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Presents Welcome to There is Only War 2011 – A TGA Fusion event for Epic Armageddon. Thankyou for taking the time to download this players pack for the Epic Armageddon: There is Only War 2011 tournament. The Tabletop Gamers Association is proud to support the game of Epic Armageddon® and as a player in this tournament it is hoped you will enjoy all that is on offer. It is highly advisable to read this entire document so you are clear on what is expected to make everything run smoothly. If you should have any questions or problems they can be directed to me: • In person at the Tabletop Gamers Association on Sundays (my name is Steve), • Via www.westgamer.com (username Onyx), • Via www.blackwidowmechworks.com/forum/index.php (username Onyx), VENUE The Tabletop Gamers Association club rooms are located in the Main Hall at: HIGGINS PARK TENNIS CLUB Inc. CORNER OF PLAYFIELD STREET & DEVENISH STREET EAST VICTORIA PARK WA, 6101 TGA maintains a very well stocked kiosk and lunch will also be available during the day. It costs $20 to attend There is Only War 2011. Tickets will be available from TGA prior to the event. There Is Only War will be played on July 10 th 2011.

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Page 1: Presents - Onyx's Hobby Blog | Just a little bit about my ... Rules All games to be played 3000pts per army. No limit on War Engines allowed (except no Emperor Titans permitted). No

Presents

Welcome to There is Only War 2011 – A TGA Fusion event for Epic Armageddon.

Thankyou for taking the time to download this players pack for the Epic Armageddon: There is Only War 2011 tournament. The Tabletop Gamers Association is proud to support the game of Epic Armageddon® and as a player in this tournament it is hoped you will enjoy all that is on offer. It is highly advisable to read this entire document so you are clear on what is expected to make everything run smoothly. If you should have any questions or problems they can be directed to me: • In person at the Tabletop Gamers Association on Sundays (my name is Steve), • Via www.westgamer.com (username Onyx), • Via www.blackwidowmechworks.com/forum/index.php (username Onyx),

VENUE The Tabletop Gamers Association club rooms are located in the Main Hall at:

HIGGINS PARK TENNIS CLUB Inc. CORNER OF PLAYFIELD STREET & DEVENISH STREET

EAST VICTORIA PARK WA, 6101

TGA maintains a very well stocked kiosk and lunch will also be available during the day. It costs $20 to attend There is Only War 2011. Tickets will be available from TGA prior to the event.

There Is Only War will be played on July 10th 2011.

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Tournament Rules All games to be played 3000pts per army. No limit on War Engines allowed (except no Emperor Titans permitted). No player is allowed to go over the points limit at all (no 3005pt army lists please). Army lists are to be PM’d to me on either Black Widow or Westgamer by midnight July 3rd. No changes to your army after this time please (unless cleared by me first). 9am - 1st game starts. Finishes at 11.15pm 11.30am – 2nd game starts. Finishes at 1.45pm Lunch and army painting judging 2.45pm – 3rd game starts. Finishes at 5pm Awards If at the end of 2 ¼ hours there is no clear winner (1-0 is not a clear win), total up the number of Victory Points for damaged/destroyed/broken formations (as per the Scenario Page below). The player with the highest Victory Points total is the winner. A player must stick to the same army list for the whole tournament. Consider your list design before submitting your list (by July 3rd) as you will have to use the same list for all 3 games. Marine players will have to decide which of their free transport options they will use before seeing their opponents army list each game. Other players that can have forces starting off the table, must decide how they will enter play before seeing their opponents army list (eg, Eldar must choose between Webway Portal, teleporting or air tansport before seeing their opponents army list). All the terrain will be set out by the tournament organisers. Please make sure the terrain is left in place during the event. The player with the highest Strategy rating can decide which table edge/corner to deploy on first. In case of identical Strategy Ratings, simply roll a D6 until one player rolls higher. That player can decide which table edge to use. All players are encouraged to play fair and hard whilst being courteous and helpful to each other. Please remember that for some of the participants, they may be new to Epic Armageddon and we need to make it a positive experience. For newcomers to the game, please feel free to ask questions of those who may know the game a little better before the event, it’s a great way to learn! Each player will need 3 objective markers (1 as a Blitzkrieg objective and 2 to place on the opponents side of the table). Objective markers can be anything from a small card marker to a more detailed terrain piece. Objectives do not provide cover or block line of sight, they are simply to signify important areas on the board. To find out if a formation is claiming/contesting an objective, simply measure from the center of the objective. If any part of your formation is within 15cm of the center of the objective, it is claimed/contested. Players will also need a way to record Blast Markers for their army. All armies must be WYSIWYG (What You See Is What You Get). The miniatures used don’t have to be official GW miniatures but all units must look like what they are representing. For example, Deathstike Missile Launchers must look like mobile missile launchers, Imperial Guard Fire Support teams must look obviously different from standard Imperial Guardsmen to avoid confusion etc.

If there are an odd number of players for the tournament, I will play in the event as the ringer army. I will be using the Red Corsair army list.

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The rules that we will be using are available for download from here – Epic Armageddon Compendium. http://onyxworkshop.files.wordpress.com/2010/05/ea-compendium-2-1_rules-only.pdfThese are the latest rules available for Epic Armageddon with all the official up to date errata included. The army lists that are allowed to be used are: - Codex Astartes - White Scars - Scions of Iron - Space Wolves - Ravenguard - Steel Legion - Baran Siegemasters - Minervan Tank Legion - Death Korps of Krieg - Mossinians - War Gryphons Titan Legion - Ghazgkhull's Warhorde - Burning Death Speed Freeks - Biel-Tan - Saim-Hann - Black Legion - Stigmatus Covenant Cultist Chaos Army (Lost & the Damned) - World Eaters - Emperor's Children - Thousand Sons - Death Guard - Red Corsairs - Dark Eldar-Kabal of Pain's Way - Necrons - Tau Army lists at the bottom of this file

There will be 5 awards on the day (see next page for more details) – Grand Champion (Games won + goals achieved + points for painting) Best General (the player that scores the most victory goals achieved on the day) Best Presented Army (to be judged by all tournament participants on the day) The Emperor’s Blessing (given to a player that had good fortune on the day) The Curse of Chaos (given to a player that had horrible luck at a key moment)

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All games are to be played at TGA on the 10th of July 2011. All games will be played on 6’x4’ boards. We’ll be sticking to the Epic Armageddon tournament scenario at 3000pts for all 3 games. Once your game is finished, please write down the goals achieved/winner etc, on the score card provided. We will keep track of the scores of each game aswell as the winners. The total number of goals achieved (eg, Break Their Spirit, They Shall Not Pass, etc) during the event will be used to work out the Best General award. In case of a tie, total game wins will be used to pick a winner. If there is still no clear winner, the player that has conceeded the least number of Victory Goals will win Best General. During the lunch break, all armies should be set up on display and the players will vote for their favourite armies. This will provide the scores for the judging of the Best Presented Army award. Entrants will be asked to rank their 3 favourite armies. This (along with a guest judge) will provide the Best Presented award. Tie-breakers will be given to the army with the highest number of '5' votes. If that still doesn't provide a clear winner, we'll get Adam and Cam to pick their favourite! One note - players that didn't paint/make their own armies will not be eligible for the Best Presented award. Their Presentation scores will however, still contribute to their Grand Champion scores. Players will have 3 point scores to award the armies – 5 points for their favourite 3 points for their 2nd choice 1 point for their 3rd choice There is no set criteria to be used whilst judging the armies. Players are free to pick the armies that appeal to them the most, have had good conversion work done, brilliant painting/basing, an army display board used, etc. All these things can be taken into consideration when making your choice. All player votes will be totalled and a winner for the Best Presented Army award will be chosen. At the conclusion of the 3rd game, all players will have to give a 5pt bonus to any one person they played against during the tournament. This can be for any reason the player chooses - reward for a memorable game, sympathy award for an opponent that had a bad game, a thankyou for a sporting gesture etc. This 5pt bonus will be added to the selected players overall score and contribute to the Grand Champion award. Grand Champion will be worked out in the following way – - 25 points for each game won by Victory Goals (game completed with the allowed time) - 20 points for each game won by Victory points - 15 points each drawn game (unlikely event of both players scoring the same Victory points) - 5 points for each game lost - Total number of goals achieved scored during the 3 games (max of 15 points) - Total Presentation scores (including the guest judge) divided by half the number of players will provide a score out of 10 - 5 point bonus awarded at the end of the tournament This will supply a maximum score of 115pts and the highest score will win Grand Champion.

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Useful Links – Tactical Command http://www.tacticalwargames.net/taccmd/index.php

Games Workshop (check under Specialist Games) http://www.games-workshop.com/gws/home.jsp

Dark Realm Miniatures http://www.darkrealmminiatures.com/

Exodus Wars http://www.exoduswars.com/store/

An on-line army list generator (please use the NetEA versions where available) http://traitor-legion.appspot.com/

Stat amendments to the There is only War 2011 players pack. Imperial Guard UNIT TYPE SPEED ARM CC FF WEAPONS RANGE FIREPOWER Stormhammer WE 15cm 4+ 6+ 3+ 4x Heavy Bolters 30cm AP5+ Defensive Boltgun Array 15cm (small arms) 2x Twin Snub Battlecannons 30cm AP3+/AT3+ Death Korps INF 20cm 5+ 4+ 6+ Power Lance (assault weapon) First Strike Rough Riders Laspistols (small arms) Vulture AV 35cm 5+ 6+ 5+ 2x Hellstrike Missiles 90cm AT2+ One Shot Space Marines Predator AV 30cm 4+ 6+ 3+ Autocannon 45cm AP5+/AT6+ Destructor Space WolvesLong Fangs INF 15cm 4+ 5+ 3+ 3x Heavy Weapons 45cm AP5+/AT5+ Long in the Tooth is no longer in use. Orks Battlefortress WE 30cm 4+ 4+ 4+ 4x Twin Big Shootas 30cm AP5+/AT5+ Big Gun 45cm Ap5+/AT5+ Gunfortress WE 30cm 4+ 4+ 4+ 5x Twin Big Shootas 30cm AP5+/AT5+ 3x Big Gun 45cm AP5+/AT5+

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NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 1

1.1 SPACE MARINES 1.1.1 GENERAL SPACE MARINES SPECIAL RULES 1.1.1.1 "And They Shall Know No Fear" Space Marines are renowned for their tenacity and bravery. This is represented by the following rules: • It takes two Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any left over Blast markers). • Space Marine formations are only broken if they have two Blast markers per unit in the formation. • Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines. • When a broken Space Marine formation rallies then it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the leader special ability remove 2 Blast markers instead of 1.

1.1.1.2 Space Marines Transports The Space Marines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the formation; you can’t take extras along to cover any losses! Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having ‘plus transport’ in the units section of the army list below. Also note that you don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you may do so. In addition, you may choose to replace a detachment’s Rhinos with Drop Pods. If you do this then the detachment will enter play in a Drop Pod using the rules for planetfall (see section 4.4). Note that if you choose to do this you will also require at least one Space Marine Strike Cruiser or Battle Barge to deploy the drop pods from. Choosing transport options is part of the army selection process. Portions of a formation may be left behind during deployment (to garrison, for example) the decision to exchange options, even “free” ones, must be determined when the army list is determined.

1.1.2 GENERAL SPACE MARINE UNITS 1.1.2.1 GENERAL SPACE MARINE CHARACTERS

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Power Weapon (contact) (Assault Weapons), EA (+1), MW Captain

NOTES Invulnerable Save, Leader, Commander CH n/a n/a n/a n/a Power Weapon (contact) (Assault Weapons), EA (+1), MW Chaplain

NOTES Invulnerable Save, Leader, Inspiring CH n/a n/a n/a n/a Power Weapon

Smite (contact) (15cm)

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

Librarian

NOTES Invulnerable Save, Leader CH n/a n/a n/a n/a Power Weapon (contact) (Assault Weapons), EA (+1), MW Supreme

Commander NOTES Invulnerable Save, Supreme Commander 1.1.2.2 GENERAL SPACE MARINE INFANTRY

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 30cm 4+ 3+ 5+ Chainswords

Bolt pistols (contact) (15cm)

(Assault Weapons) (Small Arms)

Assault

NOTES Jump Packs INF 35cm 4+ 3+ 4+ Chainswords

Bolters (contact) (15cm)

(Assault Weapons) (Small Arms)

Bike

NOTES Mounted INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+ Devastator

NOTES -- INF 15cm 5+ 4+ 5+ Shotguns

Heavy Bolter (15cm) 30cm

(Small Arms) AP5+

Scout

NOTES Scout, Infiltrator INF 15cm 4+ 4+ 4+ Bolters

Missile Launcher (15cm) 45cm

(Small Arms) AP5+/AT6+

Tactical

NOTES -- INF 15cm 4+ 3+ 3+ Power Weapons

Storm Bolters 2x Assault Cannon

(contact) (15cm) 30cm

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

Terminator

NOTES Reinforced Armour, Teleport, Thick Rear Armour 1.1.2.3 GENERAL SPACE MARINE LIGHT VEHICLES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Attack Bike

NOTES Counts as a Bike for transport purposes. LV 35cm 4+ 6+ 5+ Multi-melta (15cm) AND

15cm (Small Arms), MW MW5+

Land Speeder

NOTES Skimmer, Scout LV 35cm 4+ 6+ 5+ Assault Cannon

Heavy Bolter 30cm 30cm

AP5+/AT5+ AP5+

Land Speeder Tornado

NOTES Skimmer, Scout LV 35cm 4+ 6+ 5+ Twin Typhoon Missile

Heavy Bolter 45cm 30cm

AP3+/AT5+ AP5+

Land Speeder Typhoon

NOTES Skimmer, Scout

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NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 2

1.1.2.4 GENERAL SPACE MARINE ARMOURED VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

AV 15cm 3+ 4+ 4+ Missile Launcher Twin Lascannon OR Power Fist Assault Cannon

45cm 45cm (contact) 30cm

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

Dreadnought

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

special immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Drop Pod NOTES Planetfall, Transport (may carry one formation that includes only Tactical, Devastator and Dreadnought units)

Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 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.

AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Hunter NOTES --

AV 25 cm 4+ 6+ 4+ Twin Heavy Bolter 2x Twin Lascannon

30cm 45cm

AP4+ AT4+

Land Raider

NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator and Scout) AV 25 cm 4+ 5+ 5+ Frag Launchers

Pair of Hurricane Bolters Twin Assault Cannon

(contact) (15cm) 30cm

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

Land Raider Crusader

NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry 2 Terminator units OR 3 of the following units: Tactical, Devastator and Scout) AV 25 cm 4+ 6+ 5+ Whirlwind Launcher

2x Twin Lascannon 45cm 45cm

1 BP, Indirect Fire AT4+

Land Raider Helios

NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry 1 of the following units: Tactical, Devastator and Scout) AV 25cm 4+ 6+ 4+ 4 x Twin Heavy Bolters 30cm AP4+ Land Raider

Prometheus NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry one Terminator unit OR two of the following units: Space Marine Tactical, Devastator and Scout units). Allows characters assigned to unit to replace the commander special ability’s '5cm' restriction with 'any formation on table' for purposes of combined assaults.

AV 25cm 4+ 5+ 3+ Frag Launchers 2x Flamestorm Cannons Twin Assault Cannon

(contact) 15cm 30cm

(Assault Weapons) AP3+, Ignores Cover AP4+/AT4+

Land Raider Redeemer

NOTES Reinforced Armour, Thick Rear Armour, Transport (may carry 1 Terminator unit OR 2 of the following units: Tactical, Devastator and Scout) AV 30cm 4+ 6+ 5+ 2x Lascannon

Twin Lascannon 45cm 45cm

AT5+ AT4+

Predator Annihilator

NOTES -- AV 30cm 4+ 6+ 4+ 2x Heavy Bolter

Autocannon 30cm 45cm

AP5+ AP5+/AT6+

Predator Destructor

NOTES -- AV 30cm 4+ 6+ 4+ Autocannon

2 x Heavy Flamer 45cm 15cm AND (15cm)

AP5+/AT6+ AP4+, Ignore Cover (Small Arms), Ignore Cover

Predator Incinerator

NOTES -- AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR

Twin Lascannon 30cm 45cm

AP4+ AT4+

Razorback

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

AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Rhino NOTES Transport (may carry 2 of the following units: Tactical, Devastator and Scout)

AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Vindicator NOTES Walker

AV 15cm 3+ 4+ 4+ Power Fist Multi-melta

(contact) (15cm) AND 15cm

(Assault Weapons), EA (+1), MW (Small Arms), MW MW5+

Vulcan Dreadnought

NOTES Walker AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1 BP, Indirect Fire Whirlwind

NOTES -- 1.1.2.5 GENERAL SPACE MARINE AIRCRAFT AND SPACECRAFT

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER SC n/a n/a n/a n/a Orbital Bombardment n/a 14 BP, MW Battle Barge

NOTES 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.

AC/WE

B 4+ 5+ 3+ Storm Bolters 3x Twin Heavy Bolter 2x Twin Lascannon

(15cm) 15cm 45cm

(Small Arms) AP4+/AA5+ AT4+

Landing Craft

NOTES DC4, Planetfall, Fearless, Reinforced Armour, Transport (may carry 12 Space Marine infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.

SC n/a n/a n/a n/a Orbital Bombardment n/a 5 BP, MW Strike Cruiser NOTES 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)

AC/WE

B 4+ 6+ 4+ Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon

15cm 15cm 30cm 75cm

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

Thunderhawk Gunship

NOTES DC2, Planetfall, Reinforced Armour, Transport (may carry 8 of the following units: Tactical, Assault, Devastator, Scout, Bike, Terminator and Dreadnought. Terminators and Dreadnoughts take up two spaces each.) Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board.

AV/WE

Bomber 4+ n/a n/a Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter 2x Hellfire Missiles Turbo Laser

15cm 15cm 30cm 30cm 45cm

AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AT4+, FxF 2x AP5+/AT3+, FxF

Thunderhawk Gunship (Close Air Support)

NOTES DC2, Reinforced Armour Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground.

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NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 3

AV/WE

Bomber 4+ n/a n/a Bombs Twin Heavy Bolter Twin Heavy Bolter 2x Twin Heavy Bolter Battle Cannon

15cm 15cm 15cm 30cm 75 cm

2 BP, FxF, Ignore Cover AP4+/AA5+, RF AP4+/AA5+, LF AP4+/AA5+, FxF AP4+/AT4+, FxF

Thunderhawk Gunship (Saturation Bombing)

NOTES DC2, Reinforced Armour Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground.

AV/WE

Bomber 5+ 6+ 4+ 2x Twin Heavy Bolter Defence Mount

15cm AP4+/AA4+ Thunderhawk Transporter

NOTES DC2, Planetfall, Reinforced Armour, Transport (may carry 1 Land Raider or 2 of the following units: Hunter, Predator, Razorback, Rhino, Vindicator, & Whirlwind, plus any infantry units carried in the transported vehicles) 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.

1.1.3 EXPERIMENTAL SPACE MARINE UNITS 1.1.3.1 EXPERIMENTAL SPACE MARINE CHARACTERS

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Black Sword Assault weapon, EA (+1), Sniper Emperor’s

Champion NOTES Invulnerable Save 1.1.3.2 EXPERIMENTAL SPACE MARINE INFANTRY

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

1.1.3.2 EXPERIMENTAL SPACE MARINE LIGHT VEHICLE

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 35cm 4+ 6+ 5+ Heavy Bolter 30cm AP5+ Land Speeder

Storm NOTES Skimmer, Transport (May carry one Scout unit). LV 35cm 4+ 6+ 5+ Tempest Missile Launcher

Assault Cannon

45cm AND 30cm 30cm

AP4+/AT5+ AA6+ AP5+/AT5+

Land Speeder Tempest

NOTES Skimmer 1.1.3.4 EXPERIMENTAL SPACE MARINE ARMOURED VEHICLES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 35cm 5+ 6+ 5+ Magna Melta

Firefury Missile Launcher

(15cm) AND15cm 30cm

(Small Arms), MW MW5+ 1BP, One-shot

Caestus Assault Ram

NOTES Planetfall, Reinforced Armor, Skimmer, Transport (may carry up to two Tactical, Devastator, Scout, or Terminator units) AV 35cm 4+ 6+ 4+ Twin Heavy bolter

Twin Assault Cannon Bloodstrike Missile

15cm 30cm 75cm

AP4+/AA5+ AP4+/AT4+ AT4+

Stormraven Gunship

NOTES Skimmer, Planetfall, Transport (1 Terminator unit or 2 Scout, Tactical, Assault or Devastator units, plus 1 Dreadnought) AV 15cm 4+ 4+ 4+ Missile Launcher

Twin Lascannon OR Power Fist Assault Cannon

45cm 45cm (contact) 30cm

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

Venerable Dreadnought

NOTES Fearless, Reinforced Armour, Walker, A Venerable Dreadnought is armed with a Missile Launcher and Twin Lascannon OR a Power Fist and Assault Cannon, not both – select one option before the game.

1.1.3.5 EXPERIMENTAL SPACE MARINE AIRCRAFT AND SPACECRAFT

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

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NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 4

A

NetEA

CODEX ASTARTES SPACE MARINE ARMY LIST ARMY CHAMPION: Henrikki “Hena” Almusa Version: FINAL2010

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+. The ‘They Shall Know No Fear’ rule applies to all Space Marine formations.

SPACE MARINE DETACHMENTS

(A Codex Astartes Space Marine army may contain any number of Space Marine Detachments.)

DETACHMENT CORE UNITS UPGRADES COST Tactical Six Tactical units plus transport Commander, Dreadnought, Razorback, Hunter, Vindicator 300 points Assault Four Assault units Commander, Vindicator 175 points Devastator Four Devastator units plus transport Commander, Dreadnought, Razorback, Hunter, Land Raider 250 points Terminator Four Terminator units Commander, Dreadnought, Vindicator, Land Raider 350 points Scout Four Scout units plus transport Commander, Razorback, Sniper 150 points Bike Five Bikes Commander, Attack Bike 200 points Land Speeder Five Land Speeders Commander, Tornado/Typhoon 200 points Land Raider Four Land Raiders Commander, Vindicator, Hunter 350 points

Predator Four Predators (Annihilator, Destructor or any combination of the two)

Commander, Vindicator, Hunter 275 points

Vindicator Four Vindicators Commander, Hunter 250 points Whirlwind Four Whirlwinds Commander, Hunter 300 points Thunderhawk One Thunderhawk Gunship None 200 points Landing Craft One Landing Craft None 350 points Strike Cruiser One Strike Cruiser Battle Barge 200 points

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

UPGRADE UNITS COST Attack Bike Replace any number of Bike units with one Attack Bike each Free Battle Barge Replace Strike Cruiser with Battle Barge +150 points

Commander Add one Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain OR One Space Marine Commander in the army may be a Supreme Commander

+50 points +100 points

Dreadnought Add one or two Dreadnoughts (Hellfire or Tactical in any combination) +50 points each Hunter Add one Hunter +75 point each Land Raider Add up to four Land Raiders +75 point each Razorback Add any number of Razorbacks, up to the number required to transport the formation +25 points each Sniper One Scout unit gains the Sniper ability +25 points

Tornado/Typhoon Replace any number of Land Speeders, one a one per one basis, with: One Land Speeder Tornado OR One Land Speeder Typhoon

Free +25 points each

Vindicator Add one or two Vindicators +50 points each

IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army’s points may be spent on Allies formations.)

IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warlord Class Titan 850 points Two Marauder Bombers 250 points One Reaver Class Titan 650 points One Warhound Class Titan 275 points

Two Warhound Class Titans 500 points

Page 10: Presents - Onyx's Hobby Blog | Just a little bit about my ... Rules All games to be played 3000pts per army. No limit on War Engines allowed (except no Emperor Titans permitted). No

NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 5

I NetEA

WHITE SCARS SPACE MARINE ARMY LIST ARMY SUB-CHAMPION: Henrikki “Hena” Almusa Version: FINAL2010

White 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+. The ‘They Shall Know No Fear’ rule applies to all White Scars Space Marine formations.

WHITE SCARS DETACHMENTS

(A White Scars army may contain any number of White Scars Detachments.)

DETACHMENT CORE UNITS UPGRADES COST Tactical Six Tactical units plus transport Commander, Razorback 275 points Assault Four Assault units Commander 175 points Terminator Four Terminator units plus four Land Raiders Commander 650 points Scout Four Scout units plus transport Commander, Razorback, Sniper 150 points White Scar Bike Eight Bike units Commander, Attack Bike 375 points Land Speeder Five Land Speeders Commander, Tornado/Typhoon 200 points Predator Four Predators (Annihilator, Destructor or any

combination of the two) Commander, Vindicator, Hunter 275 points

Whirlwind Four Whirlwinds Commander, Hunter, Vindicator 300 points Thunderhawk One Thunderhawk Gunship None 200 points Landing Craft One Landing Craft None 350 points Strike Cruiser One Strike Cruiser Battle Barge 200 points

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

UPGRADE UNITS COST Attack Bike Replace any number of Bike units with one Attack Bike each varies Battle Barge Replace Strike Cruiser with Battle Barge +150 points Commander Add one Space Marine Commander character to a unit in the formation:

The Commander may be a Captain, Librarian or Chaplain OR One Space Marine Commander in the army may be a Supreme Commander

+50 points +100 points

Hunter Add one Hunter +50 points Razorback Add any number of Razorbacks, up to the number required to transport the formation +25 points each Sniper One Scout unit gains the Sniper ability +25 points Tornado/Typhoon Replace any number of Land Speeders, one a one per one basis, with:

One Land Speeder Tornado OR One Land Speeder Typhoon

Free +25 points each

Vindicator Add 1 or 2 Vindicators +50 points each

IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army’s points may be spent on Allies formations.)

IMPERIAL NAVY SQUADRONS TITAN LEGION BATTLEGROUPS

FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warhound Class Titan 275 points Two Marauder Bombers 250 points Two Warhound Class Titans 500 points

SPECIAL RULE - White Scars Transports The White Scars are a highly mobile army. Because of this the points cost of a detachment usually includes enough transport vehicles to transport it and any upgrades that have been taken. The number of vehicles will always be the minimum needed to carry the formation; you can’t take extras along to cover any losses! The transport vehicles will be Land Raiders if the detachment is Terminators, Rhinos for any other form of detachment. Note that many formations don’t receive transports, usually because they can’t fit into them. Detachments that come with vehicles will be noted as having “plus transport” in the Units section of the detachment list below. White Scars detachments must take the transport vehicles for a detachment – you cannot leave them behind in order to use the unit as a garrison. You can only choose to ignore this if the detachment is instead to be deployed by air transport (Thunderhawk or Landing Craft). Alternately, you may choose to deploy the White Scars force with drop pods. If you choose to do this, all detachments in the army which are eligible to be deployed from drop pods must do so. If you do choose to use drop pods, then the affected detachments will enter play in drop pods using the rules for Planetfall (see section 4.4). Note that you will require at least one Space Marine strike cruiser or battle barge to deploy the drop pods from. Formations which are not eligible to be deployed from drop pods must adhere to the transportation requirements above.

SPECIAL RULE – Born in the Saddle The White Scars hail from the world of Mundus Planus, where much of the population lives a nomadic, horseback existence on the great barren steppes which cover much of the planet. In his youth, the White Scars' Primarch, Jaghatai Khan lived amongst these horsemen and soon became greatest amongst them. The first recruits to the White Scars were drawn from Khan's own adopted tribe, and the White Scars continue to draw new members from amongst the horsemen of Mundus Planus. Once recruited, the White Scars retain many of their horse riding traditions, and the mounted style of warfare is greatly favoured by the Chapter, leading to a surfeit of bike mounted troops. The tribesmen of Mundus Planus are virtually born in the saddle, able to ride before they can walk, and these skills make White Scars the most able bikers in the Imperium. Years of combat fought from horseback allow the White Scars to maintain control of their bikes with their unparalleled sense of balance and riding skills. All White Scars Bike units gain the walker special ability to represent this control.

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NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 6

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NetEASCIONS OF IRON SPACE MARINE ARMY LIST ARMY SUB-CHAMPION: Henrikki “Hena” Almusa Version: 1.4

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+. The ‘They Shall Know No Fear’ rule applies to all Scions of Iron formations.

SCIONS OF IRON DETACHMENTS (A Scions of Iron army may contain any number of Scions of Iron Detachments.)

DETACHMENT CORE UNITS UPGRADES COST Bike Four Bike units Attack Bike, Commander, Land Speeder 175 points Heavy Tactical Two Land Raiders or Land Raider

Crusaders and four Tactical units Commander, Hunter, Land Raider, Supreme Commander 350 points

Helios Four Land Raider Helioses Commander, Hunter 450 points Land Raider Four Land Raiders Commander, Hunter, Land Raider, Supreme Commander 350 points Landing Craft One Landing Craft None 375 points Predators Four Predators (any mix of Annihilators or

Destructors) Armour, Commander, Hunter, Supreme Commander 275 points

Scout Four Scout unit plus transport Commander, Land Speeder, Razorback, Sniper 150 points Strike Cruiser One Strike Cruiser Battle Barge 150 points Tactical Two Vindicators or Predators of either

type, four Tacticals plus transport Armour, Commander, Hunter, Razorback, Supreme Commander 300 points

Terminator Four Terminator units Commander, Land Raider, Supreme Commander 350 points Thunderhawk Transporter

Two Thunderhawk Transporters Thunderhawk Transport 250 points

Vindicators Four Vindicators Armour, Commander, Hunter, Supreme Commander 250 points Whirlwinds Four Whirlwinds Commander, Hunter 300 points

SCIONS OF IRON UPGRADES

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

Two Vindicators or Predator Destructors Armour Add two units from the following list: Two Predator Annihilators

+100 points +125 points

Attack Bike Replace any number of Bike units with one Attack Bike each Free Battle Barge Replace Strike Cruiser with Battle Barge +100 points Commander Add one Space Marine Commander character to a unit in the formation. The Commander may be a Captain, Librarian or

Chaplain. (Cannot be combined with the Supreme Commander upgrade.) +50 points

Hunter Add one Hunter +75 points Land Raiders or Land Raider Crusaders +75 points each Land Raider Add up to four Land Raiders from the following options:

(in any combination) Land Raider Helios +100 points each Land Speeder +35 points each Land Speeder Tornado +50 points each

Land Speeder Add up to three Land Speeders from the following list: (in any combination)

Land Speeder Typhoon +60 points each Add Supreme Commander +100 points Replace Predator or Vindicator +125 points

0-1 Supreme Commander

Choose one of the following: Add Supreme Commander to a Land Raider or replace one unit with Land Raider Prometheus with Supreme Commander. (Cannot be combined with the Commander upgrade.) Replace Land Raider or Crusader +100 points

Razorback Replace any number of Rhinos with one or two Razorbacks +25 each Sniper All Scouts units in the formation add the sniper ability to their Heavy Bolters +50 points Thunderhawk Transporter

Add one or two Thunderhawk Tranporters +100 each

SCIONS OF IRON SUPPORT AND IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army’s points may be spent on Support and Allies formations.)

0-2 IMPERIAL NAVY SQUADRONS 0-2 TITAN LEGION BATTLEGROUPS

FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warlord Class Titan 850 points Two Marauder Bombers 250 points One Reaver Class Titan 650 points

One Warhound Class Titan 275 points

SCIONS OF IRON AIRCRAFT Two Warhound Class Titans 500 points

FORMATION COST One Thunderhawk Gunship (Saturation Bombing) 250 points One Thunderhawk Gunship (Close Air Support) 250 points

SPECIAL RULE - Scions of Iron Transports The Scions of Irons are a highly mobile army. Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. The number of Rhinos will always be the minimum needed to carry the formation, you can’t take extras along to cover any losses! However you must take the minimum to carry all units. Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having ‘plus transport’ in the units section of the army list opposite. Note that Terminators must take either Teleport or have Land Raiders, they may not start the game as foot infantry.

SPECIAL RULE - Thunderhawk Transporter The entire Thunderhawk Transporter detachment is counted as one War Engine for War Engine transport rule (eg. one transported detachment can be split to multiple aircrafts within one Thunderhawk Transporter detachment).

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NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 10

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NetEA

RAVEN GUARD SPACE MARINE ARMY LIST ARMY SUB-CHAMPION: Neal Hunt Version: 1.2.1

Raven Guard 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+. The ‘They Shall Know No Fear’ rule applies to all Raven Guard formations.

RAVEN GUARD DETACHMENTS (A Raven Guard army may contain any number of Detachments.)

DETACHMENT CORE UNITS UPGRADES COST Assault Four Assault Marine units Commander, Land Speeders 175 points Bike Five Bike units Commander, Attack Bike 200 points Land Speeder Five Land Speeders Commander, Typhoon/Tornado/Tempest 200 points Landing Craft One Landing Craft None 350 points Predators Four Predators

(Annihilators or Destructors in any combination) Commander, Hunter 275 points

Raven Guard Assault

Six Raven Guard Assault units plus transport Caestus , Commander, Dreadnought, Drop Pods, Hunter, Land Speeders, Razorbacks

225 points

Scout Four Scout units Commander, Land Speeders, Land Speeder Storm, Scouts, Sniper 150 points 0-1 Strike Cruiser One Strike Cruiser Battle Barge 225 points Tactical Six Tactical units plus transport Caestus , Commander, Dreadnought, Drop Pods, Hunter, Land

Speeders, Razorbacks 275 points

Terminator Four Terminator units Commander, Dreadnought, Drop Pods, Caestus 350 points Thunderhawk One Thunderhawk Gunship None 200 points Whirlwind Four Whirlwinds Commander, Hunter 300 points

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

UPGRADE UNITS COST Attack Bike Replace any number of Bike units with 1 Attack Bike each Free Battle Barge Replace Strike Cruiser with Battle Barge +150 points Caestus Add the minimum number of Caestus Assault Rams required to transport the formation

(two for Terminator formation, three for other formations) +125 points for two +175 points for three

Commander Add one Space Marine Commander character to a unit in the formation: The Commander may be a Captain, Librarian or Chaplain OR One Space Marine Commander in the army may be a Supreme Commander

+50 points +100 points

Dreadnought Add one or two Dreadnoughts 50 points each Drop Pods Formation may deploy in drop pods. Formation may not contain any units incapable of being

transported in Drop Pods. Free

Hunter Add one Hunter +75 points Land Speeder Storm

Add enough Land Speeder Storms to carry the entire formation +25 points each

Land Speeders Add two units of the same type from the following list: Land Speeder, Land Speeder Tornado, Land Speeder Typhoon, Land Speeder Tempest. (Land Speeders taken under this upgrade have the Planetfall ability.)

