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Net Epic Armageddon Army List Compendium 2012

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Page 1: NetEA Army List Compendium 2012 - miniwars.co.ukminiwars.co.uk/uploads/armylists/netea_army_list_compendium_2012... · 1.1 Codex Astartes 3 ... 6.0 Chaos Armies Section 86 ... is

Net Epic Armageddon

Army List Compendium

2012

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TABLE OF CONTENTS

0.0 Introduction and Explanations 1 0.1 General Special Rules 0.1.1 Expendable 1 0.1.2 Self-Planetfall 1 0.1.3 Support Craft 1 0.1.4 Tunnelers 1 0.2 Optional Rules 0.2.1 Aircraft Escorts 1

1.0 Space Marine Armies Section 2 Common Space Marine Special Rules

1.0.1 And They Shall Know No fear 2 1.0.2 Space Marine Transports 2

Approved Army Lists 1.1 Codex Astartes 3 1.2 White Scars 6 1.3 Salamanders 9 1.4 Scions of Iron 12

Developmental Army Lists 1.5 Black Templars 15 1.6 Blood Angels 18 1.7 Raven Guard 21 1.8 Space Wolves 24

Experimental Army Lists 1.9 Apocrypha of Skaros 27 1.10 Dark Angels 30 1.11 Grey Knights 33 1.12 Imperial Fists 36 1.13 Siege Assault Vanguard 39

2.0 Imperial Guard Armies Section 42 Common Imperial Guard Special Rules

2.0.1 Commissars 42 2.0.2 Fortifications 42

Approved Army Lists 2.1 Steel Legion 43 2.2 Baran Siegemasters 46 2.3 Death Korps of Krieg 48 2.4 Minervan Tank Legion Armoured Regiment 51

Developmental Army Lists 2.5 Cadian Shock Troops 54

Experimental Army Lists 2.6 Catachan Death World Veterans 57 2.7 Elysian Drop Troops Regiment 59 2.8 Harakoni Warhawks 61 2.9 Saranes Expanse Imperial Crusade 64

3.0 Adeptus Mechanicus Armies Section 68 Common Adeptus Mechanicus Special Rules 3.0.1 Titan Weapons 68 Developmental Army Lists

3.2 War Gryphons Titan Legion 69 3.2 Adeptus Mechanicus Planetary Defense Force 72 3.3 House Hyperion Knightworld 75

4.0 Inquisition Armies Section 78 Common Inquisition Special Rules 4.0.1 Faithful 78 Developmental Army Lists 4.1 Adeptus Ministorum 79 Experimental Army Lists

4.2 Ordo Hereticus 82

5.0 Imperial Allies Units 85

6.0 Chaos Armies Section 86 Common Chaos Special Rules 6.0.1 Initiative and Strategy rating 86 6.0.2 Factions 86 6.0.3 Summoned Units 86 6.0.4 Augmented Summoning 86 6.0.5 Daemonic Focus 86 Approved Army Lists

6.1 13th Black Crusade Black Legion Army 87 6.2 Stigmatus Covenant Cultist Army 91

Developmental Army Lists 6.3 Vraksian Traitors 95 6.4 Death Guard 98 6.5 Emperor’s Children 101 6.6 Thousand Sons 104 6.7 World Eaters 107 6.8 Red Corsairs 110

Experimental Army Lists 6.9 Alpha Legion 113 6.10 Daemon World 116 6.11 Khorne Renegades 119 6.12 The Bloody Hand 122

7.0 Ork Armies Section 125 Common Ork Special Rules 7.0.1 Power of the Waaagh! 125 7.0.2 Mob Rule 125 7.0.3 Ork Powerfields 125 7.0.4 Cost of Ork Formations 125 7.0.5 Attached War Engines 125 Approved Army Lists

7.1 Ghazgkhull Mag Uruk Thraka’s War Horde 126 7.2 Burning Death Speed Freeks 129 7.3 Warlord Snagga Snagga’s Feral Ork Horde 131

Ork Armies Section continued: Developmental Army Lists

7.4 Blood Axe Kommandant Ug Skragga Morkrump’s Korps 133 7.5 Kolonel Rommelz’s Blood Axe Mercenary Ork Warhorde 136 7.6 Albork Orkstein’s Gargant Big Mob 139

Experimental Army Lists 7.7 Gobgutz Badfang’s Stompy Onslaught 142 7.8 Sun-Tzork’s Grotling Waaaaaagh! 145 7.9 Grommelz’s Furst Affta-dem Korps 147 7.10 Kolonel Sandork’s Blood Axe Clan 149

8.0 Eldar Armies Section 152 Common Eldar Special Rules 8.0.1 Farsight 152 8.0.2 Hit and Run Tactics 152 8.0.3 Eldar Technology 152 8.0.3.1 Holofields 152 8.0.3.2 Lance 152 8.0.3.3 Webway 152 Approved Army Lists

8.1 Biel-Tan Craftworld 153 8.2 Alaitoc Craftworld 156

Developmental Army Lists 8.3 Ulthwé Craftworld 159 8.4 Iyanden Craftworld 162 8.5 Saim-Hann Craftworld 165 8.6 Iybraesil Craftworld Crone World Raiders 168 8.7 Yme-Loc Craftworld 171 8.8 Fir Iolarion Titan Clan 174

Experimental Army Lists 8.9 Biel-Tan Great Court of the Young King 177

9.0 Dark Eldar Armies Section 180 Common Dark Eldar Special Rules 9.0.1 Fleet of Foot 180 9.0.2 Hit and Run Tactics 180 9.0.3 Dark Eldar Technology 180 9.0.3.1 Shadowfields 180 9.0.3.2 Lance 180 9.0.3.3 Webway Portals 180 Approved Army Lists

9.1 Kabal of Pain's Way 181

10.0 Necron Armies Section 184 Common Necron Special Rules 10.0.1 Necron 184 10.0.2 Portals 184 10.0.3 Tomb Complex 184 10.0.4 Living Metal 184 10.0.5 Implacable Advance 184 10.0.6 Phase Out 184 10.0.7 Necron Reserves 184 Approved Army Lists

10.1Scarab Conflict 185 Experimental Army Lists

10.2 Nalsaran Incident Necron Attack 187 10.3 Dyrrachium III Necron Tomb World 189

11.0 Tau Armies Section 191 Common Tau Special Rules 11.0.1 Coordinated Fire 191 11.0.2 Markerlights 191 11.0.3 Tau Jet Packs 191 11.0.4 Tau Deflector Shields 191 Approved Army Lists

11.1 Tau Third Phase Expansion Force 192 Experimental Army Lists

11.2 Farsight Enclave Eradication Force 195 11.3 Fio’Ka Armoured Strike Force 197

12.0 Tyranid Armies Section 200 Common Tyranid Special Rules

12.0.1 The Hive Mind 200 12.0.2 Swarming 200 12.0.3 Augmented Swarming 200 12.0.4 Brood 200 12.0.5 Synapse 200 12.0.6 Mobility 200 12.0.7 Regeneration 200

Experimental Army Lists 12.1 Hive Fleet Onachus 201 12.1 Hive Fleet Leviathan 203 12.3 Genestealer Cult 205

13.0 Squat & Demiurg Armies Section 207 Common Squat & Demiurg Special Rules 13.0.1 Stubborn 207 13.0.2 Land Train 207 Experimental Army Lists

13.1 Thurgrimm’s Stronghold 208 13.2 Demiurg Consortium 211

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0.0 INTRODUCTION AND EXPLANATIONS Net Epic Armageddon Epic Armageddon was conceived to have direct community involvement in the development of rules and army lists. In the wake of Games Workshop reorganization and the sidelining of Specialist Games, that effort fell by the wayside. Net Epic Armageddon (NetEA) is a fan-based effort to continue the project. All commentary and feedback is welcome. If you would like to discuss development of army lists, modifications to the core rules, or provide any other kind of feedback, please join us on the Tactical Command forum. http://www.tacticalwargames.net/forums/index.cgi What follows is a portion of the NetEA project – the 2012 Army List Compendium. It includes army lists to cover a variety of factions in the Warhammer 40,000 universe which are not covered in any official Games Workshop publication. The lists are broken up into three categories, designated at the top of each army list. The categories and their definitions are:

Approved - Approved lists are tournament ready and should be balanced against any other army in the General Tournament scenario. They are well tested across multiple play groups and are not likely to see any drastic changes. Players can build their army around such lists with full confidence.

Developmental - Developmental lists should be balanced for the majority of tournament games. However, it is possible that they allow an exploitative combination or two which has not been identified or mitigated. They require more testing across multiple play groups and still might see a drastic change. Players should feel confident that most models they collect for these lists will be usable when it is approved.

Experimental - Experimental lists are an early work-in-progress and are not ready for tournament play. They likely have deficiencies in play balance that have yet to be identified or rectified. They require lots of testing across multiple play groups and will most likely see drastic changes. Players should be aware that models they collect for these lists might not be usable when it is approved.

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

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

an expendable unit is hit by a weapon with Disrupt it does not inflict a Blast marker. If a formation is comprised completely of expendable units then they do not benefit from any of the rules above. Expendable units killed in an assault count for the purposes of working out its result (see EA 1.12.7). 0.1.2 Self Planetfall Self Planetfall is plotted exactly as Planetfall in section 4.4 of the Core rules. Both the turn in which the formation arrives and the landing location is plotted. The only exception is that, because these units are much smaller than orbiting spacecraft, they may be plotted to arrive in the same turn that an enemy spacecraft is present. On the designated turn the Self Planetfalling unit is activated in the normal activation sequence, as with Spacecraft. Nominate the action for the formation and roll to activate. If the unit fails to activate its arrival is delayed to the next following turn. If the activation is successful, place the formation at the plotted landing zone and determine scatter according to Core Rules 4.4 as if it were a normal Planetfall, including loaded units disembarking up to 5cm. The formation’s action proceeds as normal in all respects from that point. In other words, the formation gets the “free move” from Planetfall placement at the beginning of its action but in all other ways activates as normal. Note: The action is chosen at activation, before scatter is determined. Choose the action carefully as a poor scatter role could render some actions ineffective. 0.1.3 Support Craft Support Craft are much like a hybrid between a Skimmer and an Aircraft. They remain high up in the air, hovering over the battlefield, firing over intervening terrain when possible. Support Craft function identically to a Skimmer unit that is always ‘popped up’. Support Craft fire and are fired at normally (i.e. anti- aircraft ability is not required). In an assault, Support Craft automatically force a firefight in the same manner Skimmers may choose. It is assumed that Support Craft transports or the troops they carry are appropriately equipped to embark and disembark troops as normal. 0.1.4 Tunnelers Formations where all of the units have Tunneler (or are transported in units that have the ability) may be kept off the table and can appear at the start of the second turn or after. Set up the units touching their own side's table edge before the battle starts at the same time that spacecraft are setup (see EA 4.3.1). Any units transported in the tunneler should be placed to one side at this time too. Secretly write down the location where the tunneler will surface at the same time and in the same manner that you record the coordinates of a drop zone (see EA 4.3.1). You must also secretly record when the tunneler will surface. If it is going to surface in your half of the table it may arrive from the second turn onwards. If it is going to surface in the opposing half of the table, it may arrive from turn three onwards. Set up the tunneler at the start of the stated turn, before placing units with teleport, at the location you wrote down. Any units being transported are allowed to disembark immediately upon surfacing. Surfacing does not count as movement for the purposes of triggering overwatch fire. Disembarking triggers overwatch fire as normal. If the tunneler surfaces on terrain that is impassable for it, under a friendly unit, or in an enemy zone of control then it is assumed that on-board sensor equipment will divert it towards another entry point. The unit should be moved by the opposing player to the nearest area where it can surface. Formations of multiple tunnelers need only record one location where they will surface. Place a unit at this location, or within 5cm of another unit that has already been placed, so long as all units are placed within 15cm of the location and on the appropriate half of the table. Tunnelers, and any units being transported in them, may take an action on the turn they appear.

0.2 OPTIONAL RULES 0.2.1 Aircraft Escorts In the Epic Armageddon rules only ground attack missions can be intercepted by an air formation on CAP orders. If both players agree then you may allow formations on CAP orders to intercept other intercept missions (including other CAP missions). In theory this has the potential to lead to long interception chains where each intercepting formation is intercepted in turn, and working out the result could become tricky. Hence for the sake of simplicity this idea is not included in the main rules. However, it is worth noting that in actual practice problems using this option are rare. Allowing formations on CAP orders to intercept other intercept missions in addition to ground attack missions, will allow you to have 'fighter escorts' for bombers and large snowballing dogfights if you so choose. Just remember that if you use this option for CAP, and find yourself experiencing problems - you were warned! You must decide with your opponent if you are allowed to use aircraft escorts during a game of Epic, If you cannot agree on which method to use then escorts should not be used.

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1.0 SPACE MARINE ARMIES SECTION

COMMON SPACE MARINE SPECIAL RULES

1.0.1 AND THEY SHALL KNOW NO FEAR

Space Marines are renowned for their tenacity and bravery. This is represented by the following rules: It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a

broken formation (ignore any leftover Blast markers). Space Marine formations are only broken if they have 2 Blast markers

per unit in the formation. Space Marines formations only count half their number of Blaster

markers in assault resolution (rounding down – note that assault resolution will not receive +1 for having no Blast markers if the formation has 1 Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines.

When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the Leader special ability remove 2 Blast markers instead of 1.

1.0.2 SPACE MARINES TRANSPORTS

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

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 unit’s section of the army lists below. Also note that you don’t have to take Rhinos if you don’t want to. If you’d rather field formations on foot instead, so they can act as garrisons for example, or be transported in a Thunderhawk Gunship, then you may do so. In addition, you may choose to replace a 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 of the Epic: Armageddon main rule book). Note that if you choose to do this you will also require at least one Space Marine Strike cruiser or Battle Barge to deploy the Drop Pods from. Choosing transport options is part of the army selection process. Portions of a formation may be left behind during deployment (to garrison, for example) and the decision to exchange options, even free ones, must be determined when the army list is determined. *Please note: Chapter-specific transport vehicles carry their particular Chapter’s troop types and therefore are often renamed from the standard transport vehicle, e.g. Rhino, becomes Dark Angels Rhino in the Dark Angels Chapter list and Drop Pod, becomes Space Wolves Drop pod in that list and so on.

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

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

SPACE MARINE DETACHMENTS (A Codex Astartes Space Marine army may contain any number of Space Marine Detachments)

FORMATION UNITS UPGRADES ALLOWED COST Tactical 6 Tactical units plus transport Commander, Dreadnought, Razorback, Hunter, Vindicator, 275 points Land Raider Assault 4 Assault units Commander, Vindicator 175 points Devastator 4 Devastator units plus transport Commander, Dreadnought, Razorback, Hunter, Land Raider 250 points Terminator 4 Terminator units Commander, Dreadnought, Vindicator, Land Raider 350 points Scout 4 Scout units plus transport Commander, Razorback, Sniper 150 points Bike 5 Bike units Commander, Attack Bike 200 points Land Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 points Land Raider 4 Land Raiders Commander, Vindicator, Hunter 325 points Predator 4 Predators (Annihilator and/or Commander, Vindicator, Hunter 250 points Destructor in any combination) Vindicator 4 Vindicators Commander, Hunter 225 points Whirlwind 4 Whirlwinds Commander, Hunter 300 points Thunderhawk 1 Thunderhawk Gunship None 200 points Landing Craft 1 Landing Craft None 350 points Strike Cruiser 1 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 1 Attack Bike each Free Battle Barge Replace Strike Cruiser with Battle Barge +150 points Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain. OR 1 Space Marine Commander in the army may be a Supreme Commander +100 points Dreadnought Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination) +50 points each Hunter Add 1 Hunter +75 points Land Raider Add up to 4 Land Raiders +75 points each Razorback Add any number of Razorbacks, up to the number required to transport +25 points each

the formation Sniper 1 Scout unit gains the Sniper ability +25 points Tornado/Typhoon Replace any number of Land Speeders, on a 1 per 1 basis, with: 1 Land Speeder Tornado OR Free 1 Land Speeder Typhoon +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)

TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 points Reaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers 250 points Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points

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CODEX ASTARTES

CODEX ASTARTES SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), EA(+1), MW Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted Bolters (15cm) (Small Arms) Devastator INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+ Scout INF 15cm 5+ 4+ 5+ Heavy Bolter 30cm AP5+ Scout, Infiltrator Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour Storm Bolters (15cm) (Small Arms) 2x Assault Cannon 30cm AP5+/AT5+ Attack Bike LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta (15cm) (Small Arms), MW Skimmer, Scout 15cm MW5+ Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile Launcher 45cm AP3+/AT5+ Skimmer, Scout Heavy Bolter 30cm AP5+ Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) Twin Lascannon OR 45cm AT4+ OR a Power Fist and Assault Cannon (Tactical), not both – select one option before the game. Power Fist (base contact) (Assault Weapons), MW, EA(+1) Assault Cannon 30cm AP5+/AT5+ Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit 2x Twin Lascannon 45cm AT4+ OR 2 of the following units: Tactical, Devastator) Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+

Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+

Autocannon 45cm AP5+/AT6+ Razorback AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (may carry 1 of the following units: Tactical, Devastator & Scout) Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (may carry 1 formation that includes only Tactical, Devastator and Dreadnought units). Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim crossfire.

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CODEX ASTARTES

CODEX ASTARTES SPACE MARINE ARMY REFERENCE 2 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Landing Craft AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine 3x Twin Heavy Bolter 15cm AP4+/AA5+ infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts 2x Twin Lascannon 45cm AT4+ take up 2 spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. Thunderhawk AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Gunship Twin Heavy Bolter 15cm AP4+/AA5+, LF Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator and Dreadnought. Terminators 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF and Dreadnoughts take up 2 spaces each.) Battle Cannon 75cm AP4+/AT4+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Battle Barge SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Transport: (May carry 60 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus 60 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise. Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus 20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board)

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6

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

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

WHITE SCARS DETACHMENTS(A White Scars army may contain any number of White Scars Detachments)

FORMATION CORE UNITS UPGRADES COST Assault 4 Assault units Commander 175 points Bike 8 White Scar Bike units Commander, Attack Bike 375 points Land Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 points Landing Craft 1 White Scars Landing Craft None 350 points Predator 4 Predators (Annihilator and/or Commander, Vindicator, Hunter 250 points Destructor in any combination) Scout 4 Scout units plus transport Commander, Razorback, Sniper 150 points Strike Cruiser 1 White Scars Strike Cruiser Battle Barge 200 points Tactical 6 Tactical units plus transport Commander, Razorback 275 points Terminator 4 Terminator units plus Commander 650 points 4 White Scars Land Raiders Thunderhawk 1 White Scars Thunderhawk Gunship None 200 points Whirlwind 4 Whirlwinds Commander, Hunter, Vindicator 300 points

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

UPGRADE UNITS COST Attack Bike Replace any number of White Scars Bike units with 1 Attack Bike each Free Battle Barge Replace a White Scars Strike Cruiser with a White Scars Battle Barge +150 points Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain OR OR 1 Space Marine Commander in the army may be a Supreme Commander +100 points Hunter Add 1 Hunter +75 points Razorback Add any number of White Scars Razorbacks, up to the number required to transport the formation +25 points each Sniper 1 Scout unit gains the Sniper ability +25 points Tornado/Typhoon Replace any number of Land Speeders, on a 1 per 1 basis, with: 1 Land Speeder Tornado OR Free 1 Land Speeder Typhoon +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 Imperial Allies formations.)

TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warhound Titan 1 Warhound Titan 275 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 points Warhound Titan Pack 2 Warhound Titans 500 points Marauder Squadron 2 Marauder Bombers 250 points

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WHITE SCARS

WHITE SCARS SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), EA(+1), MW Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Scout INF 15cm 5+ 4+ 5+ Heavy Bolter 30cm AP5+ Scout, Infiltrator Shotguns (15cm) (Small Arms) Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour Storm Bolters (15cm) (Small Arms) 2x Assault Cannon 30cm AP5+/AT5+ White Scars Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted, Walker Bolters (15cm) (Small Arms) Attack Bike LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta (15cm) (Small Arms), MW Skimmer, Scout 15cm MW5+ Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile 45cm AP3+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ White Scars AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit) Land Raider 2x Twin Lascannon 45cm AT4+ Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+

Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+

Autocannon 45cm AP5+/AT6+ White Scars AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (may carry 1 of the following units: Tactical and Scout) Razorback Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. White Scars Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Tactical and Scout) Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (may carry 1 formation that includes only Tactical units). Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim crossfire. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker fPlasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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).

