozer

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

D6+1BP, MW

Landa

NOTES
DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.
DC3, Free Planetfall, Reinforced Armour, Transport: (May carry 20 of the following units:
Boyz, Nobz, Kommandos, Stormboyz, Big Guns, Deth Koptas, Dreadnoughts, Killa
Kans, Skorchas, War Bikes, War Buggies. Dreadnoughts and Light Vehicles (but not
Killa Kans) take up 2 spaces each. May also carry 8 Grotz units in addition any other units)
DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.

DC3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units:
Boyz, Kommandos, Stormboyz, Nobz, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts,
War Bikes, War Buggies. All light vehicles and Dreadnoughts (but not Killa Kans) take
up 2 spaces each. In addition, it may also carry 4 Grots).
Critical Hit Effect: The Landas pilot is killed and the Landa crashes to the ground,
killing all on board.
Slow and Steady (May not be used on the first or second turn of a game unless the
scenario specifically states otherwise),
Transport: (May carry up to 12 Ork Landas plus the troops carried in them)

BLOOD AXE MERCENARIES

7.6 NetEA DEVELOPMENTAL


ALBORK ORKSTEINS GARGANT BIGMOB ORK ARMY
v3.0.3. Sub-Army Champion: "Evil&Chaos"

Gargant Bigmob armies have a Strategy rating of 3. All formations have an initiative rating of 3+.
The army receives one free Mekboy Big Boss that may be added to any Great or Mega Gargant in the army.

BIGMOB FORMATIONS

FORMATION
Gargant Mob

CORE UNITS
1 Mega Gargant
1 Great Gargant
1 Gargant

(You may select up to three non-Gargant formations for each Gargant Mob)
COST PER FORMATION
NORMAL
BIG
UGE
UPGRADES
1050 points
Any number of the following for +25 points each:
850 points
Big Gunz , Killa Kans
650 points
Any number of the following for +35 points each:
Deth Koptas , Dreadnoughts
0-1 Kustom Upgrade for free
0-1 Big Kustom Upgrade for +50 points

Supa Stompa Mob

1 Supa Stompa

325 points

600 points

875 points

Loota Warband

6 Boyz units
2 Grotz units AND

175 points

325 points

450 points

2 Big Gunz units OR


2 Killa Kans

Drop Rok
Fighta Sqwadron
Bommer
Kroozer

Mega Gargants may not take upgrades


Any number of the following for +25 points each:
Big Gunz , Killa Kans
Any number of the following for +35 points each:
Deth Koptas , Dreadnoughts
0-1 Kustom Upgrade for free
0-1 Big Kustom Upgrade for +50 points
Any number of Killa Kans or Big Gunz for +25 points each
0-1 Nobz unit for +35 points
Any number of the following for +35 points each:
Battlewagonz, Flakwagonz, Dreadnoughts

0-1 Oddboy for +50 points


0-1 Battlefortress for +115 points
0-1 Gunfortress for +125 points
A Loota Warband Oddboy may take:
0-1 Kustom Upgrade for free OR
0-1 Big Kustom Upgrade for +50 points
(Up to 1/3 of the armys points cost may be spent on Drop Roks, Fighta Sqwadrons, Bommers, and Spacecraft)
1 Drop Rok
200 points
None
3 Fighta-Bommers
150 points
0-6 Fighta-Bommers for +50 points each
1 Ork Bommer
200 points
None
1 Killkroozer
150 points
May be upgraded to a Battlekroozer for +50 points

KUSTOM UPGRADES

UPGRADE
Gatling Kannon
Bigga Generatas
Megalobba
Mega Choppa
Supa Zzapp Gun
Snappa

(Each Kustom Upgrade allows the player to replace a Gargant arm weapon or belly gun with one Kustom Upgrade option)
RANGE
FIREPOWER
NOTES
45cm
4x AP5+/AT6+
FxF
(15cm)
(Small Arms), EA(+2)
Add 2D3 extra Power Fields
60cm
D3+3BP
FxF
(base contact)
(Assault Weapons), EA(+1), TK(D3)
If added to an Oddboy Character,
AND 45cm
AP5+/AT5+
change CC rating to 3+
60cm
MW3+
TK(D3), Fixed Forwards
(base contact)
(Assault Weapons), TK, EA(+1), First Strike
FxF. May be fitted as a replacement for a
OR (15cm)
(Small Arms), EA(+2), First Strike
Belly Gun only.

BIG KUSTOM UPGRADES

(Each Big Kustom Upgrade allows the player to replace a Gargant arm weapon or belly gun with one Big Kustom Upgrade or one Kustom Upgrade)
UPGRADE
RANGE
FIREPOWER
NOTES
2x Grot Guided Mega Missile
Unlimited
MW3+
TK(D3), One Shot, MW, Indirect Fire, FxF
Transporta
The Gargant gains a Transport capacity of 2 Infantry units per point
of DC, plus 1 extra Grot unit for every 2 points of DC. Dreadnoughts
and Light Vehicles may be carried but take up 2 Infantry spaces each
(Killa Kans only take up 1 Infantry space). In addition the Gargant
gains +5cm speed.
Wyrdboy Tower
45cm
AA5+
MW. Does not replace an arm weapon
like the other upgrades, but is in addition to it.

SPECIAL RULE: Tellyportas

If the army contains a spacecraft, then one formation in the army may use the Planetfall ability. To Planetfall a Gargant Mob formation, a Battlekroozer is required.

SPECIAL RULE: Self-Planetfall

Self-Planetfall works exactly like the Planetfall ability; however a Spacecraft is not required in order to use this ability. You must pre-plot the turn and location of arrival as with a
normal Planetfall. On the designated turn the Self-Planetfalling unit is activated in the normal activation sequence. Nominate the action for the formation and roll to activate.
If the unit fails to activate its arrival is delayed to the next turn. If the activation is successful, place the formation at the plotted location and determine scatter distance as normal.

SPECIAL RULE: Kustom Upgrades

Oddboy Characters can also take Kustom Upgrades and Big Kustom Upgrades.

139

7.6 NetEA DEVELOPMENTAL


ALBORK ORKSTEINS GARGANT BIGMOB ORK ARMY REFERENCE 1
NAME
Mekboy Big Boss

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

Oddboy

CH

n/a

n/a

n/a

n/a

Big Gunz
Boyz

INF
INF

10cm
15cm

6+

6+
4+

5+
6+

Grotz

INF

15cm

6+

6+

Nobz

INF

15cm

4+

3+

5+

Stormboyz

INF

30cm

6+

4+

6+

Deth Kopta
Battlewagon

LV
AV

35cm
30cm

4+
5+

6+
6+

5+
5+

Dreadnought

AV

15cm

4+

4+

5+

Flakwagon
Killa Kan

AV
AV

30cm
15cm

5+
5+

5+
5+

5+
6+

Battlefortress

WE

30cm

4+

4+

4+

Gargant

WE

15cm

4+

3+

Gunfortress

WE

30cm

4+

Great Gargant

WE

15cm

4+

STRATEGY 3
FIREPOWER
(Assault Weapons), MW, EA (+1)
(Small Arms), MW, EA (+1)
MW3+, TK(D3)
2BP, MW

WEAPONS
Big Ammer
Kustom Shoota
Supa-Zzap-Gun OR
Soopagun

RANGE
(base contact)
(15cm)
60cm
60cm

Big Gun
Choppas
Shootas
Big Shoota
Shootas

45cm
(base contact)
(15cm)
30cm
(15cm)

AP5+/AT5+
(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Small Arms)

Big Choppas
Shootas
2x Big Shoota
Choppas
Shootas
Twin Big Shoota
2x Twin Big Shoota

(base contact)
(15cm)
30cm
(base contact)
(15cm)
30cm
30cm

(Assault Weapons), EA(+1)


(Small Arms)
AP6+/AT6+
(Assault Weapons)
(Small Arms)
AP5+/AT6+
AP5+/AT6+

Kombat Klaws
2x Twin Big Shoota
Flak Gun
Kombat Klaws
Big Shoota
4x Twin Big Shoota
Big Gun

(base contact)
30cm
30cm
(base contact)
30cm
30cm
45cm

(Assault Weapons), MW, EA(+1)


AP5+/AT6+
2x AP6+/AT6+/AA6+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
AP5+/AT6+
AP5+/AT5+

3+

Gaze of Mork
2-3x Soopaguns
0-1x Supa-Zzap-Gun
0-1x Mega-Choppa

4+

4+

5x Twin Big Shoota


3x Big Guns

30cm
60cm
60cm
45cm AND
(base contact)
30cm
45cm

MW4+, TK
2 BP, MW
MW3+, TK(D3), FxF
AP5+/AT5+, FxF
(Assault Weapons), TK(D3), EA(+1)
AP5+/AT6+
AP5+/AT5+

3+

3+

Gaze of Mork
2x Big Guns
1-2x Twin Soopagun
Soopagun
0-1x Lifta-Droppa

30cm
45cm
60cm
60cm
60cm AND
(base contact)

MW4+, TK
AP5+/AT5+
3BP, MW, FxF
2BP, MW, FxF
MW3+, TK(D3), FxF
(Assault Weapons), EA(+1)

NOTES
Supreme Commander
Oddboy characters can be one of two types: Big Meks or Slavers. A Big Mek can be
added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle
into a Soopagun or Supa-Zzap-Gun. A Slaver may be added to a Big Gunz unit and
upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun.

Formations that include at least 1 Ork unit dont receive Blast markers for Grot units
that are killed, and dont count Grotz units that are lost in an assault when working out
who has won the combat.
Leader

Jump Pack, Scouts


Skimmer
Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord.
Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in
addition to any other units)
Walker
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
Walker
DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.
DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour
Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the
Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out.
Any fires not put out cause one point of damage.
May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun
DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.
DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour
Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the
Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out.
Any fires not put out cause one point of damage.

ALBORK ORKSTEINS GARGANT BIGMOB ORK ARMY REFERENCE 2


STRATEGY 3

ORKSTEINS GARGANT BIGMOB

7.6 NetEA DEVELOPMENTAL


NAME
Mega Gargant

TYPE
WE

SPEED
15cm

ARMOUR
4+

CC
3+

FF
4+

WEAPONS
Gaze of Mork
2x Supa Zzap Gun
Soopagunz
Mega Kannon
2x Grot Mega Missile
2x Kombat Arms
Wyrdboy Tower
Gaze of Mork
2-3x Soopaguns
0-1x Mega-Choppa

RANGE
30cm
60cm
60cm
75cm
Unlimited
(base contact)
45cm
30cm
60cm
45cm AND
(base contact)

Supa-Stompa

WE

15cm

4+

4+

4+

Bommer

AC

Bomber

6+

n/a

n/a

n/a

Bommer Turrets
Bomms
Heavy Shootas
Tankbusta Rokkits
Orbital Bombardment

15cm
15cm
15cm
30cm
n/a

Fighta- Bommer

AC

Fighter-Bomber

6+

n/a

n/a

Battlekroozer

SC

n/a

n/a

n/a

Kill Kroozer

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

FIREPOWER
MW4+, FxF
MW3+, TK(D3), FxF
8BP, MW, FxF
2BP, MW, FxF
MW3+, TK(D3), One -Shot, Indirect, FxF
(Assault Weapons), MW, EA(+1), TK(D6)
AA5+, MW
MW4+, TK
2BP, MW
AP5+/AT5+, FxF
(Assault Weapons), TK(D3), EA(+1)
D6x AP5+/AT6+/AA6+
D3+1BP, Fixed Forwards
AP5+/AA5+
AT4+
D6+3BP, MW

NOTES
DC16, D6+6 Power Fields, Walker, Fearless.
Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the
Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out.
Any fires not put out cause one point of damage.

DC4, D3 Power Fields, Walker, Fearless, Reinforced Armour


Critical Hit Effect: The Supa-Stompas head is blown off, killing the Kaptain. It
suffers a -1 to hit modifier from now on. Any subsequent critical hits will cause an
extra point of damage instead.
May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa
DC3, Transport: 6 Stormboyz units. Stormboyz units may disembark after the
Bommer has made a Ground Attack and count as having activated for that turn.
Critical Hit Effect: Destroyed along with all onboard.
Slow and Steady (May not be used on the first or second turn of a game unless the
scenario specifically states otherwise),
Transport: (May carry up to 12 Ork Landas plus the troops carried in them)

D6+1BP, MW

ORKSTEINS GARGANT BIGMOB

7.7 NetEA EXPERIMENTAL


GOBGUTZ BADFANG'S STOMPY ONSLAUGHT ORK ARMY
v. Sub-Army Champion: "Evil&Chaos"

Badfang's Stompy Onslaught army has a Strategy rating of 3. All Ork formations have an initiative rating of 3+.

STOMPY ONSLAUGHT FORMATIONS


FORMATION
Warband

CORE UNITS
6 Boyz units
2 Nobz units
2 Grotz units

(A Stompy Onslaught army may contain any number of formations)


COST PER FORMATION
NORMAL
BIG
UGE
UPGRADES
200 points
350 points
500 points
Any number of the following for 25 points each:
Boyz (plus an optional free Grot per Boyz unit),
Big Gunz, Killa Kans
Any number of the following for +35 points each:
Dreadnoughts, Flakwagonz
Any number of Mega Dreads for +50 points each
Any number of Kustom Stompas for +175 points each
Any number of Mekboy Stompas for +250 points each

Stormboyz
Warhorde

6 Stormboyz units

150 points

Kommando
Warband

6 Kommando units

125 points

Mekboy
Gunzmob

5 Big Gunz units

125 points

225 points

325 points

Mekboy
Dreads Mob

4 Dreadnoughts and
4 Killa Kans
OR
4 Mega Dreads

Fighta Sqwadron
Bommer
Kill Kroozer
Gargant
Great Gargant

3 Fighta-Bommers
1 Ork Bommer
1 Kill Kroozer
1 Gargant
1 Great Gargant

225 points

150 points
200 points
150 points
650 points
850 points

400 points

575 points

Up to 2 Nobz for +35 points each


(Upgrade any Nobz to Meganobz for +15 points each)
Up to 1 Oddboy character for +50 points
None

Any number of the following for +35 points each:


Deth Koptas, Flakwagonz
Any number of Warkopters for +50 points each
Any number of Kustom Stompas for +175 points each
Any number of Big Gunz for +25 points each
Any number of Flakwagonz for +35 points each
Any number of Kustom Stompas for +175 points each
Up to 1 Nobz for +35 points
(Upgrade any Nobz to Meganobz for +15 points each)
Up to 1 Oddboy character for +50 points
Any number of Killa Kanz for +25 points each
Any number of the following for +35 points each:
Dreadnoughts, Flakwagonz
Any number of Mega Dreads for +50 points each
Up to 1 Oddboy character for +50 points
Up to 6 Fighta-Bommers for +50 points each
None
May be upgraded to Battlekroozer for +50 points
None
None

SPECIAL RULE - Warlord

Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you dont have to pay any points for it. If the army includes any
Great Gargant, then the Warlord must be placed in one of them. If there are no Great Gargants in the army then the Warlord will join a Nobz or a Gargant unit.

142

7.7 NetEA EXPERIMENTAL

NAME
Oddboy

GOBGUTZ BADFANG'S STOMPY ONSLAUGHT ARMY REFERENCE 1


STRATEGY 3

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

Warlord
Big Gunz
Boyz

CH
INF
INF

n/a
10cm
15cm

n/a
n/a
6+

n/a
6+
4+

n/a
5+
6+

Grotz

INF

15cm

n/a

6+

6+

Kommandos

INF

15cm

6+

4+

6+

Meganobz

INF

10cm

4+

3+

4+

Nobz

INF

15cm

4+

3+

5+

Stormboyz

INF

30cm

6+

4+

6+

Deth Kopta
Warkopter

INF
LV
LV

35cm
35cm
35cm

5+
4+
5+

4+
6+
6+

6+
5+
6+

Dreadnought

AV

15cm

4+

4+

5+

Flakwagon
Killa Kan

AV
AV

30cm
15cm

5+
5+

5+
5+

5+
6+

Mega Dread

AV

15cm

4+

4+

4+

Kustom Stompa

WE

15cm

4+

4+

4+

Mekboy Stompa

WE

15cm

4+

4+

4+

WEAPONS
Supa-Zzap-Gun OR
Soopagun
Big Choppas
Big Gun
Choppas
Shootas
Big Shoota
Shootas

RANGE
60cm
60cm
(base contact)
45cm
(base contact)
(15cm)
30cm
(15cm)

FIREPOWER
MW3+, TK(D3)
2BP, MW
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Small Arms)

Choppas
Shootas
Big Shoota
Shootas
Big Choppas
3x Big Shootas
Big Choppas
Shootas
2x Big Shoota
Choppas
Shootas
Twin Sawn-off Big Shoota
Twin Big Shoota
2x Big Shoota

(base contact)
(15cm)
30cm
(15cm)
(base Contact)
30cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
15cm
30cm
30cm

(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Small Arms)
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
(Assault Weapons), EA(+1)
(Small Arms)
AP6+/AT6+
(Assault Weapons)
(Small Arms)
AP5+/AT5+
AP5+/AT6+
AP6+/AT6+

Kombat Klaws
2x Twin Big Shoota
Flak Gun
Kombat Klaws
Big Shoota
0-2x Big Gun
0-2x Rippa Klaw
2x Big Shoota
Supa-Gattler
Soopagun
Supa-Rokkit
Mega Choppa

(base contact)
30cm
30cm
(base contact)
30cm
45cm
(base contact)
30cm
45cm
60cm
90cm
(base contact)

(Assault Weapons), MW, EA(+1)


AP5+/AT6+
2x AP6+/AT6+/AA6+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
3x AP4+/AT5+, Slow Firing, Fwd
2BP, MW, Fwd
AT4+, Fwd
(Assault Weapons), TK(D3), EA (+1)

Gaze of Mork
Soopagun
Lifta-Droppa

30cm
60cm
60cm AND
(base contact)
(base contact)

MW4+
2BP, MW, FxF
MW3+, TK(D3), Fwd
(Assault Weapons), TK(D3), EA(+1)
(Assault Weapons), TK(D3), EA(+1)

Mega Choppa

NOTES

Oddboy characters can be added to a Big Gunz unit or Mega Dread


Supreme Commander

Formations that include at least 1 Ork unit dont receive Blast markers for Grot units
that are killed, and dont count Grotz units that are lost in an assault when working out
who has won the combat.
Scout, Infiltrator

Leader, Reinforced Armour, Counts-as 2 Nobz for transport purposes)

Leader

Jump Pack, Scouts


Mounted
Skimmer
Skimmer, Transport: (May carry 2 of the following units: Boyz, Kommandos or Nobz. Plus 1
Grot unit in addition to other units, May not carry Meganobz)
Walker
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
Walker
Walker, Reinforced Armour
May be armed with 2 Big Guns or 2 Rippa Klaws, or 1 of each
(No more than 2 arm weapons in total)
DC4, Fearless, Walker, Reinforced Armour
Transport: (May carry 4 of the following units: Boyz, Big Gunz, Kommandos, Nobz,
Meganobz. Meganobz count as 2 units. Plus 2 Grot units in addition to other units)
Critical Hit Effect: Suffer an extra point of DC (And roll again to see if that point of DC
is also Critical)
DC4, D3 Power Fields, Fearless, Walker, Reinforced Armour.
Transport: (May carry 4 of the following units: Boyz, Big Gunz, Kommandos, Nobz. Plus 2
Grot units in addition to other units)
Critical Hit Effect: Suffer an extra point of DC (And roll again to see if that point of DC
is also Critical)

BADFANGS STOMPY ONSLAUGHT

7.7 NetEA EXPERIMENTAL


GOBGUTZ BADFANG'S STOMPY ONSLAUGHT ARMY REFERENCE 2
NAME
Gargant

SPEED
15cm

ARMOUR
4+

CC
3+

FF
3+

Great Gargant

WE

15cm

4+

3+

3+

Gaze of Mork
2x Big Guns
1-2x Twin Soopagun
Soopagun
0-1x Lifta-Droppa

Fighta- Bommer

AC

Fighter-Bomber

6+

n/a

n/a

AC/WE

Bomber

6+

n/a

n/a

Heavy Shootas
Tankbusta Rokkits
Bommer Turrets
Bomms

Battlekroozer

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

D6+3BP, MW

Kill Kroozer

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

n/a

D6+1BP, MW

Bommer

WEAPONS

STRATEGY 3
RANGE
FIREPOWER
30cm
MW4+, TK
60cm
2BP, MW
2BP, MW
60cm
45cm AND
MW3+, TK(D3), FxF
(base contact)
30cm
MW4+, TK
45cm
AP5+/AT5+
60cm
3BP, MW, FxF
60cm
2BP, MW, FxF
60cm AND
MW3+, TK(D3), FxF
(base contact)
(Assault Weapons), EA(+1)
15cm
AP5+/AA5+
30cm
AT4+
15cm
D6x AP5+/AT6+/AA6+
15cm
D3+1BP, FxF

TYPE
WE

Gaze of Mork
2-3x Soopaguns
0-1x Supa-Zzap-Gun
0-1x Mega-Choppa

NOTES
DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour
Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the
Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out.
Any fires not put out cause one point of damage.
May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun
DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour
Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the
Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out.
Any fires not put out cause one point of damage.

DC 3, Transport: (May carry 6 Stormboyz units. Stormboyz units may disembark


after the Bommer has made a Ground Attack and count as having
activated for that turn.
Critical Hit Effect: Destroyed along with all aboard.
Slow and Steady (May not be used on the first or second turn of a game unless the
scenario specifically states otherwise),
Transport: (May carry 168 units, plus as many Drop Kans as are necessary to
carry them, and also 12 Landas).
Transport (40 units, plus as many Drop Kans as are necessary to
carry them).

BADFANGS STOMPY ONSLAUGHT

7.8 NetEA EXPERIMENTAL


SUN-TZORK'S GROTLING WAAAAAAGH!
v. Sub-Army Champion: "Evil&Chaos"

Sun-Tzork's Grotling Waaaaaagh! has a Strategy rating of D6 (Roll randomly each turn). All formations have an initiative rating of 3+.

GROTLING WAAAAAAGH! FORMATIONS

FORMATION
0-1 Da Boss'
Warband

Grotling Warband

Soopagunz Mob
Grot Launchers
Grot Tank Mob
Gargant Mob
Great Gargant Mob

Mega Gargant Mob

(A Grotling Waaaaaagh! army may contain any number of formations)


COST PER FORMATION
CORE UNITS
NORMAL
BIG
UGE
UPGRADES
1 Ork Mega Grot Warboss
275 points
Any number of the following for +15 points each:
6 Grot Gunnaz units
Grot Gunnaz, Grot Stabberz
6 Grot Stabberz units
Up to 1 Wyrdboy for +50 points
1 Boyz unit
175 points
325 points
475 points
Any number of the following for +15 points each:
6 Grot Gunnaz units
Grot Gunnerz, Grot Stabberz
6 Grot Stabberz units
Up to 1 Wyrdboy for +50 points
5 Big Gunz
125 points
225 points
325 points
Up to 1 Oddboy character for +50 points
Up to 1 Wyrdboy for +50 points
5 Grot Bomb Launchers
125 points
225 points
325 points
None
8 Grot Tanks
150 points
250 points
350 points
Any number of Grot Mega Tanks +50 points each
4 Dreadnoughts and
225 points
400 points
525 points
Up to 1 Mega Dreadnought for +50 points
4 Killa Kans
4 Mega Dreads
225 points
400 points
525 points
Any number of Killa Kanz for +25 points each
Any number of the following for +35 points each:
Dreadnoughts
Any number of Mega Dreadnought for +50 points each

1 Kustom Stompa

250 points

Up to 1 Oddboy character for +50 points


None

145

7.8 NetEA EXPERIMENTAL


SUN-TZORK'S GROTLING WAAAAAAGH! ARMY REFERENCE 1
NAME
Oddboy

WEAPONS
Supa-Zzap-Gun OR
Soopagun
Fist of Gork
Big Gun
Choppas
Shootas
Big Shoota
Shootas
Feeble Little Fists

RANGE
60cm
60cm
45cm
45cm
(base contact)
(15cm)
30cm
(15cm)
(base contact)

STRATEGY D6
FIREPOWER
MW3+, TK(D3)
2BP, MW
MW5+/AA5+, MW
AP5+/AT5+
(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Small Arms)
(Assault Weapons)

7+

Chippas
Scavenged Pistols

(base contact)
(15cm)

(Assault Weapons)
(Small Arms)

4+

6+

Shootas

(15cm)

5+

7+
6+

5+

Grot Bomb
Twin Big Shoota

45cm
30cm

4+

4+

5+

5+

6+

4+

15cm

5+

5+

6+

AV

15cm

4+

4+

4+

WE

15cm

4+

4+

4+

Kombat Klaws
2x Twin Big Shoota
Boom Kannisters
2x Twin Big Shoota
3x Big Shoota
Kombat Klaws
Big Shoota
0-2x Big Gun
0-2x Rippa Klaw
2x Big Shoota
Supa-Gattler
Soopagun
Supa-Rokkit
Mega Choppa

(base contact)
30cm
(15cm)
30cm
30cm
(base contact)
30cm
45cm
(base contact)
30cm
45cm
60cm
90cm
(base contact)

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

Wyrdboy
Big Gunz
Boyz

CH
INF
INF

n/a
10cm
15cm

n/a
n/a
6+

n/a
6+
4+

n/a
5+
6+

Grot Gunnaz

INF

15cm

7+

5+

Grot Stabberz

INF

15cm

5+

Ork Mega Grot


Warboss
Grot Bomb Launcher
Grot Tank

INF

15cm

6+

LV
LV

25cm
Special

Dreadnought

AV

15cm

Grot Mega Tank

AV

Killa Kan

AV

Mega Dread

Kustom Stompa

(Small Arms)
AP4+/AT6+, One-Shot
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
AP5+/AT6+
(Small Arms)
AP5+/AT6+
AP6+/AT6+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
3x AP4+/AT5+, Slow Firing, Fwd
2BP, MW, Fwd
AT4+, Fwd
(Assault Weapons), TK(D3), EA (+1)

NOTES
Oddboy characters can be added to a Big Gunz unit or Mega Dread

Formations that include at least 1 Ork unit dont receive Blast markers for Grot units
that are killed, and dont count Grotz units that are lost in an assault when working out
who has won the combat.
Formations that include at least 1 Ork unit dont receive Blast markers for Grot units
that are killed, and dont count Grotz units that are lost in an assault when working out
who has won the combat.
Supreme Commander, Counts as an Ork Unit for the purposes of using the Grots
Blast Markers rule.
For speed, roll 4D6 after activating or being broken, all Grot Tanks & Mega Grot Tanks
in a formation will move at that speed in cm for the subsequent action.
Walker
For speed, roll 4D6 after activating or being broken, all Grot Tanks & Mega Grot Tanks
in a formation will move at that speed in cm for the subsequent action.
Walker
Walker, Reinforced Armour
May be armed with 2 Big Guns or 2 Rippa Klaws, or 1 of each
(No more than 2 arm weapons in total)
DC4, Fearless, Walker, Reinforced Armour
Transport: (May carry 4 of the following units: Boyz, Big Gunz, Kommandos, Nobz,
Meganobz. Meganobz count as 2 units. Plus 2 Grot units in addition to other units)
Critical Hit Effect: Suffer an extra point of DC (And roll again to see if that point of DC
is also Critical)

SUN-TZORKS GROTLING WAAAAAAGH!

7.9 NetEA EXPERIMENTAL


GROMMELZ'S FURST AFFTA-DEM KORPS
v0.2. Sub-Army Champion: "Dobbsy"

Grommelz's Furst Affta-Dem Korps army has a Strategy rating of 2. All formations have an initiative rating of 3+.

KORPS FORMATIONS

(Da Furst Affta-dem Korps may contain any number of formations)


COST PER FORMATION
NORMAL
BIG
UGE
150
250
350

FORMATION
Grot Tank Battle Mob

CORE UNITS
6 Grot Tanks

Pincer-Gretchineers Mob

1 Grot Tank
8 Grotz units
3 Grot haf-trakks

150

200

250

Grot Mega Tanks

2 Grot Mega Tank units

125

250

375

Grotillery Mob

4 Rokkit haf-trakks units

200

Spottaz

4 Spottaz units

100

175

250

UPGRADES
Grot Mega tank +65 points
Grot Mega Boss (0-1 per army) +125 points
0-1 Battle Boss +25 points
0-2 Flakwagonz +35 points each
Grot Mega Boss (0-1 per army) +125 points
0-2 Looted Umie Tanks +50 points each
0-2 Gunwagonz +35 points each
0-1 Battle Boss +25 points
0-1 Grot Odd-Boy Stoodent +75 points
0-2 Flakwagonz +35 points each
Grot Mega Boss (0-1 per army) +125 points
0-2 Flakwagonz +35 points each
0-1 Grot Odd-Boy Stoodent +75 points
0-2 Flakwagonz +35 points each
0-4 Spottaz +35 points each

SPECIAL RULE - For Da Boss

Any Grot formation containing the Grot Mega Boss is counted as Fearless.

SPECIAL RULE - Onslaught of Gunz

Once per game, a Grot Tank Battle Mob may fire all of its gunz at once for a Barrage template effect, determined by the formation's size.
Normal: 2BP; Big: 4BP; 'Uge: 6BP. It has a 30cm range.

SPECIAL RULE - Tank Ridaz

Grot haf-trakks may carry more Grotz units than is wise to do. If a formation with Haf-trakks has more infantry than can be carried normally, all haf-trakks
receive a -5cm unit movement penalty until the number of infantry units is reduced to normal capacity. In addition, any extra Grotz units trying to board a
fully-laden haf-trakk must take a dangerous terrain test.

147

7.9 NetEA EXPERIMENTAL


GROMMELZS FURST AFFTA-DEM KORPS REFERENCE SHEET
NAME
Battle Boss

STRATEGY RATING 2
RANGE
FIREPOWER
n/a
n/a

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

WEAPONS
n/a

Grot Odd-Boy Stoodent

CH

n/a

n/a

n/a

n/a

Grotz
Spottaz
Flakwagon
Grot Haf-trakk
Grot Mega Boss

INF
LV
AV
AV
AV

15cm
25cm
30cm
25cm
25cm

4+
5+
5+
4+

6+
6+
5+
6+
5+

6+
5+
5+
5+
4+

Soopagun OR
Supa-Zzap-Gun
Shootas
Twin Big Shoota
Flak Gun
Twin Big Shoota
3x Twin Big Shootas
Flak Gun

60cm
60cm
(15cm)
30cm
30cm
30cm
30cm
30cm

2BP, MW
MW3+, TK(D3)
Small Arms
AP5+/AT6+
2x AP6+/AT6+/AA6+
AP5+/AT6+
AP5+/AT6+
2x AP6+/AT6+/AA6+

Grot Tank
(Grommelz Pattern)
Gunwagon
Looted Umie Tank

AV

25cm

5+

6+

5+

Big Shoota

30cm

AP6+/AT6+

AV
AV

30cm
20cm

5+
4+

5+
6+

5+
4+

Rokkit Haf-trakk
Grot Mega Tank
(Grommelz Pattern)

AV
WE

25cm
25cm

6+
5+

6+
6+

6+
4+

Big Gun
Big Gun
2x Big Shootas
Big Shoota
Grot Bomb Launchers
Boom Kannisters
2x Twin Big Shootas
Big Shoota
2x Skorchas

45cm
45cm
30cm
30cm
45cm
(15cm)
30cm
30cm
15cm

AP5+/AT5+
AP5+/AT5+
AP5+/AT6+
AP6+/AT6+
1BP, Indirect Fire
(Small Arms)
AP5+/AT6+
AP6+/AT6+
AP4+, Ignore Cover

NOTES
Leader
Formations that include a Battle Boss don't receive Blast Markers for Grot infantry units
that are killed and don't count those same units that are lost in an assault when working
out who has won the combat
Upgrade a Rokkit Haf-trakk weapon OR
Upgrade a Gunwagonz weapon
Skimmer, Scout
Tank Ridaz, Transport : 3 infantry units
2 Power Fields, Supreme Commander, Reinforced Armour, Walker,
Formations that include a Battle Boss don't receive Blast Markers for Grot infantry units
that are killed and don't count those same units that are lost in an assault when working
out who has won the combat
Walker
Transport: (May carry 3 Grotz units)

2 DC, Walker, Reinforced Armour


Critical Hit Effect: The Mega Tank loses half its crew and a large chunk of its armour
in a huge explosion. Its armour save is now 6+ Reinforced Armour

GROMMELZS FURST AFFTA-DEM KORPS

7.10 NetEA EXPERIMENTAL


KOLONEL SANDORK'S BLOOD AXE CLAN ORK ARMY
v. Sub-Army Champion: "Evil&Chaos"

Blood Axe Clan Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+.

BLOOD AXE CLAN FORMATIONS


FORMATION
Warband

CORE UNITS
6 Boyz units
2 Nobz units
2 Grotz units

(A Blood Axe Clan army may contain any number of formations)


COST PER FORMATION
NORMAL
BIG
UGE
UPGRADES
200 points
350 points
500 points
Any number of the following for 25 points each:
Boyz (plus an optional free Grot per Boyz unit),
Big Gunz, Killa Kans, Kommandos, Skorchas,
Stormboyz, Warbikes, War Buggies,
Any number of the following for +35 points each:
Battlewagonz, Deth Koptas, Flakwagonz,
Gunwagonz, Lobbawagonz
Any number of Warkoptas for +50 points each
Any number of Big Wagons for +75 points each
Any number of Mega Warkoptas for +125 points each
Any number of Gunfortresses for +125 points each

Stormboyz
Warhorde

6 Stormboyz units

150 points

Kommandos Squad

6 Kommandos units

150 points

Airborne Kult of
Speed

6 Deth Koptas

200 points

350 points

500 points

Blitz Brigade

Any 4 of the following:


Gunwagons, Flakwagonz,
Lobbawagonz

150 points

250 points

350 points

Tankaz

Mekboy
Gunzmob

Fighta Sqwadron
Bommer
Kill Kroozer
Gargant
Great Gargant

3 Big Wagonz

5 Big Gunz units or


Lobbaz units

3 Fighta-Bommers
1 Ork Bommer
1 Kill Kroozer
1 Gargant
1 Great Gargant

225 points

125 points

150 points
200 points
150 points
650 points
850 points

425 points

225 points

625 points

325 points

Up to 2 Nobz for +35 points each


(Upgrade any Nobz to Meganobz for +25 points each)
Up to 1 Oddboy character for +50 points
Any number of the following for +25 points each:
War Buggies, Kommandos, Skorchas, Stormboyz,
Warbikes
Any number of Deth Koptas for +35 points each
Any number of Warkoptas for +50 points each
Any number of Mega Warkoptas for +125 points each
Any number of the following for +25 points each:
Kommandos, Stormboyz
Any number of the following for +35 points each:
Battlewagonz, Deth Koptas, Flakwagonz
Any number of Warkoptas for +50 points each
Any number of the following for +25 points each:
2 Kommando units, 1 Warkopta
Up to 2 Nobz for +35 points each
Any number of the following for +25 points each:
Skorchas, Warbikes, War Buggies
Any number of the following for +35 points each:
Battlewagonz, Deth Koptas, Flakwagonz,
Lobbawagonz
Any number of Big Wagonz for +75 points each
Up to 1 Oddboy character for +50 points
Up to 1 Gunfortress for +135 points
Any number of the following for +35 points each:
Battlewagonz, Deth Koptas, Flakwagonz,
Lobbawagonz
Any number of Big Wagonz for +75 points each
Up to 1 Oddboy character for +50 points
Up to 1 Gunfortress for +135 points
Any number of the following for +25 points each:
Big Gunz, Lobbaz
Any number of the following for +35 points each:
Battlewagonz, Flakwagonz
Up to 1 Nobz for +35 points
(Upgrade any Nobz to Meganobz for +25 points each)
Up to 1 Oddboy character for +50 points
Up to 6 Fighta-Bommers for +50 points each
None
May be upgraded to Battlekroozer for +50 points
None
None

SPECIAL RULE - Warlord

Every Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you dont have to pay any points for it. If the army includes any
Great Gargant, then the Warlord must be placed in one of them. If there are no Great Gargants in the army then the Warlord will join a Nobz or a Gargant unit.