+75 for Land Speeder or Tornado +125 for Typhoon or Tempest

Planetfall All Land Speeders and variants in the formation gain Planetfall special ability +25 points Razorbacks Replace any number of Rhinos with 1 or 2 Razorbacks +25 points each Scouts Add two Scout units +75 points Sniper All Scout units have the Sniper ability +50 points Typhoon/ Tornado/ Tempest

Replace any number of Land Speeders with 1 Land Speeder each: 1 Tornado 1 Typhoon or Tempest

Free +25 points each

IMPERIAL ALLIES FORMATIONS (Up to 1/3 of the army’s points may be spent on Allies formations.)

IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warhound Class Titan 275 points Two Marauder Bombers 250 points Two Warhound Class Titans 500 points

SPECIAL RULE – Death From Above Through millennia of practice Raven Guard have perfected methods of deploying from orbit. • Raven Guard Planetfall: When rolling for planetfall units to scatter, a Raven Guard player may choose to reroll the results. The results of the reroll are binding and must be used even if the results are worse. • Raven Guard Speeders: Land Speeders in the Raven Guard army list may purchase the Planetfall special ability (as noted in the army list). Raven Guard spacecraft may transport Speeders as part of their normally allotted vehicle transport capacity. Note that Speeders planetfall under their own power using the basic planetfall rules (4.4) and do not use the Drop Pod rules. • Raven Guard Terminators: All Terminators in the Raven Guard army list may utilize Drop Pods, even though they are not on the list of transportable units in the Drop Pod datafax.

SPECIAL RULE – Raven Guard Garrisons The Raven Guard generally avoids holding static positions whenever possible. When playing the Tournament Scenario, a Raven Guard player may only garrison formations where half or more of the units (rounding up) are scouts. The other qualifications for allowing formations to garrison do not apply to Raven Guard armies.

RAVEN GUARD SPECIFIC UNITS

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER Inf 15cm 4+ 3+ 5+ Bolters

Chainswords (15cm) (base)

Small Arms Assault Weapons

Raven Guard Assault

NOTES Count as Tacticals for transport purposes.

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NetEA Army Compendium – DRAFT - SPACE MARINES - 2010 - 11

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NetEASPACE WOLVES SPACE MARINE ARMY LIST ARMY SUB-CHAMPION: Matt “Dobbsy” Dobbs Version: 2.3

Space Wolves armies have a strategy rating of 5. Blood Claws, Skyclaws, and Swiftclaw packs and Imperial Navy squadrons have an initiative rating of 2+. All other formations have an initiative rating of 1+. The ‘They Shall Know No Fear’ rule applies to all Space Wolves formations.

SPACE WOLVES GREAT COMPANIES (A Space Wolves army any number of Great Companies but must take at least one.)

PACK CORE UNITS UPGRADES COST 1+ Great Company Six Grey Hunter units and one Hero Character, plus transport

Add 0-2 of the following options (you may select each option only once) • two Grey Hunters units and transport: + 75points • two Blood Claws units and transport: + 50 points • two Long Fangs units and transport: + 125 points • one or two Wolf Guard Terminator units: + 75 points each

Land Raiders, Dreadnoughts, Venerable Dreadnought, Razorbacks, Vindicators, Hunter

300 points

SPACE WOLVES HUNTING PACKS

(You may not have more Hunting packs of any one type than you do Great Companies) SPACE WOLVES SUPPORT PACKS

(You may have any number of Support packs)

PACK CORE UNITS UPGRADES COST PACK CORE UNITS UPGRADES COST Wolf Guard Terminators

Four Wolf Guard Terminator units

Hero, Land Raiders

325 points Fenrisian Wolves Six Fenrisian Wolves units Hero 150 points

Wolf Scouts Four Wolf Scout units Hero, Sniper

225 points Land Speeder Five Land Speeder units Hero, Typhoon/Tornado

200 points

Long Fangs Four Long Fang units plus transport

Razorbacks, Land Raiders, Hunter

300 points

Land Raiders Four Land Raiders or Land Raider Crusaders

Hero, Hunter 350 points

Blood Claws Six Blood Claws units plus Transport

Hero, Blood Claws, Vindicators

200 points Predators Four Predators (either Annihilator and/or Destructor)

Hero, Hunter 275 points

Vindicators Four Vindicators Hero,Hunter 250points Skyclaws Six Skyclaws Assault units

Hero, Skyclaws

225 points

Whirlwinds Four Whirlwinds Hero, Hunter 300 points 0-1 Strike Cruiser One Strike Cruiser Battle Barge 200 points Swiftclaws Six Bike units Hero, Swiftclaws Attack Bikes

200 points

Thunderhawk One Thunderhawk Gunship none 225 points

Landing Craft One Landing Craft none 375points

SPECIAL RULE – Unblooded All Blood Claws packs are young, aggressive, hot headed and often hard to control on the field of battle. They are, however, always eager to get to grips with their enemies in combat. All Blood Claws, Skyclaws and Swiftclaws packs have an initiative of 2+. However, the pack is considered initiative 1+ when they undertake either an Engage action. In addition, they must always counter-charge whenever assaulted, may not choose to remain at fire fight range with the enemy and must always retain unit coherency while doing so.

SPECIAL RULE – Space Wolves Terminators All Terminators in the Space Wolves army list may lose the teleport special ability, but may utilize Drop Pods, even though they are not on the list of transportable units in the Drop Pod datafax.

SPECIAL RULE – Pack Mentality Space Wolves Wolf Lords and Battle Leaders have the Commander special ability. They follow the Commander special rule in section 2.1.2 of the main rule book; however packs may use a 10cm range to include new packs in an assault rather than the standard 5cm. All other rules and modifiers regarding this ability apply as normal to those packs taking part. Additionally, when defending against an assault, a Space Wolves Commander may declare friendly packs within 5cm to be intermingled during the assault. Once declared intermingled, the Commander’s packs follow all the rules exactly as if the enemy had declared them intermingled as per section 1.12.10 in the main rule book. Note: That either the enemy or Space Wolves Commander may declare those packs intermingled.

SPACE WOLVES SPECIFIC UNITS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

INF 15cm 4+ 3+ 4+ Bolters (15cm) (Small Arms) Grey Hunters NOTES Count as Tacticals for transport purposes.

INF 15cm 4+ 3+ 6+ Bolters Chainswords

(15cm) (base)

(Small Arms) (Assault Weapons)

Bloodclaws

NOTES Count as Tacticals for transport purposes. INF 30cm 4+ 3+ 6+ Chainswords

Bolt pistols (contact) (15cm)

(Assault Weapons) (Small Arms)

Skyclaws

NOTES Jump Packs, Count as Assault for transport purposes. LV 35cm 4+ 5+ 5+ Multi-melta (15cm) AND

15cm (Small Arms), MW MW5+

Swiftclaw Attack Bike

NOTES Unblooded, Count as an Attack Bike for transport purposes. INF 15cm 4+ 5+ 3+ 2 x Twin Missile Launchers 45cm AP4+/AT4+ Long Fangs

NOTES Long in the Tooth – Hunting pack may remove an extra BM when rallying, Count as Devastators for transport purposes. INF 15cm 5+ 4+ 4+ Chainswords

Heavy Bolter (contact) 30cm

(Assault Weapons) AP5+

Wolf Scouts

NOTES Scouts, Infiltrators, Teleport INF 20cm 5+ 4+ n/a Claws and Fangs (contact) (Assault weapon ), +1EA Fenrisian Wolves

NOTES Infiltrator

SPACE WOLVES UPGRADES (Each allowed upgrade may be taken once by each pack.)

IMPERIAL ALLIES FORMATIONS (Up to 1/3 of the army’s points may be spent on Allies.)

UPGRADE UNITS COST IMPERIAL NAVY AIRCRAFT FORMATION COST Hero

Add one of the following characters to the formation: Wolf Guard Battle Leader (Commander), Rune Priest (Librarian) or Wolf Priest (Chaplain) +50 points

Two Thunderbolt Fighters 150 points

0-1 Wolf Lord Add the Supreme Commander ability to either a Wolf Guard Battle Leader or a Venerable Dreadnought +50 points

Two Marauder Bombers 250 points

Blood Claws Add 2 Blood Claws units to the formation +50points Skyclaws Add 2 Skyclaws Assault units to the formation +75 points Swiftclaw Attack Bikes Replace any number of Swiftclaw bikes with the same number

of Swiftclaw Attack Bikes Free TITAN LEGION BATTLEGROUPS

Sniper Add the Sniper ability to 1 or 2 units in the formation +25 points each FORMATION COST Razorbacks Replace any number of Rhinos with 1 or 2 Razorbacks +25 points each One Warlord Class Titan 850 points Land Raiders Add up to 4Land Raidersand/or Land Raider Crusaders +75points each One Reaver Class Titan 600 points 0-1 Venerable Dreadnought Add theV enerable Dreadnought unit to a formation +75 points Dreadnoughts Add 1 or 2 Dreadnought units to the formation +50 points each Tornado/Typhoon Replace any number of Land Speeders, one a one per one

basis, with: One Land Speeder Tornado OR One Land Speeder Typhoon

Free +25 points each

Vindicators Add 1 or 2 Vindicator units to the formation +50points each Hunter Add 1 Hunter unit to the formation +75 points Battle Barge Replace the Space Wolves Strike Cruiser with a Space Wolves

Battle Barge +150 points

Page 14: Presents - Onyx's Hobby Blog | Just a little bit about my ... Rules All games to be played 3000pts per army. No limit on War Engines allowed (except no Emperor Titans permitted). No

NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 1

1.2 IMPERIAL GUARD 1.2.1 GENERAL IMPERIAL GUARD SPECIAL RULES 1.2.1.1 Commissars An Imperial Guard army may include one Commissar character per 500 points, or part thereof, in the army. The Commissars do not cost any points. Commissar units may be added to the army at the start of the battle before either side sets up. If the army includes a Supreme Commander than the first Commissar must be attached to the Supreme Commander’s formation. Any further Commissars may be attached to any other Steel Legion formations. You may not include more than one Commissar per formation. You may not add a Commissar to an Imoperial Navy or Titan Legion formation. If you have more Commissars than formations any excess is lost.

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

1.2.2 GENERAL IMPERIAL GUARD UNITS 1.2.2.1 GENERAL IMPERIAL GUARD CHARACTERS

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Upgraded Guns (15 cm) (Small Arms), EA (+1) Armoured Commissar

NOTES: Inspiring, Fearless CH n/a n/a n/a n/a Upgraded Guns (15 cm) (Small Arms), EA (+1) Armoured Supreme

Commander NOTES: Supreme Commander CH n/a n/a n/a n/a Power Weapon (contact) (Assault Weapons), EA (+1), MW Commissar

NOTES: Leader, Fearless, Inspiring 1.2.2.2 GENERAL IMPERIAL GUARD INFANTRY

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15 cm 6+ 5+ 5+ Chainswords

Lasguns Autocannon

(contact) (15cm) 45 m

(Assault Weapons) (Small Arms) AP5+/AT6+

Imperial Guard Commander

NOTES: Commander INF 15 cm n/a 6+ 5+ Lasguns

Autocannon (15cm) 45 m

(Small Arms) AP5+/AT6+

Imperial Guard Infantry

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

INF 15 cm 3+ 4+ 5+ Ogryn Combat Weapons Ripper Guns

(contact) (15cm)

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

Ogryns

NOTES: None INF 10 cm n/a n/a 5+ Rapier Laser Destroyer 45cm AP6+/AT4+ Rapier Laser

Destroyer NOTES: None INF 20 cm 6+ 4+ 6+ Power Lance

Chainswords Laspistols

(contact) (contact) (15cm)

(Assault Weapons), EA (+1), First Strike (Assault Weapons) (Small Arms)

Rough Riders

NOTES: Mounted, Scout, Infiltrator INF 15 cm 6+ 5+ 5+ Melta Bombs

Heavy Flamer (contact) (15 cm) AND 15 cm

(Assault Weapons), EA (+1), MW Ignore Cover AP4+, Ignore Cover

Sappers

NOTES: Walker INF 15 cm n/a 6+ 5+ Lasgun

Heavy Stubber (15 cm) 30 cm

(Small Arms) AP6+

Siege Infantry

NOTES: INF 15 cm n/a 6+ 5+ Sniper Rifles 30 cm AP5+, Sniper Snipers

NOTES: Scout INF 15 cm 5+ 5+ 4+ Hellguns

Plasma Guns (15 cm) 15 cm

(Small Arms) AP5+/AT5+

Storm Troopers

NOTES: Scout INF 15 cm n/a 6+ 4+ 2 × Autocannon 45 cm AP5+/AT6+ Support Squad

NOTES: None INF 15 cm 5+ 4+ 5+ Power Weapon

Lasguns Autocannon

(contact) (15 cm) 45 cm

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

Imperial Guard Supreme Commander

NOTES: Supreme Commander INF 10 cm n/a n/a 5+ Thudd Gun 45 cm AP4+/AT6+, Indirect Fire Thudd Gun

NOTES: None 1.2.2.3 GENERAL IMPERIAL GUARD LIGHT VEHICLES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 0cm n/a n/a 6+ Heavy AA Gun 60 cm AP6+/AT5+/AA5+ Heavy AA Gun

Weapon Platform NOTES: None LV 0cm n/a n/a 6+ Howitzer 90cm 1BP, Indirect Fire Howitzer Weapon

Platform NOTES: None LV 15cm 6+ n/a 6+ Heavy Stubber 30cm AP6+ Land Crawler

NOTES: Transport (may carry 1 of the following units: Any Weapon Platform, Thudd Gun or Rapier Laser Destroyer) LV 35cm

(20cm) 6+ 6+ 6+ Heavy Stubber 30cm AP6+ Centaur

NOTES: Transport (May carry one Grenadier, Heavy Mortar Team, Quad Laucher, Rapier Laser Destroyer, or Thudd Gun unit). Centaurs transporting

Heavy Mortar Teams, Quad Launcher, Rapier Laser Destroyers, or Thudd Guns reduce their speed to 20cm. LV 0cm n/a n/a 6+ Earthshaker 120cm AP4+ / AT4+ OR 1BP Indirect Fire Earthshaker

Weapon Platform NOTES: None LV 0cm n/a n/a 6+ Rocket Launcher 150cm 2BP, Indirect, Slow Firing, Disrupt Manticore Weapon

Platform NOTES: None LV 0cm n/a n/a 6+ 2 × Hydra Autocannon 45cm AP4+ / AT5+ / AA5+ Hydra Weapon

Platform NOTES: None LV 0cm n/a n/a 6+ Medusa Siege Gun 60cm OR

30cm 1BP, Ignores Cover, Disrupt, Indirect MW4+, Ignores Cover

Medusa Weapon Platform

NOTES: None LV 20cm 6+ 6+ 5+ Multilaser 30cm AP5+/AT6+ Sentinel

NOTES: Scout, Walker

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NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 2

1.2.2.4 GENERAL IMPERIAL GUARD ARMOURED VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

AV 20 cm 5+ 6+ 5+ Heavy Bolter Earthshaker

30cm 120cm

AP5+ AP4+/AT4+ OR 1BP, Indirect Fire

Basilisk

NOTES: May either shoot normally or fire a barrage. May only use the Indirect Fire special ability when firing barrages. AV 20 cm 6+ 6+ 5+ Heavy Bolter

Siege Mortar 30cm 45cm

AP5+ 2 BP, Ignore Cover, Slow Firing, Indirect Fire

Bombard

NOTES: None AV 30 cm 5+ 6+ 5+ Heavy Bolter

Multilaser 30cm 30cm

AP5+ AP5+/AT6+

Chimera

NOTES: Transport (may carry 1 Ogryn unit OR any 2 of the following units: Supreme Commander, Commander, Infantry, Stormtroopers, Fire Support, Snipers)

AV 20 cm 6+ 6+ 5+ Heavy Bolter Deathstrike Missile

30cm Unlimited

AP5+ MW2+, TK(D6), One-Shot, Indirect Fire

Deathstrike Missile Launcher NOTES: None

AV 30 cm 6+ 6+ 5+ Heavy Bolter Heavy Mortar

30cm 30cm

AP5+ 1BP, Indirect Fire

Griffon

NOTES: None- AV 30 cm 4+ 6+ 3+ Heavy Bolter

Inferno Cannon 30cm 30cm

AP5+ AP3+, Ignore Cover

Hellhound

NOTES: None AV 30 cm 6+ 6+ 5+ Heavy Bolter

2 × Twin Hydra Autocannon 30cm 45cm

AP5+ AP4+/AT5+/AA5+

Hydra

NOTES: None AV 20 cm 4+ 6+ 4+ 2 × Heavy Bolter

Lascannon Battle Cannon

30cm 45cm 75cm

AP5+ AT5+ AP4+/AT4+

Leman Russ

NOTES: Reinforced Armour AV 30 cm 4+ 6+ 5+ Conqueror Cannon

Lascannon 45cm 45cm

AP5+/AT5+ AT5+

Leman Russ Conqueror

NOTES: Reinforced Armour AV 20 cm 4+ 6+ 3+ 2 × Plasma Cannon

Demolisher Lascannon

30cm 30cm 45cm

AP4+/AT4+, Slow Firing AP3+/AT4+, Ignore Cover AT5+

Leman Russ Demolisher

NOTES: Reinforced Armour AV 20 cm 4+ 6+ 5+ Lascannon

Plasma Destroyer 45cm 60cm

AT5+ MW4+

Leman Russ Executioner

NOTES: Reinforced Armour AV 20 cm 4+ 6+ 3+ 2 × Heavy Bolter

Lascannon Twin Autocannon

30cm 45cm 45cm

AP5+ AT5+ AP4+/AT5+

Leman Russ Exterminator

NOTES: Reinforced Armour AV 20 cm 4+ 6+ 6+ Laser Destroyer 75cm AT4+, TK(1) Leman Russ

Tank Destroyer NOTES: Reinforced Armour. The Laser Destroyer may only target AVs, LVs, and WEs. AV 20 cm 4+ 6+ 5+ Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover Leman Russ

Thunderer NOTES: Reinforced Armour, Thick Rear Armour AV 20 cm 4+ 6+ 4+ 2 × Heavy Bolter

Lascannon Vanquisher Cannon

30cm 45cm 75cm

AP5+ AT5+ AP4+/AT2+

Leman Russ Vanquisher

NOTES: Reinforced Armour AV 20 cm 6+ 6+ 5+ Heavy Bolter

Siege Mortar 30cm 150cm

AP5+ 2BP, Disrupt, Slow Firing, Indirect Fire

Manticore

NOTES: None AV 20 cm 6+ 6+ 5+ Heavy Bolter

Medusa Siege Gun 30cm 30cm

AP5+ MW4+, Ignore Cover

Medusa Assault Gun

NOTES: AV 15 cm 4+ 6+ 4+ 2 × Heavy Stubber

Ragnarok Battlecannon 30cm 60cm

AP6+ AP4+/AT4+

Ragnarok Heavy Tank

NOTES: Reinforced Armour, Walker AV 35 cm 6+ 6+ 5+ Heavy Flamer

Heavy Bolter

(15cm) AND 15cm 30cm

(Small Arms), Ignore Cover AP4+, Ignore Cover AP5+

Salamander Commander

NOTES: Commander, Leader, Scout AV 35 cm 6+ 6+ 5+ Heavy Bolter

Autocannon 30cm 45cm

AP5+ AP5+/AT6+

Salamander Scout

NOTES: Scout AV 30 cm 5+ 6+ 5+ Multilaser 30cm AP5+/AT6+ Siegfried Light

Tank NOTES: Scout AV 35 cm 5+ 6+ 5+ 2 × Rocket Pod

2 × Heavy Bolter Multilaser

30cm 30cm 30cm

1BP, Disrupt, One-Shot AP5+ AT5+

Valkyrie

NOTES: Skimmer, Scout, Transport (may carry 2 Storm Trooper units) AV 35 cm 5+ 6+ 5+ Heavy Bolter

Twin Autocannon 2 × Hellstrike

30cm 45cm 120cm

AP5+ AP4+/AT5+ AT2+, One-Shot

Vulture

NOTES: Skimmer, Scout

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NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 3

1.2.2.5 GENERAL IMPERIAL GUARD WAR ENGINES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

WE 15 cm 4+ 6+ 4+ 3 × Twin Heavy Bolter Demolisher Autocannon 2 × Lascannon Main Battle Cannon

30cm 30cm 45cm 45cm 75cm

AP4+ AP3+/AT4+, Ignore Cover, FxF AP5+/AT6+ AT5+ AP3+/AT3+

Baneblade

NOTES: DC3, Reinforced Armour Critical Hit Effect: The Baneblade’s magazine explodes. The Baneblade is destroyed, and any units within 5cm of the model suffer a hit on a roll of 6+

WE immobile 4+ 6+ 4+ Deathstrike missile Unlimited MW2+, TK (D6), Indirect Fire, Slow Firing Deathstrike Silo NOTES: DC3, Reinforced Armour. Despite being a unit, the Deathstrike Silo is deployed like a fortification.

Critical Hit Effect: The bunker is destroyed in an awesome detonation. All units within 5cm take a MW4+ hit. WE 20cm 4+ 6+ 6+

(5+) 2 × Twin Heavy Stubbers Gorgon Mortars OR 2 × Twin Heavy Bolters

30cm 30cm 30cm

AP5+ 2BP One-Shot, Indirect Fire, FxF. AP4+

Gorgon Siege Transporter

NOTES: DC3, Reinforced Armour, Walker, Transport (10 Infantry Units). The Gorgon may either have ‘Gorgon Mortars’ or ‘2 x Twin Heavy Bolters’, not both. The Heavy Bolter option grants the Gorgon FF 5+. Critical hit effect: The Gorgon is immobilized. A Further Critical Hit will destroy the Gorgon outright.

WE 15cm 4+ 6+ 4+ 2 × Battlecannons 2 × Heavy Bolters Twin Heavy Stubber

75cm 30cm 30cm

AT4+/AP4+ AP5+ AP5+

Macharius Heavy Tank

NOTES: DC2, Reinforced Armour Critical Hit Effect: The Macharius is destroyed instantly.

WE 15cm 4+ 6+ 4+ 2 × Vanquisher cannons OR Vulcan Megabolter 2 × Heavy Bolters Twin Heavy Stubber

75cm 45cm 30cm 30cm

AP4+/AT2+ 4 × AP3+/AT5+ AP5+ AP5+

Macharius Heavy Tank (Command Variant)

NOTES: DC2, Reinforced Armour. The Macharius Command Tank may have either 2 x Vanquisher cannons or a Vulcan Megabolter, not both. Critical Hit Effect: The Macharius is destroyed instantly.

WE 15 cm 4+ 6+ 5+ 2 × Heavy Bolter Volcano Cannon

30cm 90cm

AP5+ MW2+, TK(D3), FxF

Shadowsword

NOTES: DC3, Reinforced Armour Critical Hit Effect: The Volcano Cannon’s energy coils explode. The Shadowsword is destroyed, and any units within 5cm of the model suffer a hit on a roll of 6+

WE 15 cm 4+ 6+ 5+ Heavy Bolter 2 × Twin Heavy Bolter 2 × Lascannon Plasma Blastgun

30cm 30cm 45cm 45cm

AP5+ AP4+ AT5+ 2 x MW2+, Slow-Firing, FxF

Stormblade

NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormblade’s plasma generator ignites. The Stormblade is destroyed, and any units within 5cm suffer a hit on a roll of 6+

WE 15 cm 4+ 6+ 3+ 4 × Twin Heavy Bolter 4 × Lascannon 2 × Twin Snub Battle Cannon

30cm 45cm 45cm

AP4+ AT5+ AP3+/AT3+

Stormhammer

NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormhammer’s magazine explodes. The Stormhammer is destroyed, and any units within 5cm suffer a hit on a roll of 6+

WE 15 cm 4+ 6+ 4+ 2 × Heavy Flamer Heavy Bolter 2 × Twin Heavy Bolter Siege Cannon

15cm 30cm 30cm 30cm

AP4+, Ignore Cover AP5+ AP4+ 3 BP, Disrupt, Ignore Cover, FxF

Stormsword

NOTES: DC3, Reinforced Armour Critical Hit Effect: The Stormsword’s cannon munitions detonate. The Stormsword is destroyed, and any units within 5cm suffer a hit on a roll of 6+

1.2.2.6 GENERAL IMPERIAL GUARD FORTIFICATIONS

FORTIFICATION INFANTRY VEHICLE WAR ENGINE CAPACITY Trench 4+ cover save Dangerous No effect One unit per 4cm length Gun Emplacement 4+ cover save 5+ cover save No effect One unit Bunker 3+ cover save Dangerous Impassable Three units Razorwire Dangerous No effect No effect n/a

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NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 4

1.2.3 EXPERIMENTAL IMPERIAL GUARD UNITS 1.2.3.1 EXPERIMENTAL IMPERIAL GUARD CHARACTERS

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Psychic Powers (15cm) (Small Arms), EA (+1), MW Sanctioned Psyker

NOTES: None 1.2.3.2 EXPERIMENTAL IMPERIAL GUARD INFANTRY

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15 cm 6+ 4+ 5+ Demolition Charges

Heavy Flamer (contact) (15cm) AND 15cm

(Assault Weapons), EA (+1), MW, One Shot (Small Arms), Ignore Cover AP4+, Ignore Cover

Deathworld Veterans

NOTES: Scouts, Infiltrators INF 5cm none 6+ 6+ Heavy Mortar 30cm 1BP, Indirect Fire Heavy Mortar Team

NOTES: None INF 15 cm none 6+ 5+ Lasguns

2 × Mortar (15cm) 30cm

(Small Arms) AP5+, Indirect Fire

Mortar Squad

NOTES: None INF 5cm none 6+ 6+ Quad Launcher 45cm 2x AP4+, Indirect Fire Quad Launcher

NOTES: None INF 15 cm none 6+ 5+ Meltaguns

15cm AND (15cm)

MW5+ (Small Arms), MW

Special Weapons Squad

NOTES: None 1.2.3.3 EXPERIMENTAL IMPERIAL GUARD LIGHT VEHICLE

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 20cm 6+ 5+ 5+ Chainsaw

Heavy Flamer (contact) (15cm) AND 15cm

(Assault Weapons) (Small Arms), Ignore Cover AP4+, Ignore Cover

Deathworld Sentinel

NOTES: Scouts, Walker. Ttreats Jungle terrain as Dangerous instead of Impassable. 1.2.3.4 EXPERIMENTAL IMPERIAL GUARD ARMOURED VEHICLES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 15cm 4+ 6+ 5+ Battlecannon

2 × Lascannon Heavy Bolter

75cm 45cm 30cm

AP4+/AT4+ AT5+ AP5+

Malcador Tank

NOTES: None AV 15cm 4+ 6+ 3+ 3 × Twin Heavy Bolter

Demolisher Cannon 30cm 30cm

AP4+ AP3+/AT4+, Ignores Cover

Malcador Defender

NOTES: None AV 15cm 4+ 6+ 5+ Twin Lascannon

2 × Lascannon Demolisher Cannon

45cm 45cm 30cm

AT4+ AT5+ AP3+/AT4+, Ignores Cover

Malcador Annihilator

NOTES: None AV 15cm 4+ 6+ 6+ Minotaur Earthshakers 120cm 2BP, Indirect Fire Minotaur Artillery

Tank NOTES: None AV 20cm 6+ 6+ 6+ Heavy Bolter 30cm AP5+ Trojan Support

Vehicle NOTES: Transport (May carry 1 Weapon Platform) AV 15cm 4+ 6+ 5+ Lascannon

Neutron Laser Projector 45cm 60cm

AT5+ MW3+, Disrupt

Valdor Tank Hunter

NOTES: None 1.2.2.5 EXPERIMENTAL IMPERIAL GUARD WAR ENGINES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE immobile 4+ 5+ 3+ Battle Cannon

2 × Lascannon 4 × Heavy Bolter Turrets

75cm 45cm 30cm

AP4+/AT4+, Fwd AT5+, FA AP5+

Imperial Bastion

NOTES: DC4, 2 Void Shields, Fearless, Reinforced Armour, Scout, Transport (up to 16 infantry units, Ogryn and Terminators count as two units). Infantry units transported within an Imperial Bastion may fire their weapons normally and use their firefight value in assaults. Despite being a unit, the Imperial Bastion is deployed like a fortification. Critical Hit Effect: The Bastion's Void Shield generator shorts out, it loses all Void Shields and cannot regain them for the rest of the game. Subsequent critical hits cause an additional 1DC of damage.

WE 15cm 4+ 3+ 3+ Battle Cannon 3 × Twin Lascannons 3 × Twin Lascannons Doomsday Cannon

75cm 45cm 45cm 120cm

AP4+/AT4+ AT4+, Right Fire Arc AT4+, Left Fire Arc 3BP, MW, FxF

Leviathan Mobile Command Centre

NOTES: DC4, 2 Void Shields, Reinforced Armour, Thick Rear Armour, Transport (up to 16 infantry units, Ogryn count as two units) Critical Hit Effect: The Leviathans tracks are destroyed and it becomes immobile. Subsequent critical hits cause an extra point of damage.

1.2.2.6 EXPERIMENTAL IMPERIAL GUARD FORTIFICATIONS

FORTIFICATION INFANTRY VEHICLE WAR ENGINE CAPACITY Minefield Dangerous Dangerous Dangerous n/a Tank Trap 6+ cover save Impassable Dangerous n/a

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NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 5

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NetEA STEEL LEGION IMPERIAL GUARD ARMY LIST

ARMY CHAMPION: ??? “Rug” ???? Version: FINAL 2010 Steel Legion Imperial Guard armies have a strategy rating of 2. Steel Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+. Titans have an initiative rating of 1+. The “Commissars” special rule applies to Steel Legion Imperial Guard armies.

STEEL LEGION COMPANIES

(A Steel Legion Imperial Guard army may contain any number of Steel Legion Companies.)

STEEL LEGION COMPANY UPGRADES

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

UPGRADE UNITS COST Fire Support Platoon Add four Support Squad units* +100 points Infantry Platoon Add six Infantry units* +100 points Tank Squadron Add three Leman Russ or three Leman Russ Demolisher +200 points Hellhound Squadron Add three Hellhounds +150 points Griffon Battery Add three Griffons +100 points Snipers Add two Sniper units* +50 points Ogryns Add two Ogryn units* +50 points Flak Add One Hydra +50 points * These unit’s formations may have Chimera transport vehicles. Each Chimera costs 25 points. You must take enough Chimera to transport the whole formation if any are taken, but you may not take more than one Chimera per unit in the formation.

STEEL LEGION SUPPORT FORMATIONS (Up to two Support Formations may be taken per Steel Legion Company)

UPGRADE UNITS COST Rough Rider Platoon Six Rough Rider units 150 points

Storm Trooper Platoon Eight Storm Trooper units (may have four Valkyrie transport vehicles)

200 points (+150 points)

Steel Legion Artillery Battery Three units of the same type chosen from the following list: Basilisk, Bombard, Manticore 250 points Sentinel Squadron Four Sentinels 100 points 0-1 Deathstrike Missile Battery Two Deathstrike Missile Launchers 200 points Super-heavy Tank Platoon One Baneblade or Shadowsword 200 points

0-1 Orbital Support One Imperial Navy Lunar class cruiser OR One Emperor class Battleship

150 points 300 points

Flak Battery Three Hydras 150 points Vulture Squadron Four Vultures 300 points

IMPERIAL ALLIES (Up to one third of the army’s points may be spent on Imperial Allies formations.)

IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Thunderbolt Fighters 150 points One Warlord Class Titan 850 points Two Marauder Bombers 250 points One Reaver Class Titan 650 points

One Warhound Class Titan 275 points

Two Warhound Class Titans 500 points

COMPANY CORE UNITS COST

0-1 Regimental HQ One Supreme Command unit, twelve Imperial Guard Infantry units, and seven Chimera transport vehicles (one for Commander) 500 points

Steel Legion Infantry Company One Imperial Guard Command unit plus twelve Imperial Guard Infantry units 250 points Steel Legion Mechanised Infantry Company

One Imperial Guard Command unit, twelve Imperial Guard Infantry units, and seven Chimera transport vehicles (one for Commander)

400 points

Steel Legion Tank Company Ten Leman Russ tanks. One Leman Russ may be upgraded to a Vanquisher command tank at no additional cost

650 points

Steel Legion Super-heavy Tank Company

Three Baneblades or Shadowswords, or any combination of the two 500 points

Steel Legion Artillery Company Nine Artillery units chosen from the following list: Basilisk, Manticore 650 points

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NetEA Army Compendium - DRAFT 2010 - IMPERIAL GUARD - 6

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NetEA

BARAN SIEGEMASTERS IMPERIAL GUARD ARMY LIST ARMY SUB-CHAMPION: ??? “Rug” ???? Version: FINAL 2010

Baran Siegemaster armies have a Strategy rating of 1. Baran Siegemaster formations and Imperial Navy aircraft formations have an Initiative rating of 2+. The “Commissars” special rule applies to Baran Siegemaster Imperial Guard armies.