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WHITE SCARS

WHITE SCARS SPACE MARINE ARMY REFERENCE 2 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

White Scars AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine Landing Craft 3x Twin Heavy Bolter 15cm AP4+/AA5+ infantry units and Attack Bikes. Terminators take up two spaces each. In addition, the Landing Craft can carry 4 2x Twin Lascannon 45cm AT4+ 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. White Scars AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Thunderhawk Twin Heavy Bolter 15cm AP4+/AA5+, LF Tactical, Assault, Scout and Bike) Gunship 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot Battle Cannon 75cm AP4+/AT4+, FxF loses control and the Thunderhawk crashes to the ground, killing all on board. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF White Scars SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Transport: (May carry 60 of the following units: Tactical, Assault, Scout, Bike, Battle Barge Terminator units; plus 60 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise. White Scars SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 of the following units: Space Marine Tactical, Strike Cruiser 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)

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

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

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

FORMATION CORE UNITS UPGRADES COST Devastator 4 Devastator units plus transport Commander, Close Support, Salamander Devastators, Dreadnought, 250 points Razorback Land Raider 4 Salamanders Land Raiders Commander, Close Support, Helios 350 points Landing Craft 1 Salamanders Landing Craft None 425 points Predator 4 Predators (Annihilator and/or Commander, Close Support 250 points Destructor in any combination) Strike Cruiser 1 Salamanders Strike Cruiser Battle Barge 200 points Tactical 6 Tactical units plus transport Commander, Close Support, Dreadnought, Razorback, Salamander 275 points Tacticals Terminator 4 Salamanders Terminator units Commander, Close Support, Dreadnought, Heavy Transport, Helios 325 points Thunderhawk 1 Salamanders Thunderhawk Gunship None 250 points Vindicator 4 Vindicators Commander, Close Support 225 points Whirlwind 4 Whirlwinds Commander, Close Support, Helios 325 points

SALAMANDERS RESTRICTED FORMATIONS (No more than 1/3 of the army’s points may be spent on Salamanders Restricted Formations. Upgrades to these formations count towards this total)

FORMATION CORE UNITS UPGRADES COST 0-1 Assault 4 Assault units Commander, Close Support 150 points0-1 Fast Attack 5 Bike units or Land Speeders Commander, Attack Bike 200 pointsScout 4 Scout units plus transport Commander, Razorback, Sniper 150 points

IMPERIAL ALLIES FORMATIONS

(Up to 1/3 of an army’s points may be spent on Allies formations.) TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 points Reaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers 250 points Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points

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

UPGRADE UNITS COST Attack Bike Replace any number of Bike units with 1 Salamanders Attack Bike each Free Battle Barge Replace a Salamanders Strike Cruiser with a Salamanders Battle Barge +125 points Close Support Add up to 2 units from the following: Predator Incinerator +50 points each Hunter +75 points each Salamanders Land Raider +75 points each Salamanders Land Raider Redeemer +75 points each Salamanders Land Raider Prometheus +85 points each Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain. OR 1 Space Marine Commander in the army may be a Supreme Commander +100 points Dreadnought Add up to 2 Dreadnoughts +50 points each Heavy Transport Add 4 units from the following: Salamanders Land Raider, Salamanders Land Raider Redeemer +325 points Helios Replace any number of Salamanders Land Raiders with 1 Salamanders Land Raider Helios each +25 points each Razorback Add any number of Salamanders Razorbacks, up to the number required to transport the formation +25 points each Salamander Devastator Add 2 Salamanders Devastator units +100 points Salamander Tactical Add 2 Salamanders Tactical units +75 points Sniper Give all Scout units the Sniper ability +50 points

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SALAMANDERS

SALAMANDERS SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), MW, EA(+1) Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted Bolters (15cm) (Small Arms)

Devastator INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+ Salamanders Devastators INF 15cm 4+ 5+ 4+ 2 x Multi-melta 15cm MW5+ and (Small Arms), MW Salamanders Tactical INF 15cm 4+ 4+ 5+ Bolters (15cm) (Small Arms)

Multi-Melta 15cm MW5+ and (Small Arms), MW Salamanders Terminator INF 15cm 4+ 3+ 3+ Thunder Hammers (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour

2x Heavy Flamers 15cm AP4+, Ignore Cover AND (15cm) (Small Arms), Ignore Cover

Scout INF 15cm 5+ 4+ 5+ Heavy Bolter 30cm AP5+ Scout, Infiltrator Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Salamanders Attack Bike LV 35cm 4+ 5+ 4+ Multi-melta 15cm MW5+

AND (15cm) (Small Arms), MW Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta 15cm MW5+ Skimmer, Scout AND (15cm) (Small Arms), MW Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile Launcher 45cm AP3+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) Twin Lascannon OR 45cm AT4+ OR a Power Fist and Multi-Melta (Vulcan), not both – select one option before the game. Power Fist (base contact) (Assault Weapons), MW, EA(+1) Multi-Melta 15cm MW5+

AND (15cm) (Small Arms), MW Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+

Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+

Autocannon 45cm AP5+/AT6+ Predator Incinerator AV 30cm 4+ 6+ 4+ Autocannon 45cm AP5+/AT6+ 2x Heavy Flamer 15cm AP4+, Ignore Cover AND (15cm) (Small Arms), Ignore Cover Salamanders Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Salamanders Terminator unit

2x Twin Lascannon 45cm AT4+ or 2 of the following units: Devastator, Salamanders Devastator, Salamanders Tactical, Tactical)

Salamanders AV 25cm 4+ 6+ 5+ 2x Twin Lascannon 45cm AT4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Devastator, Salamanders Devastator, Salamanders Tactical, or Tactical unit)

Land Raider Helios Whirlwind Launcher 45cm 1BP Indirect Fire Salamanders Land AV 25cm 4+ 6+ 4+ 4x Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Salamanders Terminator unit or 2 Raider Prometheus of the following: Devastator, Salamanders Devastator, Salamanders Tactical, Tactical), Replace the '5cm' restriction in the Commander/Supreme Commander ability with 'Any formation on the table.' Salamanders Land AV 25cm 4+ 5+ 3+ 2x Flamestorm Cannon 15cm AP3+, Ignore Cover Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Salamanders Terminator unit or Raider Redeemer Twin Assault Cannon 30cm AP4+/AT4+ 2 of the following: Devastator, Salamanders Devastator, Salamanders Tactical, Tactical). Salamanders Razorback AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport: (May carry 1 of the following units: Devastator, Salamanders Devastator, Salamanders

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SALAMANDERS

Twin Lascannon 45cm AT4+ Tactical, Tactical and Scout). Armed with only 1of the listed weapon options, not both.

SALAMANDERS SPACE MARINE ARMY REFERENCE 2STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Salamanders Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Devastator, Salamander Devastator, Salamanders Tactical, Tactical and Scout) Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire Salamanders Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (May carry 1 formation that includes only Devastator, Salamanders Devastator,

Salamanders Tactical, Tactical and Dreadnought units). Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed within 15cm of the Drop pod. Drop pods may not be used to claim a crossfire. Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable or Rocket Launcher 60cm 3BP, FxF dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will suffer a hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Reinforced Armour, Fearless,, Walker. May step over units and impassable Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect:

Moves D6cm in a random direction. If this move takes the Titan 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 suffer a hit on a D6 roll of 6+ (make saving throws for the units normally).

Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end

every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+.

Salamanders AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 infantry units, Attack Bikes Landing Craft 3x Twin Heavy Bolter 15cm AP4+/AA5+ and Dreadnoughts. Salamanders Terminators and Dreadnoughts take up two spaces each. In addition, 2x Twin Lascannon 45cm AT4+ the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land

Raider and 4 Rhinos). Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the Landing Craft and anybody on board. Any units within 5cm of the Landing Craft suffer one hit.

Salamanders AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Bike, Devastator, Thunderhawk Twin Heavy Bolter 15cm AP4+/AA5+, LF Dreadnought, Salamander Devastator, Salamander Tactical, Salamander Terminator, Tactical and Gunship 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Scout. Terminators and Dreadnoughts take up two spaces each). Critical Hit Effect: The aircraft’s Battle Cannon 75cm AP4+/AT4+, FxF control surfaces are damaged The pilot loses control and the Thunderhawk crashes killing all aboard. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Salamanders SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Transport: (May carry 60 infantry or Dreadnought units; plus 60 of the following Salamanders units: Battle Barge Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9

Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board). Slow and Steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise.

Salamanders SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 infantry or Dreadnought units: Bike, Terminator or Dreadnought units; Strike Cruiser plus20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on Board).

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

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

SCIONS OF IRON SPACE MARINE DETACHMENTS (A Scions of Iron Space Marine army may contain any number of Scions of Iron Detachments)

FORMATION CORE UNITS UPGRADES COST Bike 4 Bike units Commander, Attack Bike, Land Speeder 175 points Heavy Tactical 4 Tactical units plus 2 Land Raiders or Commander, Hunter, Land Raider, Supreme Commander 325 points Land Raider Crusaders Helios 4 Land Raider Helios Commander, Hunter 450 points Land Raider 4 Land Raiders Commander, Land Raider, Hunter, 325 points Supreme Commander Landing Craft 1 Landing Craft None 350 points Predator 4 Predators (Annihilator and/or Armour, Commander, Hunter, Supreme Commander 250 points Destructor in any combination) Scout 4 Scout units plus transport Commander, Razorback, Sniper 150 points Strike Cruiser 1 Strike Cruiser Battle Barge 150 points Tactical 4 Tactical units plus transport and Armour, Commander, Hunter, Razorback, Supreme Commander 300 points 2 Vindicators or 2 Predator Annihilators or 2 Predator Destructors Terminator 4 Terminator units Commander, Land Raider, Supreme Commander 350 points Thunderhawk 2 Thunderhawk Transporters Thunderhawk Transporter 250 points Transporter Vindicator 4 Vindicators Armour, Commander, Hunter, Supreme Commander 225points Whirlwind 4 Whirlwinds Commander, Hunter 300 points

SCIONS OF IRON SPACE MARINE UPGRADES (Each allowed upgrade may be taken once by each Scions of Iron Detachment.)

UPGRADE UNITS COST Armour Add up to 2 Predator Annihilators, Predator Destructors or Vindicators +50 points each 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 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain. (Cannot be combined with the Supreme Commander upgrade) Hunter Add 1 Hunter +75 points Land Raider Add up to 4 units from the following: Land Raider or Land Raider Crusader +75 points each Land Raider Helios +100 points each Land Speeder Add up to 3 units from the following: Land Speeder, Land Speeder Tornado +35 points each Land Speeder Typhoon +60 points each Razorback Add any number of Razorbacks, up to the number required to transport the formation +25 points each Sniper All Scout units gain the Sniper ability +50 points 0-1 Supreme Choose 1 of the following options: Add Supreme Commander ability to a Land Raider OR +100 points Commander (Cannot be combined with the Replace a Predator or Vindicator with a Land Raider +125 points Commander upgrade) Prometheus with Supreme Commander OR Replace a Land Raider or Crusader with a Land Raider +100 points Prometheus with Supreme Commander Thunderhawk Add up to 2 Thunderhawk Transporters +100 points each Transporter

IMPERIAL ALLIES FORMATIONS

(Up to 1/3 of an army’s points may be spent on Allies formations.) 0-2 TITAN LEGION BATTLEGROUPS 0-2 IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 points Reaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers 250 points Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points SPACE MARINE AIRCRAFT FORMATION UNITS COST

Thunderhawk SB 1 Thunderhawk (Saturation Bombing configuration)

250 points

Thunderhawk CAS 1 Thunderhawk (Close Ait Support configuration)

250 points

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SCIONS OF IRON

SCIONS OF IRON SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), EA(+1), MW Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted Bolters (15cm) (Small Arms) Scout INF 15cm 5+ 4+ 5+ Heavy Bolter 30cm AP5+ Scout, Infiltrator Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour Storm Bolters (15cm) (Small Arms) 2x Assault Cannon 30cm AP5+/AT5+ Attack Bike LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta (15cm) (Small Arms), MW Skimmer, Scout 15cm MW5+ Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile 45cm AP3+/AT5+ Skimmer, Scout Heavy Bolter 30cm AP5+ Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit 2x Twin Lascannon 45cm AT4+ OR 2 of the following units: Tactical, Devastator) Land Raider AV 25cm 4+ 6+ 4+ 4x Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit Prometheus OR 2 of the following units: Tactical, Devastator). Replace the '5cm' Combined Assault restriction

within the Commander and Supreme Commander abilities with 'any formation on the table.' Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+

Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+

Autocannon 45cm AP5+/AT6+ Razorback AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (may carry 1 of the following units: Tactical, Devastator & Scout) Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire

SCIONS OF IRON SPACE MARINE ARMY REFERENCE 2 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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

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SCIONS OF IRON

roll of 6+ (make saving throws for the units normally). Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Landing Craft AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine 3x Twin Heavy Bolter 15cm AP4+/AA5+ infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts 2x Twin Lascannon 45cm AT4+ take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. Thunderhawk AC/WE Bomber 5+ 6+ 5+ 2x Twin Heavy Bolter 15cm AP4+/AA5+ DC2, Planetfall, Reinforced Armour, Transport: (May carry 1 Land Raider Transporter or 2 of the following vehicles: Rhinos, Razorbacks, Hunters, Whirlwinds, Predator Annihilators, Predator Destructors, or Vindicators; plus any infantry units being transported by these vehicles). Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses

control and the Thunderhawk crashes to the ground. killing all aboard. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Battle Barge SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Transport: (May carry 60 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus 60 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise. Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus 20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks or Thunderhawk Transporters, and enough Drop Pods or Landing Craft to carry any other units on board) Thunderhawk AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Bike, Devastator, Gunship Twin Heavy Bolter 15cm AP4+/AA5+, LF Dreadnought, Tactical, Terminator and 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Scout. Terminators and Dreadnoughts take up two spaces each). Critical Hit Effect: The aircraft’s Battle Cannon 75cm AP4+/AT4+, FxF control surfaces are damaged The pilot loses control and the Thunderhawk crashes killing all aboard. Thunderhawk AC/WE Bomber 4+ - - Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Reinforced Armour, Critical Hit Effect: Destroyed. Saturation Bombing Twin Heavy Bolter 15cm AP4+/AA5+, LF Configuration 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Battle Cannon 75cm AP4+/AT4+, FxF

Bombs 15cm 2BP, FxF, Ignore Cover Thunderhawk AC/WE Bomber 4+ - - Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Reinforced Armour, Critical Hit Effect: Destroyed. Close Air Support Twin Heavy Bolter 15cm AP4+/AA5+, LF Configuration 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Turbolaser 45cm 2x AP5+/AT3+, FxF

Rockets 30cm AT4+, FxF Land Raider Crusader AV 25cm 4+ 5+ 5+ Frag Launchers (base contact) (Assault Weapons) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units Hurricane Bolters (15cm) (Small Arms), EA(+2) or 3 of the following units: Neophyte, Sword Brethren and Tactical) Twin Assault Cannon 30cm AP4+/AT4+ Land Raider Helios AV 25cm 4+ 6+ 5+ 2x Twin Lascannon 45cm AT4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 of

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SCIONS OF IRON

Whirlwind Launcher 45cm 1BP Indirect Fire the following units: Devastator, Tactical)

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15

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

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

BLACK TEMPLARS DETACHMENTS (A Black Templars army may contain any number of Black Templars Detachments)

FORMATION CORE UNITS UPGRADES COST Crusaders 6 Tactical units plus transport Commander, Dreadnought, Emperor's Champion, Hunter, 275 points Land Raider, Neophyte, Razorback

BLACK TEMPLARS SUPPORT DETACHMENTS (Up to 2 may be taken for each Black Templar Crusaders Dtachment)

FORMATION CORE UNITS UPGRADES COST Assault 4 Assault units Commander, Vindicator 175 pointsBike 5 Bike units Attack Bike, Commander, Neophyte Bike 200 pointsLand Raider 4 Black Templars Land Raiders or Commander, Hunter, Vindicator 325 points Black Templars Land Raider Crusaders Land Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 pointsPredator 4 Predators (Annihilator and/or Commander, Vindicator, Hunter 250 points Destructor in any combination) Sword Brethren 6 Sword Brethren units plus transport Commander, Emperor's Champion, Hunter, Land Raider, Razorback 300 pointsTerminator 4 Terminator units Commander, Emperor's Champion, Land Raider 350 pointsVindicator 4 Vindicators Commander, Hunter, Vindicator 225 points

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

UPGRADE UNITS COST Attack Bike Replace any number of Bike units with 1 Attack Bike each Free Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain. OR 1 Space Marine Commander in the army may be a Supreme Commander +100 points Dreadnought Add up to 2 Dreadnoughts (Hellfire or Tactical in any combination) +50 points each 1 Emperor's Champion Add 1 Emperor's Champion character to a unit in the formation. One formation in the army must take +50 points this upgrade. Hunter Add 1 Hunter +75 points Land Raider Add up to 4 Black Templars Land Raiders or Black Templars Land Raider Crusaders +75 points each Neophyte Add 2 or 4 Neophyte units +75 points for 2 +150 points for 4 Neophyte Bike Add up to 4 Neophyte Bike units +35 points each Razorback Add any number of Black Templars Razorbacks, up to the number required to transport the formation +25 points each Sniper 1 Scout unit gains the Sniper ability +25 points Tornado/Typhoon Replace any number of Land Speeders, on a 1 per 1 basis, with: 1 Land Speeder Tornado OR Free 1 Land Speeder Typhoon +25 points each Vindicator Add 1 or 2 Vindicators +50 points each

CRUSADE FLEET SUPPORT (Up to 1/3 of an army’s points may be spent on Crusade Fleet Support formations)

FORMATION UNITS COST

0-1 Crusade Spacecraft 1 Black Templars Strike Cruiser OR 200 points OR 1 Black Templars Battle Barge 350 points Landing Craft 1 Black Templars Landing Craft 350 pointsThunderhawk 1 Black Templars Thunderhawk Gunship 200 points

Close Air Support 1 Thunderhawk Interdictor 250 points

Saturation Bomber 1 Thunderhawk Bomber 250 points

Thunderhawk Transport 2 to 3 Black Templars Thunderhawk Transporters 100 points each

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BLACK TEMPLARS

BLACK TEMPLARS SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Emperor's Champion CH n/a n/a n/a n/a Black Sword (base contact) (Assault Weapons), EA(+1), Sniper Invulnerable Save Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), MW, EA(+1) Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander

Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted Bolters (15cm) (Small Arms) Neophyte INF 15cm 5+ 4+ 5+ Bolt Pistols (15cm) (Small Arms) Neophyte Bike INF 35cm 5+ 4+ 5+ Twin Bolters (15cm) (Small Arms) Mounted Sword Brethren INF 15cm 4+ 3+ 4+ Bolters (15cm) (Small Arms) Infiltrator Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour Storm Bolters (15cm) (Small Arms) 2x Assault Cannon 30cm AP5+/AT5+ Attack Bike LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta (15cm) (Small Arms), MW Skimmer, Scout 15cm MW5+ Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile 45cm AP3+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) Twin Lascannon OR 45cm AT4+ OR a Power Fist and Assault Cannon (Tactical), not both – select one option before the game. Power Fist (base contact) (Assault Weapons), MW, EA(+1) Assault Cannon 30cm AP5+/AT5+ Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Black Templars AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit Land Raider 2x Twin Lascannon 45cm AT4+ or 2 of the following units: Neophyte, Sword Brethren and Tactical) Black Templars AV 25cm 4+ 5+ 5+ Frag Launchers (base contact) (Assault Weapons) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units Land Raider Crusader Hurricane Bolters (15cm) (Small Arms), EA(+2) or 3 of the following units: Neophyte, Sword Brethren and Tactical) Twin Assault Cannon 30cm AP4+/AT4+ Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+

Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+

Autocannon 45cm AP5+/AT6+ Black Templars Razorback AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (May carry 1 of the following units: Neophyte, Sword Brethren and Tactical) Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game.