149

7.10 NetEA EXPERIMENTAL


KOLONEL SANDORK'S BLOOD AXE CLAN ORK ARMY REFERENCE 1
STRATEGY 3
FIREPOWER
MW3+, TK(D3)
2BP, MW

NAME
Oddboy

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

WEAPONS
Supa-Zzap-Gun OR
Soopagun

RANGE
60cm
60cm

Warlord
Big Gunz
Boyz

CH
INF
INF

n/a
10cm
15cm

n/a
6+

n/a
6+
4+

n/a
5+
6+

Grotz

INF

15cm

6+

6+

Big Choppas
Big Gun
Choppas
Shootas
Big Shoota
Shootas

(base contact)
45cm
(base contact)
(15cm)
30cm
(15cm)

(Assault Weapons), MW, EA(+1)


AP5+/AT5+
(Assault Weapons)
(Small Arms)
AP6+/AT6+
(Small Arms)

Kommandos

INF

15cm

6+

4+

6+

Lobba
Meganobz

INF
INF

10cm
10cm

4+

6+
3+

6+
4+

Nobz

INF

15cm

4+

3+

5+

Stormboyz

INF

30cm

6+

4+

6+

Warbikes
Deth Kopta
Skorcha
Warbuggy
Battlewagon

INF
LV
LV
LV
AV

35cm
35cm
35cm
35cm
30cm

5+
4+
5+
5+
5+

4+
6+
6+
5+
6+

6+
5+
4+
5+
5+

Choppas
Shootas
Big Shoota
Lobba
Shootas
Big Choppas
3x Big Shootas
Big Choppas
Shootas
2x Big Shoota
Choppas
Shootas
Twin Sawn-off Big Shoota
Twin Big Shoota
Skorcha
Twin Big Shoota
2x Twin Big Shoota

(base contact)
(15cm)
30cm
45cm
(15cm)
(base Contact)
30cm
(base contact)
(15cm)
30cm
(base contact)
(15cm)
15cm
30cm
15cm
30cm
30cm

(Assault Weapons)
(Small Arms)
AP6+/AT6+
1BP
(Small Arms)
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
(Assault Weapons), EA(+1)
(Small Arms)
AP6+/AT6+
(Assault Weapons)
(Small Arms)
AP5+/AT5+
AP5+/AT6+
AP4+, Ignore Cover
AP5+/AT6+
AP5+/AT6+

Big Wagon

AV

25cm

4+

5+

4+

3x Big Gunz

45cm

Flakwagon
Gunwagon
Killa Kan

AV
AV
AV

30cm
30cm
15cm

5+
5+
5+

5+
5+
5+

5+
5+
6+

Lobbawagon
Drop Kan

AV
Special

25cm
Immobile

6+
n/a

6+
n/a

6+
n/a

Flak Gun
Big Gun
Kombat Klaws
Big Shoota
Lobba
-

30cm
45cm
(base contact)
30cm
45cm
-

Battlefortress

WE

30cm

4+

4+

4+

4x Twin Big Shoota


Big Gun

30cm
45cm

AP5+/AT6+
AP5+/AT5+

Big Kopta

WE

35cm

4+

5+

4+

3x Twin Big Shoota


Big Gun

30cm
45cm

AP5+/AT6+
AP5+/AT5+

AP5+/AT5+

2x AP6+/AT6+/AA6+
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AP6+/AT6+
1BP
-

NOTES
Oddboy characters can be one of two types: Big Meks or Slavers. A Big Mek can be
added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle
into a Soopagun or Supa-Zzap-Gun. A Slaver may be added to a Big Gunz unit and
upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun.
Supreme Commander

Formations that include at least 1 Ork unit dont receive Blast markers for Grot units
that are killed, and dont count Grotz units that are lost in an assault when working out
who has won the combat.
Scout, Infiltrator

Represents Orkified Gotterdammerung Howitzers, Thudd Guns


Leader, Reinforced Armour, Counts-as 2 Nobz for transport purposes)

Leader

Jump Pack, Scouts


Mounted
Skimmer

Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord.
Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in
addition to any other units)
Reinforced Armor, Transport: (May carry any one of the following units: Boyz, Grots,
Kommandos, Nobz, Big Gun, may carry 1 Grotz unit in addition to other units).
Represents Orkified Land Raider, Leman Russ, Ragnarok tanks
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz)
Walker
Represents Orkified Whirlwind, Basilisk, Manticore, Bombard, Deathstrike, Griffon tanks
Planetfall, Transport: (May carry 1 Mob that includes only: Nobz, Boyz,
Grotz, Stormboyz, Kommandos, Killa Kanz, Dreadnoughts). Any
troops carried in the Drop Kan must disembark within 5cm of the
Drop Kan or within 5cm of another unit from the same formation,
and all units must disembark within 15cm of the Drop Kan.
DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.
DC3. Skimmer. Transport (may carry any six of the following units:
Boyz, Kommandos, Grotz, Nobz, Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Big Kopta crashes to the ground, destroying it and killing all aboard.

KOLONEL SANDORKS BLOODAXE CLAN

7.10 NetEA EXPERIMENTAL


KOLONEL SANDORK'S BLOOD AXE CLAN ORK ARMY REFERENCE 2
NAME
Gunfortress

STRATEGY 3
FIREPOWER
AP5+/AT6+
AP5+/AT5+

TYPE
WE

SPEED
30cm

ARMOUR
4+

CC
4+

FF
4+

WEAPONS
5x Twin Big Shoota
3x Big Guns

RANGE
30cm
45cm

Gargant

WE

15cm

4+

3+

3+

Gaze of Mork
2-3x Soopaguns
0-1x Supa-Zzap-Gun
0-1x Mega-Choppa

Great Gargant

WE

15cm

4+

3+

3+

Gaze of Mork
2x Big Guns
1-2x Twin Soopagun
Soopagun
0-1x Lifta-Droppa

Mega Warkopta

WE

35cm

4+

5+

4+

3x Twin Big Shootas


Big Gun

30cm
60cm
60cm
45cm AND
(base contact)
30cm
45cm
60cm
60cm
60cm AND
(base contact)
30cm
45cm

Fighta- Bommer

AC

Fighter-Bomber

6+

n/a

n/a

Battlekroozer

SC

n/a

n/a

n/a

n/a

Heavy Shootas
Tankbusta Rokkits
Orbital Bombardment

15cm
30cm
-

AP5+/AA5+
AT4+
D6+3BP, MW

Kill Kroozer

SC

n/a

n/a

n/a

n/a

Orbital Bombardment

D6+1BP, MW

MW4+, TK
2BP, MW
MW3+, TK(D3), FxF
AP5+/AT5+, FxF
(Assault Weapons), TK(D3), EA(+1)
MW4+, TK
AP5+/AT5+
3BP, MW, FxF
2BP, MW, FxF
MW3+, TK(D3), FxF
(Assault Weapons), EA(+1)
AP5+/AT6+
AP5+/AT5+

NOTES
DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of
the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units)
Critical Hit Effect: Destroyed after flipping D6cm in a random direction.
Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6.
DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour
Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the
Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out.
Any fires not put out cause one point of damage.
May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun
DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour
Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the
Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out.
Any fires not put out cause one point of damage.

DC3. Skimmer, Transport: (May carry 6 of the following units: Boyz, Kommandos,
Nobz, Grots, 0-1 Big Gunz. May carry 4 Grots in addition to other units).
Critical Hit Effect: The Mega Warkopta is destroyed and crashes, killing all aboard.

Slow and Steady (May not be used on the first or second turn of a game unless the
scenario specifically states otherwise),
Transport: (May carry 168 units, plus as many Drop Kans as are necessary to
carry them, and also 12 Landas).
Transport (40 units, plus as many Drop Kans as are necessary to
carry them).

KOLONEL SANDORKS BLOODAXE CLAN

8.0 ELDAR ARMIES SECTION


COMMON ELDAR SPECIAL RULES
8.0.1 FARSIGHT

Eldar Farseers are able to partially unravel the threads of time, allowing them
to foresee events that may affect his army, and act to counter them. To
represent this, any Eldar formation that includes a unit with Farsight may
ignore the -1 Action test penalty when they try to retain the initiative.
In addition, once per turn the Eldar player may attempt to retain the initiative
twice in a row (i.e. the Eldar player can retain the initiative and take another
action after having successfully retained the initiative once already). Any Eldar
formation may be chosen, including those that do not include a unit with
Farsight but at least one unit with Farsight must still be in play and on the
battlefield. The formation must still pass an initiative test in order to carry out
the action, and will suffer the -1 modifier for retaining the initiative unless it
includes a unit with Farsight. Once the action has been taken the initiative
returns to the opposing player.

8.0.2 HIT AND RUN TACTICS

The Eldar are a dying race and any loss is deeply mourned. Because of this
they have developed tactics that when combined with their highly advanced
technology allows them to attack the enemy and then quickly retire in order to
avoid any return fire. This special ability is reflected by the following special
rules which apply to all formations in an Eldar army.
Eldar formations that take advance or double actions may choose to shoot
either before or after each move. However, they may still only shoot once
during the action. For example, an Eldar formation taking an advance action
could shoot and then move or move and then shoot, while a formation taking
a double action could shoot then move twice, move twice then shoot or
move shoot and move again.
In addition, Eldar formations that win an assault are allowed to move any
distance up to their speed value when they consolidate, rather than being
limited to a move of 5cm as would normally be the case.

8.0.3 ELDAR TECHNOLOGY

The Eldar are a technologically sophisticated race that makes use of a number
of devices that have capabilities far in advance of anything used by other races

in the galaxy. These technological advantages are represented in Epic by the


following special rules:

8.0.3.1 Holofields:

Eldar Titans are protected by a holofield that is projected from wing-like


structures on the Titans carapace. These fracture the image of the Titan
making it appear as a swirling cloud of coloured motes to the naked eye, while
at the same time disrupting any targeting devices attempting to lock onto the
Titan. The overall result is to make the Titan a very hard target to hit.
Holofields provide Titans with a special 3+ saving throw that can be taken
instead of the Titans normal saving throw. This save may always be taken,
even against hits in an assault or against TK or Macro-weapon attacks. Make a
single save against weapons with TK ability, rather than a separate save for
each point of damage. If a vehicle with a holofield also has reinforced armour,
then it is allowed to re-roll its saving throw unless hit my Lance, Macroweapon or TK attacks, but the re-roll must be made using the units armour
save rather than the Holofield save. No Blast markers are placed for hits that
are saved by a holofield.

8.0.3.2 Lance Weapons:

A Lance uses a highly concentrated beam of laser energy to destroy heavily


armoured targets. A unit with Reinforced armour that is hit by a Lance
weapon is not allowed to re-roll its saving throw.

8.0.3.3 Webway Portals:

Webway portals are used by the Eldar to safely travel through the Warp. Each
webway portal included in the army allows the Eldar player to pick up to three
other formations and keep them back on the Craftworld. Any formations that
are kept on the Craftworld may enter play via the Webway Portal by taking an
action that allows them to make a move, and then measuring their first move
from the position that a Webway portal occupies on the tabletop. Note that
the formation may appear through any portal, not just the one that was used
to allow the formation to be kept off-board. No more than one formation
may travel through each web way portal each turn. In the Grand Tournament
scenario reserve formations with multiple deployment options must be
designated as to deployment method during setup webway, air transport or
teleport.

152

8.1 NetEA APPROVED


BIEL-TAN ELDAR CRAFTWORLD ARMY LIST
Final version 2012 (2-Dec-11). Eldar Army Champion: "Chroma"

Biel-Tan Craftworld armies have a Strategy rating of 4. Aspect Warrior and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.

BIEL-TAN CRAFTWORLD INDIVIDUALS

FORMATION
0-1 Wraithgate

CORE UNITS
The Eldar player may choose to
replace 1 of the objective markers
in their half of the table with a
Wraithgate.

0-1 Avatar

1 Avatar, escorted by the Court of the


Young King.

0-1 Autarch

Add 1 Autarch character to any


Aspect Warrior unit.

NOTES
The Wraithgate functions both as a webway portal and as an
objective for rules purposes. It may not be attacked or destroyed.
NOTE: Wraithgates are one of the smallest types of webway
portal, and may only be used by formations made up exclusively
of infantry, light vehicles, and armoured vehicle units that have
walker ability; formations that include any other type of unit
may not use a Wraithgate to enter play.
In Grand Tournament games the Avatar must start off the table.
At the start of any turn (including the first) it may be set up on the
table within 15cms of a Farseer. In the End Phase of the turn the
Avatar returns to the Webway and is removed from play. Once
The Avatar has left it may not return.
If an Autarch is taken then he counts as one of the Exarchs in the
Aspect Warrior formation (see the entry for the Aspect Warrior
Warhost below).

COST
50 points

Free

+75 points

BIEL-TAN CRAFTWORLD WARHOSTS

FORMATION
Aspect Warrior Host

Guardian Warhost

(A Biel-Tan army may contain any number of Warhosts)


CORE UNITS
EXTRAS
8 Aspect Warrior units chosen
All units apart from Shining Spears, Swooping Hawks and Warp
from the following list, in any
Spiders may be transported in Wave Serpents and/or Falcons if
combination: Dire Avengers, Striking
desired. If you choose to take this option then you must take exactly
Scorpions, Howling Banshees, Fire
enough transport vehicles to carry the units that require transport,
Dragons, Warp Spiders, Dark Reapers
without any spare transport space being left over. Each Falcon or
Swooping Hawks, Shining Spears.
Wave Serpent purchased costs +50 points.
In addition the Warhost may include up to two Exarch character
upgrades for +25 points each.
1 Farseer unit 7 Guardian units.
3 Support Weapon Platforms for +50 points
2-3 Wraithguard units for +50 points each
Up to 3 Guardians may be replaced
3 Wraithlords for +175 points
with Heavy Weapon Platforms for free.
Alternatively, formations consisting only of Guardians, Farseers
and Heavy Weapon Platforms may be mounted in 4 Wave Serpents
for +200 points.

COST
300 points

150 points

BIEL-TAN CRAFTWORLD TROUPES

FORMATION
Ranger Troupe
War Walker Troupe
Windrider Troupe
Swords of Vaul Troupe
Night Spinner Troupe
Engine of Vaul Troupe

(You may include up to three Troupes chosen from the following list for each Warhost included in the army)
CORE UNITS
4 to 8 Eldar Rangers
6 Eldar War Walkers
6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.)
5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free.
In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each
3 Eldar Night Spinners
Up to 3 Cobra, Scorpion, Storm Serpent, or Void Spinner (or any combination)

COST
25 points each
200 points
200 points
varies
175 points
250 points each

BIEL-TAN SPACECRAFT, AIRCRAFT, AND TITANS


FORMATION
0-1 Eldar Spacecraft
0-1 Warlock Titan
Phantom Titan
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Raider

(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans
CORE UNITS
1 Wraithship OR
1 Dragonship
1 Warlock Titan
1 Phantom Titan
2 Revenant Titans
3 Nightwing Interceptors
3 Phoenix Bombers
1 Vampire Raider

COST
150 points
300 points
850 points
750 points
650 points
300 points
400 points
200 points

SPECIAL RULE May Not Garrison

Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.

153

8.1 NetEA APPROVED


BIEL-TAN ELDAR CRAFTWORLD ARMY REFERENCE 1
STRATEGY RATING 4
RANGE

NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

FIREPOWER

NOTES

Autarch

CH

n/a

n/a

n/a

n/a

CH
CH

n/a
n/a

n/a
n/a

n/a
n/a

n/a
n/a

(base contact)
(15cm)
(base contact)
(base contact)
(15cm)

(Assault Weapons), MW, EA(+1)


(Small Arms), EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
(Small Arms), EA(+1)

Supreme Commander, Inspiring, Invulnerable Save

Court of the Young King


Exarch

Autarch Close Combat Weapon


Autarch Ranged Weapon
Ancient Weapons
Exarch Close Combat Weapon
OR Exarch Ranged Weapon

Farseer

INF

15cm

4+

4+

5+

Guardians
Heavy Weapon Platform
Support Weapon Platform
Rangers

INF
INF
INF
INF

15cm
15cm
15cm
15cm

5+

6+
6+
6+
6+

4+
5+
6+
5+

Jetbikes
Dire Avengers
Fire Dragons

INF
INF
INF

35cm
15cm
15cm

5+
5+
5+

6+
5+
5+

4+
4+
4+

Shuriken Pistols
Witch Blades
Shuriken Catapults
Scatter Laser
D-Cannon
Shuriken Pistols
Long Rifles
Shuriken Catapults
Shuriken Catapults
Fusion Guns

Dark Reapers
Striking Scorpions

INF
INF

15cm
15cm

5+
4+

6+
4+

3+
5+

Howling Banshees

INF

15cm

5+

2+

5+

Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard

INF
INF
INF
INF

35cm
35cm
15cm
15cm

4+
5+
4+
4+

4+
5+
5+
4+

5+
4+
4+
4+

Vyper Jetbikes
War Walker

LV
LV

35cm
20cm

4+
6+

6+
5+

5+
5+

Falcon

AV

35cm

5+

6+

4+

Fire Prism
Firestorm

AV
AV

35cm
35cm

5+
5+

6+
6+

5+
4+

Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery

(15cm)
(base contact)
(15cm)
30cm
30cm
(15cm)
30cm
(15cm)
(15cm)
15cm
AND (15cm)
45cm
(15cm)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(15cm)
15cm
AND (15cm)
30cm
30cm
30cm
45cm
30cm
60cm
45cm

(Small Arms)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
MW5+
(Small Arms)
AP5+
(Small Arms)
(Small Arms), EA(+1)
MW5+
(Small Arms), MW
2x AP5+
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
(Assault Weapons), First Strike
(Assault Weapons), Lance
(Small Arms)
(Small Arms)
2x MW5+
(Small Arms), MW, EA(+1)
AP5+/AT5+
AP5+/AT5+
AT5+, Lance
2x AT4+
AP5+/AT5+
AP4+/AT2+, Lance
2x AP5+/AT5+/AA4+

Night Spinner

AV

35cm

5+

6+

5+

Night Spinner

45cm

Wraithlord

AV

15cm

4+

3+

4+

Wave Serpent

AV

35cm

5+

6+

4+

Power Fists
Bright Lance
Twin Shuriken Cannon

(base contact)
30cm
30cm

(Assault Weapons), MW, EA(+1)


AT5+, Lance
AP4+

Avatar

WE

15cm

3+

2+

4+

Wailing Doom

30cm AND
(base contact)

MW5+
(Assault Weapons), MW, EA(+1)

Cobra

WE

25cm

5+

6+

5+

Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher

30cm
30cm
45cm

Reaper Missile Launcher


Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Wraithcannon

1BP, Disrupt, Indirect

AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+

Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch
Close Combat weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an
Exarch Ranged Weapon.
Commander, Invulnerable Save, Farsight

Scout, Snipers
Skimmer, Mounted

Skimmer, Mounted
Scout, Jump Packs, Teleport
Jump Packs, Infiltrator, First Strike
Fearless, Reinforced Armour
Skimmer
Reinforced Armour, Walker, Scout
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Reinforced Armour, Fearless, Walker
Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the
following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions,
Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker.
Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations
with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker.
DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts
as having the 'Ignore Cover' special ability when used against War Engines.
Critical Hit Effect: The Cobras gravitic drives implode, sucking nearby troops into
an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6.

BIEL-TAN

8.1 NetEA APPROVED


BIEL-TAN ELDAR CRAFTWORLD ARMY REFERENCE 2
STRATEGY RATING 4
RANGE

NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Scorpion

WE

25cm

5+

6+

5+

Twin Pulsar
Shuriken Cannon

60cm
30cm

Phantom Titan

WE

25cm

5+

3+

3+

2x Twin Eldar Missile Launcher


1-2x Titan Pulsar
0-1x Power Fist

45cm
75cm
(base contact)
OR (15cm)
OR 30cm

FIREPOWER

NOTES

2x MW2+
AP5+

DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking
nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm
suffer a hit on a roll of 6.
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader
May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist.
Weapons may fire all around due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the

AP4+/AT5+/AA5+
2x MW3+, TK(1)
(Assault Weapons), TK(D3), EA(+2)
(Small Arms), EA(+3)
6x AP4+/AT4+

Revenant Titan

WE

35cm

5+

4+

4+

2x Revenant Pulse Laser


2x Eldar Missile Launcher

45cm
45cm

2x MW3+
AP5+/AT6+/AA6+

Storm Serpent

WE

25cm

5+

6+

4+

Scatter Laser
Storm Serpent Pulse Laser

30cm
45cm

AP5+/AT5+
2x AT3+

Void Spinner

WE

25cm

5+

6+

5+

Void Spinner Array

60cm

3BP, Disrupt, Indirect Fire

Warlock Titan

WE

25cm

5+

3+

3+

2x Twin Eldar Missile Launcher


Psychic Lance

Twin Shuriken Cannons


Bright Lances
Nightspinner
Twin Shuriken Cannons
Phoenix Pulse Laser
Scatter Laser
2x Vampire Pulse Laser

45cm
(15cm) AND
30cm
75cm
(base contact)
OR (15cm)
OR 30cm
30cm
30cm
15cm
30cm
45cm
30cm
45cm

0-1x Titan Pulsar


0-1x Power Fist

AP4+/AT5+/AA5+
(Small Arms), EA(+2), TK(D3)
3BP, TK(D3), Disrupt, Ignore Cover
2x MW3+, TK(1)
(Assault Weapons), TK(D3), EA(+2)
(Small Arms), EA(+3)
6x AP4+/AT4+
AP4+/AA5+, FxF
AT4+/AA5+, Lance, FxF
1BP, Disrupt, FxF
AP4+/AA5+, FxF
2x AT4+, FxF
AP5+/AT5+/AA5+, FxF
2x AT4+, FxF

Nightwing

AC

Fighter

4+

n/a

n/a

Phoenix Bomber

AC

Fighter-Bomber

5+

n/a

n/a

Vampire Raider

AC/WE

Bomber

5+

6+

4+

Wraithship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
Pin-point Attack

4BP, MW
MW2+, TK(D3)

Dragonship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
2x Pin-point Attack

8BP, MW
MW2+, TK(D3)

Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.
DC3, Holofield, Walker, Jump Packs, Fearless
Weapons may fire 360 degrees due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is
lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titans holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal
Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops into an energy
maelstrom. The Storm Serpent is destroyed and any models within 5cm suffer a hit on a roll of 6.
IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may
only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units with
the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play
DC3, Reinforced Armour, Skimmer.
Critical Hit Effect: The Void Spinners gravitic drives implode, sucking nearby troops into an energy
maelstrom. The Void Spinner is destroyed and any models within 5cm suffer a hit on a roll of 6.
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight.
May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. Weapons may fire all around due
to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is
lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses
its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.

Reinforced Armour

DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units:
Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers,
Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support
Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampires control
surfaces have been damaged and it is destroyed.
You must decide which weapon system the Wraithship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.
Transport: (May carry up to 12 Vampires and the units being transported on them).
You must decide which weapon system the Dragonship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.

BIEL-TAN

8.2 NetEA APPROVED


ALAITOC ELDAR CRAFTWORLD ARMY LIST
Final version 2012 (2-Dec-11). Eldar Army Champion: "Chroma"

Alaitoc Craftworld armies have a Strategy rating of 4. Aspect Warrior, Avatar and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.

ALAITOC CRAFTWORLD INDIVIDUALS

FORMATION
0-1 Wraithgate

CORE UNITS
The Eldar player may choose to
replace one of the Objective markers
in their half of the table with a
Wraithgate.

0-1 Avatar

1 Avatar

0-1 Autarch

Add an Autarch character to any


Aspect Warrior unit.

NOTES
The Wraithgate functions both as a webway portal and as an
objective for rules purposes. It may not be attacked or destroyed.
NOTE: Wraithgates are one of the smallest types of webway
portal, and may only be used by formations made up exclusively
of infantry, light vehicles, and armoured vehicle units that have
walker ability; formations that include any other type of unit
may not use a Wraithgate to enter play.
In Grand Tournament games the Avatar must start off the table.
At the start of any turn (including the first) it may be set up on the
table within 15cms of a Farseer In the End Phase of the turn the
Avatar returns to the Webway and is removed from play. Once the
Avatar has left it may not return.
If an Autarch is taken then he counts as one of the Exarchs in the
Aspect Warrior formation (see the entry for the Aspect Warrior
Troupe below).

COST
50 points

Free

+75 points

ALAITOC CRAFTWORLD INDIVIDUALS

FORMATION
Alaitoc Ranger
Warhost

Guardian Warhost

(An Alaitoc army may contain any number of Warhosts.)


EXTRAS
Choose 1 of the following options:
4 additional Eldar Rangers, free.
3 War Walkers, free
4 Falcons, +200 points
1 Farseer unit 7 Guardian units.
3 Support Weapon Platforms for +50 points
2-3 Wraithguard units for +50 points each
Up to 3 Guardians may be replaced
3 Wraithlords for +175 points
with Heavy Weapon Platforms for free.
Alternatively, formations consisting only of Guardians, Farseers
and Heavy Weapon Platforms may be mounted in 4 Wave Serpents
for +200 points.
CORE UNITS
4 Eldar Ranger units

COST
200 points

150 points

ALAITOC CRAFTWORLD TROUPES

FORMATION
Pathfinder Troupe
Aspect Warrior Troupe

War Walker Troupe


Windrider Troupe
Swords of Vaul Troupe
Night Spinner Troupe
Engine of Vaul Troupe

(You may include up to three Troupes chosen from the following list for each Warhost included in the army)
CORE UNITS
4 to 6 Eldar Pathfinders.
Six Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions,
Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears
All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in
Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly
enough transport vehicles to carry the units that require transport, without any spare transport spaces
being left over. Each Falcon or Wave Serpent taken costs +50 points. In addition, the troupe may
include up to 1 Exarch character upgrade for +25 points.
4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each
6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.)
5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free.
In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each
3 Eldar Night Spinners
Up to 3 Cobra, Scorpion, or Storm Serpent (in any combination)

COST
50 points each
225 points

150 points
200 points
varies
175 points
250 points each

ALAITOC SPACECRAFT, AIRCRAFT, AND TITANS

FORMATION
0-1 Eldar Spacecraft
0-1 Warlock Titan
Phantom Titan
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Raider

(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans
CORE UNITS
1 Wraithship OR
1 Dragonship
1 Warlock Titan
1 Phantom Titan
2 Revenant Titans
3 Nightwing Interceptors
3 Phoenix Bombers
1 Vampire Raider

COST
150 points
300 points
850 points
750 points
650 points
300 points
400 points
200 points

SPECIAL RULE Trail Blazing

Only Alaitoc Ranger Warhosts, Pathfinder Troupes, and War Walkers Troupes are allowed to garrison objectives in the Grand Tournament game scenario.

SPECIAL RULE Falcons of Alaitoc

Falcons in an Alaitoc army are allowed to transport a single Ranger or Pathfinder unit instead of their normally transportable units. All other normal transport rules apply.

156

8.2 NetEA APPROVED


ALAITOC ELDAR CRAFTWORLD ARMY REFERENCE 1
NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Autarch

CH

n/a

n/a

n/a

n/a

Exarch

CH

n/a

n/a

n/a

n/a

Farseer

INF

15cm

4+

4+

5+

Guardians
Heavy Weapon Platform
Support Weapon Platform
Rangers

INF
INF
INF
INF

15cm
15cm
15cm
15cm

5+

6+
6+
6+
6+

4+
5+
6+
5+

Jetbikes
Dire Avengers
Fire Dragons

INF
INF
INF

35cm
15cm
15cm

5+
5+
5+

6+
5+
5+

4+
4+
4+

Autarch Close Combat Weapon


Autarch Ranged Weapon
Exarch Close Combat Weapon
OR Exarch Ranged Weapon
Shuriken Pistols
Witch Blades
Shuriken Catapults
Scatter Laser
D-Cannon
Shuriken Pistols
Long Rifles
Shuriken Catapults
Shuriken Catapults
Fusion Guns

Dark Reapers
Striking Scorpions

INF
INF

15cm
15cm

5+
4+

6+
4+

3+
5+

Howling Banshees

INF

15cm

5+

2+

5+

Pathfinder

INF

20cm

5+

6+

5+

Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard

INF
INF
INF
INF

35cm
35cm
15cm
15cm

4+
5+
4+
4+

4+
5+
5+
4+

5+
4+
4+
4+

Vyper Jetbikes
War Walker

LV
LV

35cm
20cm

4+
6+

6+
5+

5+
5+

Falcon

AV

35cm

5+

6+

4+

Fire Prism
Firestorm

AV
AV

35cm
35cm

5+
5+

6+
6+

Night Spinner

AV

35cm

5+

Wraithlord

AV

15cm

Wave Serpent

AV

Avatar

STRATEGY RATING 4
RANGE
FIREPOWER

5+
4+

Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery

(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
(base contact)
(15cm)
30cm
30cm
(15cm)
30cm
(15cm)
(15cm)
15cm
AND (15cm)
45cm
(15cm)
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(base contact)
(15cm)
(15cm)
15cm
AND (15cm)
30cm
30cm
30cm
45cm
30cm
60cm
45cm

6+

5+

Night Spinner

45cm

4+

3+

4+

35cm

5+

6+

4+

Power Fists
Bright Lance
Twin Shuriken Cannon

(base contact)
30cm
30cm

(Assault Weapons), MW, EA(+1)


AT5+, Lance
AP4+

WE

15cm

3+

2+

4+

Wailing Doom

30cm AND
(base contact)

MW5+
(Assault Weapons), MW, EA(+1)

Cobra

WE

25cm

5+

6+

5+

Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher

30cm
30cm
45cm

AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+

Scorpion

WE

25cm

5+

6+

5+

Twin Pulsar
Shuriken Cannon

60cm
30cm

2x MW2+
AP5+

Reaper Missile Launcher


Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Shuriken Pistols
Long Rifles
Power Lances
Lasblasters
Death Spinner
Wraithcannon

(Assault Weapons), MW, EA(+1)


(Small Arms), EA(+1)
(Assault Weapons), EA(+1)
(Small Arms), EA(+1)
(Small Arms)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
MW5+
(Small Arms)
AP5+
(Small Arms)
(Small Arms), EA(+1)
MW5+
(Small Arms), MW
2x AP5+
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
(Assault Weapons), First Strike
(Small Arms)
AP5+
(Assault Weapons), Lance
(Small Arms)
(Small Arms)
2x MW5+
(Small Arms), MW, EA(+1)
AP5+/AT5+
AP5+/AT5+
AT5+, Lance
2x AT4+
AP5+/AT5+
AP4+/AT2+, Lance
2x AP5+/AT5+/AA4+
1BP, Disrupt, Indirect

NOTES
Supreme Commander, Inspiring, Invulnerable Save
Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat
weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon.
Commander, Invulnerable Save, Farsight

Scout, Snipers
Skimmer, Mounted

Scout, Sniper, Invulnerable Save, Teleport


Skimmer, Mounted
Scout, Jump Packs, Teleport
Jump Packs, Infiltrator, First Strike
Fearless, Reinforced Armour
Skimmer
Reinforced Armour, Walker, Scout
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Reinforced Armour, Fearless, Walker
Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the
following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions,
Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker.
Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations
with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker.
DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts
as having the 'Ignore Cover' special ability when used against War Engines.
Critical Hit Effect: The Cobras gravitic drives implode, sucking nearby troops into
an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6.
DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking
nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm

ALAITOC

8.2 NetEA APPROVED

ALAITOC ELDAR CRAFTWORLD ARMY REFERENCE 2


NAME
Phantom Titan

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

WE

25cm

5+

3+

3+

2x Twin Eldar Missile Launcher


1-2x Titan Pulsar
0-1x Power Fist

STRATEGY RATING 4
RANGE
FIREPOWER
45cm
75cm
(base contact)
OR (15cm)
OR 30cm

DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader


May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist.
Weapons may fire all around due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the

6x AP4+/AT4+

Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.
DC3, Holofield, Walker, Jump Packs, Fearless
Weapons may fire 360 degrees due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is
lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titans holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal
Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops
into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm
suffer a hit on a roll of 6.
IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway
portal, and may only be used by formations made up exclusively of infantry, light vehicles,
and armoured vehicle units with the Walker ability; formations that include any other
type of unit may not use a Wraithgate to enter play
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight.
May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist.
Weapons may fire all around due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.

Revenant Titan

WE

35cm

5+

4+

4+

2x Revenant Pulse Laser


2x Eldar Missile Launcher

45cm
45cm

2x MW3+
AP5+/AT6+/AA6+

Storm Serpent

WE

25cm

5+

6+

4+

Scatter Laser
Storm Serpent Pulse Laser

30cm
45cm

AP5+/AT5+
2x AT3+

Warlock Titan

WE

25cm

5+

3+

3+

2x Twin Eldar Missile Launcher


Psychic Lance

Twin Shuriken Cannons


Bright Lances
Nightspinner
Twin Shuriken Cannons
Phoenix Pulse Laser
Scatter Laser
2x Vampire Pulse Laser

45cm
(15cm)
30cm
75cm
(base contact)
OR (15cm)
OR 30cm
30cm
30cm
15cm
30cm
45cm
30cm
45cm

0-1x Titan Pulsar


0-1x Power Fist

NOTES

AP4+/AT5+/AA5+
2x MW3+, TK(1)
(Assault Weapons), TK(D3), EA(+2)
(Small Arms), EA(+3)

AP4+/AT5+/AA5+
(Small Arms), EA(+2), TK(D3)
3BP, Disrupt, Ignore Cover, TK(D3)
2x MW3+, TK(1)
(Assault Weapons)s), TK(D3), EA(+2)
(Small Arms), EA(+3)
6x AP4+/AT4+
AP4+/AA5+, FxF
AT4+/AA5+, Lance, FxF
1BP, Disrupt, FxF
AP4+/AA5+, FxF
2x AT4+, FxF
AP5+/AT5+/AA5+, FxF
2x AT4+, FxF

Nightwing

AC

Fighter

4+

n/a

n/a

Phoenix Bomber

AC

Fighter-Bomber

5+

n/a

n/a

Vampire Raider

AC/WE

Bomber

5+

6+

4+

Wraithship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
Pin-point Attack

4BP, MW
MW2+, TK(D3)

Dragonship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
2x Pin-point Attack

8BP, MW
MW2+, TK(D3)

Reinforced Armour

DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units:
Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers,
Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support
Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampires control
surfaces have been damaged and it is destroyed.
You must decide which weapon system the Wraithship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.
Transport: (May carry up to 12 Vampires and the units being transported on them).
You must decide which weapon system the Dragonship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.