SIEGE REGIMENT COMPANIES

(A Siegemasters Imperial Guard army may contain any number of Siege Regiment Companies.)

SIEGE REGIMENT COMPANY UPGRADES

(Up to three upgrades may be added to each Siege Regiment Company) UPGRADE UNITS COST Siege Infantry Platoon Add six Siege Infantry units +75 Rapier Platoon Add three Rapier Laser Destroyer units +75 Thudd Gun Platoon Add three Thudd Gun units +75 Hellhound Squadron Add three Hellhounds +125 Griffon Battery Add three Griffons +100 Snipers Add one or two Sniper units +25 each

SIEGE REGIMENT SUPPORT FORMATIONS (Up to two Support Formations may be taken per Siege Regiment Company)

FORMATION UNITS COST Siege Regiment Artillery Company

Nine Howitzer Weapon Platforms, plus 9 Gun Emplacements 425

Rough Rider Platoon Six Rough Rider units 150 Light Tank Platoon Six Siegfried light tanks 150 Heavy Tank Platoon Six Ragnarok heavy tanks 300 Siege Regiment Artillery Battery Three Howitzer Weapon Platforms plus 3 Land Crawlers 150 Siege Regiment AA Battery Three Blitzen AA gun units plus 3 Land Crawlers OR 3 Gun Emplacements 100 Super-Heavy Tank Platoon One Baneblade OR one Shadowsword 200 Bombard Battery Three Bombards 250 0-1 Deathstrike Missile Battery Two Deathstrike Missile Launchers 200 0-1 Sapper Platoon Eight Sapper units (may be split up and added to one or more companies in the army, or be fielded as a

single formation in their own right) 250

SIEGE REGIMENT FORTIFICATIONS

(One Fortified Position may be taken per Siege Regiment Company) FORTIFICATIONS UNITS COST Fortified Position Up to 50cm of trenches and 50cm of razor wire, plus up to six Gun Emplacements or Bunkers in any

combination +75

IMPERIAL ALLIES (Up to one quarter of the army’s points may be spent on Imperial Allies formations.)

IMPERIAL NAVY AIRCRAFT FORMATION COST Two Thunderbolt Fighters 150 points Two Marauder Bombers 250 points

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

COMPANY CORE UNITS COST 1 Siegemasters Regimental HQ One Supreme Commander unit and nine Siege Infantry units 225 Siegemasters Infantry Company One Commander unit and nine Siege Infantry units 175

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NetEA Army Compendium – DRAFT – IMPERIAL GUARD - 7

NetEA MINERVAN TANK LEGION ARMOURED REGIMENT

IMPERIAL GUARD ARMY LIST ARMY SUB-CHAMPION: W. L. “Moscovian” Sturtevant Version: 2.0

Minervan Legion Imperial Guard armies have a strategy rating of 2. Steel Legion Imperial Guard formations and Imperial Navy aircraft formations have an initiative rating of 2+. Titans have an initiative rating of 1+. The “Commissars” special rule applies to Minervan Legion Imperial Guard armies.

TANK LEGION ARMOURED COMPANIES (A Tank Legion Imperial Guard army may contain any number of Companies.)

COMPANY CORE UNITS COST Self-Propelled Artillery Company Nine Basilisks, Manticores, or Bombards 650 points Super-Heavy Tank Company Three Stormblades, Stormswords, Baneblades, Shadowswords, or Stormhammers, in any combination 500 points Tank Company Ten Leman Russ variants, of which up to two units may be Rare Leman Russ Variants 425 points

TANK LEGION ARMOURED COMPANY UPGRADES

(Up to three upgrades may be added to each Tank Legion Company) UPGRADE UNITS COST Flak Support One or two Hydras +50 each Griffon Battery Three Griffons +100 Hellhound Squadron Three Hellhounds +150 Salamander Command Vehicle One Salamander Command Vehicle +25 0-1 Supreme Commander One Armoured Supreme Commander character upgrade +100 Tank Squadron Three Leman Russ variants (may not include rare variants) +140 points

TANK LEGION SUPPORT FORMATIONS (Up to two Support Formations may be taken per Armoured Company)

UPGRADE UNITS COST Assault Gun Platoon Three Medusas 150 points 0-1 Deathstrike Missile Platoon Two Deathstrike Missile Launchers 200 points Mechanized Platoon Ten Infantry units, plus five Chimeras

(may add a Salamander Command Vehicle) 300 points (+25 points)

0-1 Orbital Support One Imperial Navy Lunar Class Cruiser OR One Emperor class Battleship

150 points 300 points

Salamander Scout Platoon Three Salamander Scout Vehicles (may add a Salamander Command Vehicle)

100 points (+25 points)

Self Propelled Artillery Platoon Three Basilisks or three Bombards or three Manticores 250 points Self Propelled Flak Battery Three Hydras 150 points Storm Trooper Platoon Eight Storm Trooper units

(may have four Valkyries) 200 points (+150 points)

Super-Heavy Tank Platoon One Stormblade, Stormsword, Baneblade, Shadowsword, or Stormhammer 200 points Tank Platoon Six Leman Russ variants (May include 0-1 rare Leman Russ variants) 280 points Vulture Squadron Four Vultures 300 points

IMPERIAL ALLIES (Up to one third of the army’s points may be spent on Imperial Allies formations.)

IMPERIAL NAVY AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST Two Marauder Bombers 250 points One Warlord Class Titan 850 points Two Thunderbolt Fighters 150 points One Reaver Class Titan 650 points One Warhound Class Titan 275 points

Two Warhound Class Titans 500 points SPECIAL RULE – Leman Russ Variants The Minervan Tank Legion makes use of many different types of Leman Russ tanks, each with their own strengths and weakness. The following point values to determine the cost of specific tank formations as the army is created. STANDARD VARIANTS COST RARE VARIANTS COST Leman Russ +20 points Leman Russ Destroyer +70 points Leman Russ Conqueror +10 points Leman Russ Executioner +20 points Leman Russ Demolisher +20 points Leman Russ Vanquisher +45 points Leman Russ Exterminator +10 points Leman Russ Thunderer Free

SPECIAL RULE - Amphibious The Armoured Legions of Minerva are able to convert many of their vehicles on the fly to amphibious use. For every 1000 points, the Minervan player may designate one Armoured Company as amphibious. Units in an amphibious company ignore the Terrain Effects of Marshes and count Rivers as Dangerous Terrain (instead of Impassable). The designation of specific formations as Amphibious must be made prior deploying any units.

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

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NetEA Army Compendium – DRAFT – IMPERIAL GUARD - 8

NetEADEATH KORPS OF KRIEG SIEGE REGIMENT IMPERIAL GUARD ARMY LIST

ARMY SUB-CHAMPION: Ben “Evil & Chaos” Skinner Version: v1.16 Death Korps armies have a strategy rating of 2. All Death Korps and Imperial Navy formations have an initiative rating of 2+. Titan Legion formations have an initiative rating of 1+. The “Commissars” special rule applies to Death Korps Imperial Guard armies.

DEATH KORPS COMPANIES (A Death Korps Imperial Guard army may contain any number of Companies.)

COMPANY CORE UNITS COST 0-1 Death Korps Regimental HQ One Supreme Commander unit and nineteen Imperial Guard Infantry units 400 points Death Korps Infantry Company One Commander unit and nineteen Imperial Guard Infantry units 300 points Death Rider Company (0-1 Per 1500pts)

Twelve Rough Rider units (Units in this formation lose the scouts special ability)

250 points

DEATH KORPS COMPANY UPGRADES (Up to three upgrades may be added to each Death Korps Company)

UPGRADE UNITS COST Fire Support Battery Four Fire Support units +75 Points Gorgon Siege Transporters Two Gorgons

(May not be added to Death Rider Companies) +125 Points Heavy Tank One Macharius tank +125 Points Hellhound Squadron Three Hellhounds +125 points Infantry Platoon Ten Death Korps Infantry Units

(May have one Gorgon Siege Transporter) 175 Points (+50 Points)

Tank Squadron Three Leman Russ variants (May not include rare Leman Russ variants)

+140 points

DEATH KORPS SUPPORT FORMATIONS (Up to two Support Formations may be taken per Death Korps Company)

FORMATION UNITS COST 0-1 Deathstrike Silo One Deathstrike Missile Silo 250 points Artillery Support Company Nine Earthshaker platforms

(May have nine Trojans or nine Gun Emplacements) 600 Points (Free)

Death Rider Scout Platoon Six Rough Rider units 150 Points Engineers Platoon Eight Death Korps Engineer units and a Hades Breaching Drill 300 Points Grenadiers Platoon Eight Death Korps Grenadier units

(May add eight Centaurs OR one Gorgon) 225 Points (+75 Points)

Heavy Support Battery Choose one of the following Heavy Support Batteries :

Three Hydra platforms or Three Heavy Anti-Aircraft platforms, or a mix of the two. Three Earthshaker Weapon Platforms Three Medusa platforms (May have three Trojans or three Gun Emplacements)

125 Points 200 Points 275 Points (Free)

Heavy Tank Platoon Two Macharius tanks and one Macharius command tank. 350 Points Light Support Battery Four Quad Launchers or Four Heavy Mortars

(May have four Centaurs or 20cm of Trenches) 200 Points (Free)

Self-Propelled Heavy Support Three Bombards. 250 Points Super-Heavy Tank Company Three of the following Super-Heavy Tanks (in any combination): Baneblades, Shadowswords, Stormblades, or Stormswords 500 Points Super-Heavy Tank Platoon One Stormblade, Stormsword, Baneblade, or Shadowsword 200 Points Tank Platoon Six Leman Russ variants (0-1 of which may be a rare Leman Russ variant) 280 Points

DEATH KORPS FORTIFICATIONS

(One Fortification may be taken per Death Korps Company) IMPERIAL ALLIES

(Up to one third of the army’s points may be spent on Imperial Allies formations.) IMPERIAL NAVY TITAN LEGION BATTLEGROUPS FORTIFICATIONS UNITS COST FORMATION COST FORMATION COST Trenchworks 50cm of Trenches plus four

bunkers. 100 Points One Heavy Marauder Bomber

150 points One Warlord Class Titan 850 points

Two Thunderbolt Fighters 150 points One Reaver Class Titan 650 points One Warhound Class Titan 275 points Two Warhound Class Titans 500 points

SPECIAL RULE – Leman Russ Variants The Death Korps makes use of many different types of Leman Russ tanks, each with their own strengths and weakness. The following point values to determine the cost of specific tank formations as the army is created. STANDARD VARIANTS COST RARE VARIANTS COST Leman Russ +20points Leman Russ Vanquisher +50 points Leman Russ Demolisher +20 points Leman Russ Thunderer Free

SPECIAL RULE – Death Korps What the Death Korps lacks in high tech equipment it makes up in sheer, bloody-minded tenacity. The following rules reflect this situation: • Imperial Guard Infantry lose their Autocannon, and all Commander, Fire

Support, and Supreme Commander units have one Autorcannon replaced by a Twin Heavy Stubber with the following statistics:

Twin Heavy Stubber 30cm AP5+ • All Commander, Imperial Guard Infantry, Mortar Squad, Support Squad, and

Weapon Platform units in the Death Korps army gain +1 to their Close Combat statistic, with a minimum of CC 6+

• All Weapon Platforms gain a 6+ Armour Save and all Rough Rider units gain a 5+ Armour Save.

DEATH KORPS UNITS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

INF 15cm 5+ 5+ 4+ Heavy Flamer (15cm) AND 15cm

Ignore Cover AP4+, Ignore Cover

Death Korps Grenadier

NOTES: Scouts INF 15cm 5+ 4+ 5+ Gas Grenades

Mole Launcher (Contact) 30cm

(Small Arms) Ignore Cover

Death Korps Engineers

NOTES: None Special immobile n/a n/a n/a none None None Hades Breaching

Drill NOTES: Tunneler, Transport (May transport 8 Engineers). Note that the Hades Breaching Drill is not a unit and so may not be shot at nor have hits applied to it. It is in all respects simply a marker, to be used in a similar manner to Space Marine Drop Pods. No Blast marker is generated for its parent formation leaving the Hades Breach Drill behind during the game.

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49

Gaming With The Mossinian RebelsGaming With The Mossinian RebelsGaming With The Mossinian RebelsGaming With The Mossinian Rebels The following army list allows you to field a Mossinian Rebels army. Mossinian armies are selected from two main types of formations, Companies and Support Formations. Each Company you include in an army allows you to include two Support Formations. Note that Companies and any Support Formations you may select operate independently from each other on the battlefield as autonomous groups. In addition, each Company may be upgraded with up to three selections from the Upgrades list. Each Company may only take a specific upgrade once. For example, an Infantry Company may take a Hellhound Squadron as an upgrade, but not two Hellhound Squadrons.

MOSSINIAN REBELS SPECIAL RULESMOSSINIAN REBELS SPECIAL RULESMOSSINIAN REBELS SPECIAL RULESMOSSINIAN REBELS SPECIAL RULES

The following Special Rules apply to Mossinian armies:

• IteratorsIteratorsIteratorsIterators—With the rise of the Mossinian rebellion, ringleaders emerged amongst the troops who inspired their followers. Iterators do not cost any points, Mossinian rebel armies receive one Iterator upgrade for every 300 points available to the army. Iterators may be allocated to any formation and the first Iterator in the army must be allocated to the Supreme Commander’s formation (If there is one present). Iterators must be allocated to Infantry Companies before they may be added to Support Formations.

• Fortified PositionsFortified PositionsFortified PositionsFortified Positions—The Mossinian rebels make up for their shortcomings in training and equipment by making use of defensive positions. A Mossinian army is allowed to purchase one set of fortified positions for its troops to occupy for each Regimental HQ or Infantry company included in the army.

Fortified positions are set up after Objectives, but

before Spacecraft and Garrisons are deployed. They may be set up anywhere a vehicle may deploy in the Mossinian half of the table.

Fortified positions count as having a move of

zero and may therefore ‘garrison’. Once set up fortified positions may be used by any unit, not just the units they were purchased for. They may even be captured and used by the enemy.

• Regimental HQsRegimental HQsRegimental HQsRegimental HQs—The Regimental HQ is staffed by some of the most important ringleaders of the Mossinian Democratic rebellion. Understandably, it is a grave loss to the army if their ideological leaders are killed in battle.

When playing Grand Tournament-style games, a

Mossinian army must include a Regimental HQ. The enemy count as having achieved the ‘Break their Sprit’ victory condition by destroying this formation instead of by destroying the most expensive formation in the army.

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MOSSINIAN REBELS PDF REGIMENT

ARMY LIST Mossinian Rebel armies have a strategy rating of 1. All Mossinian formations have an initiative rating of 2+.

MOSSINIAN REBELS COMPANIES

FORMATION UNITS COST

0-1 Mossinian Regimental HQ Company O n e Mo ss in i an Supr em e Co mm an d er un it p lus ni ne Mo ss in i an I nf antr y p lu s t hr e e Mo s si ni an R a pi er s. 325 Points

Mossinian Infantry Company One Mossinian Commander unit plus nine Mossinian Infantry units. 200 Points

MOSSINIAN REBELS SUPPORT FORMATIONS (Three may be taken per Mossino Infantry Company or Regimental HQ)

FORMATION UNITS COST

0-1 Mossinian Engineering Platoon

Eight Mossinian Combat Engineer units. The units may be split up and added to one or more Companies in the army, or fielded as a single formation in their own right.

250 points

Mossinian Sniper Platoon Six Mossinian Sniper units 150 points

Mossinian Artillery Company Nine Mossinian Howitzers, plus nine gun emplacements. 425 points

Mossinian Bombard Battery Three Mossinian Bombards 250 points

Mossinian Light Tank Platoon Six Mossinian Siegfried light tanks 150 points

Mossinian Heavy Tank Platoon Six Mossinian Ragnarok heavy tanks 300 points

Mossinian Artillery Battery Three Mossinian Howitzers, plus three Land Crawl ers. 150 points

Mossinian AA Battery Three Mossinian AA guns, plus three Land Crawlers or three gun emplacements. 125 points

Mossinian Super Heavy Tank One Stormhammer 200 points

0-1 Tactical Missile Battery Three Firestrike Missile Launchers plus three gun emplacements 225 points

Mossinian Fighter Support Four Planetary Defence Force Fighters 200 Points

Mossinian Bomber Support Two Planetary Defence Force Bombers 200 Points

MOSSINIAN REBELS COMPANY UPGRADES (Three may be taken per Mossinian Infantry Company or Regimental HQ)

UPGRADE UNITS COST

Mossinian Infantry Platoon Six Mossinian Infantry units 75 points

Mossinian Rapier Section One Mossinian Rapier 25 points

Mossinian Thudd gun platoon Three Mossinian Thudd guns 75 points

Mossinian Flame Tank Squadron Three Mossinian Hellhound Tanks 125 points

Mossinian Ogryns Four Mossinian Ogryn units 100 points

Mossinian Rough Rider Platoon Six Mossinian Rough Rider units 125 points

Mossinian Mortar Platoon Three Mossinian Heavy Mortars 75 Points

MOSSINIAN REBELS FORTIFIED POSITIONS (One may be taken per Mossinian Infantry Company or Regimental HQ)

Mossinian Fortified Positions 50cm of Trenches and 50cm of razor wire, plus 6 gun emplacements or bunkers. 100 Points

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58

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Mossin ian Supreme Commander Infant ry 15cm 5+ 4+ 5+ Heavy Stubb er Power Weap ons

30cm (Base Con tact)

AP6+ Assault Weap on

Suprem e Com man der

Mossin ian Commander Infant ry 15cm 6+ 5+ 5+ Heavy Stubb er 30cm AP6+ Comma nde r

Mossin ian Iterator Charact er - - - - Power Weap on (Base Con tact) Assault Weap on Leade r, Ch aract er, I nspiri ng

Mossin ian Infantry Infant ry 15cm - 6+ 5+ Heavy Stubb er 30cm AP6+ Only one unit in eve ry two has a H eavy Stu bbe r

Mossin ian Snipers Infant ry 15cm - 6+ 5+ Sniper Rifles 30cm AP5+, Sniper Scouts

Mossin ian Ogryns Infant ry 15cm 3+ 4+ 5+ Ripper G uns (Base Con tact) Assault Weap ons, MW, EA (+1 )

Mossin ian Combat Engineers Infant ry 15cm 6+ 5+ 5+ Heavy F lame r Melta Bombs

AP4+ Assault Weap ons

Ignor es Cove r Assault Weap ons, MW, EA (+1 )

Mossin ian Rough Riders Infant ry 20cm 5+ 4+ 6+ Power La nces (Base Con tact) Assault Weap ons, First St rike Mount ed, I nfiltra tors, Scouts

Mossin ian Thudd Gun Infant ry 10cm - - 5+ Quad L aunc her 45cm AP4+/AT6+, Indir ect F ire

Mossin ian Rapier Laser Destroyer Infant ry 10cm - - 5+ Rapier L aser Destr oyer 45cm AP6+/AT4+

Mossin ian Heavy Mortar Infant ry 10cm - - 6+ Heavy Mo rta r 30cm 1BP, Indirect F ire

Mossin ian F irestrike Launcher LV 10cm - - 6+ F irestrike Missil e Heavy Stubb er

Unlimited 30cm

MW2+, O ne-Sh ot, In direc t, TK (D3) AP6+

Mossin ian Howitzer LV Immobile - - 6+ Howitzer 90cm 1BP, Indirect F ire

Mossin ian AA Gun LV Immobile - - 6+ AA Cannon 60cm AP5+/AT5+/AA5+

Mossin ian Land Crawler :LV 15cm 6+ - 6+ Heavy Stubb er 30cm AP6+ Transpor t (O ne: AA Gun , Howitze r, Thud d Gun or Rapier L aser Destr oyer )

Mossin ian Siegfried L ight Tank AV 30cm 5+ 6+ 5+ Autocann on 45cm AP5+/AT6+

Mossin ian Hellhound AV 15cm 3+ 6+ 3+ Infern o Can non 30cm AP3+, Igno res Co ver

Mossin ian Ragnarok Tank AV 15cm 4+ 6+ 4+ Ragnar ok Batlec anno n 2x Heavy Stu bbe rs

60cm 30cm

AP4+/AT4+ AP6+

Reinforc ed Arm our , Walker

Mossin ian Bombard AV 20cm 5+ 6+ 6+ Siege Cann on 45cm 2BP, Ignor es Cove r, Slow F iring, Indirect F ire

Mossin ian Stormhammer WE 15cm 4+ 6+ 3+ 2x Twin Snub Ca nnons 4x Heavy Stu bbe rs

Boltgun Ar ray

45cm 30cm

(15cm)

AP3+/AT3+ AP6+

Small Arms, Ext ra Attacks (+ 1)

Reinforc ed Arm our , Thick Rea r Armo ur, W alker. Critical Hit Effect: Stor mham me r dest roye d, u nits

within 5cm suffe r a hit on a D6 roll of 6.

TERRAIN INFANTRY VEHICLE WAR ENGINE

Trenches 4+ Cover Save Dangerous No Effect

Bunker 3+ Cover Save Dangerous Impassable

Gun Emplacement 4+ Cover Save 5+ Cover Save No Effect

Razor Wire Dangerous No Effect No Effect

Mossin ian Planetary Def ence Force F ighter Aircraft F ighter-Bomber - - - Cannon Heavy Stubb er

15cm 15cm

AT6+/AA6+, F ixed Forwar ds AP6+/AA6+, F ixed Forwa rds

Mossin ian Planetary Def ence Force Bomber Aircraft Bomber 5+ - - Bombs 2x Twin Heavy Stub bers

15cm 15cm

2BP, F ixed Forwards AA6+

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

MOSSINIAN REBELS REFERENCE SHEET

Trenches may hold one Infantry Unit per 4cm of length, Gun Emplacements may hold one Unit and Bunkers may hold three Units.

Bunkers are Fortifications (See 1.8.4).

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SPECIAL RULE : GOD MACHINES

The Adeptus Mechanicus worships their Titans as icons of the Deus Mechanicus, avatars that rule battlefields with awesome firepower; The loss of even one large Titan is enough to shake the heart of any Adept of the Mechanicus. If any Battle class Titan is destroyed, then any friendly Titan formations within line of sight receive one blast marker.

Scout or Battle Titan Weapons COST

Inferno Gun, Vulcan Megabolter, Plasma Blastgun Free

Turbolaser Destructor +25 Points

Battle Titan Weapons COST

Laser Burner, Corvus Assault Pod, Carapace Landing Pad Free

Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Titan Close Combat Weapon +25 Points

Melta Cannon, Laser Blaster, Volcano Cannon +50 Points

Plasma Destructor, Support Missile, Quake Cannon +75 Points

Titan Upgrades Range Firepower / Effect Cost

0-1 Legate (Battle Titans Only) — Supreme Commander 50pts

Veteran Princeps (0-1 per formation) — Commander, Leader 25pts

Carapace Multi-Lasers (Battle Titans Only) 30cm 2x AP5+ / AT6+ / AA5+ 50pts

Sacred Icon (Battle Titans Only) — Inspiring 50pts

BATTLE TITAN FORMATIONS

Formation Units Cost

Warlord Battle Titan One Warlord Titan 725 Points

Reaver Battle Titan One Reaver Titan 575 Points

Emperor Battle Titan One Emperor Titan (Either Imperator or Warmonger configuration) 1250 Points

SCOUT TITAN FORMATIONS

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

Formation Units Cost

Warhound Scout Titan One Warhound Titan 275 Points

Warhound Titan Pack Two Warhound Titans 500 Points

LEGIO GRYPHONICUS WAR GRYPHONS TITAN LEGION ARMY LIST

Titans have an initiative rating of 1+. All other units types have an initiative rating of 2+. Titan Legion armies have a strategy rating of 3.

V3.18

Warhound, Reaver and Warlord Titans each must be upgraded with two, three and four Titan weapons respectively. A Titan may not be upgraded with more or less weapons than its class allows. Each Titan formation must select at least two different types of weapons. If the player wishes, a Titan formation may contain only one type of weapon, at the cost of paying a +25 point surcharge. For further details see the Titans’ respective data sheets.

LIST CONSTRUCTION RULE : TITAN WEAPONS

SUPPORT FORMATIONS

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

Formation Units Cost

Forge Knight Squadron Three Forge Knights or

Six Forge Knights

200 Points

375 Points

Recon Platoon Four Sentinels 100 Points

Thunderbolt Squadron Two Thunderbolt Fighters 150 Points

Marauder Squadron Two Marauder Bombers 250 Points

0-1 Orbital Support One Adeptus Mechanicus Gothic Class Cruiser or One Arc Mechanicus

150 Points

300 Points

Skitarii Demi-Century Nine Hypaspist units, plus one Tech-Priest unit 300 Points

Lysander Fighter One Lysander Fighter (0-1 per Warmonger Titan) 75 Points

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WEAPON RANGE FIREPOWER

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+

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SCOUT TITAN WEAPONS

WEAPON RANGE FIREPOWER

Carapace Landing Pad — Allows BP weapons to use the Indirect Fire ability

Corvus Assault Pod — Transport (10 infantry). Some unit types take up two spaces (see the Corvus Assault Pod entry on page 11).

Close Combat Weapon (Arm Only) (Base Contact) Extra Attacks (+3), Titan Killer (D3)

Laser Burner (15cm) OR (Base Contact)

Extra Attacks (+2), (Small Arms) Extra Attacks (+4), (Assault Weapons)

Apocalypse Missile Launcher 60cm BP3

Gatling Blaster 60cm 4x AP4+ / AT4+

Plasma Cannon 60cm 3x MW2+, Slow Firing

Melta Cannon 30cm AND (15cm)

MW2+, Titan-Killer (D3) Small Arms, Extra Attacks (+1), Titan Killer (D6)

Laser Blaster 60cm 6x AP5+ / AT3+

Volcano Cannon 90cm MW2+, Titan-Killer (D3)

Plasma Destructor 75cm 4x MW2+, Slow Firing

Quake Cannon 90cm BP3, Macro Weapon

Support Missile (Carapace Only) Warhead Type—Pick one: Vortex Warp Deathstrike Barrage

Unlimited — — — —

Indirect Fire, Warhead, One-Shot. BP3, Macro-Weapon, Titan-Killer (1), Ignores Cover MW2+, Titan-Killer (D3), Ignores Shields/Powerfields MW2+, Titan-Killer (D6) 10BP, Disrupt

BATTLE TITAN WEAPONS

WEAPON RANGE FIREPOWER

Mars (Sonic Disruptor) 100cm 10BP, Ignores Cover, Disrupt

Golgotha (Hellfire Missiles) Unlimited 6x 2BP, Macro-Weapon, Single Shot, Indirect Fire

Armageddon (Nova Cannon) 100cm 4x MW3+, Titan-Killer (D3)

ORDINATUS WEAPONS

CRITICAL HITS

UNIT CRITICAL HIT EFFECT

Warhound Titan The Warhound staggers D6cm in a random direction. If the Titan contacts impassable terrain or another unit it cannot step over, then it stops and takes a point of damage. Any units stumbled into or orver take a hit on a 6+.

Reaver, Warlord, and Emperor Titans Roll a D6 in the end phase of every turn. On a roll of a 1 the Titan is destroyed and all units within 5cm of the Titan receive a hit on a 5+. On a 2-3 the Titan suffers an extra point of damage. On a 4-6 the Titan is repaired and the Critical Hit will cause no further trouble.

Gorgon The Gorgon is immobilised. A further critical hit will destroy the Gorgon outright.

Ordinatus Minoris, Ordinatus Majoris The Ordinatus is destroyed. All units within 15cm suffer a hit on a 5+. If the Ordinatus was an Ordinatus Majoris, then all friendly formations within line of sight take a Blast Marker.

ADEPTUS MECHANICUS REFERENCE SHEET. PAGE 2.

VERSION 3.18 / 2.00

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Type Speed Armour Close Combat Firefight

War Engine 30cm 5+ 4+ 4+

WARHOUND TITAN (Gryphonne Pattern)

Damage Capacity 3. 2 Void Shields. Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Warhound into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally). Notes: Fearless, Reinforced Armour, Walker, the Warhound Titan may step over units, impassable or dangerous terrain that is up to 2cm wide and less than 1.5cm tall. Warhound Titans select may select any two weapons from the ‘scout titan’ weapons list. When fired, both arm weapons have a forward arc.

Type Speed Armour Close Combat Firefight

War Engine 20cm 4+ 3+ 3+

REAVER TITAN (Gryphonne Pattern)

Damage Capacity 6. 4 Void Shields. Critical Hit Effect: The Reaver’s plasma reactor has been damaged. Roll a D6 for the Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Reaver will be hit on a roll of 5+. Notes: Fearless, Reinforced Armour, Walker, the Reaver Titan may step over units, impassable or dangerous terrain that is up to 2cm wide and less than 2cm tall. Reaver Titans select may select any three weapons from the ‘scout titan’ and ‘battle titan’ weapons lists. When fired, the Carapace weapon has a fixed forward arc, whilst both arm weapons have a forward arc.

WARHOUND TITAN The Warhound Titan is not the mainstay of the War Gryphons Titan Legion, but they are still common enough that almost all Titan Battlegroups will include several Warhound Titans. Some Legions such as the Legio Ignatum and the Legio Tempestor are known to make much more extensive use of Warhound class Titans, but even they will rarely take to the field in open battle without support of their Battle class brethren.

It is only in relatively small scale wars like the Taros Campaign or the Keeler Intervention where Warhound class Titans will be the largest Mechanicus Engines. During the Keeler Intervention, the War Gryphons Titan Legion fielded a force of nineteen Warhound class Titans, and while each Engine was generally seconded to assist other Imperial forces, on day 113 of the Intervention twelve Warhound Titans were brought together to act as the spearhead for an armoured push that ultimately broke the back of the rebel forces.

REAVER TITAN The Reaver Titan is the oldest design of Titan (Perhaps even the oldest class of machine) currently in regular and widespread military service within the Imperium. The arcane construction techniques necessary for its creation mean that it takes considerably more time to construct a Reaver class Titan than either a Warhound or a Warlord Titan. As a result, the Reaver has fallen out of favour with many of the younger Legions, which have relegated the Reaver into mostly supporting roles, where each ancient relic-machine is generally safe from reprisal attacks. Understandably, such

younger Legions treat their Reaver Titans more as mobile shrines than pure war engines. The War Gryphons Legion was a long-established Titan Legion however, and as a consequence had a good number of Reaver Titans before the catastrophic final days of their parent Forgeworld ; At least twenty five Reaver Titans are known to have been on the planet at the time of the Tyranid invasion, and data packets indicate that the Reaver class Titan Rex Imperatus that was the last remaining active Gryphonne Engine to fall in combat with the Tyranid menace, on the twentieth day of the war.

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Type Speed Armour Close Combat Firefight

War Engine 15cm 4+ 2+ 3+

WARLORD TITAN (Gryphonne Pattern)

Damage Capacity 8. 6 Void Shields. Critical Hit Effect: The Warlord’s plasma reactor has been damaged. Roll a D6 for the Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Warlord will be hit on a roll of 4+. Notes: Fearless, Reinforced Armour, Walker, Thick Rear Armour, the Warlord Titan may step over units, impassable or dangerous terrain that is up to 2cm wide and less than 2.5cm tall. Warlord Titans may select any four weapons from the ‘scout titan’ and ‘battle titan’ weapons lists. When fired, both Carapace weapons have a fixed forward arc, whilst both arm weapons have a forward arc.

WARLORD TITAN Warlord Titans are the most common Titan in most Titan Legions. Striding across the battlefields from a height of more than thirty metres, the Warlord Titan is the ultimate icon of the Imperial Titan Legions, instantly recognizable to the foes of the Imperium galaxy-wide. Able to mount a vast variety of heavy weaponry to suit any kind of battle engagement, the Warlord Titan can be custom-armed to fight any foe.

The War for Gryphonne IV saw the full might of the Warlord Titans of the Legio Gryphonnicus deployed to fight the Tyranid menace; More than fourty Warlord class Titans stepped from their cathedral-hangers on the first day of the conflict, and from then on did not rest until they were all laid low by the rampaging Xenos. Deus Ferrusi, a Warlord Titan armed entirely with Plasma weaponry, was the last Warlord class Titan to fall, locked in battle with five Hierophant Bio Titans.

Titan Equipment : Corvus Assault Pod

Notes: Transport 10 of the following units:

• Any ‘regular size’ infantry, this includes Skitarii, Steel Legion Guardsmen and Space Marine Tactical, Assault and Devestator Units).

Certain units take up two slots, these include:

• Prætorian Combat servitors, Ogryns, Space Marine Terminators.

Infantry units with the ‘mounted’ special rule may not be transported within the Corvus Assault Pod.

Forge Knight

Reinforced Armour, Walker, Invulnerable Save, Infiltrator.

Type Speed Armour Close Combat Firefight

Armoured Vehicle 20cm 4+ 4+ 5+

Weapon Range Firepower Notes

Arc Lance 30cm AT4+ —

Manipulators (Base contact) (Assault Weapons) +1 Extra Attack, Macro Weapon

FORGE KNIGHT

The Forge Knights of Gryphonne IV were a variant on the hull

pattern used to make the Paladin class Knight ; Normally used to

maintain the Titans when on campaign, and to carry out

construction-related duties on their home Forgeworld, they were

often pressed into military duty, as their heavy armour and

powerful construction tools made for respectable combat

prowess.

In the lead up to the Tyranid invasion of Gryphonne IV, the Forge

Knights of the world were called together and militarised for the

last time.

During the war itself, Forge Knight formations distinguished

themselves in valour and daring, as despite their lack of training

they fought with as much persistence as a dedicated military

force.