Black Templars Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Neophyte, Sword Brethren and Tactical) Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire

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BLACK TEMPLARS

BLACK TEMPLARS SPACE MARINE ARMY REFERENCE 2 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Black Templars Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (May carry 1 formation that includes only Tactical, Neophyte, Sword Brethren and Dreadnought units). Deathwind: After the drop pod lands,

its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the Drop pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim crossfire. Black Templars AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Black Templars Landing Craft 3x Twin Heavy Bolter 15cm AP4+/AA5+ infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts 2x Twin Lascannon 45cm AT4+ take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land

Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. Black Templars AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Thunderhawk Twin Heavy Bolter 15cm AP4+/AA5+, LF Tactical, Neophyte, Neophyte Bike, Sword Brethren, Bike, Terminator and Dreadnoughts. Gunship 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Terminators and Dreadnoughts take up two spaces each.) Battle Cannon 75cm AP4+/AT4+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Thunderhawk Interdictor AC/WE Bomber 4+ - - Turbo Laser 45cm 2x AP5+/AT3+, FxF DC2, Reinforced Armour

2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses Twin Heavy Bolter 15cm AP4+/AA5+, Left control and the Thunderhawk crashes to the ground. Twin Heavy Bolter 15cm AP4+/AA5+, Right 2x Rockets 30cm AT4+, FxF Thunderhawk Bomber AC/WE Bomber 4+ - - Battle Cannon 75cm AP4+/AT4+, FxF DC2, Reinforced Armour

2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses Twin Heavy Bolter 15cm AP4+/AA5+, Left control and the Thunderhawk crashes to the ground. Twin Heavy Bolter 15cm AP4+/AA5+, Right Bombs 15cm 2BP, FxF, Ignore Cover Black Templars AC/WE Bomber 4+ 6+ 5+ 2x Twin Heavy Bolter 15cm AP4+/AA5+ DC2, Planetfall, Reinforced Armour, Transport: (May carry 1 Black Templars Land Raider Thunderhawk or Land Raider Crusader or 2 of the following Black Templars vehicles: Rhinos, Razorbacks, Transporter Hunters, Whirlwinds, Predator Annihilators, Predator Destructors, or Vindicators; plus any Black Templars infantry units being transported by these vehicles). Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground. killing all aboard. Black Templars SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Transport: (May carry 60 of the following Black Templars units: Assault, Bike, Neophyte, Battle Barge Neophyte Bike, Sword Brethren, Tactical, Bike, Terminator or Dreadnought units; plus 60 of the following Black Templars vehicles: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough Black Templars Drop Pods or Landing Craft to carry any other units on board) Slow and Steady: May not be used on the first two turns of a battle unless the scenario specifically says otherwise. Black Templars SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 of the following units: Tactical, Strike Cruiser Assault, Sword Brethren, Neophyte, Neophyte Bike, Bike, Terminator or Dreadnought units; plus 20 of the following Black Templars vehicles: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough Black Templars Drop Pods or Landing Craft to carry any other units on board)

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

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

BLOOD ANGELS DETACHMENTS (A Blood Angels Space Marine army may contain any number of Blood Angels Detachments)

FORMATION CORE UNITS UPGRADES COST Assault 6 Blood Angels Assault units Assault, Commander, Dreadnought, Fast Attack, Heavy 250 points Support, Hunter, Stormraven Bike 4 Blood Angels Bike units and 1 Attack Bike Commander, Fast Attack 250 points 1 Death Company 4 Death Company Tactical units with 1 Dreadnoughts, Stormraven 275 points Chaplain plus transport OR OR 4 Death Company Assault units with 1 Chaplain 300 points Devastator 4 Blood Angels Devastator units plus transport Commander, Dreadnought, Hunter, Heavy Support, 250 points Razorback, Stormraven Land Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 points Landing Craft 1 Blood Angels Landing Craft None 350 points Predator 4 Baal Predators Commander, Fast Attack, Hunter 300 points Scout 4 Blood Angels Scout units plus transport Commander, Stormraven 150 points 0-1 Strike Cruiser 1 Blood Angels Strike Cruiser Battle Barge 200 points Stormraven 4 Stormraven Gunships None 300 points Tactical 6 Blood Angels Tactical units plus transport Assault, Commander, Dreadnought, Fast Attack, 275 points Heavy Support, Hunter, Razorback, Stormraven Terminator 4 Blood Angels Terminator units Commander, Dreadnought, Heavy Support, Stormraven 350 points Thunderhawk 1 Blood Angels Thunderhawk Gunship None 200 points Whirlwind 4 Blood Angels Whirlwinds Hunter 300 points

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

UPGRADE UNITS COST Assault Add 2 Assault units +75 points Battle Barge Replace a Blood Angels Strike Cruiser with a Blood Angels Battle Barge +150 points Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain OR 1 Space Marine Commander in the army may be a Supreme Commander +100 points Dreadnought Add 1 to 3 Vulcan or Furioso Dreadnoughts in any combination +75 points each Fast Attack Add 2 Land Speeders or Bike units, or 3 Attack Bikes +100 points Heavy Support Select 1 option from the following: Add 1 to 3 Blood Angels Vindicators +50 points each Add 1 to 3 Baal Predators or Blood Angels Predator in any combination +75 points each Add any number of Blood Angels Land Raiders or Blood Angels Land Raider Redeemers, in any +75 points each combination, up to the number required to transport the entire formation Hunter Add 1 Blood Angels Hunter +75 points Razorback Add any number of Blood Angels Razorbacks, up to the number required to transport the entire formation +25 points each Stormraven Add any number of Stormraven Gunships, up to the number required to transport the entire formation +75 points each Tornado/Typhoon Replace any number of Land Speeders, on a 1 for 1 basis, with: 1 Land Speeder Tornado OR Free 1 Land Speeder Typhoon +25 points each

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

FORMATION UNITS COST Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 points Marauder Squadron 2 Marauder Bombers 250 points

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

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

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BLOOD ANGELS

BLOOD ANGELS SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), MW, EA(+1) Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander Blood Angels Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Blood Angels Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted, Scout Bolters (15cm) (Small Arms) Blood Angels Devastator INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+ Blood Angels Scout INF 15cm 5+ 4+ 5+ Shotguns (15cm) (Small Arms) Scout, Infiltrator Blood Angels Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Blood Angels Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour Storm Bolters (15cm) (Small Arms) 2x Assault Cannon 30cm AP5+/AT5+ Death Company Assault INF 30cm 4+ 3+ 5+ Bolt Pistols (15cm) Small Arms Fearless, Frenzied, Invulnerable Save, Jump Packs (Assault Weapons) (base contact) (Assault Weapons), EA (+1) Death Company Tactical INF 15cm 4+ 3+ 5+ Bolt Pistols (15cm) Small Arms Fearless, Frenzied, Invulnerable Save (Assault Weapons) (base contact) (Assault Weapons), EA (+1) Attack Bike LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta (15cm) (Small Arms), MW Skimmer, Scout 15cm MW5+ Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile 45cm AP3+/AT5+ Skimmer, Scout Heavy Bolter 30cm AP5+ Baal Predator AV 35cm 4+ 6+ 4+ Twin Assault Cannon 30cm AP4+/AT4+ 2x Heavy Flamer 15cm AP4+, Ignore Cover Blood Angels Hunter AV 35cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Blood Angels Predator AV 35cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+ Twin Lascannon 45cm AT4+ Blood Angels Razorback AV 35cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (May carry 1 of the following Blood Angels units: Tactical and Devastator) Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. Blood Angels Rhino AV 35cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Death Company Tactical, Devastator, Scout, Tactical) Blood Angels Vindicator AV 30cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Blood Angels Whirlwind AV 35cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire Dreadnought AV 15cm 3+ 4+ 6+ Flamers (15cm) Small Arms Frenzied, Walker. (Furioso Pattern) Power Fists (base contact) (Assault Weapons), MW, EA(+2) Dreadnought AV 15cm 3+ 4+ 4+ Power Fist (base contact) (Assault Weapons), MW, EA(+1) Walker. (Vulcan Pattern) Multi-Melta 15cm MW5+ AND (15cm) (Small Arms), MW Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit 2x Twin Lascannon 45cm AT4+ or 2 of the following: Devastator, Tactical) Land Raider Redeemer AV 25cm 4+ 5+ 3+ Frag Launchers (base contact) (Assault Weapons) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit 2x Flamestorm Cannon 15cm AP3+, Ignore Cover or 2 of the following: Devastator, Tactical) Twin Assault Cannon 30cm AP4+/AT4+

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1.6 NetEA DEVELOPMENTAL

BLOOD ANGELS

BLOOD ANGELS SPACE MARINE ARMY REFERENCE 2 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Stormraven Gunship AV 35cm 5+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Planetfall, Reinforced Armour, Skimmer, Transport: (May carry 1 Dreadnought; plus 1 Blood Angels Twin Assault Cannon 30cm AP4+/AT4+ Terminator unit or 2 of the following Blood Angels units: Assault, Death Company Assault, Death Bloodstrike Missile 60cm 4x AT3+, Single Shot Company, Tactical, Devastator, Scout or Tactical) Blood Angels Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (May carry 1 formation that includes only Death Company Tactical, Drop Pod Devastator, Dreadnought and Tactical units). Deathwind: After the Drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim crossfire. Blood Angels AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Blood Angels Landing Craft 3x Twin Heavy Bolter 15cm AP4+/AA5+ infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts 2x Twin Lascannon 45cm AT4+ take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. Blood Angels AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Thunderhawk Twin Heavy Bolter 15cm AP4+/AA5+, LF Assault, Bike, Death Company Assault, Death Company Tactical, Devastator, Scout, Tactical, Gunship 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Terminator and Dreadnought. Terminators and Dreadnoughts take up two spaces each.) Battle Cannon 75cm AP4+/AT4+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Blood Angels SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Transport: (May carry 60 Blood Angels infantry units, Attack Bikes and Dreadnoughts; Battle Barge plus 60 of the following Blood Angels units: Baal Predators, Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predator Annihilators, or Vindicators; plus 9 Thunderhawks and enough Drop pods or Landing Craft to carry any other units on board). Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise. Blood Angels SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 Blood Angels infantry units, Attack Bikes and Dreadnoughts; Strike Cruiser plus 20 of the following Blood Angels units: Baal Predators, Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predator Annihilators, or Vindicators; plus 6 Thunderhawks and enough Drop pods or Landing Craft to carry any other units on board).

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

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

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

FORMATION CORE UNITS UPGRADES COST Assault 4 Assault units Commander, Land Speeders 175 points Bike 5 Bike units Commander, Attack Bike 200 points Landing Craft 1 Raven Guard Landing Craft None 350 points Land Speeder 5 Land Speeders Commander, Tornado/Typhoon/Tempest, Planetfall 200 points Predator 4 Predators (Annihilator and/or Commander, Hunter 250 points

Destructor in any combination) Raven Guard Assault 6 Raven Guard Assault units plus transport Commander, Dreadnought, Hunter, Land Speeders, 225 points

Razorback, Caestus Scout 4 Scout units plus transport Commander, Land Speeders, Land Speeder Storm, Scout, Sniper 150 points 0-1 Strike Cruiser 1 Raven Guard Strike Cruiser Battle Barge 225 points Tactical 6 Tactical units plus transport Commander, Dreadnought, Hunter, Razorback, Caestus 275 points Terminator 4 Raven Guard Terminator units Commander, Dreadnought , Caestus 350 points Thunderhawk 1 Raven Guard Thunderhawk Gunship None 200 points Whirlwind 4 Whirlwinds Commander, Hunter 300 points

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

UPGRADE UNITS COST Attack Bike Replace any number of Bike units with 1 Attack Bike each Free Battle Barge Replace a Raven Guard Strike Cruiser with a Raven Guard Battle Barge +150 points Caestus Add the minimum number of Raven Guard Caestus Assault Rams to transport the formation +125 points for 2 +175 points for 3 Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain OR 1 Space Marine Commander in the army may be a Supreme Commander +100 points Dreadnought Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination) +50 points each Hunter Add 1 Hunter +75 points Land Speeders Add 1 option from the following: 2 Land Speeders or Tornados OR +75 points 2 Land Speeders Typhoons or Tempests +125 points Land Speeder Storm Add enough Land Speeder Storms to transport the entire formation +25 points each Planetfall Give all units and upgrades in the formation the Planetfall ability +25 points Razorback Add any number of Raven Guard Razorbacks, up to the number required to transport the formation +25 points each Scout Add 2 Scout units +75 points Sniper All Scout units gain the Sniper ability +50 points Tornado/Typhoon/Tempest Replace any number of Land Speeders with 1 Land Speeder Tempest, Tornado or Typhoon each

Land Speeder Tornado Free Land Speeder Typhoon or Land Speeder Tempest +25 points each

IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army’s points may be spent on Allies formations) TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warhound Titan 1 Warhound Titan 275 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 points

Warhound Titan Pack 2 Warhound Titans 500 points Marauder Squadron 2 Marauder Bombers 250 points

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

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

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1.7 NetEA DEVELOPMENTAL

RAVEN GUARD

RAVEN GUARD SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), MW, EA(+1) Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted Bolters (15cm) (Small Arms) Raven Guard Assault INF 15cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Bolt pistols (15cm) (Small Arms) Scout INF 15cm 5+ 4+ 5+ Heavy Bolter 30cm AP5+ Scout, Infiltrator

Shotguns (15cm) (Small Arms) Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Raven Guard Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour. May use Drop pods

Storm Bolters (15cm) (Small Arms) 2x Assault Cannon 30cm AP5+/AT5+ Attack Bike LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta (15cm) (Small Arms), MW Skimmer, Scout 15cm MW5+ Land Speeder Tempest LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer

Tempest Missile 45cm AP4+/AT5+ AND 30cm AA6+

Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout Heavy Bolter 30cm AP5+

Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile 45cm AP3+/AT5+ Skimmer, Scout Heavy Bolter 30cm AP5+

Raven Guard AV 35cm 5+ 6+ 5+ Firefury Missile Launcher 30cm 1BP, Single Shot Planetfall, Reinforced Armour, Skimmer, Transport: (May carry 2 of the following units: Caestus Assault Ram Magna Melta 15cm MW4+ Raven Guard Assault, Raven Guard Terminator, Tactical or Scout) AND (15cm) Small Arms, MW Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) Twin Lascannon OR 45cm AT4+ OR a Power Fist and Assault Cannon (Tactical), not both – select one option before the game. Power Fist (base contact) (Assault Weapons), MW, EA(+1) Assault Cannon 30cm AP5+/AT5+ Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+

Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+

Autocannon 45cm AP5+/AT6+ Raven Guard Razorback AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (may carry 1 of the following units: Raven Guard Assault, Scout and Tactical)

Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. Raven Guard Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Raven Guard Assault, Scout and Tactical) Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire

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1.7 NetEA DEVELOPMENTAL

RAVEN GUARD

RAVEN GUARD SPACE MARINE ARMY REFERENCE 2 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Raven Guard Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (May carry 1 formation that includes only Raven Guard Assault, Raven Guard Terminators, Tactical and Dreadnought units). Deathwind: After the drop

pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the Drop pod or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the Drop pod. Drop pods may not be used to claim crossfire. Raven Guard AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Raven Guard Landing Craft 3x Twin Heavy Bolter 15cm AP4+/AA5+ infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts 2x Twin Lascannon 45cm AT4+ take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. Raven Guard AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Thunderhawk Twin Heavy Bolter 15cm AP4+/AA5+, LF Assault, Bike, Raven Guard Assault, Scout, Tactical, Terminator and Dreadnought. 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Terminators and Dreadnoughts take up 2 spaces each.) Battle Cannon 75cm AP4+/AT4+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Raven Guard SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Transport: (May carry 60 of the following units: Assault, Bike, Land Speeders(all types), Battle Barge Raven Guard Assault, Raven Guard Terminator, Scout, Tactical or Dreadnought units; plus 60 of the following Raven Guard vehicles: Rhinos, Razorbacks, Hunters, Whirlwinds, Predators or Caestus Assault Rams; plus 9 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise. Raven Guard SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 of the following units: Assault, Bike, Land Speeders(all types), Strike Cruiser Raven Guard Assault, Raven Guard Terminator, Scout, Tactical or Dreadnought units; plus 20 of the following Raven Guard vehicles: Rhinos, Razorbacks, Hunters, Whirlwinds, Predators or Caestus Assault Rams; plus 6 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Land Speeder Storm LV 35cm 4+ 6+ 5+ Heavy Bolter 30cm AP5+ Skimmer, Transport (one Scout)

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

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

GREAT COMPANIES (You may have any number of Great Companies but must take at least one)

PACK CORE UNITS UPGRADES COST 1+ Great Company 6 Grey Hunter units with 1 Hero character plus transport, plus Land Raiders, Dreadnoughts, Venerable 300 points 0-2 of the following options: Dreadnought, Razorback, Vindicator, (you may select each option only once per Great Company) Hunter, Wolf Lord 2 Grey Hunters units and transport: +75 points 2 Blood Claws units and transport: +50 points 2 Long Fangs units and transport: +125 points 1 or 2 Wolf Guard Terminator units: +75 points each

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

PACK CORE UNITS UPGRADES COST

Wolf Guard Terminators 4 Wolf Guard Terminator units Hero, Land Raiders 325 points Wolf Scout Pack 4 Wolf Scout units Hero, Sniper 225 points Long Fangs Pack 4 Long Fang units plus transport Hero, Razorbacks, Land Raiders, Hunter 300 points Blood Claws Pack 6 Blood Claws units plus transport Hero, Blood Claws, Land Raiders,

Vindicators 200 points

Skyclaws Assault Pack 6 Skyclaws Assault units Hero, Skyclaws 225 points Swiftclaws Bike Pack 6 Swiftclaws Bike units Hero, Swiftclaws Attack Bikes 200 points Fenrisian Wolves 6 Fenrisian Wolves units Hero 150 points

SUPPORT PACKS (You may have any number of Support packs)

PACK UNITS UPGRADES COST

Land Speeder 5 Land Speeders Hero, Typhoon/Tornado 200 points Land Raiders 4 Space Wolves Land Raiders or Space Wolves Land Raider Crusaders Hero, Hunter 325 points Predators 4 Predators (either Annihilator and/or Destructor) Hero, Hunter 250points Vindicators 4 Vindicators Hero, Hunter 225 points Whirlwinds 4 Whirlwinds Hero, Hunter 300 points 0-1 Strike Cruiser 1 Space Wolves Strike Cruiser Battle Barge 200 points Thunderhawk 1 Space Wolves Thunderhawk Gunship none 225 points Landing Craft 1 Space Wolves Landing Craft none 375 points

SPACE WOLVES UPGRADES (Upgrades may only be taken once per parent Pack)

UPGRADE UNITS COST

Hero Add 1 of the following to the formation: Battle Leader, Rune Priest or Wolf Priest +50 points 0-1 Wolf Lord Add the Supreme Commander ability to either a Battle Leader or Venerable Dreadnought +50 points Blood Claws Add 2 Blood Claws units to the formation +50 points Skyclaws Add 2 Skyclaws units to the formation +75 points Swiftclaw Attack Bikes Replace any number of Swiftclaw Bike units with the same number of Swiftclaw Attack Bikes Free Sniper Add the Sniper ability to 1 or 2 units in the formation +25 points each Razorbacks Add any number of Space Wolves Razorbacks, up to the number required to transport the formation +25 points each Land Raiders Add up to 4 Space Wolves Land Raiders and/or Land Raider Crusaders +75 points each 0-1 Venerable Dreadnought Add the Venerable Dreadnought unit to a formation +75 points Dreadnoughts Add up to 2 Dreadnought units to the formation +50 points each Typhoon/Tornado Replace any number of Land Speeders, on a 1 for 1 basis, with: 1 Land Speeder Tornado OR Free 1 Land Speeder Typhoon +25 points each Vindicators Add 1 or 2 Vindicator units to the formation +50 points 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

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

FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Reaver Titan 1 Reaver Titan 650 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 points Marauder Squadron 2 Marauder Bombers 250 points

SPECIAL RULE - Pack Mentality

Space Wolves Wolf Lords and Battle Leaders have the Commander special ability, however packs may use a 10cm range to include new packs in an assault rather than the standard 5cm. All other rules and modifiers regarding this ability apply as normal to those packs taking part. Additionally, when defending against an assault, a Space Wolves Commander may declare friendly packs within 5cm to be intermingled during the assault. Once declared intermingled, the 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.

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

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1.8 NetEA DEVELOPMENTAL

SPACE WOLVES

SPACE WOLVES SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Battle Leader CH n/a n/a n/a n/a Frost Blade (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Rune Priest CH n/a n/a n/a n/a Runic Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Thunderclap (15cm) (Assault Weapons), MW, EA(+1) Wolf Priest CH n/a n/a n/a n/a Crozius Arcanum (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Blood Claws INF 15cm 4+ 3+ 6+ Chainswords (base contact) (Assault Weapons) Unblooded Fenrisian Wolves INF 20cm 5+ 4+ - Claws and Fangs (base contact) (Assault Weapons) Infiltrator Grey Hunters INF 15cm 4+ 3+ 4+ Bolters (15cm) (Small Arms) Long Fangs INF 15cm 4+ 5+ 3+ 3x Heavy Weapons 45cm AP5+/AT5+ Skyclaws INF 30cm 4+ 3+ 6+ Chainswords (base contact) (Assault Weapons) Unblooded, Jump Packs Bolt Pistols (15cm) (Small Arms) Swiftclaws Bike INF 35cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Unblooded, Mounted Bolters (15cm) (Small Arms) Wolf Guard Terminator INF 15cm 4+ 3+ 3+ Storm Bolters (15cm) (Small Arms) Reinforced Armour, Thick Rear Armour. May use Drop Pods 2x Assault Cannon 30cm AP5+/AT5+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Wolf Scout INF 15cm 5+ 4+ 5+ Chainswords (base contact) (Assault Weapons) Scout, Infiltrator, Teleport Bolt Pistols (15cm) (Small Arms) Heavy Bolter 30cm AP5+ Land Speeder LV 35cm 4+ 6+ 5+ Multi-Melta 15cm MW 5+ Scout, Skimmer AND (15cm) (Small Arms) , MW Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Scout, Skimmer Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Typhoon Missile Launcher 45cm AP3+/AT5+ Scout, Skimmer Heavy Bolter 30cm AP5+ Swiftclaw Attack Bikes LV 35cm 4+ 5+ 5+ Multi-Melta 15cm MW 5+ or (Small Arms) , MW Unblooded Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) Twin Lascannon OR 45cm AT4+ OR a Power Fist and Assault Cannon (Tactical), not both – select one option before the game. Power Fist (base contact) (Assault Weapons), MW, EA(+1) Assault Cannon 30cm AP5+/AT5+ Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Predator Annihilator AV 30cm 4+ 6+ 5+ Twin Lascannon 45cm AT4+ 2x Lascannon 45cm AT5+ Predator Destructor AV 30cm 4+ 6+ 3+ Twin Autocannon 45cm AP5+/AT6+ 2x Heavy Bolters 30cm AP5+ Space Wolves Rhino AV 30cm 5+ 6+ 6+ Storm Bolters (15cm) (Small Arms) Transport: (May carry 2 of the following units: Grey Hunters, Long Fangs, Blood Claws) Space Wolves Razorback AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport: (May carry 1 of the following units: Grey Hunters, Long Fangs, Blood Claws)

Twin Lascannon 45cm AT4+ Space Wolves Land Raider AV 25cm 4+ 6+ 4+ 2x Twin Lascannon 45cm AT4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Wolf Guard Terminator Twin Heavy Bolter 30cm AP4+ unit or 2 of the following : Grey Hunters, Long Fangs, Blood Claws) Space Wolves AV 25cm 4+ 5+ 5+ Frag Launchers (base contact) (Assault Weapons) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Wolf Guard Terminator Land Raider Crusader Hurricane Bolters (15cm) (Small Arms), EA(+2) units or 3 of the following : Grey Hunters, Long Fangs, Blood Claws) Twin Assault Cannon 30cm AP5+/AT5+ Venerable Dreadnought AV 15cm 4+ 3+ 4+ Missile Launcher 45cm AP5+/AT6+ Fearless, Reinforced Armour, Walker Twin Lascannon OR 45cm AT4+ Power Fist (base contact) (Assault Weapons), MW, EA(+1) Assault Cannon 30cm AP5+/AT5+ Vindicator AV 25cm 4+ 6+ 4+ Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire

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SPACE WOLVES

SPACE WOLVES SPACE MARINE ARMY REFERENCE 2 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Space Wolves Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (May carry 1 formation that includes only Blood Claws, Grey Hunters,

Long Fangs, Dreadnought, Venerable Dreadnought and Wolf Guard Terminator units). Deathwind: After the Drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim crossfire. Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker. Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Space Wolves Landing Craft AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Wolves

3x Twin Heavy Bolter 15cm AP4+/AA5+ infantry units, Swiftclaw Attack Bikes and Dreadnoughts. Wolf Guard Terminators and 2x Twin Lascannon 45cm AT4+ 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. Space Wolves Thunderhawk AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Gunship Twin Heavy Bolter 15cm AP4+/AA5+, LF Blood Claws, Dreadnought, Grey Hunters, Long Fangs, Skyclaws, Swiftclaw Bikes,

2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Venerable Dreadnought, Wolf Guard Terminators, Wolf Scout. Terminators and all Battle Cannon 75cm AP4+/AT4+, FxF 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. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Space Wolves Battle Barge SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Transport: (May carry 60 Space Wolves infantry units, Swift Claw Attack Bikes and

Dreadnoughts; plus 60 of the following Space Wolves vehicles: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators, or Vindicators; plus 9 Thunderhawks and enough Drop pods or Landing Craft to carry any other units on board). Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise. Space Wolves Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 Space Wolves infantry units, Swift Claw Attack Bikes and

Dreadnoughts; plus 20 of the following Space Wolves vehicles: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators, or Vindicators; plus 6 Thunderhawks and enough Drop pods or Landing Craft to carry any other units on board).