ALAITOC

8.3 NetEA DEVELOPMENTAL


ULTHW ELDAR CRAFTWORLD ARMY LIST
Final version 2012 (2-Dec-11). Eldar Army Champion: "Chroma"

Ulthw Craftworld armies have a Strategy rating of 5. Aspect Warrior, Avatar, Black Guardians and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.

ULTHW CRAFTWORLD INDIVIDUALS

FORMATION
0-1 Wraithgate

CORE UNITS
The Eldar player may choose to
replace one of the Objective markers
in their half of the table with a
Wraithgate.

0-1 Ulthw Avatar

1 Avatar. May accompanied by the


Spear of Khaine for +25 points

0-1 Seer Council

You may replace one Farseer unit with a


Seer Council unit

NOTES
The Wraithgate functions both as a webway portal and as an
objective for rules purposes. It may not be attacked or destroyed.
NOTE: Wraithgates are one of the smallest types of webway
portal, and may only be used by formations made up exclusively
of infantry, light vehicles, and armoured vehicle units that have
walker ability; formations that include any other type of unit
may not use a Wraithgate to enter play.
In Grand Tournament games the Avatar must start off the table.
At the start of any turn (including the first) it may be set up on the
table within 15cms of a Farseer In the End Phase of the turn the
Avatar returns to the Webway and is removed from play. Once the
Avatar has left it may not return.

COST
50 points

Free

+100 points

ULTHW CRAFTWORLD HOSTS

FORMATION
Guardian Warhost

Black Guardian
Warhost

(An Ulthw army may contain any number of Warhosts)


EXTRAS
COST
3 Support Weapon Platforms for +50 points
150 points
2 or 3 Wraithguard units for +50 points each
Up to 3 Guardians may be replaced
3 Wraithlords for +175 points
with Heavy Weapon Platforms for free.
Alternatively, formations consisting only of Guardians, Heavy Weapon Platforms, Farseers and
Seer Council may be mounted in 4 Wave Serpents for +200 points
2 Farseer units 6 Guardian units.
3 Support Weapon Platforms for +50 points
200 points
3 War Walkers for +100 points
Up to 3 Guardians may be replaced
Alternatively, formations consisting only of Guardians, Farseers
with Heavy Weapon Platforms for free
and Heavy Weapon Platforms may be mounted in 4 Wave Serpents
for +200 points. Up to 2 Wave Serpents may be replaced with a pair of falcons
each at an additional cost of +50 points per pair. You may also add three Jetbike
units or Vyper Jetbikes, in any combination, for +100 points
CORE UNITS
1 Farseer unit 7 Guardian units.

ULTHW CRAFTWORLD TROUPES

FORMATION
Aspect Warrior
Troupe

Ranger Troupe
War Walker Troupe
Windrider Troupe
Swords of Vaul Troupe
Night Spinner Troupe
Engine of Vaul Troupe

(The army may include up to two Troupes chosen from the following list for each Warhost included in the army.)
CORE UNITS
4 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions,
Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears
All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in
Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly
enough transport vehicles to carry the units that require transport, without any spare transport spaces
being left over. Each Falcon or Wave Serpent taken costs +50 points. In addition the troupe may
include up to 1 Exarch character upgrade for +25 points.
4 to 8 Eldar Rangers
4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each
6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.)
5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free.
In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each
3 Eldar Night Spinners
Up to 3 Cobra, Scorpion and Storm Serpent (or any combination)

COST
175 points

25 points each
150 points
200 points
varies
175 points
250 points each

ULTHW SPACECRAFT, AIRCRAFT, AND TITANS

FORMATION
0-1 Eldar Spacecraft
0-1 Warlock Titan
Phantom Titan
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Raider

(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans
CORE UNITS
1 Wraithship OR
1 Dragonship
1 Warlock Titan
1 Phantom Titan
2 Revenant Titans
3 Nightwing Interceptors
3 Phoenix Bombers
One Vampire Raider

COST
150 points
300 points
850 points
750 points
650 points
300 points
400 points
200 points

SPECIAL RULE May Not Garrison

Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.

159

8.3 NetEA DEVELOPMENTAL


ULTHW ELDAR CRAFTWORLD ARMY REFERENCE 1
STRATEGY RATING 5
RANGE
FIREPOWER

NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Exarch

CH

n/a

n/a

n/a

n/a

Spear of Khaine

CH

n/a

n/a

n/a

n/a

Exarch Close Combat Weapon


OR Exarch Ranged Weapon
Singing Spears

Farseer

INF

15cm

4+

4+

5+

Guardians
Heavy Weapon Platform
Seer Council

INF
INF
INF

15cm
15cm
15cm

4+

6+
6+
4+

4+
5+
4+

Support Weapon Platform


Rangers

INF
INF

15cm
15cm

5+

6+
6+

6+
5+

Jetbikes
Dire Avengers
Fire Dragons

INF
INF
INF

35cm
15cm
15cm

5+
5+
5+

6+
5+
5+

4+
4+
4+

Dark Reapers
Striking Scorpions

INF
INF

15cm
15cm

5+
4+

6+
4+

3+
5+

Howling Banshees

INF

15cm

5+

2+

5+

Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard

INF
INF
INF
INF

35cm
35cm
15cm
15cm

4+
5+
4+
4+

4+
5+
5+
4+

5+
4+
4+
4+

Vyper Jetbikes
War Walker

LV
LV

35cm
20cm

4+
6+

6+
5+

5+
5+

Falcon

AV

35cm

5+

6+

4+

Fire Prism
Firestorm

AV
AV

35cm
35cm

5+
5+

6+
6+

Night Spinner

AV

35cm

5+

Wraithlord

AV

15cm

Wave Serpent

AV

Avatar

Cobra

5+
4+

Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery

(base contact)
(15cm)
(15cm) OR
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(base contact)
(15cm)
30cm
(15cm)
30cm
(15cm)
(15cm)
15cm
AND (15cm)
45cm
(15cm)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(15cm)
15cm
AND (15cm)
30cm
30cm
30cm
45cm
30cm
60cm
45cm

6+

5+

Night Spinner

45cm

4+

3+

4+

35cm

5+

6+

4+

Power Fists
Bright Lance
Twin Shuriken Cannon

(base contact)
30cm
30cm

(Assault Weapons), MW, EA(+1)


AT5+, Lance
AP4+

WE

15cm

3+

2+

4+

Wailing Doom

30cm AND
(base contact)

MW5+
(Assault Weapons), MW, EA(+1)

WE

25cm

5+

6+

5+

Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher

30cm
30cm
45cm

Shuriken Pistols
Witch Blades
Shuriken Catapults
Scatter Laser
Witch Blades
Eldar Psychic Powers
D-Cannon
Shuriken Pistols
Long Rifles
Shuriken Catapults
Shuriken Catapults
Fusion Guns
Reaper Missile Launcher
Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Wraithcannon

(Assault Weapons), EA(+1)


(Small Arms), EA(+1)
(Small Arms), EA (+1)
(Assault Weapons), MW, EA(+1)
(Small Arms)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
(Assault Weapons), EA (+1), MW
(Small Arms), EA (+1), MW
MW5+
(Small Arms)
AP5+
(Small Arms)
(Small Arms), EA(+1)
MW5+
(Small Arms), MW
2x AP5+
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
(Assault Weapons), First Strike
(Assault Weapons), Lance
(Small Arms)
(Small Arms)
2x MW5+
(Small Arms), MW, EA(+1)
AP5+/AT5+
AP5+/AT5+
AT5+, Lance
2x AT4+
AP5+/AT5+
AP4+/AT2+, Lance
2x AP5+/AT5+/AA4+
1BP, Disrupt, Indirect

AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+

NOTES
Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat
weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon.

Commander, Invulnerable Save, Farsight

Supreme Commander, Invulnerable Save, Farsight, and Reinforced Armor

Scout, Snipers
Skimmer, Mounted

Skimmer, Mounted
Scout, Jump Packs, Teleport
Jump Packs, Infiltrator, First Strike
Fearless, Reinforced Armour
Skimmer
Reinforced Armour, Walker, Scout
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Reinforced Armour, Fearless, Walker
Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the
following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions,
Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker.
Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations
with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker.
DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts
as having the 'Ignore Cover' special ability when used against War Engines.
Critical Hit Effect: The Cobras gravitic drives implode, sucking nearby troops into
an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6.

ULTHW

8.3 NetEA DEVELOPMENTAL


ULTHW ELDAR CRAFTWORLD ARMY REFERENCE 2
NAME
Phantom Titan

STRATEGY RATING 5
RANGE
FIREPOWER

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

WE

25cm

5+

3+

3+

2x Twin Eldar Missile Launcher


1-2x Titan Pulsar
0-1x Power Fist

45cm
75cm
(base contact)
OR (15cm)
OR 30cm

DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader


May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist.
Weapons may fire all around due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the

6x AP4+/AT4+

Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.
DC3, Holofield, Walker, Jump Packs, Fearless
Weapons may fire all around due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is
lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titans holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking
nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm
suffer a hit on a roll of 6.
DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal
Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops
into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm suffer a hit on a roll of 6
. IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may only be used
by formations made up exclusively of infantry, light vehicles and armoured vehicle units with the Walker ability;
formations that include any other type of unit may not use a Wraithgate to enter play
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight.
May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist.
Weapons may fire all around due to Titans exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.

Revenant Titan

WE

35cm

5+

4+

4+

2x Revenant Pulse Laser


2x Eldar Missile Launcher

45cm
45cm

2x MW3+
AP5+/AT6+/AA6+

Scorpion

WE

25cm

5+

6+

5+

Twin Pulsar
Shuriken Cannon

60cm
30cm

MW2+, Pulse
AP5+

Storm Serpent

WE

25cm

5+

6+

4+

Scatter Laser
Storm Serpent Pulse Laser

30cm
45cm

AP5+/AT5+
2x AT3+

Warlock Titan

WE

25cm

5+

3+

3+

2x Twin Eldar Missile Launcher


Psychic Lance

Twin Shuriken Cannons


Bright Lances
Nightspinner
Twin Shuriken Cannons
Phoenix Pulse Laser
Scatter Laser
2x Vampire Pulse Laser

45cm
(15cm)
30cm
75cm
(base contact)
OR (15cm)
OR 30cm
30cm
30cm
15cm
30cm
45cm
30cm
45cm

0-1x Titan Pulsar


0-1x Power Fist

NOTES

AP4+/AT5+/AA5+
2x MW3+, TK(1)
(Assault Weapons), TK(D3), EA(+2)
(Small Arms), EA(+3)

AP4+/AT5+/AA5+
(Small Arms), EA(+2), TK(D3)
3BP, Disrupt, Ignore Cover, TK(D3)
2x MW3+, TK(1)
(Assault Weapons)s), TK(D3), EA(+2)
(Small Arms), EA(+3)
6x AP4+/AT4+
AP4+/AA5+, FxF
AT4+/AA5+, Lance, FxF
1BP, Disrupt, FxF
AP4+/AA5+, FxF
2x AT4+, FxF
AP5+/AT5+/AA5+, FxF
2x AT4+, FxF

Nightwing

AC

Fighter

4+

n/a

n/a

Phoenix Bomber

AC

Fighter-Bomber

5+

n/a

n/a

Vampire Raider

AC/WE

Bomber

5+

6+

4+

Wraithship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
Pin-point Attack

4BP, MW
MW2+, TK(D3)

Dragonship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
2x Pin-point Attack

8BP, MW
MW2+, TK(D3)

Reinforced Armour

DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units:
Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers,
Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support
Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampires control
surfaces have been damaged and it is destroyed.
You must decide which weapon system the Wraithship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.
Transport: (May carry up to 12 Vampires and the units being transported on them).
You must decide which weapon system the Dragonship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.

ULTHW

8.4 NetEA DEVELOPMENTAL


IYANDEN ELDAR CRAFTWORLD ARMY LIST
v3.5. Eldar Army Champion: "Chroma"

Iyanden Craftworld armies have a Strategy rating of 4. Aspect Warrior and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.

IYANDEN CRAFTWORLD INDIVIDUALS

FORMATION
0-1 Wraithgate

CORE UNITS
The Eldar player may choose to
replace one of the Objective markers
in their half of the table with a
Wraithgate.

0-1 Avatar

1 Avatar

0-1 Supreme
Commander

Choose one:
Add an Autarch character to any
Aspect Warrior unit.
OR replace 1 Spirit Seer with 1 Wraith Seer

NOTES
The Wraithgate functions both as a webway portal and as an
objective for rules purposes. It may not be attacked or destroyed.
NOTE: Wraithgates are one of the smallest types of webway
portal, and may only be used by formations made up exclusively
of infantry, light vehicles, and armoured vehicle units that have
walker ability; formations that include any other type of unit
may not use a Wraithgate to enter play.
In Grand Tournament games the Avatar must start off the table.
At the start of any turn (including the first) it may be set up on the
table within 15cms of a Farseer In the End Phase of the turn the
Avatar returns to the Webway and is removed from play. Once
The Avatar has left it may not return

COST
50 points

If an Autarch is taken then he counts as one of the Exarchs in the


Aspect Warrior formation

+75 points
OR
+100 points

Free

IYANDEN CRAFTWORLD WARHOSTS

FORMATION
Spirit Warrior
Warhost

Guardian Warhost

(An Iyanden army may contain any number of Warhosts)


EXTRAS
In addition, the Spirit Warhost may select one of the following
options:
Add 3 Wraithlords for +175 points OR
Add 6 Wave Serpents for +300 points
1 Farseer unit 7 Guardian units.
3 Support Weapon Platforms for +50 points
2-3 Wraithguard units for +50 points each
Up to 3 Guardians may be replaced
3 Wraithlords for +175 points
with Heavy Weapon Platforms for free.
Alternatively, formations consisting only of Guardians, Farseers
and Heavy Weapon Platforms may be mounted in 4 Wave Serpents
for +200 points.
CORE UNITS
1 Spirit Seer character and
6 Wraithguard units

COST
350 points

150 points

IYANDEN CRAFTWORLD TROUPES

FORMATION
Aspect Warrior Troupe

Spirit Warrior Troupe


Ranger Troupe
War Walker Troupe
Windrider Troupe
Swords of Vaul Troupe
Night Spinner Troupe
Engine of Vaul Troupe

(You may include up to three Troupes chosen from the following list for each Warhost included in the army)
CORE UNITS
4 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions,
Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears
All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in
Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly
enough transport vehicles to carry the units that require transport, without any spare transport spaces
being left over. Each Falcon or Wave Serpent taken costs +50 points. In addition the troupe may
include up to 1 Exarch character upgrade for +25 points.
6 Wraithlords
4 to 8 Eldar Rangers
4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each
6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.)
5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free.
In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each
3 Eldar Night Spinners
Up to 3 Cobra, Scorpion or Storm Serpent(or any combination)

COST
175 points

350 points
25 points each
150 points
200 points
varies
175 points
250 points each

IYANDEN SPACECRAFT, AIRCRAFT, AND TITANS

FORMATION
0-1 Eldar Spacecraft
0-1 Warlock Titan
Phantom Titan
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Raider

(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans
CORE UNITS
1 Wraithship OR
1 Dragonship
1 Warlock Titan
1 Phantom Titan
2 Revenant Titans
3 Nightwing Interceptors
3 Phoenix Bombers
1 Vampire Raider

COST
150 points
300 points
850 points
750 points
650 points
300 points
400 points
200 points

SPECIAL RULE May Not Garrison

Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.

SPECIAL RULE The Living Few

Iyanden Craftworld Eldar Armies may not have more individual Eldar Guardian Warhosts, Aspect Warrior, Ranger, or Windrider Troupes than they have Spirit Warrior Warhosts.

162

8.4 NetEA DEVELOPMENTAL


IYANDEN ELDAR CRAFTWORLD ARMY REFERENCE 1
STRATEGY RATING 4
RANGE
FIREPOWER

NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Autarch

CH

n/a

n/a

n/a

n/a

Exarch

CH

n/a

n/a

n/a

n/a

Spirit Seer

CH

n/a

n/a

n/a

n/a

Autarch Close Combat Weapon


Autarch Ranged Weapon
Exarch Close Combat Weapon
OR Exarch Ranged Weapon
Singing Spear

Wraith Seer

CH

n/a

n/a

n/a

n/a

Singing Spear

Farseer

INF

15cm

4+

4+

5+

Guardians
Heavy Weapon Platform
Support Weapon Platform
Rangers

INF
INF
INF
INF

15cm
15cm
15cm
15cm

5+

6+
6+
6+
6+

4+
5+
6+
5+

Jetbikes
Dire Avengers
Fire Dragons

INF
INF
INF

35cm
15cm
15cm

5+
5+
5+

6+
5+
5+

4+
4+
4+

Shuriken Pistols
Witch Blades
Shuriken Catapults
Scatter Laser
D-Cannon
Shuriken Pistols
Long Rifles
Shuriken Catapults
Shuriken Catapults
Fusion Guns

Dark Reapers
Striking Scorpions

INF
INF

15cm
15cm

5+
4+

6+
4+

3+
5+

Howling Banshees

INF

15cm

5+

2+

5+

Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard

INF
INF
INF
INF

35cm
35cm
15cm
15cm

4+
5+
4+
4+

4+
5+
5+
4+

5+
4+
4+
4+

Vyper Jetbikes
War Walker

LV
LV

35cm
20cm

4+
6+

6+
5+

5+
5+

Falcon

AV

35cm

5+

6+

4+

Fire Prism
Firestorm

AV
AV

35cm
35cm

5+
5+

6+
6+

Night Spinner

AV

35cm

5+

Wraithlord

AV

15cm

Wave Serpent

AV

Avatar

WE

(base contact)
(15cm)
(base contact)
(15cm)
(15cm) OR
(base contact)
(15cm) OR
(base contact)

(Assault Weapons), MW, EA(+1)


(Small Arms), EA(+1)
(Assault Weapons), EA(+1)
(Small Arms), EA(+1)
(Small Arms), EA (+1)
(Assault Weapons), EA (+1), MW
(Small Arms), EA (+1)
(Assault Weapons), EA (+1), MW

5+
4+

Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery

(15cm)
(base contact)
(15cm)
30cm
30cm
(15cm)
30cm
(15cm)
(15cm)
15cm
AND (15cm)
45cm
(15cm)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(15cm)
15cm
AND (15cm)
30cm
30cm
30cm
45cm
30cm
60cm
45cm

(Small Arms)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
MW5+
(Small Arms)
AP5+
(Small Arms)
(Small Arms), EA(+1)
MW5+
(Small Arms), MW
2x AP5+
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
(Assault Weapons), First Strike
(Assault Weapons), Lance
(Small Arms)
(Small Arms)
2x MW5+
(Small Arms), MW, EA(+1)
AP5+/AT5+
AP5+/AT5+
AT5+, Lance
2x AT4+
AP5+/AT5+
AP4+/AT2+, Lance
2x AP5+/AT5+/AA4+

6+

5+

Night Spinner

45cm

4+

3+

4+

35cm

5+

6+

4+

Power Fists
Bright Lance
Twin Shuriken Cannon

(base contact)
30cm
30cm

(Assault Weapons), MW, EA(+1)


AT5+, Lance
AP4+

15cm

3+

2+

4+

Wailing Doom

30cm AND
(base contact)

MW5+
(Assault Weapons), MW, EA(+1)

Reaper Missile Launcher


Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Wraithcannon

1BP, Disrupt, Indirect

NOTES
Supreme Commander, Inspiring, Invulnerable Save
Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat
weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon.
Invulnerable Save, Farsight. A Spirit Seer adds +1 to the Initiative rolls of any Spirit Warrior formation
they are part of.
Supreme Commander, Invulnerable Save, Farsight. Counts as a Farseer for summoning
the Avatar. A Wraith Seer adds +1 to the Initiative rolls of any Spirit Warrior formation
they are part of.
Commander, Invulnerable Save, Farsight

Scout, Snipers
Skimmer, Mounted

Skimmer, Mounted
Scout, Jump Packs, Teleport
Jump Packs, Infiltrator, First Strike
Fearless, Reinforced Armour
Skimmer
Reinforced Armour, Walker, Scout
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Reinforced Armour, Fearless, Walker
Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the
following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions,
Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker.
Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations

IYANDEN

8.4 NetEA DEVELOPMENTAL


IYANDEN ELDAR CRAFTWORLD ARMY REFERENCE 2
STRATEGY RATING 4
RANGE
FIREPOWER

NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Cobra

WE

25cm

5+

6+

5+

Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher

30cm
30cm
45cm

Phantom Titan

WE

25cm

5+

3+

3+

2x Twin Eldar Missile Launcher


1-2x Titan Pulsar
0-1x Power Fist

45cm
75cm
(base contact)
OR (15cm)
OR 30cm

AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+
AP4+/AT5+/AA5+
2x MW3+, TK(1)
(Assault Weapons), TK(D3), EA(+2)
(Small Arms), EA(+3)
6x AP4+/AT4+

Revenant Titan

WE

35cm

5+

4+

4+

2x Revenant Pulse Laser


2x Eldar Missile Launcher

45cm
45cm

2x MW3+
AP5+/AT6+/AA6+

Scorpion

WE

25cm

5+

6+

5+

Twin Pulsar
Shuriken Cannon

60cm
30cm

2x MW2+
AP5+

Storm Serpent

WE

25cm

5+

6+

4+

Scatter Laser
Storm Serpent Pulse Laser

30cm
45cm

AP5+/AT5+
2x AT3+

Warlock Titan

WE

25cm

5+

3+

3+

2x Twin Eldar Missile Launcher


Psychic Lance

Twin Shuriken Cannons


Bright Lances
Nightspinner
Twin Shuriken Cannons
Phoenix Pulse Laser
Scatter Laser
2x Vampire Pulse Laser

45cm
(15cm)
30cm
75cm
(base contact)
OR (15cm)
OR 30cm
30cm
30cm
15cm
30cm
45cm
30cm
45cm

0-1x Titan Pulsar


0-1x Power Fist

AP4+/AT5+/AA5+
(Small Arms), EA(+2), TK(D3)
3BP, Disrupt, Ignore Cover, TK(D3)
2x MW3+, TK(1)
(Assault Weapons)s), TK(D3), EA(+2)
(Small Arms), EA(+3)
6x AP4+/AT4+
AP4+/AA5+, FxF
AT4+/AA5+, Lance, FxF
1BP, Disrupt, FxF
AP4+/AA5+, FxF
2x AT4+, FxF
AP5+/AT5+/AA5+, FxF
2x AT4+, FxF

Nightwing

AC

Fighter

4+

n/a

n/a

Phoenix Bomber

AC

Fighter-Bomber

5+

n/a

n/a

Vampire Raider

AC/WE

Bomber

5+

6+

4+

Wraithship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
Pin-point Attack

4BP, MW
MW2+, TK(D3)

Dragonship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
2x Pin-point Attack

8BP, MW
MW2+, TK(D3)

NOTES
DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts as having the 'Ignore
Cover' special ability when used against War Engines. Critical Hit Effect: The Cobras gravitic drives
implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any
models within 5cm suffer a hit on a roll of 6.
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader
May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist.
Weapons may fire all around due to Titans exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.
DC3, Holofield, Walker, Jump Packs, Fearless
Weapons may fire 360 degrees due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is
lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titans holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking
nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm
suffer a hit on a roll of 6.
DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal
Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops
into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm
suffer a hit on a roll of 6.
IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway
portal, and may only be used by formations made up exclusively of infantry, light vehicles,
and armoured vehicle units with the Walker ability; formations that include any other
type of unit may not use a Wraithgate to enter play
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight.
May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist.
Weapons may fire all around due to Titans exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.

Reinforced Armour

DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units:
Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers,
Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support
Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampires control
surfaces have been damaged and it is destroyed.
You must decide which weapon system the Wraithship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.
Transport: (May carry up to 12 Vampires and the units being transported on them). You must decide
which weapon system the Dragonship will have at the start of the battle, when you record the turn it will

IYANDEN

8.4 NetEA DEVELOPMENTAL


arrive on. Write down the weapon system to be used alongside the turn of arrival.

IYANDEN

8.5 NetEA DEVELOPMENTAL


SAIM-HANN ELDAR CRAFTWORLD ARMY LIST
v3.5. Eldar Army Champion: "Chroma"

Saim-Hann Craftworld armies have a Strategy rating of 3. Aspect Warrior, Avatar and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.

SAIM-HANN CRAFTWORLD INDIVIDUALS

FORMATION
0-1 Wraithgate

CORE UNITS
The Eldar player may choose to
replace one of the Objective markers
in their half of the table with a
Wraithgate.

0-1 Avatar

1 Avatar

0-1 Wild Rider


Chieftain

Add an Autarch character to a single


Wild Riders unit.

NOTES
The Wraithgate functions both as a webway portal and as an
objective for rules purposes. It may not be attacked or destroyed.
NOTE: Wraithgates are one of the smallest types of webway
portal, and may only be used by formations made up exclusively
of infantry, light vehicles, and armoured vehicle units that have
walker ability; formations that include any other type of unit
may not use a Wraithgate to enter play.
In Grand Tournament games the Avatar must start off the table.
At the start of any turn (including the first) it may be set up on the
table within 15cms of a Farseer In the End Phase of the turn the
Avatar returns to the Webway and is removed from play. Once
The Avatar has left it may not return

COST
50 points

Free

+75 points

SAIM-HANN CRAFTWORLD WARHOSTS

FORMATION
Wild Rider Clan

Shining Spear Aspect


Warrior Warhost

(A Saim-Hann army may contain any number of Warhosts. Only one Shining Spear Warhost may be included per Wild Rider Clan Warhost))
CORE UNITS
EXTRAS
1 Wild Riders unit and 6 Jet Bike units
Add 3 Jet Bike units for +100 points or add 6 Jet Bike units for +200 points
Add 3 Shining Spears units for +100 points
Add 1 Mounted Farseer character to a Jet Bike or Vyper unit +50 points
Any number of Jet Bike units in the formation may be replaced with
Vypers at no additional points cost.
8 Shining Spear Aspect Warrior units
Add up to 2 Exarch character upgrades for +25 points each

COST
250 points

300 points

SAIM-HANN CRAFTWORLD TROUPES

FORMATION
Saim-Hann Guardian
Troupe
Aspect Warrior
Troupe

Hornet Troupe
Ranger Troupe
Swords of Vaul Troupe
Night Spinner Troupe
Engine of Vaul Troupe

(You may include up to two Troupes chosen from the following list for each Warhost included in the army)
CORE UNITS
6 Guardian units and 3 Wave Serpents
Up to 2 Guardians may be replaced with Heavy Weapon Platforms at no additional cost
Replace 2 Guardian units with Wraithguard units and add an additional Wave Serpent +125 points
6 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions,
Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears
All units apart from Shining Spears, Swooping Hawks, and Warp Spiders must be transported in
Wave Serpents and/or Falcons if desired. You must take exactly enough transport vehicles
to carry the units that require transport, without any spare transport spaces being left over.
Each Falcon or Wave Serpent taken costs +50 points. In addition the troupe may
include up to 1 Exarch character upgrade for +25 points.
6 Hornets
4 to 8 Eldar Rangers
5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free.
In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each
3 Eldar Night Spinners
Up to 3 Cobra, Scorpion or Storm Serpent(or any combination)

COST
250 points

225 points

250 points
25 points each
varies
175 points
250 points each

SAIM-HANN SPACECRAFT, AIRCRAFT, AND TITANS

FORMATION
0-1 Eldar Spacecraft
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Hunter

(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans
CORE UNITS
1 Wraithship OR
1 Dragonship
2 Revenant Titans
3 Nightwing Interceptors
3 Phoenix Bombers
2 Vampire Hunters

COST
150 points
300 points
650 points
300 points
400 points
500 points

SPECIAL RULE Saim-Hann Garrison

Only Saim-Hann Hornet and Ranger formations are allowed to garrison in the Grand Tournament game scenario.

165

8.5 NetEA DEVELOPMENTAL


SAIM-HANN ELDAR CRAFTWORLD ARMY REFERENCE 1
NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Autarch

CH

n/a

n/a

n/a

n/a

Exarch

CH

n/a

n/a

n/a

n/a

Mounted Farseer
Guardians
Heavy Weapon Platform
Rangers

CH
INF
INF
INF

n/a
15cm
15cm
15cm

n/a
5+

n/a
6+
6+
6+

n/a
4+
5+
5+

Jet Bikes
Dire Avengers
Fire Dragons

INF
INF
INF

35cm
15cm
15cm

5+
5+
5+

6+
5+
5+

4+
4+
4+

Autarch Close Combat Weapon


Autarch Ranged Weapon
Exarch Close Combat Weapon
OR Exarch Ranged Weapon
Witch Blade
Shuriken Catapults
Scatter Laser
Shuriken Pistols
Long Rifles
Shuriken Catapults
Shuriken Catapults
Fusion Guns

Dark Reapers
Striking Scorpions

INF
INF

15cm
15cm

5+
4+

6+
4+

3+
5+

Howling Banshees

INF

15cm

5+

2+

5+

Shining Spears
Swooping Hawks
Warp Spiders
Wild Rider

INF
INF
INF
INF

35cm
35cm
15cm
35cm

4+
5+
4+
4+

4+
5+
5+
4+

5+
4+
4+
5+

Wraithguard

INF

15cm

4+

4+

4+

Hornet
Vyper Jetbikes
Falcon

LV
LV
AV

40cm
35cm
35cm

4+
4+
5+

6+
6+
6+

5+
5+
4+

Fire Prism
Firestorm

AV
AV

35cm
35cm

5+
5+

6+
6+

Night Spinner

AV

35cm

5+

Wraithlord

AV

15cm

Wave Serpent

AV

Avatar

STRATEGY RATING 3
RANGE
FIREPOWER

5+
4+

Twin Pulse Laser


Scatter Laser
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery

(base contact)
(15cm)
(base contact)
(15cm)
(base contact)
(15cm)
30cm
(15cm)
30cm
(15cm)
(15cm)
15cm
AND (15cm)
45cm
(15cm)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(15cm)
(base contact)
(15cm)
15cm
AND (15cm)
45cm
30cm
45cm
30cm
60cm
45cm

6+

5+

Night Spinner

45cm

4+

3+

4+

35cm

5+

6+

4+

Power Fists
Bright Lance
Twin Shuriken Cannon

(base contact)
30cm
30cm

(Assault Weapons), MW, EA(+1)


AT5+, Lance
AP4+

WE

15cm

3+

2+

4+

Wailing Doom

Cobra

WE

25cm

5+

6+

5+

Court of the Young King


Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher

30cm AND
(base contact)
(base contact)
30cm
30cm
45cm

MW5+
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+

Revenant Titan

WE

35cm

5+

4+

4+

2x Revenant Pulse Laser


2x Eldar Missile Launcher

45cm
45cm

Reaper Missile Launcher


Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Eldar Close Combat Weapons
Shuriken Catapults
Wraithcannon

(Assault Weapons), MW, EA(+1)


(Small Arms), EA(+1)
(Assault Weapons), EA(+1)
(Small Arms), EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
(Small Arms)
AP5+
(Small Arms)
(Small Arms), EA(+1)
MW5+
(Small Arms), MW
2x AP5+
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
(Assault Weapons), First Strike
(Assault Weapons), Lance
(Small Arms)
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
2x MW5+
(Small Arms), MW, EA(+1)
2x AT3+
AP5+/AT5+
2x AT4+
AP5+/AT5+
AP4+/AT2+, Lance
2x AP5+/AT5+/AA4+
1BP, Disrupt, Indirect

2x MW3+
AP5+/AT6+/AA6+

NOTES
Supreme Commander, Inspiring, Invulnerable Save
Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat
weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon.
Commander, Invulnerable Save, Farsight. May Summon the Avatar.

Scout, Snipers
Skimmer, Mounted

Skimmer, Mounted
Scout, Jump Packs, Teleport
Jump Packs, Infiltrator, First Strike
Skimmer, Mounted, Leader
Fearless, Reinforced Armour
Scout, Skimmer
Skimmer
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Reinforced Armour, Fearless, Walker
Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the
following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions,
Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker.
Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations
with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker.
DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts
as having the 'Ignore Cover' special ability when used against War Engines.
Critical Hit Effect: The Cobras gravitic drives implode, sucking nearby troops into
an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6.
DC3, Holofield, Walker, Jump Packs, Fearless
Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable
or dangerous terrain that is lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titans holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.

SAIM-HANN

8.5 NetEA DEVELOPMENTAL


SAIM-HANN ELDAR CRAFTWORLD ARMY REFERENCE 2
STRATEGY RATING 3
RANGE
FIREPOWER

NOTES

NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Scorpion

WE

25cm

5+

6+

5+

Twin Pulsar

60cm

2x MW2+

DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking

Shuriken Cannon

30cm

AP5+

nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm
suffer a hit on a roll of 6.
DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal
Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops
into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm
suffer a hit on a roll of 6.
IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway
portal, and may only be used by formations made up exclusively of infantry, light vehicles,
and armoured vehicle units with the Walker ability; formations that include any other
type of unit may not use a Wraithgate to enter play

Storm Serpent

WE

25cm

5+

6+

4+

Scatter Laser
Storm Serpent Pulse Laser

30cm
45cm

AP5+/AT5+
2x AT3+

Nightwing

AC

Fighter

4+

n/a

n/a

Phoenix Bomber

AC

Fighter-Bomber

5+

n/a

n/a

Vampire Hunter

AC/WE

Bomber

5+

6+

4+

Wraithship

SC

n/a

n/a

n/a

n/a

Twin Shuriken Cannons


Bright Lances
Nightspinner
Twin Shuriken Cannons
Phoenix Pulse Laser
Scatter Laser
Hunter Twin Pulsar
Twin Eldar Missile Launcher
Orbital Bombardment OR
Pin-point Attack

30cm
30cm
15cm
30cm
45cm
30cm
30cm
45cm
n/a
n/a

AP4+/AA5+, FxF
AT4+/AA5+, Lance, FxF
1BP, Disrupt, FxF
AP4+/AA5+, FxF
2x AT4+, FxF
AP5+/AT5+/AA5+, FxF
2x MW2+, FxF
AP4+/AT5+/AA5+
4BP, MW
MW2+, TK(D3)

Dragonship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
2x Pin-point Attack

n/a
n/a

8BP, MW
MW2+, TK(D3)

Reinforced Armour

DC2, Reinforced Armour, Planetfall,


Critical Hit Effect: The Vampires control surfaces have been damaged and it is destroyed.
You must decide which weapon system the Wraithship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.
Transport: (May carry up to 12 Vampires and the units being transported on them).
You must decide which weapon system the Dragonship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.

SAIM-HANN

8.6 NetEA DEVELOPMENTAL


IYBRAESIL ELDAR CRAFTWORLD CRONE WORLD RAIDERS ARMY LIST
v3.5. Eldar Army Champion: "Chroma"

Iybraesil Craftworld armies have a Strategy rating of 4. Titans and any formations containing Aspect Warriors have an initiative rating of 1+.
All other formations have an initiative rating of 2+.

CRONE WORLD RAIDERS INDIVIDUALS

FORMATION
0-1 Wraithgate

CORE UNITS
The Eldar player may choose to
replace one of the Objective markers
in their half of the table with a
Wraithgate.

0-1 Hag Seer

Add an Autarch character to a Farseer or


Howling Banshees unit.

