Professional Documents
Culture Documents
Army List
Compendium
2014
2014-01-14
SPACE MARINES
TABLE OF CONTENTS
0.0 Introduction and Explanations 1 Ork Armies Section continued:
0.1 General Special Rules Developmental Army Lists
0.1.1 Expendable 1 7.4 Blood Axe Kommandant Ug Skragga Morkrump’s Korps 133
0.1.2 Self-Planetfall 1 7.5 Kolonel Rommelz’s Blood Axe Mercenary Ork Warhorde 136
0.1.3 Support Craft 1 7.6 Albork Orkstein’s Gargant Big Mob 139
0.1.4 Tunnelers 1 Experimental Army Lists
0.2 Optional Rules 7.7 Gobgutz Badfang’s Stompy Onslaught 142
0.2.1 Aircraft Escorts 1 7.8 Sun-Tzork’s Grotling Waaaaaagh! 145
7.9 Grommelz’s Furst Affta-dem Korps 147
7.10 Kolonel Sandork’s Blood Axe Clan 149
1.0 Space Marine Armies Section 2
Common Space Marine Special Rules
1.0.1 And They Shall Know No fear 2 8.0 Eldar Armies Section 152
1.0.2 Space Marine Transports 2 Common Eldar Special Rules
Approved Army Lists 8.0.1 Farsight 152
1.1 Codex Astartes 3 8.0.2 Hit and Run Tactics 152
1.2 White Scars 6 8.0.3 Eldar Technology 152
1.3 Salamanders 9 8.0.3.1 Holofields 152
1.4 Scions of Iron 12 8.0.3.2 Lance 152
Developmental Army Lists 8.0.3.3 Webway 152
1.5 Black Templars 15 Approved Army Lists
1.6 Blood Angels 18 8.1 Biel-Tan Craftworld 153
1.7 Raven Guard 21 8.2 Alaitoc Craftworld 156
1.8 Space Wolves 24 Developmental Army Lists
Experimental Army Lists 8.3 Ulthwé Craftworld 159
1.9 Apocrypha of Skaros 27 8.4 Iyanden Craftworld 162
1.10 Dark Angels 30 8.5 Saim-Hann Craftworld 165
1.11 Grey Knights 33 8.6 Iybraesil Craftworld Crone World Raiders 168
1.12 Imperial Fists 36 8.7 Yme-Loc Craftworld 171
1.13 Siege Assault Vanguard 39 8.8 Fir Iolarion Titan Clan 174
Experimental Army Lists
8.9 Biel-Tan Great Court of the Young King 177
2.0 Imperial Guard Armies Section 42
Common Imperial Guard Special Rules
2.0.1 Commissars 42 9.0 Dark Eldar Armies Section 180
2.0.2 Fortifications 42 Common Dark Eldar Special Rules
Approved Army Lists 9.0.1 Fleet of Foot 180
2.1 Steel Legion 43 9.0.2 Hit and Run Tactics 180
2.2 Baran Siegemasters 46 9.0.3 Dark Eldar Technology 180
2.3 Death Korps of Krieg 48 9.0.3.1 Shadowfields 180
2.4 Minervan Tank Legion Armoured Regiment 51 9.0.3.2 Lance 180
Developmental Army Lists 9.0.3.3 Webway Portals 180
2.5 Cadian Shock Troops 54 Approved Army Lists
Experimental Army Lists 9.1 Kabal of Pain's Way 181
2.6 Catachan Death World Veterans 57
2.7 Elysian Drop Troops Regiment 59 10.0 Necron Armies Section 184
2.8 Harakoni Warhawks 61 Common Necron Special Rules
2.9 Saranes Expanse Imperial Crusade 64 10.0.1 Necron 184
10.0.2 Portals 184
3.0 Adeptus Mechanicus Armies Section 68 10.0.3 Tomb Complex 184
Common Adeptus Mechanicus Special Rules 10.0.4 Living Metal 184
3.0.1 Titan Weapons 68 10.0.5 Implacable Advance 184
10.0.6 Phase Out 184
Developmental Army Lists
10.0.7 Necron Reserves 184
3.2 War Gryphons Titan Legion 69
3.2 Adeptus Mechanicus Planetary Defense Force 72 Approved Army Lists
3.3 House Hyperion Knightworld 75 10.1Scarab Conflict 185
Experimental Army Lists
10.2 Nalsaran Incident Necron Attack 187
4.0 Inquisition Armies Section 78 10.3 Dyrrachium III Necron Tomb World 189
Common Inquisition Special Rules
4.0.1 Faithful 78
Developmental Army Lists
11.0 Tau Armies Section 191
4.1 Adeptus Ministorum 79 Common Tau Special Rules
11.0.1 Coordinated Fire 191
Experimental Army Lists
11.0.2 Markerlights 191
4.2 Ordo Hereticus 82
11.0.3 Tau Jet Packs 191
11.0.4 Tau Deflector Shields 191
5.0 Imperial Allies Units 85 Approved Army Lists
11.1 Tau Third Phase Expansion Force 192
6.0 Chaos Armies Section 86 Experimental Army Lists
Common Chaos Special Rules 11.2 Farsight Enclave Eradication Force 195
11.3 Fio’Ka Armoured Strike Force 197
6.0.1 Initiative and Strategy rating 86
6.0.2 Factions 86
6.0.3 Summoned Units 86 12.0 Tyranid Armies Section 200
6.0.4 Augmented Summoning 86 Common Tyranid Special Rules
6.0.5 Daemonic Focus 86 12.0.1 The Hive Mind 200
Approved Army Lists 12.0.2 Swarming 200
6.1 13th Black Crusade Black Legion Army 87 12.0.3 Augmented Swarming 200
6.2 Stigmatus Covenant Cultist Army 91
12.0.4 Brood 200
Developmental Army Lists
6.3 Vraksian Traitors 95 12.0.5 Synapse 200
6.4 Death Guard 98 12.0.6 Mobility 200
6.5 Emperor’s Children 101 12.0.7 Regeneration 200
6.6 Thousand Sons 104 Experimental Army Lists
6.7 World Eaters 107 12.1 Hive Fleet Onachus 201
6.8 Red Corsairs 110
12.1 Hive Fleet Leviathan 203
Experimental Army Lists
12.3 Genestealer Cult 205
6.9 Alpha Legion 113
6.10 Daemon World 116
6.11 Khorne Renegades 119 13.0 Squat & Demiurg Armies Section 207
6.12 The Bloody Hand 122 Common Squat & Demiurg Special Rules
13.0.1 Stubborn 207
7.0 Ork Armies Section 125 13.0.2 Land Train 207
Common Ork Special Rules Experimental Army Lists
7.0.1 Power of the Waaagh! 125 13.1 Thurgrimm’s Stronghold 208
7.0.2 Mob Rule 125
13.2 Demiurg Consortium 211
7.0.3 Ork Powerfields 125
7.0.4 Cost of Ork Formations 125
7.0.5 Attached War Engines 125
i
0.0 INTRODUCTION AND EXPLANATIONS
Net Epic Armageddon an expendable unit is hit by a weapon with Disrupt it does not inflict a Blast
marker.
Epic Armageddon was conceived to have direct community If a formation is comprised completely of expendable units then they do not
involvement in the development of rules and army lists. In the wake of benefit from any of the rules above.
Games Workshop reorganization and the sidelining of Specialist Expendable units killed in an assault count for the purposes of working out its
Games, that effort fell by the wayside. Net Epic Armageddon (NetEA) result (see EA 1.12.7).
is a fan-based effort to continue the project. All commentary and 0.1.2 Self Planetfall
feedback is welcome. If you would like to discuss development of army Self Planetfall is plotted exactly as Planetfall in section 4.4 of the Core rules.
lists, modifications to the core rules, or provide any other kind of Both the turn in which the formation arrives and the landing location is
feedback, please join us on the Tactical Command forum. 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
http://www.tacticalwargames.net/forums/index.cgi enemy spacecraft is present. On the designated turn the Self Planetfalling unit
is activated in the normal activation sequence, as with Spacecraft. Nominate
What follows is a portion of the NetEA project – the Army List the action for the formation and roll to activate. If the unit fails to activate its
Compendium. It includes army lists to cover a variety of factions in the arrival is delayed to the next following turn. If the activation is successful,
Warhammer 40,000 universe which are not covered in any official place the formation at the plotted landing zone and determine scatter
Games Workshop publication. The lists are broken up into three according to Core Rules 4.4 as if it were a normal Planetfall, including loaded
categories, designated at the top of each army list. The categories and units disembarking up to 5cm. The formation’s action proceeds as normal in
their definitions are: 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
• Approved - Approved lists are tournament ready and
scatter is determined. Choose the action carefully as a poor scatter role could
should be balanced against any other army in the General
render some actions ineffective.
Tournament scenario. They are well tested across multiple
0.1.3 Support Craft
play groups and are not likely to see any drastic changes.
Support Craft are much like a hybrid between a Skimmer and an Aircraft.
Players can build their army around such lists with full
They remain high up in the air, hovering over the battlefield, firing over
confidence.
intervening terrain when possible. Support Craft function identically to a
• Developmental - Developmental lists should be balanced Skimmer unit that is always ‘popped up’. Support Craft fire and are fired at
for the majority of tournament games. However, it is normally (i.e. anti- aircraft ability is not required). In an assault, Support Craft
possible that they allow an exploitative combination or automatically force a firefight in the same manner Skimmers may choose. It is
two which has not been identified or mitigated. They assumed that Support Craft transports or the troops they carry are
require more testing across multiple play groups and still appropriately equipped to embark and disembark troops as normal.
might see a drastic change. Players should feel confident 0.1.4 Tunnelers
that most models they collect for these lists will be usable Formations where all of the units have Tunneler (or are transported in units
when it is approved. that have the ability) may be kept off the table and can appear at the start of
• Experimental - Experimental lists are an early work-in- the second turn or after. Set up the units touching their own side's table edge
progress and are not ready for tournament play. They before the battle starts at the same time that spacecraft are setup (see EA
likely have deficiencies in play balance that have yet to be 4.3.1). Any units transported in the tunneler should be placed to one side at
identified or rectified. They require lots of testing across this time too.
multiple play groups and will most likely see drastic Secretly write down the location where the tunneler will surface at the same
changes. Players should be aware that models they collect time and in the same manner that you record the coordinates of a drop zone
for these lists might not be usable when it is approved. (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
In order to help readers locate the information they need, the turn onwards. If it is going to surface in the opposing half of the table, it may
document is organized into sections describing each army faction or arrive from turn three onwards.
race: 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
Section 1 – Common special rules. These are rules that apply to all, allowed to disembark immediately upon surfacing. Surfacing does not count
or at least the vast majority, of army lists in their particular racial army as movement for the purposes of triggering overwatch fire. Disembarking
section. For example, all Space Marine units benefit from the "They triggers overwatch fire as normal.
Shall Know No Fear" special rule, so it is included in this section. 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
Section 2 – Army lists and Reference sheets. This is where each
equipment will divert it towards another entry point. The unit should be
Army list is presented and uses the same organizational rules as the
moved by the opposing player to the nearest area where it can surface.
army lists in the official rulebooks. Any special rules specific to the list
Formations of multiple tunnelers need only record one location where they
are included in this section as well. In addition, each army’s individual
will surface. Place a unit at this location, or within 5cm of another unit that
unit data is presented sequentially in a reference chart format following
has already been placed, so long as all units are placed within 15cm of the
each list. The charts are organized alphabetically by unit type
location and on the appropriate half of the table.
(characters, infantry, armoured vehicles, etc.) and may occasionally
Tunnelers, and any units being transported in them, may take an action on the
show weapon charts or fortifications data.
turn they appear.
The following abbreviations are used in all reference sheets: 0.2 OPTIONAL RULES
0.2.1 Aircraft Escorts
AC – Aircraft Fwd - Forward Fire Arc In the Epic Armageddon rules only ground attack missions can be
AV - Armoured Vehicle FxF - Fixed Forward Arc intercepted by an air formation on CAP orders. If both players agree then you
BP - Barrage Points INF – Infantry may allow formations on CAP orders to intercept other intercept missions
CC - Close Combat LV - Light Vehicle (including other CAP missions). In theory this has the potential to lead to
CH – Character MW - Macro-weapon long interception chains where each intercepting formation is intercepted in
DC - Damage Capacity SC - Spacecraft turn, and working out the result could become tricky. Hence for the sake of
EA - Extra Attack TK - Titan Killer simplicity this idea is not included in the main rules. However, it is worth
FF - Fire Fight noting that in actual practice problems using this option are rare.
Allowing formations on CAP orders to intercept other intercept missions in
0.1 GENERAL SPECIAL RULES addition to ground attack missions, will allow you to have 'fighter escorts' for
0.1.1 Expendable bombers and large snowballing dogfights if you so choose. Just remember
Some units are seen by their allies as ablative or just plain disposable. This may that if you use this option for CAP, and find yourself experiencing problems -
be because the units are specifically created to sacrifice themselves, because you were warned!
the units are simply not valued, or for a number of other reasons. You must decide with your opponent if you are allowed to use aircraft escorts
A formation does not receive a Blast marker when a unit with Expendable is during a game of Epic, If you cannot agree on which method to use then
destroyed, this includes the extra Blast marker from the first casualty of a escorts should not be used.
crossfire and for units destroyed for being out of formation after a move. If
1
1.0 SPACE MARINE ARMIES
SECTION
COMMON SPACE MARINE SPECIAL RULES
1.0.1 AND THEY SHALL KNOW NO FEAR don’t receive Rhinos, usually because they can’t fit into them. Detachments
Space Marines are renowned for their tenacity and bravery. This is that come with Rhinos will be noted as having ‘plus transport’ in the unit’s
represented by the following rules: section of the army lists below.
• It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a Also note that you don’t have to take Rhinos if you don’t want to. If you’d
broken formation (ignore any leftover Blast markers). rather field formations on foot instead, so they can act as garrisons for
• Space Marine formations are only broken if they have 2 Blast markers example, or be transported in a Thunderhawk Gunship, then you may do so.
per unit in the formation.
• Space Marines formations only count half their number of Blaster In addition, you may choose to replace a detachment’s Rhinos with Drop
markers in assault resolution (rounding down – note that assault Pods. If you do this then the detachment will enter play in a Drop Pod using
resolution will not receive +1 for having no Blast markers if the
formation has 1 Blast marker before rounding down). Halve the number the rules for Planetfall (see section 4.4 of the Epic: Armageddon main rule
of extra hits suffered by a Space Marine formation that loses an assault, book). Note that if you choose to do this you will also require at least one
rounding down in favour of the Space Marines. Space Marine Strike cruiser or Battle Barge to deploy the Drop Pods from.
• 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. Choosing transport options is part of the army selection process. Portions of
Space Marines with the Leader special ability remove 2 Blast markers a formation may be left behind during deployment (to garrison, for example)
instead of 1. and the decision to exchange options, even free ones, must be determined
when the army list is determined.
1.0.2 SPACE MARINES TRANSPORTS
The Space Marines are a highly mobile army. Because of this, the points cost *Please note: Chapter-specific transport vehicles carry their particular
of a detachment usually includes enough Rhino transport vehicles to transport Chapter’s troop types and therefore are often renamed from the standard
it and any upgrades that may have been taken. Determine the number of transport vehicle, e.g. Rhino, becomes Dark Angels Rhino in the Dark Angels
Rhinos needed after all upgrades have been purchased. The number of Chapter list and Drop Pod, becomes Space Wolves Drop pod in that list and
Rhinos will always be the minimum number needed to carry the formation; so on.
you cannot take extras along to cover any losses. Note that many formations
2
1.1 NetEA APPROVED
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+.