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27

APOCRYPHA OF SKAROS SPACE MARINE ARMY LIST v1.1. Sub-Army Champion: "Simulated Knave"

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

SPACE MARINE DETACHMENTS (An Apocrypha of Skaros Space Marine army may contain any number of Space Marine Detachments)

FORMATION CORE UNITS UPGRADES COST Armoury 3 Space Marine Support Weapons (Anti- Commander, Dreadnought, Land Raiders, Support Weapons 175 points Personnel) and 3 Space Marine Support Weapons (Anti-Tank) Bike 5 Bike units or Attack Bikes Armoured Support, Commander 200 points in any combination Devastator 4 Devastator units plus transport Commander, Dreadnought, Hunter, Land Raider Terminus, 250 points Razorback, Support Weapons Land Raider 4 Land Raiders Armoured Support, Commander, First Company, Hunter, 325 points Land Raider Terminus Land Speeder 5 Land Speeders Commander, Land Speeder 200 points Predator 4 Predator Destructors or Predator Armoured Support, Commander, Land Raiders, 250 points Annihilators Land Raider Terminus, Hunter Tactical 6 Tactical units plus transport Armoured Support, Commander, Demi-Company, 275 points Dreadnought, Hunter, Razorback Whirlwind 4 Whirlwinds Commander, Hunter 300 points

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

UPGRADE UNITS COST Armoured Support Add 1 or 2 Predator Destructors, Predator Annihilators or Vindicators to the formation. +50 points each Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain OR 1 Space Marine Commander in the army may be a Supreme Commander +100 points A formation containing a Captain or Supreme Commander may add a Damocles Command Rhino +50 points extra Demi-Company Add the following to the formation: 2 Devastator units plus transport and/or +100 points 2 Assault units +50 points Dreadnought Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination) +50 points each First Company Add up to 4 Terminator units to the formation +75 points each Hunter Add 1 Hunter +75 points Land Speeder Replace any number of Land Speeders with 1 Land Speeder Tornado or Typhoon each 1 Land Speeder Tornado OR Free 1 Land Speeder Typhoon +25 points each Land Raider Add 1 or 2 Land Raiders +75 points each Land Raider Terminus Add a Land Raider Terminus to the formation +100 pointsRazorback Add up to 3 Razorbacks, up to the number required to transport the formation +25 points for 1 +50 points for 2 +100 points for 3 Support Weapons Add 2 Support Weapons to the formation in any combination +50 points

IMPERIAL SUPPORT FORMATIONS (Up to 1/4 of an army’s points may be spent on Allies formations)

AIRCRAFT TITAN LEGION BATTLEGROUPS FORMATION COST FORMATION COST 1 Thunderhawk Gunship 225 points 1 Warlord Titan 825 points 1 Thunderhawk Interdictor 250 points 1 Reaver Titan 650 points 1 Thunderhawk Bomber 250 points 2 Warhound Titans 500 points

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APOCRYPHA OF SKAROS

APOCRYPHA OF SKAROS SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), MW, EA(+1) Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander

Support Weapon INF 10cm 6+ 6+ 5+ Twin Heavy Bolter 30cm AP4+ (Anti-Personnel) Support Weapon INF 10cm 6+ 6+ 6+ Twin Lascannon 45cm AT4+ (Anti-tank) Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted Bolters (15cm) (Small Arms) Devastator INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+ Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour Storm Bolters (15cm) (Small Arms) 2x Assault Cannon 30cm AP5+/AT5+ Attack Bike LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta (15cm) (Small Arms), MW Skimmer, Scout 15cm MW5+ Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile 45cm AP3+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Damocles Command AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) One formation on the board, per turn, may receive the Leader ability . Determine which formation Rhino when the formation containing the Damocles Command Rhino is activated. In addition, replace the '5cm' Combined Assault restriction within the Commander and Supreme Commander abilities with 'any formation on the table.' Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) Twin Lascannon OR 45cm AT4+ OR a Power Fist and Assault Cannon (Tactical), not both – select one option before the game. Power Fist (base contact) (Assault Weapons), MW, EA(+1) Assault Cannon 30cm AP5+/AT5+ Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit 2x Twin Lascannon 45cm AT4+ OR 2 of the following units: Tactical, Devastator) Land Raider Terminus AV 25cm 3x Twin Lascannon 45cm AT4+ 2x Lascannon 45cm AT5+ Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+

Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+

Autocannon 45cm AP5+/AT6+ Razorback AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (may carry 1 of the following units: Tactical, Devastator & Scout) Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire

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APOCRYPHA OF SKAROS

APOCRYPHA OF SKAROS SPACE MARINE ARMY REFERENCE 2 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (may carry 1 formation that includes only Tactical, Devastator and Dreadnought units). Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim crossfire. Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45c m 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Apocrypha of Skaros AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Thunderhawk Twin Heavy Bolter 15cm AP4+/AA5+, LF Tactical, Assault, Bike, Devastator, Dreadnought, Support Weapon and Terminator. Gunship 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Terminators and Dreadnoughts take up two spaces each.) Battle Cannon 75cm AP4+/AT4+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Thunderhawk Interdictor AC/WE Bomber 4+ - - Turbo Laser 45cm 2x AP5+/AT3+, FxF DC2, Reinforced Armour

2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses Twin Heavy Bolter 15cm AP4+/AA5+, Left control and the Thunderhawk crashes to the ground. Twin Heavy Bolter 15cm AP4+/AA5+, Right 2x Rockets 30cm AT4+, FxF Thunderhawk Bomber AC/WE Bomber 4+ - - Battle Cannon 75cm AP4+/AT4+, FxF DC2, Reinforced Armour

2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses Twin Heavy Bolter 15cm AP4+/AA5+, Left control and the Thunderhawk crashes to the ground. Twin Heavy Bolter 15cm AP4+/AA5+, Right Bombs 15cm 2BP, FxF, Ignore Cover

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30

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

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

DARK ANGELS DETACHMENTS (A Dark Angels Space Marine army may contain any number of Dark Angels Detachments)

FORMATION CORE UNITS UPGRADES COST Assault 4 Assault units Master 175 points Deathwing 4 Terminator units Master, Deathwing Tactics, Deathwing 350 points Support, Dreadnought, Land Raider Devastator 4 Devastator units plus transport Master, Dreadnought, Hunter, Ironwing 250 points Support, Land Raider, Plasma, Razorback Ironwing 4 Predators or Vindicators Master, Hunter, Ironwing Support 250 points Landing Craft 1 Landing Craft None 350 points Land Raider 4 Dark Angels Land Raiders Master, Hunter, Ironwing Support 325 points Ravenwing Attack 4 Ravenwing Bike units, 2 Ravenwing Attack Bikes Master 350 points

and 2 Land Speeder Tornados Ravenwing Support 5 Ravenwing Land Speeders Master, Ravenwing Tactics 200 points Sniper Scout 4 Sniper Scout units plus transport Master, Razorback 150 points 0-1 Strike Cruiser 1 Dark Angels Strike Cruiser Battle Barge 200 points Dark Angels Tactical 6 Dark Angels Tactical units plus transport Master, Deathwing Support, Dreadnought, Hunter, 275 points Ironwing Support, Land Raider, Razorback Thunderhawk 1 Dark Angels Thunderhawk Gunship None 200 points Whirlwind 4 Whirlwinds Master, Hunter 300 points

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

UPGRADE UNITS COST Battle Barge Replace the Dark Angels Strike Cruiser with a Dark Angels Battle Barge +150 points Deathwing Tactics Replace 2 or 4 Terminators with Assault Terminators Free Deathwing Support Add 2 Terminators or 2 Assault Terminators +175 points Dreadnought Add up to 2 Dreadnoughts. (May be either Hellfire or Executioner) +50 points each Hunter Add 1 Hunter OR +75 points Add 2 Hunters +125 points Ironwing Support Add up to 2 Vindicator or Predators +50 points each

Land Raider Add up to 4 Land Raiders or Land Raider Crusaders +75 points each

Master Add 1 Dark Angels character to a unit in the formation. The character may be 1 of the following: Company Master, Interrogator Chaplain, Deathwing Librarian OR +50 points 0-1 Grand Master +100 points Plasma Replace any Devastator unit with a Dark Angels Devastator unit Free Razorback Add any number of Dark Angels Razorbacks, up to the number required to transport the formation +25 points each Ravenwing Tactics Replace all Ravenwing Land Speeders with Ravenwing Land Speeder Tornados +25 points

SPECIAL RULE - Intractable

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

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

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DARK ANGELS

DARK ANGELS SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Company Master CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Commander, Fearless, Leader Deathwing Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Fearless, Leader Smite (15cm) (Small Arms), MW, EA(+1) Grand Master CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Fearless, Invulnerable Save, Supreme Commander Interrogator Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Fearless, Invulnerable Save, Inspiring, Leader Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Assault Terminator INF 15cm 4+ 2+ - Thunder Hammer & Storm Shield (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour, Invulnerable Save Dark Angels Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Plasma Cannon 30cm AP4+/AT4+ Slow Fire Dark Angels Devastator INF 15cm 4+ 5+ 3+ 2x Plasma Cannon 30cm AP4+/AT4+ Slow Fire Devastator INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+ Ravenwing Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted, Scout, Teleport Homer Bolters (15cm) (Small Arms) Sniper Scout INF 15cm 5+ 4+ 5+ Sniper Rifle 30cm AP5+ Infiltrator, Scout, Sniper Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour Storm Bolters (15cm) (Small Arms) 2x Assault Cannon 30cm AP5+/AT5+ Ravenwing Attack Bike LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Scout Ravenwing Land Speeder LV 35cm 4+ 6+ 5+ Heavy Bolter 30cm AP5+ Skimmer, Scout Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) Twin Lascannon OR 45cm AT4+ OR a Power Fist and Plasma Cannon (Executioner), not both – select one option before Power Fist (base contact) (Assault Weapons), MW, EA(+1) the game. Plasma Cannon 30cm AP4+/AT4+ Slow Fire Dark Angels Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (may carry 1 formation that includes only Dark Angels Tactical, Dark Angels Devastator, Devastator and Dreadnought units). Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim a crossfire. Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Dark Angels Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator or Assault

2x Twin Lascannon 45cm AT4+ Terminator unit or 2 of the following units: Dark Angels Tactical, Dark Angels Devastator, Devastator) Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+

Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+

Autocannon 45cm AP5+/AT6+ Dark Angels Razorback AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport: (May carry 1 of the following units: Dark Angels Tactical, Dark Angels Twin Lascannon 45cm AT4+ Devastator, Devastator, Sniper Scout). A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. Dark Angels Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Dark Angels Tactical, Dark Angels Devastator, Devastator, Sniper Scout) Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire

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DARK ANGELS

DARK ANGELS SPACE MARINE ARMY REFERENCE 2 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Dark Angels Landing Craft AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 infantry 3x Twin Heavy Bolter 15cm AP4+/AA5+ units, Ravenwing Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts 2x Twin Lascannon 45cm AT4+ take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. Dark Angels Thunderhawk AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:

Twin Heavy Bolter 15cm AP4+/AA5+, LF Assault, Dark Angels Tactical, Dark Angels Devastator, Devastator, Sniper Scout, 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Ravenwing Bike, Assault Terminator, Terminator and Dreadnought. All Terminators Battle Cannon 75cm AP4+/AT4+, FxF 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. Dark Angels Battle Barge SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Slow and Steady: May not be used on the first two turns of a battle unless the scenario specifically says otherwise. Transport: (May carry 60 of the following units: Assault, Dark Angels Tactical, Dark Angels Devastator, Devastator, Ravenwing Bike, Sniper Scout, Terminator or Dreadnought units; plus 60 of the following Dark Angels units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) Dark Angels Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 of the following units: Assault, Dark Angels Tactical, Dark Angels Devastator, Devastator, Ravenwing Bike, Sniper Scout, Terminator or Dreadnought units; plus 20 of the following Dark Angels units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) Land Raider Crusader AV 25cm 4+ 5+ 5+ Frag Launchers (base contact) (Assault Weapons) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units

Hurricane Bolters (15cm) (Small Arms), EA(+2) or 3 of the following : Devastator, Tactical)

Twin Assault Cannon 30cm AP4+/AT4+

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33

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

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

GREY KNIGHTS DETACHMENTS (A Grey Knights army may contain any number of Grey Knights Detachments)

FORMATION CORE UNITS UPGRADES COST Strike Squad 6 to 8 Grey Knights Strike Squad units Commander, Eternal Warriors, Grand Master, 325 first 6 units

Hunter, Razorback, Rhino, Storm Raven, Land Raiders +50 per extra unit Terminators 4 Grey Knights Terminators units Commander, Eternal Warriors, Grand Master, 375 points

Hunter, Land Raiders 0-3 Inquisitorial Warband 8 Warrior Acolyte units and 1 Imperial Agents, Chimeras, Landing Party 175 points Inquisitor character

GREY KNIGHTS SUPPORT DETACHMENTS (Up to two Support formations may be taken for each Grey Knights detachment)

FORMATION CORE UNITS UPGRADES COST Interceptor Squad 4 Grey Knights Interceptor units Commander, Eternal Warriors, Grand Master, 225 points

Storm Raven Purgation Squad 4 Grey Knight Purgation units Commander, Eternal Warriors, Grand Master, 275 points

Hunter, Razorback, Rhino, Storm Raven, Land Raiders Land Raiders 4 Land Raiders in any combination of the following: Hunter 325 points

Grey Knights Land Raiders Grey Knights Land Raider Redeemers Thunderhawk Gunship 1 Grey Knights Thunderhawk Gunship None 225 points

Thunderhawk Transporters 2 to 4 Grey Knights Thunderhawk None 200 points for 2

Transporters +100 per extra unit 0-1 Strike Cruiser 1 Grey Knights Strike Cruiser None 200 points Storm Raven Flight 4 Grey Knights Storm Ravens None 300 points

GREY KNIGHTS UPGRADES (Up to three upgrades may be taken per Grey Knights formation. Each upgrade may be taken once per formation)

UPGRADE UNITS COST Commander Add 1 of the following characters to a unit in the formation: +50 points Librarian, Brother Captain, 0-1 Brotherhood Champion per army Eternal Warriors Add up to 2 in any combination of the following: Grey Knights Dreadnought +50 points each Nemesis Dreadknight +75 points each 0-1 Grand Master Add 1 Grey Knights Grand Master character to a unit in the formation +100 points Hunter Add 1 Hunter +75 points Imperial Agents Replace up to 4 Warrior Acolytes with the following:

Death Cult Assassins +20 points each Imperial Servitors +10 points each Psyker Battle Squad +15 points each 0-1 Vindicare Assassin +50 points

Land Raiders Add up to 4 Grey Knights Land Raiders and/or Grey Knights Land Raider Redeemers +75 points each Razorback Add as many Grey Knights Razorbacks as required to transport the entire formation +25 points each Rhino Add as many Grey Knights Rhinos as required to transport the entire formation Free Storm Raven Add as many Grey Knights Storm Ravens as required to transport the entire formation +75 points each Chimeras Add 4 Inquisitorial Chimeras +100 points Landing Party Add 1 Aquila Lander and 3 Arvus Lighters +75 points

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

TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 points

Psi Titan 1 Psi Titan 825 points Destroyer Squadron 1 Marauder Destroyer 175 points Reaver Titan 1 Reaver Titan 650 points Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points

SPECIAL RULE - May Not Garrison Only Inquisitorial Warbands are allowed to garrison objectives in the Grand Tournament game scenario.

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GREY KNIGHTS

GREY KNIGHTS SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Brother Captain CH n/a n/a n/a n/a Nemesis Falchions (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Brotherhood Champion CH n/a n/a n/a n/a Anointed Blade (base contact) (Assault Weapons), MW, EA(+1), First Strike Inspiring, Sniper, Invulnerable Save Grey Knights Librarian CH n/a n/a n/a n/a Smite (15cm) (Small Arms), MW, EA(+1) Invulnerable Save, Leader, First Strike Grey Knights Grand Master CH n/a n/a n/a n/a Nemesis Daemon Hammer (base contact) (Assault Weapons), TK(1), EA(+1) Fearless, Invulnerable Save, Supreme Commander, Leader Inquisitor CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Death Cult Assassins INF 15cm 4+ 3+ - Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Grey Knights Interceptors INF 25cm 4+ 4+ 3+ Nemesis Force Halberds (base contact) (Assault Weapons), EA(+1) Jump Packs, Teleport

Incinerator 15cm AP4+, Ignore Cover AND (15cm) (Small Arms), Ignore Cover Grey Knights Strikes INF 15cm 4+ 4+ 3+ Storm Bolters (15cm) (Small Arms) Teleport Psycannon 30cm AP5+/AT5+ Grey Knights Purgations INF 15cm 4+ 4+ 2+ Storm Bolters (15cm) (Small Arms)

2x Psycannon 30cm AP5+/AT5+ Grey Knights Terminators INF 15cm 4+ 3+ 3+ Nemesis Force Weapons (base contact) (Assault Weapons), MW, EA(+1) Teleport, Reinforced Armour, Thick Rear Armour

2x Psycannon 30cm AP5+/AT5+ Imperial Servitors INF 15cm 5+ 5+ 5+ 2x Heavy Bolters 30cm AP5+ Psyker Battle Squad INF 15cm 5+ 6+ 4+ Psychic Barrage 30cm 1BP Vindicare Assassin INF 15cm 4+ 4+ 4+ Exitus Weapons 30cm MW5+, Sniper

AND (15cm) (Small Arms), MW, EA(+1), Sniper Warrior Acolytes INF 15cm 5+ 5+ 4+ Hot Shot Lasguns (15cm) (Small Arms)

Plasma Guns 15cm AP5+-AT5+ Arvus Lighter AV 35cm 5+ - - - - - Planetfall, Skimmer, Transport: (May carry 2 of the following units: Death Cult Assassins,

Imperial Servitors, Psyker battle Squad, Vindicare Assassin, Warrior Acolytes units) Aquila Lander AV 35cm 4+ - 6+ Chin Multilaser 30cm AP5+/AT6+/AA5+, FxF Planetfall, Skimmer, Transport: (May carry 2 of the following units: Death Cult Assassins,

Imperial Servitors, Psyker battle Squad, Vindicare Assassin, Warrior Acolytes units) Grey Knights Dreadnought AV 15cm 3+ 4+ 4+ 2x Twin Autocannon OR 45cm AP4+/AT5+ Walker. The Dreadnought is armed with 2x Twin Autocannon OR

Nemesis Doomfist AND (base contact) (Assault Weapons), MW Heavy Psycannon and Nemesis Doomfist, not both. Select one option before the game. Heavy Psycannon 30cm AP4+/AT4+ Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Grey Knights Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit or

2x Twin Lascannon 45cm AT4+ 2 of the following unit: Purgation Squad, Strike Squad) Grey Knights AV 25cm 4+ 5+ 4+ 2x Flamestorm Cannons 15cm AP3+, Ignores Cover Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit or Land Raider Redeemer Twin Psycannon 30cm AP4+/AT4+ 2 of the following units: Purgation Squad, Strike Squad) Frag Launchers (base contact) (Assault Weapons) Nemesis Dreadknight AV 30cm 4+ 4+ 3+ Nemesis Daemon Hammer (base contact) (Assault Weapons), MW, EA(+1) Fearless, Reinforced Armour, Teleport, Walker

Heavy Psycannon 30cm AP4+/AT4+ Heavy Incinerator 15cm AP4+, Ignore Cover

AND (15cm) (Small Arms), Ignore Cover Grey Knights Razorback AV 30cm 5+ 6+ 5+ Twin Psycannon OR 30cm AP4+/AT4+ Transport: (May carry 1 of the following Grey Knights units: Purgation Squad, Strike Squad).