NOTES
The Wraithgate functions both as a webway portal and as an
objective for rules purposes. It may not be attacked or destroyed.
NOTE: Wraithgates are one of the smallest types of webway
portal, and may only be used by formations made up exclusively
of infantry, light vehicles, and armoured vehicle units that have
walker ability; formations that include any other type of unit
may not use a Wraithgate to enter play.
If an Autarch is taken then she counts as one of the Exarchs in the
Aspect Warrior formation

COST
50 points

+75 points

CRONE WORLD RAIDERS WARHOSTS

FORMATION
Crone World
Raiders Warhost

Daughters of the
Crone Warhost

(A Crone World Raiders army may contain any number of Warhosts)


CORE UNITS
EXTRAS
1 Farseer unit and 5 Guardian units plus
1-2 Wraithguard units for +50 points each
2 Aspect Warrior units in any combination
from the following list:
All units apart from Shining Spears, Swooping Hawks and Warp
Dire Avengers, Striking Scorpions,
Spiders may be transported in Wave Serpents and/or Falcons if
Howling Banshees, Fire Dragons,
desired. If you choose to take this option then you must take exactly
Warp Spiders, Dark Reapers, Swooping
enough transport vehicles to carry the units that require transport,
Hawks, Shining Spears.
without any spare transport space being left over. Each Falcon or
Up to 2 Guardians may be replaced with Heavy
Wave Serpent purchased costs +50 points.
Weapon Platforms at no additional cost
In addition the Warhost may include 1 Exarch character
upgrade for +25 points each.
All units may be transported in Wave Serpents and/or Falcons if
8 Howling Banshees Aspect Warrior units
desired. If you choose to take this option then you must take exactly
enough transport vehicles to carry the units that require transport,
without any spare transport space being left over. Each Falcon or
Wave Serpent purchased costs +50 points.
In addition the Warhost may include up to two Exarch character
upgrades for +25 points each.

COST
200 points

250 points

CRONE WORLD RAIDERS TROUPES

FORMATION
Deathwalker Troupe

Far Rider Troupe

Relic Hunter Troupe


Swords of Fate Troupe

Skeins of Fate Troupe


Engine of Vaul Troupe

(You may include up to three Troupes chosen from the following list for each Warhost included in the army)
CORE UNITS
1 Farseer unit, 3 Guardians units and 4 Wraithguard units
1 of the following options may be added
Add 6 Wave Serpents +300 points OR
Add 3 Wraithlords +175 points
4 Jet Bike units plus 2 Aspect Warrior units in any combination, chosen from the following list:
Swooping Hawks, Shining Spears.
Any number of Jet Bikes may be replaced with Vypers at no additional cost
4 to 6 Eldar Rangers for +25 points each and/or War Walkers for +35 points each, in any combination
5 Falcons plus 2 Aspect Warrior units in any combination chosen from the following:
Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Dark Reapers, Swooping
Hawks, Shining Spears. Up to 2 Falcons may be replaced with a Firestorm at no additional cost.
In addition, any number of falcons may be upgraded to Fire Prisms for +15 points each.
4 Eldar Night Spinners and 1 Firestorm
Up to 3 Cobra, Scorpion or Storm Serpent(or any combination)

COST
275 points

200 points

varies
300 points

400 points
250 points each

CRONE WORLD RAIDERS SPACECRAFT, AIRCRAFT, AND TITANS


FORMATION
0-1 Eldar Spacecraft
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Hunter
Vampire Raider

(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans)
CORE UNITS
1 Wraithship OR
1 Dragonship
2 Revenant Titans
3 Nightwing Interceptors
3 Phoenix Bombers
1 Vampire Hunter
1 Vampire Raider

COST
150 points
300 points
650 points
300 points
400 points
275 points
200 points

SPECIAL RULE Relic Hunter Garrison

In the Crone World Raiders list, only Relic Hunter formations are allowed to garrison in the Grand Tournament game scenario.

168

8.6 NetEA DEVELOPMENTAL


IYBRAESIL ELDAR CRAFTWORLD CRONE WORLD RAIDERS ARMY REFERENCE 1
NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Autarch

CH

n/a

n/a

n/a

n/a

Exarch

CH

n/a

n/a

n/a

n/a

Farseer

INF

15cm

4+

4+

5+

Guardians
Heavy Weapon Platform
Rangers

INF
INF
INF

15cm
15cm
15cm

5+

6+
6+
6+

4+
5+
5+

Jet Bikes
Dire Avengers
Fire Dragons

INF
INF
INF

35cm
15cm
15cm

5+
5+
5+

6+
5+
5+

4+
4+
4+

Autarch Close Combat Weapon


Autarch Ranged Weapon
Exarch Close Combat Weapon
OR Exarch Ranged Weapon
Shuriken Pistols
Witch Blades
Shuriken Catapults
Scatter Laser
Shuriken Pistols
Long Rifles
Shuriken Catapults
Shuriken Catapults
Fusion Guns

Dark Reapers
Striking Scorpions

INF
INF

15cm
15cm

5+
4+

6+
4+

3+
5+

Howling Banshees

INF

15cm

5+

2+

5+

Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard

INF
INF
INF
INF

35cm
35cm
15cm
15cm

4+
5+
4+
4+

4+
5+
5+
4+

5+
4+
4+
4+

Vyper Jetbikes
War Walker

LV
LV

35cm
20cm

4+
6+

6+
5+

5+
5+

Falcon

AV

35cm

5+

6+

4+

Fire Prism
Firestorm

AV
AV

35cm
35cm

5+
5+

6+
6+

Night Spinner

AV

35cm

5+

Wraithlord

AV

15cm

Wave Serpent

AV

Cobra

Revenant Titan

STRATEGY RATING 4
RANGE
FIREPOWER

5+
4+

Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery

(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
(base contact)
(15cm)
30cm
(15cm)
30cm
(15cm)
(15cm)
15cm
AND (15cm)
45cm
(15cm)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(15cm)
15cm
AND (15cm)
30cm
30cm
30cm
45cm
30cm
60cm
45cm

6+

5+

Night Spinner

45cm

4+

3+

4+

35cm

5+

6+

4+

Power Fists
Bright Lance
Twin Shuriken Cannon

(base contact)
30cm
30cm

WE

25cm

5+

6+

5+

Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher

30cm
30cm
45cm

AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+

WE

35cm

5+

4+

4+

2x Revenant Pulse Laser


2x Eldar Missile Launcher

45cm
45cm

2x MW3+
AP5+/AT6+/AA6+

Reaper Missile Launcher


Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Wraithcannon

(Assault Weapons), MW, EA(+1)


(Small Arms), EA(+1)
(Assault Weapons), EA(+1)
(Small Arms), EA(+1)
(Small Arms)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
(Small Arms)
AP5+
(Small Arms)
(Small Arms), EA(+1)
MW5+
(Small Arms), MW
2x AP5+
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
(Assault Weapons), First Strike
(Assault Weapons), Lance
(Small Arms)
(Small Arms)
2x MW5+
(Small Arms), MW, EA(+1)
AP5+/AT5+
AP5+/AT5+
AT5+, Lance
2x AT4+
AP5+/AT5+
AP4+/AT2+, Lance
2x AP5+/AT5+/AA4+
1BP, Disrupt, Indirect
(Assault Weapons), MW, EA(+1)
AT5+, Lance
AP4+

NOTES
Supreme Commander, Inspiring, Invulnerable Save
Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat
weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon.
Commander, Invulnerable Save, Farsight

Scout, Snipers
Skimmer, Mounted

Skimmer, Mounted
Scout, Jump Packs, Teleport
Jump Packs, Infiltrator, First Strike
Fearless, Reinforced Armour
Skimmer
Reinforced Armour, Walker, Scout
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Reinforced Armour, Fearless, Walker
Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the
following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions,
Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts
as having the 'Ignore Cover' special ability when used against War Engines.
Critical Hit Effect: The Cobras gravitic drives implode, sucking nearby troops into
an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6.
DC3, Holofield, Walker, Jump Packs, Fearless
Weapons may fire 360 degrees due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is
lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titans holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.

IYBRAESIL

8.6 NetEA DEVELOPMENTAL


IYBRAESIL ELDAR CRAFTWORLD CRONE WORLD RAIDERS ARMY REFERENCE 2
STRATEGY RATING 4
RANGE
FIREPOWER

NOTES

NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Scorpion

WE

25cm

5+

6+

5+

Twin Pulsar
Shuriken Cannon

60cm
30cm

2x MW2+
AP5+

DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking
nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm
suffer a hit on a roll of 6.

Storm Serpent

WE

25cm

5+

6+

4+

Scatter Laser
Storm Serpent Pulse Laser

30cm
45cm

AP5+/AT5+
2x AT3+

DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal


Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops
into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm
suffer a hit on a roll of 6.
IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway
portal, and may only be used by formations made up exclusively of infantry, light vehicles,
and armoured vehicle units with the Walker ability; formations that include any other
type of unit may not use a Wraithgate to enter play

Nightwing

AC

Fighter

4+

n/a

n/a

Phoenix Bomber

AC

Fighter-Bomber

5+

n/a

n/a

Vampire Hunter

AC/WE

Bomber

5+

6+

4+

Vampire Raider

AC/WE

Bomber

5+

6+

4+

Twin Shuriken Cannons


Bright Lances
Nightspinner
Twin Shuriken Cannons
Phoenix Pulse Laser
Scatter Laser
Hunter Twin Pulsar
Twin Eldar Missile Launcher
Scatter Laser
2x Vampire Pulse Laser

30cm
30cm
15cm
30cm
45cm
30cm
30cm
45cm
30cm
45cm

AP4+/AA5+, FxF
AT4+/AA5+, Lance, FxF
1BP, Disrupt, FxF
AP4+/AA5+, FxF
2x AT4+, FxF
AP5+/AT5+/AA5+, FxF
2x MW2+, FxF
AP4+/AT5+/AA5+
AP5+/AT5+/AA5+, FxF
2x AT4+, FxF

Wraithship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
Pin-point Attack

4BP, MW
MW2+, TK(D3)

Dragonship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
2x Pin-point Attack

8BP, MW
MW2+, TK(D3)

Reinforced Armour

DC2, Reinforced Armour, Planetfall,


Critical Hit Effect: The Vampires control surfaces have been damaged and it is destroyed.
DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units:
Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers,
Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support
Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampires control
surfaces have been damaged and it is destroyed.
You must decide which weapon system the Wraithship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.
Transport: (May carry up to 12 Vampires and the units being transported on them).
You must decide which weapon system the Dragonship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.

IYBRAESIL

8.7 NetEA DEVELOPMENTAL


YME-LOC ELDAR CRAFTWORLD ARMY LIST
v1.6. Eldar Army Champion: "Chroma"

Yme-Loc Craftworld armies have a Strategy rating of 4. Aspect Warrior, Avatar and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.
FORMATION
0-1 Webway Portal
(The Webway Portal
functions both as a webway

portal and as an objective


for rules purposes. It may
not be attacked or
destroyed.)

0-1 Avatar

CORE UNITS
Choose:
1 Wraithgate: 50 points
The Eldar player replace one of the
Objective markers in their half of
the table with a Wraithgate. OR
1 Gate of Vaul: 150 points
The Eldar player replace one of the
Objective markers in their half of
the table with a Gate of Vaul
1 Avatar

YME-LOC INDIVIDUALS

NOTES
NOTE: Wraithgates are one of the smallest types of webway
portal, and may only be used by formations made up exclusively
of infantry, light vehicles, and armoured vehicle units that have
walker ability; formations that include any other type of unit
may not use a Wraithgate to enter play.
NOTE: Gates of Vaul are one of the largest types of webway
portal, and may be used by any Eldar formation. No Eldar formation
may exit from it if any unbroken enemy formations are within 15cm of it.

COST
50 points

In Grand Tournament games the Avatar must start off the table.
At the start of any turn (including the first) it may be set up on the
table within 15cms of a Farseer In the End Phase of the turn the
Avatar returns to the Webway and is removed from play. Once the

Free

150 points

Avatar has left it may not return.


0-1 Autarch

Add an Autarch character to a


single Aspect Warrior unit.

The Autarch does not replace an Exarch in the formation

+75 points

YME-LOC WARHOSTS

FORMATION
Engines of Vaul
Warhost
Swords of Vaul
Warhost

(An Yme-Loc army may contain any number of Warhosts)


CORE UNITS
EXTRAS
2 Engines of Vaul in any combination
Add an additional Engine of Vaul + 250 points
chosen from the following:
Add 3 Vyper Jetbikes for +100 points
Cobra, Scorpion, Storm Serpent
Add 4 Guardian Units and 2 Wave Serpents for +150
1 Farseer unit and 7 Falcons. Up to
Replace up to three Falcons with Fire Prisms for +15 points each
2 Falcons may be replaced with
Add 3 Vyper Jetbikes for +100 points
Firestorms at no additional cost.
Add 4 Guardian Units and 2 Wave Serpents for +150

COST
450 points

350 points

YME-LOC TROUPES

FORMATION
Aspect Warrior Troupe

Chains of Vaul Troupe


Engine of Vaul Troupe
Guardian Troupe

Ranger Troupe
War Walker Troupe
Yme-Loc Windrider
Troupe

(You may include up to three Troupes chosen from the following list for each Warhost included in the army)
CORE UNITS
6 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions,
Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks or Shining Spears
All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in
Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly
enough transport vehicles to carry the units that require transport, without any spare transport spaces
being left over. Each Falcon or Wave Serpent taken costs +50 points. In addition the troupe may
include up to 1 Exarch character upgrade for +25 points.
4 Eldar Night Spinners and 1 Firestorm
1 Cobra, Scorpion or Storm Serpent
7 Guardians units.
Up to 3 Guardian units may be replaced with Heavy Weapons Platforms at no additional cost.
1 Farseer unit may be added for +50 points
In addition the formation may include these upgrades:
3 Support Weapon Platforms for +50 points
2-3 Wraithguard units for +50 points each
3 Wraithlords for +175 points
Alternatively, formations consisting only of Guardians, Farseers
and Heavy Weapon Platforms may be mounted in 4 Wave Serpents
for +200 points.
4 to 8 Eldar Rangers
4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each
6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.)
Add up to 3 Hornets at +35 points each

COST
225 points

400 points
250 points each
125 points

25 points each
150 points
200 points

YME-LOC SPACECRAFT, AIRCRAFT, AND TITANS


FORMATION
0-1 Eldar Spacecraft
0-1 Warlock Titan
Phantom Titan
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Raider

(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans
CORE UNITS
1 Wraithship OR
1 Dragonship
1 Warlock Titan
1 Phantom Titan
2 Revenant Titans
3 Nightwing Interceptors
3 Phoenix Bombers
1 Vampire Raider

COST
150 points
300 points
850 points
750 points
650 points
300 points
400 points
200 points

SPECIAL RULE May Not Garrison

Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.

171

8.7 NetEA DEVELOPMENTAL


YME-LOC ELDAR CRAFTWORLD ARMY REFERENCE 1
STRATEGY RATING 4
RANGE
FIREPOWER

NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Autarch

CH

n/a

n/a

n/a

n/a

Exarch

CH

n/a

n/a

n/a

n/a

Farseer

INF

15cm

4+

4+

5+

Guardians
Heavy Weapon Platform
Support Weapon Platform
Rangers

INF
INF
INF
INF

15cm
15cm
15cm
15cm

5+

6+
6+
6+
6+

4+
5+
6+
5+

Jet Bikes
Dire Avengers
Fire Dragons

INF
INF
INF

35cm
15cm
15cm

5+
5+
5+

6+
5+
5+

4+
4+
4+

Autarch Close Combat Weapon


Autarch Ranged Weapon
Exarch Close Combat Weapon
OR Exarch Ranged Weapon
Shuriken Pistols
Witch Blades
Shuriken Catapults
Scatter Laser
D-Cannon
Shuriken Pistols
Long Rifles
Shuriken Catapults
Shuriken Catapults
Fusion Guns

Dark Reapers
Striking Scorpions

INF
INF

15cm
15cm

5+
4+

6+
4+

3+
5+

Howling Banshees

INF

15cm

5+

2+

5+

Shining Spears
Swooping Hawks
Warp Spiders
Wraithguard

INF
INF
INF
INF

35cm
35cm
15cm
15cm

4+
5+
4+
4+

4+
5+
5+
4+

5+
4+
4+
4+

Hornet
Vyper Jetbikes
War Walker

LV
LV
LV

40cm
35cm
20cm

4+
4+
6+

6+
6+
5+

5+
5+
5+

Falcon

AV

35cm

5+

6+

4+

Fire Prism
Firestorm

AV
AV

35cm
35cm

5+
5+

6+
6+

Night Spinner

AV

35cm

5+

Wraithlord

AV

15cm

Wave Serpent

AV

Avatar

5+
4+

Twin Pulse Laser


Scatter Laser
Scatter Laser
Bright Lance
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery

(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
(base contact)
(15cm)
30cm
30cm
(15cm)
30cm
(15cm)
(15cm)
15cm
AND (15cm)
45cm
(15cm)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(15cm)
15cm
AND (15cm)
45cm
30cm
30cm
30cm
45cm
30cm
60cm
45cm

6+

5+

Night Spinner

45cm

4+

3+

4+

35cm

5+

6+

4+

Power Fists
Bright Lance
Twin Shuriken Cannon

(base contact)
30cm
30cm

(Assault Weapons), MW, EA(+1)


AT5+, Lance
AP4+

WE

15cm

3+

2+

4+

Wailing Doom

Cobra

WE

25cm

5+

6+

5+

Court of the Young King


Shuriken Cannon
Cobra D-Cannon
Eldar Missile Launcher

30cm AND
(base contact)
(base contact)
30cm
30cm
45cm

MW5+
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
AP5+
2BP, TK(D3+1), FxF
AP5+/AT6+/AA6+

Scorpion

WE

25cm

5+

6+

5+

Twin Pulsar
Shuriken Cannon

60cm
30cm

Reaper Missile Launcher


Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Wraithcannon

(Assault Weapons), MW, EA(+1)


(Small Arms), EA(+1)
(Assault Weapons), EA(+1)
(Small Arms), EA(+1)
(Small Arms)
(Assault Weapons), MW, EA(+1)
(Small Arms)
AP5+/AT5+
MW5+
(Small Arms)
AP5+
(Small Arms)
(Small Arms), EA(+1)
MW5+
(Small Arms), MW
2x AP5+
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
(Assault Weapons), First Strike
(Assault Weapons), Lance
(Small Arms)
(Small Arms)
2x MW5+
(Small Arms), MW, EA(+1)
2x AT3+
AP5+/AT5+
AP5+/AT5+
AT5+, Lance
2x AT4+
AP5+/AT5+
AP4+/AT2+, Lance
2x AP5+/AT5+/AA4+
1BP, Disrupt, Indirect

2x MW2+
AP5+

NOTES
Supreme Commander, Inspiring, Invulnerable Save
Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat
weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon.
Commander, Invulnerable Save, Farsight

Scout, Snipers
Skimmer, Mounted

Skimmer, Mounted
Scout, Jump Packs, Teleport
Jump Packs, Infiltrator, First Strike
Fearless, Reinforced Armour
Scout, Skimmer
Skimmer
Reinforced Armour, Walker, Scout
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Reinforced Armour, Fearless, Walker
Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the
following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions,
Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker.
Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations
with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker.
DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts
as having the 'Ignore Cover' special ability when used against War Engines.
Critical Hit Effect: The Cobras gravitic drives implode, sucking nearby troops into
an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6.
DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking
nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm
suffer a hit on a roll of 6.

YME-LOC

8.7 NetEA DEVELOPMENTAL


YME-LOC ELDAR CRAFTWORLD ARMY REFERENCE 2
NAME
Phantom Titan

STRATEGY RATING 4
RANGE
FIREPOWER

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

WE

25cm

5+

3+

3+

2x Twin Eldar Missile Launcher


1-2x Titan Pulsar
0-1x Power Fist

45cm
75cm
(base contact)
OR (15cm)
OR 30cm

DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader


May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist.
Weapons may fire all around due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the

6x AP4+/AT4+

Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.
DC3, Holofield, Walker, Jump Packs, Fearless
Weapons may fire 360 degrees due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is
lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titans holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal
Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops
into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm
suffer a hit on a roll of 6.
IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway
portal, and may only be used by formations made up exclusively of infantry, light vehicles,
and armoured vehicle units with the Walker ability; formations that include any other
type of unit may not use a Wraithgate to enter play
DC3, Reinforced Armour, Skimmer.
Critical Hit Effect: The Void Spinners gravitic drives implode, sucking nearby troops
into an energy maelstrom. The Void Spinner is destroyed and any models within 5cm
suffer a hit on a roll of 6.
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight.
May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist.
Weapons may fire all around due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.

Revenant Titan

WE

35cm

5+

4+

4+

2x Revenant Pulse Laser


2x Eldar Missile Launcher

45cm
45cm

2x MW3+
AP5+/AT6+/AA6+

Storm Serpent

WE

25cm

5+

6+

4+

Scatter Laser
Storm Serpent Pulse Laser

30cm
45cm

AP5+/AT5+
2x AT3+

Void Spinner

WE

25cm

5+

6+

5+

Void Spinner Array

60cm

3BP, Disrupt, Indirect Fire

Warlock Titan

WE

25cm

5+

3+

3+

2x Twin Eldar Missile Launcher


1x Psychic Lance

Twin Shuriken Cannons


Bright Lances
Nightspinner
Twin Shuriken Cannons
Phoenix Pulse Laser
Scatter Laser
2x Vampire Pulse Laser

45cm
(15cm)
30cm
75cm
(base contact)
OR (15cm)
OR 30cm
30cm
30cm
15cm
30cm
45cm
30cm
45cm

0-1x Titan Pulsar


0-1x Power Fist

NOTES

AP4+/AT5+/AA5+
2x MW3+, TK(1)
(Assault Weapons), TK(D3), EA(+2)
(Small Arms), EA(+3)

AP4+/AT5+/AA5+
(Small Arms), EA(+2), TK(D3)
3BP, Disrupt, Ignore Cover, TK(D3)
2x MW3+, TK(1)
(Assault Weapons)s), TK(D3), EA(+2)
(Small Arms), EA(+3)
6x AP4+/AT4+
AP4+/AA5+, FxF
AT4+/AA5+, Lance, FxF
1BP, Disrupt, FxF
AP4+/AA5+, FxF
2x AT4+, FxF
AP5+/AT5+/AA5+, FxF
2x AT4+, FxF

Nightwing

AC

Fighter

4+

n/a

n/a

Phoenix Bomber

AC

Fighter-Bomber

5+

n/a

n/a

Vampire Raider

AC/WE

Bomber

5+

6+

4+

Wraithship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
Pin-point Attack

4BP, MW
MW2+, TK(D3)

Dragonship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
2x Pin-point Attack

8BP, MW
MW2+, TK(D3)

Reinforced Armour

DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units:
Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers,
Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support
Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampires control
surfaces have been damaged and it is destroyed.
You must decide which weapon system the Wraithship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.
Transport: (May carry up to 12 Vampires and the units being transported on them).
You must decide which weapon system the Dragonship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.

YME-LOC

8.8 NetEA DEVELOPMENTAL


FIR IOLARION ELDAR TITAN CLAN ARMY LIST
v2.1.1. Sub-Army Champion: "Angel_of_Caliban"

Fir Iolarion armies have a Strategy rating of 4. Phantasm Titan formations have an initiative rating of 3+. All other Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+
FORMATION
0-1 Webway Portal
(The Webway Portal
functions both as a
webway portal and as an
objective for rules
purposes. It may not be
attacked or destroyed.)
0-1 Wraith Seer

CORE UNITS
1 Gate of Vaul.

ELDAR TITAN CLAN INDIVIDUALS

NOTES
NOTE: Gates of Vaul are one of the largest types of webway
portal, and may be used by any Eldar formation. No Eldar
formation may exit from it if any unbroken enemy formations are
within 15cm of it.

The Eldar player replace one of the


objective markers in their half of the
table with a Gate of Vaul

You may add an Eldar Titan Wraith Seer


character to a single Warlock Titan

COST
150 points

+75 points

ELDAR TITAN CLAN WARHOSTS


FORMATION
Warlock Titan

CORE UNITS
1 Warlock Titan

Phantasm Titan

1 Phantasm Titan

Phantom Titan

1 Phantom Titan

Revenant Titan Host

1 or 2 Revenant Titans

(A Fir Iolarion army may contain any number of Warhosts)


UPGRADES
Wraith Seer, Bonesinger, Spirit Stones.
May replace any number of Titan Pulsars with an alternate Eldar
Battle Titan Weapon
Spiritsinger.
May replace any number of Titan Pulsars with an alternate Eldar
Battle Titan Weapon
Bonesinger, Spirit Stones, Wraithgate
May replace any number of Titan Pulsars with an alternate Eldar
Battle Titan Weapon
Bonesinger.
May replace any number of Revenant Pulse Lasers with Revenant
Sonic Lances for free

COST
850 points

700 points

750 points

325 points each

TITAN UPGRADES

UPGRADE
Bonesinger
Spiritsinger
Spirit Stones
Wraithgate
Eldar Battle Titan
Weapon

(A Warhost may take each allowed upgrade once)

CORE UPGRADE
Gives a Titan the Commander special ability
Allows the Titan to re-roll a failed Initiative test once per turn.
Gives a Titan the Inspiring special ability.
Adds a Wraithgate portal to a single Titan
Power Fist, Spirit Sword, Fusion Lance
Tremor Cannon, D-Cannon

COST
+50 points
+100 points
+50 points
+100 points
Free
+25 points

ELDAR TITAN CLAN ALLIES

FORMATION

CRAFTWORLD ELDAR:
Guardian Troupe

Wraithlord Troupe
Ranger Troupe
Windrider Troupe
Nightwings
Phoenix Bombers
Vampire Hunter
0-1 Eldar Spacecraft

ELDAR KNIGHTS:
Eldar Knight
Hunting Pack

(One Allies formation may be included in the army per Warhost, chosen from the following sections: Craftworld Eldar and Eldar Knights)
CORE UNITS

COST

5 Guardians units and 5 Heavy Weapons Platforms


(You may replace the Heavy Weapon Platform units with 5 Support Weapon Platform units for +100 points)
6 Wraithlords
6 to 8 Eldar Rangers
6 Jetbikes. (Any number of Jet Bikes may be replaced with Vypers at no additional cost.)
3 Nightwing Interceptors
3 Phoenix Bombers
1 Vampire Hunter
1 Wraithship OR
1 Dragonship

200 points

3 Fire Gales or Towering Destroyers in any combination


(Any number of units may be exchanged for a Bright Stallion for +25 points each)

300 points

300 points
25 points each
200 points
300 points
400 points
250 points
150 points
300 points

SPECIAL RULE Iolarion Ranger Garrison

Only Eldar Ranger Troupes are allowed to garrison in the Grand Tournament game scenario.

174

8.8 NetEA DEVELOPMENTAL


FIR IOLARION ELDAR TITAN CLAN ARMY REFERENCE 1
NAME

STRATEGY RATING 4
RANGE
FIREPOWER

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Eldar Titan Wraith Seer


Guardians
Heavy Weapon Platform
Support Weapon Platform
Rangers

CH
INF
INF
INF
INF

n/a
15cm
15cm
15cm
15cm

n/a
5+

n/a
6+
6+
6+
6+

n/a
4+
5+
6+
5+

Jet Bikes
Vyper Jetbikes
Wraithlord

INF
LV
AV

35cm
35cm
15cm

5+
4+
4+

6+
6+
3+

4+
5+
4+

Bright Stallion

WE

30cm

5+

4+

5+

n/a
Shuriken Catapults
Scatter Laser
D-Cannon
Shuriken Pistols
Long Rifles
Shuriken Catapults
Scatter Laser
Power Fists
Bright Lance
Stallion Lasers

Fire Gale

WE

20cm

5+

5+

4+

Hooves
Fire Lance

n/a
(15cm)
30cm
30cm
(15cm)
30cm
(15cm)
30cm
(base contact)
30cm
45cm
AND (15cm)
(base contact)
30cm

Phantasm Titan

WE

25cm

4+

3+

3+

2x Twin Eldar Missile Launcher


1-2x Titan Pulsar

45cm
75cm

Phantom Titan

WE

25cm

5+

3+

3+

2x Twin Eldar Missile Launcher


1-2x Titan Pulsar
0-1x Power Fist

45cm
75cm
(base contact)
OR (15cm)
OR 30cm

Revenant Titan

WE

35cm

5+

4+

4+

2x Revenant Pulse Laser


2x Eldar Missile Launcher

45cm
45cm

Towering Destroyer

WE

20cm

5+

4+

5+

Destroyer Cannon
Destroyer Laser

Warlock Titan

WE

25cm

5+

3+

3+

30cm
45cm
AND (15cm)
(base contact)
45cm
(15cm)
30cm
75cm
(base contact)
OR (15cm)
OR 30cm
30cm
30cm
15cm
30cm
45cm

Destroyer Sabres
2x Twin Eldar Missile Launcher
1x Psychic Lance
0-1x Titan Pulsar
0-1x Power Fist

Nightwing

AC

Fighter

4+

n/a

n/a

Phoenix Bomber

AC

Fighter-Bomber

5+

n/a

n/a

Twin Shuriken Cannons


Bright Lances
Nightspinner
Twin Shuriken Cannons
Phoenix Pulse Laser

n/a
(Small Arms)
AP5+/AT5+
MW5+
(Small Arms)
AP5+
(Small Arms)
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
AT5+, Lance
2x MW4+
(Small Arms), EA (+1)
(Assault Weapon), EA (+1)
MW4+, TK (3 -1 per 15cm from target)
AP4+/AT5+/AA5+
2x MW3+, TK(1)

AP4+/AT5+/AA5+
2x MW3+, TK(1)
(Assault Weapons), TK(D3), EA(+2)
(Small Arms), EA(+3)
6x AP4+/AT4+

2x MW3+
AP5+/AT6+/AA6+

2x AP4+
2x AT4+
(Small Arms), EA (+1)
(Assault Weapons), EA (+2)
AP4+/AT5+/AA5+
(Small Arms), EA(+2), TK(D3)
3BP, Disrupt, Ignore Cover, TK(D3)
2x MW3+, TK(1)
(Assault Weapons)s), TK(D3), EA(+2)
(Small Arms), EA(+3)
6x AP4+/AT4+
AP4+/AA5+, FxF
AT4+/AA5+, Lance, FxF
1BP, Disrupt, FxF
AP4+/AA5+, FxF
2x AT4+, FxF

NOTES
Supreme Commander, Farsight.

Scout, Snipers
Skimmer, Mounted
Skimmer
Reinforced Armour, Fearless, Walker
DC2, Reinforced Armour, Walker. Critical Hit Effect: Staggers D6cm in a random
direction and collapses, destroyed. Any units struck suffer a hit.
DC2, Reinforced Armour, Walker. Critical Hit Effect: Staggers D6cm in a random
direction and collapses, destroyed. Any units struck suffer a hit.
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader
Weapons may fire all around due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.
DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader
May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist.
Weapons may fire all around due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.
DC3, Holofield, Walker, Jump Packs, Fearless
Weapons may fire all around due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is
lower than the Titans knees and up to 2cm wide.
Critical Hit Effect: The Revenant Titans holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
DC2, Reinforced Armour, Walker. Critical Hit Effect: Staggers D6cm in a random
direction and collapses, destroyed. Any units struck suffer a hit.

DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight.


May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist.
Weapons may fire all around due to Titan's exceptional maneuverability.
May step over units and impassable or dangerous terrain that is lower than the
Titans knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly
damaged and will no longer work. Phantom loses its holofield save for the rest of
the battle. Any further critical hits will cause an additional point of damage.

Reinforced Armour

FIR IOLARION

8.8 NetEA DEVELOPMENTAL


FIR IOLARION ELDAR TITAN CLAN ARMY REFERENCE 2
NAME

STRATEGY RATING 4
RANGE
FIREPOWER

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

AC/WE

Bomber

5+

6+

4+

Wraithship

SC

n/a

n/a

n/a

n/a

Scatter Laser
Hunter Twin Pulsar
Twin Eldar Missile Launcher
Orbital Bombardment OR
Pin-point Attack

30cm
30cm
45cm
-

Dragonship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
2x Pin-point Attack

Vampire Hunter

AP5+/AT5+/AA5+, FxF
2x MW2+, FxF
AP4+/AT5+/AA5+
4BP, MW
MW2+, TK(D3)
8BP, MW
MW2+, TK(D3)

NOTES
DC2, Reinforced Armour, Planetfall,
Critical Hit Effect: The Vampires control surfaces have been damaged and it is destroyed.
You must decide which weapon system the Wraithship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used alongside
the turn of arrival.
Transport: (May carry up to 12 Vampires and the units being transported on them).
You must decide which weapon system the Dragonship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.

ELDAR BATTLE TITAN WEAPONS

WEAPON
Fusion Lance
Revenant Sonic Lance
Spirit Sword
Titan D-Cannon
Tremor Cannon

RANGE
60cm
45cm
(base contact)
AND (15cm)
45cm
60cm

FIREPOWER
MW2+, TK(4 - 1 per full 15cm to target)
2BP, Disrupt, Ignore Cover, Lance
(Assault Weapons), EA(+2), TK(3)
(Small Arms) MW, EA(+1)
4BP, MW, TK(d6)
4BP, Disrupt, Ignore Cover, Lance

FIR IOLARION

8.9 NetEA EXPERIMENTAL


BIEL-TAN GREAT COURT OF THE YOUNG KING ELDAR ARMY LIST
v1.3. Eldar Army Champion: "Chroma"

Great Court armies have a Strategy rating of 4. Great Court, Aspect Warrior and Titan formations have an initiative rating of 1+.
All other formations have an initiative rating of 2+.

GREAT COURT INDIVIDUALS

FORMATION
0-1 Wraithgate

CORE UNITS
The Eldar player may choose to replace
one of the Objective markers in their half
of the table with a Wraithgate.

0-1 Autarch

Add an Autarch character to any


Aspect Warrior unit.

NOTES
The Wraithgate functions both as a webway portal and as an
objective for rules purposes. It may not be attacked or destroyed.
NOTE: Wraithgates are one of the smallest types of webway
portal, and may only be used by formations made up exclusively
of infantry, light vehicles, and armoured vehicle units that have
walker ability; formations that include any other type of unit
may not use a Wraithgate to enter play.
If an Autarch is taken then he counts as one of the Exarchs in the
Aspect Warrior formation (see the entry for the Aspect Warrior
Warhost below).

COST
50 points

+75 points

GREAT COURT WARHOSTS

FORMATION
0-1 Great Court of
the Young King

Aspect Warrior Host

(A Great Court army may contain any number of Warhosts)


CORE UNITS
EXTRAS
1 Avatar escorted by the Court of the
Add up to four Aspect Warrior units of any type for +50 points each.
Young King plus 1 each of the following:
Dire Avengers, Striking Scorpions,
In addition the Great Court may add up to 4 Exarch character
Howling Banshees, Fire Dragons, Warp
upgrades to any Aspect Warrior units in the formation for +25 points
Spiders, Dark Reapers, Swooping Hawks
each.
and Shining Spears. (All units in the Great
Court gain the Invulnerable Save special ability
if they do not already possess it.)
8 Aspect Warrior units chosen
All units apart from Shining Spears, Swooping Hawks and Warp
from the following list, in any
Spiders may be transported in Wave Serpents and/or Falcons if
combination: Dire Avengers, Striking
desired. If you choose to take this option then you must take exactly
Scorpions, Howling Banshees, Fire
enough transport vehicles to carry the units that require transport,
Dragons, Warp Spiders, Dark Reapers
without any spare transport space being left over. Each Falcon or
Swooping Hawks, Shining Spears.
Wave Serpent purchased costs +50 points.
In addition the Warhost may include up to 2 Exarch character
upgrades for +25 points each.