3
1.1 NetEA APPROVED
CODEX ASTARTES
1.1 NetEA APPROVED
CODEX ASTARTES
1.2 NetEA APPROVED
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+.
6
1.2 NetEA APPROVED
WHITE SCARS
1.2 NetEA APPROVED
WHITE SCARS
1.3 NetEA APPROVED
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
(A Salamanders army may contain any number of Salamanders Detachments)
FORMATION CORE UNITS UPGRADES COST
Devastator 4 Devastator units plus transport Commander, Close Support, Salamander Devastators, Dreadnought, 250 points
Razorback
Land Raider 4 Salamanders Land Raiders Commander, Close Support, Helios 350 points
Landing Craft 1 Salamanders Landing Craft None 425 points
Predator 4 Predators (Annihilator and/or Commander, Close Support 250 points
Destructor in any combination)
Strike Cruiser 1 Salamanders Strike Cruiser Battle Barge 200 points
Tactical 6 Tactical units plus transport Commander, Close Support, Dreadnought, Razorback, Salamander 275 points
Tacticals
Terminator 4 Salamanders Terminator units Commander, Close Support, Dreadnought, Heavy Transport, Helios 325 points
Thunderhawk 1 Salamanders Thunderhawk Gunship None 250 points
Vindicator 4 Vindicators Commander, Close Support 225 points
Whirlwind 4 Whirlwinds Commander, Close Support, Helios 325 points
SALAMANDERS UPGRADES
(Each allowed upgrade may be taken once by each Salamanders Detachment.)
UPGRADE UNITS COST
Attack Bike Replace any number of Bike units with 1 Salamanders Attack Bike each Free
Battle Barge Replace a Salamanders Strike Cruiser with a Salamanders Battle Barge +125 points
Close Support Add up to 2 units from the following: Predator Incinerator +50 points each
Hunter +75 points each
Salamanders Land Raider +75 points each
Salamanders Land Raider Redeemer +75 points each
Salamanders Land Raider Prometheus +85 points each
Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points
The Commander may be a Captain, Librarian or Chaplain. OR
1 Space Marine Commander in the army may be a Supreme Commander +100 points
Dreadnought Add up to 2 Dreadnoughts +50 points each
Heavy Transport Add 4 units from the following: Salamanders Land Raider, Salamanders Land Raider Redeemer +325 points
Helios Replace any number of Salamanders Land Raiders with 1 Salamanders Land Raider Helios each +25 points each
Razorback Add any number of Salamanders Razorbacks, up to the number required to transport the formation +25 points each
Salamander Devastator Add 2 Salamanders Devastator units +100 points
Salamander Tactical Add 2 Salamanders Tactical units +75 points
Sniper Give all Scout units the Sniper ability +50 points
9
1.3 NetEA APPROVED
SALAMANDERS
1.3 NetEA APPROVED
Twin Lascannon 45cm AT4+ Tactical, Tactical and Scout). Armed with only 1of the listed weapon options, not both.
SALAMANDERS SPACE MARINE ARMY REFERENCE 2
STRATEGY 5
NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES
Salamanders Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Devastator, Salamander Devastator, Salamanders
Tactical, Tactical and Scout)
Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker
Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire
Salamanders Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ 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.
Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or
Rocket Launcher 60cm 3BP, FxF dangerous terrain that is lower than the Titan’s 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+.
Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: The Warhound 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 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower
Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s 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+.
Salamanders AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 infantry units, Attack Bikes
Landing Craft 3x Twin Heavy Bolter 15cm AP4+/AA5+ and Dreadnoughts. Salamanders Terminators and Dreadnoughts take up two spaces each. In addition,
2x Twin Lascannon 45cm AT4+ the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the
following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land
Raider and 4 Rhinos). Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the
Landing Craft and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
Salamanders AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Bike, Devastator,
Thunderhawk Twin Heavy Bolter 15cm AP4+/AA5+, LF Dreadnought, Salamander Devastator, Salamander Tactical, Salamander Terminator, Tactical and
Gunship 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Scout. Terminators and Dreadnoughts take up two spaces each). Critical Hit Effect: The aircraft’s
Battle Cannon 75cm AP4+/AT4+, FxF control surfaces are damaged The pilot loses control and the Thunderhawk crashes killing all aboard.
Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+
Bomb Racks 15cm 3BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Salamanders SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Transport: (May carry 60 infantry or Dreadnought units; plus 60 of the following Salamanders units:
Battle Barge 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.
Salamanders SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 infantry or Dreadnought units: Bike, Terminator or Dreadnought units;
Strike Cruiser 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 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+.
12
1.4 NetEA APPROVED
SCIONS OF IRON
1.4 NetEA APPROVED
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+.
Landing Craft AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine
3x Twin Heavy Bolter 15cm AP4+/AA5+ infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts
2x Twin Lascannon 45cm AT4+ take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based
on the Land Raider or 6 based on the Rhino, or one of the following combinations:
3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos)
Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
Thunderhawk AC/WE Bomber 5+ 6+ 5+ 2x Twin Heavy Bolter 15cm AP4+/AA5+ DC2, Planetfall, Reinforced Armour, Transport: (May carry 1 Land Raider
Transporter 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 Thunderhawk’s control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground. killing all aboard.
Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+
Bomb Racks 15cm 3BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Battle Barge SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW 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.
Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW 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)
Thunderhawk AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Bike, Devastator,
Gunship Twin Heavy Bolter 15cm AP4+/AA5+, LF Dreadnought, Tactical, Terminator and
2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Scout. Terminators and Dreadnoughts take up two spaces each). Critical Hit Effect: The aircraft’s
Battle Cannon 75cm AP4+/AT4+, FxF control surfaces are damaged The pilot loses control and the Thunderhawk crashes killing all aboard.
Thunderhawk AC/WE Bomber 4+ - - Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Reinforced Armour, Critical Hit Effect: Destroyed.
Saturation Bombing Twin Heavy Bolter 15cm AP4+/AA5+, LF
Configuration 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF
Battle Cannon 75cm AP4+/AT4+, FxF
Bombs 15cm 2BP, FxF, Ignore Cover
Thunderhawk AC/WE Bomber 4+ - - Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Reinforced Armour, Critical Hit Effect: Destroyed.
Close Air Support Twin Heavy Bolter 15cm AP4+/AA5+, LF
Configuration 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF
Turbolaser 45cm 2x AP5+/AT3+, FxF
Rockets 30cm AT4+, FxF
Land Raider Crusader AV 25cm 4+ 5+ 5+ Frag Launchers (base contact) (Assault Weapons) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units
Hurricane Bolters (15cm) (Small Arms), EA(+2) or 3 of the following units: Neophyte, Sword Brethren and Tactical)
Twin Assault Cannon 30cm AP4+/AT4+
Land Raider Helios AV 25cm 4+ 6+ 5+ 2x Twin Lascannon 45cm AT4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 of
Whirlwind Launcher 45cm 1BP Indirect Fire the following units: Devastator, Tactical)
SCIONS OF IRON
1.5 NetEA DEVELOPMENTAL
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+.
15
1.5 NetEA DEVELOPMENTAL
Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs
Bolt pistols (15cm) (Small Arms)
Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted
Bolters (15cm) (Small Arms)
Neophyte INF 15cm 5+ 4+ 5+ Bolt Pistols (15cm) (Small Arms)
Neophyte Bike INF 35cm 5+ 4+ 5+ Twin Bolters (15cm) (Small Arms) Mounted
Sword Brethren INF 15cm 4+ 3+ 4+ Bolters (15cm) (Small Arms) Infiltrator
Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms)
Missile Launcher 45cm AP5+/AT6+
Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour
Storm Bolters (15cm) (Small Arms)
2x Assault Cannon 30cm AP5+/AT5+
Attack Bike LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+
Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta (15cm) (Small Arms), MW Skimmer, Scout
15cm MW5+
Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout
Heavy Bolter 30cm AP5+
Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile 45cm AP3+/AT5+ Skimmer, Scout
Heavy Bolter 30cm AP5+
Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire)
Twin Lascannon OR 45cm AT4+ OR a Power Fist and Assault Cannon (Tactical), not both – select one option before the game.
Power Fist (base contact) (Assault Weapons), MW, EA(+1)
Assault Cannon 30cm AP5+/AT5+
Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+
Black Templars AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit
Land Raider 2x Twin Lascannon 45cm AT4+ or 2 of the following units: Neophyte, Sword Brethren and Tactical)
Black Templars AV 25cm 4+ 5+ 5+ Frag Launchers (base contact) (Assault Weapons) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units
Land Raider Crusader Hurricane Bolters (15cm) (Small Arms), EA(+2) or 3 of the following units: Neophyte, Sword Brethren and Tactical)
Twin Assault Cannon 30cm AP4+/AT4+
Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+
Twin Lascannon 45cm AT4+
Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+
Autocannon 45cm AP5+/AT6+
Black Templars Razorback AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (May carry 1 of the following units: Neophyte, Sword Brethren and Tactical)
Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not
both – select one option before the game.
Black Templars Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Neophyte, Sword Brethren and Tactical)
Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker
Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire
BLACK TEMPLARS
1.5 NetEA DEVELOPMENTAL
BLACK TEMPLARS
1.6 NetEA DEVELOPMENTAL
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.
18
1.6 NetEA DEVELOPMENTAL
BLOOD ANGELS
1.6 NetEA DEVELOPMENTAL
BLOOD ANGELS
1.7 NetEA DEVELOPMENTAL
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+.
21
1.7 NetEA DEVELOPMENTAL
RAVEN GUARD
1.7 NetEA DEVELOPMENTAL
RAVEN GUARD
1.8 NetEA DEVELOPMENTAL
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
(You may have any number of Great Companies but must take at least one)
PACK CORE UNITS UPGRADES COST
1+ Great Company 6 Grey Hunter units with 1 Hero character plus transport, plus Land Raiders, Dreadnoughts, Venerable 300 points
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
HUNTING PACKS
(You may not have more Hunting packs of any one type than you do Great Companies)
PACK CORE UNITS UPGRADES COST
Wolf Guard Terminators 4 Wolf Guard Terminator units Hero, Land Raiders 325 points
Wolf Scout Pack 4 Wolf Scout units Hero, Sniper 225 points
Long Fangs Pack 4 Long Fang units plus transport Hero, Razorbacks, Land Raiders, Hunter 300 points
Blood Claws Pack 6 Blood Claws units plus transport Hero, Blood Claws, Land Raiders, 200 points
Vindicators
Skyclaws Assault Pack 6 Skyclaws Assault units Hero, Skyclaws 225 points
Swiftclaws Bike Pack 6 Swiftclaws Bike units Hero, Swiftclaws Attack Bikes 200 points
Fenrisian Wolves 6 Fenrisian Wolves units Hero 150 points
SUPPORT PACKS
(You may have any number of Support packs)
PACK UNITS UPGRADES COST
Land Speeder 5 Land Speeders Hero, Typhoon/Tornado 200 points
Land Raiders 4 Space Wolves Land Raiders or Space Wolves Land Raider Crusaders Hero, Hunter 325 points
Predators 4 Predators (either Annihilator and/or Destructor) Hero, Hunter 250points
Vindicators 4 Vindicators Hero, Hunter 225 points
Whirlwinds 4 Whirlwinds Hero, Hunter 300 points
0-1 Strike Cruiser 1 Space Wolves Strike Cruiser Battle Barge 200 points
Thunderhawk 1 Space Wolves Thunderhawk Gunship none 225 points
Landing Craft 1 Space Wolves Landing Craft none 375 points
24
1.8 NetEA DEVELOPMENTAL
SPACE WOLVES
1.8 NetEA DEVELOPMENTAL
SPACE WOLVES
1.9 NetEA EXPERIMENTAL
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+.
27
1.9 NetEA EXPERIMENTAL
APOCRYPHA OF SKAROS
1.9 NetEA EXPERIMENTAL
Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower
Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s 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+.
Apocrypha of Skaros AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Thunderhawk Twin Heavy Bolter 15cm AP4+/AA5+, LF Tactical, Assault, Bike, Devastator, Dreadnought, Support Weapon and Terminator.
Gunship 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Terminators and Dreadnoughts take up two spaces each.)
Battle Cannon 75cm AP4+/AT4+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.
Thunderhawk Interdictor AC/WE Bomber 4+ - - Turbo Laser 45cm 2x AP5+/AT3+, FxF DC2, Reinforced Armour
2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses
Twin Heavy Bolter 15cm AP4+/AA5+, Left control and the Thunderhawk crashes to the ground.
Twin Heavy Bolter 15cm AP4+/AA5+, Right
2x Rockets 30cm AT4+, FxF
Thunderhawk Bomber AC/WE Bomber 4+ - - Battle Cannon 75cm AP4+/AT4+, FxF DC2, Reinforced Armour
2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses
Twin Heavy Bolter 15cm AP4+/AA5+, Left control and the Thunderhawk crashes to the ground.
Twin Heavy Bolter 15cm AP4+/AA5+, Right
Bombs 15cm 2BP, FxF, Ignore Cover
APOCRYPHA OF SKAROS
1.10 NetEA EXPERIMENTAL
Dark Angels Space Marine armies have a Strategy rating of 5. All Dark Angels formations have an initiative rating of 1+.
30
1.10 NetEA EXPERIMENTAL
DARK ANGELS
1.10 NetEA EXPERIMENTAL
DARK ANGELS
1.11 NetEA EXPERIMENTAL
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+.
33
1.11 NetEA EXPERIMENTAL
GREY KNIGHTS
1.11 NetEA EXPERIMENTAL
Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower
Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s 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+.
Grey Knights AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, Right Arc DC 2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Thunderhawk Twin Heavy Bolter 15cm AP4+/AA5+, Left Arc Dreadnought, Purgation Squad, Strike Squad, Terminator, Dreadnoughts,
Gunship 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Terminators take up 2 spaces each.)
Turbo Laser Destructor 45cm 2x AP3+/AT3+, FxF Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground, killing all on board.
Grey Knights AC/WE Bomber 4+ 6+ 5+ 2x Twin Heavy Bolter 15cm AP4+/AA4+ DC2, Planetfall, Reinforced Armour, Transport: (May carry 1 Grey Knights Land
Thunderhawk Raider or Land Raider Redeemer or 2 of the following Grey Knights vehicles: Nemesis
Transporter Dreadknight, Rhinos, Razorbacks, Hunters; plus any Grey Knights infantry units being
transported by these vehicles).
Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses
control and the Thunderhawk crashes to the ground.
Marauder Destroyer AC/WE Bomber 5+ - - 3x Twin Autocannons 30cm AP4+/AT5+, FxF DC2
Twin Heavy Bolters 15cm AA5+ Critical Hit Effect: Destroyed.
Twin assault Cannons 15cm AA4+, Rear Arc
2x Underwing Rockets 30cm AT4+, FxF
Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
Grey Knights Strike Cruiser SC - - - - Orbital Bombardment - 5BP, MW 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 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+.
TASKFORCE SUPPORT
(Up to 1/3 of the army’s points may be spent on Static Defences , Navy and War Engine formations)
STATIC DEFENCES
FORMATION CORE UNITS COST
Fortified Positions 50cm x 2.5cm of Minefield and 1 Firebase 50 points
Hyperios Platforms 3 Hyperios Platforms 125 points
Tarantula Sentry Guns 6 Tarantulas 125 points
36
1.12 NetEA EXPERIMENTAL
IMPERIAL FISTS
1.12 NetEA EXPERIMENTAL
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+.