Twin Lascannon 45cm AT4+ A Grey Knights Razorback is armed with either a Twin Psycannon OR a Twin Lascannon, not both. Select one option before the game. Grey Knights Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 1 of the following Grey Knights units: Purgation Squad, Strike Squad). Grey Knights Storm Raven AV 35cm 5+ 6+ 5+ Twin Psycannon 30cm AP4+/AT4+ Planetfall, Skimmer, Reinforced Armour, Transport: (May carry 1 Grey

Mindstrike Missiles 60cm 4x AP4+, One-Shot Knights Dreadnought or 2 of the following Grey Knights units: Interceptor, Purgation Squad, Twin Multi Meta 15cm MW4+ Strike Squad) AND(15cm) (Small Arms), MW Inquisitorial Chimeras AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Servitors, Multilaser 30cm AP5+/AT6+ Psyker Battle Squad, Vindicare Assassin, Warrior Acolytes units)

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GREY KNIGHTS

GREY KNIGHTS SPACE MARINE ARMY REFERENCE 2 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Divisio Telepathica Psi-Titan WE 15cm 4+ 2+ 3+ Titan Nemesis Doomfist (base contact) (Assault Weapons), TK(D3), EA(+1) DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Warp Cannon 60cm MW2+, TK, Ignore Shields/Power Fields, FxF Walker. May step over units and impassable or dangerous terrain that is lower

Sensorium Dome 60cm 4BP, Disrupt, FxF than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll D6 in the end phase of every Battle Head 30cm 4x AP5+/AT5+, FxF turn: 1: Censorium Dome explodes, Titan is destroyed.; 2-3: 1 additional point of damage; 4-6:

AND (15cm) (Small Arms), EA(+2) Censorium Dome repaired and causes no further trouble. If Censorium explodes any units within 5cms will be hit on a roll of 4+.

Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Grey Knights AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, Right Arc DC 2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Thunderhawk Twin Heavy Bolter 15cm AP4+/AA5+, Left Arc Dreadnought, Purgation Squad, Strike Squad, Terminator, Dreadnoughts, Gunship 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Terminators take up 2 spaces each.) Turbo Laser Destructor 45cm 2x AP3+/AT3+, FxF Critical Hit Effect: the Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Grey Knights AC/WE Bomber 4+ 6+ 5+ 2x Twin Heavy Bolter 15cm AP4+/AA4+ DC2, Planetfall, Reinforced Armour, Transport: (May carry 1 Grey Knights Land Thunderhawk Raider or Land Raider Redeemer or 2 of the following Grey Knights vehicles: Nemesis Transporter Dreadknight, Rhinos, Razorbacks, Hunters; plus any Grey Knights infantry units being transported by these vehicles). Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground. Marauder Destroyer AC/WE Bomber 5+ - - 3x Twin Autocannons 30cm AP4+/AT5+, FxF DC2 Twin Heavy Bolters 15cm AA5+ Critical Hit Effect: Destroyed. Twin assault Cannons 15cm AA4+, Rear Arc 2x Underwing Rockets 30cm AT4+, FxF Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Grey Knights Strike Cruiser SC - - - - Orbital Bombardment - 5BP, MW Transport (may carry 20 of the following units: Dreadnought, Warrior Acolytes,

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

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36

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

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

IMPERIAL FISTS DETACHMENTS(An Imperial Fists Planetary Taskforce army may contain any number of Imperial Fists Detachments)

FORMATION CORE UNITS UPGRADES COST Assault 4 Assault units Commander 150 points Devastator 4 Devastator units All 225 points Land Raider 4 Land Raiders Achilles, Commander, Hunter, Vindicator 325 points Land Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 points Predator 4 Predators (Annihilator and/or Commander, Vindicator, Hunter 250 points Destructor in any combination) Scout Snipers 4 Scout Sniper units Commander, Dreadnoughts, Vindicator 200 points Tactical 6 Tactical units All 250 points Terminator 4 Terminator Assault units Commander 350 points Thunderfire Battery 4 Thunderfire Cannons Dreadnoughts 250 points Vindicator 4 Vindicators Commander, Hunter, Vindicator 225 points Whirlwind Battery 4 Whirlwinds Commander, Hunter, Whirlwind 300 points

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

UPGRADE UNITS COST Achilles Replace up to 4 Land Raiders with Land Raiders Achilles +25 points each OR +75 points for 4 Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain OR 1 Space Marine Commander in the army may be a Supreme Commander +100 points Dreadnought Add 1 or 2 Dreadnoughts (Hellfire or Siege in any combination) +50 points each Hunter Add up to 2 Hunters +75 points each Razorback Add any number of Razorbacks, up to the number required to transport the formation +25 points each Thunderfire Add up to 2 Thunderfire Cannon units +50 points each Tornado/Typhoon Replace any number of Land Speeders with 1 Land Speeder Tornado or Typhoon each 1 Land Speeder Tornado OR Free 1 Land Speeder Typhoon +25 points each Transport Add one of the following options: Rhinos (add only enough to carry the entire formation) +25 points 2 Land Raider Crusaders +175 points Vindicator Add 1 or 2 Vindicators +50 points each Whirlwind Add 2 Whirlwinds +125 points

TASKFORCE SUPPORT(Up to 1/3 of the army’s points may be spent on Static Defences , Navy and War Engine formations)

STATIC DEFENCESFORMATION CORE UNITS COST Fortified Positions 50cm x 2.5cm of Minefield and 1 Firebase 50 points Hyperios Platforms 3 Hyperios Platforms 125 points Tarantula Sentry Guns 6 Tarantulas 125 points

TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT

FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Fighter Bombers 2 Thunderbolt Fighter-Bombers 175 points Reaver Titan 1 Reaver Titan 650 points Bomber 1 Marauder Heavy Bomber 150 points

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

*Interim name

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IMPERIAL FISTS

IMPERIAL FISTS SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), MW, EA(+1) Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Assault Terminator INF 15cm 4+ 2+ - Thunder Hammer & Storm Shield (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour, Invulnerable Save Devastator INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+ Scout Sniper INF 15cm 5+ 4+ 5+ Sniper Rifles 30cm AP5+ Scout, Infiltrator, Sniper Shotguns (15cm) (Small Arms) Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Thunderfire Cannon INF 10cm 5+ 6+ 5+ Thunderfire Cannon 60cm 2xAP4+/AT6+, Disrupt OR Ignore Cover Hyperios Platform LV Immobile 6+ 6+ 6+ Hyperios Launcher 30cm AA4+ Expendable Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta 15cm MW 5+ Skimmer, Scout AND (15cm) (Small Arms) , MW Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile Launcher 45cm AP3+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Tarantula LV Immobile 6+ 6+ 6+/5+ Twin Heavy Bolter OR 30cm AP4+ (gives FF5+) May be armed with only one of the listed weapon types Twin Lascannon 45cm AT4+ Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker (Hellfire) Twin Lascannon 45cm AT4+ Dreadnought AV 15cm 3+ 4+ 3+ Flamestorm Cannon 15cm AP3+, Ignore Cover Walker (Siege) Heavy Flamer 15cm AP4+, Ignore Cover (15cm) (Small Arms), Ignore Cover Siege Drill (base contact) (Assault Weapons), MW, EA(+1) Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit 2x Twin Lascannon 45cm AT4+ OR 2 of the following units: Tactical, Devastator) Land Raider Achilles AV 25cm 4+ 6+ 4+ Thunderfire Cannon 60cm 2xAP4+/AT6+, Disrupt OR Ignore Cover Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator, Tactical or 2x Twin Multi Meltas 15cm MW4+ Devastator unit) AND (15cm) (Small Arms), MW Land Raider Crusader AV 25cm 4+ 5+ 5+ Frag Launchers (base contact) (Assault Weapons) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units Hurricane Bolters (15cm) (Small Arms), EA(+2) or 3 of the following : Devastator, Tactical) Twin Assault Cannon 30cm AP4+/AT4+

Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+ Twin Lascannon 45cm AT4+

Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+ Autocannon 45cm AP5+/AT6+

Imperial Fists AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport: (May carry 1 of the following units: Tactical, Devastator) Razorback Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. Imperial Fists Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Tactical, Devastator) Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire

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IMPERIAL FISTS

IMPERIAL FISTS SPACE MARINE ARMY REFERENCE 2STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Marauder Heavy AC/WE Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ DC2 Bomber Bomb Racks 15cm 3BP, FxF Critical Hit Effect: Destroyed Twin Lascannon 45cm AT4+/AA4+, FxF Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF

IMPERIAL FISTS FORTIFICATIONS TABLE FORTIFICATION INFANTRY VEHICLE WAR ENGINE CAPACITY

Minefield Dangerous Dangerous Dangerous n/a Fire Base 3+ Dangerous Impassable Up to 8 units. Armoured Vehicles count as 2 units

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CODEX ASTARTES SIEGE ASSAULT VANGUARD SPACE MARINE ARMY LIST v0.2.2. Sub-Army Champion: "BlackLegion"

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

SIEGE ASSAULT VANGUARD DETACHMENTS (A Siege Assault Vanguard Space Marine army may contain any number of Detachments)

FORMATION CORE UNITS UPGRADES COST Assault 4 Assault units Commander, Close Support 150 points Devastator 4 Devastator units plus transport Caestus, Close Support, Commander, Dreadnought, 250 points Heavy Support, Razorback, Siege Devastator Predator Tank Squadron 6 Predators (Annihilator and/or Commander, Close Support 325 points Destructor in any combination) Siege Assault 6 Siege Assault units plus Caestus, Close Support, Commander, Heavy Support, 400 points 2 Land Raider Crusaders Land Raider Siege Dreadnought Talon 6 Dreadnoughts in any combination Commander 250 points

of the following: Siege and/or Ironclad Tactical 6 Tactical units plus transport Caestus, Close Support, Commander, Dreadnought, 275 points Heavy Support, Razorback, Siege Mantlets, Siege Tactical Terminator 4 Siege Terminator units Caestus, Close Support, Commander, Dreadnought, 325 points Heavy Support, Heavy Transport Thunderfire Defence Battery 4 Thunderfire Cannons None 250 points Thunderhawk 1 Thunderhawk Bomber None 250 points Vindicator Tank Squadron 6 Vindicators Commander, Close Support 300 points Whirlwind Support Squadron 6 Whirlwinds Commander, Close Support 400 points

SIEGE ASSAULT VANGUARD UPGRADES (Each allowed upgrade may be taken once per Detachment.)

UPGRADE UNITS COST Caestus Add the minimum number of Siege Assault Vanguard Caestus Assault Rams required to +125 points for 2

transport the entire formation +175 points for 3 Close Support Add up to 3 of the following: Siege Assault Vanguard Land Raider Achilles +100 points each Siege Assault Vanguard Land Raider Helios +75 points each Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain OR 1 Space Marine Commander in the army may be a Supreme Commander +100 points The Supreme Commander's formation may add 1 Siege Assault Vanguard Land Raider Prometheus +85 points Dreadnought Add up to 3 Dreadnoughts (Hellfire or Vulcan in any combination) +50 points each Heavy Support Add 1 of the following: 3 Hunters +150 points 3 Predators (Annihilators and/or Destructors in any combination) +150 points 3 Vindicators +150 points 3 Whirlwinds +150 points Heavy Transport Add the following: 4 Siege Assault Vanguard Land Raiders and/or Land Raider Redeemers (in any combination) OR +325 points 2 Land Raider Crusaders +150 points Land Raider Replace 2 Siege Assault Vanguard Land Raider Crusaders with +100 points 3 Siege Assault Vanguard Land Raiders and/or Siege Assault Vanguard Land Raider Redeemers Razorback Add any number of Razorbacks, up to the number required to transport the formation +25 points each Siege Devastator Replace up to 2 Devastator units with Siege Devastator units Free Siege Mantlets Remove all transport vehicles. All Tactical units gain 5+ Reinforced Armour +75 points

versus shooting attacks Siege Tactical Replace up to 2 Tactical units with Siege Tactical units Free

IMPERIAL ALLIES FORMATIONS

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

TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT

FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Fighter Bombers 2 Thunderbolt Fighter-Bombers 175 points Reaver Titan 1 Reaver Titan 650 points Bombers 2 Marauder Bombers 250 points Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points

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1.13 NetEA Experimental

SIEGE ASSAULT VANGUARD

SIEGE ASSAULT VANGUARD SPACE MARINE ARMY REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), MW, EA(+1) Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted Bolters (15cm) (Small Arms) Devastator INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+ Scout INF 15cm 5+ 4+ 5+ Heavy Bolter 30cm AP5+ Scout, Infiltrator Shotguns (15cm) (Small Arms) Siege Assault INF 15cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Bolt pistols (15cm) (Small Arms) Siege Devastator INF 15cm 4+ 5+ 4+ 2x Multi-melta 15cm MW5+ AND (15cm) (Small Arms), MW Siege Tactical INF 15cm 4+ 4+ 5+ Multi-melta 15cm MW5+ AND (15cm) (Small Arms), MW Siege Terminator INF 15cm 4+ 3+ 3+ Thunder Hammers (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Thick Rear Armour, Teleport 2x Heavy Flamers 15cm AP4+, Ignore Cover AND (15cm) (Small Arms), Ignore Cover Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Thunderfire Cannon INF 10cm 5+ 6+ 5+ Thunderfire Cannon 60cm 2xAP4+/AT6+, Disrupt OR Ignore Cover Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) Twin Lascannon OR 45cm AT4+ OR a Power Fist and Multimelta (Vulcan), not both – select one option before the game. Power Fist (base contact) (Assault Weapons), MW, EA(+1) 2x Multi-melta 15cm MW5+ AND (15cm) (Small Arms), MW Dreadnought (Ironclad) AV 15cm 4+ 3+ 4+ Hurricane Bolter (15cm) (Small Arms) Reinforced Armour, Walker Seismic Hammer (base contact) (Assault Weapons), MW, EA(+1) Dreadnought (Siege) AV 15cm 3+ 4+ 3+ Flamestorm Cannon 15cm AP3+, Ignore Cover Walker Heavy Flamer 15cm AP4+, Ignore Cover (15cm) (Small Arms), Ignore Cover Siege Drill (base contact) (Assault Weapons), MW, EA(+1) Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Siege Assault Vanguard AV 35cm 5+ 6+ 5+ Firefury Missile Launcher 30cm 1BP, Single Shot Planetfall, Reinforced Armour, Skimmer, Transport: (May carry 1 Siege Terminator unit or 2 of Caestus Assault Ram Magna Melta 15cm MW5+ the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical) AND (15cm) Small Arms, MW

Siege Assault Vanguard AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Siege Terminator unit or 2 of

Land Raider 2x Twin Lascannon 45cm AT4+ the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)

Siege Assault Vanguard AV 25 cm 4+ 6+ 4+ Thunderfire Cannon 60cm 2xAP4+/AT6+, Disrupt OR Ignore Cover Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 of

Land Raider Achilles 2x Twin Multi Meltas 15cm MW4+ the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)

AND (15cm) (Small Arms), MW Siege Assault Vanguard AV 25cm 4+ 6+ 5+ 2x Twin Lascannon 45cm AT4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 1 of Land Raider Helios Whirlwind Launcher 45cm 1BP Indirect Fire the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical) Siege Assault Vanguard AV 25cm 4+ 6+ 4+ 4x Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Siege Terminator unit or 2 of

Land Raider Prometheus the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)

Replace the '5cm' Combined Assault restriction within the Commander and Supreme Commander abilities with 'any formation on the table.'

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1.13 NetEA Experimental

SIEGE ASSAULT VANGUARD

SIEGE ASSAULT VANGUARD SPACE MARINE ARMY REFERENCE 2STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Siege Assault Vanguard AV 25cm 4+ 5+ 3+ Frag Launchers (base contact) (Assault Weapons) Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Siege Terminator unit or 2 of

Land Raider Redeemer 2x Flamestorm Cannon 15cm AP3+, Ignore Cover the following units: Devastator, Siege Assault, Siege Devastator, Siege Tactical, Tactical)

Twin Assault Cannon 30cm AP4+/AT4+ Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+ Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+ Autocannon 45cm AP5+/AT6+ Siege Assault Vanguard AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (may carry 1 of the following units: Devastator , Siege Devastator, Siege Tactical, Razorback Twin Lascannon 45cm AT4+ Tactical). A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire Thunderhawk Bomber AC/WE Bomber 4+ - - Battle Cannon 75cm AP4+/AT4+, FxF DC2, Reinforced Armour

2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses Twin Heavy Bolter 15cm AP4+/AA5+, Left control and the Thunderhawk crashes to the ground. Twin Heavy Bolter 15cm AP4+/AA5+, Right Bombs 15cm 2BP, FxF, Ignore Cover Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Land Raider Crusader AV 25cm 4+ 5+ 5+ Frag Launchers (base contact) (Assault Weapons) Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 Terminator units Hurricane Bolters (15cm) (Small Arms), EA(+2) or 3 of the following units: Tactical or Devastator) Twin Assault Cannon 30cm AP4+/AT4+

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2.0 IMPERIAL GUARD ARMIES SECTION

COMMON IMPERIAL GUARD SPECIAL RULES

2.0.1 COMMISSARS

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

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

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2.1 NetEA APPROVED

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

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

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

COMPANY CORE UNITS COST 0-1 Regimental HQ 1 Supreme Commander unit, 12 Imperial Guard Infantry units plus 7 Chimeras 500 points (1 for Commander) Infantry Company 1 Imperial Guard Commander unit and 12 Imperial Guard Infantry units 250 points Mechanised Infantry Company 1 Imperial Guard Commander unit, 12 Imperial Guard Infantry units plus

7 Chimeras (1 for Commander) 400 points Tank Company 10 Leman Russ. 1 Leman Russ may be upgraded to a Vanquisher command tank at no additional cost 650 points Super-Heavy Tank Company 3 Baneblades or Shadowswords in any combination 500 points Artillery Company 9 Artillery units chosen from the following list: Basilisk, Manticore 650 points

STEEL LEGION COMPANY UPGRADES (Up to three upgrades may be added to each Steel Legion Company)

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

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

FORMATION CORE UNITS COST Rough Rider Platoon 6 Rough Rider units 150 points Storm Trooper Platoon 8 Storm Trooper units 200 points (May have 4 Valkyrie transport vehicles) (+150 points) Artillery Battery 3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore 250 points Sentinel Squadron 4 Sentinels 100 points 0-1 Deathstrike Missile Battery 2 Deathstrike Missile Launchers 200 points Super-Heavy Tank Platoon 1 Baneblade or Shadowsword 200 points 0-1 Orbital Support 1 Lunar class Cruiser OR 150 points 1 Emperor class Battleship 300 points Flak Battery 3 Hydras 150 points Vulture Squadron 4 Vultures 300 points

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

TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 150 points Reaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers 250 points Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points

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2.1 NetEA APPROVED

STEEL LEGION

STEEL LEGION IMPERIAL GUARD ARMY REFERENCE 1 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Commissar CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Leader, Fearless, Inspiring Imperial Guard Commander INF 15cm 6+ 6+ 5+ Chainswords (base contact) (Assault Weapons) Commander Lasguns (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Imperial Guard INF 15cm 5+ 4+ 5+ Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Supreme Commander Lasguns (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Imperial Guard Infantry INF 15cm - 6+ 5+ Lasguns (15cm) (Small Arms) One unit in every two has an Autocannon. Count up the number of IG Infantry units in the Autocannon 45cm AP5+/AT6+ formation that can fire at the target and divide by 2 (rounding up) to find the number of Autocannon shots you may take. Ogryns INF 15cm 3+ 4+ 5+ Ogryn Combat Weapons (base contact) (Assault Weapons), MW, EA(+1) Ripper Guns (15cm) (Small Arms) Rough Riders INF 20cm 6+ 4+ 6+ Power Lance (base contact) (Assault Weapons), EA (+1), First Strike Infiltratos, Mounted, Scouts Chainswords (base contact) (Assault Weapons) Laspistols (15cm) (Small Arms) Sniper INF 15cm - 6+ 5+ Sniper Rifles 30cm AP5+, Sniper Scout Storm Troopers INF 15cm 5+ 5+ 4+ Hellguns (15cm) (Small Arms) Scout Plasma Guns 15cm AP5+/AT5+ Support Squad INF 15cm - 6+ 4+ 2x Autocannon 45cm AP5+/AT6+ Sentinel LV 20cm 6+ 6+ 5+ Multi-Laser 30cm AP5+/AT6+ Scout, Walker Basilisk AV 20cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ May either shoot normally or fire a barrage. May only use the Indirect Fire special Earthshaker 120cm AP4+/AT4+ OR 1BP, Indirect Fire ability when firing barrages. Bombard AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Siege Mortar 45cm 2BP, Ignore Cover, Slow Firing, Indirect Fire Chimera AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport: (May carry 1 Ogryn unit OR any 2 of the following units: Commander, Multilaser 30cm AP5+/AT6+ Support Squad, Infantry, Snipers, Storm Troopers, Supreme Commander) Deathstrike Missile AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Launcher Deathstrike Missile Unlimited MW2+, TK(D6), One-Shot, Indirect Fire Griffon AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Heavy Mortar 30cm 1BP, Indirect Fire Hellhound AV 30cm 4+ 6+ 3+ Heavy Bolter 30cm AP5+ Inferno Cannon 30cm AP3+, Ignore Cover Hydra AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ 2x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+ Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battle Cannon 75cm AP4+/AT4+ Leman Russ Demolisher AV 20cm 4+ 6+ 3+ 2x Plasma Cannon 30cm AP4+/AT4+, Slow Firing Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover Lascannon 45cm AT5+ Leman Russ Vanquisher AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Vanquisher 75cm AP4+/AT2+ Manticore AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Rocket Launcher 150cm 2BP, Disrupt, Slow Firing, Indirect Fire Valkyrie AV 35cm 5+ 6+ 5+ 2x Rocket Pod 30cm 1BP, Disrupt, One-Shot Skimmer, Scout, Transport: (May carry 2 Storm Trooper units) 2x Heavy Bolter 30cm AP5+ Multilaser 30cm AP5+/AT6+

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2.1 NetEA APPROVED

STEEL LEGION

STEEL LEGION IMPERIAL GUARD ARMY REFERENCE 2 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Vulture AV 35cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Skimmer, Scout Twin Autocannon 45cm AP4+/AT5+ 2x Hellstrike 120cm AT2+, One-Shot Baneblade WE 15cm 4+ 6+ 4+ 3x Twin Heavy Bolter 30cm AP4+ DC3, Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover, FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Autocannon 45cm AP5+/AT6+ 2x Lascannon 45cm AT5+ Main Battle Cannon 75cm AP3+/AT3+ Shadowsword WE 15cm 4+ 6+ 5+ 2x Heavy Bolter 30cm AP5+ DC3, Reinforced Armour Volcano Cannon 90cm MW2+, TK(D3), FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF

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2.2 NetEA APPROVED

46

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

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

SIEGE REGIMENT COMPANIES (A Siegemasters Imperial Guard army may contain any number of Siege Regiment Companies)

COMPANY CORE UNITS COST Siegemasters Infantry Company 1 Commander unit and 9 Siege Infantry units 175 points 1 Siegemasters Regimental HQ 1 Supreme Commander unit and 9 Siege Infantry units 225 points

SIEGE REGIMENT COMPANY UPGRADES (Up to three upgrades may be added to each Siege Regiment Company)

UPGRADE UNITS COST Hellhound Squadron Add 3 Hellhounds +125 points Griffon Battery Add 3 Griffons +75 points Rapier Platoon Add 3 Rapier Laser Destroyer units +75 points Snipers Add up to 2 Sniper units +25 points each Siege Infantry Platoon Add 6 Siege Infantry units +75 points Thudd Gun Platoon Add 3 Thudd Gun units +75 points

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

FORMATION CORE UNITS COST Bombard Battery 3 Bombards 250 points 0-1 Deathstrike Missile Battery 2 Deathstrike Missile Launchers 200 points Light Tank Platoon 6 Siegfried Light Tanks 150 points Heavy Tank Platoon 6 Ragnarok Heavy Tanks 300 points Rough Rider Platoon 6 Rough Rider units 150 points 0-1 Sapper Platoon 8 Sapper units (may be split up and added to 1 or more companies in the army, 250 points or be fielded as a single formation in their own right) Siege Regiment Artillery Company 9 Howitzer Weapon Platforms, plus 9 Gun Emplacements 425 points Siege Regiment Artillery Battery 3 Howitzer Weapon Platforms plus 3 Land Crawlers 150 points Siege Regiment Flak Battery 3 Blitzen AA gun units plus 3 Land Crawlers OR 3 Gun Emplacements 100 points Super-Heavy Tank Platoon 1 Baneblade or Shadowsword 200 points

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

FORMATION UNITS Fortified Position Up to 50cm of trenches and 50cm of razor wire, plus up to 6 Gun Emplacements +75 points or Bunkers in any combination

IMPERIAL NAVY ALLIES (Up to 1/4 of the army’s points may be spent on Imperial Allies formations.)