COST
350 points

300 points

GREAT COURT TROUPES

FORMATION
Greater Aspect
Warrior Troupe

Lesser Aspect
Warrior Troupe

Ranger Troupe
Storm Serpent Troupe
Swords of Vaul Troupe

(You may include up to three Troupes chosen from the following list for each Warhost included in the army)
CORE UNITS
6 Aspect Warrior units chosen from the following list, in any combination:
Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders,
Dark Reapers, Swooping Hawks or Shining Spears.
All units apart from Shining Spears, Swooping Hawks and Warp Spiders may be transported
in Wave Serpents and/or Falcons if desired. If you choose to take this option then you
must take exactly enough transport vehicles to carry the units that require transport, without
any spare transport spaces being left over. Each Falcon or Wave Serpent purchased costs +50 points.
In addition the Troupe may include up to 2 Exarch character upgrades for +25 points.
4 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions,
Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears
All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in
Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly
enough transport vehicles to carry the units that require transport, without any spare transport spaces
being left over. Each Falcon or Wave Serpent purchased costs +50 points. In addition the Troupe may
include up to 1 Exarch character upgrade for +25 points.
4 to 8 Eldar Rangers
Up to 3 Storm Serpents
5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free.
In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each

COST
225 points

175 points

25 points each
200 points each
varies

GREAT COURT SPACECRAFT, AIRCRAFT, AND TITANS


(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans

FORMATION
0-1 Eldar Spacecraft
Revenant Titans
Nightwings
Phoenix Bombers
Vampire Hunter
Vampire Raider

CORE UNITS
1 Wraithship OR
1 Dragonship
2 Revenant Titans
3 Nightwing Interceptors
3 Phoenix Bombers
2 Vampire Hunters
1 Vampire Raider

COST
150 points
300 points
650 points
300 points
400 points
500 points
200 points

SPECIAL RULE Great Court Ranger Garrison

Only Eldar Ranger Troupes are allowed to garrison in the Grand Tournament game scenario.

177

8.9 NetEA EXPERIMENTAL


BIEL-TAN GREAT COURT OF THE YOUNG KING ELDAR ARMY REFERENCE 1
NAME

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

Autarch

CH

n/a

n/a

n/a

n/a

Court of the Young King


Exarch

CH
CH

n/a
n/a

n/a
n/a

n/a
n/a

n/a
n/a

Rangers

INF

15cm

5+

6+

5+

Dire Avengers
Fire Dragons

INF
INF

15cm
15cm

5+
5+

5+
5+

4+
4+

Autarch Close Combat Weapon


Autarch Ranged Weapon
Ancient Weapons
Exarch Close Combat Weapon
OR Exarch Ranged Weapon
Shuriken Pistols
Long Rifles
Shuriken Catapults
Fusion Guns

Dark Reapers
Striking Scorpions

INF
INF

15cm
15cm

5+
4+

6+
4+

3+
5+

Howling Banshees

INF

15cm

5+

2+

5+

Shining Spears
Swooping Hawks
Warp Spiders
Falcon

INF
INF
INF
AV

35cm
35cm
15cm
35cm

4+
5+
4+
5+

4+
5+
5+
6+

5+
4+
4+
4+

Fire Prism
Firestorm

AV
AV

35cm
35cm

5+
5+

6+
6+

Wave Serpent

AV

35cm

5+

Avatar

WE

15cm

Revenant Titan

WE

Storm Serpent

STRATEGY RATING 4
RANGE
FIREPOWER

5+
4+

Reaper Missile Launcher


Shuriken Pistols
Mandiblasters
Shuriken Pistols
Banshee Mask
Power Lances
Lasblasters
Death Spinner
Pulse Laser
Scatter Laser
Prism Cannon
Firestorm Battery

(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(15cm)
30cm
(15cm)
15cm
AND (15cm)
45cm
(15cm)
(base contact)
(15cm)
(base contact)
(base contact)
(15cm)
(15cm)
45cm
30cm
60cm
45cm

(Assault Weapons), MW, EA(+1)


(Small Arms), EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
(Small Arms), EA(+1)
(Small Arms)
AP5+
(Small Arms), EA(+1)
MW5+
(Small Arms), MW
2x AP5+
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
(Assault Weapons), First Strike
(Assault Weapons), Lance
(Small Arms)
(Small Arms)
2x AT4+
AP5+/AT5+
AP4+/AT2+, Lance
2x AP5+/AT5+/AA4+

6+

4+

Twin Shuriken Cannon

30cm

3+

2+

4+

Wailing Doom

35cm

5+

4+

4+

Court of the Young King


2x Revenant Pulse Laser
2x Eldar Missile Launcher

30cm AND
(base contact)
(base contact)
45cm
45cm

WE

25cm

5+

6+

4+

Scatter Laser
Storm Serpent Pulse Laser

30cm
45cm

AP5+/AT5+
2x AT3+

Nightwing

AC

Fighter

4+

n/a

n/a

Phoenix Bomber

AC

Fighter-Bomber

5+

n/a

n/a

Vampire Hunter

AC/WE

Bomber

5+

6+

4+

Twin Shuriken Cannons


Bright Lances
Nightspinner
Twin Shuriken Cannons
Phoenix Pulse Laser
Scatter Laser
Hunter Twin Pulsar
Twin Eldar Missile Launcher

30cm
30cm
15cm
30cm
45cm
30cm
30cm
45cm

AP4+/AA5+, FxF
AT4+/AA5+, Lance, FxF
1BP, Disrupt, FxF
AP4+/AA5+, FxF
2x AT4+, FxF
AP5+/AT5+/AA5+, FxF
2x MW2+, FxF
AP4+/AT5+/AA5+

AP4+

MW5+
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
2x MW3+
AP5+/AT6+/AA6+

NOTES
Supreme Commander, Inspiring, Invulnerable Save

Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat
weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon.
Scout, Snipers

Skimmer, Mounted
Scout, Jump Packs, Teleport
Jump Packs, Infiltrator, First Strike
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Skimmer
Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking
Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the
following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions,
Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)
DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker.
Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations
with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker.
DC3, Holofield, Walker, Jump Packs, Fearless
Weapons may fire all around due to Titan's exceptional maneuverability. May step over
units and impassable or dangerous terrain that is lower than the Titans knees and up to
2cm wide. Critical Hit Effect: The Revenant Titans holofield generator is destroyed.
It may no longer take holofield saves. Any further critical hits will destroy the Titan.
DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal
Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops
into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm
suffer a hit on a roll of 6. IMPORTANT NOTE: Wraithgates are one of the smallest types of
Webway portal, and may only be used by formations made up exclusively of infantry, light
vehicles, and armoured vehicle units with the Walker ability; formations that include any
other type of unit may not use a Wraithgate to enter play.

Reinforced Armour

DC2, Reinforced Armour, Planetfall,


Critical Hit Effect: The Vampires control surfaces have been damaged and it is destroyed.

GREAT COURT OF THE YOUNG KING

8.9 NetEA EXPERIMENTAL

BIEL-TAN GREAT COURT OF THE YOUNG KING ELDAR ARMY REFERENCE 2


NAME

STRATEGY RATING 4
RANGE
FIREPOWER

TYPE

SPEED

ARMOUR

CC

FF

WEAPONS

AC/WE

Bomber

5+

6+

4+

Scatter Laser
2x Vampire Pulse Laser

30cm
45cm

Wraithship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
Pin-point Attack

4BP, MW
MW2+, TK(D3)

Dragonship

SC

n/a

n/a

n/a

n/a

Orbital Bombardment OR
2x Pin-point Attack

8BP, MW
MW2+, TK(D3)

Vampire Raider

AP5+/AT5+/AA5+, FxF
2x AT4+, FxF

NOTES
DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units:
Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers,
Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support
Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampires control
surfaces have been damaged and it is destroyed.
You must decide which weapon system the Wraithship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.
Transport: (May carry up to 12 Vampires and the units being transported on them).
You must decide which weapon system the Dragonship will have at the start of the battle,
when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.

GREAT COURT OF THE YOUNG KING

8.2 NetEA APPROVED

9.0 DARK ELDAR ARMIES


SECTION
COMMON DARK ELDAR SPECIAL RULES
9.0.1 FLEET OF FOOT

With eons in which to practice pirating techniques upon the mon-keigh of the
galaxy, the Dark Kin have honed the skill of squeezing every bit of advantage
from a lightning style attack.
To represent this, Dark Eldar formations do not incur the typical penalties
that other races would after taking a March action. Dark Eldar formations
that have marched may lend support in assaults, help claim a crossfire bonus,
and even fire flak shots.

9.0.2 HIT AND RUN TACTICS

The Dark Eldar are piratical raiders from the depths of the Dark City and the
treacherous expanses of space. Due to their limited population, losses simply
cannot be sustained at length. Because of this they have developed tactics that
when combined with their highly advanced technology allows them to attack
the enemy and then quickly retire in order to avoid any return fire. This ability
is reflected by the following special rules, which apply to all formations in a
Dark Eldar army:
Dark Eldar formations that take advance or double actions may choose to
shoot either before or after each move. However, they may still only shoot
once during the action. For example, a Dark Eldar formation taking an
advance action could shoot and then move or move and then shoot, while a
formation taking a double action could shoot and move twice, move twice
and then shoot, or move then shoot and then move again.
In addition, a Dark Eldar formation that wins an assault is allowed to move
up to their full movement when they consolidate, rather than being limited to
a move of 5cms as would normally be the case.

markers are caused for this hit (this includes fire fight but not close combat).
A war engine with at least one Shadowfield remaining automatically regains an
additional field at the end of the rally phase of each turn. If the Shadowfields
are completely knocked out, they will not return for the remainder of the
game. The war engine can never have more Shadowfields than originally
allotted. In addition an active Shadowfield always counts as being in cover
(apply -1 cover modifier). This has no effect on their engagements, however,
either in close combat or fire fight.

9.0.3.2 Lance Weapons:

A Lance uses a highly concentrated beam of laser energy used to destroy


heavily armoured targets.
A unit with Reinforced Armour that is hit by a Lance weapon is not allowed
to re-roll its saving throw.

9.0.3.3 Webway Portals:

These smallish portals are used by the Dark Eldar as much as the Eldar.
Allowing safe travel through the Warp, each Webway portal included in the
army allows the Dark Eldar player to keep up to three formations back in
Commorragh. Any of these reserve formations may enter play via a Webway
portal by taking an action that allows them to move, then measuring its first
move from the portal on the tabletop. No more than one formation may
travel through a single portal each turn. Wraithgate use is limited to
formations made up exclusively of infantry, light vehicles, and armoured
vehicles with the walker ability (The feared Kashnarak is the exception to the
rule).

9.0.3 DARK ELDAR TECHNOLOGY


9.0.3.1 Shadowfields:

Dark Eldar war engines are shrouded in light absorbing energy fields which
serve as a powerful defence against the massed guns of their cornered prey.
Each Shadowfield will absorb one successful hit before going down; no blast

180

8.2 NetEA APPROVED


KABAL OF PAIN'S WAY DARK ELDAR ARMY LIST
v1.6. Dark Eldar Army Champion: "Moscovian"

Dark Eldar armies have a Strategy rating of 3. Kabals, Tormentors, and Executors have an initiative rating of 1+. All other formations have an initiative rating of 2+.
FORMATION
0-1 Wraithgate

CORE UNITS
The Dark Eldar player may
choose to replace one of the
objective markers in their half
of the table with a Wraithgate.

0-1 Archon

Replace 1 Dracon character


with 1 Archon character
1 Kashnarak

0-1 Kashnarak

DARK ELDAR INDIVIDUALS

NOTES
The Wraithgate functions both as a webway portal and as an objective for rules
purposes. It may not be attacked or destroyed. NOTE: Wraithgates are one of
the smallest types of webway portal, and may only be used by formations made up
exclusively of infantry, light vehicles, and armoured vehicle units that have
walker ability; formations that include any other type of unit may not use a
Wraithgate to enter play.
The Archon must be placed in the Kabal Coterie if there is one in the army.

COST
50 points

In Grand Tournament games the Kashnarak must start off the table. At the start of
any turn (including the first) it may be set up on the table within 5cms of a Webway
Portal (this represents the Kashnarak bursting through to the battlefield), but does not
count as a use of the Webway Portal. If the Dark Eldar army does not include a
Webway Portal, the Kashnarak may not be used.

50 points

50 points

DARK ELDAR KABALS

(A Dark Eldar army may contain any number of Kabals. Formations may never exceed eight infantry units)
CORE UNITS
UPGRADES
4 Incubi units and 1 Dracon character, plus transport
Incubi, Warriors, Wyches, Ravager, Mandrakes,
Haemonculi, Scourges, Dracon, Sybarite
6 Warriors units, plus transport
Warriors, Wyches, Haemonculi, Ravager,
Scourges Mandrakes, Dracon, Sybarite
4 Ravagers
Dracon, Sybarite
Add 2 Ravagers
Add 0-1 Vessel of Pain

FORMATION
0-1 Kabal Coterie
Kabal Syndicate
Kabal Flotilla

COST
250 points
200 points
250 points
(+100 points)
(+250 points)

DARK ELDAR PARTISANS

(You may include up to two Partisan formations for each Kabal, chosen from the following: Covens, Cults, Cohorts. Formations may never exceed eight infantry units)

COVENS

FORMATION
Haemonculi Coven
Talos Swarm

CORE UNITS
2 Haemonculi units and 4 Grotesques units, plus transports
4 Talos

FORMATION
Wych Cult
Hellion Murder
Reaver Gang

CORE UNITS
6 Wych units, plus transport
6 Hellions
6 Reavers

FORMATION
Mandrake Throng
Scourge Flight
Heavy Barges

CORE UNITS
6 Mandrakes
6 Scourges
Up to 2 Vessels of Pain

UPGRADE
Beasts
Dracon
Haemonculi
Hellions
Incubi
Mandrakes
Perditors

CULTS

COHORTS

UNITS
Add 2 Warp Beasts units
Add 1 Dracon character
Add 1 Haemonculi unit and 1 Grotesque unit
Add 2 Hellions units
Add 2 Incubi units
Add 2 Mandrakes units
Add up to 2 Perditors

UPGRADES
Haemonculi, Talos, Perditor, Sybarite
Talos, Perditor, Slavebringer

COST
250 points
200 points

UPGRADES
Wyches, Beasts, Hellions, Reavers, Sybarite
Hellions, Sybarite
Reavers, Sybarite

COST
200 points
200points
200 points

UPGRADES
Mandrakes
Scourges, Sybarite
None

COST
225 points
225 points
250 points each

DARK ELDAR UPGRADES


COST
+100 points
+50 points
+150 points
+100 points
+125 points
+125 points
+150 points each

UPGRADE
Ravager
Reavers
Scourges
Sybarite
Talos
Warriors
Wyches

UNITS
Add 1 Ravager
Add 2 Reavers units
Add 2 Scourges units
Add 1 Sybarite character
Add up to 2 Talos
Add 2 Dark Eldar Warriors units
Add 2 Wyches units

COST
+50 points
+100 points
+125 points
+25 points
+50 points each
+100 points
+100 points

DARK ELDAR AIRCRAFT AND SPACE CRAFT


(Up to 1/3 of the army's points may be spent on Aircraft and Space Craft)

FORMATION
0-1 Spacecraft
Tormentor
Executor

SPACECRAFT

UNITS
1 Torture class Cruiser OR
Up to 3 Corsair class Escorts
1 Tormentor Titan
1 Executor Landing Module

COST
300 points OR
150 points each
500 points
750 points

DARK ELDAR TRANSPORTS

TRANSPORT
Raider
Barge of Pleasure
Slavebringer

UNITS
Up to 4 Raiders
Up to 2 Barges of Pleasure
1 Slavebringer

COST
Free
+125 points each
+200 points

FORMATION
Raven Squadron
Razorwing
Squadron

AIRCRAFT

UNITS
2 Raven Fighters
Add 1 Raven Fighter
2 Razorwing Bombers
Add 1 Razorwing Bomber

COST
200 points
(+100 points)
250 points
(+125 points)

SPECIAL RULE- Dark Eldar Transports

Any Dark Eldar formation that include "plus transport" may choose from the above list. You may
only take as many transport units as are required to carry the entire formation, including upgrades,
with no extra spaces if possible. The Slavebringer is an independent War Engine that must be
assigned to a specific Dark Eldar formation during army creation. You may select no transport at all
if desired.

181

9.1 NetEA APPROVED


KABAL OF PAIN'S WAY DARK ELDAR ARMY LIST REFERENCE 1
NAME
Archon
Dracon
Sybarite
Grotesques
Haemonculi

WEAPONS
Agonizer
Agonizer
Assault Weapon
Bladed Gloves
Arcane Terrors
Scissor Hands
Hellglaives
Halberds
Tormentor Helms
Punisher
Splinter Pistols
Splinter Rifles
Mounted Blades
Dark Lance
Splinter Rifles
Teeth and Claws

STRATEGY 3
RANGE
(base contact)
(base contact)
(base contact)
(base contact)
15cm
(base contact)
(15cm)
(base contact)
(15cm)
(base contact)
(15cm)
(15cm)
(base contact)
30cm
(15cm)
(base contact)

Splinter Cannons
Splinter Rifles
Splinter Pistols
Wych Weapons
Dark Lance
Horrorfex

15cm
(15cm)
(15cm)
(base contact)
30cm
15cm

AP5+
(Small Arms)
(Small Arms)
(Assault Weapons)
AT5+, Lance
AP6+, Disrupt

2x Dark Lance
Disintegrator
Horrorfex
Paralyzer
Talos Claws
2x Dark Lances
Long-Barrel Splinter Cannons
Desolator

30cm
30cm
15cm
15cm
(base contact)
30cm
45cm
30cm

AT5+ Lance
AP4+/AT6+
AT6+, Disrupt
AP5+, Disrupt
Assault Weapons, MW
AT5+, Lance
AP5+
2BP, Disrupt

4+

Disintegrator Array
Heavy Phantom Lance
Twin Desolators
Hail of Splinters

60cm
60cm
30cm
45cm
AND (15cm)

2 x AA4+
MW3+, TK(D3), FxF
4BP, Disrupt, Fwd
3x AP4+/AT6+
EA(+2)

3+

4+

3+

4+

Widowmaker
Perditor Claws
2x Phantom Lances
Hail of Splinters

30cm
(base contact)
45cm
45cm
AND (15cm)
(base contact)

2 BP, Disrupt, Indirect Fire


(Assault Weapons), MW, EA(+1)
MW3+, TK(1)
3x AP4+/AT6+
(Small Arms), EA(+2)
(Assault Weapons), EA(+3), TK(1)

TYPE
CH
CH
CH
INF
INF

SPEED
n/a
n/a
n/a
15cm
15cm

ARMOUR
n/a
n/a
n/a
5+
4+

CC
n/a
n/a
n/a
3+
3+

FF
n/a
n/a
n/a
5+

Hellions

INF

30cm

5+

4+

5+

Incubi

INF

15cm

4+

3+

6+

Mandrakes
Reavers

INF
INF

15cm
40cm

5+
4+

4+
4+

6+
5+

Scourges

INF

30cm

6+

6+

4+

Warp Beasts

INF

15cm

3+

Warriors

INF

15cm

5+

4+

Wyches

INF

15cm

3+

6+

Raiders

LV

35cm

4+

6+

5+

Ravager

LV

35cm

4+

6+

3+

Talos

AV

15cm

4+

4+

5+

Barge of Pleasure

WE

30cm

5+

5+

4+

Executor Landing
Module

WE

25cm

5+

6+

Perditor

WE

15 cm

4+

Tormentor Titan

WE

35 cm

5+

Tormentor Blades

FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), EA(+1)
(Assault Weapons)
AP3+, Disrupt
(Assault Weapons)
(Small Arms)
(Assault Weapons)
(Small Arms)
(Assault Weapons), EA(+1)
(Small Arms)
(Small Arms)
(Assault Weapons)
AT5+, Lance
(Small Arms), EA(+1)
(Assault Weapons)

NOTES
Inspiring, Invulnerable Save, Supreme Commander
Invulnerable Save, Commander, Leader
Leader
Fearless
Fearless, Leader
Jump Packs, Scout

Infiltrator, First Strike, Teleport


Skimmer, Mounted
Jump Packs, Teleport
Infiltrator, First Strike. In an assault Warp Beasts receive a 5+ armour save; this applies
to close combat, fire fight, and all supporting fire.

Infiltrator, First Strike. In an assault Wyches receive a 5+ armour save; this applies
to close combat, fire fight, and all supporting fire.
Skimmer, Transport (may carry up to two of the following units: Warriors, Incubi,
Haemonculi, Grotesques, and Wyches: may transport 1 Mandrake unit in addition to
these two units). Units being transported may fire with any ranged weapons, and use
their fire fight value in an assault or to lend supporting fire
Skimmer

Fearless, Reinforced Armour, Walker


DC3, Shadowfields (2), Skimmer, Transport: (May carry up to 4 of the following units:
Warriors, Incubi, Haemonculi, Grotesques, Wyches, Warp Beasts; in addition may
transport up to 2 Mandrake units). Units being transported may fire with any ranged
weapons, and use their fire fight value in an assault or to lend supporting fire.
Critical Hit Effect: May no longer fire any weapons or use close combat or fire fight
values (transported units may still fire or assault from within, however). Additional
Critical hits will destroy the Barge.
DC6, Shadowfield (4), Support Craft, Self Planetfall, Reinforced Armour, Fearless,
Webway Portal, Transport (may carry eight of the following: Light Vehicles, Armoured
Vehicles, or War Engines. War Engines count as their starting damage capacity in
spaces each. In addition, the Executor may carry up to 16 infantry units of any type).
Critical Hit Effect: Weapon systems damaged. All weapons listed stop functioning
including extra attacks and Fire fight value drops to 6+. Additional hits will cause an
extra point of damage.
DC2, Fearless, Reinforced Armour
Critical Hit Effect: Destroyed
DC4, Shadowfields (3), Reinforced Armour, Jump Pack, Walker, Fearless
Critical Hit Effect: Movement reduced to 25cm and loses the Jump Pack ability
for the rest of the game. Further hits cause an extra point of damage.

KABAL OF PAINS WAY

9.1 NetEA APPROVED


KABAL OF PAIN'S WAY DARK ELDAR ARMY LIST REFERENCE 2
NAME
Vessel of Pain

TYPE
WE

SPEED
30 cm

ARMOUR
4+

CC
5+

FF
4+

Raven Fighter

AC

Fighter

4+

n/a

n/a

Razorwing Bomber

AC

Fighter-Bomber

4+

n/a

n/a

AC/WE

Bomber

4+

6+

5+

SC

n/a

n/a

n/a

n/a

Slavebringer Assault Boat

Corsair Class Escort

Torture Class Cruiser

Kashnarak

STRATEGY 3
WEAPONS
RANGE
2x Phantom Lances
45cm
2x Long-Barrel Splinter Cannon
45cm
Desolator
30cm
Dark Lances
30cm
Long-Barrel Splinter Cannon
30cm
Razor Lances
30cm
2x Long-Barrel Splinter Cannon
30cm
Horrorfex
15cm
2x Twin Dark Lances
30cm
Turreted Splinter Cannons
30cm

FIREPOWER
MW3+, TK(1)
AP5+
2BP, Disrupt
AT4+/AA5+, Lance, FxF
AP5+ /AA5+, Fwd
MW3+, TK (1), Slow-firing, FxF
AP5+/AA5+, FxF
AP6+, Disrupt
AT4+/AA5+, Lance, FxF
AP5+/AA5+

NOTES
DC3, Shadowfields (2), Skimmer
Critical Hit Effect: Destroyed. Units within 5cm suffer a hit on a roll of 5+ (armour
saves allowed).

DC 2, Shadowfields (1), Planetfall, Transport (may carry up to 8 of the following units:


Warriors, Incubi, Haemonculi, Grotesques, Wyches, Warp Beasts, Hellions, Scourges;
Talos count as 2 infantry units. In addition may transport up to 4 Mandrake units).
Critical Hit Effect: Destroyed. All onboard are killed.

Orbital Bombardment

n/a

2BP, MW

Any escorts selected form a single squadron and act in the same manner as spacecraft.

Pin-point attack

n/a

MW2+, TK(D3)

6BP, MW
MW2+, TK(D3)

They may combine their Orbital Bombardments into a single strike, or fire separately
(templates may not overlap). Each Corsair may choose to forfeit its Pin Point attack
in favour of carrying up to three Slavebringer Assault Boats and up to one Executor
Landing Module and their cargos.
Transport: (May carry up to 6 Slavebringer Assault Boats and their cargos. In addition,
if the Pin Point Attacks are forfeited, this may be increased to 10 Slavebringer Assault
Boats and up to 2 Executor Landing Modules and their respective cargos.
DC4, Infiltrator, Inspiring, Scout, Walker
Critical Hit Effect: Destroyed.
Special Rule:
At the beginning of any turn(before the strategy roll), the Dark Eldar player may release the
Kashnarak through a Webway Portal. Its subsequent actions will always be the following:

Attempt a barging, close combat assault on the closest formation(s), even Dark Eldar.

If unable to reach base-to-base contact, it marches toward the closest formation, to its
maximum movement.

If it reaches an enemy zone of control, the beast stops its move.

Consolidation moves are also toward the closest formation.


The Kashnarak is always the first activation of subsequent turns, before the strategy roll or
teleport and acts as mentioned above. A broken Kashnarak will remain in place on the
board and will not attempt a move until it rallies.

SC

n/a

n/a

n/a

n/a

Orbital Bombardment
2x Pin-point attack

n/a
n/a

Special
WE

20 cm

4+

3+

Massive Claws & Teeth

(base contact)

(Assault Weapons), MW, EA(+2)

If within 15cm of a Wych unit at the beginning of the Kashnarak's activation, its assault
or move may be directed by the Dark Eldar player. In addition, the Kashnarak never
moves toward or assaults a Wych formation; instead it will choose the next closest
formation. These directed actions still take place prior to the strategy roll for the turn.
The Kashnarak is not considered part of the Dark Eldar force for the purposes of placing
formations, holding objectives, calculating crossfire, or determining victory conditions
and tie-breakers. It does not count toward Dark Eldar activations nor does it count
toward Webway Portal use or benefit from the Hit & Run Tactics special rule.
It can contest objectives for both the Dark Eldar (when within 15cm of a Wych unit)
and their opponents.

KABAL OF PAINS WAY

10.0 NECRON ARMIES SECTION


COMMON NECRON SPECIAL RULES
10.0.1 NECRON

Necron technology allows many of its units to repair themselves at an


accelerated rate. This is reflected as the Necron ability on a units data
sheet.
Units with the Necron ability that have been destroyed can regenerate.
Formations can return one previously destroyed Necron unit in the end
phase of each turn either on or off the board. In addition, if a
formation regroups on board it can use the dice rolls to either return
units with the Necron ability to play or to remove blast markers or
both (e.g., if you rolled a 2 you could return 2 units to play, remove 2
blast markers, or return 1 unit and remove 1 Blast marker). Formations
off board are restricted to using their regroup function to remove blast
markers only. A formation may only return to play those destroyed
Necron units that were part of its original formation.

10.0.2 PORTALS

Necron Portals are the primary means by which the Necron forces are
transported across the galaxy. Any formation that is in the reserves,
either because it has not entered play or has left the board for any
reason, may enter play via a portal as part of any activation that allows
movement. Measure their movement using the portal as the starting
point. Additionally, formations may leave the board by entering a
portal, taking them into the reserves. Note that once in the reserves
they can either re-enter play immediately via another portal, provided
they have movement, or remain in the reserves.
Necron Portals can only be used by Armoured Vehicles with the
walker ability, Infantry, or Light Vehicles. Each portal can be used only
once per turn for either entering or exiting the battlefield, not for both.
Thus a Formation may enter one portal with part of their movement,
and exit from a second, unused portal, continuing their movement
from that portal.
If, at the end of the movement, a unit is out of formation it is
destroyed (see core rule 1.7.4). Example: if you moved a formation of
four units through one portal and out another and two units were
unable to make the full movement (i.e. get through the second portal),
the Necron player would have to choose which units were to be
destroyed, the two that moved through the portal or the two that
didnt.

10.0.3 TOMB COMPLEX

Scattered throughout the Galaxy on worlds beyond number, the


Necron placed Tombs to house and maintain their race. During the
long sleep over millions of years, many of these building have
become buried, only to be uncovered by the unwitting efforts of
explorers or the design of the C'tan eager to reclaim the Galaxy they
once ruled. These Tombs are the "bases" from which Necron raiders
and conquering armies strike at their enemies. As such, they have a
high importance to both the Necron (who need them for the troops
and support facilities they contain) and the enemies who would
destroy them to keep their contents from awaking. Attacking
these facilities carries the risk of awaking the Necron within, or

attracting the notice of other, wakened forces that might rush to


their defence.
The Tomb is considered a Necron Portal, and can be used to bring
formations from off board into place, or to relay troops to and from
other portals. Measure from the edge of the board as the formations
starting point.

10.0.4 LIVING METAL

Units made of living metal receive a Reinforced Armour saving throw


against normal weapons, lance weapons, and even macro-weapons. In
addition, their save is not reduced by sniper abilities. Any TK attacks
are automatically reduced to TK (1) when resolving hits against Living
Metal units, and Living Metal units are permitted a single armour save.
See chart below:
WEAPON
AP/AT
MW
TK

ARMOUR SAVE?
Yes
Yes
Yes

RA SAVE
Yes
Yes
No

DC LOST
1
1
1

10.0.5 IMPLACABLE ADVANCE

The Necron are an offensive army, always on the advance, stopping


only to eliminate enemy positions before moving on to harvest
others. While subject to disruption from losses and enemy fire, the
mechanical nature of the Necron permits them to easily reorganize
to maintain the offensive momentum.
Necron formations receive a +1 bonus to Marshal Actions. Due to
their steady, deliberate, nature Necron formations cannot take a March
action.

10.0.6 PHASE OUT

When a Necron formation becomes broken, it does not just fall back but also
vanishes from the battlefield without leaving any proof of its existence.
In the end phase of the turn, remove broken formations from the board into
the reserves, but keep it away from any destroyed units. The formation will
roll to rally in the end phase, handling blast markers as per the core rules (see
EA1.14). It may re-enter by teleporting, or through a portal. If there are not
enough portals to deal with all the off-table formations, then the formation
must remain off the table until a portal is available for it to use. If the rally roll
fails, the formation must remain in the reserves until it rallies.

10.0.7 NECRON RESERVES

Any Necron formation may be held back in reserve (with the exception of
the onic Orb and Abattoir) if you are playing the Tournament Scenario.
Note that Formations that do not have the Teleport ability will only be able to
enter play through Portals. Any Necron formation held in reserve for any
reason (either because it has not yet entered play or was broken) is considered
destroyed for the purpose of calculating a Tie Breaker or the Break Their
Spirit victory point.

184

10.1 NetEA APPROVED


SCARAB CONFLICT NECRON ARMY LIST
Final version 2012 (2-Dec-11). Necron Army Champion: "Zombocom"

Necron armies have a Strategy rating of 2. All Necron formations have an initiative rating of 1+. Up to 1/3 of the armys points may be spent on War Engines.
FORMATION
0-1 Ctan
0-1 Tomb Complex

CORE UNITS
The Deceiver OR The Nightbringer
Replace the Necron Blitzkrieg
objective with a Tomb Complex

NECRON INDIVIDUALS

NOTES
The Ctan counts toward your War Engine allocation
The Tomb Complex functions both as a Necron Portal and
as an objective for rules purposes. It may not be attacked or
Destroyed. Movement from the Necron Portal is measured from
where the Blitzkrieg Objective touches the Necron table edge.

COST
300 points
75 points

NECRON PHALANXES

FORMATION
Warrior Phalanx

(A Necron army may contain any number of Phalanxes)


CORE UNITS
UPGRADES
6 Necron Warrior units with 1 Necron Lord
0-3 Immortals for +40 points each
character
0-1 Pariahs for +60 points
0-3 Tomb Spyders for +50 points each
0-3 Wraiths for +50 points each

COST
225 points

NECRON MANIPLES

FORMATION
Armoured Phalanx
Eques Maniple
Monolith Maniple
Monolith Phalanx
Pylon
Venator Maniple

FORMATION
0-1 Harvester Engine
0-2 Warbarque

0-1 Spacecraft

(Up to three Necron Maniples may be included in the army for each Phalanx)
CORE UNITS
UPGRADES
6 Obelisks
None
6 Destroyers (Any number of Destroyers may be
0-1 Necron Lord character +25 points
replaced by Heavy Destroyers)
0-3 Wraiths for +50 points each
1 Monolith and 2 Obelisks
0-1 Monoliths for +75 points each
0-1 Obelisks for +50 points each
3 Monoliths
0-3 Obelisks for +50 points each
1 Pylon (Counts toward War Engine allocation)
None
6 Flayed Ones
0-1 Necron Lord character +25 points
0-3 Tomb Spyders +50 points each
0-1 Pariahs +60 points
0-3 Wraiths for +50 points each

NECRON HARVESTERS

CORE UNITS
1 onic Orb OR 1 Abattoir
1 Warbarque
(Add Supreme Commander to the Warbarque for +50 points)
Note: Only 1 Supreme Commander is allowed per army
1 Scythe Class Harvester

COST
300 points
350 points
200 points
275 points
200 points
200 points

COST
750 points
300 points

350 points

SPECIAL RULE - Garrisons

Necron formations may not Garrison in the Grand Tournament Scenario unless fielding a Tomb Complex. The Necron player may choose to garrison up to two
Warrior Phalanx formations at the Tomb Complex.