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Type Speed Armour Close Combat Firefight

War Engine 15cm 4+ 4+ 3+

IMPERATOR CONFIGURATION EMPEROR TITAN (Gryphonne Pattern)

Damage Capacity 12. 8 Void Shields. Critical Hit Effect: The Imperator’s plasma reactor has been damaged. Roll a D6 for the Imperator in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Imperator, on a roll of 2-3 the Imperator suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Imperator will be hit on a roll of 4+. Notes: Fearless, Reinforced Armour, Walker, Inspiring. The Imperator Titan may step over units, impassable or dangerous terrain that is up to 2cm wide and less than 3cm tall.

Weapon Range Firepower Notes

Plasma Annihilator 90cm 4x MW2+ Titan-Killer (D3), Forward Arc, Slow Firing

Hellstorm Cannon 60cm 10BP Forward Arc

Defence Laser 90cm MW2+ / AA4+ Titan-Killer (D3)

4x Battle Cannon 75cm AP4+ / AT4+ —

Quake Cannon 90cm 3BP Fixed Forward, Macro-Weapon

Tertiary armament (15cm) (Small Arms) Extra Attacks (+2)

Leg Bastions — — Counts-as a Corvus Assault Pod

Type Speed Armour Close Combat Firefight

War Engine 15cm 4+ 4+ 5+

WARMONGER CONFIGURATION EMPEROR TITAN (Gryphonne Pattern)

Damage Capacity 12. 8 Void Shields. Critical Hit Effect: The Warmonger’s plasma reactor has been damaged. Roll a D6 for the Warmonger in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Warmonger, on a roll of 2-3 the Warmonger suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Warmonger will be hit on a roll of 4+. Notes: Fearless, Reinforced Armour, Walker, Inspiring. The Warmonger Titan may step over units, impassable or dangerous terrain that is up to 2cm wide and less than 3cm tall.

Weapon Range Firepower Notes

8x Doomstrike Missiles Unlimited Warhead(s) May fire only one missile per turn.

Vengeance Cannon 90cm 2x MW2+ Titan-Killer (D3), Forward Arc

4x Hydra Autocannon 45cm 2x AP4+ / AT5+ / AA5+

Fire Control Centre — — Re-roll one failed to-hit roll on one of the Warmonger Titan’s weapon systems per turn.

Head Gun 45cm AP4+ / AT4+ Fixed Forward Arc

Tertiary armament (15cm) (Small Arms) Extra Attacks (+2)

Leg Bastions — — Counts-as a Corvus Assault Pod

Type Speed Armour Close Combat Firefight

Aircraft Fighter 6+ — —

LYSANDER FIGHTER (Gryphonne Pattern)

Weapon Range Firepower Notes

Storm Bolters 15cm AP4+ / AA5+ Fixed Forward Arc

Heavy Bolter 30cm AP5+ / AA6+ Fixed Forward Arc

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Type Speed Armour Close Combat Firefight

Spacecraft n/a n/a n/a n/a

ADEPTUS MECHANICUS GOTHIC CLASS CRUISER

Weapon Range Firepower Notes

2x Pin-Point Attack n/a MW2+ Titan Killer (D3)

Type Speed Armour Close Combat Firefight

Spacecraft n/a n/a n/a n/a

ARC MECHANICUS

Weapon Range Firepower Notes

Orbital Bombardment n/a 6BP Macro Weapon

Pin-Point Attack n/a MW2+ Titan Killer (D3)

Notes: Slow and Steady

ADEPTUS MECHANICUS GOTHIC CLASS CRUISER The war for Gryphonne IV was not only fought on the ground, a great, perhaps more important battle also raged in space above the planet during the Tyranid invasion. A full war fleet of Mechanicus vessels lay at high anchor above the planet throughout the first days of the invasion, and it wasn’t until day fifteen that the remaining vessels of the fleet

was forced to retreat, as the main Hive Fleet nexus finally arrived in the system. During the fifteen days the Mechanicus ships were able to stay in orbit, the Gothic class cruiser Eclipse was tasked with pin-point target destruction duties. Acting in close communication with Skitarii Tech Priests on the ground, the Eclipse’s Lance strikes were instrumental in the killing of at least four hundred large Tyranid bio-organisms.

ARC MECHANICUS The Arc Mechanicus is an ancient and revered battleship, which was present during the opening stages of the fall of Gryphonne IV.

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NetEA Army Compendium – DRAFT - IMPERIAL NAVY - 1

1.3 IMPERIAL NAVY 1.3.1 GENERAL IMPERIAL NAVY SPECIAL RULES 1.3.1.1 SPECIAL RULE – Imperial Navy Allies The Imperial Navy is not an army in its own right but is used to support a variety of other Imperial forces. Such formations use the Strategy Rating and other special rules of the army they are allied with.

1.3.2 GENERAL IMPERIAL NAVY UNITS 1.3.2.1 GENERAL IMPERIAL NAVY AIRCRAFT UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

AC B 4+ n/a n/a 2x Twin Heavy Bolter Bomb Racks Twin Lascannon

15cm 15cm 45cm

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

Marauder Bomber

NOTES: -- AC F-B 6+ n/a n/a Stormbolters

Multilaser Underwing Rockets

15cm 30cm 30cm

AP4+/AA5+, FxF AP5+/AT6+/AA5+, FxF AT4+, FxF

Thunderbolt Fighter

NOTES: --

1.3.2.2 GENERAL IMPERIAL NAVY SPACECRAFT UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

SC n/a n/a n/a n/a Orbital Bombardment -- 8 BP, MW Emperor Class Battleship NOTES: Slow and steady (may not be used on turns one and two of a battle unless the scenario specifically states otherwise)

SC n/a n/a n/a n/a Orbital Bombardment Pin-point Attack

-- --

3 BP, MW MW2+, TK(D3)

Lunar Class Cruiser

NOTES: --

1.3.3 EXPERIMENTAL IMPERIAL NAVY UNITS 1.3.3.1 EXPERIMENTAL IMPERIAL NAVY AIRCRAFT UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

AC F 6+ n/a n/a Lightning Autocannon Wingtip Lascannons

30cm 30cm

AA5+, FxF AT6+/AA5+, FxF

Lightning Fighter

NOTES: -- AC F 6+ n/a n/a Wingtip Lascannons

2 x Underwing rockets 30cm 30cm

AT6+/AA5+, FxF AT4+, FxF

Lightning Strike Fighter

NOTES: -- AC/WE B 4+ n/a n/a 3 x Twin Autocannons

Twin Heavy Bolters 2 x Assault Cannons 4 x Hellstrike missiles

30cm 15cm 15cm 45cm

AP4+/AT5+, Fixed Forward Arc AA5+ AA5+, Rear Arc AT4+, Fixed Forward Arc

Marauder Destroyer

NOTES: DC2. Critical Hit Effect: The bomber's engines are seriously damaged, the pilot loses control and the aircraft crashes

WE/AC B 5+ n/a n/a Bomb Racks Twin Lascannon 2x Twin Heavy Bolter

15cm 45cm 15cm

3BP, Fixed Forward AT4+, Fixed Forward AA5+

Marauder Heavy Bomber

NOTES: DC2. Critical Hit Effect: The bomber's engines are seriously damaged, the pilot loses control and the aircraft crashes

1.3.3.2 EXPERIMENTAL IMPERIAL NAVY SPACECRAFT UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

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NetEA Army Compendium - ORKS 2010 - DRAFT - 1

1.6 ORKS 1.6.1 GENERAL ORK SPECIAL RULES 1.6.1.1 Power of the Waaagh! Orks are not noted for their organisational abilities, and thus usually have a pretty low initiative rating. However, if there is one thing that will galvanise an Ork warband, it’s the thought of a good punch-up! Because of this, Ork formations that are attempting to take engage or double actions receive a +2 modifier to their action test roll. Ork flyboyz similarly relish the chance to shoot things up, and receive a +2 modifier to their action test roll when attempting to carry out interception or ground attack actions (see 4.0).

1.6.1.2 Mob Rule Orks believe that as long as there’s a bunch of them still fighting together (slightly more than they can count up to is ideal!) then there’s always a chance that they’ll prevail, no matter the odds. To represent this, Ork formations with more than five units (ie, too many to count on the fingers of one hand), not including Grotz, Big Gunz or Squig Catapults, receive a +1 modifier to any rally rolls they make, and formations with more than 10 such units receive a +2 modifier. For the purposes of this rule war engines count each point of starting damage capacity as a unit.

1.6.1.3 Ork Powerfields Some Ork war engines are protected by banks of power fields. The number each war engine has is noted on its datasheet. Power fields work in exactly the same manner as Imperial Void Shields (see 1.4.1.1), with the sole exception that they may not be repaired once they have been knocked down by a hit, and will instead remain down for the remainder of the battle.

1.6.1.4 – Cost of Ork Formations An Ork player may choose to double or triple the number of core units in a formation if they wish. A formation with double the normal number of units is called a Big formation, and a formation with three times the normal number of units is called an ‘Uge; the point value of each type of formation is listed in the army list. An Ork formation may include any of the extra units listed in the Extras column. You may include any number of extra units in a formation unless it is specifically noted otherwise. If there are limitations then the limit is doubled for a Big formation and tripled for an ‘Uge formation. 1.6.1.5 – Attached War Engines In tournament games, war engines attached to a formation with non-war engines may only transport units from their own formation (ie, the rules for War Engine transports do not apply to them when using the tournament army lists).

1.6.2 GENERAL ORK UNITS 1.6.2.1 GENERAL ORK CHARACTERS

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Big Mek

NOTES: Adds one Big Mek Kustom Bitz option to a single War Engine or Big Gun unit in the formation that the Big Mek is attached to. CH n/a n/a n/a n/a Supa-Zzap-Gun OR

Soopagun 60 cm 60 cm

MW3+, TK(D3) 2 BP, MW

Oddboy

NOTES: Ork Oddboyz can be one of two types: Big Meks or Slavers. Both are Characters. A Big Mek can be added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle into a Soopagun or Supa-Zzap-Gun with the characteristics shown above. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun with the characteristics above.

CH n/a n/a n/a n/a Big Choppas (contact) (Assault Weapons), MW, EA (+1) Warlord NOTES: Supreme Commander

CH n/a n/a n/a n/a Fist of Gork 45 cm MW5+/AA5+, MW Wyrdboy NOTES: --

1.6.2.2 GENERAL ORK INFANTRY

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 10 cm n/a 6+ 5+ Big Gun 45 cm AP5+/AT5+ Big Gunz

NOTES: - INF 20 cm 5+ 4+ 6+ Choppas

Shootas (contact) (15 cm)

(Assault Weapons) (Small Arms)

Boarboyz

NOTES: Mounted, Infiltrator INF 15 cm 6+ 4+ 6+ Choppas

Shootas Big Shoota

(contact)(15 cm) 30 cm

(Assault Weapons) (Small Arms) AP6+/AT6+

Boyz

NOTES: INF 15 cm n/a 6+ 6+ Shootas (15 cm) (Small Arms) Grotz

NOTES: Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units that are killed, and don’t count Grot units that are lost in an assault when working out who has won the combat.

INF 15 cm 6+ 4+ 6+ Choppas Shootas Big Shoota

(contact)(15 cm) 30 cm

(Assault Weapons) (Small Arms) AP6+/AT6+

Kommandos

NOTES: Scout, Infiltrator INF 15 cm 6+ 4+ 6+ Choppas

Shootas (contact) (15 cm)

(Assault Weapons) (Small Arms)

Madboyz

NOTES: Fearless INF 40 cm 5+ 4+ 5+ Choppa Blades

Sawn-off Custom Blasta (contact) 15cm AND (15cm)

(Assault Weapons), MW, EA (+1) MW5+ (Small Arms), MW, EA (+1)

Mekboy Bad Ork Bikeboy

NOTES: Mounted, Invulnerable Save, Supreme Commander INF 15 cm 4+ 3+ 5+ Big Choppas

Shootas 2x Big Shoota

(contact)(15 cm) 30 cm

(Assault Weapons), EA (+1) (Small Arms) AP6+/AT6+

Nobz

NOTES: Leader INF 35 cm 4+ 3+ 5+ Big Choppas

Shootas 2x Big Shoota

(contact) (15 cm) 30 cm

(Assault Weapons), EA (+1) (Small Arms) AP6+/AT6+

Nob Warbikes

NOTES: Leader, Mounted INF 10 cm n/a 6+ 5+ Squig Katapult 45 cm 1 BP, Disrupt Squig

Katapult NOTES:

INF 15 cm 6+ 4+ n/a Choppas (contact) (Assault Weapons) Wildboyz NOTES: --

INF 30 cm 6+ 4+ 6+ Choppas Shootas

(contact)(15 cm)

(Assault Weapons) (Small Arms)

Stormboyz

NOTES: Scout, Jump Packs INF 35 cm 5+ 4+ 6+ Twin Sawn-off Big Shoota 15 cm AP5+/AT5+ Warbikes

NOTES: Mounted

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NetEA Army Compendium - ORKS 2010 - DRAFT - 2

1.6.2.3 GENERAL ORK LIGHT VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

LV 35 cm 4+ 6+ 5+ Twin Big Shoota 30 cm AP5+/AT6+ Deth Kopta NOTES: Skimmer

LV 25 cm 5+ 5+ 6+ Big Shoota 30 cm AP6+/AT6+ Junkatrukk NOTES: Transport (may carry 1 Grot plus any 1 of the following units: Boyz, Nobz, Wildboyz. Units may shoot while being transported)

LV 35 cm 5+ 6+ n/a n/a n/a n/a Trukk NOTES: Transport (may carry any 1 of the following units: Boyz, Nobz, Grots, Big Gunz. Units other than Big Gunz may shoot while being

transported) LV 35 cm 5+ 6+ 4+ Skorcha 15 cm AP4+, Ignore Cover Skorcha

NOTES: -- LV 20 cm 4+ 4+ 5+ Teeth & Horns

2x Twin Big Shoota Big Gun

(contact) 30 cm 45 cm

(Assault Weapons), MW, EA (+D3) AP5+/AT6+ AP5+/AT5+

Squiggoth

NOTES: Reinforced Armour, Thick Rear Armour, Transport (may carry any 4 of the following units: Boyz, Nobz, Wildboyz. May carry 2 Grotz in addition to any other units)

LV 35 cm 5+ 5+ 5+ Twin Big Shoota 30 cm AP5+/AT6+ Warbuggy/ Wartrak NOTES: --

1.6.2.4 GENERAL ORK ARMOURED VEHICLES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 30 cm 5+ 6+ 5+ 2x Twin Big Shoota 30 cm AP5+/AT6+ Battlewagon

NOTES: Transport (may carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, one of the two units transported may be a Big Gun. May carry 1 Grot in addition to any other units)

AV 15 cm 4+ 4+ 5+ Kombat Klaws 2x Big Shoota

(contact) 30 cm

(Assault Weapons), MW, EA (+1) AP6+/AT6+

Dreadnought

NOTES: Walker AV 30 cm 5+ 5+ 5+ Flak Gun 30 cm 2x AP6+/AT6+/AA6+ Flakwagon

NOTES: Transport (may carry any 1 of the following units: Boyz, Kommandos, Grots, Nobz, Big Gun) AV 30 cm 5+ 5+ 5+ Big Gun 45 cm AP5+/AT5+ Gunwagon

NOTES: Transport (may carry any 1 of the following units: Boyz, Kommandos, Grots, Nobz, Big Gun) AV 15 cm 5+ 5+ 6+ Kombat Klaws

Big Shoota (contact) 30 cm

(Assault Weapons), MW, EA (+1) AP6+/AT6+

Killa Kan

NOTES: Walker AV 35 cm 5+ 6+ 5+ Kustom Kannon 45 cm MW4+ Mekboy

Speedsta NOTES: D3 Power Fields

AV 15 cm 4+ 4+ 4+ 0-1x Kombat ’Ammer 2-3x Big Guns

(contact) OR 30 cm 45 cm

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

Stompa

NOTES: Walker, Reinforced Armour. May be armed with 3 big guns or 2 big guns and 1 Kombat ‘Ammer. The Kombat ‘Ammer may shoot and be used as an assault weapon. It only has the Macro-weapon and Extra Attack abilities when used in an assault.

1.6.2.4 GENERAL ORK AIRCRAFT AND SPACECRAFT

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER SC n/a n/a n/a n/a Orbital Bombardment n/a D6+3 BP, MW Battlekroozer

NOTES: Transport (may carry up to 12 Ork Landas plus the troops carried in them), Slow and steady (may not be used on the first or second turn of a game unless the scenario specifically states otherwise)

AC FB 6+ n/a n/a Heavy Shootas Tankbusta Rokkits

15 cm 30 cm

AP5+/AA5+ AT4+

Fighta-Bommer

NOTES: SC n/a n/a n/a n/a Orbital Bombardment n/a D6+1 BP, MW Kill Kroozer

NOTES: AC/WE B 5+ 4+ 6+ Gun Turrets

Tankbusta Rokkits 15 cm 30 cm

D6+3x AP5+/AA6+ AT4+, FxF

Landa

NOTES: DC 3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units: Boyz, Kommandos, Stormboyz, Nobz, Attack Bikes, Buggies, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts. All light vehicles and Dreadnoughts (but not Killa Kans) take up 2 spaces each. In addition it may also carry 4 Grots) Critical Hit Effect: The Landa’s pilot is killed and the Landa crashes to the ground, killing all on board.

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NetEA Army Compendium - ORKS 2010 - DRAFT - 3

1.6.2.5 GENERAL ORK WAR ENGINES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

WE 30cm 4+ 4+ 4+ 4x Twin Big Shoota Big Gun

30cm 45cm

AP5+/AT6+ AP5+/AT6+

Battlefortress

NOTES: DC 3, Transport (may carry any 8 of the following units: Boyz, Kommandos, Nobz. 1 of the units transported may be a Big Gun. May carry 4 Grots in addition to any other units) Critical Hit Effect: The attack hits the Battlefortress’s running gear and it flips over. The Battlefortress comes to rest D6cm away in a random direction, hitting anything it lands on. The Battlefortress is destroyed and any units on board will only survive on a roll of 6.

WE 30cm 4+ 4+ 4+ 5x Twin Big Shoota 3x Big Gun

30cm 45cm

AP5+/AT6+ AP5+/AT6+

Gunfortress

NOTES: DC 3, Transport (may carry any 4 of the following units: Boyz, Kommandos, Nobz. 1 of the units transported may be a Big Gun. May carry 4 Grots in addition to any other units) Critical Hit Effect: The attack hits the Gunfortress’s running gear and it flips over. The Gunfortress comes to rest D6cm away in a random direction, hitting anything it lands on. The Gunfortress is destroyed and any units on board will only survive on a roll of 6.

WE 15cm 4+ 3+ 3+ Gaze of Mork 2-3x Soopagun 0-1x Supa-Zzap-Gun 0-1 Mega-Choppa

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

MW4+, TK 2 BP, MW, FxF MW3+, TK(D3), FxF AP5+/AT5+, FxF (Assault Weapons), TK(D3), EA (+1)

Gargant

NOTES: DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour. May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun. The Mega-Choppa may shoot and be used as an assault weapon. The Mega-Choppa’s Titan Killer and Extra Attack abilities may only be used in an assault. Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5-6 the fire is put out. Any fires not put out cause one point of damage.

WE 15 cm 4+ 3+ 3+ Gaze of Mork 2x Big Gun 1x Soopagun 1-2x Twin Soopagun 0-1x Lifta-Droppa

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

MW4+, TK AP5+/AT5+ 2 BP, MW, FxF 3 BP, MW, FxF MW3+, TK(D3), FxF (Assault Weapons), EA (+1)

Great Gargant

NOTES: DC 12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour. May be armed with 2 Twin Soopaguns or 1 Twin Soopagun and 1 Lifta-Droppa. The Lifta-Droppa may shoot and be used as an assault weapon. The Lifta-Droppa’s Extra Attack may only be used in an assault. Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Gargant in the end phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5-6 the fire is put out. Any fires not put out cause one point of damage.

WE 15 cm 4+ 4+ 5+ Goring Tusks 4x Twin Big Shoota 2x Big Gun

(contact) OR (contact) 30 cm 45 cm

(Assault Weapons), MW, EA (+D3) (Assault Weapons), TK(D3), EA (+1) AP5+/AT6+ AP5+/AT5+

Orkeosaurus

NOTES: DC 6, Reinforced Armour, Thick Rear Armour, Transport (may carry any 12 of the following units: Boyz, Nobz, Wildboyz. May carry 6 Grotz in addition to any other units) Critical hit effect: The shot enrages the Orkeosaurus. It immediately rampages 3D6cm in a random direction, stopping immediately if it encounters impassable terrain or another unit or once the move has finished. If it stops because it moved into another unit, then the unit suffers a hit that counts as having been inflicted by a macro-weapon. If it crashes into impassable terrain then the Orkeosaurus is killed

WE 15 cm 4+ 4+ 4+ 0-2x Mega-Choppa Fist of Gork 0-2x Soopagun

(contact) 45 cm 60 cm

(Assault Weapons), MW, TK(D3), EA (+1)MW5+/AA5+, MW 2 BP, MW

Steam Gargant

NOTES: DC 4, Reinforced Armour, Walker, Fearless. May not have more than two Soopaguns or Mega-Choppas in total (one on each arm). Critical Hit Effect: The Steam Gargant’s boiler blows up. The Steam Gargant is destroyed and all units within 2D6cm suffer a hit.

WE 15 cm 4+ 4+ 4+ Gaze of Mork 2-3x Soopagun 0-1 Mega-Choppa

30 cm 60 cm 45 cm AND (contact)

MW4+, TK 2 BP, MW, FxF AP5+/AT5+, FxF (Assault Weapons), TK(D3), EA (+1)

Supa-Stompa

NOTES: DC 4, D3 Power Fields, Walker, Fearless, Reinforced Armour May be armed with 3 Soopaguns or 2 Soopaguns and 1 Mega-Choppa. The Mega-Choppa may shoot and be used as an assault weapon. The Mega-Choppa’s Titan Killer and Extra Attack abilities may only be used in an assault. Critical Hit Effect: The Supa-Stompa’s head is blown clean off, killing the Kaptain. It suffers a -1 to hit modifier from now on. Any subsequent critical hits will cause an extra point of damage instead.

1.6.3 EXPERIMENTAL ORK UNITS 1.6.3.1 EXPERIMENTAL ORK CHARACTERS

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Big Mek

NOTES: Adds one Big Mek Kustom Bitz option to a single War Engine or Big Gun unit in the formation that the Big Mek is attached to. CH n/a n/a n/a n/a Big 'Ammer

Kustom Shoota (contact) (15cm)

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

Mekboy Big Boss

NOTES: Supreme Commander 1.6.3.2 EXPERIMENTAL ORK INFANTRY

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 10cm n/a 6+ 6+ Lobba 45cm 1BP Lobba

NOTES: Represents Orkified Gotterdammerung Howitzers, Thudd Guns

1.6.3.2 EXPERIMENTAL ORK LIGHT VEHICLE

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

1.6.3.4 EXPERIMENTAL ORK ARMOURED VEHICLES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 25cm 4+ 5+ 4+ 3x Big Gunz 45cm AP5+/AT5+ Big Wagon

NOTES: Reinforced Armor, Transport (may carry any one of the following units: Boyz, Grots,Kommandos, Nobz, Big Gun, may carry one Grots unit in addition to other units). Represents Orkified Land Raider, Leman Russ, Ragnarok tanks.

AV 25cm 6+ 6+ 6+ Lobba 45cm 1BP Lobbawagon NOTES: Represents Orkified Whirlwind, Basilisk, Manticore, Bombard, Deathstrike, Griffon tanks.

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NetEA Army Compendium - ORKS 2010 - DRAFT - 4

1.6.3.5 EXPERIMENTAL ORK AIRCRAFT AND SPACECRAFT UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

AC Bomber 5+ - - 2x Heavy Shootaz Heavy Bomb Racks

15 cm 15 cm

AP5+/AA5+, Fixed Forward 1BP, Fixed Forward

Big Bommer

NOTES: -- Drop pod

n/a n/a n/a n/a None Drop Kan

NOTES: Self-Planetfall, Transport (may carry one mob that includes only Nobz, Boyz, Grotz, Stormboyz, Kommandos, Killa Kanz, and Dreadnought units). Any troops carried in the Drop Kan must immediately disembark within 5cm of the Drop Kan or within 5cm of another unit from the same formation that has already disembarked, so long as all units are placed within 15cm of the Drop Kan. After all units have disembarked the Drop Kan is removed.

1.6.3.6 EXPERIMENTAL ORK WAR ENGINES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 35cm 4+ 5+ 4+ 3x Twin Big Shootaz

Big Gun 30cm 45cm

AP5+/AT6+ AP5+/AT5+

Big Kopta

NOTES: DC3. Skimmer. Transport (may carry any six of the following units: Boyz, Kommandos, Nobz, Grots. One of the units transported may be a Big Gun. May carry four Grots in addition to any other units) Critical Hit Effect: Big Kopta crashes to the ground, destroying it and killing all aboard.

WE 20cm 4+ 3+ 4+ 2 x Skorcher Turret 2 x Big Gun 2 x Mega-choppa

30cm 45cm (base) AND 45cm

AP4+ / AT6+ , Ignore Cover, Forward Arc AP5+ / AT5+ Assault Weapon, EA (+1), MW, TK (D3) AP5+ / AT6+, Fixed Forward Arc

Big Krawla Gargant

NOTES: DC8, D3+3 Power Fields, Reinforced Armour, Walker, Fearless. Transport (may carry 14 of the following units: Boyz, Nobz, Kommandos, Stormboyz, Attack Bikes, Buggies, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts. Dreadnoughts and Light Vehicles (but not Killa Kans) take up two spaces each. In addition it can also carry 6 Grots). Critical Hit Effect: Shrapnel and exploding munitions fly through the transport compartment killing D3 units of the controlling players choosing. If the Krawler is not transporting units then the Krawler takes an additional 1 hit and a fire starts as per the Critical Hit Effect for the Ork Gargant.

WE 15cm 4+ 4+ 3+ Gaze of Mork 2 x Flak Gun 2 x Mega Lobba OR 2x Supa-Zzap Gun

30cm 30cm 60cm 60cm

MW4+ , Titan Killer 2 x AP6+ / AT6+ / AA6+ D3+3 BP, Fixed Forward Arc Mw3+, TK (d3), Fixed Forward Arc

Big Mek Kustom Gargant

NOTES: DC6, D3+1 Power Fields, Reinforced Armour, Walker, Fearless. The Big Mek Kustom Gargant must choose to be armed with 2 MegaLobbas or 2 SoopaZzap guns, not both. Critical Hit Effect: Colour-blind Grot wire riggers are distracted by fires erupting in the Gargant and misconfigure the power system for the weapons routing it into the engines. The Garg bursts into action moving 4d6 cm in a random direction. Any unit trampled by the Gargant takes D3 hits. The Gargant comes to a stop and is repositioned facing in a random direction. It may not be given any Order other than Marshall the following turn.

WE Immobile 5+ 6+ 5+

2 x Twin Big Shootas 2 x Big Gun

30cm 45cm

AP5+ / AT6+ AP5+ / AT5+

Drop Rok

NOTES: DC3, Free Planetfall, Reinforced Armour, Transport (may carry 20 of the following units: Boyz, Nobz, Kommandos, Stormboyz, Big Guns, Traktor Kannons, Attack Bikes, Buggies, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts. Dreadnoughts and Light Vehicles (but not Killa Kans) take up two spaces each. In addition it can also carry 8 Grots).

WE 15cm 5+ 5+ 5+ 2 x Twin Big Shootas Big Gun Kombat Klaws

AP5+ / AT6+ AP5+ / AT5+ Assault Weapon, EA (+1) , MW

Grotnought

NOTES: DC2, Walker Critical Hit Effect: A series of explosions sends the Grotnought flying 2D6cm in a random direction, destroying the Grotnought and showering the area with red-hot debris. Roll once for each unit within 5cm of where it lands. On a roll of 6 the unit takes one MW hit.

1.6.3.7 BIG MEK KUSTOM BITZ

BITZ EFFECT Soopa Gun Upgrade one Big Gun on a single unit to a Soopa Gun or a Supa-Zzap Gun Extra Power Fields Add D3 additional Power Field(s) to a War Engine Reinforced Boilers Add +5cm movement to War Engine Extra Armour Bitz Add +1 DC to War Engine Grot Targeters Add AA5+ attack to all Big Gunz on a single unit Bigger Gunz (Gargant only) Replace Gargant weapon with Kustom Gargant Weapon (see below) More Shooty The War Engine gets an additional Small Arms attack for each 3 points of Damage Capacity, or fraction thereof, to a maximum of

three additional attacks.

1.6.3.8 KUSTOM GARGANT WEAPONS

WEAPON RANGE FIREPOWER Deth Kannon 90cm MW3+, TK(D3), Fixed Forward Arc Gatling Kannon 45cm 6 x AP4+ / AT5+, Fixed Forward Arc 2x Grot Guided Missile Unlimited MW3+, TK(D3), One Shot, Macro Weapon, No line of sight is required to fire a Grot Guided Missile

Lifta Droppa 60cm AND (base)

MW3+, Titan Killer (D3), Fixed Forward Arc (assault weapon) EA(+1)

Mega Kannon 75cm 4BP, MW, Fixed Forward Arc (requires player to swap two Soopagunz or Supa-Zzap Gunz for one Mega Kannon)

Mega-choppa (base) AND 45cm

Assault Weapon, EA (+1), MW, TK (D3) AP5+ / AT6+, Fixed Forward Arc

Mega Lobba 60cm D3+3 BP, Fixed Forward

Ripper Fist (base) AND 45cm

Assault Weapon, EA (+D3), MW, TK Fixed Forward Arc 2 x AP5+ / AT5+, Fixed Forward Arc

Snapper (base) OR (15cm)

Assault Weapon, EA (+1), MW, TK, First Strike, Fixed Forward Arc Small Arms, EA (+2), First Strike

Soopa Gun 60cm 2 BP, MW, Fixed Forward Arc Soopa Lifta Droppa 45cm MW4+, TK (D6), Fixed Forward Arc Supa-Zzap Gun 60cm MW3+, TK (D3), Fixed Forward Arc

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NetEA Army Compendium - ORKS 2010 - DRAFT - 5

F NetEA

GHAZGKHULL MAG URUK THRAKA’S WAR HORDE ORK ARMY

ARMY CHAMPION: Neal Hunt Version: FINAL

Ork armies have a Strategy rating of 3. All Ork formations have an Initiative rating of 3+ and use the “Power of the Waaagh!” and “Mob Rule” special rules.

WAR HORDE FORMATIONS

(An Ork army may contain any number of War Horde Formations.)

COST PER FORMATION TYPE CORE UNITS NORMAL BIG ‘UGE UPGRADES

Ork Warband Six Boyz units Two Nobz unts Two Grotz units

200 350 500

•Any number of the following for +25 points each: Boyz (+ an optional free Grot per Boyz unit), Stormboyz, Kommandos, Buggies, Warbikes, Skorchas, Big Gunz, Killa Kans •Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Dreadnoughts, Flakwagonz, Gunwagonz •Up to 2 Nobz for +35 points each •Up to 1 Oddboy character for +50 points •Any number of Stompas for +75 points each •Any number of Battlefortress for +115 points each •Any number of Gunfortress for +125 points each

Stormboyz Warhorde

Six Stormboyz units 150 n/a n/a •Any number of the following for +25 points each: Stormboyz, Kommandos, Buggies, Warbikes, Skorchas •Any number of Deth Koptas for +35 points each

Kult of Speed Any eight of the following units: Buggies, Warbikes, Skorchas

200 350 500

•Any number of the following for +25 points each: Buggies, Warbikes, Skorchas •Any number of the following for +35 points each: Deth Koptas, Flakwagonz, Gunwagonz •Up to 1 Oddboy character for +50 points

Blitz Brigade

Any four of the following units: Gunwagons, Deth Koptas, Flakwagonz

150 250 350

•Any number of the following for +25 points each: Buggies, Warbikes, Skorchas •Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz •Up to 1 Oddboy character for +50 points •Up to 1 Gunfortress for +125 points each

Mekboy Stompamob

Three Stompas 225 400 575

•Any number of Killa Kanz for +25 points each - Any number of the following for +35 points each: Dreadnoughts, Flakwagonz •Any number of Stompas for +75 points each •Up to 1 Supa-Stompa for 275 points

Mekboy Gunzmob

Five Big Gunz units 125 225 325

•Any number of Big Gunz for +25 points each •Any number of the following for +35 points each: Battlewagonz, Flakwagonz •Up to 1 Nobz for +35 points •Up to 1 Oddboy character for +50 points

ORK AIRCRAFT, SPACECRAFT, AND GARGANTS

(Up to one third of an army’s points may be spent on Aircraft, Spacecraft, and Gargants.) FORMATION UNITS UPGRADE COST Fighta Squadron Three Fighta-Bommers Up to six Fighta-Bommers for +50 points each 150 Landa One Ork Landa n/a 200 Kill Kroozer One Kill Kroozer May be upgraded to Ork Battlekroozer for +50 points 150 Gargant One Gargant n/a 650 Great Gargant One Great Gargant n/a 850

SPECIAL RULE - Warlord Every Ork army must include a Supreme Command character called a Warlord. The Warlord character is free; you don’t have to pay any points for it. If the army includes any Great Gargants, then the Warlord must be placed in one of them. If there are no Great Gargants in the army then the Warlord will join a Nobz or a Gargant unit.

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NetEA Army Compendium - ORKS 2010 - DRAFT - 6

F NetEA

BURNING DEATH SPEED FREEKS ORK ARMY

ARMY SUB-CHAMPION: Tim “Tiny-Tim” Hunt Version: FINAL

Speed Freeks armies have a Strategy rating of 3. All Speed Freek formations have an Initiative rating of 3+ and use the “Power of the Waaagh!” and “Mob Rule” special rules.

SPEED FREEKS FORMATIONS

(A Speed Freeks army may contain any number of Speed Freek Formations.)