FORMATION UNITS COST Thunderbolt Squadron 2 Thunderbolt Fighters 150 points Marauder Squadron 2 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.

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BARAN SIEGEMASTERS

BARAN SIEGEMASTERS IMPERIAL GUARD ARMY REFERENCE STRATEGY 1

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Commissar CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Leader, Fearless, Inspiring Imperial Guard Commander INF 15cm 6+ 5+ 5+ Chainswords (base contact) (Assault Weapons) Commander Lasguns (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Imperial Guard INF 15cm 5+ 4+ 5+ Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Supreme Commander Lasguns (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Rapier Laser Destroyer INF 10cm - - 5+ Rapier Laser Destroyer 45cm AP6+/AT4+ Rough Riders INF 20cm 6+ 4+ 6+ Power Lance (base contact) (Assault Weapons), EA (+1), First Strike Infiltratos, Mounted, Scouts Chainswords (base contact) (Assault Weapons) Laspistols (15cm) (Small Arms) Sapper INF 15cm 6+ 5+ 5+ Melta Bombs (base contact) (Assault Weapons), MW, EA(+1) Walker Heavy Flamer 15cm AP4+, Ignore Cover AND (15cm) Ignore Cover Siege Infantry INF 15cm - 6+ 5+ Lasguns (15cm) (Small Arms) Heavy Stubber 30cm AP6+ Sniper INF 15cm - 6+ 5+ Sniper Rifles 30cm AP5+, Sniper Scout Thudd Gun INF 10cm - - 5+ Thudd Gun 45cm AP4+/AT6+, Indirect Fire Blitzen AA Gun LV Immobile - - 6+ Blitzen Cannon 60cm AP6+/AT5+/AA5+ Howitzer Weapon Platform LV Immobile - - 6+ Howitzer 90cm 1BP, Indirect Fire Land Crawler LV 15cm 6+ - 6+ Heavy Stubber 30cm AP6+ Transport: (May carry 1 of the following units: Any Weapon Platform, Thudd Gun or Rapier Laser Destroyer) Bombard AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Siege Mortar 45cm 2BP, Ignore Cover, Slow Firing, Indirect Fire Deathstrike Missile AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Launcher Deathstrike Missile Unlimited MW2+, TK(D6), One-Shot, Indirect Fire Griffon AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Heavy Mortar 30cm 1BP, Indirect Fire Hellhound AV 30cm 4+ 6+ 3+ Heavy Bolter 30cm AP5+ Inferno Cannon 30cm AP3+, Ignore Cover Ragnarok Heavy Tank AV 15cm 4+ 6+ 4+ 2x Heavy Stubber 30cm AP6+ Reinforced Armour, Walker Ragnarok Battlecannon 60cm AP4+/AT4+ Siegfried Light Tank AV 30cm 5+ 6+ 5+ Multilaser 30cm AP5+/AT6+ Scout Baneblade WE 15cm 4+ 6+ 4+ 3x Twin Heavy Bolter 30cm AP4+ DC3, Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover, FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Autocannon 45cm AP5+/AT6+ 2x Lascannon 45cm AT5+ Main Battle Cannon 75cm AP3+/AT3+ Shadowsword WE 15cm 4+ 6+ 5+ 2x Heavy Bolter 30cm AP5+ DC3, Reinforced Armour Volcano Cannon 90cm MW2+, TK(D3), FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF

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48

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

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

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

COMPANY CORE UNITS COST 0-1 Death Korps Regimental HQ 1 Imperial Guard Supreme Commander unit and 19 Death Korps Infantry units 400 points Death Korps Infantry Company 1 Imperial Guard Commander unit and 19 Death Korps Infantry units 300 points Death Rider Company 12 Death Korps Rough Rider units 250 points (0-1 per 1500 points)

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

UPGRADE UNITS COST Fire Support Battery Add 4 Death Korps Support Squad units +75 points Gorgon Siege Transporters Add 2 Death Korps Gorgon Siege Transporters +125 points (May not be added to Death Rider Companies) Heavy Tank Add 1 Macharius Heavy Tank +125 points Hellhound Squadron Add 3 Hellhounds +125 points Infantry Platoon Add 10 Death Korps Infantry units 175 Points (May have 1 Death Korps Gorgon Siege Transporter) (+50 Points) Tank Squadron Add 3 Leman Russ variants from the following: +140 points Leman Russ (+20 points each) Leman Russ Demolisher (+10 points each) Leman Russ Thunderer (Free)

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

FORMATION CORE UNITS COST Artillery Support Company 9 Earthshaker platforms 600 Points (May have 9 Trojans or 9 Gun Emplacements) (Free) Death Rider Scout Platoon 6 Death Korps Rough Rider units. (All units in this formation have the Scout special ability) 150 points 0-1 Deathstrike Silo 1 Death Korps Deathstrike Missile Silo 250 points Engineers Platoon 8 Death Korps Engineer units and 1 Hades Breaching Drill 300 points Grenadiers Platoon 8 Death Korps Grenadier units 225 Points (May add 8 Death Korps Centaurs OR 1 Death Korps Gorgon Siege Transporter) (+75 Points) Heavy Support Battery 3 Hydra platforms or 3 Death Korps Heavy AA platforms, in any combination 125 Points 3 Earthshaker platforms 200 Points 3 Medusa platforms 275 Points (Heavy Support Batteries may have 3 Death Korps Trojans or 3 Gun Emplacements) (Free) Heavy Tank Platoon 2 Macharius Heavy Tanks and 1 Macharius Command tank 350 Points Light Support Battery 4 Death Korps Quad Launchers or 4 Death Korps Heavy Mortars 200 Points (Light Support Batteries may have 4 Death Korps Centaurs or 20cm of Trenches) (Free) Self-Propelled Heavy Support 3 Bombards 250 points Super-Heavy Tank Platoon 1 Stormblade, Stormsword, Baneblade, or Shadowsword. 200 points Super-Heavy Tank A formation of 3 Stormblades, Stormswords, Baneblades, Shadowswords, 500 points Support Company or any mix of the four types Tank Platoon 6 Leman Russ variants. (Including 0-1 Vanquisher for +50 points) 280 points

IMPERIAL ALLIES FORMATIONS

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

TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT

FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 150 points Reaver Titan 1 Reaver Titan 650 points Heavy Squadron 1 Heavy Marauder Bomber 150 points Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points

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

FORTIFICATIONS UNITS COST Trenchworks 80cm of Trenches and Razor Wire, plus 4 Bunkers 100 points

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

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DEATH KORPS OF KRIEG

DEATH KORPS OF KRIEG IMPERIAL GUARD ARMY REFERENCE 1 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Commissar CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Leader, Fearless, Inspiring Death Korps Commander INF 15cm 6+ 4+ 5+ Twin Heavy Stubber 30cm AP5+ Commander Death Korps INF 15cm 5+ 4+ 5+ Power Weapon (15cm) (Small Arms) Supreme Commander Supreme Commander Twin Heavy Stubber (base contact) (Assault Weapons), MW, EA(+1) Death Korps Engineers INF 15cm 5+ 4+ 5+ Mole Launchers 30cm AP5+, Ignore Cover Death Korps Support Squad INF 15cm - 5+ 4+ Twin Heavy Stubber 45cm AP5+

Autocannon 45cm AP5+/AT6+ Death Korps Grenadiers INF 15cm 5+ 5+ 4+ Heavy Flamers 15cm AP4+, Ignore Cover Scouts Death Korps Heavy Mortar INF 5cm - 6+ 6+ Heavy Mortar 30cm 1BP, Indirect Fire Death Korps Infantry INF 15cm - 5+ 5+ Lasguns (15cm) (Small Arms) Death Korps Quad Launcher INF 5cm - 6+ 5+ Quad Launcher 45cm 2x AP4+, Indirect Fire May fire non-BP weapon indirect Death Korps Rough Riders INF 20cm 5+ 4+ 6+ Power Lance (base contact) (Assault Weapons), First Strike Mounted, Infiltrator. (May have Scout) Death Korps Centaur LV 35cm 6+ 6+ 6+ Heavy Stubber 30cm AP6+ Transport: (May carry 1 unit of the following: Heavy Mortar, Quad Gun, Grenadier) Earthshaker Platform LV Immobile 6+ 6+ 6+ Earthshaker 120cm AP4+/AT4+ OR 1BP Indirect Fire Heavy AA Platform LV Immobile 6+ 6+ 6+ Heavy AA gun 60cm AP5+/AT5+/AA5+ Hydra Platform LV Immobile 6+ 6+ 6+ 2x Hydra Autocannon 45cm AP4+/AT5+/AA5+ Medusa Platform LV Immobile 6+ 6+ 6+ Medusa Siege Gun 30cm MW4+, Ignore Cover Bombard AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Siege Mortar 45cm 2BP, Ignore Cover, Slow Firing, Indirect Fire Hellhound AV 30cm 4+ 6+ 3+ Heavy Bolter 30cm AP5+ Inferno Cannon 30cm AP3+, Ignore Cover Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battle Cannon 75cm AP4+/AT4+ Leman Russ Demolisher AV 20cm 4+ 6+ 3+ 2x Plasma Cannon 30cm AP4+/AT4+, Slow Firing Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover Lascannon 45cm AT5+ Leman Russ Thunderer AV 20cm 4+ 6+ 5+ Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover Reinforced Armour, Thick Rear Armour Leman Russ Vanquisher AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Vanquisher 75cm AP4+/AT2+ Death Korps Trojan AV 20cm 6+ 6+ 6+ Heavy Bolter 30cm AP5+ Transport: (May carry 1 Weapon Platform) Hades Breaching Drill Special Immobile - - - - - - Tunneler, Transport: (May carry 8 Death Korps Engineer units) Note that the Hades Breaching Drill is not a unit and so may not be shot at nor have hits applied to it.

It is in all respects simply a marker. No Blast Marker is generated for its parent Hades Breach Drill leaving the formation behind during the game.

Baneblade WE 15cm 4+ 6+ 4+ 3x Twin Heavy Bolter 30cm AP4+ DC3, Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover, FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Autocannon 45cm AP5+/AT6+ 2x Lascannon 45cm AT5+ Main Battle Cannon 75cm AP3+/AT3+ Death Korps Gorgon Siege WE 20cm 6+ 6+ 6+(5+) 2x Twin Heavy Stubbers 30cm AP5+ DC3, Reinforced Armour, Walker, Transport: (May carry 10 Infantry units). Transporter and 1 of the following options: Critical Hit Effect: Immobilized. Further critical hits will destroy the Gorgon outright.

Gorgon Mortars OR 30cm 2BP, One-Shot, Indirect Fire , Fwd Has FF5+ is Twin Heavy Bolters are chosen 2x Twin Heavy Bolters 30cm AP4+ Deathstrike Missile Silo WE Immobile 4+ 6+ 4+ Deathstrike Missile Unlimited MW2+, TK(D6), Slow Fire, Indirect Fire DC3, Reinforced Armour.

Critical Hit Effect: Destroyed. All units within 5cm take a MW4+ hit.

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DEATH KORPS OF KRIEG

DEATH KORPS OF KRIEG IMPERIAL GUARD ARMY REFERENCE 2 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Macharius Heavy Tank WE 15cm 4+ 6+ 4+ 2x Battlecannon 75cm AP4+/AT4+ DC2, Reinforced Armour 2x Heavy Bolters 30cm AP5+ Critical Hit Effect: Destroyed Twin Heavy Stubber 30cm AP5+ Macharius Heavy Tank WE 15cm 4+ 6+ 4+ 2x Heavy Bolters 30cm AP5+ DC2, Reinforced Armour. (Command variant) Twin Heavy Stubber 30cm AP5+ Critical Hit Effect: Destroyed and 1 of the following options: 2x Vanquishers OR 75cm AP4+/AT2+ Vulcan Megabolter 45cm 4x AP3+/AT5+ Shadowsword WE 15cm 4+ 6+ 5+ 2x Heavy Bolter 30cm AP5+ DC3, Reinforced Armour Volcano Cannon 90cm MW2+, TK(D3), FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Stormblade WE 15cm 4+ 6+ 5+ Heavy Bolter 30cm AP5+ DC3, Reinforced Armour 2x Twin Heavy Bolter 30cm AP4+ Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ 2x Lascannon 45cm AT5+ Plasma Blastgun 45cm 2x MW2+, Slow-Firing, FxF Stormsword WE 15cm 4+ 6+ 4+ 2x Heavy Flamer 15cm AP4+, Ignore Cover DC3, Reinforced Armour Heavy Bolter 30cm AP5+ Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ 2x Twin Heavy Bolter 30cm AP4+ Siege Cannon 30cm 3BP, Disrupt, Ignore Cover, FxF Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Heavy Bomber AC/WE Bomber 5+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ DC2 Bomb Racks 15cm 3BP, FxF Critical Hit Effect: Destroyed Twin Lascannon 45cm AT4+/AA4+, FxF

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51

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

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

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

COMPANY CORE UNITS COST Self-Propelled Artillery Company 9 Basilisks, Manticores, or Bombards 650 points Super-Heavy Tank Company 3 Stormblades, Stormswords, Baneblades, Shadowswords, or Stormhammers, in any combination 500 points Tank Company 10 Leman Russ variants from the following list: 425 points Leman Russ (+20 points each) Leman Russ Conqueror (+10 points each) Leman Russ Demolisher (+20 points each) Leman Russ Exterminator (+10 points each) Leman Russ Thunderer (Free) Up to 2 units may instead be: Leman Russ Destroyer (+70 points each) Leman Russ Executioner (+20 points each) Leman Russ Vanquisher (+45 points each)

TANK LEGION ARMOURED COMPANY UPGRADES (Up to three upgrades may be added to each Tank Legion Company)

UPGRADE UNITS COST Flak Add up to 2 Hydras +50 points each Griffon Battery Add 3 Griffons +75 points Hellhound Squadron Add 3 Hellhounds +125 points Salamander Command Add 1 Salamander Command vehicle +25 points 0-1 Supreme Commander 1 Armoured Supreme Commander character upgrade +100 points

Tank Squadron Add 3 Leman Russ variants listed in the Tank Company (Not including Destroyer, Executioner or Vanquisher) +140 points

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

FORMATION CORE UNITS COST Assault Gun Platoon 3 Medusas 150 points 0-1 Deathstrike Missile Battery 2 Deathstrike Missile Launchers 200 points Flak Battery 3 Hydras 150 points Mechanized Platoon 10 Imperial Guard Infantry units, plus 5 Chimeras 300 points (May add 1 Salamander Command Vehicle) (+25 points) 0-1 Orbital Support 1 Lunar class Cruiser OR 150 points 1 Emperor class Battleship 300 points Salamander Scout Platoon 3 Salamander Scout Vehicles 100 points (May add 1 Salamander Command Vehicle) (+25 points) Self-Propelled Artillery Battery 3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore 250 points Storm Trooper Platoon 8 Storm Trooper units 200 points (May have 4 Valkyrie) (+150 points) Super-Heavy Tank Platoon 1 Stormblade, Stormsword, Baneblade, Shadowsword, or Stormhammer 200 points Tank Platoon 6 Leman Russ variants listed in the Tank Company (Including 0-1 Destroyer, Executioner or Vanquisher) 280 points Vulture Squadron 4 Vultures 300 points

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

TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 150 points Reaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers 250 points Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points

SPECIAL RULE - Armoured Regiment Commissars

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

SPECIAL RULE - Amphibious

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

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MINERVAN TANK LEGION

MINERVAN TANK LEGION ARMOURED REGIMENT IMPERIAL GUARD ARMY REFERENCE 1 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Armoured Regiment Commissar CH n/a n/a n/a n/a Upgraded Guns (15cm) (Small Arms), EA(+1) Fearless, Leader, Inspiring Armoured Regiment CH n/a n/a n/a n/a Upgraded Guns (15cm) (Small Arms), EA(+1) Supreme Commander Supreme Commander

Imperial Guard Infantry INF 15cm - 6+ 5+ Lasguns (15cm) (Small Arms) One unit in every two has an Autocannon. Count up the number of IG Infantry units in the Autocannon 45cm AP5+/AT6+ formation that can fire at the target and divide by 2 (rounding up) to find the number of Autocannon shots you may take. Storm Troopers INF 15cm 5+ 5+ 4+ Hellguns (15cm) (Small Arms) Scout Plasma Guns 15cm AP5+/AT5+ Basilisk AV 20cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ May either shoot normally or fire a barrage. May only use the Indirect Fire special Earthshaker 120cm AP4+/AT4+ OR 1BP, Indirect Fire ability when firing barrages. Bombard AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Siege Mortar 45cm 2BP, Ignore Cover, Slow Firing, Indirect Fire Chimera AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport: (May carry 1 Ogryn unit OR any 2 of the following units: Commander, 0-1x Twin Heavy Bolter 30cm AP4+ Fire Support, Infantry, Snipers, Stormtroopers, Supreme Commander) 0-1x Twin Heavy Flamer 15cm AP4+, Ignore Cover May be armed with one twin heavy bolter, twin heavy flamer or multilaser. 0-1x Multilaser 30cm AP5+/AT6+ Deathstrike Missile AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Launcher Deathstrike Missile Unlimited MW2+, TK(D6), One-Shot, Indirect Fire Griffon AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Heavy Mortar 30cm 1BP, Indirect Fire Hellhound AV 30cm 4+ 6+ 3+ Heavy Bolter 30cm AP5+ Inferno Cannon 30cm AP3+, Ignore Cover Hydra AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ 2x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+ Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battle Cannon 75cm AP4+/AT4+ Leman Russ Conqueror AV 30cm 4+ 6+ 5+ Conqueror Cannon 45cm AP5+/AT5+ Reinforced Armour Lascannon 45cm AT5+ Leman Russ Demolisher AV 20cm 4+ 6+ 3+ 2x Plasma Cannon 30cm AP5+/AT5+ Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover Lascannon 45cm AT5+ Leman Russ Destroyer AV 20cm 4+ 6+ 6+ Tank Destroyer 75cm AT4+, TK(1) Reinforced Armour Leman Russ Executioner AV 20cm 4+ 6+ 5+ Lascannon 45cm AT5+ Reinforced Armour Plasma Destroyer 60cm MW4+ Leman Russ Exterminator AV 20cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Twin Autocannon 45cm AP4+/AT5+ Leman Russ Thunderer AV 20cm 4+ 6+ 5+ Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover Reinforced Armour, Thick Rear Armour Leman Russ Vanquisher AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Vanquisher 75cm AP4+/AT2+ Manticore AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Rocket Launcher 150cm 2BP, Disrupt, Slow Firing, Indirect Fire Medusa AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Medusa Siege Gun 30cm MW4+, Ignore Cover Salamander Command Vehicle AV 35cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Commander, Leader, Scout Heavy Flamer 15cm AP4+, Ignore Cover AND (15cm) (Small Arms), Ignore Cover Salamander Scout AV 35cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Scout Autocannon 45cm AP5+/AT6+