185

10.1 NetEA APPROVED


SCARAB CONFLICT NECRON ARMY REFERENCE
NAME
Necron Lord

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

WEAPONS
Staff of Light

Destroyers
Flayed Ones
Heavy Destroyers
Immortals
Necron Warriors
Pariahs

INF
INF
INF
INF
INF
INF

25cm
15cm
25cm
15cm
15cm
15cm

4+
4+
4+
4+
4+
4+

6+
3+
6+
4+
5+
3+

3+
4+
3+
4+
3+

2x Gauss Cannons
Claws
Heavy Gauss Cannon
Gauss Blasters
Gauss Flayers
War Scythe

Wraiths
Monolith

INF
AV

30cm
15cm

4+
4+

4+
6+

5+

Obelisk
Tomb Spyder

AV
AV

30cm
15cm

5+
4+

6+
5+

5+
5+

Claws
Particle Whip
Gauss Flux Arc
Particle Flail
Scarab Swarm

Abattoir

WE

20cm

4+

2+

4+

Claws
Harvesters
3x Scarab Swarms

Aeonic Orb

WE

20cm

4+

3+

Solar Flare

C'Tan The Deceiver

WE

15cm

4+

4+

4+

C'Tan The Nightbringer

WE

15cm

4+

3+

5+

Pylon

WE

Immobile

4+

4+

Despair
Claws
Lightning Arc
Gaze of Death
Scythe
Particle Accelerator

Warbarque

WE

20cm

4+

6+

4+

Scythe Class Harvester

SC

n/a

n/a

n/a

n/a

Gauss Flux Arc


2x Particle Cannons
2x War Cannons
2x Gauss Cannons
Gauss Flux Arc
Orbital Bombardment
2x Pin-Point Attack

STRATEGY 2
RANGE
FIREPOWER
(15cm)
(Small Arms), EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP4+/AT6+
(base contact)
(Assault Weapons)
30cm
AT3+
15cm
AP4+/AT6+
15cm
AP5+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
AND 15cm
AP4+/AT6+
(base contact)
(Assault Weapons), EA(+1)
30cm
AP4+/AT4+
(15cm)
(Small Arms), EA(+2)
45cm
AP4+/AT4+
(base contact) OR
(Assault Weapons), EA(+1), Ignore Cover,
30cm
AP5+/AT5+, Ignores Cover
AND(15cm)
(Small Arms), EA(+1), Ignore Cover
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), EA(+2), TK(D3),
(base contact) AND
(Assault Weapons), EA(+1), Ignore Cover,
30cm OR
(15cm)
90cm
OR 90cm

AP5+/AT5+, Ignores Cover


(Small Arms), EA(+1), Ignore Cover
MW3+, TK(D6)
12BP

45cm
(base contact)
30cm
(base contact)
(base contact)
120cm
AND 90cm
(15cm)
60cm
30cm
30cm
(15cm)
-

4BP, Disrupt
(Assault Weapons), EA(+2), TK(1)
MW4+
MW, EA(+2)
EA(+2), TK(D3)
MW4+, TK(D3)
AA4+, TK(1)
(Small Arms), EA(+2)
AP5+/AT3+
AT4+
AP4+/AT6+
(Small Arms), EA(+2)
4BP, MW
MW2+, TK(D3)

NOTES
Leader, Invulnerable Save
Necron, Mounted, Skimmer
Necron, Infiltrator, Scout, Teleport
Necron, Mounted, Skimmer
Necron
Necron
Inspiring
Necron, Invulnerable Save, Jump Pack, First Strike
Living Metal, Thick Rear Armour, Fearless, Skimmer, Portal, Teleport
Reinforced Armour, Thick Rear Armour, Fearless, Skimmer, Teleport,
Fearless, Leader, Skimmer, Walker

DC8, Living Metal, Thick Rear Armour, Fearless, Infiltrator, Portal, Skimmer.
May not Phase Out. Counts as Ruins when destroyed.
Critical Hit Effect: Explodes. A capacitor explosion inflicts a TK hit on every unit within 5cm (including the Abattoir) on a D6
roll of 4+.
DC6, Living Metal, Thick Rear Armour, Fearless, Skimmer, May not Phase Out.
Critical Hit Effect: Centre a single Orbital Barrage Template on the Orb. All units
(including the Orb) under the template, suffer a 3BP MW attack.
DC3, Living Metal, Supreme Commander, Fearless, Walker, Inspiring, Skimmer, Teleport
Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour saves allowed).
DC3, Living Metal, Supreme Commander, Fearless, Walker, Inspiring, Skimmer, Teleport
Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour
saves allowed).
DC2, Living Metal, Thick Rear Armour, Fearless, Teleport. May not Phase Out.
Critical Hit Effect: Destroyed. All units within 5cm suffer a hit on a roll of 4+.
DC3, Living Metal, Thick Rear Armour, Commander, Fearless, Skimmer, Portal, Teleport,
May not Phase Out.
Critical Hit Effect: The portal malfunctions and cannot be used for the rest of the game. Additional critical hits destroy the
Warbarque.

SCARAB CONFLICT

10.2 NetEA EXPERIMENTAL


NALSARAN INCIDENT NECRON ATTACK ARMY LIST
v1.2. Sub-Army Champion: "Chroma"

Necron Attack armies have a Strategy rating of 4. All Necron formations have an initiative rating of 1+.

NECRON ATTACK SUPREME COMMANDER

FORMATION
0-1 Supreme Commander

(A Necron army may contain any number of Phalanxes)


CORE UNITS
Choose 1 of the following options:
Add Supreme Commander to 1 Necron Lord
Add Supreme Commander to a Warbarque

COST
+75 points

NECRON ATTACK PHALANXES

FORMATION
Monolith Phalanx
Warrior Phalanx

(A Necron Attack army may contain any number of Phalanxes)


CORE UNITS
NOTES
2 Monoliths
0-1 Monoliths +100 points
0-3 Obelisks +50 points
6 Necron Warrior units with 1 Necron Lord
0-2 Immortals for +50 points each
character
0-2 Tomb Spyders for +50 points each
0-2 Wraiths for +50 points each

COST
250 points
225 points

NECRON ATTACK MANIPLES

FORMATION
Eques Maniple
Formido Maniple
Immunes Maniple
Obelisk Maniple
Venator Maniple

(Up to two Necron Maniples may be included in the army for each Phalanx)
CORE UNITS
UPGRADES
6 Destroyers (Any number of Destroyers may
0-1 Necron Lord character +25 points
be replaced by Heavy Destroyers)
0-3 Wraiths for +50 points each
3 Wraiths
0-3 Wraiths for +50 points each
4 Tomb Spyders
0-2 Tomb Spyders for 50 points each
4 Obelisks
0-2 Obelisks
6 Flayed Ones
0-1 Necron Lord character +25 points
0-2 Tomb Spyders +50 points each
0-2 Wraiths for +50 points each

COST
350 points
225 points
250 points
250 points
200 points

NECRON ATTACK SUPPORT

FORMATION
Defence System
0-1 Warbarque
0-1 Spacecraft

(Up to 1/4 of the army's points may be spent on Necron Attack Support formations)
CORE UNITS
1 Pylon
1 Warbarque
1 Scythe Class Harvester

COST
200 points
300 points
350 points

SPECIAL RULE - Raiders

A Necron Attack army may not deploy Garrisons.

187

10.2 NetEA EXPERIMENTAL


NALSARAN INCIDENT NECRON ATTACK ARMY REFERENCE 1
NAME
Necron Lord

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

WEAPONS
Staff of Light

Destroyers
Flayed Ones
Heavy Destroyers
Immortals
Necron Warriors
Wraiths
Monolith

INF
INF
INF
INF
INF
INF
AV

25cm
15cm
25cm
15cm
15cm
30cm
15cm

4+
4+
4+
4+
4+
4+
4+

6+
3+
6+
4+
5+
4+
6+

3+
4+
3+
4+
5+

Obelisk
Tomb Spyder

AV
AV

30cm
15cm

5+
4+

6+
5+

5+
5+

2x Gauss Cannons
Claws
Heavy Gauss Cannon
Gauss Blasters
Gauss Flayers
Claws
Particle Whip
Gauss Flux Arc
Particle Flail
Scarab Swarm

Pylon

WE

Immobile

4+

4+

Claws
Particle Accelerator

Warbarque

WE

20cm

4+

6+

4+

Scythe Class Harvester

SC

n/a

n/a

n/a

n/a

Gauss Flux Arc


2x Particle Cannons
2x War Cannons
2x Gauss Cannons
Gauss Flux Arc
Orbital Bombardment
2x Pin-Point Attack

RANGE
(15cm)
(base contact)
30cm
(base contact)
30cm
15cm
15cm
(base contact)
30cm
(15cm)
45cm
(base contact) OR
30cm
AND(15cm)
(base contact)
120cm
AND 90cm
(15cm)
60cm
30cm
30cm
(15cm)
-

STRATEGY 4
FIREPOWER
(Small Arms), EA(+1)
(Assault Weapons), MW, EA(+1)
AP4+/AT6+
(Assault Weapons)
AT3+
AP4+/AT6+
AP5+/AT6+
(Assault Weapons), EA(+1)
AP4+/AT4+
(Small Arms), EA(+2)
AP4+/AT4+
(Assault Weapons), EA(+1), Ignore Cover
AP5+/AT5+, Ignores Cover
(Small Arms), EA(+1), Ignore Cover
(Assault Weapons), MW, EA(+1)
MW4+, TK(D3)
AA4+, TK(1)
(Small Arms), EA(+2)
AP5+/AT3+
AT4+
AP4+/AT6+
(Small Arms), EA(+2)
4BP, MW
MW2+, TK(D3)

NOTES
Leader, Invulnerable Save
Necron, Mounted, Skimmer
Necron, Infiltrator, Scout, Teleport
Necron, Mounted, Skimmer
Necron
Necron
Necron, Invulnerable Save, Jump Pack, First Strike
Living Metal, Thick Rear Armour, Fearless, Skimmer, Portal, Teleport
Reinforced Armour, Thick Rear Armour, Fearless, Skimmer, Teleport,
Fearless, Leader, Skimmer, Walker

DC2, Living Metal, Thick Rear Armour, Fearless, Teleport. May not Phase Out.
Critical Hit Effect: Destroyed. All units within 5cm suffer a hit on a roll of 4+.
DC3, Living Metal, Thick Rear Armour, Commander, Fearless, Skimmer, Portal, Teleport,
May not Phase Out.
Critical Hit Effect: The portal malfunctions and cannot be used for the rest of the game. Additional critical hits destroy the
Warbarque.

NALSARAN INCIDENT

10.3 NetEA EXPERIMENTAL


DYRRACHIUM III NECRON TOMB WORLD ARMY LIST
v1.2. Sub-Army Champion: "Chroma"

Necron Tomb World armies have a Strategy rating of 1. All Necron formations have an initiative rating of 1+.
Up to 1/3 of the armys points may be spent on War Engines.
FORMATION
0-1 Supreme Commander

0-3 Tomb Complex

NECRON TOMB WORLD INDIVIDUALS

CORE UNITS
Choose 1 of the following:
The Deceiver or The Nightbringer
OR
Give 1 Necron Lord or Warbarque the
Supreme Commander ability
Replace up to 3 objectives
on the Necron table half with Tomb
Complexes

NOTES
The Ctan counts toward your War Engine allocation

COST
300 points
+50 points

The Tomb Complex functions both as a Necron Portal and as an


objective for rules purposes. It may not be attacked or destroyed.
Movement from the Necron Portal is measured from where the
Blitzkrieg Objective touches the Necron table edge.

75 points

NECRON TOMB WORLD PHALANXES

FORMATION
Custodian Phalanx
Warrior Phalanx

(A Necron army may contain any number of Phalanxes)


UPGRADES
0-3 Scarab Swarm units +25 points each
0-2 Tomb Spyders for +50 points each
6 Necron Warrior units with 1 Necron Lord
0-2 Immortals for +50 points each
character
0-3 Scarab Swarm units for +25 points each
0-3 Tomb Spyders for +50 points each
CORE UNITS
4 Tomb Spyders

COST
200 points
225 points

NECRON TOMB WORLD MANIPLES

FORMATION
Custodian Maniple
Eques Maniple
Gauss Pylon Network
Monolith Maniple
Recon Maniple
0-1 Tomb Guardian Maniple

FORMATION
0-2 Tomb Sphynx
0-2 Warbarque
0-1 Spacecraft

(Up to two Necron Tomb World Maniples may be included in the army for each Phalanx)
CORE UNITS
UPGRADES
6 Scarab Swarm units
0-3 Scarab Swarm units +25 points each
0-2 Tomb Spyders for +50 points each
6 Destroyers (Any number of Destroyers may
0-1 Necron Lord character +25 points
be replaced by Heavy Destroyers)
2 Pylons
0-3 Pylons +175 points each
1 Monolith and 2 Obelisks
0-1 Monoliths for +75 points each
0-1 Obelisks for +50 points each
4 Wraiths
0-3 Wraiths +50 points each
6 Immortals and 1 Necron Lord
0-1 Pariah +75 points
character
0-3 Scarab Swarm units +25 points each
0-2 Tomb Spyders for +50 points each
CORE UNITS
1 Tomb Sphynx
1 Warbarque
1 Scythe Class Harvester

NECRON HARVESTERS

COST
150 points
350 points
400 points
200 points
175 points
300 points

COST
500 points
300 points
350 points

SPECIAL RULE - Tomb Guardians

Any formation in the Necron Tomb World army may Garrison in the Grand Tournament Scenario.

189

10.3 NetEA EXPERIMENTAL


DYRRACHIUM III NECRON TOMB WORLD ARMY REFERENCE 1
AME
Necron Lord

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

WEAPONS
Staff of Light

Destroyers
Heavy Destroyers
Immortals
Necron Warriors
Pariahs

INF
INF
INF
INF
INF

25cm
25cm
15cm
15cm
15cm

4+
4+
4+
4+
4+

6+
6+
4+
5+
3+

3+
4+
3+
4+
3+

2x Gauss Cannons
Heavy Gauss Cannon
Gauss Blasters
Gauss Flayers
War Scythe

Wraiths
Monolith

INF
AV

30cm
15cm

4+
4+

4+
6+

5+

Obelisk
Tomb Spyder

AV
AV

30cm
15cm

5+
4+

6+
5+

5+
5+

Claws
Particle Whip
Gauss Flux Arc
Particle Flail
Scarab Swarm

C'Tan The Deceiver

WE

15cm

4+

4+

4+

C'Tan The Nightbringer

WE

15cm

4+

3+

5+

Pylon

WE

Immobile

4+

4+

Warbarque

WE

20cm

4+

6+

4+

Scythe Class Harvester

SC

n/a

n/a

n/a

n/a

Scarab Swarm

INF

15cm

6+

5+

Tomb Sphynx

WE

25cm

4+

4+

3+

Claws
Despair
Claws
Lightning Arc
Gaze of Death
Scythe
Particle Accelerator
Gauss Flux Arc
2x Particle Cannons
2x War Cannons
2x Gauss Cannons
Gauss Flux Arc
Orbital Bombardment
2x Pin-Point Attack
Swarm Attack
and
Arc Projector
Disruptor Pulse
And

RANGE
(15cm)
(base contact)
30cm
30cm
15cm
15cm
(base contact)
AND 15cm
(base contact)
30cm
(15cm)
45cm
(base contact) OR
30cm
AND(15cm)
(base contact)
45cm
(base contact)
30cm
(base contact)
(base contact)
120cm
AND 90cm
(15cm)
60cm
30cm
30cm
(15cm)
(15cm)
(15cm)
60cm
15cm
(15cm)

STRATEGY 1
FIREPOWER
(Small Arms), EA(+1)
(Assault Weapons), MW, EA(+1)
AP4+/AT6+
AT3+
AP4+/AT6+
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
AP4+/AT6+
(Assault Weapons), EA(+1)
AP4+/AT4+
(Small Arms), EA(+2)
AP4+/AT4+
(Assault Weapons), EA(+1), Ignore Cover,
AP5+/AT5+, Ignores Cover
(Small Arms), EA(+1), Ignore Cover
(Assault Weapons), MW, EA(+1)
4BP, Disrupt
(Assault Weapons), EA(+2), TK(1)
MW4+
MW, EA(+2)
(Assault Weapons), EA(+2), TK(D3)
MW4+, TK(D3)
AA4+, TK(1)
(Small Arms), EA(+2)
AP5+/AT3+
AT4+
AP4+/AT6+
(Small Arms), EA(+2)
4BP, MW
MW2+, TK(D3)
(Small Arms), EA(+1), Ignore Cover
(Small Arms), Ignore Cover
4x MW3+, FxF
4BP, Disrupt, Ignore Cover
(Small Arms), EA(+1), Ignore Cover

NOTES
Leader, Invulnerable Save
Necron, Mounted, Skimmer
Necron, Mounted, Skimmer
Necron
Necron
Inspiring
Necron, Invulnerable Save, Jump Pack, First Strike
Living Metal, Thick Rear Armour, Fearless, Skimmer, Portal, Teleport
Reinforced Armour, Thick Rear Armour, Fearless, Skimmer, Teleport,
Fearless, Leader, Skimmer, Walker

DC3, Living Metal, Supreme Commander, Fearless, Inspiring, Skimmer, Teleport


Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour saves allowed).
DC3, Living Metal, Supreme Commander, Fearless, Inspiring, Skimmer, Teleport
Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour
saves allowed).
DC2, Living Metal, Thick Rear Armour, Fearless, Teleport. May not Phase Out.
Critical Hit Effect: Destroyed. All units within 5cm suffer a hit on a roll of 4+.
DC3, Living Metal, Thick Rear Armour, Commander, Fearless, Skimmer, Portal, Teleport,
May not Phase Out.
Critical Hit Effect: Additional critical hits destroy the Warbarque.

Expendable, Infiltrators, Necron


DC5, Fearless, Living Metal, Walker, May step over units and impassable or dangerous terrain that is lower then the Tomb
Sphynxs knees and up to 2cm wide.
Critical Hit Effect: The Tomb Sphynxs energy stream is disrupted. Roll a D6 for the Tomb Sphynx in the end phase of every
turn: On a 1 the stream fails to correct itself and the Tomb Sphynx implodes and is destroyed, any units within 10cm suffer a hit
on a 6+ from the release of uncontrolled energy. On a 2-4 the Tomb Sphynx begins to implode before the energy stream is corrected
and suffers one more point of damage. On a 5-6 the stream is re-aligned and will cause no further trouble.

DYRRACHIUM III TOMB WORLD

11.0 TAU ARMIES SECTION


COMMON TAU SPECIAL RULES
11.0.1 COORDINATED FIRE

The Tau are masters of ranged warfare and have several very experienced
fighters and specially equipped troops that are able to lead other Tau on an
attack, expertly directing their fire against the foe; thus Tau are especially adept
at outflanking enemy formations and attacking them from several sides with
their deadly coordinated fire.
Some units are noted as being able to call in coordinated fire. These units can
order up to two other formations within 15cm that have not taken an action
this turn, and which are not broken, to follow their own formation when they
take an advance, double or sustained fire action.
Make a single initiative roll for all formations, counting a single -1 modifier if
any have blast markers. If the test is failed then the original formation
(containing the unit calling for coordinated fire) receives a Blast marker and
must take a hold action, but the other formations are unaffected (and may
take an action later in the turn). If the test is passed then all formations
concerned are allowed to take either an advance, double or sustained fire
action.
There is no obligation for all formations to take the same action, and these
actions may be resolved in any order, but they must all fire at the same target
formation. The formations dont have to stay within a given distance of each
other and will complete their actions one after the other. Each formations
action is declared and resolved (including testing to see if the target formation
is broken) before moving on to the next Tau formation.
Note that units with this ability confer the Coordinated Fire ability to any
formation that they join. For example, a Pathfinder upgrade purchased to be
added to a Fire Warrior Cadre, adds the Coordinated Fire ability to all units in
the Cadre.

11.0.2 MARKERLIGHTS

Markerlights are devices carried by many types of Tau infantry and vehicles.
They allow their user to mark out enemy targets electronically, so that they
can easily be targeted and engaged by other friendly units. Some Tau
weapons, such as Seeker missiles are self-guided projectiles that can only be
fired on targets marked by a Markerlight. Their robotic brains allow them to

independently find their way to their designated target, avoiding any obstacles
in the way.
MLIGHTS
All enemy formations with at least one unit within 30cm range and Line of
Fire (LOF) of at least one Tau unit with the Markerlights ability is considered
to be marked. When shooting at a marked formation, all ranged firepower
attacks add +1 to their to-hit roll. Guided Missiles may only be fired at a target
formation that is marked, but Guided Missiles may be fired without LOF if
the target is marked. A Tau formation may not mark an enemy formation if it
has used the March order during the turn, or if it is broken. This bonus for
shooting at a marked enemy may not be used when making Anti-Aircraft
attacks.

11.0.3 TAU JET PACKS

Tau Battlesuits and Drones make use of powerful and sophisticated jump
packs. These allow them to pounce on the enemy and strafe them before
retreating again out of range of the survivors retribution.
TAU JET PACKS
Tau Jet Packs follow all the rules for Jump Packs.Additionally, units with Tau
Jet Packs are allowed to make an additional move of 10cm at the end of an
Advance, Double or March order. The extra move is allowed whether or not
the unit fires and takes place after any firing. This extra move may be in any
direction and follows all the normal movement rules, so unit coherency and
zones of control must be adhered to as usual. No extra movement is allowed
on any orders other than advance, double or march. In formations where only
some of the units have Tau Jet Packs, the units without Tau Jet Packs are not
allowed the extra move.

11.0.4 TAU DEFLECTOR SHIELDS

Tau Deflector Shields work in a different way to Imperial or Ork shields in


that they do not absorb the incoming energy, but are shaped and positioned
in such a way as to deflect the incoming fire (hence the designation). A further
noteworthy trait is that the shields response will be proportionally more
powerful with the energy of the attack.
TAU DEFLECTOR SHIELDS
Tau Deflector Shields work like an invulnerable save in all respects, except
that this invulnerable save is always at a 5+ on the die roll.

191

11.1 NetEA APPROVED


TAU EMPIRE THIRD PHASE EXPANSION FORCE ARMY LIST
Final version 2012 (2-Dec-11). Tau Army Champion: "Yme-Loc"

Tau Third Phase Expansion armies have a Strategy rating of 3. Crisis Battlesuit Cadres and the Manta Dropship are initiative 1+.
All other formations are initiative 2+.

TAU CORE FORMATIONS

FORMATION
Crisis Battlesuit Cadre
Fire Warrior Cadre

(A Tau Expansion Force Army may contain any number of core formations)
CORE UNITS
UPGRADES
4 XV8 Crisis Battlesuit units
Commander, Crisis Suits, Gun Drones
8 Tau Fire Warrior units or
Bonded Team, Broadsides, Ethereal, Fire Warriors,
6 Tau Fire Warrior units and 3 Devilfish
Gun Drones, Hammerheads, Pathfinders, Piranhas,
Skyray

COST
250 points
225 points

TAU SUPPORT FORMATIONS

FORMATION
Armour Support Group
Broadside Group
Kroot Kindred
Pathfinder Group
Recon Skimmer Group
Skysweep Support Group
Stealth Group

(Up to three Support formations may be taken per Core formation)


CORE UNITS
UPGRADES
4 Hammerhead Gunships
Hammerheads, Skyray
6 XV88 Broadside Battlesuits
None
1 Kroot Master Shaper unit and
Kroot, Kroot Hounds, Krootox
9 Kroot Warrior units
4 Pathfinder units and 2 Devilfish
Gun Drones, Piranhas
6 Tetra or Piranha, in any combination
Gun Drones, Piranhas
3 Skyrays
None
6 XV15 Stealth Battlesuit units
Gun Drones

COST
200 points
300 points
175 points
200 points
175 points
275 points
250 points

TAU UPGRADES

UPGRADE
Bonded Team
Broadsides
Commander
Crisis Suits
Ethereal
Fire Warriors
Gun Drones
Hammerheads
Kroot
Kroot Hounds
Krootox
Pathfinders
Piranhas
Skyray

(Up to three upgrades may be taken per formation. No upgrade may be taken more than once)

UNITS
Add the Leader ability to One Fire Warrior unit
Add 3 XV88 Broadside Battlesuits
Add 1 Shasel Commander to a Crisis Battlesuit unit or
Add 1 Shaso Commander to a Crisis Battlesuit unit (Max 1 per Army)
Add 1 to 4 Crisis Battlesuit units
Add 1 Ethereal to a Fire Warrior unit (Max 1 per Army)
Add 4 Fire Warrior units or
Add 4 Fire Warrior units and 2 Devilfish
Add 1 or 2 Gun Drone units or
Add 4 Gun Drone units
Add 2 Hammerhead Gunships
Add 5 Kroot Warrior units
Add 3 Kroot Hound packs
Add 3 Krootox Herds
Add 2 Pathfinder units and 1 Devilfish
Add 3 Piranhas
Add 1 Skyray

COST
+25 points
+150 points
+50points
+100points
+50 points each
+75 points
+100 points
+150 points
+25 points each
+75 points
+100 points
+75 points
+50 points
+75 points
+125 points
+75 points
+100 points

AIR CASTE FORMATIONS

FORMATION
Barracuda Squadron
Manta Dropship
Orca Dropship
0-1 Spacecraft
Tiger Shark Squadron
Tiger Shark AX-1-0 Squadron

(Up to 1/3 of an army's points may be spent on Air Caste formations)

UNITS
2 Barracuda Fighters
1 Manta
1 Orca
1 Hero Class Cruiser or
1 Custodian Class Battleship
2 Tiger Sharks
May begin the game transporting a formation of 6 Gun Drone units
2 Tiger Shark AX-1-0

COST
150 points
675 points
150 points
200 points
250 points
175 points
+100 points
375 points

192

11.1 NetEA APPROVED


TAU THIRD PHASE EXPANSION FORCE ARMY REFERENCE 1
NAME
Ethereal

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

WEAPONS
Honour Blade

Shas'o
Shas'el
Crisis Battlesuits

CH
CH
INF

n/a
n/a
20cm

n/a
n/a
3+

n/a
n/a
5+

n/a
n/a
5+

Fire Warriors

INF

15cm

5+

6+

5+

Gun Drones
Kroot Master Shaper

INF
INF

20cm
15cm

5+
6+

6+
4+

5+
5+

Kroot Warriors

INF

15cm

4+

5+

Commander Plasma Rifle


Commander Plasma Rifle
Missile Pods
Twin Plasma Rifles
Twin Fusion Blasters
Pulse Rifles
Pulse Carbines
Twin Pulse Carbines
Mercenary Weapons
Kroot rifles
Kroot rifles

Kroot Hounds
Krootox

INF
INF

15cm
15cm

4+

3+
4+

4+

Pathfinders

INF

15cm

5+

6+

5+

Stealth Battlesuits
Broadside Battlesuits

INF
LV

20cm
15cm

5+
4+

6+
6+

5+
5+

Piranha

LV

35cm

5+

6+

6+

Pathfinder Tetra
Devilfish

LV
AV

35cm
30cm

5+
5+

6+
6+

6+
6+

Hammerhead

AV

30cm

4+

6+

5+

Skyray

AV

30cm

5+

6+

5+

Barracuda Fighter

AC

Fighter

6+

n/a

n/a

Tigershark

AC

Bomber

5+

n/a

n/a

Tigershark AX-1-0

AC

Bomber

5+

n/a

n/a

Fangs
Claws
Kroot Guns
Rail Rifles
Pulse Carbines
Silenced Burst Cannons
Twin Railguns
Smart Missile System
Burst Cannon & Drones
Seeker Missiles
Tetra Pulse Rifles
Burst Cannon & Drones
Seeker Missiles
Smart Missile System
Seeker Missiles
Plus 1 of the following:
Hammerhead Rail Gun OR
Ion Cannon OR
Twin Fusion Cannons
Smart Missile System
2x Hunter Missiles
2x Seeker Missiles
Ion Cannon
Twin Burst Cannons
Twin Missile Pods
Twin Ion Cannons
Twin Burst Cannons
Twin Missile Pods

Twin Rail Cannons


Twin Burst Cannons
Twin Missile Pods
Aircraft Seeker Missiles

STRATEGY 3
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1)
30cm
30cm
45cm
30cm
15cm
30cm
15cm
15cm
(base contact)
(15cm)
(15cm) and
(base contact)
(base contact)
(base contact)
45cm
30cm
15cm
15cm
75cm
30cm
15cm
90cm
30cm
15cm
90cm
30cm
90cm

AP4+
AP4+
AP5+/AT6+
AP4+
MW4+
AP4+
AP5+, Disrupt
AP4+, Disrupt
(Assault Weapons), EA(+1)
(Small Arms)
(Small Arms)
(Assault Weapons)
(Assault Weapons)
(Assault Weapons), EA(+1)
AP5+/AT6+
AP5+, Sniper
AP5+, Disrupt
AP4+, Disrupt
AT3+
AP5+, Ignore Cover
AP5+
AT6+, Guided Missiles
AP6+
AP5+
AT6+, Guided Missiles
AP5+, Ignore Cover
AT6+, Guided Missiles

75cm
60cm
30cm
30cm
60cm
90cm
30cm
15cm
45cm
30cm
15cm
45cm

AP5+/AT4+
AP4+/AT5+
MW4+
AP5+, Ignore Cover
AA5+
AT6+, Guided Missiles
AP4+/AT5+/AA5+, FxF
AA6+
AP5+/AT6+, FxF
AP3+/AT4+/AA4+, FxF
AA6+
AP5+/AT6+, FxF

45cm
15cm
45cm
45cm

MW3+, TK(D3), FxF


AA6+
AP5+/AT6+, FxF
AT6+, Guided Missiles

NOTES
Invulnerable Save, Leader.
Formation: Fearless but formation Breaks on Death
Coordinated Fire, Leader. The Shas'o allows the Tau player to re-roll one failed initiative test (of any type) per turn.
Coordinated Fire, Leader
Invulnerable Save, Tau Jet packs

Tau Jet packs


Leader, Infiltrator, Scout
Infiltrator, Scout
Infiltrator, Scout

Coordinated Fire, Markerlights, Scout


First Strike, Markerlights, Reinforced Armour, Scout, Tau Jet Packs, Teleport
Reinforced Armour, Walker
Skimmer
Coordinated Fire, Markerlights, Skimmer, Scout
Skimmer, Transport: (May carry 2 Fire Warrior or Pathfinder units)
Skimmer

Skimmer, Markerlights

Transport: (May carry 3 Gun Drone units).


Transported Gun Drone formations may be split across multiple Tigersharks as an exception to the
normal aircraft transport rules. The Tiger shark cannot land, make an Engagement, or embark units,
but can disembark transported Drones after an approach move. Drone formation may shoot when
it disembarks as normal and counts as having activated for that turn. After this initial deployment
the Gun Drones are a completely independent formation. Gun Drones being transported by Tiger
Sharks do not generate blast markers for being destroyed until after they are disembarked

THIRD PHASE EXPANSION

11.1 NetEA APPROVED


TAU THIRD PHASE EXPANSION FORCE ARMY REFERENCE 2
NAME
Orca

TYPE
WE/AC

SPEED
Bomber

ARMOUR
4+

CC
6+

FF
6+

n/a

WEAPONS
Twin Burst Cannons
Twin Missile Pods
Aircraft Seeker Missiles
Twin Heavy Rail Cannons
3x Heavy Ion Phalanx
4x Manta Burst Cannons
Twin Missiles Pods
2x Seeker Missiles
2x Pin-point attack

RANGE
15cm
45cm
45cm
90cm
75cm
30cm
45cm
90cm
n/a

Manta

WE

20cm

5+

4+

Hero Cruiser

SC

n/a

n/a

n/a

Custodian Battleship

SC

n/a

n/a

n/a

n/a

2x Gravitic Tracer Salvo

n/a

STRATEGY 3
FIREPOWER
AA6+
AT5+/AT6+
AT6+, Guided Missiles
MW2+, TK(D3), FxF
AP3+/AT4+, FxF
AP5+/AA6+
AP5+/AT6+, FxF
AT6+, Guided Missiles
MW2+, TK(D3)

3x MW4+, Guided Missiles

NOTES
DC2, Planetfall, Transport: (May carry 12 Tau infantry and Broadsides. Crisis units
take up 2 spaces each.
Critical Hit Effect: The Orca and all units aboard are destroyed.
DC8, Support Craft, Markerlights, Planetfall, Reinforced Armour, Fearless, Tau Deflector Shield
Transport: (may carry 20 Tau infantry units and Broadsides. Crisis units take up 2 spaces each.
Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the
remainder of the game. Further critical hits cause an additional point of damage
Transport: (May carry up to 6 Orcas plus any troops carried in them. Mantas and any embarked
troops can also be carried but count as 3 Orcas for transport purposes)
Transport (may carry up to 18 Orcas plus any troops carried in them. Mantas
and any embarked troops can also be carried but count as 3 Orcas for transport purposes).

THIRD PHASE EXPANSION

11.2 NetEA EXPERIMENTAL


TAU FARSIGHT ENCLAVE ERADICATION ARMY LIST
v1.0.1. Sub-Army Champion: "professorcurly"

Tau Farsight Enclave armies have a Strategy rating of 3. Crisis Battlesuit Cadres and the Manta Dropship are initiative 1+. All other formations are initiative 2+.

TAU CORE FORMATIONS

FORMATION
Crisis Battlesuit Cadre
Fire Warrior Cadre

(A Tau Farsight Enclave Army may contain any number of core formations)
CORE UNITS
UPGRADES
4 Enclave XV8 Crisis Battlesuit units
Commander, Crisis Suits, Gun Drones
8 Tau Fire Warrior units or
Broadsides, Fire Warriors, Gun Drones, Hammerheads,
6 Tau Fire Warrior units and 3 Devilfish
Pathfinders, Piranhas, Skyray

COST
250 points
225 points

TAU SUPPORT FORMATIONS

FORMATION
Armour Support Group
Broadside Group
Pathfinder Group
Recon Skimmer Group
Skysweep Support Group
Stealth Group

(Up to two Support formations may be taken per Core formation)


CORE UNITS
UPGRADES
4 Hammerhead Gunships
Hammerheads, Skyray
6 XV88 Broadside Battlesuits
None
4 Enclave Pathfinder units and 2 Devilfish
Gun Drones, Piranhas
6 Piranha
Gun Drones, Piranhas
3 Skyrays
None
6 XV15 Stealth Battlesuit units
Gun Drones

COST
200 points
300 points
150 points
150 points
275 points
250 points

TAU UPGRADES

UPGRADE
Broadsides
Commander
Crisis Suits
Fire Warriors
Gun Drones
Hammerheads
Pathfinders
Piranhas
Skyray

(Up to three upgrades may be taken per formation. No upgrade may be taken more than once per formation)
UNITS
Add 3 XV88 Broadside Battlesuits
Add 1 Enclave Shasel Commander to a Crisis Battlesuit unit or
Add 1 Enclave Shaso Commander to a Crisis Battlesuit unit (Max 1 per Army)
Add 1 to 4 Enclave Crisis Battlesuit units
Add 4 Fire Warrior units or
Add 4 Fire Warrior units and 2 Devilfish
Add 1 or 2 Gun Drone units or
Add 4 Gun Drone units
Add 2 Hammerhead Gunships
Add 2 Enclave Pathfinder units and 1 Devilfish
Add 3 Piranhas
Add 1 Skyray

COST
+150 points
+50points
+100points
+50 points each
+100 points
+150 points
+25 points each
+75 points
+100 points
+100 points
+75 points
+100 points

AIR CASTE FORMATIONS

FORMATION
Barracuda Squadron
Manta Dropship
Orca Dropship
0-1 Spacecraft
Tiger Shark Squadron
Missile Strike Squadron

(Up to 1/3 of an army's points may be spent on Air Caste formations)

UNITS
2 Barracuda Fighters
1 Manta
1 Orca
1 Hero Class Cruiser or
1 Explorer Class Battleship
2 Tiger Sharks
May begin the game transporting a formation of 6 Gun Drone units
2 Tiger Sharks Missile Strike variant

COST
150 points
675 points
150 points
200 points
225 points
175 points
+100 points
225 points

SPECIAL RULE - Blood Brothers

One Crisis Battlesuit unit and Fire Warrior unit in each Cadre in a Farsight Enclave army have the Leader ability. All Crisis Battlesuit and Fire Warrior Cadres in a Farsight Enclave
army gain +1 to hit with their Fire Fight values when they are directly involved in an engagement against a marked enemy formation.

SPECIAL RULE - Doctrinal Change

Tau Farsight Enclave armies may not use the Tau Coordinated Fire special rule.