39
1.13 NetEA Experimental
Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs
Bolt pistols (15cm) (Small Arms)
Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted
Bolters (15cm) (Small Arms)
Devastator INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+
Scout INF 15cm 5+ 4+ 5+ Heavy Bolter 30cm AP5+ Scout, Infiltrator
Shotguns (15cm) (Small Arms)
Siege Assault INF 15cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons)
Bolt pistols (15cm) (Small Arms)
Siege Devastator INF 15cm 4+ 5+ 4+ 2x Multi-melta 15cm MW5+
AND (15cm) (Small Arms), MW
Siege Tactical INF 15cm 4+ 4+ 5+ Multi-melta 15cm MW5+
AND (15cm) (Small Arms), MW
Siege Terminator INF 15cm 4+ 3+ 3+ Thunder Hammers (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Thick Rear Armour, Teleport
2x Heavy Flamers 15cm AP4+, Ignore Cover
AND (15cm) (Small Arms), Ignore Cover
Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms)
Missile Launcher 45cm AP5+/AT6+
Thunderfire Cannon INF 10cm 5+ 6+ 5+ Thunderfire Cannon 60cm 2xAP4+/AT6+, Disrupt OR Ignore Cover
Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire)
Twin Lascannon OR 45cm AT4+ OR a Power Fist and Multimelta (Vulcan), not both – select one option before the game.
Power Fist (base contact) (Assault Weapons), MW, EA(+1)
2x Multi-melta 15cm MW5+
AND (15cm) (Small Arms), MW
Dreadnought (Ironclad) AV 15cm 4+ 3+ 4+ Hurricane Bolter (15cm) (Small Arms) Reinforced Armour, Walker
Seismic Hammer (base contact) (Assault Weapons), MW, EA(+1)
Dreadnought (Siege) AV 15cm 3+ 4+ 3+ Flamestorm Cannon 15cm AP3+, Ignore Cover Walker
Heavy Flamer 15cm AP4+, Ignore Cover
(15cm) (Small Arms), Ignore Cover
Siege Drill (base contact) (Assault Weapons), MW, EA(+1)
Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+
Siege Assault Vanguard AV 35cm 5+ 6+ 5+ Firefury Missile Launcher 30cm 1BP, Single Shot Planetfall, Reinforced Armour, Skimmer, Transport: (May carry 1 Siege Terminator unit or 2 of
Caestus Assault Ram Magna Melta 15cm MW5+ the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)
AND (15cm) Small Arms, MW
Siege Assault Vanguard AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Siege Terminator unit or 2 of
Land Raider 2x Twin Lascannon 45cm AT4+ the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)
Siege Assault Vanguard AV 25 cm 4+ 6+ 4+ Thunderfire Cannon 60cm 2xAP4+/AT6+, Disrupt OR Ignore Cover Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 of
Land Raider Achilles 2x Twin Multi Meltas 15cm MW4+ the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)
AND (15cm) (Small Arms), MW
Siege Assault Vanguard AV 25cm 4+ 6+ 5+ 2x Twin Lascannon 45cm AT4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 1 of
Land Raider Helios Whirlwind Launcher 45cm 1BP Indirect Fire the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)
Siege Assault Vanguard AV 25cm 4+ 6+ 4+ 4x Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Siege Terminator unit or 2 of
Land Raider Prometheus 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.'
Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower
Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s 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+.
Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+
Bomb Racks 15cm 3BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Land Raider Crusader AV 25cm 4+ 5+ 5+ Frag Launchers (base contact) (Assault Weapons) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units
Hurricane Bolters (15cm) (Small Arms), EA(+2) or 3 of the following units: Tactical or Devastator)
Twin Assault Cannon 30cm AP4+/AT4+
42
2.1 NetEA APPROVED
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
(A Steel Legion Imperial Guard army may contain any number of Steel Legion Companies.)
COMPANY CORE UNITS COST
0-1 Regimental HQ 1 Supreme Commander unit, 12 Imperial Guard Infantry units plus 7 Chimeras 500 points
(1 for Commander)
Infantry Company 1 Imperial Guard Commander unit and 12 Imperial Guard Infantry units 250 points
Mechanised Infantry Company 1 Imperial Guard Commander unit, 12 Imperial Guard Infantry units plus
7 Chimeras (1 for Commander) 400 points
Tank Company 10 Leman Russ. 1 Leman Russ may be upgraded to a Vanquisher command tank at no additional cost 650 points
Super-Heavy Tank Company 3 Baneblades or Shadowswords in any combination 500 points
Artillery Company 9 Artillery units chosen from the following list: Basilisk, Manticore 650 points
43
2.1 NetEA APPROVED
STEEL LEGION
2.1 NetEA APPROVED
Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower
Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s 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+.
Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+
Bomb Racks 15cm 3BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
STEEL LEGION
2.2 NetEA APPROVED
Baran Siegemaster Imperial Guard armies have a Strategy rating of 1. All formations have an initiative rating of 2+.
46
2.2 NetEA APPROVED
BARAN SIEGEMASTERS
2.3 NetEA APPROVED
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+.
48
2.3 NetEA APPROVED
Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower
Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s 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+.
Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
Marauder Heavy Bomber AC/WE Bomber 5+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ DC2
Bomb Racks 15cm 3BP, FxF Critical Hit Effect: Destroyed
Twin Lascannon 45cm AT4+/AA4+, FxF
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+.
51
2.4 NetEA APPROVED
Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower
Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s 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+.
Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+
Bomb Racks 15cm 3BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Emperor Class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 8BP, MW Slow and Steady (May not be used on turns one and two of a battle unless the scenario
specifically states otherwise)
Lunar Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW
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 FORTIFICATIONS
(One Fortified Position may be taken per Cadian Shock Company)
FORTIFICATIONS UNITS COST
Fortified Position Up to 50cm of trenches and up to 6 Gun Emplacements +100 points
54
2.5 NetEA DEVELOPMENTAL
Deathworld Veterans Imperial Guard armies have a Strategy rating of 2. All formations have an initiative rating of 2+.
NAVAL SUPPORT
(Up to 1/3 of the army's points may be spent on Naval Support)
FORMATION UNITS COST
Orbital Support Choose one:
1 Lunar class Cruiser 150 points
1 Emperor class Battleship 300 points
Thunderbolt Squadron 3 Thunderbolt Fighters 250 points
Marauder Squadron 2 Marauder Bombers 250 points
57
2.6 NetEA EXPERIMENTAL
Elysian Drop Troop Regiment Imperial Guard armies have a Strategy rating of 2. All formations have an initiative rating of 2+.
59
2.7 NetEA EXPERIMENTAL
Harakoni Warhawks Imperial Guard armies have a Strategy rating of 3. All formations have an initiative rating of 2+.
IMPERIAL ALLIES
(Up to 1/3 of the army's points may be spent on Imperial Allies formations)
FORMATION UNITS COST
0-1 Spacecraft 1 Onero Overflight OR 150 points
1 Lunar class Cruiser OR 150 points
1 Emperor class Battleship (Slow and Steady special ability only applies to turn 1) 300 points
Fighter Squadron 2 Lightning Interceptors, Thunderbolts, or Lightning Strike Fighters 150 points
(May add 2 more Lightning Interceptors) (+125 points)
(May replace any number with Thunderbolts or Lightning Strike Fighters) (+25 points each)
Heavy Squadron 1 Marauder Heavy Bomber 175 points
Destroyer Squadron 1 Marauder Destroyer 175 points
Spectre Squadron 1 Marauder Spectre 225 points
Line Breaker Relief Column 10 Imperial Guard Infantry and 5 Chimeras 300 points
(May add 3 Leman Russ Conquerors) (+150 points)
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2.8 NetEA EXPERIMENTAL
HARAKONI WARHAWKS
2.8 NetEA EXPERIMENTAL
HARAKONI WARHAWKS
2.9 NetEA EXPERIMENTAL
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.
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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.
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2.9 NetEA EXPERIMENTAL
Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower
Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s 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+.
Landing Craft AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine
3x Twin Heavy Bolter 15cm AP4+/AA5+ infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts
2x Twin Lascannon 45cm AT4+ take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based
on the Land Raider or 6 based on the Rhino, or one of the following combinations:
3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos)
Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop
ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.
Thunderhawk Gunship AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:
Twin Heavy Bolter 15cm AP4+/AA5+, LF Tactical, Assault, Devastator, Scout, Bike, Terminator and Dreadnought. Terminators
2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF and Dreadnoughts take up two spaces each.)
Battlecannon 75cm AP4+/AT4+, FxF Critical Hit Effect: Thunderhawk’s control surfaces are damaged. The Pilot
loses control and the Thunderhawk crashes to the ground, killing all on board.
Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+
Bomb Racks 15cm 3BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Emperor Class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 8BP, MW Slow and Steady (May not be used on turns one and two of a battle unless the scenario
specifically states otherwise)
Lunar Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW
Pin-point Attack - MW2+, TK(D3)
Space Marine Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW 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)
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.
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3.1 NetEA DEVELOPMENTAL
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+.
SUPPORT FORMATIONS
(One Support Formation may be selected for each Titan formation in the army)
FORMATION UNITS COST
0-1 Per Corvus Assault Pod 9 Hypaspist units, plus 1 Tech-Priest unit 100 points
Skitarii Demi-Century
Forge Knight Squadron 3 Forge Knights OR 200 Points
6 Forge Knights 375 Points
Lysander Fighter 1 Lysander Fighter (0-1 per Warmonger Titan) 75 Points
Marauder Squadron 2 Marauder Bombers 250 Points
0-1 Orbital Support 1 Adeptus Mechanicus Gothic Class Cruiser OR 150 Points
1 Ark Mechanicus 150 Points
Recon Platoon 4 Sentinels 100 Points
Thunderbolt Squadron 2 Thunderbolt Fighters 150 Points
TITAN WEAPONS
(A Titan may not be upgraded with more or less weapons than its class allows)
SCOUT AND BATTLE TITAN WEAPONS COST
Inferno Gun, Vulcan Megabolter, Plasma Blastgun Free
Turbolaser Destructor +25 points
TITAN UPGRADES
UPGRADE COST
0-1 Legate (Battle Titans Only) +50 points
Veteran Princeps (0-1 per formation) +25 points
Carapace Multi-Lasers (Battle Titans Only) +50 points
Sacred Icon (Battle Titans Only) +50 points
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3.1 NetEA DEVELOPMENTAL
Forge Knight AV 20cm 4+ 4+ 5+ Arc Lance 30cm AT4+ Infiltrator, Invulnerable Save, Reinforced Armour, Walker
Manipulators (base contact) (Assault Weapons), MW, EA(+1)
Imperator Titan WE 15cm 4+ 4+ 3+ Plasma Annihilator 90cm 4x MW2+, TK(D3), Slow Firing, Fwd DC 12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring.
Hellstorm Cannon 60cm 10BP, Fwd Titan may step over units, impassable or dangerous terrain that is up to 2cm wide
Defence Laser 90cm MW2+/AA4+ TK(D3) and less than 3cm tall.
4x Battle Cannon 75cm AP4+/AT4+ Critical Hit Effect: Reactor damaged. Roll a D6 in the end phase of every turn: 1: Reactor
Quake Cannon 90cm 3BP, MW, FxF explodes - Destroyed. 2-3: Suffers extra point of damage. 4-6: Reactor repaired. Causes
Tertiary armament (15cm) (Small Arms), EA(+2) no further trouble. If the reactor explodes, any units within 5cms of the Warmonger will
Leg Bastions - Counts-as a Corvus Assault Pod be hit on a roll of 4+.
Reaver Titan WE 20cm 4+ 3+ 3+ 3x Scout or Battle Titan Weapons - - DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. Critical Hit Effect: 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+.
Warhound Titan WE 30cm 5+ 4+ 4+ 2x Scout Titan Weapons - - DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker
May step over units and impassable or dangerous terrain that is lower than the
Titan’s knees and up to 2cm wide. 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+ 4x Scout or Battle Titan Weapons - - 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 Titan’s 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+.
Warmonger Titan WE 15cm 4+ 4+ 5+ 8x Doomstrike Missiles Unlimited Support Missile Warhead(s) DC 12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring.
May fire only 1 missile per turn Titan may step over units, impassable or dangerous terrain that is up to 2cm wide
Vengeance Cannon 90cm 2x MW2+ TK(D3), Fwd and less than 3cm tall.
4x Hydra Autocannon 45cm 2x AP4+/AT5+/AA5+ Critical Hit Effect: Reactor damaged. Roll a D6 in the end phase of every turn: 1: Reactor
Fire Control Centre - Re-roll one failed to-hit roll on one explodes - Destroyed. 2-3: Suffers extra point of damage. 4-6: Reactor repaired. Causes
of the weapon systems per turn no further trouble. If the reactor explodes, any units within 5cms of the Warmonger will
Head Gun 45cm AP4+/AT4+ FxF be hit on a roll of 4+.
Tertiary armament (15cm) (Small Arms), EA(+2)
Leg Bastions - Counts-as a Corvus Assault Pod
Lysander Fighter AC Fighter 6+ n/a n/a Storm Bolters 15cm AP4+/AA5+, FxF
Heavy Bolter 30cm AP5+/AA6+, FxF
Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+
Bomb Racks 15cm 3BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Adeptus Mechanicus SC n/a n/a n/a n/a 2x Pin-point Attacks n/a MW2+, TK(D3)
Gothic class Cruiser
STRATEGY 3
NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER or EFFECT NOTES
Ark Mechanicus SC n/a n/a n/a n/a 2x Pin-point Attacks n/a MW2+, TK(D3) Slow and Steady
Orbital Bombardment n/a 5BP, MW
Battle Titan Weapons Apocalypse Missile Launcher 60cm 3BP
Carapace Landing Pad - Allows BP weapons to use Indirect Fire ability
Close Combat Weapon (Arm Only) (base contact) EA(+3), TK(D3)
Corvus Assault Pod - Transport: (May carry 10 Hypaspist or
Tech Priest units)
Gatling Blaster 60cm 4x AP4+/AT4+
Laser Blaster 60cm 6x AP5+/AT3+
Laser Burner (15cm) OR (Small Arms), EA(+2)
(base contact) (Assault Weapons), EA(+4)
Melta Cannon 30cm AND MW2+, TK(D3)
(15cm) (Small Arms), EA(+1), TK(D6)
Quake Cannon 90cm 3BP, MW
Plasma Cannon 60cm 3x MW2+, Slow Firing
Plasma Destructor 75cm 4x MW2+, Slow Firing
Support Missile (Carapace Only) Unlimited Indirect Fire, Warhead, One-Shot
Warhead Type— Choose 1 option:
Vortex 3BP, MW, TK(1), Ignore Cover
Warp MW2+, TK(D3), Ignore Shields/Powerfields
Deathstrike MW2+, TK(D6)
Barrage 10BP, Disrupt
Volcano Cannon 90cm MW2+, TK(D3)
Scout Titan Weapons Plasma Blastgun 45cm 2x MW2+, Slow Firing
Inferno Gun 30cm BP3, Ignores Cover
Vulcan Megabolter 45cm 4x AP3+/AT5+
Turbolaser Destructor 60cm 4x AP5+/AT3+
Titan Upgrades Carapace Multi-Lasers 30cm 2x AP5+/AT6+/AA5+
Sacred Icon n/a n/a Inspiring
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+.