COST PER FORMATION TYPE CORE UNITS NORMAL BIG ‘UGE UPGRADES

Speed Freeks Warband

One Nobz unit with one Trukk OR One Nobz Warbikes units Three Boyz units with three Trukks Plus any four of the following units: Buggies, Warbikes, Skorchas

200 375 550

•Any number of the following for +25 points each: Boyz (+ an optional free Grot per Boyz unit), Stormboyz, Buggies, Warbikes, Skorchas, Big Gunz •Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz •Up to 1 each of the following units: Nobz unit OR Nob Warbikes +35 points, Mekboy Speedsta +50 points

Kult of Speed

Any eight of the following units: Buggies, Warbikes, Skorchas 200 350 500

•Any number of the following for +25 points each: Buggies, Warbikes, Skorchas •Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz •Up to 1 Mekboy Speedsta for +50 points

Blitz Brigade

Any four of the following units: Gunwagons, Deth Koptas, Flakwagonz

150 250 350

•Any number of the following for +25 points each: Ork Boyz, Buggies, Warbikes, Skorchas •Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz •Up to 1 each of the following units: Nobz OR Nob Warbikes (+35 points), Mekboy Speedsta (+50 points), Gunfortress (+125 points)

Warbike Outriders

Five Warbike units (All units in the formation receive the Scout ability for free)

150 250 350 •No extra units allowed.

Fortress Mob

Any two of the following units: Battlefortress, Gunfortress 275 475 675

•Any number of the following for +25 each: Ork Boyz •Any number of the following for +35 points each: Flakwagonz •Up to 1 each of the following units: Nobz OR Nobz Warbikes (+35 points), Battlefortress (+115 points), Gunfortress (+125 points)

SPEED FREEK AIRCRAFT AND SPACECRAFT (Up to one third of an army’s points may be spent on Aircraft and Spacecraft.)

FORMATION UNITS UPGRADE COST Fighta Squadron Three Fighta-Bommers Up to 6 Fighta-Bommers for +50 points each 150 Landa One Ork Landa n/a 200 Kill Kroozer One Kill Kroozer May be upgraded to Ork Battlekroozer for +50 points 200

SPECIAL RULE - Mekboy Bad Ork Bikeboy Every Speed Freek Ork army must include a Mekboy Bad Ork Bikeboy unit. The Bikeboy character is free, you don’t have to pay any points for him, and it can be added to any formation in the army.

SPECIAL RULE - Gotta Go Fasta! Every unit in a Speed Freeks formation must either have at least a speed of 30cm, or be transported in a unit with at least a speed of 30cm. In other words, formations may not include units with a speed of less than 30cm unless they also have a transport vehicle capable of carrying those units around.

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NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 1

1.7 CRAFTWORLD ELDAR 1.7.1 GENERAL CRAFTWORLD ELDAR SPECIAL RULES 1.7.1.1 Farsight Eldar Farseers are able to partially unravel the threads of time, allowing them to foresee events that may affect his army, and act to counter them. To represent this, any Eldar formation that includes a unit with Farsight may ignore the -1 Action test penalty when they try to retain the initiative. In addition, once per turn the Eldar player may attempt to retain the initiative twice in a row (i.e. the Eldar player can retain the initiative and take another action after having successfully retained the initiative once already). Any Eldar formation may be chosen, including those that do not include a unit with Farsight but at least one unit with Farsight must still be in play and on the battlefield. The formation must still pass an initiative test in order to carry out the action, and will suffer the –1 modifier for retaining the initiative unless it includes a unit with Farsight. Once the action has been taken the initiative returns to the opposing player.

1.7.1.2 Hit and Run Tactics The Eldar are a dying race, and any loss is deeply mourned. Because of this they have developed tactics that, when combined with their highly advanced technology, allows them to attack the enemy and then quickly retire in order to avoid any return fire. This special ability is reflected by the following special rules, which apply to all formations in an Eldar army. Eldar formations that take advance or double actions may choose to shoot either before or after each move. However, they may still only shoot once during the action. For example, an Eldar formation taking an advance action could shoot and then move or move and then shoot, while a formation taking a double action could shoot and move twice, move twice and then shoot, or move then shoot and then move again. In addition, Eldar formations that win an assault are allowed to move any distance up to their speed value when they consolidate, rather than being limited to a move of 5 cm as would normally be the case.

1.7.1.3 Eldar Technology The Eldar are a technologically sophisticated race that make use of a number of devices that have capabilities far in advance of anything used by the other races in the galaxy. These technological advantages are represented in Epic by the following special rules: Holofields: Eldar Titans are protected by a holofield that is projected from special wing-like structures on the Titan’s carapace. These fracture the image of the Titan making it appear as a swirling cloud of coloured motes to the naked eye, while at the same time disrupting any targeting devices attempting to lock onto the Titan. The overall result is to make the Titan a very hard target to hit! Holofields provide Titans with a special 3+ saving throw that can be taken instead of the Titan’s normal saving throw. This save may always be taken, even against hits in an assault or against Titan Killer or Macro-weapons attacks. Make a single saving against weapons with the Titan Killer ability, rather than a separate save for each point of damage. If a vehicle with a holofield also has reinforced armour, then it is allowed to re-roll its saving throw unless hit by Lance, Macro-weapon or Titan Killer attacks, but the re-roll must be made using the units armour save rather than the holofield save. No Blast markers are placed for hits that are saved by a holofield. Lance weapons: A lance uses a highly concentrated beam of laser energy to destroy heavily armoured targets. A unit with reinforced armour (see Epic: Armageddon 2.1.11) that is hit by a lance weapon is not allowed to re-roll its saving throw. Webway Portals: Webway portals are used by the Eldar to safely travel through the Warp. Each webway portal included in the army allows the Eldar player to pick up to three other formations, and keep them back on the Craftworld. Any formation’s that are kept on the Craftworld may enter play via the Webway Portal, by taking an action that allows them to make a move, and then measuring their first move from the position that a webway portal occupies on the tabletop. Note that the formation may appear through any portal, not just the one that was ‘used’ to allow the formation to be kept off-board. No more than one formation may travel through each webway portal each turn. In the GT scenario reserve formations with multiple deployment options must be designated as to deployment method during setup – webway, air transport or teleport.

1.7.2 GENERAL CRAFTWORLD ELDAR UNITS 1.7.2.1 GENERAL CRAFTWORLD ELDAR CHARACTERS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

CH n/a n/a n/a n/a Autarch CC Weapon Autarch FF Weapon

(contact) (15cm)

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

Autarch

NOTES Supreme Commander, Inspiring, Invulnerable Save CH n/a n/a n/a n/a Ancient Weapons (contact) (Assault Weapons), EA (+1), MW Court of the Young

King NOTES The Court of the Young King represents Exarchs accompanying the Biel-Tan Avatar into battle. CH n/a n/a n/a n/a Exarch CC Weapon

Exarch FF Weapon (contact) (15cm)

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

Exarch

NOTES Inspiring. Exarchs added to Dire Avenger, Howling Banshee, Striking Scorpion, or Shining Spear units have an Exarch CC weapon. Exarchs added to Fire Dragon, Swooping Hawk, Warp Spider or Dark Reaper units have an Exarch FF weapon.

CH n/a n/a n/a n/a Singing Spears (15cm) OR (contact)

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

Spear of Khaine

NOTES The Spear of Khaine represents Warlocks accompanying the Ulthwé Avatar into battle. 1.7.2.2 GENERAL CRAFTWORLD ELDAR INFANTRY UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

INF 15cm 4+ 4+ 5+ Witch Blades Shuriken Pistols

(contact) (15cm)

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

Farseer

NOTES Farsight, Commander, Invulnerable Save INF 15cm n/a 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Guardians

NOTES -- INF 15cm n/a 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Heavy Weapon

Platform NOTES -- INF 35cm 5+ 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Jetbikes

NOTES Skimmer, Mounted INF 20cm 5+ 6+ 5+ Shuriken Pistols

Long Rifles (15cm) 30cm

(Small Arms) AP5+

Pathfinders

NOTES Scout, Sniper, Invulnerable Save, Teleport INF 15cm 5+ 6+ 5+ Shuriken Pistols

Long Rifles (15cm) 30cm

(Small Arms) AP5+

Rangers

NOTES Scout, Sniper INF 15cm 4+ 4+ 4+ Witch Blades

Eldar Psychic Powers (contact) (15cm)

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

Seer Council

NOTES Farsight, Invulnerable Save, Reinforced Armour, Supreme Commander. Counts as a Farseer. INF 15cm n/a 6+ 6+ D-Cannon 30cm MW5+ Support Weapon

Platform NOTES -- INF 15cm 4+ 4+ 4+ Wraithcannon (15cm) AND

15cm (Small Arms), EA (+1), MW 2 x MW5+

Wraithguard

NOTES Fearless, Reinforced Armour

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NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 2

1.7.2.3 GENERAL CRAFTWORLD ELDAR ASPECT WARRIORS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

INF 15cm 5+ 6+ 3+ Reaper Missile Launcher 45cm 2 x AP5+ Dark Reapers NOTES -- INF 15cm 5+ 5+ 4+ Shuriken Catapults (15cm) (Small Arms), EA (+1) Dire Avengers

NOTES -- INF 15cm 5+ 5+ 4+ Fusion Guns (15cm) AND

15cm (Small Arms), MW MW5+

Fire Dragons

NOTES -- INF 15cm 5+ 2+ 5+ Banshee Masks

Shuriken Pistols (contact) (15cm)

(Assault Weapons), First Strike (Small Arms)

Howling Banshees

NOTES -- INF 35cm 4+ 4+ 5+ Laser Lances (contact) (Assault Weapons), Lance Shining Spears

NOTES Skimmer, Mounted INF 35cm 5+ 5+ 4+ Lasblasters (15cm) (Small Arms) Swooping Hawks

NOTES Scout, Jump Packs, Teleport INF 15cm 4+ 4+ 5+ Mandiblasters

Shuriken Pistols (contact) (15cm)

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

Striking Scorpions

NOTES -- INF 15cm 4+ 5+ 4+ Death Spinner (15cm) (Small Arms) Warp Spiders

NOTES Jump Packs, First Strike, Infiltrator 1.7.2.4 GENERAL CRAFTWORLD ELDAR LIGHT VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

LV 35cm 4+ 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Vyper Jetbike NOTES Skimmer

LV 20cm 6+ 5+ 5+ Scatter Laser Bright Lance

30cm 30cm

AP5+/AT5+ AT5+, Lance

War Walker

NOTES Walker, Scout, Reinforced Armour 1.7.2.5 GENERAL CRAFTWORLD ELDAR ARMOURED VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

AV 35cm 5+ 6+ 4+ Scatter Laser Falcon Pulse Laser

30cm 45cm

AP5+/AT5+ 2 x AT4+

Falcon

NOTES Skimmer, Transport (may transport 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)

AV 35cm 5+ 6+ 5+ Prism Cannon 60cm AP4+/AT2+, Lance Fire Prism NOTES Skimmer

AV 35cm 5+ 6+ 4+ Firestorm Battery 45cm 2 x AP5+/AT5+/AA4+ Firestorm NOTES Skimmer, Transport (may transport 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire

Avengers, Dark Reapers) AV 35cm 5+ 6+ 5+ Nightspinner 45cm 1 BP, Disrupt, Indirect Fire Night Spinner

NOTES Skimmer, Transport (may transport 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers)

AV 35cm 5+ 6+ 4+ Twin Shuriken Cannon 30cm AP4+ Wave Serpent NOTES Skimmer, Reinforced Armour, Transport (May transport 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon

Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) AV 15cm 4+ 3+ 4+ Power Fists

Bright Lance (contact) 30cm

(Assault Weapons), EA (+1), MW AT5+, Lance

Wraithlord

NOTES Walker, Fearless, Reinforced Armour 1.7.2.6 GENERAL CRAFTWORLD ELDAR AIRCRAFT AND SPACECRAFT UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

SC n/a n/a n/a n/a Orbital Bombardment OR 2x Pin-point Attack

n/a n/a

8 BP, MW MW2+, TK(D3)

Dragonship

NOTES Transport (May carry up to 12 Vampires and the units being transported on them) You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.

AC F 4+ n/a n/a Twin Shuriken Cannons Bright Lances

30cm 30cm

AP4+/AA5+, FxF AT4+/AA5+, Lance, FxF

Nightwing Interceptor

NOTES -- AC FB 5+ n/a n/a Nightspinner

Twin Shuriken Cannons Phoenix Pulse Laser

15cm 30cm 45cm

1 BP, Disrupt, FxF AP4+/AA5+, FxF 2x AT4+, FxF

Phoenix Bomber

NOTES Reinforced Armour AC/WE B 5+ 6+ 4+ Scatter Laser

2x Vampire Pulse Laser 30cm 45cm

AP5+/AT5+/AA5+, FxF 2 x AT4+, FxF

Vampire Raider

NOTES DC2, Reinforced Armour, Planetfall, Transport (may transport eight of the following units: Autarch, 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

SC n/a n/a n/a n/a Orbital Bombardment OR Pin-point Attack

n/a n/a

4 BP, MW MW2+, TK(D3)

Wraithship

NOTES You must decide which weapon system the Wraithship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.

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NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 3

1.7.2.7 GENERAL CRAFTWORLD ELDAR WAR ENGINES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

WE 15cm 3+ 2+ 4+ Wailing Doom (contact) AND 30cm

(Assault Weapons), EA (+1), MW MW5+

Avatar

NOTES DC3, Commander, Inspiring, Fearless, Walker, Invulnerable Save Critical Hit Effect: With a ghastly wail the Avatar falls to the ground, twitches and lies still. All Eldar formations with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker.

WE 25cm 5+ 6+ 5+ Shuriken Cannon Cobra D-Cannon Eldar Missile Launcher

30cm 30cm 45cm

AP5+ 2 BP, TK(D3+1), FxF AP5+/AT6+/AA6+

Cobra

NOTES DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts as having the 'Ignore Cover' special ability when used against War Engines. Critical Hit Effect: The Cobra’s gravitic drives implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any models within 5cm of the model suffer one hit on a roll of 6.

WE 25cm 5+ 3+ 3+ 2 x Twin Eldar Missile Launcher1-2x Titan Pulsar 0-1x Power Fist

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

AP4+/AT5+/AA5+ 2 x MW3+, TK(1) (Assault Weapons), TK(D3), EA (+2) (Small Arms), EA (+3) 6x AP4+/AT4+

Phantom Titan

NOTES DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist.The Phantom's weapons may fire all around due to the Titan's exceptional manoeuvrability. 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 holofield projector mounted in the Phantom Titan’s wings is badly damaged and will no longer work. The Phantom Titan loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.

WE 35cm 5+ 4+ 4+ 2 x Revenant Pulse Laser 2 x Eldar Missile Launcher

45cm 45cm

2 x MW3+ AP5+/AT6+/AA6+

Revenant Scout Titan

NOTES DC3, Holofield, Walker, Jump Packs, Fearless. The Revenant’s weapons may fire all around due to the Titan's exceptional manoeuvrability. 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 Revenant Titan’s holofield generator is destroyed. It may no longer take holofield saves. Any further critical hits will destroy the Titan.

WE 25cm 5+ 6+ 5+ Shuriken Cannon Scorpion Twin Pulsars

30cm 60cm

AP5+ 2 x MW2+

Scorpion

NOTES DC3, Skimmer, Reinforced Armour Critical Hit Effect: The Scorpion’s gravitic drives implode, sucking nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm of the model suffer one hit on a roll of 6.

WE 25cm 5+ 6+ 4+ Scatter Laser Storm Serpent Pulse Laser

30cm 45cm

AP5+/AT5+ 2 x AT3+

Storm Serpent

NOTES DC3, Skimmer, Reinforced Armour, Wraithgate Webway Portal 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. 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 of the model suffer one hit on a roll of 6.

WE 25cm 5+ 6+ 5+ Voidspinner Array 60cm 3 BP, Disrupt, Indirect Fire Void Spinner NOTES DC3, Skimmer, Reinforced Armour

Critical Hit Effect: The Void Spinner’s gravitic drives implode, sucking nearby troops into an energy maelstrom. The Void Spinner is destroyed and any models within 5cm of the model suffer one hit on a roll of 6.

WE 25cm 5+ 3+ 3+ 2 x Twin Eldar Missile Launcher1 x Psychic Lance 0-1 x Titan Pulsar 0-1 x Power Fist

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

AP4+/AT5+/AA5+ (Small Arms), EA (+2), TK(D3) 3 BP, Disrupt, Ignore Cover, TK (D3) 2x MW3+, TK(1) (Assault Weapons), EA (+2), TK(D3) (Small Arms), EA (+3) 6x AP4+/AT4+

Warlock Titan

NOTES DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. The Warlock's weapons may fire all around due to the Titan's exceptional manoeuvrability. 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 holofield projector mounted in the Warlock Titan’s wings is badly damaged and will no longer work. The Warlock Titan loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.

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NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 4

1.7.3 EXPERIMENTAL CRAFTWORLD ELDAR UNITS 1.7.3.1 EXPERIMENTAL CRAFTWORLD ELDAR CHARACTERS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

CH n/a n/a n/a n/a Witch Blade (contact) (Assault Weapons), EA (+1), MW Mounted Farseer NOTES Commander, Invulnerable Save, Farsight. Counts as a Farseer for summoning the Avatar.

CH n/a n/a n/a n/a Singing Spear (15cm) OR (contact)

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

Spirit Seer

NOTES Invulnerable Save, Farsight. A Spiritseer adds +1 to the Initiative rolls of any Spirit Warrior formation they are part of. CH n/a n/a n/a n/a Singing Spear (15cm) OR

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

Wraith Seer

NOTES Supreme Commander, Invulnerable Save, Farsight. Counts as a Farseer for summoning the Avatar. A Wraith Seer adds +1 to the Initiative rolls of any Spirit Warrior formation they are part of.

1.7.3.2 EXPERIMENTAL ELDAR INFANTRY UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

INF 35cm 4+ 4+ 5+ Eldar Close Combat Weapons Shuriken Catapults

(contact) (15cm)

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

Wild Riders

NOTES Skimmer, Mounted, Leader

1.7.3.3 EXPERIMENTAL ELDAR LIGHT VEHICLES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 40cm 4+ 6+ 5+ Twin Pulse Laser 45cm 2 x AT3+ Hornet

NOTES Scout, Skimmer

1.7.3.4 EXPERIMENTAL ELDAR ARMOURED VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

[Empty]

1.7.3.5 EXPERIMENTAL ELDAR AIRCRAFT AND SPACECRAFT UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

AC/WE B 5+ n/a n/a Scatter Laser Hunter Twin Pulsar Twin Eldar Missile Launcher

30cm 30cm 45cm

AP5+/AT5+/AA5+, FxF 2 x MW2+, FxF AP4+/AT5+/AA5+

Vampire Hunter

NOTES DC2, Reinforced Armour Critical Hit Effect: The Vampire Hunter's control surfaces have been damaged, it crashes and is destroyed.

1.7.3.6 EXPERIMENTAL ELDAR WAR ENGINES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 30cm 5+ 4+ 5+ Stallion Lasers

Hooves

45cm (15cm) (contact)

2 x MW4+ (Small Arms), EA (+1) (Assault Weapon), EA (+1)

Bright Stallion

NOTES DC2, Reinforced Armor, Walker. Critical Hit Effect: The Bright Stallion staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit.

WE 20cm 5+ 5+ 4+ Fire Lance 30cm MW4+, TK (3 -1 per 15cm from target) Fire Gale NOTES DC2, Reinforced Armor, Walker.

Critical Hit Effect: The Fire Gale staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit.

WE 25cm 4+ 3+ 3+ 2 x Twin Eldar Missile Launcher 1-2x Titan Pulsar

45cm 75cm

AP4+/AT5+/AA5+ 2 x MW3+, TK(1)

Phantasm Titan

NOTES DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader. The Phantam's weapons may fire all around due to the Titan's exceptional manoeuvrability. 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 holofield projector mounted in the Phantasm Titan’s wings is badly damaged and will no longer work. The Phantasm Titan loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.

WE 20cm 5+ 4+ 5+ Destroyer Cannon Destroyer Laser Destroyer Sabers

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

2 x AP4+ 2 x AT4+ (Small Arms), EA (+1) (Assault Weapons), EA (+2)

Towering Destroyer

NOTES DC2, Reinforced Armor, Walker. Critical Hit Effect: The Towering Destroyer staggers D6cm in a random direction and collapses, destroyed. Any units struck by the falling Knight suffer a hit.

1.6.3.7 EXPERIMENATL ELDAR TITAN WEAPONS

WEAPON RANGE FIREPOWER Fusion Lance 60cm MW2+, TK (4 - 1 per every full 15cm to target) Revenant Sonic Lance 45cm BP2, Disrupt, Ignore Cover, Lance Spirit Sword Contact

(15cm) (Assault) EA +2, TK (3) (Small Arms) EA +1, MW

Titan D-Cannon 45cm 4BP, MW, TK (D6) Tremor Cannon 60cm 4BP, Disrupt, Ignore Cover, Lance

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NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 5

NetEA BIEL-TAN CRAFTWORLD ARMY LIST

ARMY CHAMPION: Kevin “Chroma” Petker Version: FINAL2010

Biel-Tan Craftworld armies have a strategy rating of 4. Aspect Warrior, Avatar, and Titans formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

BIEL-TAN CRAFTWORLD INDIVIDUALS

BIEL-TAN CRAFTWORLD WARHOSTS A Biel-Tan army may contain any number of Warhosts.

BIEL-TAN CRAFTWORLD TROUPES The army may include up to three Troupes chosen from the following list for each Warhost included in the army.

BIEL-TAN SPACECRAFT, AIRCRAFT, AND TITANS Up to a third of the army's points may be spent on Spacecraft, Aircraft, and Titans.

FORMATION CORE UNITS COST 0-1 Eldar Spacecraft One Wraithship

OR one Dragonship 150 points 300 points

0-1 Warlock Titan One Warlock Titan 850 points Phantom Titan One Phantom Titan 750 points Revenant Titans Two Revenant Titans 650 points Nightwings Three Nightwing Interceptors 300 points Phoenix Bombers Three Phoenix Bombers 400 points Vampire Raider One Vampire Raider 200 points

SPECIAL RULE – May Not Garrison The Eldar are a highly mobile army, and rarely have enough forces to try to take and hold ground. Because of this, instead of maintaining a heavily garrisoned front line, they will usually rely on a screen of Rangers and War Walkers to warn of the approach of any enemy forces. Meanwhile the bulk of the highly mobile Eldar army will be held back in reserve, where it will be ready to move quickly to any threatened sector. This tactic allows the Eldar to hold large areas of ground with relatively few troops To represent these tactics, only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.

FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to

replace one of the Objective markers in their half of the table with a Wraithgate.

The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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 that have walker ability; formations that include any other type of unit may not use a Wraithgate to enter play.

50 points

0-1 Avatar One Avatar, escorted by the Court of the Young King.

In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) they 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 they may not return.

Free

0-1 Autarch Add an Autarch character to any Aspect Warrior unit.

If an Autarch is taken then he counts as one of the Exarchs in the Aspect Warrior formation (see the entry for the Aspect Warrior Warhost below).

+75 points

FORMATION CORE UNITS EXTRAS COST Aspect Warrior Warhost

Eight Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears.

All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly enough transport vehicles to carry the units that require transport, without any spare transport spaces being ‘left over’. Each Falcon or Wave Serpent taken costs +50 points. In addition the Troupe may include up to two Exarch character upgrades for +25 points each.

300 points

Guardian Warhost

One Farseer unit Seven Guardian units. Up to three Guardian s may be replaced with Heavy Weapon Platforms for free.

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 four Wave Serpents for +200 points.

150 points

FORMATION CORE UNITS COST Ranger Troupe Four to eight Eldar Rangers 25 points each War Walker Troupe Six Eldar War Walkers 200 points Windrider Troupe Six Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 200 points

Swords of Vaul Troupe Five or six Falcons for +50 points each. Up to two Falcons may be replaced with a Fire Storm for free. In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each. Varies

Night Spinner Troupe Three Eldar Night Spinners 175 points Engine of Vaul Troupe Up to three Cobra, Scorpion, Storm Serpent, or Void Spinner (or any combination) 250 points each

B

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NetEA Army Compendium – DRAFT 2010 - CRAFTWORLD ELDAR - 9

NetEA

SAIM-HANN CRAFTWORLD ARMY LIST

ARMY SUB-CHAMPION: Kevin “Chroma” Petker Version: 6.5

Saim-Hann Craftworld armies have a strategy rating of 3. Aspect Warrior, Avatar, and Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

SAIM-HANN CRAFTWORLD INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to

replace one of the Objective markers in their half of the table with a Wraithgate at a cost of 50 points.

The Wraithgate functions both as a webway portal and as an objective for rules purposes. It may not be attacked or destroyed. 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 that have walker ability; formations that include any other type of unit may not use a Wraithgate to enter play.

50 points

0-1 Avatar One Avatar In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) they may be set up on the table within 15cms of a Farseer (this represents the Farseer summoning the Avatar to the battlefield). 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. Note that if there are no Farseers in play then the Avatar may not be used (as there will not be a Farseer that can summon them).

Free

0-1 Wild Rider Chieftain You may add an Autarch character to one Wild Riders unit.

+75 points

SAIM-HANN CRAFTWORLD HOSTS A Saim-Han army may contain any number of Warhosts.

FORMATION CORE UNITS EXTRAS COST Wild Rider Clan Warhost

A Wild Rider Clan Warhost consists of one Wild Riders unit and six Jetbike units.

Add 3 Jetbike units for +100 points or add 6 Jetbike units for +200 points Add 3 Shining Spears units for +100 points Add 1 Mounted Farseer character to a Jetbike or Vyper unit +50 points Any number of Jetbike units in the formation may be replaced with Vypers at no additional points cost.

250 points

Shining Spear Aspect Warrior Warhost (You may include one Shining Spear Warhost in your army per Wild Rider Clan Warhost)

A Shining Spear Aspect Warrior Warhost consists of eight Shining Spear Aspect Warrior units.

The formation may include up to two Exarch character upgrades for +25 points each

300 points

SAIM-HANN CRAFTWORLD TROUPES The army may include up to two Troupes chosen from the following list for each Warhost included in the army.

FORMATION CORE UNITS COST Saim-Hann Guardian Troupe Six Guardian units and three Wave Serpents

Up to two Guardians may be replaced with Heavy Weapon Platforms at no additional cost in points. Replace two Guardian units with Wraithguard units and add an additional Wave Serpent +125 points

250 points

Aspect Warrior Troupe Six Aspect Warrior units chosen, in any combination, from the following list for 225 points: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks and Shining Spears. All units apart from Shining Spears, Swooping Hawks and Warp Spiders must be transported in Wave Serpents and/or Falcons. You must take exactly enough transport vehicles to carry the units that require transport, without any spare transport space being left over. Each Falcon or Wave Serpent taken costs +50 points. In addition the formation may include one Exarch character upgrade for +25 points.

Varies

Hornet Troupe Six Hornets 250 points Ranger Troupe From four to eight Eldar Rangers 25 points each Swords of Vaul Troupe From five to six Falcons for 50 points each.

Up to two Falcons may be replaced with a Fire Storm at no additional cost. In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each.

Varies

Night Spinner Troupe Three Eldar Night Spinners 175 points Engines of Vaul Troupe Up to three Scorpion, Cobra, or Storm Serpent (or any combination) 250 points each

SAIM-HANN SPACECRAFT, AIRCRAFT, AND TITANS

Up to a third of the army's points may be spent on Spacecraft, Aircraft, and Titans. FORMATION CORE UNITS COST 0-1 Eldar Spacecraft One Wraithship

OR one Dragonship 150 points 300 points

Revenant Titans Two Revenant Titans 650 points Nightwings Three Nightwing Interceptors 300 points Phoenix Bombers Three Phoenix Bombers 400 points Vampire Hunters Two Vampire Hunters 500 points

SPECIAL RULE – Saim-Hann Garrisons The Eldar of Saim-Hann fight in rapid and fluid way, and rarely have enough forces to try to take and hold ground. Because of this, instead of maintaining a heavily garrisoned front line, they will usually rely on a screen of Rangers or one-man vehicles to warn of the approach of any enemy forces. Meanwhile the bulk of the highly mobile Saim-Hann army will be held back in reserve, where it will be ready to move quickly to any threatened sector. This tactic allows Saim-Hann to hold large areas of ground with relatively few troops. To represent these tactics, only Eldar Hornet and Ranger formations are allowed to garrison in the Grand Tournament game scenario.

E

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NetEA Army Compendium – DRAFT 2010 – Chaos - 1

1.8 CHAOS NetEA Chaos Army Champion: Steve ‘Steve54’ Gullick 1.8.1 GENERAL CHAOS SPECIAL RULES 1.8.1.1 Initiative and Strategy Rating The Chaos Powers are quick to punish or reward their champions. In the strategy phase if the Chaos player rolls a 6 they are rewarded for their tactical acumen with an additional 1D3 daemons to add to the Daemon Pool. If the Chaos player rolls 1 their patron Powers withdraw their support and the Chaos player must remove 1D3 daemons from the Daemon Pool. If the Chaos player has no remaining daemons in their Daemon Pool then there is no further effect.

1.8.1.2 Factions Each formation in an army of the Black Legion belongs to a faction that owes allegiance to one of the gods of Chaos (Khorne, Nurgle, Slaanesh or Tzeentch), or to Chaos Undivided. You must decide which faction each formation in your army belongs to before the battle and note it down on your army list. With the exception of those formations that worship Chaos Undivided, the different factions do not get along well, and some factions hold a millennia-old hatred of each other. Although the factions will often unite under a powerful Warlord to fight a common enemy, their enmity can cause problems during a battle. This is represented by the following rules: Formations dedicated to a specific Chaos god hate formations dedicated to any other Chaos god. Formations dedicated to Chaos Undivided do not suffer from hatred and are not hated by other Factions. A formation that has no units from a hated formation within 15cm of any of its units receives a +1 modifier to its Initiative test. If even one hated unit is within 15cm then this bonus is lost. This modifier only ever applies to units that are on the battlefield; aircraft, spacecraft and any other formations that are not in play never receive the modifier.

1.8.1.4 Augment Summoning Some Chaos units are noted as having Augment Summoning (+x). Units with this ability add a number of summoning points equal to "x" when the formation they are in summons daemons (see 6.6.1.3). For example, a unit noted as having Augment Summoning (+2D3) would allow a formation with a Daemon Pack to roll 4D3 for Summoning Points as opposed to the usual 2D3.

1.8.1.5 Daemonic Focus Certain Chaos units are noted as having Daemonic Focus. Units with this ability may keep any or all summoned units that belong to the formation in play. Summoned units do not vanish back into the warp after the formation has attempted to rally. Chaos units with Daemonic Focus may not be used to keep summoned units in play if the formation is broken.

1.8.1.6 - Traitors Unless given specific alternate statistics, Traitor units have the same statistics as their Imperial counterparts but are considered Chaos units for all purposes. Furthermore, Traitor Chimeras have this additional note: Transport (May transport two of the following units: Demagogue, Aspiring Chaos Space Marine Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds. Daemon Princes, Chaos Spawn and Big Mutants take up two transport spaces each.)

1.8.1.3 Summoned Units Formations that purchase the Daemonic Pact upgrade (see the army list below) are able to summon daemons to the battlefield. In order to summon daemons a players must first purchase a single Daemon Pool from which all formations with the Daemonic Pact upgrade will summon. Daemons in the Daemon Pool are purchased and noted only as being lesser or greater daemons, not by their faction. The summoning formation’s faction dictates what types of daemons may be summoned (see below). Players should either write down the contents of their Daemon Pool or use tokens to indicate the number of each lesser and greater daemon they have available to summon during a game. The Chaos player’s opponent is always able to view the number of lesser and greater daemons remaining in the Daemon Pool. The Daemon Pool is kept off the board and daemons are removed from it as formations summon daemons onto the board. At the start of that formation’s action, before the action test dice roll is made, the formation may summon daemonic units from the Daemon Pool. Summoning allows you to call 2D3 summoning points worth of daemonic units to the battlefield (the number of summoning points it costs to summon a unit will be listed on its data sheet, but as a general rule greater daemons cost 8 summoning points and all other units cost 1 summoning point each). Summoning points must be used to summon daemonic units from the Daemon Pool and summoned units are brought into play immediately. If for any reason any summoning points generated are not used, they are lost and may not be carried over into subsequent turns. You may only summon as many daemons as you have left in your Daemon Pool. Left over daemonic units may be summoned during a later turn. Daemonic units that are destroyed are removed from play and are not put back into the Daemon Pool. Broken formations or formations that have not bought a Daemonic Pact may not summon daemons. Players may only have one greater daemon of a given faction in the army on the board at one time. For example, if you already have a summoned Bloodthirster on the board you are not allowed to summon another Bloodthirster until that first greater daemon has been removed from play. Summoned units must be set up with their base within 5cm of any 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 enemy unit or in impassable terrain. The type of unit that can be summoned depends on the summoning formation’s faction, as follows: Khorne - Bloodthirster (Greater Daemon), Bloodletters Nurgle - Great Unclean One (Greater Daemon), Plaguebearers Slaanesh - Keeper of Secrets (Greater Daemon), Daemonettes Tzeentch - Lord of Change (Greater Daemon), Flamers Any faction - Daemonic Beasts Summoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. Summoned units are expendable, but they are otherwise counted as normal units, and are included when working out if a formation outnumbers an opponent in an assault or is broken by Blast markers, etc. Note that Daemons that are killed in an assault do count towards the number of units killed by the enemy when working out modifiers for assault resolution. If a formation loses an assault remove extra hits from the formation before it is broken and all the remaining summoned units are then removed. Summoned units remain on the battlefield until the end phase of the turn in which they are summoned. In the end of the rally phase, after formations have attempted to rally, all summoned units in the formation are removed from the board and placed back into the Daemon Pool unless the formation has a unit with Daemonic Focus (see 1.8.1.5). Greater Daemons that are returned to the Daemon Pool keep the same DC they had when they left the battlefield. They do not heal back to full DC, so when summoned again they will have that same DC. Summoned units that are destroyed are not put back into the Daemon Pool. Note that this may lead to the formation breaking if the number of Blast markers on the formation is greater than the number of units left in play after the summoned units have been removed. When a formation breaks any summoned units in the formation are lost in the warp and considered destroyed. They do not go back into the Daemon Pool.