195

11.2 NetEA EXPERIMENTAL


TAU FARSIGHT ENCLAVE ERADICATION ARMY REFERENCE
NAME
Enclave Shas'o

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

Enclave Shasel
Enclave Crisis Battlesuits

CH
INF

n/a
20cm

n/a
3+

n/a
5+

n/a
4+

Fire Warriors

INF

15cm

5+

6+

5+

Gun Drones
Enclave Pathfinders
Stealth Battlesuits
Broadside Battlesuits

INF
INF
INF
LV

20cm
15cm
20cm
15cm

5+
5+
5+
4+

6+
6+
6+
6+

5+
5+
5+
5+

Piranha

LV

35cm

5+

6+

6+

Devilfish

AV

30cm

5+

6+

6+

Hammerhead

AV

30cm

4+

6+

5+

WEAPONS
Commanders Plasma Rifle
Power Weapon
Commander Plasma Rifle
Twin Burst Cannons
Twin Tau Flamers
Twin Fusion Blasters
Pulse Rifles
Pulse Carbines
Twin Pulse Carbines
Pulse Carbines
Silenced Burst Cannons
Twin Railguns
Smart Missile System
Burst Cannon & Drones
Seeker Missiles
Burst Cannon & Drones
Seeker Missiles
Smart Missile System
Seeker Missiles
Plus 1 of the following:
Hammerhead Rail Gun OR
Ion Cannon OR
Twin Fusion Cannons
Smart Missile System
2x Hunter Missiles
2x Seeker Missiles
Ion Cannon
Twin Burst Cannons
Twin Missile Pods
Twin Ion Cannons
Twin Burst Cannons
Twin Missile Pods

Skyray

AV

30cm

5+

6+

5+

Barracuda Fighter

AC

Fighter

6+

n/a

n/a

Tigershark

AC

Bomber

5+

n/a

n/a

Tigershark Missile
Strike Variant

AC

Bomber

4+

n/a

n/a

WE/AC

Bomber

4+

6+

6+

Manta

WE

20cm

5+

4+

Hero Cruiser

SC

n/a

n/a

n/a

n/a

Twin Ion Cannons


Twin Burst Cannons
Twin Missile Pods
2x Aircraft Seeker Missiles
Twin Burst Cannons
Twin Missile Pods
Aircraft Seeker Missiles
Twin Heavy Rail Cannons
3x Heavy Ion Phalanx
4x Manta Burst Cannons
Twin Missiles Pods
2x Seeker Missiles
2x Pin-point attack

Explorer Battleship

SC

n/a

n/a

n/a

n/a

2x Gravitic Tracer Salvo

Orca

STRATEGY 3
RANGE
FIREPOWER
30cm
AP4+
(base contact)
(Assault Weapon), EA (+1), MW
30cm
AP4+
15cm
AP5+
(15cm)
(Small Arms), Ignore Cover
15cm
MW4+
30cm
AP4+
15cm
AP5+, Disrupt
15cm
AP4+, Disrupt
15cm
AP5+, Disrupt
15cm
AP4+, Disrupt
75cm
AT3+
30cm
AP5+, Ignore Cover
15cm
AP5+
90cm
AT6+, Guided Missiles
15cm
AP5+
90cm
AT6+, Guided Missiles
30cm
AP5+, Ignore Cover
90cm
AT6+, Guided Missiles
75cm
60cm
30cm
30cm
60cm
90cm
30cm
15cm
45cm
30cm
15cm
45cm

AP5+/AT4+
AP4+/AT5+
MW4+
AP5+, Ignore Cover
AA5+
AT6+, Guided Missiles
AP4+/AT5+/AA5+, FxF
AA6+
AP5+/AT6+, FxF
AP3+/AT4+/AA4+, FxF
AA6+
AP5+/AT6+, FxF

30cm
15cm
45cm
45cm
15cm
45cm
45cm
90cm
75cm
30cm
45cm
90cm
n/a

AP3+/AT4+, FxF
AA6+
AP5+/AT6+, FxF
AT6+, Guided Missiles
AA6+
AT5+/AT6+
AT6+, Guided Missiles
MW2+, TK(D3), FxF
AP3+/AT4+, FxF
AP5+/AA6+
AP5+/AT6+, FxF
AT6+, Guided Missiles
MW2+, TK(D3)

n/a

3x MW4+, Guided Missiles

NOTES
Supreme Commander. The Shas'o allows the Tau player to re-roll one failed initiative test (of
any type) per turn.
Commander, Leader
Invulnerable Save, Tau Jet packs

Tau Jet packs, Drones


Markerlights, Scout
First Strike, Markerlights, Reinforced Armour, Scout, Tau Jet Packs, Teleport
Reinforced Armour, Walker
Skimmer
Skimmer, Transport: (May carry 2 Fire Warrior or Pathfinder units)
Skimmer

Skimmer, Markerlights

Transport: (May carry 3 Gun Drone units). Transported Gun Drone formations may be split across multiple Tigersharks as an
exception to the normal aircraft transport rules. The Tiger shark cannot land, make an Engagement, or embark units,
but can disembark transported Drones after an approach move. Drone formation may shoot when it disembarks as normal
and counts as having activated for that turn. After this initial deployment the Gun Drones are a completely independent formation.
Gun Drones being transported by Tiger Sharks do not generate blast markers for being destroyed until after they are disembarked

DC2, Planetfall, Transport: (May carry 12 Tau infantry and Broadsides. Crisis units
take up 2 spaces each.
Critical Hit Effect: The Orca and all units aboard are destroyed.
DC8, Support Craft, Markerlights, Planetfall, Reinforced Armour, Fearless, Tau Deflector Shield
Transport: (may carry 20 Tau infantry units and Broadsides. Crisis units take up 2 spaces each.
Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the
remainder of the game. Further critical hits cause an additional point of damage
Transport: (May carry up to 6 Orcas plus any troops carried in them. Mantas and any embarked
troops can also be carried but count as 3 Orcas for transport purposes)
Transport (May carry up to 12 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried
but count as 3 Orcas for transport purposes).

FARSIGHT ENCLAVE

11.3 NetEA EXPERIMENTAL


TAU FIO'KA ARMOURED STRIKE FORCE ARMY LIST
v0.2. Sub-Army Champion: "Dobbsy"

Fio'Ka armies have a Strategy rating of 3. The Manta Dropship is initiative 1+. All other formations are initiative 2+.

TAU HUNTER CADRES

FORMATION
Armoured Cadre
Mechanised Cadre

(A Fio'Ka Army may contain any number of Hunters Cadres)


CORE UNITS
UPGRADES
6 Hammerhead Gunships
Command Node, Hammerhead, Skyray
4 Hammerhead Gunships, 6 Fire Warriors units plus
Skyray, Command Node, Ethereal, Gun Drones
3 Devilfish

COST
300 points
425 points

TAU SUPPORT CADRES

FORMATION
Harassment Cadre
Recon Cadre
Scorpionfish Cadre
0-1 Sentry Drone Network
Skysweep Cadre

(You may take up to two Support Cadre per Hunter Cadre)


CORE UNITS
UPGRADES
6 Stealth Battlesuit units
Gun Drones
6 Tetra
Piranha
1 Scorpionfish Super-Heavy Missile Gunships
Commander , Scorpionfish, Skyray
4 Sentry Drone Turrets
None
3 Skyrays
None

COST
250 points
175 points
200 points
150 points
250 points

TAU UPGRADES

UPGRADE
Commander
Ethereal
Gun Drone
Hammerhead
Command Node
Piranha
Scorpionfish
Skyray

(Up to three upgrades may be taken per formation. No upgrade may be taken more than once per formation)

UNITS
Add the Supreme Commander ability to 1 Scorpionfish (Max 1 per Army)
Add 1 Ethereal to a Fire Warrior unit (Maximum 1 per Army)
Add 1 or 2 Gun Drone units or
Add 4 Gun Drone units
Add 2 or 4 Hammerhead Gunships
Add the Leader ability to a Hammerhead
Replace 2 Tetras with 2 Piranha
Add 1 Scorpionfish
Add 1 Skyray

COST
+50 points
+75 points
+25 points each
+75 points
+50 points each
+25 points
Free
+175 points
+100 points

AIR CASTE FORMATIONS

FORMATION
AX-1-0 Squadron
Barracuda Squadron
Manta Dropship
Moray
Orca Dropship
0-1 Spacecraft
Tiger Shark Squadron

(Up to 1/3 of an army's points may be spent on Air Caste formations)

UNITS
2 Tiger Shark AX-1-0
2-3 Barracuda Fighters
1 Manta
1 Moray
1 Orca
1 Hero class Cruiser OR
1 Custodian class Battleship
2 Tiger Sharks
May begin the game transporting a formation of 6 Gun Drone units

COST
375 points
75 points each
675 points
350 points
150 points
200 points
250 points
175 points
+100 points

197

11.3 NetEA EXPERIMENTAL


TAU FIO'KA ARMOURED STRIKE FORCE ARMY REFERENCE 1
NAME
Ethereal
Fire Warriors

TYPE
CH
INF

SPEED
n/a
15cm

ARMOUR
n/a
5+

CC
n/a
6+

FF
n/a
5+

Gun Drones
Stealth Battlesuits
Pathfinder Tetra
Piranha

INF
INF
LV
LV

20cm
20cm
35cm
35cm

5+
5+
5+
5+

6+
6+
6+
6+

5+
5+
6+
6+

Sentry Drone Turret

LV

Immobile

5+

6+

5+

Devilfish

AV

30cm

5+

6+

6+

Hammerhead

AV

30cm

4+

6+

5+

Skyray

AV

30cm

5+

6+

5+

Scorpionfish

WE

25cm

5+

6+

6+

Manta

WE

20cm

5+

4+

Moray

WE

20cm

5+

5+

WE/AC

Bomber

4+

6+

6+

AC

Fighter

6+

n/a

n/a

Orca

Barracuda Fighter

WEAPONS
Honour Blade
Pulse Rifles
Pulse Carbines
Twin Pulse Carbines
Silenced Burst Cannons
Tetra Pulse Rifles
Burst Cannon & Drones
Seeker Missiles
Twin Burst Cannon OR
Twin Fusion Blasters OR
Twin Missile Pods OR
Twin Plasma Rifles
Burst Cannon & Drones
Seeker Missiles
Smart Missile System
Seeker Missiles
Plus 1 of the following:
Hammerhead Rail Gun OR
Ion Cannon OR
Twin Fusion Cannons OR
2x Twin Missile Pods OR
Twin Plasma Rifles
Smart Missile System
2x Hunter Missiles
2x Seeker Missiles
2x Twin Missile Pods
Either 4x Tracer Missiles OR
6x Seeker Missiles OR
6x Submunition Missiles
Twin Heavy Rail Cannons
3x Heavy Ion Phalanx
4x Manta Burst Cannons
Twin Missiles Pods
2x Seeker Missiles
Heavy Rail Cannon
2x Ion Cannon
2x Manta Burst Cannons
Twin Missile Pods
Seeker Missile
Twin Burst Cannons
Twin Missile Pods
Aircraft Seeker Missiles
Ion Cannon
Twin Burst Cannons
Twin Missile Pods

STRATEGY 3
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1)
30cm
AP4+
15cm
AP5+, Disrupt
15cm
AP4+, Disrupt
15cm
AP4+, Disrupt
30cm
AP6+
15cm
AP5+
90cm
AT6+, Guided Missiles
15cm
AP5+
15cm
MW4+
45cm
AT5+/AT6+
30cm
AP3+
15cm
AP5+
90cm
AT6+, Guided Missiles
30cm
AP5+, Ignore Cover
90cm
AT6+, Guided Missiles
75cm
60cm
30cm
45cm
30cm
30cm
60cm
90cm
45cm
75cm
90cm
75cm
90cm
75cm
30cm
45cm
90cm
90cm
60cm
30cm
45cm
90cm
15cm
45cm
45cm
30cm
15cm
45cm

AP5+/AT4+
AP4+/AT5+
MW4+
AP5/AT6+
AP3+
AP5+, Ignore Cover
AA5+
AT6+, Guided Missiles
AT5+/AT6+
MW6+ Guided Missiles
AT6+ Guided Missiles
AP5+ Guided Missiles, Ignore Cover
MW2+, TK(D3), FxF
AP3+/AT4+, FxF
AP5+/AA6+
AP5+/AT6+, FxF
AT6+, Guided Missiles
MW3+ TK( D3), FxF
AP4+/AT5+, FxF
AP5+/AA6+
AT5+/AT6+
AT6+ Guided Missile
AA6+
AT5+/AT6+
AT6+, Guided Missiles
AP4+/AT5+/AA5+, FxF
AA6+
AP5+/AT6+, FxF

NOTES
Invulnerable Save, Leader. Formation: Fearless but formation Breaks on death

Tau Jet packs


First Strike, Markerlights, Reinforced Armour, Scout, Tau Jet Packs, Teleport
Coordinated Fire, Markerlights, Skimmer, Scout
Skimmer
Markerlights, Teleport

Skimmer, Transport: (May carry 2 Fire Warrior units)


Skimmer

Skimmer, Markerlights

DC3, Reinforced Armour, Skimmer. May fire either Seeker, Submunition or


Tracer Missiles per turn.
Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a single on 6+.
DC8, Support Craft, Markerlights, Planetfall, Reinforced Armour, Fearless, Tau Deflector Shield
Transport: (May carry 20 of the following: Stealth Battlesuit or Gun Drone units. )
Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the
remainder of the game. Further critical hits cause an additional point of damage
DC3, Tau Deflector, Support Craft, Planetfall, Fearless, Reinforced Armour
Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the
remainder of the game. Further critical hits destroy the Moray.

DC2, Planetfall, Transport: (May carry 12 Stealth Battlesuits and Gun Drones)
Critical Hit Effect: The Orca and all units aboard are destroyed.

FIOKA

11.3 NetEA EXPERIMENTAL


TAU FIO'KA ARMOURED STRIKE FORCE ARMY REFERENCE 2
NAME
Tigershark

STRATEGY 3
RANGE
FIREPOWER
30cm
AP3+/AT4+/AA4+, FxF
15cm
AA6+
45cm
AP5+/AT6+, FxF

TYPE
AC

SPEED
Bomber

ARMOUR
5+

CC
n/a

FF
n/a

WEAPONS
Twin Ion Cannons
Twin Burst Cannons
Twin Missile Pods

Tigershark AX-1-0

AC

Bomber

5+

n/a

n/a

Hero Cruiser

SC

n/a

n/a

n/a

n/a

Twin Rail Cannons


Twin Burst Cannons
Twin Missile Pods
Aircraft Seeker Missiles
2x Pin-point attack

45cm
15cm
45cm
45cm
n/a

Custodian Battleship

SC

n/a

n/a

n/a

n/a

2x Gravitic Tracer Salvo

n/a

MW3+, TK(D3), FxF


AA6+
AP5+/AT6+, FxF
AT6+, Guided Missiles
MW2+, TK(D3)
3x MW4+, Guided Missiles

NOTES
Transport: (May carry 3 Gun Drone units).
Transported Gun Drone formations may be split across multiple Tigersharks as an exception to the
normal aircraft transport rules. The Tiger shark cannot land, make an Engagement, or embark units,
but can disembark transported Drones after an approach move. Drone formation may shoot when
it disembarks as normal and counts as having activated for that turn. After this initial deployment
the Gun Drones are a completely independent formation. Gun Drones being transported by Tiger
Sharks do not generate blast markers for being destroyed until after they are disembarked

Transport: (May carry up to 6 Orcas plus any troops carried in them. Mantas and any embarked
troops can also be carried but count as 3 Orcas for transport purposes)
Transport: (May carry up to 18 Orcas plus any troops carried in them. Mantas
and any embarked troops can also be carried but count as 3 Orcas for transport purposes).

FIOKA

TYRANID ARMIES SECTION


COMMON TYRANID SPECIAL RULES
Xeno-Sociology

Mobility: Tyranid armored vehicle and war engine units do not take

A Tyranid invasion is more akin to an infestation. Lesser creatures are

dangerous terrain tests. In addition, Tyranid light vehicle units count as

everywhere, whether because they were separated from a swarm or because

infantry for the purposes of terrain (see EA 1.8).

they just made planetfall via a Mycetic Spore. These creatures instinctively

Fortification terrain features such as minefields or razorwire, and special

seek out the psychic conduits of the Hive Mind that are the synapse creatures.

terrain features such as lava flows affect Tyranids normally.

This is represented by the following rules:

Regeneration: War engine units with Regeneration can regain lost damage

Brood: Units with Brood (brood units) are placed in the army's off-board

capacity points. Each unit with regeneration regains one damage capacity

swarm pool when they are destroyed. These units may be returned to play

point at the beginning of each turn's end phase.

via swarming for a number of swarm points equal to their brood value. This is

Regeneration cannot be used by a destroyed unit nor may it increase a unit's

the number in parenthesis after Brood.

damage capacity beyond the starting amount.

Synapse: Formations that contain at least one unit with Synapse (a synapse

The Hive Mind

unit) may return brood units from the swarm pool to play via swarming. Each

The Hive Mind of the Tyranids is a single coordinating sentience. Its influence

synapse unit has a synapse value, the number in parenthesis after Synapse.

is projected through synapse creatures that communicate with their lesser kin

Swarming: After a formation regroups, or in the End phase after all

via a form of telepathy. Under the control of synapse creatures the slave

formations have rallied, a formation with at least one synapse unit may swarm.

organisms act in perfect unison. However, should the synapse creatures be

Total up all the synapse values in the formation, this is the number of swarm

slain the basic creatures revert to their animalistic behaviors until other

points available to the formation. Units with Brood in the swarm pool may be

synapse creatures can exert control over them. This is represented by the

returned to play for a number of swarm points equal to their brood value.

following rules for synapse swarm, not independent swarm, formations:

If a formation is broken or within 30cm of enemy units halve the number of

swarm points available to it, rounding up. If a formation is broken and within
30cm of enemy units then it may not swarm.

determining formation strength during tiebreak.

A formation may only return units to play if it started the game with that type
of unit. For example, if a formation began the game with only Termagants
then it could only return Termagants via swarming.
All units returned to play in this manner must be placed within 5cm of a unit
from the formation that was there prior to swarming. These units may not be
placed in enemy zone of control or in impassable terrain. Not all of the swarm
points available need to be used, but any leftover are discarded.
Xeno-Biology
Tyranids are the most rapidly evolving species in the known galaxy. The
developmental leaps exhibited in broods from the same hive fleet would
normally take millions of years to achieve in other creatures. Their biology
gives them certain benefits on the field of battle which are represented by the
following rules:

Synapse swarms ignore brood units for the purposes of


A synapse swarm with no synapse units has an initiative of 3+
and may not capture objectives.

A synapse swarm with at least one synapse unit ignores the -2


modifier for being broken when it is attempting to rally.
Additionally, it can absorb other synapse swarm formations with
no synapse units at the end of its action. The formation must
have one unit within 5cm of a unit from the formation(s) being
absorbed. The units and blast markers of an absorbed formation
become part of the formation. An absorbed formation is
considered completely destroyed for the purposes of tiebreak
and the Break Their Spirit victory condition.

Vanguard Organisms
Only Genestealer and Lictor Swarm formations may be set up on the table as
garrisons at the start of the Epic tournament game scenario.

200

12.1 NetEA EXPERIMENTAL


HIVE FLEET ONACHUS TYRANID ARMY LIST
V10.2. Tyranid Army Champion: "Dave"

Hive Fleet Onachus Tyranid armies have a strategy rating of 1. All Tyranid formations have an initiative rating of 1+ but synapse swarm formations have an
initiative of 3+ if they do not contain synapse units. If a synapse swarm does contain a synapse unit it ignores the -2 modifier for being broken when rallying (see
The Hive Mind rule). No more than one third of the points available may be spent on war engines.

SYNAPSE SWARM FORMATIONS


FORMATION
0-1 Nexus Swarm

CORE UNITS
1 Dominatrix

Small
350 points

COST
Medium
n/a

Large
n/a

UPGRADES
Any number of the following for +20 points each:
Termagants, Hormagaunts
Any number of the following for +25 points each:
Biovore, Gargoyles, Zoanthrope (745.M41)
Any number of Raveners for +35 points each.
Any number of the following for +50 points each:
Carnifex, Haruspex, Malefactor
Any number of the following for +60 points each:
Dactylis, Exocrine, Trygon

Tyranid Swarm

1 Hive Tyrant or
2 Tyranid Warriors,
plus 6 of the following:
Termagants, Hormagaunts

200 points

375 points

550 points

Up to 1 Tyranid Warriors for +50 points each.


Any number of the following for +20 points each:
Termagants, Hormagaunts
Any number of the following for +25 points each:
Biovore, Gargoyles, Zoanthrope (745.M41)
Any number of Raveners for +35 points each.
Any number of the following for +50 points each:
Carnifex, Haruspex, Malefactor
Any number of the following for +60 points each:
Dactylis, Exocrine, Trygon

INDEPENDENT SWARM FORMATIONS


(Up to one may be taken for each Synapse Swarm formation)
COST
Small
Medium
Large
150 points
275 points
400 points
300 points
575 points
850 points
175 points
325 points
475 points
150 points
n/a
n/a

FORMATION
Biovore Swarm
Dactylis Swarm
Exocrine Swarm
Genestealer Swarm

CORE UNITS
5 Biovores
3 Dactylis
3 Exocrine
6 Genestealers

Harridan Swarm
Hierodule Bio-Titan

150 points
350 points

300 points
n/a

450 points
n/a

525 points

n/a

n/a

None

0-2 Lictor Swarm

1 Harridan
1 Hierodule Bio-Titan
(745.M41)
1 Hierophant Bio-Titan
(745.M41)
Three Lictors

150 points

n/a

n/a

Up to 3 Lictors for +50 points each.

Trygon Swarm

3 Trygons

200 points

375 points

550 points

Hierophant Bio-Titan

UPGRADES
Any number of Biovores for +25 points each.
Any number of Dactylis for +100 points each.
Any number of Exocrine for +60 points each.
Any number of Genestealers for +25 points each.
Up to one Brood Lord for +50 points.
Any number of Gargoyles for +25 points each.
None

Any number of Raveners for +35 points each.


Any number of Trygons for +75 points each.

201

12.1 NetEA EXPERIMENTAL


HIVE FLEET ONACHUS TYRANID REFERENCE
NAME
Brood Lord
Gargoyles
Genestealers
Hormagaunts
Raveners
Termagants
Tyranid
Warriors
Biovore
Lictor

TYPE
CH
INF
INF
INF
INF
INF
INF

SPEED
n/a
30cm
20cm
20cm
20cm
20cm
20cm

ARMOUR
n/a
6+
5+
5+

CC
n/a
6+
2+
3+
4+
6+
2+

FF
n/a
5+
5+
5+

WEAPONS
Rending Claws and Talons
Flamespurts
Rending Claws
Scything Talons
Twin Scything Talons
Fleshborers
Deathspitters

LV
LV

15cm
20cm

6+
5+

6+
3+

5+
6+

Zoanthrope
(745.M41)
Carnifex

LV

15cm

4+

6+

5+

Spore Mines
Flesh Hooks
Lictor Talons
Warp Blast

AV

20cm

4+

3+

5+

Dactylis
Exocrine
Haruspex
Hive Tyrant

AV
AV
AV
AV

15cm
15cm
20cm
20cm

4+
4+
4+
4+

5+
5+
3+
3+

5+
4+
5+
5+

Malefactor

AV

25cm

4+

4+

5+

Dominatrix

WE

20cm

4+

3+

5+

Harridan

WE

35cm

5+

5+

5+

Hierodule Bio-Titan
(745.M41)

WE

25cm

4+

3+

5+

Hierophant Bio-Titan
(745.M41)

WE

25cm

4+

3+

5+

Trygon

WE

25cm

5+

4+

6+

Bio-Plasma
Large Scything Talons
Bile Pods
Bio-Cannon
2x Acid Jets and Frag Spines
Venom Cannon
Lash Whip and Bonesword
2x Frag Spines
Arms
Bio-Titan Bio-Cannon
Energy Pulse
Massive Scything Talons
Twin Harridan Bio-Cannon
Large Scything Talons
Claws and Mandibles
0-1x Bile Launcher
Cluster Spines
0-1x Razorclaw
2x Massive Scything Talons
Bio-Titan Bio-Cannon
0-1x Pyro Acid Spray
0-1x Razorclaw
Ripper Tentacles
2x Gigantic Scything Talons
Bio-Electric Field
Large Scything Talons

STRATEGY 1
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1), First Strike
15cm
Ignore Cover
(base contact)
(Assault Weapons), First Strike
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), EA(+1)
(15cm)
(Small Arms)
30cm
AP5+
30cm
(15cm)
(base contact)
30cm
AND (15cm)
(15cm)
(base contact)
45cm
45cm
15cm
30cm
(base contact)
15cm
(base contact)
45cm
60cm
(base contact)

AP5+/AT6+, Disrupt, Indirect Fire


(Small Arms)
(Assault Weapons), Sniper
AP5+
(Small Arms), MW
(Small Arms)
(Assault Weapons), MW, EA(+1)
1BP, Disrupt, Indirect Fire
2x AP4+/AT5+
AP5+/AT6+
AP4+/AT5+
(Assault Weapons), MW, EA(+1)
AP5+
(Assault Weapons), MW, EA(+1)
3x AP4+/AT5+, FxF
3BP, MW
(Assault Weapons), EA(+1), TK

45cm
(base contact)
(base contact)
60cm
30cm
(base contact)
AND (15cm)
(base contact)
45cm
15cm
(base contact)
AND (15cm)
(base contact)
(base contact)
(15cm)
(base contact)

2x AP4+/AT5+, FxF
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
3BP, Fwd
4BP, Fwd
(Assault Weapons), TK(D3), EA(+1)
(Small Arms) , EA(+1)
(Assault Weapons), EA(+1), TK
3x AP4+/AT5+, Fwd
3BP, Ignore Cover, Fwd
(Assault Weapons), TK(D3), EA(+1)
(Small Arms), EA(+1)
(Assault Weapons), EA(+1), First Strike
(Assault Weapons), TK(D3), EA(+1)
(Small Arms)
(Assault Weapons), MW, EA(+1)

NOTES
Leader, Inspiring, Invulnerable Save
Brood (2), Expendable, Jump Packs
Infiltrator, Scout
Brood (1), Expendable, Infiltrator
Brood (2), Expendable, Infiltrator, Tunnelers
Brood (1), Expendable
Fearless, Synapse
First Strike, Infiltrator, Invulnerable Save, Scout, Teleport
Invulnerable Save
Fearless, Reinforced Armour
Reinforced Armour
Reinforced Armour
Reinforced Armour
Commander, Fearless, Leader, Reinforced Armour, Synapse
Reinforced Armour, Transport (Two of the following: Genestealers, Hormagaunts, Raveners, Termagants or Tyranid
Warriors)
DC4, Augmented Swarming (+1d3), Fearless, Invulnerable Save, Regeneration, Reinforced Armour, Supreme
Commander, Synapse
Critical Hite Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the
unit loses 1 DC. On a 6 the unit loses 1 DC and the Supreme Commander and Synapse special abilities.
DC3, Fearless, Reinforced Armour, Skimmer, Transport (Four Gargoyles)
Critical Hite Effect: The unit loses 1 DC.
DC4, Fearless, Invulnerable Save, Regeneration, Reinforced Armour
Critical Hite Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the
unit loses 1 DC. On a 6 the unit loses 2 DC.

DC6, Fearless, Invulnerable Save, Regeneration, Reinforced Armour


Critical Hite Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the
unit loses 1 DC. On a 6 the unit loses 2 DC.

DC2, Fearless, Reinforced Armour, Tunneler


Critical Hite Effect: The unit is destroyed.

HIVE FLEET ONACHUS

12.2 NetEA EXPERIMENTAL


HIVE FLEET LEVIATHAN ARMY LIST
v3.0. Sub-Army Champion: "Zombocom"

Hive Fleet Leviathan armies have a Strategy rating of 1. All formations have an initiative rating of 1+.

CORE SYNAPSE SWARMS

SWARM
Horde Swarm
Specialist Swarm
CLUSTER
Warriors
Tyrant
Zoanthrope
Tervigon
Malanthrope
Dominatrix
Node

Hive Fleet Leviathan armies may contain any number of Core Synapse Swarms. All Core Synapse
Swarms are subject to "The Hive Mind" special rule. Each Core Synapse Swarm is composed of Clusters
SYNAPSE CLUSTERS
BROOD CLUSTERS
1-3
1+
1
0

RARE CLUSTERS
1 per Brood
1-2

SYNAPSE CLUSTERS

UNITS
2 Tyranid Warrior units
1 Hive Tyrant
2 Zoanthropes
1 Tervigon
1 Malanthrope
1 Hierophant Bio-Titan with Dominatrix Symbiote
1 Synapse Node

COST
100 points
100 points
100 points
125 points
125 points
400 points
150 points

BROOD CLUSTERS

CLUSTER
Termagants
Hormagaunts
Raveners
Gargoyles

(Large Brood Clusters contain double the number of units than Small Brood Clusters)

UNITS
4 Termagant units
4 Hormagaunt units
4 Ravener units
4 Gargoyle units

SMALL COST
75 points
50 points
125 points
100 points

LARGE COST
125 points
100 points
200 points
150 points

SMALL COST
50 points
100 points
125 points
100 points
75 points
75 points
150 points
100 points

LARGE COST
75 points
150 points
200 points
150 points
125 points
125 points
250 points
-

RARE CLUSTERS

CLUSTER
Guard
Biovores
Carnifex
Harpies
Trygon
Tyranofex
Hierodule
0-1 Swarmlord

(Large Rare Clusters contain double the number of units than Small Rare Clusters)

UNITS
2 Tyrant Guard
4 Biovores
3 Carnifex (Devourer and/or Barbed in any combination)
2 Harpies
1 Trygon
1 Tyranofex
1 Scythed Hierodule or Barbed Hierodule
Add Supreme Commander to a Hive Tyrant if the Dominatrix isnt taken

SUPPORT SWARMS

SWARM
Trygon Prime
Harridan Prime

Hierophant Prime

(You may take one Support Swarm per Core Synapse Swarm. All Support Swarms are Synapse Swarms and are subject to The Hive Mind special rule)
UNITS
UPGRADES
1 Trygon with Synapse Symbiote and
Add 1 Trygon for +75 points
4 Ravener units
Add 4 Ravener units for + 100 points
1 Harridan with Synapse Symbiote and
Add 1 Harridan for +150 points
4 Gargoyle units
Add 4 Gargoyle units for +75 points
Add 2 Harpies for +100 points
1 Hierophant Prime with a Synapse Symbiote
Add 1 Hierophant for +250 points
Add 1 Scythed Hierodule for +150 points
Add 1 Barbed Hierodule for +150 points

COST
250 points
250 points

350 points

INDEPENDENT SWARMS

BROOD
Genestealers
Lictors
Spore Mine Cloud

(You may spend up to 1/4 of the army's points on Independent Swarms. Independent Swarms are not subject to "The Hive Mind" special rule)
UNITS
UPGRADES
6 Genestealer units
Add 2 Genestealer units for +50 points
Add 1 Broodlord character for +50 points
4 Lictors
Add 2 Lictors for +50 points
6 Meiotic Spores
Add 2 Meiotic Spores for +50 points

COST
150 points
150 points
150 points

203

12.2 NetEA EXPERIMENTAL


HIVE FLEET LEVIATHAN TYRANID ARMY REFERENCE
NAME
Brood Lord
Dominatrix Symbiote
Synapse Symbiote
Gargoyles
Genestealers
Hormagaunts
Raveners
Termagants
Tyranid Warriors
Biovore
Lictor

TYPE
CH
CH
CH
INF
INF
INF
INF
INF
INF
LV
LV

SPEED
n/a
n/a
n/a
30cm
20cm
20cm
20cm
20cm
20cm
15cm
20cm

ARMOUR
n/a
n/a
n/a
6+
5+
5+
6+
5+

CC
n/a
n/a
n/a
6+
2+
3+
4+
6+
2+
6+
3+

FF
n/a
n/a
n/a
5+
5+
5+
5+
6+

Meiotic Spore

LV

10cm

5+

6+

6+

Tyrant Guard
Zoanthrope

LV
LV

20cm
15cm

5+
4+

3+
6+

5+

Barbed Carnifex

AV

20cm

4+

5+

4+

Carnifex

AV

20cm

4+

3+

5+

Devourer Carnifex
Harpy

AV
AV

20cm
35cm

4+
5+

4+
5+

3+
5+

Hive Tyrant

AV

20cm

4+

3+

5+

Malanthrope

AV

20cm

4+

3+

5+

Barbed Hierodule

WE

25cm

5+

5+

Harridan

WE

35cm

5+

5+

5+

Hierophant Bio-Titan

WE

25cm

4+

3+

5+

Scythed Hierodule

WE

30cm

5+

3+

6+

Synapse Node

WE

0cm

4+

6+

6+

Tervigon

WE

15cm

5+

5+

5+

Trygon

WE

25cm

5+

4+

6+

Tyranofex

WE

15cm

4+

5+

5+

Twin Bio-Cannon
Large Scything Talons
Twin Harridan Bio-Cannon
Large Scything Talons
Claws and Mandibles
2x Bio-Titan Bio-Cannon
2x Gigantic Scything Talons

STRATEGY 1
RANGE
FIREPOWER
(base contact)
(Assault Weapons), EA(+1), First Strike
60cm
3BP, MW
(15cm)
(Small Arms)
15cm
AA6+
(base contact)
(Assault Weapons), First Strike
(base contact)
(Assault Weapons)
(base contact)
(Assault Weapons), EA(+1)
(15cm)
(Small Arms)
30cm
AP5+
30cm
AP5+/AT6+, Disrupt, Indirect Fire
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), Sniper
(base contact)
(Assault Weapons)
15cm
AA5+, Disrupt
(base contact)
(Assault Weapons)
30cm
AP5+
AND (15cm)
(Small Arms), MW
30cm
AP4+/AT5+
30cm
AP4+
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW, EA(+1)
15cm
AP3+
30cm
AP3+
15cm
1BP
30cm
AP4+/AT5+
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), EA(+1)
AND (15cm)
(Small Arms)
45cm
AP3+/AT4+
(base contact)
(Assault Weapons), MW, EA(+1)
45cm
2x AP4+/AT5+, FxF
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
45cm
3x AP4+/AT5+, Fwd
(base contact)
(Assault Weapons), TK(1), EA(+1)

2x Gigantic Scything Talons


Bio-Acid Spray
Ripper Swarm
2x Spore Chimneys

(base contact)
15cm
(base contact)
15cm

(Assault Weapons), TK(1), EA(+1)


AP3+, Ignore Cover
(Assault Weapons), EA(+1)
AA5+, Disrupt

Stinger Salvo
Claws and Teeth
Bio-Electric Field
Large Scything Talons
Rupture Cannon
Thorax Swarm

(15cm)
(base contact)
(15cm)
(base contact)
45cm
15cm

(Small Arms)
(Assault Weapons)
(Small Arms)
(Assault Weapons), MW, EA(+1)
2x AT4+, FxF
AP4+, Ignore Cover

WEAPONS
Rending Claws and Talons
Energy Pulse
Psychic Onslaught
Flamespurts
Rending Claws
Scything Talons
Twin Scything Talons
Fleshborers
Deathspitters
Spore Mines
Flesh Hooks
Lictor Talons
Acidic Explosions
Spore Clouds
Talons
Warp Blast
Heavy Venom Cannon
Stranglethorn Cannon
Bio-Plasma
Large Scything Talons
2x Twin Devourer
Twin Stranglethorn Cannon
Spore Mine Cysts
Venom Cannon
Lash Whip and Bonesword
Poisoned Talons
Ripper Swarm

NOTES
Leader, Inspiring, Invulnerable Save
Supreme Commander, Synapse, Augmented Swarming (D3)
Synapse, Fearless
Brood (2), Expendable, Jump Packs
Infiltrator, Scout
Brood (1), Expendable, Infiltrator
Brood (2), Expendable, Infiltrator, Tunnelers
Brood (1), Expendable
Fearless, Synapse
First Strike, Infiltrator, Invulnerable Save, Scout, Teleport
Skimmer, Expendable, Scout
Fearless, Reinforced Armour, Expendable
Jump Packs, Invulnerable Save, Synapse
Fearless, Reinforced Armour
Fearless, Reinforced Armour
Fearless, Reinforced Armour
Skimmer, Reinforced Armour, First Strike
Commander, Fearless, Leader, Reinforced Armour, Synapse
Fearless, Reinforced Armour, Invulnerable Save, Synapse, Jump Packs

DC3, Fearless, Reinforced Armour,


Critical Hit Effect: Killed. All units within 5cm suffer a hit on a roll of 6+.
DC3, Fearless, Reinforced Armour, Skimmer, Transport (Four Gargoyles)
Critical Hit Effect: 1 additional point of damage
DC5, Fearless, Reinforced Armour, Invulnerable Save, Regeneration
Critical Hit Effect: Roll 1D6. 1: 1 additional point of damage and all units within 5cm
take a hit on a 6+; 2-5: 1 additional point of damage; 6: 2 additional points of damage
DC3, Fearless, Reinforced Armour,
Critical Hit Effect: Killed. All units within 5cm suffer a hit on a roll of 6+.
DC4, Fearless, Reinforced Armour, Thick Rear Armour, Synapse, Augmented Swarming (D3)
Critical Hit Effect: Roll D6. 1: Additional point of damage and all units within 5cm suffer
a hit on a 6+; 2-5: 1 additional point of damage; 6: 2 additional points of damage
DC2, Fearless, Leader, Reinforced Armour, Synapse, Augmented Swarming (D3)
Critical Hit Effect: Killed. Any Tyranid unit within 5cm suffers a hit on a roll of 6+.
DC2, Fearless, Reinforced Armour, Tunneler
Critical Hit Effect: Destroyed.
DC2, Fearless, Reinforced Armour
Critical Hit Effect: Killed. All units within 5cm suffer a hit on a roll of 6+.