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MINERVAN TANK LEGION

MINERVAN TANK LEGION ARMOURED REGIMENT IMPERIAL GUARD ARMY REFERENCE 2

STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Valkyrie AV 35cm 5+ 6+ 5+ 2x Rocket Pod 30cm 1BP, Disrupt, One-Shot Skimmer, Scout, Transport: (May carry 2 Storm Trooper units) 2x Heavy Bolter 30cm AP5+ Multilaser 30cm AP5+/AT6+ Vulture AV 35cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Skimmer, Scout Twin Autocannon 45cm AP4+/AT5+ 2x Hellstrike 120cm AT2+, One-Shot Baneblade WE 15cm 4+ 6+ 4+ 3x Twin Heavy Bolter 30cm AP4+ DC3, Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover, FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Autocannon 45cm AP5+/AT6+ 2x Lascannon 45cm AT5+ Main Battle Cannon 75cm AP3+/AT3+ Shadowsword WE 15cm 4+ 6+ 5+ 2x Heavy Bolter 30cm AP5+ DC3, Reinforced Armour Volcano Cannon 90cm MW2+, TK(D3), FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Stormblade WE 15cm 4+ 6+ 5+ Heavy Bolter 30cm AP5+ DC3, Reinforced Armour 2x Twin Heavy Bolter 30cm AP4+ Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ 2x Lascannon 45cm AT5+ Plasma Blastgun 45cm 2 x MW2+, Slow-Firing, FxF Stormhammer WE 15cm 4+ 6+ 3+ 4x Twin Heavy Bolter 30cm AP4+ DC3, Reinforced Armour 2x Twin Snub Battle Cannon 45cm AP3+/AT3+ Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Stormsword WE 15cm 4+ 6+ 4+ 2x Heavy Flamer 15cm AP4+, Ignore Cover DC3, Reinforced Armour Heavy Bolter 30cm AP5+ Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ 2x Twin Heavy Bolter 30cm AP4+ Siege Cannon 45cm 3BP, Disrupt, Ignore Cover, FxF Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Emperor Class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 8BP, MW Slow and Steady (May not be used on turns one and two of a battle unless the scenario

specifically states otherwise) Lunar Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW

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2.4 NetEA APPROVED

MINERVAN TANK LEGION

Pin-point Attack - MW2+, TK(D3)

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54

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

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

CADIAN SHOCK COMPANIES (A Cadian Shock Troops Imperial Guard army may contain any number of Companies)

COMPANY CORE UNITS COST Cadian Infantry Company 1 Imperial Guard Commander unit and 12 Imperial Guard units 250 points 0-1 Cadian Regimental Headquarters 1 Imperial Guard Supreme Commander unit and 7 Kasrkin units and 600 points

1 Leviathan Mobile Command Centre Cadian Whiteshield Company 1 Imperial Guard Commander unit and 12 Imperial Guard units 200 points (0-1 per Cadian Infantry Company) Kasrkin Infantry Company 1 Imperial Guard Commander unit and 7 Kasrkin units. 200 points

CADIAN SHOCK COMPANY UPGRADES (Up to three upgrades may be added to each Cadian Shock Company)

UPGRADE UNITS COST Assault Transport Add 1 or 2 Stormlords + 200 points each Fire Support Platoon Add 4 Support Squad units +100 points Infantry Platoon Add 6 Imperial Guard Infantry units +100 points Kasrkin Platoon Add 4 Kasrkin units +100 points Sabre Platforms Add 3 Sabre Platforms +100 points Sanctioned Psykers Add up to 2 Battle Psyker units +25 points each Snipers Add up to 2 Sniper units +25 points each

CADIAN SHOCK SUPPORT FORMATIONS (Up to two Support Formations may be taken per Cadian Shock Company)

FORMATION CORE UNITS COST Airborne Kasrkin 1 Imperial Guard Commander unit, 7 Kasrkin units, and 4 Valkyries 325 points Armoured Fist Platoon 10 Imperial Guard Infantry units and 5 Chimeras 300 points Artillery Battery 3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore 250 points 0-1 Deathstrike Missile Battery 2 Deathstrike Missile Launchers 200 points Flak Battery 3 Hydras 150 points Griffon Platoon 6 Griffons 200 points Hellhound Platoon 6 Hellhounds 250 points Sentinel Squadron 4 Sentinels or 6 Cadian Sentinels 100 points Super-Heavy Tank Platoon 1 Baneblade, Shadowsword or Stormsword 200 points Tank Platoon 6 Leman Russ Tanks or 6 Leman Russ Demolisher Tanks 300 points

IMPERIAL ALLIES FORMATIONS

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

ADEPTUS MECHANICUS IMPERIAL NAVY AIRCRAFT

FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 150 points Reaver Titan 1 Reaver Titan 625 points Marauder Squadron 1 Marauder Heavy Bomber 150 points 0-1 Ordinatus Cadia 1 Ordinatus Cadia 550 points Colossus Squadron 1 Marauder Colossus 300 points

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

FORTIFICATIONS UNITS COST Fortified Position Up to 50cm of trenches and up to 6 Gun Emplacements +100 points

SPECIAL RULE - Leviathans & Stormlords

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

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CADIAN SHOCK TROOPS

CADIAN SHOCK TROOPS IMPERIAL GUARD ARMY REFERENCE 1 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Commissar CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Leader, Fearless, Inspiring Battle Psykers INF 15cm - 4+ 4+ Psychic Powers (15cm) (Small Arms), MW Invulnerable Save Imperial Guard Commander INF 15cm 6+ 6+ 5+ Chainswords (base contact) (Assault Weapons) Commander Lasguns (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Imperial Guard INF 15cm 5+ 4+ 5+ Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Supreme Commander Lasguns (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Imperial Guard Infantry INF 15cm - 6+ 5+ Lasguns (15cm) (Small Arms) One unit in every two has an Autocannon. Count up the number of IG Infantry units in the Autocannon 45cm AP5+/AT6+ formation that can fire at the target and divide by 2 (rounding up) to find the number of Autocannon shots you may take. Kasrkin INF 15cm 5+ 5+ 4+ Plasma Guns 15cm AP5+/AT5+ Sabre Platform INF 10cm - 6+ 5+ Twin Sabre Autocannon 30cm AP4+/AT5+/AA5+ Sniper INF 15cm - 6+ 5+ Sniper Rifles 30cm AP5+, Sniper Scout Support Squad INF 15cm - 6+ 4+ 2x Autocannon 45cm AP5+/AT6+ Cadian Sentinel LV 20cm 5+ 6+ 5+ Autocannon 45cm AP5+/AT6+ Walker Sentinel LV 20cm 6+ 6+ 5+ Multi-Laser 30cm AP5+/AT6+ Scout, Walker Basilisk AV 20cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ May either shoot normally or fire a barrage. May only use the Indirect Fire special Earthshaker 120cm AP4+/AT4+ OR 1BP, Indirect Fire ability when firing barrages. Bombard AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Siege Mortar 45cm 2BP, Ignore Cover, Slow Firing, Indirect Fire Chimera AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport: (May carry 2 Imperial Guard Infantry units) Multilaser 30cm AP5+/AT6+ Deathstrike Missile AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Launcher Deathstrike Missile Unlimited MW2+, TK(D6), One-Shot, Indirect Fire Griffon AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Heavy Mortar 30cm 1BP, Indirect Fire Hellhound AV 30cm 4+ 6+ 3+ Heavy Bolter 30cm AP5+ Inferno Cannon 30cm AP3+, Ignore Cover Hydra AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ 2x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+ Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battle Cannon 75cm AP4+/AT4+ Leman Russ Demolisher AV 20cm 4+ 6+ 3+ 2x Plasma Cannon 30cm AP4+/AT4+, Slow Firing Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover Lascannon 45cm AT5+ Manticore AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Rocket Launcher 150cm 2BP, Disrupt, Slow Firing, Indirect Fire Cadian Valkyrie AV 35cm 5+ 6+ 5+ 2x Rocket Pod 30cm 1BP, Disrupt, One-Shot Skimmer, Scout, Transport: (May carry 2 Kasrkin units) 2x Heavy Bolter 30cm AP5+ Multilaser 30cm AP5+/AT6+ Baneblade WE 15cm 4+ 6+ 4+ 3x Twin Heavy Bolter 30cm AP4+ DC3, Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover, FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Autocannon 45cm AP5+/AT6+ 2x Lascannon 45cm AT5+ Main Battle Cannon 75cm AP3+/AT3+

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2.5 NetEA DEVELOPMENTAL

CADIAN SHOCK TROOPS

CADIAN SHOCK TROOPS IMPERIAL GUARD ARMY REFERENCE 2 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Leviathan Mobile WE 15cm 4+ 6+ 3+ Doomsday Cannon 90cm 3BP, MW, FxF DC 4, 2 Void Shields, Reinforced Armour, Fearless, Command Centre Battlecannon 75cm AP4+/AT4+ Transport: (May carry 16 Infantry units). 6 units may Fire and FF from the fighting platform. 3x Twin Lascannon 45cm AT4+, Left Arc Critical Hit Effect: First hit immobilizes, subsequent critical hits do 1 extra point of DC. 3x Twin Lascannon 45cm AT4+, Right Arc Ordinatus Cadia WE 15cm 5+ 6+ 4+ 2x Plasma Destructor 75cm 4x MW2+, Slow Firing, FxF DC 4, 4 Void Shields, Reinforced Armour, Inspiring. 2x Lascannon 45cm AT5+ Critical Hit Effect: Destroyed. Units within 15cm suffer a hit on a 4+. 2x Heavy Bolter 30cm AP5+/AA6+ All friendly formations within LOS take a BM Shadowsword WE 15cm 4+ 6+ 5+ 2x Heavy Bolter 30cm AP5+ DC3, Reinforced Armour Volcano Cannon 90cm MW2+, TK(D3), FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Stormlord WE 4+ 6+ 3+ Vulcan Mega-bolter 45cm 4x AP3+/AT5+, FxF DC 3, Reinforced Armour, Transport: (May carry 8 Infantry units). 4 units may Fire and FF 3x Twin Heavy Bolters 30cm AP4+ from the fighting platform. 2x Heavy Flamer 15cm AP4+, Ignore Cover Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ AND (15cm) (Small Arms), Ignore Cover Stormsword WE 15cm 4+ 6+ 4+ 2x Heavy Flamer 15cm AP4+, Ignore Cover DC3, Reinforced Armour AND (15cm) (Small Arms), Ignore Cover Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Heavy Bolter 30cm AP5+ 2x Twin Heavy Bolter 30cm AP4+ Siege Cannon 30cm 3BP, Disrupt, Ignore Cover, FxF Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Colossus AC/WE Bomber 5+ n/a n/a Twin Heavy Bolter turret 15cm AP4+/AA5+, Fwd DC 2 Bomber Twin Heavy Bolters 15cm AA5+, Rear Arc Critical: Destroyed. Colossus Bomb 15cm 3BP, Ignore Cover, Slow Firing, FxF, OR Note: The Colossus Bomb’s MW attack must target the MW2+, TK(D3), Slow Firing, FxF unit closest to the centre of the Barrage attack Marauder Heavy Bomber AC/WE Bomber 5+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ DC2 Bomb Racks 15cm 3BP, FxF Critical Hit Effect: Destroyed Twin Lascannon 45cm AT4+, FxF

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

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

DEATHWORLD VETERANS COMPANIES (A Deathworld Veterans Imperial Guard army may contain any number of Companies)

COMPANY CORE UNITS COST 0-1 Deathworld Air Cavalry 1 Imperial Guard Commander unit, plus 9 Imperial Guard Infantry units, plus 5 Catachan Valkyries 450 points Company (Any infantry upgrades must be equipped with Catachan Valkyries) Deathworld Infantry Company 1 Imperial Guard Commander unit, plus 9 Imperial Guard Infantry units 200 points 0-1 Deathworld Regimental HQ 1 Supreme Commander unit, plus 9 Imperial Guard Infantry units 300 points

DEATHWORLD VETERANS COMPANY UPGRADES (Up to three may be added to each Deathworld Veterans Company)

UPGRADE UNITS COST Fire Support Platoon Add 4 Support Squad units* +100 points Infantry Platoon Add 6 Imperial Guard Infantry units* +100 points Mortar Section Add 3 Catachan Mortar Team units +75 points Ogryns Add 2 Ogryn units +50 points Snipers Add up to 2 Sniper units* +25 points each Vulture Support 2 Vultures +150 points *These upgrades may include up to 3 Valkyries for +50 points each, up to minimum transport requirement

DEATHWORLD VETERANS SUPPORT FORMATIONS (Up to two support formations may be take for each Deathworld Veterans Company)

FORMATION UNITS COST 0-1 Catachan Devils 6 Catachan Devil units. (These units may be split up and added to the Regimental HQ or 1 300 points or more Infantry Companies in the army, or fielded as a single formation in their own right) Deathworld Mortar Platoon 6 Catachan Mortar Team units 150 points Deathworld Sentinel Squadron 4 Catachan Sentinels 150 points Deathworld Veterans Platoon 6 Deathworld Veterans units 200 points (May have 3 Catachan Valkyrie transport vehicles) (+100 points) Hellhound Platoon 6 Hellhounds 250 points 0-2 Ogryn Platoon 6 Ogryn units 200 points Support Tank Squadron 4 Leman Russ Demolishers 275 points

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

FORMATION UNITS COST Orbital Support Choose one: 1 Lunar class Cruiser 150 points 1 Emperor class Battleship 300 points Thunderbolt Squadron 3 Thunderbolt Fighters 250 points Marauder Squadron 2 Marauder Bombers 250 points

SPECIAL RULE – Oops! Sorry, Sir!

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

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2.6 NetEA EXPERIMENTAL

CATACHAN DEATHWORLD VETERANS

CATACHAN DEATHWORLD VETERANS IMPERIAL GUARD ARMY REFERENCE STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Commissar CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Leader, Fearless, Inspiring Catachan Devils INF 15cm 5+ 4+ 5+ Sniper Rifles 30cm AP5+, Sniper Infiltrator, Scout, Teleport Booby Traps (15cm) (Small Arms) Catachan Knives (base contact) (Assault Weapons) Deathworld Veterans INF 15cm 6+ 4+ 5+ Demolition Charges (base contact) (Assault Weapons), MW, EA(+1), One-Shot Scout, Infiltrator Heavy Flamer 15cm AP4+, Ignore Cover AND (15cm) (Small Arms), Ignore Cover Imperial Guard Commander INF 15cm 6+ 5+ 5+ Chainswords (base contact) (Assault Weapons) Commander Lasguns (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Imperial Guard INF 15cm 5+ 4+ 5+ Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Supreme Commander Lasguns (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Imperial Guard Infantry INF 15cm - 6+ 5+ Lasguns (15cm) (Small Arms) One unit in every two has an Autocannon. Count up the number of IG Infantry units in the Autocannon 45cm AP5+/AT6+ formation that can fire at the target and divide by 2 (rounding up) to find the number of Autocannon shots you may take. Catachan Mortar Team INF 15cm - 6+ 6+ Lasguns (15cm) (Small Arms) 2x Mortars 30cm AP5+, Indirect Fire Ogryns INF 15cm 3+ 4+ 5+ Ogryn Combat Weapons (base contact) (Assault Weapons), MW, EA(+1) Ripper Guns (15cm) (Small Arms) Sniper INF 15cm - 6+ 5+ Sniper Rifles 30cm AP5+, Sniper Scout Support Squad INF 15cm - 6+ 4+ 2x Autocannon 45cm AP5+/AT6+ Catachan Sentinel LV 20cm 6+ 5+ 5+ Heavy Flamer 15cm AP4+, Ignore Cover Scout, Walker AND (15cm) (Small Arms), Ignore Cover Chainsaw (base contact) (Assault Weapons) Hellhound AV 30cm 4+ 6+ 3+ Heavy Bolter 30cm AP5+ Inferno Cannon 30cm AP3+, Ignore Cover Leman Russ Demolisher AV 20cm 4+ 6+ 3+ 2x Plasma Cannon 30cm AP4+/AT4+, Slow Firing Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover Lascannon 45cm AT5+ Catachan Valkyrie AV 35cm 5+ 6+ 5+ 2x Rocket Pod 30cm 1BP, Disrupt, One-Shot Skimmer, Scout, Transport: (May carry 2 of the following units: Deathworld Veterans, 2x Heavy Bolter 30cm AP5+ Imperial Guard Commander, Imperial Guard Infantry, Support Squad, Sniper) Multilaser 30cm AT5+/AT6+ Vulture AV 35cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Skimmer, Scout Twin Autocannon 45cm AP4+/AT5+ 2x Hellstrike 120cm AT2+, One-Shot Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Emperor Class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 8BP, MW Slow and steady (may not be used on turns one and two of a battle unless the scenario

specifically states otherwise) Lunar Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW

Pin-point Attack - MW2+, TK(D3)

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

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

ELYSIAN DROP TROOP COMPANIES (An Elysian Drop Troop Regiment Imperial Guard army may contain any number of Elysian Drop Troop Companies.)

COMPANY CORE UNITS COST 0-1 Regimental HQ 1 Elysian Supreme Commander unit, 7 Elysian Drop Troop Infantry units 275 points May have 4 Valkyries or Vendettas (+160 points) Drop Troop Company 1 Elysian Commander unit, 7 Elysian Drop Troop Infantry units 200 points May have 4 Valkyries or Vendettas (+160 points)

ELYSIAN DROP TROOP COMPANY UPGRADES (Up to three upgrades may be added to each Elysian Drop Troop Company)

UPGRADE UNITS COST Drop Sentinel Platoon Add 4 Drop Sentinels +100 points Fire Support Platoon Add 2 Elysian Support Squad units +50 points Hardened Veterans Add up to 2 Elysian Hardened Veteran units +25 points each Infantry Platoon Add 4 Elysian Drop Troop Infantry units +100 points Mortar Platoon Add up to 2 Elysian Mortar Squad units +25 points each

ELYSIAN DROP TROOP SUPPORT FORMATIONS (Up to two Support Formations may be taken per Elysian Drop Troop Company)

FORMATION CORE UNITS COST Drop Sentinel Squadron 4 Drop Sentinels 150 points (May have 4 Valkyrie Sky Talons) (+160 points) Storm Trooper Platoon 8 Elysian Storm Trooper units and 4 Valkyries 350 points Tauros Squadron 4 Tauros (May replace any Tauros for a Tauros Venator) 150 points (May have 4 Valkyrie Sky Talons) (+160 points) Vulture Squadron 4 Vultures 300 points (Replace 2 Vultures with 2 Vulture Punishers) (+50 points)

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

FORMATION CORE UNITS COST 0-1 Spacecraft Choose one: 1 Lunar class Cruiser 150 points 1 Emperor class Battleship 300 points Lightning Squadron 4 Lightning Interceptors 300 points Strike Squadron 2 Lightning Strike Fighters 200 points Destroyer Squadron 2 Marauder Destroyers 375 points

SPECIAL RULE - Iron Discipline

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

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ELYSIAN DROP TROOPS REGIMENT

ELYSIAN DROP TROOP REGIMENT IMPERIAL GUARD ARMY REFERENCE STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Commissar CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Leader, Fearless, Inspiring Elysian Commander INF 15cm 6+ 5+ 5+ Chainswords (base contact) (Assault Weapons) Commander, Leader, Teleport Lasguns (15cm) (Small Arms) Elysian Supreme Commander INF 15cm 5+ 4+ 5+ Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander, Teleport Lasguns (15cm) (Small Arms) Elysian Drop Troop Infantry INF 15cm - 5+ 5+ Lasguns (15cm) (Small Arms) Teleport Elysian Hardened Veterans INF 15cm 5+ 5+ 5+ Shotguns (15cm) (Small Arms) Teleport Sniper Rifles 30cm AP5+, Sniper Elysian Mortar Squad INF 15cm - 6+ 5+ Mortars 20cm AP5+, No Line of Sight required Teleport Elysian Storm Trooper INF 15cm 5+ 5+ 4+ Hellguns (15cm) (Small Arms) Scout, Teleport Plasma Guns 15cm AP5+/AT5+ Elysian Support Squad INF 15cm - 6+ 4+ 2x Missile Launchers 45cm AP5+/AT6+ Teleport Drop Sentinel LV 20cm 6+ 6+ 5+ Multi-Melta 15cm MW5+ Walker, Teleport AND(15cm) (Small Arms), MW5+ Tauros LV 35cm 6+ 6+ 5+ Tauros Grenade Launcher 30cm AP5+/AT6+ Walker Tauros Venator LV 35cm 6+ 6+ 5+ Twin Multi-laser OR 30cm AP5+/AT6+ Walker Twin Lascannon 45cm AT4+ Elysian Valkyrie AV 35cm 5+ 6+ 5+ 2x Rocket Pod 30cm 1BP, Disrupt, One-Shot Skimmer, Scout, Transport: (May carry 2 Elysian Infantry units or 1 Tauros) 2x Heavy Bolter 30cm AP5+ Multilaser 30cm AP5+/AT6+ Valkyrie Sky Talon AV 35cm 5+ 6+ 5+ 2x Rocket Pod 30cm 1BP, Disrupt, One-Shot Skimmer, Transport: (May carry 2 Drop Sentinel units or 1 of the 2x Heavy Bolter 30cm AP5+ following units :Tauros, Tauros Venator) Vulture AV 35cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Skimmer, Scout Twin Autocannon 45cm AP4+/AT5+ 2x Hellstrike 120cm AT2+, One-Shot Vulture Punisher AV 35cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Skimmer, Scout Twin Punisher Cannons 30cm 4x AP4+ Elysian Vendetta AV 35cm 5+ 6+ 5+ 3x Twin Lascannons 45cm AT5+ Skimmer, Scout, Transport: (May carry 2 Elysian Infantry units or 1 Tauros) Lightning Fighter AC Fighter 6+ n/a n/a Long-barrel Autocannon 45cm AP5+/AT6+/AA5+, FxF Wingtip Lascannons 30cm AT5+/AA5+, FxF Lightning Strike Fighter AC Fighter 6+ n/a n/a 2x Underwing Rockets 30cm AT4+, FxF Wingtip Lascannons 30cm AT5+/AA5+, FxF Marauder Destroyer AC/WE Bomber 5+ n/a n/a 3x Twin Autocannons 30cm AP4+/AT5+, FxF DC2 Twin Heavy Bolters 15cm AA5+ Critical Hit Effect: Destroyed 2x Assault Cannons 15cm AA5+, Rear Arc 4x Hellstrike Missiles 45cm AT4+, FxF Emperor Class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 8BP, MW Slow and Steady (May not be used on turns one and two of a battle unless the scenario specifically states otherwise) Lunar Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Pin-point Attack - MW2+, TK(D3)

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

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

HARAKONI WARHAWKS COMPANIES (A Harakoni Warhawks Imperial Guard army may contain any number of Harakoni Warhawks Companies.)