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NetEA Army Compendium – DRAFT 2010 – Chaos - 2

1.8.2 GENERAL CHAOS UNITS 1.8.2.1 GENERAL CHAOS CHARACTERS

1.8.2.2 GENERAL CHAOS INFANTRY

1.8.2.3 GENERAL CHAOS LIGHT VEHICLES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a n/a n/a n/a Arch-Heretic

NOTES Supreme Commander. CH n/a n/a n/a n/a Daemon Artifact

Daemonic Bolt (contact) (15cm)

(Assault Weapons), EA (+1), First Strike (Small Arms), EA (+1), First Strike

Champion of Chaos

NOTES Invulnerable Save, Augment Summoning (+2D3).A Champion of Chaos is outfitted depending on the faction of the formation they are attached to: Khorne, Nurgle and Undivided Champions wield the Daemon Artifact Slaanesh and Tzeentch Champions are equipped with the Daemonic Bolt

CH n/a n/a n/a n/a Daemon Weapon (contact) (Assault Weapons), EA (+1), MW Chaos Space Marine Lord NOTES Commander, Leader, Invulnerable Save.

CH n/a n/a n/a n/a n/a n/a n/a Chaos Space Marine Warlord NOTES Supreme Commander.

CH n/a n/a n/a n/a n/a n/a n/a Icon Bearer NOTES Leader, Daemonic Focus, Invulnerable Save. CH n/a n/a n/a n/a Warp Bolt (15cm) (Small Arms), EA (+1), MW Sorcerer Lord

NOTES Commander, Leader, Invulnerable Save.

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm 4+ 2+ 5+ Chainaxes

Bolt Pistols (contact) (15cm)

(Assault Weapons) (Small Arms)

Berzerker

NOTES Fearless. INF 15cm 3+ 4+ 4+ Big Weapons

2x Heavy Stubber (contact) 30cm

(Assault Weapons), EA (+1), MW AP6+

Big Mutant

NOTES -- INF 30cm 6+ 4+ n/a Fangs (contact) (Assault Weapons) Chaos Hound

NOTES -- INF 15cm 4+ 4+ 4+ Daemon Weapon

Bolters Heavy Weapons

(contact) (15cm) 30cm

(Assault Weapons), EA (+1), MW (Small Arms) AP6+/AT6+

Chaos Space Marine Aspiring Champion

NOTES Invulnerable Save, Commander, Leader. INF 35 cm 4+ 3+ 4+ Chainswords

Bolters (contact) (15cm)

(Assault Weapons) (Small Arms)

Chaos Space Marine Bike

NOTES Mounted. INF 15cm 4+ 4+ 4+ Bolters

Autocannon (15cm) 45cm

(Small Arms) AP5+/AT6+

Chaos Space Marine Chosen

NOTES Scouts. INF 15cm 4+ 3+ 3+ Power Weapons

Combi-Bolters 2x Reaper Autocannon

(contact) (15cm) 30cm

(Assault Weapons), EA (+1), MW (Small Arms) AP4+/AT6+

Chaos Space Marine Terminator

NOTES Reinforced Armour, Thick Rear Armour, Teleport. INF 15cm 4+ 4+ 4+ Bolters

Autocannon (15cm) 45cm

(Small Arms) AP5+/AT6+

Chaos Space Marine

NOTES -- INF 15cm 3+ 3+ n/a Horrific Mutations (contact) (Assault Weapons). EA (+D3) Chaos Spawn

NOTES Invulnerable Save, Fearless. INF 15cm -- 5+ 6+ Firearms

Heavy Weapons (15cm) 30cm

(Small Arms) AP6+/AT6+

Cultist

NOTES INF 15cm

(30cm) 3+

(4+) 3+ 3+ Possessed Weapon

Warp Blast (contact) (15cm)

(Assault Weapons), EA (+2), MW (Small Arms), EA (+2), MW

Daemon Prince

NOTES Commander, Leader, Fearless, Reinforced Armour, Teleport. The Daemon Prince may have wings: it counts as having Jump Packs and its speed is increased to 30cm, but its armour value is reduced to 4+.

INF 15cm 6+ 5+ 5+ Daemon Weapon Firearms Arcane Powers Heavy Weapons

(contact) (15cm) 30cm 30cm

(Assault Weapons), EA (+1), MW (Small Arms) MW6+ AP6+/AT6+

Demagogue

NOTES Invulnerable Save, Augment Summoning (+2D3). INF 15cm 4+ 5+ 3+ 2x Autocannon 45cm AP5+/AT6+ Havoc

NOTES -- INF 15cm 6+ 4+ 6+ Assorted Weapons

Firearms (contact) (15cm)

(Assault Weapons) (Small Arms)

Mutant

NOTES -- INF 15cm 4+ 4+ 3+ Sonic Blasters

Blastmaster (15cm) 30cm

(Small Arms) AP5+/AT6+, Disrupt

Noise Marine

NOTES Fearless. INF 15cm 3+ 3+ 4+ Plague Knives

Bolters (contact) (15cm)

(Assault Weapons) (Small Arms)

Plague Marine

NOTES Fearless. INF 10 cm 5+ 6+ n/a Claws and Teeth (contact) (Assault Weapons) Plague Zombie

NOTES Infiltrator, Fearless, Infestation (Treat placement just like Teleport). Plague Zombies may contest objectives in games but may not hold objectives.

INF 15cm 4+ 3+ 2+ 3x Body Weapons 45cm AP5+/AT5+/AA6+ Obliterator NOTES Reinforced Armour, Thick Rear Armour, Fearless, Teleport.

INF 30cm 4+ 3+ 4+ Chainswords Melta Weapons

(contact) (15cm)

(Assault Weapons) (Small Arms)

Raptor

NOTES Jump Packs. INF 15cm 4+ 5+ 4+ Bolters (15cm) (Small Arms) Thousand Sons

Marine NOTES Reinforced Armour, Fearless.

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER LV 30cm 5+ 6+ 6+ Heavy Weapons 30cm AP6+/AT6+ Land Transporter

NOTES Transport (May transport 2 of the following units: Demagogue, Aspiring Chaos Space Marine Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds – Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each).

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NetEA Army Compendium – DRAFT 2010 – Chaos - 3

1.8.2.4 GENERAL CHAOS ARMOURED VEHICLES

1.8.2.5 GENERAL CHAOS AIRCRAFT AND SPACECRAFT

1.8.2.6 GENERAL CHAOS WAR ENGINES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 15cm 5+ 5+ 5+ Vomit Cannon

Plague Catapult 30cm 45cm

AP4+/AT6+, Disrupt 1 BP, Disrupt, Indirect Fire

Contagion Tower

NOTES Invulnerable Save, Fearless. AV 15cm 3+ 4+ 4+ Power Fist

Twin Autocannon (contact) 45cm

(Assault Weapons), EA (+1), MW AP4+/AT5+

Chaos Space Marine Dreadnought NOTES Fearless, Walker.

AV 15cm 4+ 6+ 4+ Hellfire Cannon 75 cm MW4+ Hellfire Cannon NOTES Invulnerable Save, Fearless.

AV 25 cm 4+ 6+ 4+ Twin Heavy Bolter 2x Twin Lascannon

30cm 45cm

AP4+ AT4+

Chaos Space Marine Land Raider NOTES Reinforced Armour, Thick Rear Armour, Transport (may transport 1 Chaos Space Marine Terminator or 2 of the following units: Chaos Space

Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). AV 30cm 4+ 6+ 4+ 2x Heavy Bolter

Twin Lascannon 30cm 45cm

AP5+ AT4+

Chaos Space Marine Predator

NOTES -- AV 30cm 5+ 6+ 6+ Combi-Bolter (15cm) (Small Arms) Chaos Space

Marine Rhino NOTES Transport (may transport 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs).

AV 25 cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Chaos Space Marine Vindicator NOTES Walker.

AV 25 cm 4+ 3+ 5+ Daemons Blades/Spikes Blood Cannons

(contact) 30cm

(Assault Weapons), EA (+D3) 2 x AP4+/AT5+

Demonic Assault Engines

NOTES Invulnerable Save , Reinforced Armour, Fearless. AV 30cm 4+ 5+ 4+ Castigator Cannon 45cm 3 x AP3+/AT5+ Daemon Knight

NOTES Scout, Walker, Invulnerable Save, Fearless. AV 20cm 4+ 4+ 3+ Battle Cannon

Reaper Autocannon Twin Heavy Flamer Battle Claws

75cm 30cm 15cm (contact)

AP4+/AT4+ AP4+/AT6+ AP3+, Ignore Cover (Assault Weapons), EA (+1), MW

Defiler

NOTES Fearless, Infiltrator, Invulnerable Save, Walker. Special n/a n/a n/a n/a n/a n/a n/a Dreadclaw NOTES Planetfall, Transport (may carry one formation that contains no mounted infantry, light vehicles, or armoured vehicles other than

Dreadnaughts). A Dreadclaw does not scatter when planetfalling. Once landed, units carried in the Dreadclaw must disembark within 5cm of the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the Dreadclaw. Once all units have been placed, the Dreadclaw is removed.

AV 20 cm 4+ 6+ 4+ Arcane Cannons Beam of Power

45cm 60 cm

3 x AP4+/AT4+ MW5+

Silver Tower

NOTES Skimmer, Invulnerable Save, Fearless.

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER SC n/a n/a n/a n/a Orbital Bombardment

3x Pin-point Attack -- --

3 BP, MW MW2+, TK (D3)

Despoiler Class Battleship

NOTES Slow and Steady. May carry up to forty units that can be deployed with Dreadclaws. SC n/a n/a n/a n/a Orbital Bombardment

Pin-point Attack -- --

3 BP, MW MW2+, TK (D3)

Devastation Class Cruiser

NOTES May carry up to twenty units that can be deployed with Dreadclaws. AC F 6+ n/a n/a Flame Cannon 15cm AP4+/AT5+/AA5+, Ignore Cover, FxF Doomwing

NOTES Invulnerable Save. AC B 4+ n/a n/a Flame Cannon

Firestorm Bombs Twin Lascannon

15cm 15cm 45cm

AP4+/AT5+/AA5+, Ignore Cover, FxF D3 BP, Ignore Cover, FxF AT4+/AA4+, FxF

Firelord

NOTES Invulnerable Save. AC/WE B 5+ n/a n/a Reaper Autocannon

Reaper Autocannon Reaper Autocannon Incendiary Bombs

30cm 15cm 15cm 15cm

AP4+/AT6+/AA5+, FxF AP4+/AT6+/AA5+, Right Arc AP4+/AT6+/AA5+, Left Arc 6BP, Ignore Cover, FxF

Harbinger

NOTES DC 4. Critical Hi Effect: The Munitions of the Harbinger are hit setting off a series of catastrophic explosions. The Harbinger is destroyed.

AC F-B 5+ n/a n/a Bombs Twin Lascannon Havoc Launcher

15cm 45cm 45cm

2 BP, FxF AT4+/AA4+, FxF AP5+/AT6+, FxF

Hell Talon

NOTES -- AC F 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF Hellblade

NOTES --

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 15cm 4+ 2+ 4+ Doomfist

Tail Battlehead Hellstrike Cannon 6x Havoc Missile

(contact) AND 30cm (contact) AND 75 cm (15cm) 60 cm 60 cm

(Assault Weapons), TK (D3), EA (+2) 4x AP4+/AT4+, FxF (Assault Weapons), EA (+1) AP4+/AT4+ (Small Arms), EA (+2), FxF 3 BP, MW, Ignore Cover, FxF 2 BP, One-Shot, Indirect Fire, Fwd

Banelord Titan

NOTES DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Banelord is driven into a daemonic rage and immediately moves 3D6cm in a random direction. If this move takes the Banelord into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+.

WE 15cm 4+ 4+ 4+ Arcane Technology 45cm D3 x AP4+/AT4+/AA4+ Chaos Altar NOTES DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring, Augment Summoning (+2), Daemonic Focus.

Critical Hit Effect: The Altar is dragged into the warp and destroyed. Remove it from play. All units within 5cm suffer a MW6+ attack from the backlash of the raw power of the Warp.

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NetEA Army Compendium – DRAFT 2010 – Chaos - 4

1.8.2.7 GENERAL CHAOS DAEMONS

WE 30cm 4+ 5+ 3+ 2x Reaper Autocannon 2x Reaper Autocannon Battle Cannon Battle Cannon

30cm 30cm 75 cm 75 cm

AP4+/AT6+, Left Arc AP4+/AT6+, Right Arc AP4+/AT4+, Left Arc AP4+/AT4+, Right Arc

Death Wheel

NOTES DC4, 2 Void Shields, Reinforced Armour, Fearless. Critical Hit Effect: The Death Wheel’s gyroscopic stabiliser is damaged. The Death Wheel rolls 3D6cm in a random direction (stopping if it contacts impassable terrain or another war engine) inflicting a hit on any unit run over or into, and then tips over and is destroyed

WE 15cm 4+ 4+ 4+ 2x Twin Reaper Autocannon2x Twin Reaper AutocannonDecimator Cannon

30cm 30cm 45cm

AP3+/AT5+, LF AP3+/AT5+, RF 3 BP, MW, Ignore Cover, FxF

Decimator

NOTES DC3, Reinforced Armour, Fearless. Critical Hit Effect: The Decimator’s boiler explodes. The Decimator is destroyed, and any units within 5cm suffer a hit on a 6+.

WE 30cm 5+ 4+ 5+ Battlehead Hellmouth Death Storm

(15cm) 30cm 45cm

(Small Arms), EA (+2), FxF 3BP, Ignore Cover, Fwd 4x AP4+/AT4+, Fwd

Feral Titan

NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless.Critical Hit Effect: The Feral is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Feral into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally)

WE 25 cm 4+ 2+ 4+ Chain Fist Death Storm 2x Battle Cannon

(contact) 45cm 75 cm

(Assault Weapons), MW, EA (+3) 4x AP4+/AT4+ AP4+/AT4+

Lord of Battles

NOTES DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless.Critical Hit Effect: The Lord of Battles is driven into a daemonic rage and immediately moves 3D6cm in a random direction. If this move takes the Lord of Battles into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+.

WE 35 cm 5+ 5+ 3+ 2x Castigator Cannon 2x Battle Cannon

45cm 75 cm

3x AP3+/AT5+ AP4+/AT4+

Questor

NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide Critical Hit Effect: The Questor is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the Questor into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally)

WE 15cm 4+ 4+ 4+ Plague Mortar 2x Battle Cannon Rot Cannon

60 cm 75 cm 90 cm

3+D3 BP, Disrupt, FxF AP4+/AT4+ AP3+/AT5+, Ignore Cover, FxF

Plague Tower

NOTES DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport 16 of the following units: Arch Heretic, Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds, Daemonic Beasts, Plague Bearers, Great Unclean One – Chaos Spawns, Big Mutants, Daemon Princes and Great Unclean Ones take up 2 transport spaces each). Critical Hit Effect: Internal explosions cause an extra point of damage and kill D3 selected passengers (no saves allowed). The player may choose which units are killed

WE 35 cm 5+ 5+ 3+ Hellblades 2x Battle Cannon

(contact) 75 cm

(Assault Weapons), TK(D3), EA (+2) AP4+/AT4+

Subjugator

NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide Critical Hit Effect: The Subjugator is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the Subjugator into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally)

WE 20 cm 4+ 3+ 4+ Tail Battlehead 2x Death Storm Doomburner

(contact) AND 75cm (15cm) 45cm 45cm

(Assault Weapons), EA (+1) AP4+/AT4+ (Small Arms), EA (+2), FxF 4x AP4+/AT4+, Fwd MW2+, TK(D3), Ignore Cover, FXF

Ravager Titan

NOTES DC6, 4 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Ravager’s plasma reactor has been damaged. Roll a D6 for the Ravager in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Ravager, on a roll of 2-3 the Ravager suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Ravager will be hit on a roll of 5+

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm 4+ 4+ n/a Hellblades (contact) (Assault Weapons), EA (+1) Bloodletters

NOTES Invulnerable Save, Costs one point to summon. INF 15cm 4+ 3+ n/a Daemonic Talons (contact) (Assault Weapons) Daemonettes

NOTES First Strike, Invulnerable Save, Costs one point to summon. INF 20 cm 4+ 3+ n/a Claws and Fangs (contact) (Assault Weapons) Daemonic Beasts

NOTES Infiltrator, Invulnerable Save, Costs one point to summon. INF 15cm 5+ 5+ 4+ Flames of Tzeentch (contact)

AND (15cm) (Assault Weapons) (Small Arms), EA (+1)

Flamers

NOTES Invulnerable Save, Costs one point to summon. INF 15cm 3+ 4+ 6+ Plague Swords

Plague of Flies (contact) (15cm)

(Assault Weapons) (Small Arms)

Plaguebearers

NOTES Invulnerable Save, Costs one point to summon. WE 30cm 4+ 3+ n/a Axe of Khorne

Bloodthirster’s Whip (contact) (contact)

(Assault Weapons), TK (1), EA (+2) (Assault Weapons), TK(+1), EA (+1)

Bloodthirster

NOTES DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Costs eight points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6

WE 15cm 4+ 4+ 4+ Nurgling Swarm Stream of Corruption

(contact) (15cm) AND 15cm

(Assault Weapons), EA (+1) (Small Arms), Ignore Cover, EA (+1) 3BP, Ignore Cover

Great Unclean One

NOTES DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Costs eight points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6

WE 15cm 4+ 3+ 4+ Lash of Torment Gaze of Slaanesh

(contact) (15cm) AND 30cm

(Assault Weapons), MW, EA(+1), First Strike (Small Arms), MW, First Strike, EA (+1) 3x MW4+

Keeper of Secrets

NOTES DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Costs eight points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6

WE 30cm 4+ 5+ 3+ Bedlam Staff Withering Gaze

(contact) (15cm) AND 45cm

(Assault Weapons), EA (+1), MW (Small Arms), EA (+1), MW 2x MW3+

Lord of Change

NOTES DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Costs eight points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6

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NetEA Army Compendium – DRAFT 2010 – Chaos - 5

1.8.3 EXPERIMENTAL CHAOS UNITS 1.8.3.1 EXPERIMENTAL CHAOS CHARACTERS

1.8.3.2 EXPERIMENTAL CHAOS INFANTRY

1.8.3.3 EXPERIMENTAL CHAOS LIGHT VEHICLES

1.8.3.4 EXPERIMENTAL CHAOS ARMOURED VEHICLES

1.8.3.5 EXPERIMENTAL CHAOS AIRCRAFT AND SPACECRAFT

1.8.3.6 EXPERIMENTAL CHAOS WAR ENGINES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm

(30cm) 3+

(4+) 3+ 3+ Lash of Submission

Visions of Debauchery (contact) (15cm)

(Small Arms), MW, EA (+1) (Assault Weapons), EA (+1), Ignore Cover

Slaanesh Daemon Prince

NOTES Fearless, First Strike, Reinforced Armour, Supreme Commander, Teleport. The Daemon Prince may have wings: it counts as having Jump Packs and its speed is increased to 30cm, but its armour value is reduced to 4+.

INF 15cm (30cm)

3+ (4+)

2+ 5+ Daemon Weapon Battle Roar of Khorne

(contact) (15cm)

(Small Arms), MW, EA (+3) (Assault Weapons), Ignore Cover

Khorne Daemon Prince

NOTES Fearless, Reinforced Armour, Supreme Commander, Teleport. The Daemon Prince may have wings: it counts as having Jump Packs and its speed is increased to 30cm, but its armour value is reduced to 4+.

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 20cm 4+ 5+ 4+ Tzeentch Cannon

Ether Cannon Heavy Flamer Battle Claws Warp Flame

45cm 45cm 15cm AND (15cm)(contact) (contact)

AP4+/AT4+ 2x AA6+ Ignore Cover (Small Arms), Ignore Cover (Assault Weapons), EA (+1), MW (Assault Weapons), EA (+1), First Strike

Deceiver

NOTES Fearless, Invulnerable Save, Walker AV 20cm 4+ 4+ 4+ Ultrasonic Disruptor

Blastmaster Death Wailer Battle Claws

45cm 30cm

(15cm) (contact)

2xAP5+/AT6+/AA5+ Disrupt AP5+/AT5+, Disrupt First Strike, Ignore Cover, Extra Attack (+1) MW, Extra Attack (+1)

Debaser

NOTES Fearless, Invulnerable Save, Walker AV 20cm 4+ 3+ 5+ Battle Cannon

Twin Power Flails Spiked Battle Claws

75cm (contact) (contact)

AP4+/AT4+ MW, Extra Attack (+1) MW, Extra Attack (+1)

Slaughterfiend

NOTES Fearless, Infiltrator, Invulnerable Save, Walker, Bloodride: Transport (May transport 2 of the following units: Khorne Daemon Prince, Khorne Berserkers, and World Eaters Chosen units). Dangerous terrain test required to mount.

AV 15cm 3+ 3+ n/a Cleavers (contact) MW, Extra attack (+2) Blood Slaughterer NOTES Fearless, Infiltrator, Invulnerable Save, Walker

AV 25cm 4+ 4+ 4+ Cannons OR Guns Assault Weapons

45cm 30cm

(contact)

2x AP5+/AT5+ AP3+/AT5+ MW, Extra attack (+1)

Khorne Assault Engines

NOTES Fearless, Reinforced Armour AV 20cm 5+ 6+ 4+ Doom Blasters OR

Warp Cannon 45cm 90cm

2BP MW5+, Ignore Cover

Khorne Support Engine

NOTES Fearless, Reinforced Armour AV 35cm 5+ 6+ 4+ Maw Cannon

Reaper Autocannon 30cm 30cm

AP3+/AT5+ , Ignore Cover AP4+/AT6+

Blight Drone

NOTES Fearless, Invulnerable Save, Skimmer

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 25cm 4+ 4+(3+) 3+(5+) Psi-pulse

2x Tormentor OR 2x Hellblades

45cm 45cm

(contact)

MW3+, TK(D3), FFA 4x AP3+/AT5+, Disrupt, FA Extra Attack (+1), TK(D3)

Reviler Titan

NOTES DC5, 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: The Reviler is wounded and the daemon within screams in pain and pleasure, overloading its sonic weaponry with psychic feedback. The Titan immediately gains D3 Blast Markers, and any formation within 2D6cms also gains a Blast Marker. Note: Must take either Tormentor or (Hellblades) – not both

WE 20cm 4+ 3+ 2+ Psi-pulse Tormentor Excruciator Energy Whip

45cm 45cm 45cm

(contact)

MW3+, TK(D3), FFA 4x AP3+/AT5+, Disrupt, FA 3BP, Disrupt, Ignore Cover FFA Extra Attack (+3), MW

Painlord Titan

NOTES DC7, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear 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 Painlord is wounded and the daemon within screams in pain and pleasure, overloading its sonic weaponry with psychic feedback. The Titan immediately gains D3 Blast Markers, and any formation within 2D6cms also gains a Blast Marker.

WE 20cm 4+ 3+ 3+ Scorpion Mega Cannon Hellmaw Cannon Demolisher Cannon Battle Claws

30cm 15cm 30cm

(contact)

2 x AP3+/AT5+ 2 x AP4+, Ignore Cover AP3+/AT4+, Ignore Cover Extra Attack (+2), MW

Greater Brass Scorpion

NOTES DC3, Fearless, Infiltrator, Invulnerable Save, 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 Brass Scorpion’s reactor explodes. The Brass Scorpion is destroyed and any units within 5cm of the model suffer a hit on a D6 roll of 4+.

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NetEA Army Compendium – DRAFT 2010 – Chaos - 6

1.8.3.7 EXPERIMENTAL CHAOS DAEMONS

WE 15cm 4+ 4+ 4+ Nurgling Swarm 3x Twin Heavy Bolter 2x Las Cannon Demolisher Cannon Pus Cannon

(contact) 30cm 45cm 30cm 30cm

Assault Weapons Extra Attacks (+1) AP4+ AT5+ AP3+/AT4+ Ignore Cover 2BP, Ignore Cover, FxF

Plague Reaper

NOTES Notes: DC3, Fearless, Reinforced Armour Critical Hit Effect: The Plague Reaper’s magazines explode. The Plague Reaper is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.

WE 10cm 4+ 3+ 4+ Stream of Corruption Liquefier Cannon Plague Flail Plague Mortar

(15cm) AND15cm 75cm (contact) 60cm

(Small Arms), Ignore Cover, EA (+1) 3BP, Ignore Cover 3xMW3+, Forward Arc Assault Weapons, Titan Killer (D6), Extra attack (+1) 3+D3BP, Disrupt, Fixed Forward Arc

Plaguelord Titan

NOTES DC10, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Walker. Way 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 Plaguelord’s structural integrity is disrupted and putrid filth pours out of the titan. The Titan loses an extra point of damage and all units within 5cm suffer a hit on a 4+.

WE 15cm 4+ 3+ 4+ Rot Mortar 2 x Putrifier Cannon

60cm 60cm

3BP, FxF 3 x AP3+/AT5+ Ignore Cover, FwD

Repugnant Titan NOTES DC7, 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: The Repugnant’s structural integrity is disrupted and putrid filth pours out of the Titan. The Ttitan loses an extra point of damage and all units within 5cm suffer a hit on a 5+.

WE 25cm 5+ 4+ 5+ Plaguemaw Filth Cannon RotBelcher

30cm 45cm 30cm

2xMW3+ Forward Arc 2xAP3+/AT5+ Ignore Cover, Forward Arc 1BP Ignore Cover, Fixed Forward Arc

Fester Titan

NOTES DC4, 2 Void Shields, Notes: 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 Fester is caught offbalance and staggers. Move it D6cm in a random direction. If this move takes the Fester into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally).

WE 15cm 4+ 2+ 3+ 2 x Inferno Gun Close Combat Weapon Plasma Destructor

30cm (contact) 75cm

3BP, Ignore Cover, FxF Assault Weapon, Titan Killer (D3), +3A , FwA 4 x MW2+ , FwA

Traitor Warlord Titan

NOTES DC8, 6 Void Shields, Fearless, Reinforced Armour, Thick Rear 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: As standard Warlord.

WE 20cm 4+ 3+ 3+ Gatling Blaster Close Combat Weapon Apocalypse Missile Launcher

60cm (contact) 60cm

4 x AP4+/AT4+ , FwA Assault Weapon, Titan Killer (D3), +3A , FwA 3BP, FxF

Traitor Reaver Titan

NOTES DC6, 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: As standard Reaver.

WE 20cm 5+ 3+ 3+ Scorpion Cannon 2 x Hellmaw Cannon Demolisher Cannon Claws

30cm 15cm 30cm (contact)

2 x AP3+/AT5+ AP4+, Ignore Cover AP3+/AT4+, Ignore Cover Assault Weapon, MW +1A

Brass Scorpion

NOTES DC2, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker. Critical Hit Effect: The Brass Scorpion’s reactor explodes. The Brass Scorpion is destroyed and any units within 5cm of the model suffer a hit on a D6 roll of 4+.

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm 3+ 4+ 5+ Acidic Slime

Cloud of Flies (contact)(15cm)

(Assault Weapons), Ignore Cover (Small Arms), Ignore Cover

Beasts of Nurgle

NOTES Fearless, Invulnerable Save, Mounted, Walker INF 30cm 4+ 4+ n/a Daemonic Talons (contact) (Assault Weapons) Slaanesh: Seekers

NOTES First Strike, Invulnerable Save, Mounted. Costs one point to summon. INF 15cm 4+ 4+ 3+ Daemonic Fire (15cm) Small Arms Tzeentch:

Horrors NOTES Invulnerable Save. Costs one point to summon. INF 30cm 5+ 3+ n/a Claws and Fangs (contact) (Assault Weapons) Tzeentch:

Screamers NOTES Jump Packs. Invulnerable Save. Costs one point to summon. INF 15cm 4+ 3+ none Claws and Fangs (contact) Assault Weapons Generic Lesser

Daemons NOTES Invulnerable Save, Costs one point to summon. INF 20cm 4+ 3+ n/a Claws and Fangs (contact) - Khorne: Flesh

Hounds NOTES Infiltrator, Invulnerable Save. Costs one point to summon. INF 20cm 3+ 3+ 6+ Juggernaut Bulk (contact) MW Juggernauts of

Khorne NOTES Fearless, Infiltrator, Invulnerable Save, Mounted, Walker WE 15cm 4+ 3+ none Claws and Fangs (contact) Assault Weapon, MW +2A Generic Greater

Daemon DC3, Fearless, Inspiring, Invulnerable Save, Reinforced Armour, Walker, Costs six points to summon.

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NetEA Army Compendium – DRAFT 2010 – Chaos - 7

NetEA

13TH BLACK CRUSADE BLACK LEGION CHAOS ARMY LIST ARMY CHAMPION: Steve ‘Steve54’ Gullick Version: v3.1

A Black Legion Chaos Army has a Strategy Rating of 4. Chaos Navy formations have an Initiative rating of 1+, while all other formations have an Initiative rating of 2+. The "Factions" rule applies to all Black Legion Chaos Army formations.

BLACK LEGION RETINUES (A Black Legion Chaos Army may include any number of Retinues.)

BLACK LEGION ELITE FORMATIONS (One Black Legion Elite Formation may be included in the army for each Retinue selected.)

BLACK LEGION SUPPORT FORMATIONS (Up to two Black Legion Support Formations may be included in the army for each Retinue selected.)

BLACK LEGION UPGRADES (Each Black Legion formation may take up to four allowed upgrades)

DAEMON POOL (Daemons purchased for the Daemon Pool are not Faction specific and are used to represent Daemons from any Faction.)

CHAOS NAVY AND TITAN FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations

SPECIAL RULE - Chaos Space Marine Lords Chaos Space Marine Lord characters (Chaos Lord or Sorcerer Lord) may only be applied to one of the Core units of a Black Legion Formation. For example, the Chaos Space Marine Lord character for a Black Legion Retinue could only be added to the Chaos Space Marine units in that formation; it could not be added to any units, such as Obliterators or Cult Marines, purchased as an upgrade.

FORMATION CORE UNITS UPGRADES ALLOWED COST

Black Legion Retinue One Chaos Space Marine Lord character and eight Chaos Space Marines units All 275 points

FORMATION CORE UNITS UPGRADES ALLOWED COST

Black Legion Chaos Space Marine Terminators

One Chaos Space Marine Lord character and from four to six Terminator units

Dreadnought, Defilers, Chaos Land Raiders, Dreadclaws, Obliterators, Daemonic Pact, Chaos Champion, Icon Bearer, Daemon Prince, Warlord

275 for four Terminators +65 points per extra unit

Black Legion Chosen Four Chaos Space Marine Chosen units Dreadclaws, Rhinos, Daemonic Pact, Dreadnought 125 points Black Legion Decimators One to Three Decimators Defilers 225 points each

FORMATION CORE UNITS UPGRADES ALLOWED COST Black Legion Armoured Company

Four to eight Chaos Predators and/or Chaos Land Raiders in any combination Chaos Vindicators, Defilers 50 points per Predator

75 points per Land Raider

Black Legion Bike Company One Chaos Space Marine Lord character and eight Chaos Space Marines Bike units Daemonic Pact, Icon Bearer 300 points

Defiler Assault Pack Four Defilers None 275 points

Raptor Cult One Chaos Space Marine Lord character and from four to eight Raptor units Daemonic Pact 175 for four Raptors

+35 points per extra unit

UPGRADE UNITS COST 0-1 Warlord Add one Warlord character to a Daemon Prince unit or a unit containing a Chaos Space Marine Lord +25 points Chaos Champion Add one Chaos Champion character +50 points Chaos Land Raiders Add up to four Chaos Land Raiders +75 points each Chaos Vindicators Add up to three Chaos Vindications +35 points each

Cult Marines Add four units belonging to the Cult associated with the Retinue’s faction: Berzerkers (Khorne), Noise Marines (Slaanesh), Plague Marines (Nurgle), Thousand Sons (Tzeentch).

+150 points

Daemon Prince Replace the unit in the formation that includes the Chaos Lord character with a Daemon Prince unit. One Daemon Prince may be included for each Faction present in the army

+50 points

Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points Defilers Add up to three Defilers +75 points each

Dreadclaws Transport the entire formation in Dreadclaws +5 points per unit in the formation

Dreadnought Add up to three Chaos Dreadnoughts +50 points each Havocs Add four Havoc units +150 points Icon Bearer Add one Icon Bearer +50 points Obliterators Add up to three Obliterators +85 points each

Rhinos Add up to eight Rhinos. If you choose to take this option then you must take exactly enough Rhinos to carry the units that still require transport after any other upgrades that can transport units have been taken. No spare transport spaces may be ‘left over’ if it is possible to avoid it.

+10 points each

FORMATION CORE UNITS COST

Daemon Pool Any number of Lesser Daemon units and any number of Greater Daemons 20 points per Lesser Daemon

75 points per Greater Daemon

CHAOS TITANS CHAOS NAVY FORMATION UNITS COST FORMATION COST Banelord Titan One Banelord Titan 800 points Three Hellblade Fighters 200 points Ravager Titan One Ravager Titan 650 points Two Hell Talon Fighter-bomber 250 points Feral Titan One Feral Titan 275 points One Harbinger Bomber 450 points Deathwheel Squadron One to three Deathwheels 275 points each

0-1 Devastation Class Cruiser (Upgrade Devastation Cruiser to a Despoiler Battleship)

150 points (+100 points)

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NetEA Army Compendium – DRAFT 2010 – Chaos - 8

NetEA THE STIGMATUS COVENANT CULTIST CHAOS ARMY LIST

ARMY CHAMPION: Steve ‘Steve54’ Gullick Version: v3.1

A Stigmatus Covenant Cultist Chaos Army has a Strategy Rating of 2. All Cultist Covens, Traitor Support, Plague Zombie and Daemon Engines formations have an Initiative rating of 3+. Daemon Engine Aircraft and Traitor Navy formations have an Initiative rating of 2+. The "Factions" rule applies to all Stigmatus Covenant Cultist Chaos Army formations.