HIVE FLEET LEVIATHAN

12.3 NetEA EXPERIMENTAL


THE CHILDREN OF THE LIGHT GENESTEALER CULT ARMY LIST
v0.4. Sub-Army Champion: "Zombocom"

Genestealer Cult armies have a Strategy rating of 2. All formations have an initiative rating of 2+.

CORE FORMATIONS

FORMATION
Brood Brothers
0-1 Inner Circle

(You may take any number of Core Formations)

UNITS
12 Brood Brothers and 1 Acolyte character
4 Genestealer units and 4 Genestealer Hybrid units

COST
200 points
200 points

SUPPORT FORMATIONS
(You may take up to two Support Formations per Core Formation)
BROOD
Purestrain
Hybrids
Artillery
Flak
Tank Platoon
Sentinels
0-1 Lictors

UNITS
6 Genestealer units
8 Genestealer Hybrid units
3 Basilisks
3 Hydras
6 Leman Russ
4 Sentinels
4 Lictors (May not take upgrades)

COST
150 points
200 points
250 points
150 points
400 points
100 points
150 points

UPGRADES

BROOD
Broodlord
Extended Family
Fire Support
Flak
Hybrids
Leman Russ
0-1 Magus
0-1 Patriarch
Purestrains
Transport

(Core Formations may take up to three upgrades. Support Formations may take one upgrade. Each upgrade may only be taken once per formation))
UNITS
Add 1 Broodlord character to a unit in the formation
Add 6 Brood Brother units
Add 2 Brood Fire Support units
Add 1 Hydra
Add 4 Genestealer Hybrid units
Add 3 Leman Russ
Add the Genestealer Magus character to a unit in the formation
Add the Genestealer Patriarch unit to the formation
Add 3 Genestealer units
Add transport vehicles to the formation. You may only take as many as
required to carry the entire formation.
Civilian Vehicles
Cult Chimeras

COST
+50 points
+75 points
+50 points
+50 points
+100 points
+200 points
+50 points
+100 points
+100 points

+10 points each


+25 points each

INFILTRATED AIR ASSETS

FORMATION
PDF Fighters
PDF Bombers

(You may spend up to 1/4 of the army's points Air Assets)

UNITS
3 Planetary Defence Force Fighters
2 Planetary Defence Force Bombers

COST
150 points
200 points

205

12.3 NetEA EXPERIMENTAL


THE CHILDREN OF THE LIGHT GENESTEALER CULT ARMY REFERENCE
NAME
Acolyte

WEAPONS
Psychic Powers
Sharp Claws
Rending Claws and Talons
Psychic Horror

STRATEGY 2
RANGE
FIREPOWER
(15cm)
(Small Arms), MW, EA(+1)
(base contact)
(Assault Weapons), EA(+1)
(base contact)
(Assault Weapons), EA(+1), First Strike
30cm
MW4+
AND (15cm)
(Small Arms), MW, EA(+1)
(15cm)
(Small Arms)
45cm
AP5+/AT6+
(15cm)
(Small Arms)
45cm
AP5+/AT6+
(base contact)
(Assault Weapons), First Strike
(base contact)
(Assault Weapons), EA(+1)
30cm
AP5+
(base contact)
(Assault Weapons), MW, EA(+1),First Strike
(15cm)
(Small Arms), MW, EA(+1)

TYPE
CH

SPEED
n/a

ARMOUR
n/a

CC
n/a

FF
n/a

Brood Lord
Genestealer Magus

CH
CH

n/a
n/a

n/a
n/a

n/a
n/a

n/a
n/a

Brood Brothers

INF

15cm

5+

6+

Brood Fire Support

INF

15cm

5+

5+

Genestealers
Genestealer Hybrid

INF
INF

20cm
15cm

6+
6+

2+
4+

5+

Genestealer Patriarch

INF

20cm

4+

3+

4+

Cult Civilian Vehicle

LV

30cm

5+

6+

6+

Twin Heavy Stubber

30cm

Lictor

LV

20cm

5+

3+

6+

Sentinel
Basilisk

LV
AV

20cm
20cm

6+
5+

6+
6+

5+
5+

Cult Chimera

AV

30cm

5+

6+

5+

Hydra

AV

30cm

6+

6+

5+

Leman Russ

AV

20cm

4+

6+

4+

Planetary Defence
Force Bomber
Planetary Defence
Force Fighter

AC

Bomber

5+

n/a

n/a

AC

Fighter-Bomber

n/a

n/a

Flesh Hooks
Lictor Talons
Multi-Laser
Heavy Bolter
Earthshaker
Heavy Bolter
Multilaser
Heavy Bolter
2x Twin Hydra Autocannon
2x Heavy Bolter
Lascannon
Battle Cannon
Bombs
2x Twin Heavy Stubbers
Cannon
Heavy Stubber

(15cm)
(base contact)
30cm
30cm
120cm
30cm
30cm
30cm
45cm
30cm
45cm
75cm
15cm
15cm
15cm
15cm

Laspistols
Missile Launchers
Laspistols
2x Missile Launchers
Rending Claws
Claws
Heavy Bolter
Large Rending Claws
Psychic Presence

AP5+
(Small Arms)
(Assault Weapons), Sniper
AP5+/AT6+
AP5+
AP4+/AT4+ OR 1BP, Indirect Fire
AP5+
AP5+/AT6+
AP5+
AP4+/AT5+/AA5+
AP5+
AT5+
AP4+/AT4+
2BP, FxF
AA6+
AT6+/AA6+, FxF
AP6+/AA6+, FxF

NOTES
Invulnerable Save, Leader
Leader, Inspiring, Invulnerable Save
Commander, Leader, Inspiring, Invulnerable Save
One in every two units has a Missile Launcher.

Infiltrator, Scout
Infiltrator
Supreme Commander, Inspiring, Invulnerable Save, Fearless, Infiltrator
While the Patriarch is alive, all Genestealer Cult Formations gain +1 to their Rallying rolls.
If the Patriarch dies, all Genestealer Cult Formations take a Blast Marker.
Transport: (May carry 2 of the following units: Brood Brothers, Brood Fire Support,
Genestealers, Genestealer Hybrid, Genestealer Patriarch)
First Strike, Infiltrator, Invulnerable Save, Scout, Teleport
Scout, Walker
May either shoot normally or fire a barrage. May only use the Indirect Fire special
ability when firing barrages.
Transport: (May carry 2 of the following units: Brood Brothers, Brood Fire Support,
Genestealers, Genestealer Hybrid, Genestealer Patriarch)

Reinforced Armour

GENESTEALER CULT

13.0 SQUAT & DEMIURG


ARMIES SECTION
COMMON SQUAT SPECIAL RULES
13.0.1 LAND TRAIN

13.0.2 STUBBORN

A Land Train must form a connected chain with the Engine in front. As long
as the train is able to maintain this chain the whole train has a speed of 15cm,
and all of its cars may combine their void shields. While the entire Land Train
is treated as a single formation, and do combine their void shields, treating it
as a single shield covering a single formation, they are still treated as individual
war engines as far as the rules of Epic-A are concerned. If a car is
immobilized through a critical hit it may be abandoned by the Land Train.

Squats are stubborn and are hard to break in assaults; they rally quicker than
other troops to get back into the fight. This is represented by the following
rule.
All Squat formations except Robot Cohorts are allowed to re-roll results of 1
for rally tests and assault results.

207

13.1 NetEA EXPERIMENTAL


THURGRIMM'S STRONGHOLD SQUAT ARMY LIST
v4.0. Squat-Demiurg Army Champion: Moscovian

Thurgrimm's Stronghold armies have a Strategy rating of 3. Thurgrimm's Stronghold formations have an initiative rating of 2+.

BROTHERHOODS

COMPANY
Warrior Brotherhood
Berserker Brotherhood
0-1 Grand Battery

(You may take any number of Brotherhoods)


CORE UNITS
UPGRADES
Exo-Armour, Guns, Living Ancestor, Thunderers,
1 Lord unit and 9 Warrior units
Thunderfire, Transport, Tunnelers, Warlord, Warriors
1 Lord unit and 5 Berzerker units
Berzerkers, Transports, Tunnelers
8 Mole Mortar units
Guns, Thunderers, Thunderfire

COST
350 points
250 points
250 points

BROTHERHOOD SUPPORT FORMATIONS

0-1 Hearthguard

(Up to two Support Formations may be taken per Brotherhood)


CORE UNITS
UPGRADES
1 Guild Master unit and 7 Guild Bike units
Guild Bikes, Guild Trikes
4 units chosen from the following list:
Mole Mortar, Rapier, Tarantula, Thudd Gun
6 Hearthguard units
Living Ancestor, Tunnelers

Iron Eagle Squadron

3 Iron Eagle Gyrocopters

0-2 Robot Cohort

5 Robot units

Thunderer Battery

1 Lord unit and 5 Thunderer units

Thunderfire Battery

2-3 Thunderfire units

Trikes Guild

1 Guild Master unit and 5 Guild Trikes

FORMATION
Bikers Guild
Gun Battery

COST
250 points
200 points
325 points
200 points
250 points

Exo-Armour, Thunderers, Transports

250 points
50 points each

Guild Bikes, Guild Trikes

250 points

BROTHERHOOD UPGRADES

(Up to two upgrades may be added to each formation. Each upgrade may only be added once)

UPGRADE
Battle Cars

UNITS
Add up to 7 of the following units:

Berzerkers
Exo-Armour

Add 2 Berzerker units


Upgrade 1 Lord to an Exo-Armour Lord or 1 Guild Master
to an Exo-Armour Guild Master
Add 2 Guild Bike units
Add 2 Guild Trikes
Add 2 units chosen from the following list:
Mole Mortar, Rapier, Tarantula, Thudd Gun
Add 1 Iron Hawk Gyrocopter
Add 1 Living Ancestor character per army to a unit in the formation
Add 2 Thunderer units
Add 1 Thunderfire unit
Add the exact number of 1 of the following units required
to transport the entire formation:
(Only 1 formation in the army may be transported in Spartans)

Guild Bikes
Guild Trikes
Guns
Iron Hawk
0-1 Living Ancestor
Thunderers
Thunderfire
Transports

Warlord
Warriors

Add 1 Warlord character


Add 2 Warrior units

0-3 Berzerker Battle Car


0-1 Bomb Battle Car
0-3 Dragon Battle Car
0-2 Mortar Battle Car
0-2 Thunder Battle Car

COST
+125 points each
+125 points each
+100 points each
+150 points each
+150 points each
+75 points
+25 points
+50 points
+50 points
+75 points

Gorgon
Mole
Spartan
Termite

+50 points
+75 points
+75 points
+50 points
+40 points each
+25 points each
+20 points each
+15 points each
+50 points
+75 points

WAR ENGINES

FORMATION
Colossus
Cyclops
Goliath Mega-Cannon Battery
Hellbore Battery
Land Train
Leviathan
Overlord Squadron

(Up to 1/3 of an armys points may be spent on War Engines formations)


CORE UNITS
UPGRADES
1 Colossus
Living Ancestor, Iron Hawk
1 Cyclops
Living Ancestor
1 to 2 Goliath Mega-Cannons
Thunderfire
1 Hellbore
1 Land Train and any 1 Battle Car
Living Ancestor, Battle Cars
1 Leviathan
Living Ancestor
1 to 3 Overlords

COST
450 points
500 points
150 points each
125 points
350 points
350 points
200 points each

208

13.1 NetEA EXPERIMENTAL


THURGRIMM'S STRONGHOLD SQUAT ARMY REFERENCE 1
NAME
Living Ancestor
Warlord
Berzerker
Exo-Armour Guild Master

WEAPONS
Master Crafted Weapon
Master Crafted Weapon
Trench Pistols
Power Lance
Master Crafted Weapon
Autocannon
Bolt Pistols
Power Lance
Master Crafted Weapon
Heirloom Weapons
Master Crafted Weapons
Autocannon
Mole Mortar

STRATEGY 3
RANGE
FIREPOWER
(base contact)
(Assault Weapons), MW, EA(+1)
(base contact)
(Assault Weapons), MW, EA(+1)
(15cm)
(Small Arms)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW, EA(+1)
45cm
AP5+/AT6+
(15cm)
(Small Arms)
(15cm)
(Small Arms)
(base contact)
(Assault Weapons), MW, EA(+1)
30cm
AP5+/AT5+
(base contact)
(Assault Weapons), MW, EA(+1)
45cm
AP5+/AT6+
45cm OR
1BP
45cm
1BP, Disrupt, Indirect Fire
45cm
AP6+/AT4+
45cm
AP5+/AT6+
(base contact)
(Assault Weapons), MW, EA(+1)
45cm
AP5+/AT5+
45cm
AP4+/AT6+, Indirect Fire
45cm
AP5+/AT6+
60cm
AA5+
45cm
AP5+/AT6+
15cm
MW5+
AND (15cm)
(Small Arms), MW
15cm
AP4+, Ignore Cover
15cm
2BP

TYPE
CH
CH
INF
INF

SPEED
n/a
n/a
15cm
30cm

ARMOUR
n/a
n/a
5+
4+

CC
n/a
n/a
4+
3+

FF
n/a
n/a
6+
5+

Exo-Armour Lord
Guild Bike
Guild Master

INF
INF
INF

15cm
35cm
30cm

4+
4+
4+

4+
4+
3+

5+
5+
5+

Hearthguard

INF

15cm

4+

4+

4+

Lord
Mole Mortar

INF
INF

15cm
10cm

5+
6+

4+
6+

5+
6+

Rapier
Robot

INF
INF

10cm
10cm

6+
4+

6+
5+

5+
5+

Tarantula
Thudd Gun
Thunderer
Thunderfire
Warrior
Guild Trike

INF
INF
INF
INF
INF
LV

10cm
10cm
15cm
0cm
15cm
30cm

6+
6+
5+
6+
5+
4+

6+
6+
6+
6+
5+
6+

5+
5+
4+
6+
5+
4+

Gorgon

AV

20cm

4+

6+

4+

Heavy Flamer
Mine Thrower

Iron Eagle Gyrocopter

AV

35cm

5+

6+

5+

Iron Hawk Gyrocopter


Mole

AV
AV

35cm
15cm

5+
4+

6+
6+

5+
6+

Battlecannon
2x Autocannon
Point Defence Gun
Battlecannon
Bolters

75cm
45cm
30cm
75cm
(15cm)

AP4+/AT4+
AP5+/AT6+
AA5+
AP4+/AT4+
(Small Arms)

Spartan

AV

25cm

4+

6+

5+

Twin Heavy Bolter

30cm

AP4+

Termite

AV

15cm

4+

6+

6+

Bolters

(15cm)

(Small Arms)

Colossus

WE

15cm

4+

3+

3+

Doomsday Cannon
2x Battlecannon
4x Battlecannon
4x Battlecannon
Thunderer
Plasma Missiles

120cm
75cm
75cm
75cm
30cm
60cm

3BP, MW, FxF


AP4+/AT4+, FxF
AP4+/AT4+, Left Arc
AP4+/AT4+, Right Arc
AP4+/AT5+, FxF, Ignore Cover
3BP

Quad Lascannons
Autocannon
Powerfist
Tarantula
Thudd Gun
2x Missile Launcher
2x Thunderfire
Missile Launcher
Multi-melta

NOTES
Inspiring, Invulnerable Save, Supreme Commander
Commander, Invulnerable Save, Leader
Infiltrator
Leader, Mounted, Reinforced Armour
Leader, Reinforced Armour
Mounted
Leader, Mounted
Reinforced Armour
Leader
Mounted The Mole Mortar must fire indirectly in order to claim the
disrupt special ability
Mounted
Scout, Walkers
Mounted
Mounted
Mounted

Reinforced Armour, Transport: (May carry 4 of the following units: Berzerkers,


Exo-Armour Guild Master, Exo-Armour Lord, Hearthguard, Mole Mortar, Rapier,
Tarantula, Thudd Gun, Thunderers or Warriors Exo-Armour Guild Master,
Exo-Armour Lord, Hearthguard, Mole Mortar, Rapier, Tarantula and Thudd Gun
units take up 2 spaces each), Walker
Scout, Skimmer

Scout, Skimmer
Reinforced Armour, Transport: (May carry 4 of the following units: Berzerkers,
Hearthguard, Thunderers or Warriors Hearthguard units take up 2 spaces each), Tunneler
Transport: (May carry 2 of the following units: Berzerkers, Thunderers or Warriors;
or 1 Exo-Armour Guild Master, Exo-Armour Lord, Hearthguard, Mole Mortar,
Rapier, Tarantula or Thudd Gun unit)
Reinforced Armour, Transport: (May carry 2 of the following units: Berzerkers,
Thunderers or Warriors; or 1 Hearthguard unit), Tunneler
DC6, 4 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Takes 1 extra point of DC

THURGRIMMS STRONGHOLD

13.1 NetEA EXPERIMENTAL


THURGRIMM'S STRONGHOLD SQUAT ARMY REFERENCE 2
NAME
Cyclops

TYPE
WE

SPEED
15cm

ARMOUR
4+

CC
3+

FF
3+

WEAPONS
Hellfury Cannon
Battlecannon
Melta Cannon
Melta Cannon

Goliath Mega-Cannon
Hellbore

WE
WE

0cm
15cm

5+
4+

6+
6+

6+
6+

Land Train

WE

15cm

4+

4+

4+

Berserker Battle Car

WE

10cm

4+

4+

4+

Bomb Battle Car

WE

10cm

4+

4+

5+

Dragon Battle Car

WE

10cm

4+

4+

Mortar Battle Car

WE

10cm

4+

Thunderer Battle Car

WE

10cm

Leviathan

WE

Overlord

WE

Doomstorm Missiles
Mega-Cannon
Bolters

STRATEGY 3
RANGE
FIREPOWER
90cm
2x MW2+, TK(2), FxF
75cm
AP4+/AT4+
30cm
2x MW4+, Left Arc
AND (15cm)
(Small Arms), MW, EA(+2)
30cm
2x MW4+, Right Arc
AND (15cm)
(Small Arms), MW, EA(+2)
60cm
4BP, MW
120cm
3BP, MW, Ignore Cover, Indirect Fire
(15cm)
(Small Arms)

4+

Doomsday Cannon
2x Battlecannon
2x Battlecannon
Autocannon
2x Twin Auto Gun
2x Twin Auto Gun
Rad Bomb
Bolters
Firethrower

120cm
75cm
75cm
45cm
30cm
30cm
Unlimited
(15cm)
30cm

3BP, MW , FxF
AP4+/AT4+, Left Arc
AP4+/AT4+, Right Arc
AP5+/AT6+
AP3+/AT5+, Left Arc
AP3+/AT5+, Right Arc
3BP, TK(1), (Orbital Barrage Template)
(Small Arms), First Strike
3x AP3+/AT4+, Ignore Cover

4+

4+

Siege Mortar

45cm

3BP

4+

4+

3+

Thunderfire
4x Twin Autoguns

60cm
30cm

2x AP6+/AT5+/AA5+
AP3+/AT5+

15cm

4+

3+

3+

15cm

4+

6+

4+

Doomsday Cannon
Battlecannon
3x Twin Auto Gun
3x Twin Auto Gun
Storm Bolters
2x Battlecannon
4x Flak Cannon
Melta Bombs

120cm
75cm
30cm
30cm
(15cm)
75cm
45cm
15cm

3BP,MW, FxF
AP4+/AT4+
AP3+/AT5+, Left Arc
AP3+/AT5+, Right Arc
(Small Arms), EA(+2)
AP4+/AT4+, FxF
AP5+/AT6+/AA5+
2BP, MW

NOTES
DC6, 5 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Takes 1 extra point of DC

DC3, Reinforced Armour Critical Hit Effect: The unit is destroyed


DC3, Reinforced Armour, Thick Rear Armour, Transport: (May carry 16 of the
following units: Berzerkers, Hearthguard, Thunderers or Warriors Hearthguard units
take up 2 spaces each), Tunneler Critical Hit Effect: Takes 1 extra point of DC
DC3, 2 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Takes 1 extra point of DC
DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour,
Transport: (May carry 8 Berzerker units)
Critical Hit Effect: Immobilized
DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Immobilized
DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Immobilized
DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Immobilized

DC6, 4 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Transport: (May carry 16
of the following units: Berzerkers, Hearthguard, Thunderers or Warriors Hearthguard
units take up 2 spaces each)
Critical Hit Effect: Takes 1 extra point of DC and D3 units transported suffer 1 hit
DC3, Fearless, Reinforced Armour, Support Craft, Thick Rear Armour
Critical Hit Effect: Scatters 2D6cm randomly, hitting anything it lands on,
and is destroyed

THURGRIMMS STRONGHOLD

13.1 NetEA EXPERIMENTAL


DEMIURG CONSORTIUM ARMY LIST
v.5.0. Squat-Demiurg Army Champion: "Moscovian"

Demiurg Consortium armies have a Strategy rating of 3. All Demiurg Consortium formations have an initiative rating of 2+.

BROTHERHOODS

COMPANY
Allied Sappers Guild
Federated Master-Craftsmen
Iron-breakers League
Lineholders Grand Battery
Merchant Service-journeymen

(You may take any number of Brotherhoods)

CORE UNITS
6 Berserker units
6 Thunderer units
8 Warrior units
6 of the following units in any combination: Mole Mortar, Rapier, Tarantula, Thudd Gun
6 Guild Bikes

COST
225 points
250 points
300 points
200 points
225 points

LOCAL AFFILIATES UPGRADES

UPGRADE
Allied Sappers Guild Local
Federated Master-Craftsmen Local
Iron-breakers League Local
Lineholders Grand Battery Local
Merchant Service-journeymen Local

(You may add one to each Brotherhood)


CORE UNITS
4 Berserker units
4 Thunderer units
6 Warrior units
3 of the following units in any combination: Mole Mortar, Rapier, Tarantula, Thudd Gun
4 Guild Bikes

COST
+125 points
+150 points
+200 points
+100 points
+125 points

SUPPORT FORMATIONS

FORMATION
Autonom Cadre
0-1 Spacecraft
Iron Eagle Air Wing
Steadholder Retinue
Thunderfire Battery

(You may take one Support Formation per Brotherhood in the army)

UNITS
5 Robot units
1 Bastion class Cruiser OR
1 Stronghold class Battleship
4 Iron Eagle Gyrocopters
6 Hearthguard units
2 Thunderfire units

COST
200 points
150 points
300 points
200 points
325 points
100 points

UPGRADES

UPGRADE
Commander

Hearthguard
Hearthguard Cavalry
Iron Hawk Spotter
Trikers
Transports

(Each upgrade may only be taken once by a Brotherhood or Support formation)


UNITS
Add 1 of the following characters to a Hearthguard unit:
0-1 Living Ancestor
0-1 Warlord (per 1000 points played)
0-1 Trade Factor (per 500 points played)
Replace 2 units with 1 Hearthguard unit
Replace 1 Hearthguard unit with a Hearthguard Cavalry unit
Add 1 Iron Hawk Gyrocopter per Colossus formation in the army
Replace any number of Guild Bikes with an equal number of Guild Trikes
Add the enough of the following units required to transport the
entire formation.
(Only one formation in the army may be transported in Spartans)

COST

Gorgon
Mole
Spartan
Termite

+100 points
+50 points
+25 points
Free
Free
Free
Free
+40 points each
+20 points each
+20 points each
+10 points each

WAR ENGINES

FORMATION
Colossus
Cyclops
Goliath Mega-Cannon Battery
Hellbore Battery
Land Train

Leviathan
Overlord Squadron

(Up to 1/3 of an armys points may be spent on War Engines formations)


CORE UNITS
1 Colossus
1 Cyclops
2 Goliath Mega-Cannons
1 Hellbore
1 Land Train plus 2 to 5 of the following:
Berserker Battle Car
Bomb Battle Car
Dragon Battle Car
Mortar Battle Car
1 Leviathan
Up to 3 Overlords

COST
450 points
500 points
300 points
125 points
250 points
+200 points each
+125 points each
+100 points each
+125 points each
350 points
200 points each

211

13.1 NetEA EXPERIMENTAL


DEMIURG CONSORTIUM ARMY REFERENCE 1
NAME
Living Ancestor
Warlord
Trade Factor
Berserker
Guild Bike
Hearthguard

WEAPONS
Master Crafted Weapon
Master Crafted Weapon
Master Crafted Weapon
Trench Pistols
Bolt Pistols
Heirloom Weapons
Master Crafted Weapons
Master Crafted Pistols
Powerlance
Mole Mortar

STRATEGY 3
FIREPOWER
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Assault Weapons), MW, EA(+1)
(Small Arms)
(Small Arms)
AP5+/AT5+
(Assault Weapons), MW, EA(+1)
(Small Arms)
(Assault Weapons), MW, EA(+1)
1BP
1BP, Disrupt, Indirect Fire
AP6+/AT4+
AP5+/AT6+
(Assault Weapons), MW, EA(+1)
AP5+/AT5+
AP4+/AT6+, Indirect Fire
AP5+/AT6+
AA5+
AP5+/AT6+
MW5+
(Small Arms), MW
AP4+, Ignore Cover
2BP

TYPE
CH
CH
CH
INF
INF
INF

SPEED
n/a
n/a
n/a
15cm
35cm
15cm

ARMOUR
n/a
n/a
n/a
5+
4+
4+

CC
n/a
n/a
n/a
4+
4+
4+

FF
n/a
n/a
n/a
6+
5+
4+

Hearthguard Cavalry

INF

30cm

4+

3+

5+

Mole Mortar

INF

10cm

6+

6+

6+

Rapier
Robot

INF
INF

10cm
10cm

6+
4+

6+
5+

5+
5+

Tarantula
Thudd Gun
Thunderer
Thunderfire
Warrior
Guild Trike

INF
INF
INF
INF
INF
LV

10cm
10cm
15cm
0cm
15cm
30cm

6+
6+
5+
6+
5+
4+

6+
6+
6+
6+
5+
6+

5+
5+
4+
6+
5+
4+

Demiurg Gorgon

AV

20cm

4+

6+

4+

Heavy Flamer
Mine Thrower

RANGE
(base contact)
(base contact)
(base contact)
(15cm)
(15cm)
30cm
(base contact)
(15cm)
(base contact)
45cm OR
45cm
45cm
45cm
(base contact)
45cm
45cm
45cm
60cm
45cm
15cm
AND (15cm)
15cm
15cm

Iron Eagle Gyrocopter

AV

35cm

5+

6+

5+

Iron Hawk Gyrocopter


Demiurg Mole

AV
AV

35cm
15cm

5+
4+

6+
6+

5+
6+

Battlecannon
2x Autocannon
Point Defence Gun
Battlecannon
Bolters

75cm
45cm
30cm
75cm
(15cm)

AP4+/AT4+
AP5+/AT6+
AA5+
AP4+/AT4+
(Small Arms)

Demiurg Spartan

AV

25cm

4+

6+

6+

Storm Bolter

(15cm)

(Small Arms)

Demiurg Termite

AV

15cm

4+

6+

6+

Bolters

(15cm)

(Small Arms)

Colossus

WE

15cm

4+

3+

3+

Cyclops

WE

15cm

4+

3+

3+

Doomsday Cannon
2x Battlecannon
4x Battlecannon
4x Battlecannon
Thunderer
Plasma Missiles
Hellfury Cannon
Battlecannon
Melta Cannon

120cm
75cm
75cm
75cm
30cm
60cm
90cm
75cm
30cm
AND (15cm)
30cm
AND (15cm)
60cm
125cm

Quad Lascannons
Autocannon
Powerfist
Tarantula
Thudd Gun
2x Missile Launcher
2x Thunderfire
Missile Launcher
Multi-melta

Melta Cannon

Goliath Mega-Cannon

WE

0cm

5+

6+

6+

Doomstorm Missiles
Mega-Cannon

3BP, MW, FxF


AP4+/AT4+, FxF
AP4+/AT4+, Left Arc
AP4+/AT4+, Right Arc
AP4+/AT5+, Ignore Cover, FxF
3BP
2x MW2+, TK(2), FxF
AP4+/AT4+
2x MW4+, Left Arc
(Small Arms), MW, EA(+2)
2x MW4+, Right Arc
(Small Arms), MW, EA(+2)
4BP, MW
4BP, MW, Ignore Cover, Indirect Fire

NOTES
Inspiring, Invulnerable Save, Supreme Commander
Commander, Invulnerable Save, Leader
Leader
Infiltrator
Mounted
Reinforced Armour
Mounted, Reinforced Armour
Mounted The Mole Mortar must fire indirectly in order to claim the
disrupt special ability
Mounted
Scout, Walker
Mounted
Mounted
Mounted

Reinforced Armour, Walker, Transport: (May carry 4 of the following units: Berserkers,
Hearthguard, Mole Mortar, Rapier, Tarantula, Thudd Gun, Thunderer, Warrior.
Hearthguard, Mole Mortar, Rapier, Tarantula and Thudd Gun units take up 2 spaces each)
Scout, Skimmer

Scout, Skimmer
Reinforced Armour, Tunneler, Transport: (May carry 4 of the following units: Berserker,
Hearthguard, Thunderer or Warrior. Hearthguard units take up 2 spaces each).
Transport: (May carry 2 of the following units: Berserker, Thunderer or Warrior;
or 1 Hearthguard, Mole Mortar, Rapier, Tarantula, Thudd Gun unit)
Reinforced Armour, Tunneler, Transport: (May carry 2 of the following units: Berserker,
Thunderer, Warrior; or 1 Hearthguard unit)
DC6, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Additional point of damage

DC6, Fearless, Reinforced Armour, Thick Rear Armour.


Critical Hit Effect: Additional point of damage

DC3, Reinforced Armour Critical Hit Effect: Destroyed

DEMIURG CONSORTIUM

13.1 NetEA EXPERIMENTAL


DEMIURG CONSORTIUM ARMY REFERENCE 2
NAME
Demiurg Hellbore

STRATEGY 3
FIREPOWER
(Small Arms)

TYPE
WE

SPEED
15cm

ARMOUR
4+

CC
6+

FF
6+

WEAPONS
Bolters

RANGE
(15cm)

Land Train

WE

15cm

4+

4+

4+

Berserker Battle Car

WE

10cm

4+

4+

4+

Bomb Battle Car

WE

10cm

4+

4+

5+

Doomsday Cannon
2x Battlecannon
2x Battlecannon
Autocannon
2x Twin Auto Gun
2x Twin Auto Gun
Rad Bomb

120cm
75cm
75cm
45cm
30cm
30cm
Unlimited
(15cm)
30cm

3BP, MW, FxF


AP4+/AT4+, Left Arc
AP4+/AT4+, Right Arc
AP5+/AT6+
AP3+/AT5+, Left Arc
AP3+/AT5+, Right Arc
3BP, TK(1), (Orbital Barrage Template), Single
Shot
(Small Arms), First Strike
3x AP3+/AT4+, Ignore Cover

Dragon Battle Car

WE

10cm

4+

4+

4+

Bolters
Firethrower

Mortar Battle Car

WE

10cm

4+

4+

4+

Siege Mortar

45cm

3BP

Leviathan

WE

15cm

4+

3+

3+

Overlord

WE

15cm

4+

6+

4+

Bastion class Cruiser

SC

n/a

n/a

n/a

n/a

Stronghold class Battleship

SC

n/a

n/a

n/a

n/a

Doomsday Cannon
Battlecannon
3x Twin Auto Gun
3x Twin Auto Gun
Storm Bolters
2x Battlecannon
4x Flak Cannon
Melta Bombs
Pin-point Attack
Orbital Bombardment
2x Pin-point Attack
Orbital Bombardment

120cm
75cm
30cm
30cm
(15cm)
75cm
45cm
15cm
n/a
n/a
n/a
n/a

3BP, MW, FxF


AP4+/AT4+
AP3+/AT5+, Left Arc
AP3+/AT5+, Right Arc
(Small Arms), EA(+2)
AP4+/AT4+, FxF
AP5+/AT6+/AA5+
2BP
MW2+, TK(D3)
4BP, MW
MW2+, TK(D3)
8BP, MW

NOTES
DC3, Reinforced Armour, Thick Rear Armour, Tunneler , Transport: (May
carry 16 of the following units: Berserker, Hearthguard, Thunderer or Warrior.
Hearthguard units take up 2 spaces each),
Critical Hit Effect: Additional point of damage
DC3, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Additional point of damage
DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour,
Transport: (May carry 8 Berserker units)
Critical Hit Effect: Immobilized
DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Immobilized
DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Immobilized
DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Immobilized
DC6, Fearless, Reinforced Armour, Thick Rear Armour, Transport: (May carry 16
of the following units: Berserker, Hearthguard, Thunderer, Warrior. Hearthguard
units take up 2 spaces each)
Critical Hit Effect: Additional point of damage and D3 units transported suffer 1 hit
DC3, Fearless, Reinforced Armour, Thick Rear Armour
Critical Hit Effect: Scatters 2D6cm randomly, hitting anything it lands on,
and is destroyed

Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise.

DEMIURG CONSORTIUM

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