MAJORIS WEAPONS
UPGRADE WEAPON COST
Mars Sonic Disruptor +100 points
Golgotha Hellfire Missiles +150 points
Armageddon Nova Cannon +150 points
TITAN WEAPONS
(A Titan may not be upgraded with more or less weapons than its class allows)
SCOUT AND BATTLE TITAN WEAPONS
Inferno Gun, Vulcan Megabolter, Plasma Blastgun Free
Turbolaser Destructor +25 points
TITAN UPGRADES
UPGRADE COST
Veteran Princeps (0-1 per formation) +25 points
Carapace Multi-Lasers (Battle Titans Only) +50 points
Sacred Icon (Battle Titans Only) +50 points
72
3.2 NetEA DEVELOPMENTAL
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
(You may take any number of Core Formations)
FORMATION UNITS COST
Paladins 4 Knights Paladin 300 points
Lancers 3 Knights Lancer 300 points
Errants 3 Knights Errant 300 points
SUPPORT FORMATIONS
(You may take one Support Formation per Core Formation)
FORMATION UNITS COST
Custodians 2 Knights Crusader or Knights Castellan in any combination 300 points
(May have 1 additional Knight Crusader or Knight Castellan) (+125 points)
Wardens 3 Knights Warden 250 points
Squires 6 Armiger Sentinels (All units in the formation gain the Scout ability) 175 points
(May have 1 Knight Warden) (+75 points)
Aspirants 8 Armiger Sentinels 175 points
(May have 1 Knight Warden) (+75 points)
Trebuchets 3 Trebuchet Howitzers 150 points
Ballistas 3 Ballista AA guns 100 points
ALLIES
(Up to 1/3 of the army's points may be spent on Allies)
FORMATION UNITS COST
Thunderbolt Squadron 2 Thunderbolt Fighters 175 points
Lightning Squadron 4 Lightning Fighters 300 points
Warlord Titan 1 Warlord Titan 725 Points + 4 Battle Titan Weapons
Reaver Titan 1 Reaver Titan 575 Points + 3 Scout or Battle Titan Weapons
Warhound Titan 1 Warhound Titan 275 points + 2 Scout Titan Weapons
Warhound Titan Pack 2 Warhound Titans 500 points + 2 Scout Titan Weapons each
TITAN WEAPONS
SCOUT AND BATTLE TITAN WEAPONS COST
Inferno Gun, Vulcan Megabolter, Plasma Blastgun Free
Turbolaser Destructor +25 points
TITAN UPGRADES
UPGRADE COST
Veteran Princeps (0-1 per formation) +25 points
Carapace Multi-Lasers (Battle Titans Only) +50 points
Sacred Icon (Battle Titans Only) +50 points
75
3.3 NetEA DEVELOPMENTAL
Warlord Titan WE 15cm 4+ 2+ 3+ 4x Scout or Battle Titan Weapons - - 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 Titan’s 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 45cm AP5+/AT6+/AA5+, FxF
Wingtip Lascannons 30cm AT5+/AA5+, FxF
Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
KNIGHTWORLD
3.3 NetEA DEVELOPMENTAL
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 formation’s next activation.
If the test is failed, the formation must take a Hold action as normal and no
bonuses are received.
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4.1 NetEA DEVELOPMENTAL
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
(You may take any number of Adepta Sororitas Detachments)
FORMATION CORE UNITS UPGRADES COST
Adepta Sororitas Mission 8 Sisters of Battle units Transport, Heroine, Dominions 225 points
Repentia, Exorcists, Supreme
Commander
Retributor Ministry 6 Retributor units Transport, Heroine, Dominions 250 points
Seraphim Choir 6 Seraphim units Heroine, Supreme Commander 225 points
Exorcism Battalion 5 Exorcist units Hunter 250 points
Repentia Confessional 6 Repentia units and 1 Mistress character Transport, Priest, Penitents 250 points
Dominion Recon 4 Dominion units Transport(must be taken), Heroine, Dominions 175 points
ECCLESIASTIC DETACHMENTS
(You may take one Ecclesiastic Detachment per Adepta Sororitas Detachment)
FORMATION CORE UNITS UPGRADES COST
Redemptionist Crusade 10 Redemptionist units Priest, Penitents, Supreme Commander , Vehicles 150 points
Penitent Atonement 4 Penitent Engine units Penitents 250 points
Flagellation Pilgrimage 6 Arco-Flagellant units Penitents 250 points
Fraternis Militia 12 Imperial Guard Infantry units Priest, Flak, Leman Russ, Chimeras, 225 points
Vehicles(may not have both Chimeras and Vehicles)
Militia Scout Squadron 4 Sentinels None 100 points
Mobile Sanctuary 2 Emperor’s Chapels Priest 350 points
Reverent Fury 1 Cathedral of Purification Priest, Supreme Commander 500 points
79
4.1 NetEA DEVELOPMENTAL
ADEPTUS MINISTORUM
4.1 NetEA DEVELOPMENTAL
Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower
Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s 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 45cm AP5+/AT6+/AA5+, FxF
Wingtip Lascannons 30cm AT5+/AA5+, FxF
ADEPTUS MINISTORUM
4.2 NetEA EXPERIMENTAL
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
(You may take any number of Inquisitorial Forces)
FORMATION UNITS UPGRADES COST
Inquisitor 1 Inquisitor unit and 3 Warrior Henchmen or Support Staff units Inquisitor Lord, Priest, Retinue, 200 points
(0-1 per 1000 points) Transport
Stormtroopers 8 Inquisitorial Stormtrooper units Priest, Transport 225 points
Gun-cutter 1 Gun-cutter Glavian Pilot 125 points
(0-1 per Inquisitor)
0-1 Inquisition Fortress 1 Black Citadel OR Obsidian Fortress None 700 points
0-1 Orbital Support 1 Rogue Trader Vessel Battleship 75 points
82
4.2 NetEA EXPERIMENTAL
ORDO HERETICUS
4.2 NetEA EXPERIMENTAL
Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower
Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s 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+.
Aquila Lander AC/AV Bomber 4+ - 5+ Chin Multilaser 30cm AP5+/AT6+/AA5+, FxF Planetfall, Scout, VTOL, Transport: (May carry 2 of the following units:
Death Cult Assassins, Stormtrooper, Support Staff, Warrior Henchmen)
Gun Cutter AC/WE Bomber 5+ 6+ 5+ Nose Assault Cannon 15cm AP5+/AT5+/AA5+, FxF DC2, Planetfall, Scout, VTOL, Transport: (May carry 5 of the following units:
Twin Wing-Autocannons 30cm AP5+/AT6+/AA5+, FxF Death Cult Assassins, Support Staff, Warrior Henchmen)
Critical Hit Effect: Crashes and is destroyed, killing all onboard.
Rogue Trader Vessel SC n/a n/a n/a n/a Pin-Point Attack - MW2+, TK(D3) 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)
Inquisition Battleship SC n/a n/a n/a n/a Orbital Bombardment - 10BP, MW 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
Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless,
Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower
Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s 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 45cm AP5+/AT6+/AA5+, FxF
Wingtip Lascannons 30cm AT5+/AA5+, FxF
Lightning Strike Fighter AC Fighter 6+ n/a n/a 2x Underwing Rockets 30cm AT4+, FxF
Wingtip Lascannons 30cm AT5+/AA5+, FxF
Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+
Bomb Racks 15cm 3BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Marauder Colossus AC/WE Bomber 5+ n/a n/a Twin Heavy Bolter turret 15cm AP4+/AA5+, Fwd DC 2
Bomber Twin Heavy Bolters 15cm AA5+, Rear Arc Critical: Destroyed.
Colossus Bomb 15cm 3BP, Ignore Cover, Slow Firing, FxF, OR Note: The Colossus Bomb’s MW attack must target the
MW2+, TK(D3), Slow Firing, FxF unit closest to the centre of the Barrage attack
Marauder Destroyer AC/WE Bomber 5+ n/a n/a 3x Twin Autocannons 30cm AP4+/AT5+, FxF DC2
Twin Heavy Bolters 15cm AA5+ Critical Hit Effect: Destroyed
2x Assault Cannons 15cm AA5+, Rear Arc
4x Hellstrike Missiles 45cm AT4+, FxF
Marauder Heavy Bomber AC/WE Bomber 5+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ DC2
Bomb Racks 15cm 3BP, FxF Critical Hit Effect: Destroyed
Twin Lascannon 45cm AT4+/AA4+, FxF
Marauder Spectre AC/WE Bomber 5+ n/a n/a Spinal Volcano Cannon 45cm AT2+, TK(D3) DC2
2x Twin Heavy Bolter 15cm AA5+ Critical Hit Effect: Destroyed
Emperor class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 8BP, MW Slow and Steady (may not be used on turns one and two of a battle unless the scenario
specifically states otherwise)
Lunar class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW
Pin-point Attack - MW2+, TK(D3)
85
6.0 CHAOS ARMIES SECTION
COMMON CHAOS SPECIAL RULES
6.0.1 INITIATIVE AND STRATEGY RATING units may be summoned during a later turn. Daemonic units that are
The Chaos Powers are quick to punish or reward their champions. destroyed are removed from play and are not put back into the Daemon
Pool. Broken formations or formations that have not bought a Daemonic
In the strategy phase if the Chaos player rolls a 6 they are rewarded for their Pact may not summon daemons.
tactical acumen with an additional 1D3 daemon to add to the Daemon Pool. Players may only have one greater daemon of a given faction in the army on
If the Chaos player rolls 1 their patron Powers withdraw their support and the the board at one time. For example, if you already have a summoned
Chaos player must remove D3 daemons from the Daemon Pool. If the Bloodthirster on the board you are not allowed to summon another
Chaos player has no remaining daemons in their Daemon Pool then there is Bloodthirster until that first greater daemon has been removed from play.
no further effect. Summoned units must be set up with their base within 5cm of any non-
daemonic unit from their formation, (i.e. you cannot place a ‘chain’ of
summoned units). They may not be set up in the Zone of Control of an
6.0.2 FACTIONS enemy unit or in impassable terrain. The type of unit that can be summoned
Each formation in an army of chaos belongs to a faction that owes allegiance
depends on the summoning formation’s faction, as follows:
to one of the gods of chaos (Khorne, Nurgle, Slaanesh, Tzeentch or Chaos
Undivided). You must decide which faction each formation in your army
Khorne – Bloodthirster, Bloodletters, Flesh Hounds
belongs to before the battle and note it down on your army list. Some armies,
Nurgle - Great Unclean One, Plaguebearers
however, follow one specific Chaos god and these armies will be noted at the
Slaanesh - Keeper of Secrets, Daemonettes, Screamers, Seekers
top of the army list as to which Faction they follow. With the exception of
Tzeentch - Lord of Change, Flamers, Horrors
those formations that Worship Chaos Undivided, the different factions do
Undivided - Daemonic Beasts, Blood Thralls, Blood Wolves, Flesh Fiend,
not get along well and some factions hold millennia-old hatred of each other.
Furies, Crones and any other unnamed Daemons listed.
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
Summoned units count as part of the formation for all rules purposes as long
represented by the following rules:
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
Formations dedicated to a specific Chaos god hate formations dedicated to
formation outnumbers an opponent in an assault or is broken by Blast
any other Chaos god. Formations dedicated to Chaos Undivided do not
markers, etc. Note that Daemons that are killed in an assault do count
suffer from hatred and are not hated by other Factions.
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
A formation that has no units from a hated formation within 15cm of any of
the formation before it is broken and all the remaining summoned units are
its units receives a +1 modifier to its initiative test. If even if one hated unit is
then removed.
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
Summoned units remain on the battlefield until the end phase of the turn in
play never receive the modifier.
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
6.0.3 SUMMONED UNITS from the board and placed back into the Daemon Pool unless the formation
Formations that purchase the Daemonic Pact upgrade (see the army list has a unit with Daemonic Focus. Greater Daemons that are returned to the
below) are able to summon daemons to the battlefield. In order to summon Daemon Pool keep the same DC they had when they left the battlefield. They
daemons, a player must first purchase a single Daemon Pool from which all do not heal back to full DC, so when summoned again they will have that
formations with the Daemonic Pact upgrade will summon. 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
Daemons in the Daemon Pool are purchased and noted only as being lesser number of Blast markers on the formation is greater than the number of units
or greater daemons, not by their faction. The summoning formation’s faction left in play after the summoned units have been removed. When a formation
dictates what types of daemons may be summoned (see below). Players breaks any summoned units in the formation are lost in the warp and
should either write down the contents of their Daemon Pool or use tokens to considered destroyed. They do not go back into the Daemon Pool.
indicate the number of each lesser and greater daemon they have available to
summon during a game. The Chaos player’s opponent is always able to view 6.0.4 AUGMENTED SUMMONING
the number of lesser and greater daemons remaining in the Daemon Pool.
Some chaos units are noted as having Augmented Summoning (+x). Units
The Daemon Pool is kept off the board and daemons are removed from it as
with this ability add a number of summoning points equal to ‘x’ when the
formations summon daemons onto the board.
formation they are in summons daemons. For example, a unit noted as
having Augmented Summoning (+2D3) would allow a formation with a
At the start of that formation’s action, before the action test dice roll is made,
Daemonic pact to roll 4D3 for summoning points as opposed to the usual
the formation may summon daemonic units from the Daemon Pool.
2D3.
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 6.0.5 DAEMONIC FOCUS
8 summoning points and all other units cost 1 summoning point each). Certain Chaos units are noted as having Daemonic Focus. Units with this
Summoning points must be used to summon daemonic units from the ability may keep any or all summoned units that belong to the formation in
Daemon Pool and summoned units are brought into play immediately. If for play. Summoned units do not vanish back into the warp after the formation
any reason any summoning points generated are not used, they are lost and has attempted to rally. Chaos units with daemonic Focus may not be used to
may not be carried over into subsequent turns. You may only summon as keep summoned units in play if the formation is broken.
many daemons as you have left in your Daemon Pool. Left over daemonic
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6.1 NetEA APPROVED
A Black Legion Chaos Army has a Strategy rating of 4. All army formations have an initiative rating of 2+.
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 Daemons 20 points each
Any number of Greater Daemon units 75 points each
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6.1 NetEA APPROVED
BLACK LEGION
6.1 NetEA APPROVED
BLACK LEGION
6.1 NetEA APPROVED
BLACK LEGION
6.2 NetEA APPROVED
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
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6.2 NetEA APPROVED
STIGMATUS COVENANT
6.2 NetEA APPROVED
STIGMATUS COVENANT
6.2 NetEA APPROVED
Withering Gaze (15cm) (Small Arms), MW, EA(+1) Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll
AND 45cm 2x MW3+ of 6+. Costs 8 points to summon.
STIGMATUS COVENANT CULTIST CHAOS ARMY REFERENCE 3
STRATEGY 2
NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES
Bloodletters INF 15cm 4+ 4+ n/a Hellblades (base contact) (Assault Weapons), EA(+1) Invulnerable Save, Costs 1 point to summon.
Daemonettes INF 15cm 4+ 3+ n/a Daemonic Talons (base contact) (Assault Weapons) First Strike, Invulnerable Save, Costs 1 point to summon.
Plaguebearers INF 15cm 3+ 4+ 6+ Plague Swords (base contact) (Assault Weapons) Invulnerable Save, Costs 1 point to summon.
Plague of Flies (15cm) (Small Arms)
Flamers INF 15cm 5+ 5+ 4+ Flames of Tzeentch (base contact) (Assault Weapons) Invulnerable Save, Costs 1 point to summon.