STIGMATUS COVENANT COVENS (The army may contain any number of Covenant Coven formations.)

FORMATION CORE UNITS COST Stigmatus Covenant Coven One Demagogue or Chaos Space Marine Aspiring Champion and eleven Cultist or Mutant units in any combination. 200 points

STIGMATUS COVENANT UPGRADES (Each Covenant upgrade may be taken once per Covenant Coven formation.)

UPGRADE UNITS COST Big Mutants Replace one to six Cultist and/or Mutant units with an equal number of Big Mutant units. +20 points each Chaos Altar Add one Chaos Altar +150 points each Chaos Hounds Add one to three Chaos Hound units +10 points each Chaos Spawn Add one Chaos Spawn unit +25 points Cultists or Mutants Add up to eight Cultist or Mutants units in any combination +15 points each

Daemon Prince Replace the Demagogue or Chaos Space Marine Aspiring Champion with a Daemon Prince. One Daemon Prince may be included in an army for each Chaos faction present in the army.

+50 points

Daemonic Pact Add a Daemonic Pact to the formation +25 points Icon Bearer Add one Icon Bearer character +50 points Traitor Fire Support Add up to four Traitor Fire Support units +25 points each Traitor Flak Add up to two Traitor Hydras +50 points each Traitor Griffon Battery Add up to three Traitor Griffons +35 points each Traitor Hellhound Squadron Add up to three Traitor Hellhounds +50 points each Traitor Tank Squadron Add up to three Traitor Leman Russ or Leman Russ Demolishers +70 points each

Transports

Add Land Transporters Add Traitor Chimera If you choose to take this option then you must take exactly enough transports to carry all infantry units that move 15cm or less after any other upgrades that can transport units have been taken. No spare transport spaces may be ‘left over’ if it is possible to avoid it. You may mix and match Land Transporters and Traitor Chimera.

+10 points each +25 points each

DAEMON POOL (Daemons purchased for the Daemon Pool are not Faction specific and are used to represent Daemons from any Faction.)

STIGMATUS COVENANT PLAGUE ZOMBIE INFESTATION

STIGMATUS COVENANT SUPPORT COVENS

(You may take only one Stigmatus Covenant Support Coven per Stigmatus Covenant Coven in the army, chosen from one of the three categories below: Daemon Engines, Traitor Support or Traitor Navy).

SPECIAL RULE - Arch-Heretic One Demagogue, Chaos Space Marine Aspiring Champion or Daemon Prince in the army must be upgraded to an Arch Heretic. This character upgrade does not cost any additional points.

FORMATION UNITS COST

Daemon Pool Any number of Lesser Daemon units Any number of Greater Daemons

20 points per Lesser Daemon 75 points per Greater Daemon

FORMATION CORE UNITS COST 0-2 Plague Zombie Infestations 3+2D6 Plague Zombie units. 175 points

Daemon EnginesFORMATION UNITS COST Khorne: Lord of Battles 1 to 2 Lords of Battles. 400 points each Khorne: Daemon Assault Engines 4 Demonic Assault Engines 300 points Nurgle: Plague Tower 1 to 3 Plague Towers. 325 points each Nurgle: Contagion Towers 4 Contagion Towers. 325 points

Slaanesh: Daemon Scout Titans 1 to 2 Daemon Scout Titans: Questor Subjugator

275 points each 225 points each

Slaanesh: Daemon Knights 4 Daemon Knights 275 points Tzeentch: Firelord 1 to 3 Firelords. 150 points each Tzeentch: Doomwings 3 Doomwings. 150 points Tzeentch: Silver Towers 4 Silver Towers 325 points Undivided: Hellfire Cannons 4 Hellfire Cannons 200 points Undivided: Defilers 4 Defilers 250 points

Traitor Support Traitor NavyFORMATION UNITS COST FORMATION COST Traitor Armoured Company 6 Traitor Leman Russ 400 points 2 Traitor Thunderbolt Fighters 150 points Traitor Artillery Battery 4 Traitor Basilisks. 325 points 2 Traitor Marauder Bombers 250 points Traitor Rough Rider Platoon 6 Traitor Rough Rider units. 150 points Traitor Sentinel Squadron 4 Traitor Sentinels. 100 points

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NetEA Army Compendium – DRAFT 2010 – Chaos - 9

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WORLD EATERS CHAOS SPACE MARINES ARMY LIST ARMY CHAMPION: Andrew ‘Frogbear’ --- Version: v3.6.2

A World Eaters Chaos Space Marine Army has a Strategy Rating of 4. Chaos Navy, Khorne Assault and Support Engines formations have an Initiative rating of 2+, while all other formations have an Initiative rating of 1+. All World Eaters formations are considered frenzied. All formations in the army belong to the Khorne Faction.

WORLD EATERS RETINUES (A World Eaters Army may include any number of Retinues.)

WORLD EATERS AUXILIARY FORMATIONS (Up to two Auxiliary Formations may be included in the army for each Retinue selected.)

WORLD EATERS UPGRADES (Each World Eaters formation may take up to four allowed upgrades)

WORLD EATERS DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as the Khornate Daemons indicated.)

CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations

WORLD EATERS UNITS

FORMATION CORE UNITS UPGRADES ALLOWED COST World Eaters Berzerkers One Chaos Space Marine Lord character, four World Eaters

Legionnaires units, and four Khorne Berzerker units. All 275 points

World Eaters Bikes One Chaos Space Marine Lord character and six to eight Chaos Space Marine Bike units.

Daemonic Pact, Keeper of Chains, Keeper of Skulls. 250 first 6 units +25 per extra unit

World Eaters Terminators One Chaos Space Marine Lord character and five to eight World Eaters Terminator units.

Daemonic Pact, Favoured of Khorne, Keeper of Chains, Keeper of Skulls, Transport.

375 first 5 units +75 per extra unit

World Eaters Possessed One Chaos Space Marine Lord character, four World Eaters Possessed units, and a Daemonic Pact

Favoured of Khorne 200 points

World Eaters Chosen One Chaos Space Marine Lord character, four World Eaters Chosen units, and optional Rhino transports

Assault Walkers, Daemonic Pact, Dreadclaws, Favoured of Khorne, Keeper of Chains, Keeper of Skulls, Transport.

200 points

FORMATION CORE UNITS UPGRADES ALLOWED COST Bloodpack Five Khorne Berserker units and three Slaughterfiends None 375 points Defiler Engines Four Defilers Assault Walkers 250 points Juggernauts of Khorne Five to eight Khorne Juggernaut units None 50 points per unit Khorne Assault Engines Four Khorne Assault Engines in any combination Assault Walkers 250 points Khorne Support Engines Four Khorne Support Engines in any combination Assault Walkers 275 points

UPGRADE UNITS COST Assault Walkers Add up to four assault walker selections in any combination +50 points per Blood Slaughterer

+75 points per Defiler +75 points per two World Eater Dreadnoughts

Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points Dreadclaws Purchase enough Dreadclaws to transport the entire formation +25 points per two units transported 0-1 Favoured of Khorne Upgrade one Chaos Space Marine Lord character in the army to a Blood Lord character OR

replace one Chaos Space Marine Lord unit in the army with a Khorne Daemon Prince unit. + 50 Blood Lord +100 Khorne Daemon Prince

Keeper of Chains Add an Icon Bearer to a unit in the formation +25 points Keeper of Skulls Add a Champion of Chaos to a unit in the formation +50 points Predators Add up to three World Eaters Predators to the formation +50 points each Transport Add any of the following to transport the formation. (only purchase enough to transport the

formation) +25 points per two Rhinos +125 points per two Slaughterfiend +150 points per two Land Raiders

FORMATION CORE UNITS COST

Daemon Pool Any number of Lesser Daemon units (Bloodletters and/or Flesh Hounds) and any number of Greater Daemons (Bloodthirster)

20 points per Lesser Daemon 75 points per Greater Daemon

WAR ENGINES OF KHORNE CHAOS NAVY AND SPACECRAFT FORMATION UNITS COST FORMATION COST Brass Scorpions Two to four Greater Brass Scorpions Engines 175 points each Three Hellblade Interceptors 200 points Lords of Battle One to two Lords of Battle 425 points each Two Helltalon Fighter Bombers 250 points Banelord Titan Banelord Titan (May purchase Leader ability

+25 points) 800 points

0-1 Devastation Class Cruiser Upgrade Devastation Cruiser to a World Eater Battle Barge

150 points +100 points

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CHA n/a n/a n/a n/a Daemon Weapon

Gift of Khorne (Contact) (Contact)

MW, Extra attack (+1) Extra attack (+1)

Blood Lord

NOTES Fearless, Invulnerable Save, Supreme Commander CHA n/a n/a n/a n/a Rope of Chains (Contact) - Keeper of Chains

NOTES Daemonic Focus, Invulnerable Save INF 30cm 4+ 2+ 5+ Mutations (Contact) World Eater

Possessed NOTES Invulnerable save, Wings (Jump Packs) INF 15cm 4+ 3+ 5+ Khornate Chainaxes (Contact) Extra attack (+1) World Eater

Legionnaires NOTES -- INF 15cm 4+ 3+ 5+ Khornate Chainaxes (Contact) Extra attack (+1) World Eater

Chosen

NOTES Scouts

INF 15cm 4+ 2+ 4+ 2x Reaper Autocannon Power Weapons

30cm (Contact)

AP4+/AT6+ Extra Attack (+1), MW

World Eater Terminators NOTES Reinforced Armour, Teleport, Thick Rear Armour

INF 35cm 4+ 3+ 4+ Khornate Chainaxes (Contact) Extra attack (+1) World Eater Bikes NOTES Mounted

AV 15cm 3+ 4+ 4+ Plasma Cannon Power Fist

30cm (Contact)

AP4+/AT4+, Slow Firing MW, Extra attack (+1)

World Eater Dreadnought NOTES Fearless, Walker

SC n/a n/a n/a n/a Orbital Bombard Pin-point Attack

- -

3BP, MW MW2+, TK (D3)

World Eaters Battle Barge NOTES Transport (80), Slow and Steady(May not be used on turns 1 or 2 unless specified)

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NetEA Army Compendium – DRAFT 2010 – Chaos - 10

NetEA

EMPEROR’S CHILDREN CHAOS SPACE MARINES ARMY LIST ARMY CHAMPION: Andrew ‘Frogbear’ --- Version: v3.5.1

An Emperor’s Children Chaos Space Marine Army has a Strategy Rating of 4. Daemon Engine Pack, House Devine Knights, Chaos Navy have an Initiative rating of 2+, while all other formations have an Initiative rating of 1+. All formations in the army belong to the Slaanesh Faction.

EMPEROR’S CHILDREN RETINUES

(An Emperor’s Children Army may include any number of Retinues.)

EMPEROR’S CHILDREN SUPPORT RETINUES (Up to six Support Retinues may be taken per Noise Marine Retinue in the army. House Devine Knight formations are each restricted to one for every 1000 points played.)

EMPEROR’S CHILDREN UPGRADES (Each formation may take up to four allowed upgrades)

EMPEROR’S CHILDREN DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as Slaanesh Daemons.)

CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations

EMPEROR’S CHILDREN UNITS

FORMATION CORE UNITS UPGRADES ALLOWED COST Decadent Marine Retinue

One Emperor’s Children Decadent Lord character upgrade, six Chaos Marine units and a Daemonic Pact.

Assault Walkers, Dreadclaws, Apostate of Rapture, Degenerate, Noise Marines, Predators, Transport.

225 points

Noise Marine Retinue

One Emperor’s Children Decadent Lord character upgrade, six Noise Marine units and a Daemonic Pact.

Assault Walkers, Dreadclaws, Favoured of Slaanesh, Apostate of Rapture, Degenerate, Predators, Transport.

300 points

FORMATION CORE UNITS UPGRADES ALLOWED COST Armoured Support Six Armoured vehicles in any combination May replace one Predator with a Debaser for +50 points Land Raiders: 75 points each

Predators: 50 points each Daemon Engine Pack Two Defiler and two Debaser units Assault Walkers 300 points Emperor’s Children Bike Retinue

One Emperor’s Children Decadent Lord character upgrade and six Emperor’s Children Bike units.

Daemonic Pact, Apostate of Rapture, Degenerate. 250 points

Emperor’s Children Terminator Retinue

One Emperor’s Children Decadent Lord character upgrade and six Emperor’s Children Terminator units.

Assault Walkers, Daemonic Pact, Favoured of Slaanesh, Apostate of Rapture, Degenerate Predators.

450 points

House Devine Knights Six Slaanesh Daemon Knight units None 400 points Sirens One Siren Lord character upgrade and six Siren units. Daemonic Pact, Favoured of Slaanesh, Apostate of Rapture,

Degenerate, Predators. 250 points

UPGRADE UNITS COST Apostate of Rapture Add an Apostate to a unit in the formation +25 points Assault Walkers Add up to two assault walkers in any combination Emperor’s Children Dreadnought: +50 points

Defilers: +75 points each Debasers: +100 points each

Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points Degenerate Add a Champion of Chaos to the formation +50 points Dreadclaws Allows the formation to deploy via Dreadclaws +50 Points 0-1 Favoured of Slaanesh Upgrade one Decadent Lord character in the army to a Lord of Pleasures character OR replace

one Decadent Lord or Siren Lord unit in the army with a Slaanesh Daemon Prince unit. +50 Lord of Pleasures +100 Slaanesh Daemon Prince

Noise Marines Replace three Chaos Marine units with three Noise Marine Units +25 Points Predators Add up to three Emperor’s Children Predators to the formation +50 points each Transport Choose one transport option for the formation Three Rhinos: +25 points

Three Land Raiders: +200 points

FORMATION UNITS COST

Daemon Pool Any number of Lesser Daemon units (Daemonettes or Seekers) and any number of Greater Daemons (Keepers of Secrets)

20 points per Lesser Daemon 75 points per Greater Daemon

WAR ENGINES OF SLAANESH CHAOS NAVY AND SPACECRAFT FORMATION UNITS COST FORMATION COST Painlord Battle Titan One Painlord Titan 800 points Three Hellblade Interceptors 200 points Reviler Battle Titan One Reviler Titan 600 points Two Hell Talon Fighter Bombers 250 points

Slaanesh Scout Titans One or two Subjugator Titans and/or Questor Titans

250 points each 300 points each

0-1 Devastation Class Cruiser (Upgrade Devastation Cruiser to a Despoiler Battleship)

150 points (+100 points)

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Lash of Torment

Siren of Slaanesh (Contact) (15cm)

Extra Attack (+1), First Strike Extra Attack (+1), First Strike, Ignore Cover

Lord of Pleasures

NOTES Fearless, Invulnerable Save, Supreme Commander CH n/a n/a n/a n/a Daemon Weapon (Contact) MW, Extra Attack (+1) Decadent Lord

NOTES Fearless, Invulnerable Save, Leader

CH n/a n/a n/a n/a Daemon Weapon (Contact) MW, Extra Attack (+1), First Strike Siren Lord NOTES Fearless, Invulnerable Save, Leader CH n/a n/a n/a n/a - - - Apostate of

Rapture NOTES Daemonic Focus, Invulnerable Save INF 30cm 4+ 4+ 5+ Mutations

Doom Siren (Contact) (15cm)

First Strike Ignore Cover

Siren

NOTES Jump Pack. Count as Raptors for transport. INF 15cm 4+ 3+ 3+ Doom Siren

2x Blastmaster Power Weapons

(15cm) 30cm Contact

Ignore Cover AP5+/AT6+ Disrupt MW, Extra Attack (+1)

Emperor’s Children Terminators

NOTES Reinforced Armour, Teleport, Thick Rear Armour INF 35cm 4+ 3+ 4+ Doom Siren (15cm) Ignore Cover Emperor’s Children

Bike NOTES Mounted AV 15cm 4+ 4+ 3+ Twin Blast Master

Twin Sonic Blasters Doom Siren

30cm (15cm) (15cm)

AP4+/AT5+, Disrupt Extra Attack (+1) Ignore Cover

Emperor’s Children Dreadnought

NOTES Fearless, Walker AV 25cm 4+ 5+ 4+ 2x Twin Lascannon

Blastmaster 45cm 30cm

AT4+ AP5+/AT6+, Disrupt

Emperor’s Children Land Raider

NOTES Reinforced Armour, Thick Rear Armour, Transport (2) AV 30cm 4+ 6+ 4+ Blast Master

Twin Sonic Blasters 30cm (15cm)

AP5+/AT6+, Disrupt Extra Attack (+1)

Emperor’s Children Predator NOTES --

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NetEA Army Compendium – DRAFT 2010 – Chaos - 11

NetEATHE THOUSAND SONS CHAOS SPACE MARINES ARMY LIST ARMY CHAMPION: Neal Hunt Version: v5.1

A Thousand Sons Chaos Space Marine Army has a Strategy Rating of 5. Aircraft and Silver Tower formations have an Initiative rating of 2+, while all other formations have an Initiative rating of 1+. All formations in the army belong to the Tzeentch Faction.

THOUSAND SONS RETINUES (A Thousand Sons Army may include any number of Retinues.)

THOUSAND SONS SUPPORT FORMATIONS (Up to two Support Formations may be included in the army for each Rubric Fellowship selected.)

THOUSAND SONS UPGRADES (Each formation may take up to four allowed upgrades, once per formation.)

THOUSAND SONS DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as the Tzeentch Daemons indicated.)

CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations

SPECIAL RULE - Rubric Units which were affected by the Rubric of Ahriman are effectively automatons. They must be given consistent direction or they will cease to act. Units designated as Rubric may not take part in a March action. When making a withdrawal move Rubric units may only take a single move rather than two moves. Thousand Sons Marine and Terminators are Rubric units.

SPECIAL RULE – Warp Flame Thousand Sons Land Raiders and Predators have this additional weapon: Warp Flame (contact) (Assault Weapons), EA (+1), First Strike

THOUSAND SONS UNITS

FORMATION CORE UNITS UPGRADES ALLOWED COST 0-1 Scarab Occult Adeptus Exempla and five Thousand Sons Adeptus All 400 points 0-1 Ahriman’s Chosen Sorcerer Lord and nine Thousand Sons Marines units None. All units in Ahriman’s Chosen

have the Teleport special ability. 450 points

1+ Rubric Fellowship One Sorcerer Lord and six Thousand Sons Marines units All except Magister Templi 275 points Thousand Sons Armour Four to nine Chaos Marine Predators and/or Land Raiders Defilers 50 points per Predator

75 points per Land Raider Silver Tower Company Four to six Silver Towers None 90 points each

FORMATION CORE UNITS UPGRADES ALLOWED COST Thousand Sons Warcoven One Sorcerer Lord and four to six Terminator units Daemonic Pact, Deceiver, Dreadclaws, Icon Bearer,

Land Raiders, Thralls 350 points for four +85 per additional Terminator

Sekhmet Disc Riders One Sorcerer Lord and nine Disc Rider units Daemonic Pact 325 points Neophyte Class One Thousand Sons Preceptor and nine Neophyte units Daemonic Pact, Icon Bearer, Rhinos, Thralls 175 points

UPGRADE UNITS COST 0-1 Magister Templi Replace an Adeptus Exempla with a Magister Templi +50 points Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points each Defilers Add up to three Deceivers and/or Defilers +75 points each Dreadclaws Add enough Dreadclaws to contain the entire formation +5 points per unit in the formation Icon Bearer Add one Icon Bearer character +50 points Rhinos Add up to five Rhinos. You may only take the minimum number required to transport the formation. +10 points each Land Raiders Add up to four Chaos Space Marine Land Raiders +75 points each

Thralls Add up to three Thralls added to any Thousand Sons Sorcerer Lord, Adeptus Exempla, Magister Templi, Preceptor, Greater Spire or Warp Palace. +20 points each

FORMATION CORE UNITS COST

Daemon Pool Any number of Lesser Daemon units (Flamers, Horrors, Screamers, Flamers and Daemonic Beasts) and any number of Greater Daemons (Lord of Change)

20 points per Lesser Daemon 75 points per Greater Daemon

WAR ENGINES OF TZEENTCH CHAOS NAVY AND SPACECRAFT FORMATION UPGRADES COST FORMATION COST One to three Greater Spires of Tzeentch Daemonic Pact, Thralls 200 points each Three Doomwing Fighters 150 points One Warp Palace of Tzeentch Daemonic Pact, Thralls 550 points each One to three Firelord Bombers 150 points each

0-1 Devastation Class Cruiser (Upgrade to a Despoiler Battleship)

150 points (+100 points)

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 15cm 3+ 3+ 3+ Daemon Weapon

2 x Warp Bolt (contact) (15cm)

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

Magister Templi

NOTES Supreme Commander, Fearless, Reinforced Armour, Teleport. INF 15cm 4+ 4+ 4+ Sorcerous Weapons

Psychic Powers 45cm 15cm AND (15cm)

AP5+/AT6+ MW5+ (Small Arms), EA (+1), MW

Adeptus Exempla

NOTES Supreme Commander, Reinforced Armor, Fearless, Teleport CH n/a n/a n/a n/a Warp Bolts (15cm) (Small Arms), EA (+1), MW Preceptor

NOTES Leader. INF 15cm 4+ 4+ 4+ 45cm AP5+/AT6+ Adeptus

NOTES Invulnerable Save, First Strike, Teleport CH n/a n/a n/a n/a Sacrificial Power

(contact) OR (15cm)

(Assault Weapon), EA (+1), MW, One Shot (Small Arms), EA (+1), MW, One Shot

Thralls

NOTES Augment Summoning (+1d3, One Shot). Thralls are disposable and only one of their abilities or attacks may be used each game. INF 30cm 4+ 3+ 4+ Bolters and Sorcerer Powers (15cm) (Small Arms) Sekhmet Disc

Riders NOTES Mounted, Skimmer INF 15cm 6+ 6+ 5+ Pistols and psychic abilities (15cms) (Small Arms) Neophyte

NOTES -- WE 20cm 4+ 5+ 4+ 3xTzeentch Cannons

Beam of Power Fate of Tzeentch

45cm 60cm 30cm

AP4+/AT4+ MW5+ MW2+, Titan Killer (1)

Greater Spires of Tzeentch

NOTES DC3, Skimmer, Thick Rear Armor, Invulnerable Save, Fearless, Daemonic Focus Critical Hit Effect: One of the Silver Runes that channel the power of the warp is shattered, releasing a storm of warp energy. The Greater Spire is destroyed; each unit within 5cm takes a MW hit on a roll of 6.

WE 20cm 4+ 4+ 3+ 4x Tzeentch Cannons 2x Beam of Power Warp Fire of Tzeentch

45cm 60cm 30cm

AP4+/AT4+ MW5+ 3BPTK(d3), Ignore cover

Warp Palace of Tzeentch

NOTES DC 6, Skimmer, Reinforced Armour, Thick Rear Armour, Invulnerable Save, Fearless, Daemonic Focus Critical Hit Effect: One of the Silver Runes that channel the power of the warp is shattered, releasing a storm of warp energy. The Warp Palace takes an extra point of damage; each unit within 5cm takes a MW hit on a roll of 6.

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NetEA Army Compendium – DRAFT 2010 – Chaos - 12

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DEATH GUARD CHAOS SPACE MARINES ARMY LIST ARMY SUB-CHAMPION: Henrikki ‘Hena’ Almusa Version: v2.2

Death Guard armies have a strategy rating of 4.All Death Guard, Daemon and Nurgle Titan Legion formations have an initiative rating of 1+. Chaos Navy formations have an initiative rating of 2+. All formations in the army belong to the Nurgle Faction.

DEATH GUARD CORE RETINUES

(A Death Guard Army may include any number of Core Retinues.)

DEATH GUARD INFANTRY SUPPORT RETINUES (You may include one Infantry Support Retinue per Core Retinue in the army.)

DEATH GUARD VEHICLE SUPPORT RETINUES (You may include one Vehicle Support Retinue per Core Retinue in the army.)

DEATH GUARD UPGRADES

(Each formation may take up to four allowed upgrades, once per formation.)

DEATH GUARD DAEMON POOL

(Daemons purchased for the Daemon Pool may only be summoned as Nurgle Daemons.)

CHAOS NAVY AND WAR ENGINE FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations

SPECIAL RULE – Marines of the Death Guard The corrupted Space Marines of the Death Guard are numbed to both the horrors and injuries of war and bring pestilential death with them wherever they go. To represent these factors, the following rules apply: • Chaos Space Marines and Havocs units designated as “Death Guard” in this

army list increase both their Armour Save and Close Combat values by 1 and gain the indomitable special ability.

• Chaos Space Marine Terminator units designated as “Death Guard” in this army

list gain the fearless special ability.

SPECIAL RULE – Indomitable Nurgle’s followers are inured against pain, implacable and diseased of mind in many cases. The Death Guard always had a reputation for tenacity, which has not been reduced by their exposure to the Warp. All units that are indomitable may make their normal armour saves (including any rerolls that may apply) against hackdown hits due to losing close combat or hits caused by suffering Blast Markers when broken. Note that indomitable units are still destroyed outright if they are within 15cm of enemy at the end of a Withdrawal move.

FORMATION CORE UNITS UPGRADES ALLOWED COST Death Guard Retinue One Death Guard Lord. Three Death Guard Chaos Space Marine units and

three Plague Marines units. Any except Dreadclaws 250 points

Death Guard Heavy Retinue One Death Guard Lord and six Death Guard Havoc units. Any except Dreadclaws 350 points

FORMATION CORE UNITS UPGRADES ALLOWED COST Death Guard Drop Retinue

One Chaos Space Marine Lord character and four Death Guard Chaos Space Marine units and two Plague Marines units.

Chaos Champion, Daemonic Pact, Daemon Prince, Death Guard Havocs, Dreadclaws, Icon Bearer, Plague Marines

250 points

Death Guard Terminators Retinue

One Chaos Space Marine Lord character and from four to six Death Guard Terminator units

Chaos Champion, Dreadnoughts, Dreadclaws, Daemonic Pact, Daemon Prince, Icon Bearer, Transport

450 points for four units +100 points per extra unit

Plague Zombie Infestation

D6+7 Plague Zombies per infestation

None

175 points

FORMATION CORE UNITS UPGRADES ALLOWED COST Armoured Company Four vehicles from following list: Predators, Land Raiders Support Vehicles 50 points per Predator

75 points per Land Raider Assault Retinue Up to three Plague Reapers. Support Vehicles, Walkers 275 points each Blight Drone Swarm Five Blight Drones none 250 points Contagion Towers Four Contagion Towers none 325 points Defiler Assault Pack Four Defilers Walkers 275 points Plague Towers Up to two Plague Towers none 325 points each

UPGRADE UNITS COST Chaos Champion Adds a Chaos Champion to a unit in the formation +50 points Chaos Spawn Add up to three Chaos Spawn to the formation +25 points each Demonic Pact Allows the formation to summon Demons from the Demon Pool +25 points 0–1 Demon Prince Replace the unit with Death Guard Lord character with the Daemon Prince unit. +50 points Dreadnought Add up to three Chaos Dreadnoughts +50 points each Dreadclaw Equips the formation with Dreadclaw Assault Boats. There must be at least enough to

transport all units in formation. +25 points per four units

Death Guard Havocs Add four Death Guard Havocs to the formation +200 points Icon Bearers Add an Icon Bearer to a unit in the formation +50 points Plague Marines Add four Plague Marines to the formation +150 points Support Vehicles Add up to three units of the following units in any combination: Predator, Defiler,

Desecrator, Land Raider +50 points per Dreadnought +75 points per Defiler, Desecrator, Land Raider

Transport Add Rhinos and/or Land Raiders to the formation. You may take only minimum number needed to transport the formation after other upgrades have been added.

+10 points per Rhino +75 points per Land Raider

Walkers Add up to three units of the following units in any combination: Dreadnought Defiler, Desecrator

+50 points per Dreadnought +75 points per Defiler, Desecrator

FORMATION UNITS COST

Daemon Pool Any number of Lesser Daemon units (Plaguebearers) and any number of Greater Daemons (Great Unclean Ones)

20 points per Lesser Daemon 75 points per Greater Daemon

WAR ENGINES OF NURGLE CHAOS NAVY AND SPACECRAFT FORMATION UNITS COST FORMATION COST Plaguelord Titan One Plaguelord Titan 850 points Three Hellblade Interceptors 200 points Repugnant Titan One Repugnant Titan 625 points Two Hell Talon Fighter Bombers 250 points Fester Titan Pack One to two Fester Scout Titans 325 points each

0-1 Devastation Class Cruiser (Upgrade Devastation Cruiser to a Despoiler Battleship)

150 points (+100 points)

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NetEA Army Compendium – DRAFT 2010 – Chaos - 13

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RED CORSAIRS ARMY LIST CHAOS MARINE ARMY LIST ARMY CHAMPION: ??? ‘BlackLegion’ ??? Version: v3.1

A Red Corsairs Chaos Marine Army has a Strategy Rating of 4. Chaos Navy formations have an Initiative rating of 1+, while all other formations have an Initiative rating of 2+. The "Factions" rule applies to all Black Legion Chaos Army formations.

RED CORSAIRS CORE FORMATIONS (A Red Corsairs Chaos Marine Army may include any number of Core Formations.)

RED CORSAIRS SUPPORT FORMATIONS (You may include up to two Support Formations in the army per Core Formation from the two categories below: Chaos Space Marine Support and Daemon Engines.)

CHAOS SPACE MARINE SUPPORT

DAEMON ENGINES (You may only include Faction Daemon Engines if the army already includes Cult Marines of the appropriate Faction.)

RED CORSAIRS UPGRADES

(Each formation may take up to four allowed upgrades, once per formation.)

DAEMON POOL (Daemons purchased for the Daemon Pool may only be summoned as generic Daemons.)

CHAOS NAVY AND TITAN FORMATIONS (Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations

FORMATION CORE UNITS UPGRADES ALLOWED COST Hounds Squadron One Chaos Space Marine Lord character and

eight Chaos Space Marine Bike units Daemonic Pact, Icon Bearer 300 points

Terminator Retinue One Chaos Space Marine Lord character and four to six Chaos Terminator units

Chaos Champion, Chaos Dreadnought, Chaos Drop Pods, Chaos Hunter, Chaos Land Raiders, Chaos Spawn, Chaos Vindicators, Daemonic Pact, Daemon Prince, Daemon Engines, Icon Bearer, Obliterators

275 for four Terminators +65 points per extra unit

Renegade Warband One Chaos Space Marine Lord character and eight Chaos Space Marine units

All 275 points

FORMATION CORE UNITS UPGRADES ALLOWED COST Armoured Company Four to eight Chaos Predators and/or Chaos

Land Raiders in any combination Chaos Hunter, Chaos Vindicators, Daemon Engines 50 points per Predator

75 points per Land Raider 0-1 Chaos Strike Cruiser One Chaos Strike Cruiser Upgrade to Chaos Battle Barge (+150 points) 200 points Chaos Thunderhawk One Chaos Thunderhawk Gunship none 250 points Chosen Six Chaos Space Marine Chosen units Chaos Champion, Chaos Drop Pods, Chaos Rhinos, Daemonic Pact 200 points Cult Marines One Chaos Space Marine Lord character

upgrade and six Khorne Berzerker, Thousand Sons, Plague Marine OR Noise Marine units

Chaos Champion, Chaos Dreadnought, Chaos Drop Pods, Chaos Rhinos, Daemonic Pact, Daemon Engines

275 points

Raptor Cult One Chaos Space Marine Lord character and from four to eight Raptor units Daemonic Pact 175 for four Raptors

+35 points per extra unit

FORMATION CORE UNITS UPGRADES ALLOWED COST Defiler Assault Force Four Defilers Daemon Engines 250 points Khorne: Blood Slaughterer Pack Five Blood Slaughterers Daemon Engines 225 points Khorne: Brass Scorpion Onslaught Two Brass Scorpions Daemon Engines 250 points Tzeentch: Silver Tower Circle Four Silver Towers Daemon Engines 250 points Nurgle: Blight Drone Swarm Six Blight Drones Daemon Engines 300 points Slaanesh: Daemon Knight Pavane Four Daemon Knights Daemon Engines 250 points

UPGRADE UNITS COST Chaos Champion Add one Chaos Champion character upgrade +50 points Chaos Dreadnought Add up to three Chaos Dreadnoughts +50 points each Chaos Drop Pods Deploy the whole formation by Planetfall in Chaos Drop Pods. This upgrade may not be taken by formations that include any

vehicles other than Dreadnoughts. In addition it requires a Chaos Strike Cruiser or Chaos Battle Barge in order to be used. +5 points per unit in the formation

Chaos Hunter Add one Chaos Hunter +50 points Chaos Land Raiders Add up to four Chaos Land Raiders +75 points each Chaos Rhinos Add up to eight Chaos Rhinos. If you choose to take this option then you must take exactly enough Chaos Rhinos to carry the

units that still require transport after any other upgrades that can transport units have been taken. No spare transport spaces may be 'left over'.

+10 points each

Chaos Spawn Add up to three Chaos Spawn units +25 points each Chaos Vindicators Add up to three Chaos Vindicators +35 points each Cult Marines Replace four Chaos Space Marine units with four units from the following list: Khorne Berzerkers, Noise Marines, Plague

Marines OR Thousand Sons +50 points

Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points 0-1 Daemon Prince Replace the unit in the formation that includes the Chaos Space Marine Lord character with a Daemon Prince unit.