AND (15cm) (Small Arms), EA(+1)
Daemonic beasts INF 20cm 4+ 3+ n/a Claws and Fangs (base contact) (Assault Weapons) Infiltrator, Invulnerable Save, Costs 1 point to summon
STIGMATUS COVENANT
6.3 NetEA DEVELOPMENTAL
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+.
FORMATION UPGRADES
(Each Core Formation in the army may select up to three upgrades)
UPGRADES UNITS COST
Fire Support Squad 4 Traitor Fire Support units +100 points
Infantry Reinforcements 6 Traitor Infantry units +100 points
Tank Squadron 3 Traitor Leman Russ, Leman Russ Demolishers, Malcador, +150 points
Malcador Defenders or Malcador Annihilators
Hellhound Squadron 3 Traitor Hellhounds +100 points
Griffon Squadron 3 Traitor Griffons +75 points
Ogryn Berserkers 3 Ogryn Berserker units +100 points
Flak 1 Traitor Hydra +50 points
CHAOS ALLIES
(Up to one third of the army's total points may be spent on Chaos Allies)
FORMATION CORE UNITS COST
Alpha Legion Retinue 8 Alpha Legion Chaos Space Marine units and 1 Chaos Space Marine Lord, 325 points
plus 4 Alpha Legion Rhinos
Hellblade Fighters 3 Hellblade Interceptors 200 Points
Helltalon Fighter-Bombers 2 Hell Talon Fighter-Bombers 225 Points
Harbinger Bomber 1 Harbinger Bomber 400 Points
Chaos Warlord Titan 1 Chaos Warlord Titan (Vraks configuration) 875 points
Chaos Reaver Titan 1 Chaos Reaver Titan (Vraks configuration) 675 points
Chaos Warhound Titan 1 Chaos Warhound Titan (Vraks configuration) 275 points
Chaos Warhound Pack 2 Chaos Warhound Titans (Vraks configuration) 500 points
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6.3 NetEA DEVELOPMENTAL
Traitor Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour
Lascannon 45cm AT5+
Battlecannon 75cm AP4+/AT4+
Traitor Leman Russ AV 20cm 4+ 6+ 3+ 2x Plasma Cannon 30cm AP4+/AT4+, Slow Firing Reinforced Armour
Demolisher Demolisher 30cm AP3+/AT4+, Ignore Cover
Lascannon 45cm AT5+
Traitor Leman Russ AV 20cm 4+ 6+ 6+ Laser Destroyer 75cm AT3+, MW Reinforced Armour
Destroyer Tank Hunter
Traitor Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour
Vanquisher Lascannon 45cm AT5+
Vanquisher 75cm AP4+/AT2+
VRAKSIAN TRAITORS
6.3 NetEA DEVELOPMENTAL
Harbinger AC/WE Bomber 4+ n/a n/a Reaper Autocannon 30cm AP4+/AT6+/AA5+, FxF DC 4. Critical Hi Effect: Destroyed
Reaper Autocannon 15cm AP4+/AT6+/AA5+, Right Arc
Reaper Autocannon 15cm AP4+/AT6+/AA5+, Left Arc
Incendiary Bombs 15cm 6BP, Ignore Cover, FxF
Hellblade AC Fighter 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF
Hell Talon AC Fighter-Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Havoc Launcher 45cm AP5+/AT6+, FxF
VRAKSIAN TRAITORS
6.4 NetEA DEVELOPMENTAL
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+.
DEATH GUARD CORE FORMATIONS
FORMATION CORE UNITS UPGRADES COST
Death Guard Retinue 1 Death Guard Lord, 3 Death Guard Chaos Space Marine Any except Dreadclaws 250 points
units and 3 Plague Marines units
Death Guard Heavy 1 Death Guard Lord and 6 Death Guard Havoc units. Any except Dreadclaws 350 points
Retinue
DEATH GUARD INFANTRY SUPPORT FORMATIONS
(You may take 1 Infantry Support formation per Death Guard Retinue)
FORMATION CORE UNITS UPGRADES COST
Death Guard Drop 1 Death Guard Lord. 4 Death Guard Chaos Space Marine Chaos Champion, Daemonic Pact, 250 points
Retinue units and 2 Plague Marines units. Daemon Prince, Death Guard Auxilia,
Death Guard, Havocs, Dreadclaws,
Icon Bearer, Walkers, Warlord
Death Guard Terminator 1 Death Guard Lord and 4 Death Guard Terminator units Chaos Champion, Dreadclaws, 450 points
Retinue optional: add up to 2 Death Guard Terminator units Daemonic Pact, Daemon Prince, Icon +100 points per
Bearer, Transports, Walkers, Warlord extra unit
Plague Zombie Infestation 2D6+3 Plague Zombies. None 175 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
98
6.4 NetEA DEVELOPMENTAL
DEATH GUARD
6.4 NetEA DEVELOPMENTAL
DEATH GUARD
6.5 NetEA DEVELOPMENTAL
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 CORE UNITS UPGRADES COST
Noise Marine Retinue 1 Emperor’s Children Decadent Lord character and Favoured of Slaanesh, Degenerate, 300 points
6 Noise Marine units and 1 Daemonic Pact. Assault Walkers, Dreadclaws,
Apostate of Rapture, Predators,
Transport
Decadent Marine Retinue 1 Emperor’s Children Decadent Lord character and Degenerate, Noise Marines 225 points
6 Chaos Space Marine units and 1 Daemonic Pact Assault Walkers, Dreadclaws,
Apostate of Rapture, Predators,
Transport
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) 20 points each
One Greater Daemon (Keeper of Secrets) 75 points each
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6.5 NetEA DEVELOPMENTAL
EMPEROR’S CHILDREN
6.5 NetEA DEVELOPMENTAL
EMPEROR’S CHILDREN
6.6 NetEA DEVELOPMENTAL
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.
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
CHAOS NAVY
FORMATION CORE UNITS COST
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
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6.6 NetEA DEVELOPMENTAL
Adeptus INF 15cm 4+ 4+ 4+ 45cm AP5+/AT6+ Invulnerable Save, First Strike, Teleport
Adeptus Exempla INF 15cm 4+ 4+ 4+ Sorcerous Weapons 45cm AP5+/AT6+ Supreme Commander, Reinforced Armour, Fearless, Teleport
Psychic Powers 15cm MW5+
AND (15cm) (Small Arms), MW, EA(+1)
Magister Templi INF 15cm 3+ 3+ 3+ Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander, Fearless, Reinforced Armour, Teleport
2x Warp Bolt (15cm) (Small Arms), MW, EA(+1)
Thousand Sons Marines INF 15cm 4+ 5+ 4+ Bolters (15cm) (Small Arms) Reinforced Armour, Fearless, Rubric
Sekhmet Disc Riders INF 30cm 4+ 3+ 4+ Sorcerer Powers (15cm) (Small Arms) Mounted, Skimmer
and Bolters
Thousand Sons Terminators INF 15cm 4+ 4+ 3+ Sorcerous Powers 30cm 2xAP4+/AT6+ Reinforced Armour. Thick Rear Armour. Fearless, Teleport, Rubric
Combi-Bolters (15cm) (Small Arms)
Power Weapons (base contact) (Assault Weapons)
Thousand Sons Neophyte INF 15cm 6+ 6+ 5+ Psychic Abilities and (15cm) (Small Arms)
Bolt Pistols
Deceiver AV 20cm 4+ 4+ 4+ Tzeentch Cannon 45cm AP4+/AT4+ Fearless, Invulnerable Save, Walker. Heavy flamer grants Fire Fight attack the
Ether Cannon 45cm 2x AA6+ Ignore Cover ability
Heavy Flamer 15cm AP4+
AND (15cm) Small Arms
Battle Claws (base contact) (Assault Weapons)
Warp Flame (base contact) (Assault Weapons)
Defiler AV 20cm 4+ 4+ 3+ Battle Cannon 75cm AP4+/AT4+ Fearless, Infiltrator, Invulnerable Save, Walker
Reaper Auto Cannon 30cm AP4+/AT6+
Twin Heavy Flamer 15cm AP3+
Battle Claws (base contact) (Assault Weapons) Macro-Weapon, EA (+1
Silver Tower AV 20cm 4+ 6+ 4+ Arcane Cannons 45cm 3x AP4+/AT4+ Skimmer, Invulnerable Save, Fearless.
Beam of Power 60cm MW5+
Thousand Sons Rhino AV 30cm 5+ 6+ 6+ Combi-Bolters (15cm) (Small Arms) Transport: (May carry 2 of the following units: Thousand Sons Marines,
Thousand Sons Adeptus Exempla, Thousand Sons Adeptus, Magister Templi,
Thousand Sons Neophyte)
Thousand Sons Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Thousand Sons
2x Twin Lascannon 45cm AT4+ Terminators or 2 of the following units: Thousand Sons Marines, Chaos
Warp Flame (base contact) (Assault Weapons), EA(+1), First Strike Adeptus Exempla, Magister Templi, Thousand Sons Adeptus, Thousand Sons Neophyte
Thousand Sons Predator AV 30cm 4+ 6+ 5+ Twin Lascannon 45cm AT4+
2x Heavy Bolter 30cm AP5+
Warp Flame (base contact) (Assault Weapons), EA(+1), First Strike
Greater Spires of Tzeentch WE 20cm 4+ 5+ 4+ 3x Tzeentch Cannons 45cm AP4+/AT4+ DC3, Skimmer, Thick Rear Armour, Invulnerable Save, Fearless, Daemonic Focus
Beam of Power 60cm MW5+ Critical Hit Effect: Destroyed; each unit within 5cm takes a MW hit on a roll of 6.
Fate of Tzeentch 30cm MW2+, TK(1)
Warp Palace of Tzeentch WE 20cm 4+ 4+ 3+ 4x Tzeentch Cannons 45cm AP4+/AT4+ Skimmer, Reinforced Armour, Thick Rear Armour, Invulnerable Save, Fearless,
2x Beam of Power 60cm MW5+ Daemonic Focus. DC 6. Critical Hit Effect: One of the Silver Runes that channel the
Warp Fire of Tzeentch 30cm 3BP, TK(D3), Ignore cover 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
6.7 NetEA DEVELOPMENTAL
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.
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) 20 points each
One Greater Daemon (Bloodthirster) 75 points each
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6.7 NetEA DEVELOPMENTAL
WORLD EATERS
6.7 NetEA DEVELOPMENTAL
WORLD EATERS
6.8 NetEA DEVELOPMENTAL
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.
3 Only if Plague Marines or Blight Drones are present in army. 4 Only if Noise Marines or Daemon Knights are present in army.
110
6.8 NetEA DEVELOPMENTAL
Chaos Reaver Titan 1 Reaver Titan 625 points Hell Talons 2 Hell Talon Fighter-Bombers 250 points
Chaos Warhound Titan 1 Warhound Titan 300 points Harbinger 1 Harbinger Bomber 450 points
110
6.8 NetEA DEVELOPMENTAL
RED CORSAIRS
6.8 NetEA DEVELOPMENTAL
Chaos Thunderhawk WE/AC Bomber 4+ 6+ 4+ Battle Cannon 75cm AP4+/AT4+, FxF DC2, Planetfall, Reinforced Armour, Transport: (May carry up to 8 of the following:
Gunship 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Chaos Space Marines, Chaos Space Marine Bike, Chaos Spawn, Havoc, Cult Marine,
Twin Heavy Bolter 15cm AP4+/AA5+, Right Arc Chaos Dreadnought or Chaos Space Marine Terminator units. Chaos Terminators
Twin Heavy Bolter 15cm AP4+/AA5+, Left Arc and Dreadnoughts take up 2 spaces each). Critical Hi Effect: Destroyed
Harbinger AC/WE Bomber 4+ n/a n/a Reaper Autocannon 30cm AP4+/AT6+/AA5+, FxF DC 4. Critical Hi Effect: Destroyed
Reaper Autocannon 15cm AP4+/AT6+/AA5+, Right Arc
Reaper Autocannon 15cm AP4+/AT6+/AA5+, Left Arc
Incendiary Bombs 15cm 6BP, Ignore Cover, FxF
Hellblade AC Fighter 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF
Hell Talon AC Fighter-Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Havoc Launcher 45cm AP5+/AT6+, FxF
Chaos Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW 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).
Chaos Battle Barge SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW 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).
Chaos Drop Pod AV Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ 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) DC3, Fearless, Inspiring, Invulnerable Save, Reinforced Armour, Walker. Costs 6 points to
summon.
Lesser Daemons INF 15cm 4+ 3+ - Claws and Fangs (base contact) (Assault Weapons) Invulnerable Save. Costs 1 point to summon.
RED CORSAIRS
6.9 NetEA EXPERIMENTAL
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.
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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.
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6.9 NetEA EXPERIMENTAL
Traitor Basilisk AV 20cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ May either shoot normally or fire a barrage. May only use the Indirect
Earthshaker 120cm AP4+/AT4+ OR 1BP, Indirect Fire Fire special ability when firing barrages.
Traitor Chimeras AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring
Multilaser 30cm AP5+/AT6+ Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds
– Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each).
Traitor Griffons AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+
Heavy Mortar 30cm 1BP, Indirect Fire
Traitor Hydras AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+
2x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+
ALPHA LEGION
6.9 NetEA EXPERIMENTAL
Traitor Baneblade WE 15cm 4+ 6+ 4+ 3x Twin Heavy Bolter 30cm AP4+ DC3, Reinforced Armour
Demolisher 30cm AP3+/AT4+, Ignore Cover, FxF Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a hit on
Autocannon 45cm AP5+/AT6+ a roll of 6+.
2x Lascannon 45cm AT5+
Main Battle Cannon 75cm AP3+/AT3+
Traitor Shadowsword WE 15cm 4+ 6+ 5+ 2x Heavy Bolter 30cm AP5+ DC3, Reinforced Armour
Volcano Cannon 90cm MW2+, TK(D3), FxF Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a hit on
a roll of 6+.
Hellblade AC Fighter 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF
Hell Talon AC Fighter-Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Havoc Launcher 45cm AP5+/AT6+, FxF
Traitor Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF
Fighter-Bombers Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
Traitor Marauder AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+
Bombers Bomb Racks 15cm 3BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Generic Greater Daemon WE 4+ 3+ - Claws and Fangs (base contact) (Assault Weapons), MW, EA(+2) 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.
Generic Lesser Daemon INF 15cm 4+ 3+ - Claws and Fangs (base contact) (Assault Weapons) Invulnerable Save. Costs 1 point to summon.
ALPHA LEGION
6.10 NetEA EXPERIMENTAL
Daemon World Chaos Armies have a Strategy rating of 2. All Daemon World Chaos Army formations have an initiative rating of 3+.
HORDE UPGRADES
(Each Horde, including Greater Daemon formations, may take any number of upgrades. Each upgrade may only be selected once per Horde.)
UPGRADES UNITS COST
Daemon Prince Replace a Chaos Space Marine Aspiring Champion or Demagogue with a +50 points
Daemon Prince unit. You may have only 1 Daemon Prince per faction taken
Icon Bearer Add 1 Icon Bearer character to the formation +50 points
Mutants Add up to 8 Mutant units to the formation +15 points each
Big Mutants Replace 1 to 6 Mutant units with an equal number of Big Mutants +20 points each
Chaos Altar Add 1 Chaos Altar +150 points
Chaos Spawn Add up to 3 Chaos Spawn units +25 points each
Chaos Hounds Add up to 3 Chaos Hounds units +10 points each
Furies Add 1 to 3 Fury units +25 points each
Additional Daemons Add 1 to 6 Lesser Daemons (must be of same faction or Undivided) +25 points each
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6.10 NetEA EXPERIMENTAL
DAEMON WORLD
6.10 NetEA EXPERIMENTAL
DAEMON WORLD
6.11 NetEA EXPERIMENTAL
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+.