Only one Daemon Prince may be included in the army. +50 points

Daemon Engines Add up to three choices from the following list, you may only add Faction specific units to formations contain appropriate Cult or Faction units: Defiler or Desecrator, Tzeentch: Silver Tower, Slaanesh: Daemon Knight

Nurgle: Blight Drone, Khorne: Blood Slaughterer

+75 points each +50 points each

Havocs Replace Four Chaos Space Marine units with four Havoc units +50 points Icon Bearer Add one Icon Bearer character upgrade +50 points Obliterators Add up to three Obliterators +85 points each

FORMATION CORE UNITS COST Daemon Pool Any number of Lesser Daemon units

and any number of Greater Daemons 15 points per Lesser Daemon 75 points per Greater Daemon

CHAOS TITANS CHAOS NAVY FORMATION UNITS COST FORMATION COST Traitor Warlord Titan One Tratior Warlord Titan 850 points Three Hellblade Fighters 200 points Traitor Reaver Titan One Traitor Reaver Titan 625 points Two Hell Talon Fighter-bomber 250 points Traitor Warhound Titan One Traitor Warhound Titan 300 points One Harbinger Bomber 450 points

Page 57: Presents - Onyx's Hobby Blog | Just a little bit about my ... Rules All games to be played 3000pts per army. No limit on War Engines allowed (except no Emperor Titans permitted). No

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Page 58: Presents - Onyx's Hobby Blog | Just a little bit about my ... Rules All games to be played 3000pts per army. No limit on War Engines allowed (except no Emperor Titans permitted). No

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Page 59: Presents - Onyx's Hobby Blog | Just a little bit about my ... Rules All games to be played 3000pts per army. No limit on War Engines allowed (except no Emperor Titans permitted). No

1st email to me wins a prize

DARK ELDAR ARMY LIST V1.6 - KABAL OF PAIN'S WAY Dark Eldar armies have a strategy rating of 3. Kabals, Tormentors, and Executors have an initiative of 1+. All other formations have an Initiative of 2+.

DARK ELDAR INDIVIDUALS

DARK ELDAR KABALS You may have any number of core formations in your army. The formation may never exceed more than eight infantry units.

DARK ELDAR PARTISANS You may include up to two Partisan formations for each Kabal formation in the army, chosen from the following: Haemonculi Covens, Wych Cults and Dark Eldar Cohorts. The

formation may never exceed more than eight infantry units.

HAEMONCULI COVENS FORMATION UNITS UPGRADES COST

Haemonculi Coven Two Haemonculus and four Grotesques, plus transport Haemonculi, Talos, Perditor, Sybarite 250

Talos Swarm Four Talos Talos, Perditor, Slavebringer 200

WYCH CULTS FORMATION UNITS UPGRADES COST

Wych Cult Six Wych units, plus transport Wyches, Beasts, Hellions, Reavers, Sybarite 200

Hellion Murder Six Hellions Hellions, Sybarite 200

Reaver Gang Six Reavers Reavers, Sybarite 200

DARK ELDAR COHORTS FORMATION UNITS UPGRADES COST

Mandrake Throng Six Mandrakes Mandrakes 225

Scourge Flight Six Scourges Scourges, Sybarite 225

Heavy Barges One or two Vessels of Pain None 250 each

FORMATION UNITS NOTES COST 0-1 Webway

Portal

One Wraithgate: The Dark Eldar player

may choose to replace one of the

Objective markers in their half of the table

with a Wraithgate at a cost of 50 points.

The Webway Portal functions both as a Portal and as an objective for rules purposes. It may not be

attacked or destroyed.

IMPORTANT NOTE: Webway Portals are one of the smallest types of portal, and may only be

used by formations made up exclusively of infantry, light vehicles, and armored vehicle units that

have walker ability; formations that include any other type of unit may not use a Wraithgate to

enter play.

50

0-1 Kashnarak One Kashnarak In Grand Tournament games the Kashnarak must start off the table. At the start of any turn

(including the first) it may be set up on the table within 5cms of a Webway Portal (this represents

the Kashnarak bursting through to the battlefield), but does not count as a use of the Webway

Portal. If the Dark Eldar army does not include a Webway Portal, the Kashnarak may not be used.

50

0-1 Archon Replace one Dracon with an Archon

character upgrade.

The Archon must be placed in the Kabal Coterie if there is one in the army. 50

FORMATION UNITS UPGRADES COST 0-1 Kabal Coterie Four Incubi and one Dracon character,

plus transport

Incubi, Warriors, Wyches, Ravager, Mandrakes, Haemonculi, Scourges, Sybarite 250

Kabal Syndicate Six Dark Eldar Warriors, plus transport Warriors, Wyches, Haemonculi, Ravager, Scourges, Mandrakes, Dracon, Sybarite 200

Kabal Flotilla Four Ravagers Dracon, Sybarite, two additional Ravagers +100 points, 0-1 Vessels of Pain +250 points 250

DARK ELDAR TRANSPORT Any Dark Eldar formation that include "plus transport" may choose from the following

list. You may only take as many transport units as are required to carry the entire

formation, including upgrades, with no extra spaces if possible. The Slavebringer is an

independent war engine that must be assigned to a specific Dark Eldar formation during

army creation. You may select no transport at all if desired.

UPGRADE NOTES COST Raider Up to four Raiders free

Barge of Pleasure Up to two Barges of Pleasure +125 each

Slavebringer One Slavebringer Assault Boat 200

DARK ELDAR UPGRADES UPGRADE NOTES COST Dracon or Dracite

Character

Each formation may only have one such

character. 50

Sybarite Character Each formation may only have one such

character. 25

Incubi Two Incubi units +125

Warriors Two Dark Eldar Warrior units +100

Wyches Two Wyches +100

Haemonculi One Haemonculus and one Grotesque +150

Mandrakes Two Mandrake units +125

Scourges Two Scourge units +125

Beasts Two Warp Beast units +100

Hellions Two Hellion units +100

Reavers Two Reaver units +100

Ravager One Ravager per formation +50

Talos One or two Talos per formation +50 each

Perditors One or two Perditors per formation +150 each

AIRCRAFT, SPACECRAFT, AND OTHER HORRORS Up to a third of the army's points may be spent on this section

FORMATION UNITS COST 0-1 Dark Eldar

Spacecraft

One Torture Class Cruiser

Or

One to three Corsair Class Escorts

300

Or

150 each

Tormentor One Tormentor Titan 500

Executor Landing

Module One Executor Landing Module 750

Fighter Formation Two Raven Fighters

Add one Raven for +100 points 200

Bomber Formation Two Razorwing Bombers

Add one Razorwing +125 points 250

19

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NetEA Army Compendium - Necrons - DRAFT 2010 - 1

1.10 NECRONS 1.10.1 GENERAL NECRON SPECIAL RULES 1.10.1.1 Necron Technology Necron: Necron technology allows many of its units to repair themselves at an accelerated rate. This is reflected as the Necron ability in a unit’s datasheet. Units with the Necron ability that have been destroyed can regenerate. Formations can return one previously destroyed Necron unit in the end phase of each turn either on or off the board. In addition, if a formation regroups on board it can use the dice rolls to either return units with the Necron ability to play or to remove blast markers or both (e.g., if you rolled a ‘2’ you could return 2 units to play, remove 2 blast markers, or return 1 unit and remove 1 blast marker). Formations off board are restricted to using their regroup function to remove blast markers only. Portals: Necron Portals are the primary means by which the Necron forces are transported across the galaxy. Any formation that is in the reserves, either because it has not entered play or has left the board for any reason, may enter play via a portal as part of any activation that allows movement. Measure their movement using the portal as the starting point. Additionally, formations may leave the board by entering a portal, taking them into the reserves. Note that once in the reserves they can either re-enter play immediately via another portal, provided they have movement, or remain in the reserves. Necron Portals can only be used by Armored Vehicles with the walker ability, Infantry, or Light Vehicles. Each portal can be used only once per turn for either entering or exiting the battlefield, not for both. Thus a Formation may enter one portal with part of their movement, and exit from a second, unused portal, continuing their movement from that portal. If, at the end of the movement, a unit is out of formation it is destroyed (see core rule 1.7.4). Example: if you moved a formation of four units through one portal and out another and two units were unable to make the full movement (i.e. get through the second portal), the Necron player would have to choose which units were to be destroyed, the two that moved through the portal or the two that didn’t. Tomb Complex: Scattered throughout the Galaxy on worlds beyond number, the Necron placed Tombs to house and maintain their race. During the long sleep over millions of years, many of these building have become buried, only to be uncovered by the unwitting efforts of explorers or the design of the C'tan eager to reclaim the Galaxy they once ruled. These Tombs are the "bases" from which Necron raiders and conquering armies strike at their enemies. As such, they have a high importance to both the Necron (who need them for the troops and support facilities they contain) and the enemies who would destroy them to keep their contents from awaking. Attacking these facilities carries the risk of awaking the Necron within, or attracting the notice of other, wakened forces that might rush to their defence. The Tomb is considered a Necron Portal, and can be used to bring formations from off board into place, or to relay troops to and from other portals. Measure from the edge of the board as the formation’s starting point.. Living Metal: Units made of living metal receive a Reinforced Armor saving throw against normal weapons, lance weapons, and even macro-weapons. In addition, their save is not reduced by sniper abilities. Any Titan Killer attacks are automatically reduced to Titan Killer (1) when resolving hits against Living Metal units, and Living Metal units are permitted a single armor save. See chart below.

1.10.1.2 Implacable Advance The Necron are an offensive army, always on the advance, stopping only to eliminate enemy positions before moving on to harvest others. While subject to disruption from losses and enemy fire, the mechanical nature of the Necron permits them to easily reorganize to maintain the offensive momentum. Necron formations receive a +1 bonus to Marshal Actions. Due to their steady, deliberate, nature Necron formations cannot take a March action.

1.10.1.3 Phase Out When a Necron formation becomes broken, it does not just fall back, but also vanishes from the battlefield without leaving any proof of its existence. In the end phase of the turn, remove the formation from the board into the reserves, but keep it away from any destroyed units. The formation will roll to rally in the end phase, handling blast markers as per the core rules (see 1.14). It may re-enter by teleporting, or through a portal. If there are not enough portals to deal with all the off-table formations, then the formation must remain off the table until a portal is available for it to use. If the rally roll fails, the formation must remain in the reserves until it rallies. Note that with the exception of the C’tan, no Necron War Engines may phase out.

WEAPON ARMOR SAVE RA SAVE DC LOST AP/AT YES YES 1 MW YES YES 1 TK YES NO 1

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NetEA Army Compendium - Necrons - DRAFT 2010 - 2

1.10.2 GENERAL NECRON UNITS 1.10.2.1 GENERAL NECRON CHARACTERS

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER CH n/a n/a n/a n/a Staff of Light (contact)

AND (15cm) (Assault Weapons), EA(+1), MW (Small Arms), EA(+1)

Necron Lord

NOTES Leader, Invulnerable Save 1.10.2.2 GENERAL NECRON INFANTRY

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER INF 25 cm 4+ 6+ 3+ 2x Gauss Cannon 30cm AP4+/AT6+ Destroyers

NOTES Necron, Mounted, Skimmer INF 15cm 4+ 3+ n/a Claws (contact) (Assault Weapons) Flayed Ones

NOTES Necron, Infiltrator, Scout, Teleport INF 25 cm 4+ 6+ 4+ Heavy Gauss Cannon 30cm AT3+ Heavy Destroyers

NOTES Necron, Mounted, Skimmer INF 15cm 4+ 4+ 3+ Gauss Blasters 15cm AP4+/AT6+ Immortals

NOTES Necron INF 15cm 4+ 5+ 4+ Gauss Flayers 15cm AP5+/AT6+ Necron Warriors

NOTES Necron INF 15cm 4+ 3+ 3+ War Scythe (contact)

AND 15cm (Assault Weapons), EA(+1), MW AP4+/AT6+

Pariahs

NOTES Inspiring INF 30cm 4+ 4+ n/a Claws (contact) (Assault Weapons), EA(+1) Wraiths

NOTES Necron, First Strike, Jump Packs, Invulnerable Save 1.10.2.3 GENERAL NECRON ARMOURED VEHICLES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER AV 15cm 4+ 6+ 5+ Gauss Flux Arc

Particle Whip (15cm) 30cm

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

Monolith

NOTES Living Metal, Thick Rear Armour, Portal, Fearless, Skimmer, Teleport AV 30cm 5+ 6+ 5+ Particle Flail 45cm AP4+/AT4+ Obelisk

NOTES Reinforced Armour, Thick Rear Armour, Fearless, Skimmer, Teleport AV 15cm 4+ 5+ 5+ Claws

Scarab Swarm (contact) (15cm) AND 30cm

(Assault Weapons), EA(+1), MW (Small Arms), EA(+1), Ignore Cover AP5+/AT5+

Tomb Spyder

NOTES Leader, Fearless, Skimmer, Walker 1.10.2.4 GENERAL NECRON SPACECRAFT

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER SC n/a n/a n/a n/a Orbital Bombardment

2x Pin-point Attack n/a n/a

4 BP, MW MW2+, TK(D3)

Scythe Class Harvester

NOTES -- 1.10.2.5 GENERAL NECRON WAR ENGINES

UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER WE 20cm 4+ 2+ 4+ Harvesters

3x Scarab Swarms (contact) (contact) OR (15cm) AND 30cm

(Assault Weapons), EA(+2), TK(D3), (Assault Weapons), Ignore Cover, EA(+1)(Small Arms), EA (+1), Ignore Cover AP5+/AT5+

Abattoir

NOTES DC8, Living Metal, Thick Rear Armour, Fearless, Infiltrator, Portal, Skimmer. May not Phase Out; Counts as ruins for the remainder of the game when destroyed (see Terrain Effects chart) Critical Hit Effect: A capacitor explosion inflicts a TK hit on every unit within 5 cm (including the Abattoir) on a D6 roll of 4+

WE 20cm 4+ n/a 3+ Solar Flare 90cm OR 90cm

12 BP MW3+, TK(D6)

Æonic Orb

NOTES DC6, Living Metal, Thick Rear Armour, Fearless, Skimmer. May not Phase Out; Counts as ruins for the remainder of the game when destroyed (see Terrain Effects chart) Critical Hit Effect: Containment breach: a rupture in the necrodermis results in an uncontrollable plasma burst. Center a single Orbital Barrage template on the Orb. Any unit that falls under the template is subject to a 3BP (MW) attack

WE 15cm 4+ 4+ 4+ Claws Despair

(contact) 45cm

(Assault Weapons), EA(+2), TK(1) 4 BP, Disrupt

C’tan – The Deceiver

NOTES DC3, Living Metal, Fearless, Inspiring, Supreme Commander, Skimmer, Teleport Critical Hit Effect: The Deceiver is destroyed and a wave of energy is released. All units within 5cm are hit with a MW4+ attack

WE 15cm 4+ 3+ 5+ Scythe Gaze of Death Lightning Arc

(contact) (contact) 30cm

(Assault Weapons), EA(+2), TK(D3) (Assault Weapons), EA(+2), MW MW4+

C’tan – The Nightbringer

NOTES DC3, Living Metal, Fearless, Inspiring, Supreme Commander, Skimmer, Teleport Critical Hit Effect: The Nightbringer is destroyed and a wave of energy is released. All units within 5cm are hit with a MW4+ attack

WE immobile 4+ n/a 4+ Gauss Flux Arc Particle Accelerator

(15cm) 120cm AND 90cm

(Small Arms), EA(+2) MW4+, TK(D3) AA4+, TK(1)

Pylon

NOTES DC2, Living Metal, Thick Rear Armour, Fearless, Teleport. May not Phase Out Critical Hit Effect: The Pylon explodes, inflicting a hit on any unit within 3D6 cm (armour saves allowed)

WE 20cm 4+ 6+ 4+ Gauss Flux Arc 2x Gauss Cannon 2x War Cannon 2x Particle Cannon

(15cm) 30cm 30cm 60cm

(Small Arms), EA(+2) AP4+/AT6+ AT4+ AP5+/AT3+

Warbarque

NOTES DC3, Living Metal, Thick Rear Armour, Commander, Fearless, Portal, Skimmer. Teleport, May not Phase Out. Critical Hit Effect: The portal malfunctions and cannot be used for the rest of the game. Additional critical hits destroy the Warbarque

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NetEA Army Compendium - Necrons - DRAFT 2010 - 3

SCARAB CONFLICT NECRON ARMY LIST ARMY CHAMPION: William “Moscovian” L. Sturtevant Version: 2.0

Necron armies have Strategy Rating of 2. All Necron formations have an initiative rating of 1+.

Up to 1/3 of the total points may be spent on War Engines.

NECRON INDIVIDUALS

FORMATION UNITS NOTES COST 0-1 C’tan: The Deceiver or The Nightbringer Note that the C’tan counts toward your War Engine allocation. 300 points 0-1 Tomb Complex Replace the Necron Blitzkrieg

Objective with a Tomb Complex The Tomb Complex functions both as a Necron Portal and as an objective for rules purposes. It may not be attacked or destroyed. Movement from the Necron Portal is measured from where the Blitzkrieg Objective touches the Necron table edge.

75 points

NECRON PHALANXES (A Necron army may contain any number of Phalanxes)

FORMATION CORE UNITS UPGRADES COST Warrior Phalanx Six Necron Warrior units with one Necron Lord

character 0-3 Immortals for +40 points each 0-1 Pariahs for +60 points 0-3 Tomb Spyders for +50 points each 0-3 Wraiths for +50 points each

225 points

NECRON MANIPLES (Up to three Necron Maniples may be included in the army for each Phalanx)

FORMATION CORE UNITS UPGRADES COST Armored Phalanx Six Obelisks None 300 points

Eques Maniple Six Destroyers (Any number of Destroyers may be replaced by Heavy Destroyers.)

0-1 Necron Lord character +25 points 0-3 Wraiths for +50 points each 375 points

Monolith Maniple One Monolith and two Obelisks 0-1 Monoliths for +75 points each 0-1 Obelisks for +50 points each 200 points

Monolith Phalanx Three Monoliths 0-3 Obelisks for +50 points each 275 points Pylon One Pylon None 200 points

Venator Maniple Six Flayed Ones

0-1 Necron Lord character, +25 points 0-3 Tomb Spyders, +50 points each 0-1 Pariahs, +60 points 0-3 Wraiths for +50 points each 200 points

SPECIAL RULE - Necron Reserves Any Necron formation may be held back “in reserve” (with the exception of the Æonic Orb and Abattoir) if you are playing the Tournament scenario. Note that formations that do not have the teleport ability will only be able to enter play through Portals. Any Necron formation held in reserve for any reason (either because it has not yet entered play or was broken) is considered destroyed for the purpose of calculating a Tie Breaker, or the Break Their Spirit victory point.

SPECIAL RULE – Garrisons The Necron typically act in an offensive manner and as such, their formations may not Garrison in the Grand Tournament Scenario unless fielding a Tomb Complex. To represent that a Tomb may contain active Necron, the player may choose to garrison up to two Phalanx formations at the Tomb Complex.

NECRON HARVESTERSFORMATION CORE UNITS COST 0-1 Harvester Engine One Æonic Orb OR one Abattoir 750 points

0-2 Warbarque One Warbarque (Add Supreme Commander to unit for +50 points) Note: Only one Supreme Commander is allowed per army.

300 points

0-1 Spacecraft One Scythe Class Harvester 350 points

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1

TAU THIRD PHASE EXPANSION ARMY LISTTau Third Phase Expansion Armies have a Strategy Rating of 3. Crisis Battlesuit Cadres and the Manta Dropship areInitiative 1+, all other formations are Initiative 2+.

Tau Core Formations—Any amount of core formations may be selected.FORMATION UNITS UPGRADES ALLOWED COST

Crisis Battlesuit Cadre 4 XV8 Crisis Battlesuit units Commander, Crisis Suits, Gun Drones 250pts

Fire Warrior Cadre 8 Tau Fire Warrior units or6 Tau Fire Warrior units and 3 Devilfish

Bonded Team, Broadsides, Ethereal, Fire Warriors,Gun Drones, Hammerheads, Pathfinders, Piranhas,Skyray

225pts

Tau Support Formations—Up to three may be selected per core formation.FORMATION UNITS UPGRADES ALLOWED COST

Armour Support Group 4 Hammerhead Gunships Hammerheads, Skyray 200pts

Broadside Group 6 XV88 Broadside Battlesuits None 300pts

Kroot Kindred 1 Kroot Master Shaper unit and9 Kroot Warrior units

Kroot, Kroot Hounds, Krootox 175pts

Pathfinder Group 4 Pathfinder units and 2 Devilfish Gun Drones, Piranhas 200pts

Recon Skimmer Group 6 Tetra or Piranha, in any combination Gun Drones, Piranhas 175pts

Skysweep Support Group 3 Skyray Air Defence Gunships None 275pts

Stealth Group 6 XV15 Stealth Battlesuit units Gun Drones 250pts

Tau Upgrades—Up to three upgrades may be selected to be added to each formation.No upgrade may be taken by a formation more than once.

FORMATION UNITS / EFFECT COST

Bonded Team Add the Leader ability to One Fire Warrior unit 25pts

Broadsides Add Three XV88 Broadside Battlesuits 150pts

Commander Add One Shas’el Commander to a Crisis Battlesuit unit orAdd One Shas’o Commander to a Crisis Battlesuit unit (Max One Per Army)

50pts100pts

Crisis Suits Add One to Four Crisis Battlesuit units 50pts each

Ethereal Add One Ethereal to a Fire Warrior unit (Max One Per Army) 75pts

Fire Warriors Add Four Fire Warrior units orAdd Four Fire Warrior units and Two Devilfish

100pts150pts

Gun Drones Add One or Two Gun Drone units orAdd Four Gun Drone units

25pts each75pts

Hammerheads Add Two Hammerhead Gunships 100pts

Kroot Add Five Kroot Warrior units 75pts

Kroot Hounds Add Three Kroot Hound packs 50pts

Krootox Add Three Krootox Herds 75pts

Pathfinders Add Two Pathfinder units and One Devilfish 125pts

Piranhas Add Three Piranhas 75pts

Skyray Add One Skyray Air Defence Gunship 100pts

Air Caste Formations—1/3rd of your army list may be Air Caste formations.FORMATION UNITS COST

Barracuda Squadron 2 Barracuda Fighters 150pts

Manta Dropship 1 Manta 675pts

Orca Dropship 1 Orca 150pts

0-1 Spacecraft 1 Hero Class Cruiser or1 Custodian Class Battleship

200pts250pts

Tiger Shark Squadron 2 Tiger SharksMay begin the game transporting a formation of 6 Gun Drone units

175pts+100pts

Tiger Shark AX-1-0 Squadron 2 Tiger Shark AX-1-0 375pts

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Tran

spor

t (U

p to

tw

enty

:Fi

re W

arrio

rs,

Pat

hfin

ders

, S

teal

th,

Gun

Dro

nes,

Cris

is,

Bro

adsi

des,

Kro

ot,

Kro

ot

Mas

ter S

hape

r, Kr

oot H

ound

s an

d K

root

ox. C

risis

uni

ts ta

ke u

p tw

o sl

ots

each

. In

addi

tion

the

Man

ta m

ay c

arry

fo

ur v

ehic

les

of t

he f

ollo

win

g ty

pes:

Dev

ilfis

h, H

amm

erhe

ad,

Sky

ray,

Pira

nha

or T

etra

. Th

ree

Tetra

s m

ay b

e ca

rrie

d in

eac

h ve

hicl

e sl

ot).

Bar

racu

da F

ight

erA

ircra

ftFi

ghte

r6+

n/a

n/a

Ion

Can

non

Twin

Bur

st C

anno

nsTw

in M

issi

le P

ods

30cm

15cm

45cm

AP

4+/A

T5+/

AA

5+, F

ixed

For

war

d Ar

cA

A6+

AP

5+/A

T6+,

Fix

ed F

orw

ard

Arc

-

Tige

r Sha

rkA

ircra

ftB

ombe

r4+

n/a

n/a

Twin

Ion

Can

nons

Twin

Bur

st C

anno

nsTw

in M

issi

le P

ods

30cm

15cm

45cm

AP

3+/A

T4+/

AA

4+, F

ixed

For

war

d Ar

cA

A6+

AP

5+/A

T6+,

Fix

ed F

orw

ard

Arc

Tran

spor

t (T

hree

Gun

Dro

ne u

nits

). Tr

ansp

orte

d G

un D

rone

for

mat

ions

may

be

split

acr

oss

mul

tiple

Tig

er

Shar

ks a

s an

exc

eptio

n to

the

nor

mal

airc

raft

trans

port

rule

s. T

he T

iger

Sha

rk c

anno

t la

nd,

mak

e an

En

gage

men

t, or

em

bark

uni

ts,

but

can

dise

mba

rk t

rans

porte

d D

rone

s af

ter

an a

ppro

ach

mov

e. T

he D

rone

fo

rmat

ion

may

sho

ot w

hen

it di

sem

bark

s as

nor

mal

(se

e 4.

2.5)

, and

cou

nts

as h

avin

g ac

tivat

ed fo

r th

at t

urn.

Af

ter

this

ini

tial

depl

oym

ent

the

Gun

Dro

nes

are

a co

mpl

etel

y in

depe

nden

t fo

rmat

ion.

Gun

Dro

nes

bein

g tra

nspo

rted

by

Tige

r S

hark

s do

no

t ge

nera

te

blas

t m

arke

rs

for

bein

g de

stro

yed

until

af

ter

they

ar

e di

sem

bark

ed.

Tige

r Sha

rk A

X-1

-0A

ircra

ftB

ombe

r4+

n/a

n/a

Twin

Rai

lcan

nons

Twin

Bur

st C

anno

nsTw

in M

issi

le P

ods

Airc

raft

See

ker M

issi

les

45cm

15cm

45cm

45cm

MW

3+, F

ixed

For

war

d Ar

c, T

itan

Kille

r (D

3)A

A6+

AP

5+/A

T6+,

Fix

ed F

orw

ard

Arc

AT6

+, G

uide

d M

issi

les

-

Her

o C

lass

Cru

iser

Spa

cesh

ipn/

an/

an/

an/

a2

× P

in-P

oint

Atta

ckn/

aM

W2+

, Tita

n K

iller

(D3)

Tran

spor

t (m

ay c

arry

up

to 6

Orc

as p

lus

any

troop

s ca

rried

in th

em. M

anta

s an

d an

y em

bark

ed tr

oops

can

als

o be

car

ried

but c

ount

as

3 O

rcas

for t

rans

port

purp

oses

).

Cus

todi

an C

lass

Bat

tlesh

ipS

pace

ship

n/a

n/a

n/a

n/a

2 ×

Gra

vitic

Tra

cerS

alvo

n/a

3 ×

MW

4+, G

uide

d M

issi

les

Slow

and

Ste

ady

Tran

spor

t (m

ay c

arry

up

to 1

8 O

rcas

plu

s an

y tr

oops

car

ried

in th

em.

Man

tas

and

any

emba

rked

tro

ops

can

also

be

carr

ied

but c

ount

as

3 O

rcas

for t

rans

port

purp

oses

).E

ach

of th

e tw

o tr

acer

sal

vos

may

be

fired

at a

diff

eren

t for

mat

ion.

Page 65: Presents - Onyx's Hobby Blog | Just a little bit about my ... Rules All games to be played 3000pts per army. No limit on War Engines allowed (except no Emperor Titans permitted). No

3

TAU

SPE

CIA

L R

ULE

S

Coo

rdin

ated

Fire

Som

e un

its a

re n

oted

as

bein

g ab

le to

cal

l in

coor

dina

ted

fire.

The

se u

nits

can

ord

er u

p to

two

othe

r for

mat

ions

with

in 1

5cm

that

hav

e no

t tak

en a

n ac

tion

this

turn

, and

w

hich

are

not

bro

ken,

to fo

llow

thei

r ow

n fo

rmat

ion

whe

n th

ey ta

ke a

n ad

vanc

e, d

oubl

e or

sus

tain

ed fi

re a

ctio

n.M

ake

a si

ngle

initi

ativ

e ro

ll fo

r al

l for

mat

ions

, cou

ntin

g a

sing

le -

1 m

odifi

er if

any

hav

e bl

ast m

arke

rs. I

f the

test

is fa

iled

then

the

orig

inal

form

atio

n (c

onta

inin

g th

e un

it ca

lling

for c

oord

inat

ed fi

re) r

ecei

ves

a B

last

mar

ker a

nd m

ust t

ake

a ho

ld a

ctio

n, b

ut th

e ot

her f

orm

atio

ns a

re u

naffe

cted

(and

may

take

an

actio

n la

ter i

n th

e tu

rn).

If th

e te

st is

pas

sed

then

all

form

atio

ns c

once

rned

are

allo

wed

to ta

ke e

ither

an

adva

nce,

dou

ble

or s

usta

ined

fire

act

ion.

Ther

e is

no

oblig

atio

n fo

r all

form

atio

ns to

take

the

sam

e ac

tion,

and

thes

e ac

tions

may

be

reso

lved

in a

ny o

rder

, but

they

mus

t all

fire

at th

e sa

me

targ

et fo

rmat

ion.

The

fo

rmat

ions

don

’t ha

ve to

sta

y w

ithin

a g

iven

dis

tanc

e of

eac

h ot

her

and

will

com

plet

e th

eir

actio

ns o

ne a

fter

the

othe

r. E

ach

form

atio

nsac

tion

is d

ecla

red

and

reso

lved

(in

clud

ing

test

ing

to s

ee if

the

targ

et fo

rmat

ion

is b

roke

n) b

efor

e m

ovin

g on

to th

e ne

xt T

au fo

rmat

ion.

Not

e th

at u

nits

with

thi

s ab

ility

con

fer

the

Coo

rdin

ated

Fire

abi

lity

to a

ny fo

rmat

ion

that

the

y jo

in.

For

exam

ple,

a P

athf

inde

r up

grad

e pu

rcha

sed

to b

e ad

ded

to a

Fire

W

arrio

r Cad

re, a

dds

the

Coo

rdin

ated

Fire

abi

lity

to a

ll un

its in

the

Cad

re.

Mar

kerli

ghts

All

enem

y fo

rmat

ions

with

at l

east

one

uni

t with

in 3

0cm

ran

ge a

nd L

ine

of F

ire (

LOF)

of a

t lea

st o

ne T

au u

nit

with

the

mar

kerli

ghts

abi

lity

is c

onsi

dere

d to

be

mar

ked.

W

hen

shoo

ting

at a

mar

ked

form

atio

n, a

ll ra

nged

fire

pow

er a

ttack

s ad

d +1

to th

eir t

o-hi

t rol

l.G

uide

d M

issi

les

may

onl

y be

fire

d at

a ta

rget

form

atio

n th

at is

mar

ked,

but

Gui

ded

Mis

sile

s m

ay b

e fir

ed w

ithou

t LO

F if

the

targ

et is

mar

ked.

A T

au fo

rmat

ion

may

not

mar

k an

ene

my

form

atio

n if

it ha

s us

ed th

e M

arch

ord

er d

urin

g th

e tu

rn, o

r if i

t is

brok

en. T

his

bonu

s fo

r sho

otin

g at

a m

arke

d en

emy

may

not

be

used

whe

n m

akin

g A

nti-A

ircra

ft at

tack

s.

Tau

Jet P

acks

Tau

Jet P

acks

follo

w a

ll th

e ru

les

for J

ump

Pac

ks. A

dditi

onal

ly, u

nits

with

Tau

Jet

Pac

ks a

re a

llow

ed to

mak

e an

add

ition

al m

ove

of 1

0cm

at t

he e

nd o

f an

adva

nce,

dou

ble

or m

arch

ord

er. T

he e

xtra

mov

e is

allo

wed

whe

ther

or n

ot th

e un

it fir

es a

nd ta

kes

plac

e af

ter a

ny fi

ring.

Thi

s ex

tra m

ove

may

be in

any

dire

ctio

n an

d fo

llow

s al

l the

nor

mal

m

ovem

ent r

ules

, so

unit

cohe

renc

yan

d zo

nes

of c

ontro

l mus

t be

adhe

red

to a

s us

ual.

No

extra

mov

emen

t is

allo

wed

on

any

orde

rs o

ther

than

adv

ance

, dou

ble

or m

arch

.In

form

atio

ns w

here

onl

y so

me

of th

e un

its h

ave

Tau

Jet P

acks

, the

uni

ts w

ithou

t Tau

Jet

Pac

ks a

re n

ot a

llow

ed th

e ex

tra m

ove.

Tau

Def

lect

or S

hiel

dsTa

u de

flect

or s

hiel

ds w

ork

like

an in

vuln

erab

le s

ave

in a

ll re

spec

ts, e

xcep

t tha

t thi

s in

vuln

erab

le s

ave

is a

lway

s at

5+.

Supp

ort C

raft

Sup

port

craf

t are

ski

mm

ers,

whi

ch fo

r all

line

of s

ight

and

terr

ain

purp

oses

cou

ntas

‘pop

ped

up’ a

t all

times

. If t

he S

uppo

rt C

raft

has

a tra

nspo

rt op

tion,

it m

ay e

mba

rk a

nd

dise

mba

rk u

nits

as

norm

al, e

mba

rked

uni

ts a

re a

llowe

d a

save

(see

1.7

.5) i

f the

Sup

port

Cra

ft is

des

troye

d.S

uppo

rt C

raft

do n

ot b

lock

line

of s

ight

, mus

t alw

ays

use

thei

r Ski

mm

er a

bilit

y to

forc

e a

firef

ight

in e

ngag

emen

ts a

nd In

fant

ry in

bas

e co

ntac

t with

a S

uppo

rt C

raft

may

not

us

e it

to c

ount

as

bein

g in

cov

er.