RETINUES
FORMATION CORE UNITS UPGRADES COST
Khorne Renegade Marines 8 Khorne Renegade Marine units All 225 points
Retinue
SUPPORT FORMATIONS
(One Khorne Support Formation may be included for every Retinue selected)
FORMATION CORE UNITS UPGRADES COST
Khorne Renegade Bike 8 Khorne Renegade Bike units Daemonic Pact, Icon Bearer 300 points
Company
Khorne Raptor Cult 6 Khorne Raptor units None 250 points
Khorne Cultists/Mutants 8 Khorne Cultists and/or Mutants units None 125 points
Slaughter Pack 4 Khorne Blood Slaughterers Blood Slaughterers 200 points
UPGRADES
(Each allowed upgrade may be taken once per formation)
UPGRADES UNITS COST
Khorne Lord Add a Khorne Lord to a unit +50 points
0-1 Khorne Warlord Add the Supreme Commander ability to a single Khorne Lord unit +50 points
0-1 Khorne Daemon Prince Replace a unit containing a Khorne Lord or War Lord character with a +50 points
Khorne Daemon Prince unit.
Khorne Berzerkers Add 4 units of Khorne Berzerkers to the formation +150 points
World Eaters Terminators Replace up to 4 World Eaters Berzerker units with the same number +45 points each
of World Eaters Terminator units
Dreadnoughts Add up to 2 Khorne Dreadnoughts +50 points each
Blood Slaughterers Add up to 2 Blood Slaughterers +50 points each
Khorne Renegade Replace up to 4 Khorne Renegade Marine units with the same number +35 points each
Annihilators of Renegade Annihilator units
Dreadclaws Equips the formation with Dreadclaw Assault Boats +5 points per unit
in the formation
Khorne Champion Add a Khorne Champion to a unit in the formation +50 points
Icon Bearer Add a Khorne Icon Bearer to a unit in the formation +50 points
Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points
Predators Add up to 4 Khorne Predators +50 points each
Transports Add Khorne Rhinos and/or Khorne Land Raiders. You may take only the +10 points per Rhino
minimum number required to transport the formation after all upgrades +75 per Land Raider
have been added. No spare transport spaces may be left over if avoidable.
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) 20 points each
Any number of Greater Daemon (Bloodthirster) 75 points each
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KHORNE RENEGADES
6.11 NetEA EXPERIMENTAL
KHORNE RENEGADES
6.12 NetEA EXPERIMENTAL
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+.
THE BLOODY HAND WARBANDS
UNIT CORE UNITS COST
0-1 Arch Heretic: 1 Magister unit and 8 Death Brigade Infantry units 275 points
(May Upgrade Magister to Master Thaumaturge) (+50 points)
(May purchase 5 STeG4) (+75 points)
Mechanised Warband: 1 Bloodied Commander unit, 12 Bloodied Infantry units, 7 N20 300 points
(May replace 7 N20 with 7 STeG4) (+25 points)
Infantry Warband: 1 Bloodied Commander unit and 12 Bloodied Infantry units 225 points
Heavy Tank Warband:. 9 AT83 Brigand Heavy Tanks 475 points
Artillery Warband: 9 U90 Usurper Self Propelled Artillery 500 points
UNIT UPGRADES
(Any number of upgrades may be taken per Warband. Each upgrade may only be taken once per Warband)
UPGRADE UNITS COST
Flak Add 1 ZU57 Reaper Heavy Flak +50 points
Flame Tanks Add 2 CR3 Cerberus Close Support Tanks +75 points
Fire Support Add 3 Anti-Tank Section units +75 points
Coven Add up to 3 Gore Mage units +25 points each
Assault guns Add 2 U90 Usurpers +125 points
Sniper Support Add 1 or 2 Bloodied Sniper Units +25 points Each
Stalk Tanks Add 2 Stalk Tanks +50 points
Death Brigade Support Add 2 Death Brigade Units and 1 STeG4 +75 points
DAEMON POOL
(Daemons purchased are not faction specific and are used to represent daemons from any faction)
FORMATION UNITS COST
Daemon Pool 2 Lesser Daemon units (Blood Thralls, Blood Wolves and Crones) 25 points
1 Greater Daemon unit (Flesh Fiend) 75 points
SUPPORT FORMATIONS
(No more than 1/3 of your army points can be spent on Support Formations)
FORMATION UNITS COST
Corrupted Leviathan 1 Corrupted Leviathan 400 points
0-2 Close Formation 1 Hellfire Pattern Warhound 300 points
Warhounds
Hell-Razor Fighters 3 Hell-Razors 200 points
Tormentors Fighter-Bombers 2 Tormentors 225 points
Harbinger Bomber 1 Udeshi Pattern Harbinger 400 points
0-1 Orbital Support 1 Devastation Class Cruiser 150 points
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125
7.1 NetEA APPROVED
Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+.
126
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GHAZGKHULL’S WARHORDE
7.1 NetEA APPROVED
GHAZGKHULL’S WARHORDE
7.2 NetEA APPROVED
Speed Freeks armies have a Strategy rating of 3. All Speed Freeks formations have an initiative rating of 3+.
Fortress Mob Any 2 of the following: 275 points 475 points 675 points Any number of the following for +25 points each:
Battlefortress Boyz
Gunfortress Any number of the following for +35 points each:
Flakwagonz
ORK AIRCRAFT
(Up to 1/3 of an army’s points may be spent on Aircraft and Fortress Mobs)
COST PER FORMATION
FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES
Landa 1 Landa 200 points - - None
Fighta
Squadron 3 Fighta-Bommers 150 points - - Up to 6 Fighta-Bommers for +50 points each
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7.2 NetEA APPROVED
SPEED FREEKS
7.3 NetEA APPROVED
Feral Ork armies have a Strategy rating of 3. All Feral Ork formations have an initiative rating of 3+.
131
7.3 NetEA APPROVED
FERAL ORKS
7.4 NetEA DEVELOPMENTAL
Blood Axe War Horde Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+.
133
7.4 NetEA DEVELOPMENTAL
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+.
136
7.5 NetEA DEVELOPMENTAL
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
(You may select up to three non-Gargant formations for each Gargant Mob)
COST PER FORMATION
FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES
Gargant Mob 1 Mega Gargant 1050 points - - Any number of the following for +25 points each:
1 Great Gargant 850 points Big Gunz , Killa Kans
1 Gargant 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
KUSTOM UPGRADES
(Each Kustom Upgrade allows the player to replace a Gargant arm weapon or belly gun with one Kustom Upgrade option)
UPGRADE RANGE FIREPOWER NOTES
Gatling Kannon 45cm 4x AP5+/AT6+ FxF
(15cm) (Small Arms), EA(+2)
Bigga Generatas - - Add 2D3 extra Power Fields
Megalobba 60cm D3+3BP FxF
Mega Choppa (base contact) (Assault Weapons), EA(+1), TK(D3) If added to an Oddboy Character,
AND 45cm AP5+/AT5+ change CC rating to 3+
Supa Zzapp Gun 60cm MW3+ TK(D3), Fixed Forwards
Snappa (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.
139
7.6 NetEA DEVELOPMENTAL
Badfang's Stompy Onslaught army has a Strategy rating of 3. All Ork formations have an initiative rating of 3+.
Kommando 6 Kommando units 125 points - - Any number of the following for +35 points each:
Warband Deth Koptas, Flakwagonz
Any number of Warkopters for +50 points each
Any number of Kustom Stompas for +175 points each
Mekboy 5 Big Gunz units 125 points 225 points 325 points Any number of Big Gunz for +25 points each
Gunzmob Any number of Flakwagonz for +35 points each
Any number of Kustom Stompas for +175 points each
142
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Sun-Tzork's Grotling Waaaaaagh! has a Strategy rating of D6 (Roll randomly each turn). All formations have an initiative rating of 3+.
145
7.8 NetEA EXPERIMENTAL
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
FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES
Grot Tank Battle Mob 6 Grot Tanks 150 250 350 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
Pincer-Gretchineers Mob 1 Grot Tank 150 200 250 Grot Mega Boss (0-1 per army) +125 points
8 Grotz units 0-2 Looted ‘Umie Tanks +50 points each
3 Grot haf-trakks 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 Tanks 2 Grot Mega Tank units 125 250 375 Grot Mega Boss (0-1 per army) +125 points
0-2 Flakwagonz +35 points each
Grotillery Mob 4 Rokkit haf-trakks units 200 - - 0-1 Grot Odd-Boy Stoodent +75 points
0-2 Flakwagonz +35 points each
Spottaz 4 Spottaz units 100 175 250 0-4 Spottaz +35 points each
147
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Blood Axe Clan Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+.
149
7.10 NetEA EXPERIMENTAL
152
8.1 NetEA APPROVED
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+.
153
8.1 NetEA APPROVED
BIEL-TAN
8.1 NetEA APPROVED
BIEL-TAN
8.2 NetEA APPROVED
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+.
156
8.2 NetEA APPROVED
ALAITOC
8.2 NetEA APPROVED
ALAITOC
8.3 NetEA DEVELOPMENTAL
Ulthwé 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+.
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.
Ranger Troupe 4 to 8 Eldar Rangers 25 points each
War Walker Troupe 4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each 150 points
Windrider Troupe 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 200 points
Swords of Vaul Troupe 5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free. varies
In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each
Night Spinner Troupe 3 Eldar Night Spinners 175 points
Engine of Vaul Troupe Up to 3 Cobra, Scorpion and Storm Serpent (or any combination) 250 points each
159
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ULTHWÉ
8.3 NetEA DEVELOPMENTAL
ULTHWÉ
8.4 NetEA DEVELOPMENTAL
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+.
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.
Spirit Warrior Troupe 6 Wraithlords 350 points
Ranger Troupe 4 to 8 Eldar Rangers 25 points each
War Walker Troupe 4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each 150 points
Windrider Troupe 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 200 points
Swords of Vaul Troupe 5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free. varies
In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each
Night Spinner Troupe 3 Eldar Night Spinners 175 points
Engine of Vaul Troupe Up to 3 Cobra, Scorpion or Storm Serpent(or any combination) 250 points each
IYANDEN SPACECRAFT, AIRCRAFT, AND TITANS
(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans
FORMATION CORE UNITS COST
0-1 Eldar Spacecraft 1 Wraithship OR 150 points
1 Dragonship 300 points
0-1 Warlock Titan 1 Warlock Titan 850 points
Phantom Titan 1 Phantom Titan 750 points
Revenant Titans 2 Revenant Titans 650 points
Nightwings 3 Nightwing Interceptors 300 points
Phoenix Bombers 3 Phoenix Bombers 400 points
Vampire Raider 1 Vampire Raider 200 points
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8.4 NetEA DEVELOPMENTAL
IYANDEN
8.4 NetEA DEVELOPMENTAL
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 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+.
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.
Hornet Troupe 6 Hornets 250 points
Ranger Troupe 4 to 8 Eldar Rangers 25 points each
Swords of Vaul Troupe 5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free. varies
In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each
Night Spinner Troupe 3 Eldar Night Spinners 175 points
Engine of Vaul Troupe Up to 3 Cobra, Scorpion or Storm Serpent(or any combination) 250 points each
SAIM-HANN SPACECRAFT, AIRCRAFT, AND TITANS
(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans
FORMATION CORE UNITS COST
0-1 Eldar Spacecraft 1 Wraithship OR 150 points
1 Dragonship 300 points
Revenant Titans 2 Revenant Titans 650 points
Nightwings 3 Nightwing Interceptors 300 points
Phoenix Bombers 3 Phoenix Bombers 400 points
Vampire Hunter 2 Vampire Hunters 500 points
165
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SAIM-HANN
8.5 NetEA DEVELOPMENTAL
Storm Serpent WE 25cm 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+ DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal
Storm Serpent Pulse Laser 45cm 2x AT3+ 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 Twin Shuriken Cannons 30cm AP4+/AA5+, FxF
Bright Lances 30cm AT4+/AA5+, Lance, FxF
Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a Nightspinner 15cm 1BP, Disrupt, FxF Reinforced Armour
Twin Shuriken Cannons 30cm AP4+/AA5+, FxF
Phoenix Pulse Laser 45cm 2x AT4+, FxF
Vampire Hunter AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall,
Hunter Twin Pulsar 30cm 2x MW2+, FxF Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed.
Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+
Wraithship SC n/a n/a n/a n/a Orbital Bombardment OR n/a 4BP, MW You must decide which weapon system the Wraithship will have at the start of the battle,
Pin-point Attack n/a MW2+, TK(D3) when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.
Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR n/a 8BP, MW Transport: (May carry up to 12 Vampires and the units being transported on them).
2x Pin-point Attack n/a MW2+, TK(D3) 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 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+.
168
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IYBRAESIL
8.6 NetEA DEVELOPMENTAL
Storm Serpent WE 25cm 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+ DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal
Storm Serpent Pulse Laser 45cm 2x AT3+ 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 Twin Shuriken Cannons 30cm AP4+/AA5+, FxF
Bright Lances 30cm AT4+/AA5+, Lance, FxF
Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a Nightspinner 15cm 1BP, Disrupt, FxF Reinforced Armour
Twin Shuriken Cannons 30cm AP4+/AA5+, FxF
Phoenix Pulse Laser 45cm 2x AT4+, FxF
Vampire Hunter AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall,
Hunter Twin Pulsar 30cm 2x MW2+, FxF Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed.
Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+
Vampire Raider AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units:
2x Vampire Pulse Laser 45cm 2x AT4+, FxF Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers,
Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support
Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampire’s control
surfaces have been damaged and it is destroyed.
Wraithship SC n/a n/a n/a n/a Orbital Bombardment OR - 4BP, MW You must decide which weapon system the Wraithship will have at the start of the battle,
Pin-point Attack - MW2+, TK(D3) when you record the turn it will arrive on. Write down the weapon system to be used
alongside the turn of arrival.
Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR - 8BP, MW Transport: (May carry up to 12 Vampires and the units being transported on them).
2x Pin-point Attack - MW2+, TK(D3) 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 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+.
YME-LOC INDIVIDUALS
FORMATION CORE UNITS NOTES COST
0-1 Webway Portal Choose: NOTE: Wraithgates are one of the smallest types of webway 50 points
(The Webway Portal 1 Wraithgate: 50 points portal, and may only be used by formations made up exclusively
functions both as a webway The Eldar player replace one of the of infantry, light vehicles, and armoured vehicle units that have
portal and as an objective Objective markers in their half of walker ability; formations that include any other type of unit
for rules purposes. It may the table with a Wraithgate. OR may not use a Wraithgate to enter play.
not be attacked or 1 Gate of Vaul: 150 points NOTE: Gates of Vaul are one of the largest types of webway 150 points
destroyed.) The Eldar player replace one of the portal, and may be used by any Eldar formation. No Eldar formation
Objective markers in their half of may exit from it if any unbroken enemy formations are within 15cm of it.
the table with a Gate of Vaul
0-1 Avatar 1 Avatar In Grand Tournament games the Avatar must start off the table. Free
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.
0-1 Autarch Add an Autarch character to a The Autarch does not replace an Exarch in the formation +75 points
single Aspect Warrior unit.
YME-LOC WARHOSTS
(An Yme-Loc army may contain any number of Warhosts)
FORMATION CORE UNITS EXTRAS COST
Engines of Vaul 2 Engines of Vaul in any combination Add an additional Engine of Vaul + 250 points 450 points
Warhost 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
Swords of Vaul 1 Farseer unit and 7 Falcons. Up to Replace up to three Falcons with Fire Prisms for +15 points each 350 points
Warhost 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
YME-LOC TROUPES
(You may include up to three Troupes chosen from the following list for each Warhost included in the army)
FORMATION CORE UNITS COST
Aspect Warrior Troupe 6 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions, 225 points
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.
Chains of Vaul Troupe 4 Eldar Night Spinners and 1 Firestorm 400 points
Engine of Vaul Troupe 1 Cobra, Scorpion or Storm Serpent 250 points each
Guardian Troupe 7 Guardians units. 125 points
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.
Ranger Troupe 4 to 8 Eldar Rangers 25 points each
War Walker Troupe 4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each 150 points
Yme-Loc Windrider 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 200 points
Troupe Add up to 3 Hornets at +35 points each
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YME-LOC
8.7 NetEA DEVELOPMENTAL
YME-LOC
8.8 NetEA DEVELOPMENTAL
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+
TITAN UPGRADES
(A Warhost may take each allowed upgrade once)
UPGRADE CORE UPGRADE COST
Bonesinger Gives a Titan the Commander special ability +50 points
Spiritsinger Allows the Titan to re-roll a failed Initiative test once per turn. +100 points
Spirit Stones Gives a Titan the Inspiring special ability. +50 points
Wraithgate Adds a Wraithgate portal to a single Titan +100 points
Eldar Battle Titan Power Fist, Spirit Sword, Fusion Lance Free
Weapon Tremor Cannon, D-Cannon +25 points
174
8.8 NetEA DEVELOPMENTAL
FIR IOLARION
8.8 NetEA DEVELOPMENTAL
FIR IOLARION
8.9 NetEA EXPERIMENTAL
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+.
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.
Lesser Aspect 4 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions, 175 points
Warrior Troupe 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.
Ranger Troupe 4 to 8 Eldar Rangers 25 points each
Storm Serpent Troupe Up to 3 Storm Serpents 200 points each
Swords of Vaul Troupe 5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free. varies
In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each
177
8.9 NetEA EXPERIMENTAL
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
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+.
CULTS
FORMATION CORE UNITS UPGRADES COST
Wych Cult 6 Wych units, plus transport Wyches, Beasts, Hellions, Reavers, Sybarite 200 points
Hellion Murder 6 Hellions Hellions, Sybarite 200points
Reaver Gang 6 Reavers Reavers, Sybarite 200 points
COHORTS
FORMATION CORE UNITS UPGRADES COST
Mandrake Throng 6 Mandrakes Mandrakes 225 points
Scourge Flight 6 Scourges Scourges, Sybarite 225 points
Heavy Barges Up to 2 Vessels of Pain None 250 points each
181
9.1 NetEA APPROVED
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.
10.0.1 NECRON attracting the notice of other, wakened forces that might rush to
their defence.
Necron technology allows many of its units to repair themselves at an
accelerated rate. This is reflected as the Necron ability on a unit’s data
The Tomb is considered a Necron Portal, and can be used to bring
sheet.
formations from off board into place, or to relay troops to and from
other portals. Measure from the edge of the board as the formation’s
Units with the Necron ability that have been destroyed can regenerate.
starting point.
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 10.0.4 LIVING METAL
units with the Necron ability to play or to remove blast markers or Units made of living metal receive a Reinforced Armour saving throw
both (e.g., if you rolled a ‘2’ you could return 2 units to play, remove 2 against normal weapons, lance weapons, and even macro-weapons. In
blast markers, or return 1 unit and remove 1 Blast marker). Formations addition, their save is not reduced by sniper abilities. Any TK attacks
off board are restricted to using their regroup function to remove blast are automatically reduced to TK (1) when resolving hits against Living
markers only. A formation may only return to play those destroyed Metal units, and Living Metal units are permitted a single armour save.
Necron units that were part of its original formation. See chart below:
WEAPON ARMOUR SAVE? RA SAVE DC LOST
10.0.2 PORTALS AP/AT Yes Yes 1
Necron Portals are the primary means by which the Necron forces are MW Yes Yes 1
transported across the galaxy. Any formation that is in the reserves, TK Yes No 1
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 10.0.5 IMPLACABLE ADVANCE
movement. Measure their movement using the portal as the starting The Necron are an offensive army, always on the advance, stopping
point. Additionally, formations may leave the board by entering a only to eliminate enemy positions before moving on to harvest
portal, taking them into the reserves. Note that once in the reserves others. While subject to disruption from losses and enemy fire, the
they can either re-enter play immediately via another portal, provided mechanical nature of the Necron permits them to easily reorganize
they have movement, or remain in the reserves. to maintain the offensive momentum.
Necron Portals can only be used by Armoured Vehicles with the Necron formations receive a +1 bonus to Marshal Actions. Due to
walker ability, Infantry, or Light Vehicles. Each portal can be used only their steady, deliberate, nature Necron formations cannot take a March
once per turn for either entering or exiting the battlefield, not for both. action.
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. 10.0.6 PHASE OUT
When a Necron formation becomes broken, it does not just fall back but also
If, at the end of the movement, a unit is out of formation it is vanishes from the battlefield without leaving any proof of its existence.
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 In the end phase of the turn, remove broken formations from the board into
unable to make the full movement (i.e. get through the second portal), the reserves, but keep it away from any destroyed units. The formation will
the Necron player would have to choose which units were to be roll to rally in the end phase, handling blast markers as per the core rules (see
destroyed, the two that moved through the portal or the two that EA1.14). It may re-enter by teleporting, or through a portal. If there are not
didn’t.
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
10.0.3 TOMB COMPLEX
Scattered throughout the Galaxy on worlds beyond number, the fails, the formation must remain in the reserves until it rallies.
Necron placed Tombs to house and maintain their race. During the
long sleep over millions of years, many of these building have 10.0.7 NECRON RESERVES
become buried, only to be uncovered by the unwitting efforts of Any Necron formation may be held back “in reserve” (with the exception of
explorers or the design of the C'tan eager to reclaim the Galaxy they
the Æonic Orb and Abattoir) if you are playing the Tournament Scenario.
once ruled. These Tombs are the "bases" from which Necron raiders
and conquering armies strike at their enemies. As such, they have a Note that Formations that do not have the Teleport ability will only be able to
high importance to both the Necron (who need them for the troops enter play through Portals. Any Necron formation held in reserve for any
and support facilities they contain) and the enemies who would reason (either because it has not yet entered play or was broken) is considered
destroy them to keep their contents from awaking. Attacking destroyed for the purpose of calculating a Tie Breaker or the Break Their
these facilities carries the risk of awaking the Necron within, or Spirit victory point.
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10.1 NetEA APPROVED
Necron armies have a Strategy rating of 2. All Necron formations have an initiative rating of 1+. Up to 1/3 of the army’s points may be spent on War Engines.
NECRON INDIVIDUALS
FORMATION CORE UNITS NOTES COST
0-1 C’tan The Deceiver OR The Nightbringer The C’tan counts toward your War Engine allocation 300 points
0-1 Tomb Complex Replace the Necron Blitzkrieg The Tomb Complex functions both as a Necron Portal and 75 points
objective with a Tomb Complex 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.
NECRON PHALANXES
(A Necron army may contain any number of Phalanxes)
FORMATION CORE UNITS UPGRADES COST
Warrior Phalanx 6 Necron Warrior units with 1 Necron Lord 0-3 Immortals for +40 points each 225 points
character 0-1 Pariahs for +60 points
0-3 Tomb Spyders for +50 points each
0-3 Wraiths for +50 points each
NECRON MANIPLES
(Up to three Necron Maniples may be included in the army for each Phalanx)
FORMATION CORE UNITS UPGRADES COST
Armoured Phalanx 6 Obelisks None 300 points
Eques Maniple 6 Destroyers (Any number of Destroyers may be 0-1 Necron Lord character +25 points 350 points
replaced by Heavy Destroyers) 0-3 Wraiths for +50 points each
Monolith Maniple 1 Monolith and 2 Obelisks 0-1 Monoliths for +75 points each 200 points
0-1 Obelisks for +50 points each
Monolith Phalanx 3 Monoliths 0-3 Obelisks for +50 points each 275 points
Pylon 1 Pylon (Counts toward War Engine allocation) None 200 points
Venator Maniple 6 Flayed Ones 0-1 Necron Lord character +25 points 200 points
0-3 Tomb Spyders +50 points each
0-1 Pariahs +60 points
0-3 Wraiths for +50 points each
NECRON HARVESTERS
FORMATION CORE UNITS COST
0-1 Harvester Engine 1 Æonic Orb OR 1 Abattoir 750 points
0-2 Warbarque 1 Warbarque 300 points
(Add Supreme Commander to the Warbarque for +50 points)
Note: Only 1 Supreme Commander is allowed per army
0-1 Spacecraft 1 Scythe Class Harvester 350 points
185
10.1 NetEA APPROVED
SCARAB CONFLICT
10.2 NetEA EXPERIMENTAL
Necron Attack armies have a Strategy rating of 4. All Necron formations have an initiative rating of 1+.
187
10.2 NetEA EXPERIMENTAL
NALSARAN INCIDENT
10.3 NetEA EXPERIMENTAL
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 army’s points may be spent on War Engines.
NECRON TOMB WORLD INDIVIDUALS
FORMATION CORE UNITS NOTES COST
0-1 Supreme Commander Choose 1 of the following: The C’tan counts toward your War Engine allocation
The Deceiver or The Nightbringer 300 points
OR
Give 1 Necron Lord or Warbarque the +50 points
Supreme Commander ability
0-3 Tomb Complex Replace up to 3 objectives The Tomb Complex functions both as a Necron Portal and as an 75 points
on the Necron table half with Tomb objective for rules purposes. It may not be attacked or destroyed.
Complexes Movement from the Necron Portal is measured from where the
Blitzkrieg Objective touches the Necron table edge.
NECRON HARVESTERS
FORMATION CORE UNITS COST
0-2 Tomb Sphynx 1 Tomb Sphynx 500 points
0-2 Warbarque 1 Warbarque 300 points
0-1 Spacecraft 1 Scythe Class Harvester 350 points
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10.3 NetEA EXPERIMENTAL
11.0.1 COORDINATED FIRE independently find their way to their designated target, avoiding any obstacles
in the way.
The Tau are masters of ranged warfare and have several very experienced
MLIGHTS
fighters and specially equipped troops that are able to lead other Tau on an
All enemy formations with at least one unit within 30cm range and Line of
attack, expertly directing their fire against the foe; thus Tau are especially adept
Fire (LOF) of at least one Tau unit with the Markerlights ability is considered
at outflanking enemy formations and attacking them from several sides with
to be marked. When shooting at a marked formation, all ranged firepower
their deadly coordinated fire.
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
Some units are noted as being able to call in coordinated fire. These units can
the target is marked. A Tau formation may not mark an enemy formation if it
order up to two other formations within 15cm that have not taken an action
has used the March order during the turn, or if it is broken. This bonus for
this turn, and which are not broken, to follow their own formation when they
shooting at a marked enemy may not be used when making Anti-Aircraft
take an advance, double or sustained fire action.
attacks.
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 11.0.3 TAU JET PACKS
(containing the unit calling for coordinated fire) receives a Blast marker and Tau Battlesuits and Drones make use of powerful and sophisticated jump
must take a hold action, but the other formations are unaffected (and may packs. These allow them to pounce on the enemy and strafe them before
take an action later in the turn). If the test is passed then all formations retreating again out of range of the survivors’ retribution.
concerned are allowed to take either an advance, double or sustained fire TAU JET PACKS
action. 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
There is no obligation for all formations to take the same action, and these Advance, Double or March order. The extra move is allowed whether or not
actions may be resolved in any order, but they must all fire at the same target the unit fires and takes place after any firing. This extra move may be in any
formation. The formations don’t have to stay within a given distance of each direction and follows all the normal movement rules, so unit coherency and
other and will complete their actions one after the other. Each formations zones of control must be adhered to as usual. No extra movement is allowed
action is declared and resolved (including testing to see if the target formation on any orders other than advance, double or march. In formations where only
is broken) before moving on to the next Tau formation. some of the units have Tau Jet Packs, the units without Tau Jet Packs are not
allowed the extra move.
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 11.0.4 TAU DEFLECTOR SHIELDS
added to a Fire Warrior Cadre, adds the Coordinated Fire ability to all units in Tau Deflector Shields work in a different way to Imperial or Ork shields in
the Cadre. 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
11.0.2 MARKERLIGHTS noteworthy trait is that the shield’s response will be proportionally more
Markerlights are devices carried by many types of Tau infantry and vehicles. powerful with the energy of the attack.
They allow their user to mark out enemy targets electronically, so that they TAU DEFLECTOR SHIELDS
can easily be targeted and engaged by other friendly units. Some Tau Tau Deflector Shields work like an invulnerable save in all respects, except
weapons, such as Seeker missiles are self-guided projectiles that can only be that this invulnerable save is always at a 5+ on the die roll.
fired on targets marked by a Markerlight. Their robotic brains allow them to
191
11.1 NetEA APPROVED
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 UPGRADES
(Up to three upgrades may be taken per formation. No upgrade may be taken more than once)
UPGRADE UNITS COST
Bonded Team Add the Leader ability to One Fire Warrior unit +25 points
Broadsides Add 3 XV88 Broadside Battlesuits +150 points
Commander Add 1 Shas’el Commander to a Crisis Battlesuit unit or +50points
Add 1 Shas’o Commander to a Crisis Battlesuit unit (Max 1 per Army) +100points
Crisis Suits Add 1 to 4 Crisis Battlesuit units +50 points each
Ethereal Add 1 Ethereal to a Fire Warrior unit (Max 1 per Army) +75 points
Fire Warriors Add 4 Fire Warrior units or +100 points
Add 4 Fire Warrior units and 2 Devilfish +150 points
Gun Drones Add 1 or 2 Gun Drone units or +25 points each
Add 4 Gun Drone units +75 points
Hammerheads Add 2 Hammerhead Gunships +100 points
Kroot Add 5 Kroot Warrior units +75 points
Kroot Hounds Add 3 Kroot Hound packs +50 points
Krootox Add 3 Krootox Herds +75 points
Pathfinders Add 2 Pathfinder units and 1 Devilfish +125 points
Piranhas Add 3 Piranhas +75 points
Skyray Add 1 Skyray +100 points
192
11.1 NetEA APPROVED
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 UPGRADES
(Up to three upgrades may be taken per formation. No upgrade may be taken more than once per formation)
UPGRADE UNITS COST
Broadsides Add 3 XV88 Broadside Battlesuits +150 points
Commander Add 1 Enclave Shas’el Commander to a Crisis Battlesuit unit or +50points
Add 1 Enclave Shas’o Commander to a Crisis Battlesuit unit (Max 1 per Army) +100points
Crisis Suits Add 1 to 4 Enclave Crisis Battlesuit units +50 points each
Fire Warriors Add 4 Fire Warrior units or +100 points
Add 4 Fire Warrior units and 2 Devilfish +150 points
Gun Drones Add 1 or 2 Gun Drone units or +25 points each
Add 4 Gun Drone units +75 points
Hammerheads Add 2 Hammerhead Gunships +100 points
Pathfinders Add 2 Enclave Pathfinder units and 1 Devilfish +100 points
Piranhas Add 3 Piranhas +75 points
Skyray Add 1 Skyray +100 points
195
11.2 NetEA EXPERIMENTAL
FARSIGHT ENCLAVE
11.3 NetEA EXPERIMENTAL
Fio'Ka armies have a Strategy rating of 3. The Manta Dropship is initiative 1+. All other formations are initiative 2+.
TAU UPGRADES
(Up to three upgrades may be taken per formation. No upgrade may be taken more than once per formation)
UPGRADE UNITS COST
Commander Add the Supreme Commander ability to 1 Scorpionfish (Max 1 per Army) +50 points
Ethereal Add 1 Ethereal to a Fire Warrior unit (Maximum 1 per Army) +75 points
Gun Drone Add 1 or 2 Gun Drone units or +25 points each
Add 4 Gun Drone units +75 points
Hammerhead Add 2 or 4 Hammerhead Gunships +50 points each
Command Node Add the Leader ability to a Hammerhead +25 points
Piranha Replace 2 Tetras with 2 Piranha Free
Scorpionfish Add 1 Scorpionfish +175 points
Skyray Add 1 Skyray +100 points
197
11.3 NetEA EXPERIMENTAL
FIO’KA
11.3 NetEA EXPERIMENTAL
FIO’KA
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 • Synapse swarms ignore brood units for the purposes of
swarm points available to it, rounding up. If a formation is broken and within determining formation strength during tiebreak.
30cm of enemy units then it may not swarm. • A synapse swarm with no synapse units has an initiative of 3+
A formation may only return units to play if it started the game with that type and may not capture objectives.
of unit. For example, if a formation began the game with only Termagants • A synapse swarm with at least one synapse unit ignores the -2
then it could only return Termagants via swarming. modifier for being broken when it is attempting to rally.
All units returned to play in this manner must be placed within 5cm of a unit Additionally, it can absorb other synapse swarm formations with
from the formation that was there prior to swarming. These units may not be no synapse units at the end of its action. The formation must
placed in enemy zone of control or in impassable terrain. Not all of the swarm have one unit within 5cm of a unit from the formation(s) being
points available need to be used, but any leftover are discarded. absorbed. The units and blast markers of an absorbed formation
Xeno-Biology become part of the formation. An absorbed formation is
Tyranids are the most rapidly evolving species in the known galaxy. The considered completely destroyed for the purposes of tiebreak
developmental leaps exhibited in broods from the same hive fleet would and the Break Their Spirit victory condition.
normally take millions of years to achieve in other creatures. Their biology Vanguard Organisms
gives them certain benefits on the field of battle which are represented by the Only Genestealer and Lictor Swarm formations may be set up on the table as
following rules: ‘garrisons’ at the start of the Epic tournament game scenario.
200
12.1 NetEA EXPERIMENTAL
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.
Tyranid Swarm 1 Hive Tyrant or 200 points 375 points 550 points Up to 1 Tyranid Warriors for +50 points each.
2 Tyranid Warriors, Any number of the following for +20 points each:
plus 6 of the following: Termagants, Hormagaunts
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
Trygon Swarm 3 Trygons 200 points 375 points 550 points Any number of Raveners for +35 points each.
Any number of Trygons for +75 points each.
201
12.1 NetEA EXPERIMENTAL
Hive Fleet Leviathan armies have a Strategy rating of 1. All formations have an initiative rating of 1+.
SYNAPSE CLUSTERS
CLUSTER UNITS COST
Warriors 2 Tyranid Warrior units 100 points
Tyrant 1 Hive Tyrant 100 points
Zoanthrope 2 Zoanthropes 100 points
Tervigon 1 Tervigon 125 points
Malanthrope 1 Malanthrope 125 points
Dominatrix 1 Hierophant Bio-Titan with Dominatrix Symbiote 400 points
Node 1 Synapse Node 150 points
BROOD CLUSTERS
(Large Brood Clusters contain double the number of units than Small Brood Clusters)
CLUSTER UNITS SMALL COST LARGE COST
Termagants 4 Termagant units 75 points 125 points
Hormagaunts 4 Hormagaunt units 50 points 100 points
Raveners 4 Ravener units 125 points 200 points
Gargoyles 4 Gargoyle units 100 points 150 points
RARE CLUSTERS
(Large Rare Clusters contain double the number of units than Small Rare Clusters)
CLUSTER UNITS SMALL COST LARGE COST
Guard 2 Tyrant Guard 50 points 75 points
Biovores 4 Biovores 100 points 150 points
Carnifex 3 Carnifex (Devourer and/or Barbed in any combination) 125 points 200 points
Harpies 2 Harpies 100 points 150 points
Trygon 1 Trygon 75 points 125 points
Tyranofex 1 Tyranofex 75 points 125 points
Hierodule 1 Scythed Hierodule or Barbed Hierodule 150 points 250 points
0-1 Swarmlord Add Supreme Commander to a Hive Tyrant if the Dominatrix isn’t taken 100 points -
SUPPORT SWARMS
(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)
SWARM UNITS UPGRADES COST
Trygon Prime 1 Trygon with Synapse Symbiote and Add 1 Trygon for +75 points 250 points
4 Ravener units Add 4 Ravener units for + 100 points
Harridan Prime 1 Harridan with Synapse Symbiote and Add 1 Harridan for +150 points 250 points
4 Gargoyle units Add 4 Gargoyle units for +75 points
Add 2 Harpies for +100 points
Hierophant Prime 1 Hierophant Prime with a Synapse Symbiote Add 1 Hierophant for +250 points 350 points
Add 1 Scythed Hierodule for +150 points
Add 1 Barbed Hierodule for +150 points
INDEPENDENT SWARMS
(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)
BROOD UNITS UPGRADES COST
Genestealers 6 Genestealer units Add 2 Genestealer units for +50 points 150 points
Add 1 Broodlord character for +50 points
Lictors 4 Lictors Add 2 Lictors for +50 points 150 points
Spore Mine Cloud 6 Meiotic Spores Add 2 Meiotic Spores for +50 points 150 points
203
12.2 NetEA EXPERIMENTAL
Genestealer Cult armies have a Strategy rating of 2. All formations have an initiative rating of 2+.
CORE FORMATIONS
(You may take any number of Core Formations)
FORMATION UNITS COST
Brood Brothers 12 Brood Brothers and 1 Acolyte character 200 points
0-1 Inner Circle 4 Genestealer units and 4 Genestealer Hybrid units 200 points
SUPPORT FORMATIONS
(You may take up to two Support Formations per Core Formation)
BROOD UNITS COST
Purestrain 6 Genestealer units 150 points
Hybrids 8 Genestealer Hybrid units 200 points
Artillery 3 Basilisks 250 points
Flak 3 Hydras 150 points
Tank Platoon 6 Leman Russ 400 points
Sentinels 4 Sentinels 100 points
0-1 Lictors 4 Lictors (May not take upgrades) 150 points
UPGRADES
(Core Formations may take up to three upgrades. Support Formations may take one upgrade. Each upgrade may only be taken once per formation))
BROOD UNITS COST
Broodlord Add 1 Broodlord character to a unit in the formation +50 points
Extended Family Add 6 Brood Brother units +75 points
Fire Support Add 2 Brood Fire Support units +50 points
Flak Add 1 Hydra +50 points
Hybrids Add 4 Genestealer Hybrid units +100 points
Leman Russ Add 3 Leman Russ +200 points
0-1 Magus Add the Genestealer Magus character to a unit in the formation +50 points
0-1 Patriarch Add the Genestealer Patriarch unit to the formation +100 points
Purestrains Add 3 Genestealer units +100 points
Transport Add transport vehicles to the formation. You may only take as many as
required to carry the entire formation.
Civilian Vehicles +10 points each
Cult Chimeras +25 points each
205
12.3 NetEA EXPERIMENTAL
GENESTEALER CULT
13.0 SQUAT & DEMIURG
ARMIES SECTION
COMMON SQUAT SPECIAL RULES
207
13.1 NetEA EXPERIMENTAL
Thurgrimm's Stronghold armies have a Strategy rating of 3. Thurgrimm's Stronghold formations have an initiative rating of 2+.
BROTHERHOODS
(You may take any number of Brotherhoods)
COMPANY CORE UNITS UPGRADES COST
Warrior Brotherhood 1 Lord unit and 9 Warrior units Exo-Armour, Guns, Living Ancestor, Thunderers, 350 points
Thunderfire, Transport, Tunnelers, Warlord, Warriors
Berserker Brotherhood 1 Lord unit and 5 Berzerker units Berzerkers, Transports, Tunnelers 250 points
0-1 Grand Battery 8 Mole Mortar units Guns, Thunderers, Thunderfire 250 points
BROTHERHOOD UPGRADES
(Up to two upgrades may be added to each formation. Each upgrade may only be added once)
UPGRADE UNITS COST
Battle Cars Add up to 7 of the following units: 0-3 Berzerker Battle Car +125 points each
0-1 Bomb Battle Car +125 points each
0-3 Dragon Battle Car +100 points each
0-2 Mortar Battle Car +150 points each
0-2 Thunder Battle Car +150 points each
Berzerkers Add 2 Berzerker units +75 points
Exo-Armour Upgrade 1 Lord to an Exo-Armour Lord or 1 Guild Master +25 points
to an Exo-Armour Guild Master
Guild Bikes Add 2 Guild Bike units +50 points
Guild Trikes Add 2 Guild Trikes +50 points
Guns Add 2 units chosen from the following list: +75 points
Mole Mortar, Rapier, Tarantula, Thudd Gun
Iron Hawk Add 1 Iron Hawk Gyrocopter +50 points
0-1 Living Ancestor Add 1 Living Ancestor character per army to a unit in the formation +75 points
Thunderers Add 2 Thunderer units +75 points
Thunderfire Add 1 Thunderfire unit +50 points
Transports Add the exact number of 1 of the following units required Gorgon +40 points each
to transport the entire formation: Mole +25 points each
(Only 1 formation in the army may be transported in Spartans) Spartan +20 points each
Termite +15 points each
Warlord Add 1 Warlord character +50 points
Warriors Add 2 Warrior units +75 points
WAR ENGINES
(Up to 1/3 of an army’s points may be spent on War Engines formations)
FORMATION CORE UNITS UPGRADES COST
Colossus 1 Colossus Living Ancestor, Iron Hawk 450 points
Cyclops 1 Cyclops Living Ancestor 500 points
Goliath Mega-Cannon Battery 1 to 2 Goliath Mega-Cannons Thunderfire 150 points each
Hellbore Battery 1 Hellbore 125 points
Land Train 1 Land Train and any 1 Battle Car Living Ancestor, Battle Cars 350 points
Leviathan 1 Leviathan Living Ancestor 350 points
Overlord Squadron 1 to 3 Overlords 200 points each
208
13.1 NetEA EXPERIMENTAL
Colossus WE 15cm 4+ 3+ 3+ Doomsday Cannon 120cm 3BP, MW, FxF DC6, 4 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour
2x Battlecannon 75cm AP4+/AT4+, FxF Critical Hit Effect: Takes 1 extra point of DC
4x Battlecannon 75cm AP4+/AT4+, Left Arc
4x Battlecannon 75cm AP4+/AT4+, Right Arc
Thunderer 30cm AP4+/AT5+, FxF, Ignore Cover
Plasma Missiles 60cm 3BP
THURGRIMM’S STRONGHOLD
13.1 NetEA EXPERIMENTAL
Leviathan WE 15cm 4+ 3+ 3+ Doomsday Cannon 120cm 3BP,MW, FxF DC6, 4 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Transport: (May carry 16
Battlecannon 75cm AP4+/AT4+ of the following units: Berzerkers, Hearthguard, Thunderers or Warriors Hearthguard
3x Twin Auto Gun 30cm AP3+/AT5+, Left Arc units take up 2 spaces each)
3x Twin Auto Gun 30cm AP3+/AT5+, Right Arc Critical Hit Effect: Takes 1 extra point of DC and D3 units transported suffer 1 hit
Storm Bolters (15cm) (Small Arms), EA(+2)
Overlord WE 15cm 4+ 6+ 4+ 2x Battlecannon 75cm AP4+/AT4+, FxF DC3, Fearless, Reinforced Armour, Support Craft, Thick Rear Armour
4x Flak Cannon 45cm AP5+/AT6+/AA5+ Critical Hit Effect: Scatters 2D6cm randomly, hitting anything it lands on,
Melta Bombs 15cm 2BP, MW and is destroyed
THURGRIMM’S STRONGHOLD
13.1 NetEA EXPERIMENTAL
Demiurg Consortium armies have a Strategy rating of 3. All Demiurg Consortium formations have an initiative rating of 2+.
BROTHERHOODS
(You may take any number of Brotherhoods)
COMPANY CORE UNITS COST
Allied Sappers Guild 6 Berserker units 225 points
Federated Master-Craftsmen 6 Thunderer units 250 points
Iron-breakers League 8 Warrior units 300 points
Lineholders Grand Battery 6 of the following units in any combination: Mole Mortar, Rapier, Tarantula, Thudd Gun 200 points
Merchant Service-journeymen 6 Guild Bikes 225 points
SUPPORT FORMATIONS
(You may take one Support Formation per Brotherhood in the army)
FORMATION UNITS COST
Autonom Cadre 5 Robot units 200 points
0-1 Spacecraft 1 Bastion class Cruiser OR 150 points
1 Stronghold class Battleship 300 points
Iron Eagle Air Wing 4 Iron Eagle Gyrocopters 200 points
Steadholder Retinue 6 Hearthguard units 325 points
Thunderfire Battery 2 Thunderfire units 100 points
UPGRADES
(Each upgrade may only be taken once by a Brotherhood or Support formation)
UPGRADE UNITS COST
Commander Add 1 of the following characters to a Hearthguard unit:
0-1 Living Ancestor +100 points
0-1 Warlord (per 1000 points played) +50 points
0-1 Trade Factor (per 500 points played) +25 points
Hearthguard Replace 2 units with 1 Hearthguard unit Free
Hearthguard Cavalry Replace 1 Hearthguard unit with a Hearthguard Cavalry unit Free
Iron Hawk Spotter Add 1 Iron Hawk Gyrocopter per Colossus formation in the army Free
Trikers Replace any number of Guild Bikes with an equal number of Guild Trikes Free
Transports Add the enough of the following units required to transport the Gorgon +40 points each
entire formation. Mole +20 points each
(Only one formation in the army may be transported in Spartans) Spartan +20 points each
Termite +10 points each
WAR ENGINES
(Up to 1/3 of an army’s points may be spent on War Engines formations)
FORMATION CORE UNITS COST
Colossus 1 Colossus 450 points
Cyclops 1 Cyclops 500 points
Goliath Mega-Cannon Battery 2 Goliath Mega-Cannons 300 points
Hellbore Battery 1 Hellbore 125 points
Land Train 1 Land Train plus 2 to 5 of the following: 250 points
Berserker Battle Car +200 points each
Bomb Battle Car +125 points each
Dragon Battle Car +100 points each
Mortar Battle Car +125 points each
Leviathan 1 Leviathan 350 points
Overlord Squadron Up to 3 Overlords 200 points each
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13.1 NetEA EXPERIMENTAL
DEMIURG CONSORTIUM
13.1 NetEA EXPERIMENTAL
DEMIURG CONSORTIUM