COMPANY CORE UNITS COST Harakoni Strike Company 1 Harakoni Commander unit, 3 Warhawks units, 2 Storm Trooper units, and 1 of the following: 250 points 4 Warhawk units with GravChutes (+25 points) Enough Valkyries to transport the entire formation +25 points each 2 Storm Trooper units and GravChutes (Free)

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

UPGRADE UNITS COST Artillery Liaison Officer Add 1 Forward Observer character to a Warhawks unit in the formation +100 points (0-1 per 2000 points) Close Air Support Add 2 of the following: Vultures +125 points

Vulture Punishers +175 points Fire Support Add 4 Harakoni Support Squad units +100 points Grav-Glider Add 1 Grav-Glider to the formation +50 points Harakoni Veterans Add 2 Storm Trooper units +50 points 0-1 Regimental Command Replace a Harakoni Commander unit with a Harakoni Supreme Commander unit +100 points Warhawks Infantry Add 4 Warhawks units +75 points

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

FORMATION UNITS COST Reconnaissance Squadron 6 Sentinels with GravChutes 150 points (May add 3 additional Sentinels) (+50 points) Demolition Specialists 7 Sapper units and 1 Tech Priest unit with GravChutes 200 points (Remove GravChutes and add 4 Vendettas) (+150 points) (May add a Grav-Glider) (+50 points) Tank Hunter Squadron 4 Vultures or Vendettas 300 points (Add 2 additional Vultures or Vendettas) (+125 points) (Replace any 2 with 2 Vulture Punishers) (+50 points) Harakoni Light Artillery Squadron 4 Support Sentinels with GravChutes 200 Points (0-1 per Reconnaissance Squadron)

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

FORMATION UNITS COST 0-1 Spacecraft 1 Onero Overflight OR 150 points 1 Lunar class Cruiser OR 150 points 1 Emperor class Battleship (Slow and Steady special ability only applies to turn 1) 300 points Fighter Squadron 2 Lightning Interceptors, Thunderbolts, or Lightning Strike Fighters 150 points (May add 2 more Lightning Interceptors) (+125 points) (May replace any number with Thunderbolts or Lightning Strike Fighters) (+25 points each) Heavy Squadron 1 Marauder Heavy Bomber 175 points Destroyer Squadron 1 Marauder Destroyer 175 points Spectre Squadron 1 Marauder Spectre 225 points Line Breaker Relief Column 10 Imperial Guard Infantry and 5 Chimeras 300 points (May add 3 Leman Russ Conquerors) (+150 points)

SPECIAL RULE – Skyborne

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

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

SPECIAL RULE – CAP Garrison

A Harakoni army may place one fighter formation on CAP during the garrisoning phase of the pre-game setup. The player may still place the usual two ground formation garrisons as normal, but only one may start the game on overwatch. The fighters follow the setup rules for CAP.

PLAYTEST RULE – Marauder Drop Marauder Heavy Bombers gain “Transport (1 formation consisting only of Infantry or Light Vehicles)”. While transporting units, the Marauder is unable to use its Bomb Racks. Marauder Heavy Bombers are unable to conduct an Air-Assault, and can never load any troops after the game begins. When transported troops disembark from the Marauder during a Ground Attack action, the Bomber does not count as “landed,” and troops with Grav Chutes or the Skimmer special rule may deploy as if they were equipped with Jump Packs.

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HARAKONI WARHAWKS

HARAKONI WARHAWKS IMPERIAL GUARD ARMY REFERENCE 1 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Commissar CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Leader, Fearless, Inspiring Forward Observer CH n/a n/a n/a n/a Basilisk Company Vox-Link 60cm 6BP, Slow Firing Harakoni Commander INF 15cm 5+ 6+ 5+ Lascarbines (15cm) (Small Arms) Commander Autocannon 45cm AP5+/AT6+ Harakoni Supreme Commander INF 15cm 5+ 4+ 5+ Lascarbines (15cm) (Small Arms) Supreme Commander Autocannon 45cm AP5+/AT6+ Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Imperial Guard Infantry INF 15cm - 6+ 5+ Lasguns (15cm) (Small Arms) One unit in every two has an Autocannon. Count up the number of IG Infantry units in the Autocannon 45cm AP5+/AT6+ formation that can fire at the target and divide by 2 (rounding up) to find the number of Autocannon shots you may take. Sapper INF 15cm 5+ 5+ 5+ Melta Bombs (base contact) (Assault Weapons), MW, EA(+1) Heavy Flamer 15cm AP4+, Ignore Cover AND (15cm) (Small Arms), Ignore Cover Storm Trooper INF 15cm 5+ 5+ 4+ Hellguns (15cm) (Small Arms) Scout Plasma Guns 15cm AP5+/AT5+ Harakoni Support Squad INF 15cm 5+ 6+ 4+ 2x Lascannon 45cm AT5+ Tech Priest INF 15cm 3+ 4+ 5+ Augmentations (base contact) (Assault Weapons), MW, EA(+1) Heavy Bolter 30cm AP5+ Warhawks INF 15cm 5+ 5+ 5+ Lascarbines (15cm) (Small Arms) Heavy Bolter 30cm AP5+ Sentinel LV 20cm 6+ 6+ 5+ Multi-Laser 30cm AP5+/AT6+ Scout, Walker Support Sentinel LV 20cm 6+ 6+ 5+ Support Rocket Launcher 30cm 1BP, Disrupt, Indirect Fire Scout, Walker Chimera AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport: (May carry 2 Imperial Guard Infantry units) Multilaser 30cm AP5+/AT6+ Valkyrie AV 35cm 5+ 6+ 5+ 2x Rocket Pod 30cm 1BP, Disrupt, One-Shot Skimmer, Scout, Transport: (May carry 2 Storm Trooper units) 2x Heavy Bolter 30cm AP5+ Multilaser 30cm AP5+/AT6+ Vulture AV 35cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Skimmer, Scout Twin Autocannon 45cm AP4+/AT5+ 2x Hellstrike 120cm AT2+, One-Shot Vulture Punisher AV 35cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Skimmer, Scout, Self-Planetfall Twin Punisher Cannons 30cm 4 x AP4+ Vendetta AV 35cm 5+ 6+ 5+ 3x Twin Lascannons 45cm AT5+ Skimmer, Scout, Self-Planetfall, Transport:(May carry 2 of the following units: Sapper, Tech Priest) Lightning Fighter AC Fighter 6+ n/a n/a Long-barrel Autocannon 45cm AP5+/AT6+/AA5+, FxF Wingtip Lascannons 30cm AT5+/AA5+, FxF Lightning Strike Fighter AC Fighter 6+ n/a n/a 2x Underwing Rockets 30cm AT4+, FxF Wingtip Lascannons 30cm AT5+/AA5+, FxF Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Grav-Glider AC/WE Bomber 4+ - 6+ 2x Rocket Pod 30cm 1BP, Disrupt, One-Shot DC1, Reinforced Armour, Expendable, Transport: (May carry 12 of the following units: Warhawks, Harakoni Commander, Harakoni Supreme Commander, Stormtrooper, Harakoni Support Squad, Tech Priest, Sapper, all Sentinels. All Light Vehicles take up 2 spaces each) Marauder Heavy Bomber AC/WE Bomber 5+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ DC2 Bomb Racks 15cm 3BP, FxF Critical Hit Effect: Destroyed Twin Lascannon 45cm AT4+/AA4+, FxF

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HARAKONI WARHAWKS IMPERIAL GUARD ARMY REFERENCE 2 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Marauder Destroyer AC/WE Bomber 5+ n/a n/a 3x Twin Autocannons 30cm AP4+/AT5+, FxF DC2 Twin Heavy Bolters 15cm AA5+ Critical Hit Effect: Destroyed 2x Assault Cannons 15cm AA5+, Rear Arc 4x Hellstrike Missiles 45cm AT4+, FxF Marauder Spectre AC/WE Bomber 5+ n/a n/a Spinal Volcano Cannon 45cm AT2+, TK(D3) DC2 2x Twin Heavy Bolter 15cm AA5+ Critical Hit Effect: Destroyed Emperor Class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 8BP, MW Slow and Steady (May not be used on turns one and two of a battle unless the scenario specifically states otherwise) Lunar Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Pin-point Attack - MW2+, TK(D3) Onero Overflight SC n/a n/a n/a n/a 2x Pin-point Attack - 4x AT4+ Transport (May carry up to 20 Skimmers and any troops transported on them, as well as any number of units with Gravchutes)

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

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

IMPERIAL CRUSADE COMPANIES (A Imperial Crusade army may contain any number of Imperial Crusade Companies)

COMPANY CORE UNITS COST 0-1 Lord General Militant 1 Imperial Guard Supreme Commander unit, 6 Imperial Guard Infantry units, 450 points Command HQ 4 Storm Trooper units, and 6 Chimeras (1 for Supreme Commander) Armoured Fist Company 1 Imperial Guard Commander unit, 12 Imperial Guard Infantry units, and 400 points 7 Chimeras (1 for Commander) Tank Company 10 Leman Russ 625 points 1 Leman Russ may be upgraded to a Leman Russ Vanquisher +25 points Super-heavy Tank Company 3 Baneblades or Shadowswords in any combination 500 points

IMPERIAL CRUSADE COMPANY UPGRADES (Up to three upgrades may be added to each Imperial Crusade Company)

UPGRADE UNITS COST Flak Add 1 Hydra +50 points Griffon Battery Add 3 Griffons +75 points Hellhound Squadron Add 3 Hellhounds +125 points Mechanized Fire Support Platoon Add 4 Support Squad units and 2 Chimeras +150 points Mechanized Infantry Platoon Add 6 Imperial Guard Infantry units and 3 Chimeras +175 points Mechanized Snipers Add 2 Sniper units and 1 Chimera +75 points Tank Squadron Add 3 Leman Russ or 3 Leman Russ Demolisher +175 points

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

SPACE MARINE SUPPORT DETACHMENTS FORMATION CORE UNITS UPGRADES COST 0-1 Terminator 4 Terminator units Add 4 Land Raiders +300 points 325 points Detachment Add up to 2 Dreadnoughts +50 points each Add 1 Space Marine Commander +50 points Tactical Detachment 6 Tactical units Add 3 Rhinos or Drop Pods Free 275 points Each Rhino may be replaced by 2 Razorbacks +50 points per pair Add 1 Hunter +75 points Add up to 2 Dreadnoughts +50 points each Add 1 Space Marine Commander +50 points Assault Detachment 4 Assault units Add 3 Land Speeders or Land Speeder Tornadoes + 125 points 150 points Add 1 Land Speeder Typhoon +50 points Add 1 Space Marine Commander +50 points Devastator Detachment 4 Devastator units Add 2 Rhinos or Drop Pods Free 225 points Each Rhino may be replaced by 2 Razorbacks +50 points per pair Add 1 Hunter +75 points Add up to 2 Dreadnoughts +50 points each Add 1 Space Marine Commander +50 points Armour Detachment 4 Predators Annihilator and/or Add 1 Hunter +75 points +75 points 250 points Destructors and/or Vindicators Add up to 2 Vindicators or Predators +75 points each in any combination Add 1 Space Marine Commander +50 points 0-1 Landing Craft 1 Landing Craft None 375 points

IMPERIAL GUARD SUPPORT PLATOONS FORMATION CORE UNITS COST Flak Battery 3 Hydras 150 points Sentinel Squadron 4 Sentinels 100 points Artillery Battery 3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore 250 points Storm Trooper Platoon 8 Storm Trooper units 200 points (May have 4 Valkyrie transport vehicles) (+150 points) Super-Heavy Tank Platoon 1 Baneblade or Shadowsword 200 points Vulture Squadron 4 Vultures 300 points

AEROSPACE AND TITAN LEGION SUPPORT (Up to 1/3 of the army's points may be spent on Aerospace and Titan Legion support.)

FORMATION CORE UNITS COST 0-1 Orbital Support 1 Lunar class Cruiser OR 150 points 1 Emperor class Battleship OR 300 points 1 Space Marine Strike Cruiser 200 points Space Marine Thunderhawk 1 Thunderhawk Gunship 200 points Thunderbolt Squadron 2 Thunderbolt Fighters 150 points Marauder Squadron 2 Marauder Bombers 250 points Warlord Battlegroup 1 Warlord Class Titan 825 points Reaver Battlegroup 1 Reaver Class Titan 650 points Warhound Battlegroup 1 Warhound Class Titan OR 275 points 2 Warhound Class Titans 500 points

SPECIAL RULE - Commissars

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

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SARANES EXPANSE IMPERIAL CRUSADE

SARANES EXPANSE IMPERIAL CRUSADE ARMY REFERENCE 1 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander. Counts as Space Marine Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring. Counts as Space Marine Commander Commissar CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Leader, Fearless, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader. Counts as Space Marine Commander Smite (15cm) (Small Arms), MW, EA(+1) Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Devastator INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+ Imperial Guard Commander INF 15cm 6+ 6+ 5+ Chainswords (base contact) (Assault Weapons) Commander Lasguns (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Imperial Guard INF 15cm 5+ 4+ 5+ Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Supreme Commander Lasguns (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Imperial Guard Infantry INF 15cm 6+ 5+ 5+ Lasguns (15cm) (Small Arms) One unit in every two has an Autocannon. Count up the number of IG Infantry units in the Autocannon 45cm AP5+/AT6+ formation that can fire at the target and divide by 2 (rounding up) to find the number of Autocannon shots you may take. Sniper INF 15cm - 6+ 5+ Sniper Rifles 30cm AP5+, Sniper Scout Stormtroopers INF 15cm 5+ 5+ 4+ Hellguns (15cm) (Small Arms) Scout Plasma Guns 15cm AP5+/AT5+ Support Squad INF 15cm - 6+ 4+ 2x Autocannon 45cm AP5+/AT6+ Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour Storm Bolters (15cm) (Small Arms) 2x Assault Cannon 30cm AP5+/AT5+ Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta 15cm MW5+ Skimmer, Scout AND (15cm) (Small Arms), MW Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile Launcher 45cm AP3+/AT5+ Skimmer, Scout

Heavy Bolter 30cm AP5+ Sentinel LV 20cm 6+ 6+ 5+ Multi-Laser 30cm AP5+/AT6+ Scout, Walker Chimera AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport: (May carry 2 of the following units: Imperial Guard Commander, Multilaser 30cm AP5+/AT6+ Imperial Guard Infantry, Sniper, Stormtrooper, Support Squad) Basilisk AV 20cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ May either shoot normally or fire a barrage. May only use the Indirect Fire special Earthshaker 120cm AP4+/AT4+ OR 1BP, Indirect Fire ability when firing barrages. Bombard AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Siege Mortar 45cm 2BP, Ignore Cover, Slow Firing, Indirect Fire Deathstrike Missile AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Launcher Deathstrike Missile Unlimited MW2+, TK(D6), One-Shot, Indirect Fire Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) Twin Lascannon OR 45cm AT4+ OR a Power Fist and Assault Cannon (Tactical), not both – select one option before the game. Power Fist (base contact) (Assault Weapons), MW, EA(+1) Assault Cannon 30cm AP5+/AT5+ Griffon AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Heavy Mortar 30cm 1BP, Indirect Fire Hellhound AV 30cm 4+ 6+ 3+ Heavy Bolter 30cm AP5+ Inferno Cannon 30cm AP3+, Ignore Cover Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+

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SARANES EXPANSE IMPERIAL CRUSADE

SARANES EXPANSE IMPERIAL CRUSADE ARMY REFERENCE 2 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Hydra AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ 2x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+ Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit) 2x Twin Lascannon 45cm AT4+ Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battle Cannon 75cm AP4+/AT4+ Leman Russ Demolisher AV 20cm 4+ 6+ 3+ 2x Plasma Cannon 30cm AP4+/AT4+, Slow Firing Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover Lascannon 45cm AT5+ Leman Russ Vanquisher AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Vanquisher 75cm AP4+/AT2+ Manticore AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Siege Mortar 150cm 2BP, Disrupt, Slow Firing, Indirect Fire Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+

Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+

Autocannon 45cm AP5+/AT6+ Razorback AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (may carry 1 of the following units: Tactical, Devastator & Scout) Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Valkyrie AV 35cm 5+ 6+ 5+ 2x Rocket Pod 30cm 1BP, Disrupt, One-Shot Skimmer, Scout, Transport: (May carry 2 Storm Trooper units) 2x Heavy Bolter 30cm AP5+ Multilaser 30cm AP5+/AT6+ Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Vulture AV 35cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Skimmer, Scout Twin Autocannon 45cm AP4+/AT5+ 2x Hellstrike 120cm AT2+, One-Shot Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (may carry 1 formation that includes only Tactical, Devastator and Dreadnought units). Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim a crossfire. Baneblade WE 15cm 4+ 6+ 4+ 3x Twin Heavy Bolter 30cm AP4+ DC3, Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover, FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Autocannon 45cm AP5+/AT6+ 2x Lascannon 45cm AT5+ Main Battle Cannon 75cm AP3+/AT3+ Shadowsword WE 15cm 4+ 6+ 5+ 2x Heavy Bolter 30cm AP5+ DC3, Reinforced Armour Volcano Cannon 90cm MW2+, TK(D3), FxF Critical Hit Effect: Destroyed. any units within 5cm of the model suffer a hit on a roll of 6+ Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+.

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SARANES EXPANSE IMPERIAL CRUSADE

SARANES EXPANSE IMPERIAL CRUSADE ARMY REFERENCE 3 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move takes the Banelord into impassable terrain or another unit it stops when it contacts the obstruction and suffers an extra point of damage. Any units run over or into take a hit on a D6 roll of 4+. Landing Craft AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine 3x Twin Heavy Bolter 15cm AP4+/AA5+ infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts 2x Twin Lascannon 45cm AT4+ take up two spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. Thunderhawk Gunship AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units:

Twin Heavy Bolter 15cm AP4+/AA5+, LF Tactical, Assault, Devastator, Scout, Bike, Terminator and Dreadnought. Terminators 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF and Dreadnoughts take up two spaces each.)

Battlecannon 75cm AP4+/AT4+, FxF Critical Hit Effect: Thunderhawk’s control surfaces are damaged. The Pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Emperor Class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 8BP, MW Slow and Steady (May not be used on turns one and two of a battle unless the scenario specifically states otherwise) Lunar Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Pin-point Attack - MW2+, TK(D3) Space Marine Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 of the following units: Space Marine Tactical,

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

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ADEPTUS MECHANICUS AND TITAN LEGIONS ARMIES SECTION

COMMON ADEPTUS MECHANICUS AND TITAN LEGIONS SPECIAL RULES

TITAN WEAPONS

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

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

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

BATTLE TITAN FORMATIONS

(You may have any number of Battle Titans in the army) FORMATION UNITS COST Emperor Battle Titan 1 Emperor Titan (Either Imperator or Warmonger configuration) 1250 Points Warlord Battle Titan 1 Warlord Titan (Must select 4 Battle Titan weapons) 725 Points Reaver Battle Titan 1 Reaver Titan (Must select 3 Battle or Scout Titan weapons) 575 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 1 Warhound Titan (Must select 2 Scout Titan weapons) 275 Points Warhound Titan Pack 2 Warhound Titans (Must select 2 Scout Titan weapons each) 500 Points

SUPPORT FORMATIONS

(One Support Formation may be selected for each Titan formation in the army) FORMATION UNITS COST 0-1 Per Corvus Assault Pod 9 Hypaspist units, plus 1 Tech-Priest unit 100 points Skitarii Demi-Century Forge Knight Squadron 3 Forge Knights OR 200 Points 6 Forge Knights 375 Points Lysander Fighter 1 Lysander Fighter (0-1 per Warmonger Titan) 75 Points Marauder Squadron 2 Marauder Bombers 250 Points 0-1 Orbital Support 1 Adeptus Mechanicus Gothic Class Cruiser OR 150 Points 1 Ark Mechanicus 150 Points Recon Platoon 4 Sentinels 100 Points Thunderbolt Squadron 2 Thunderbolt Fighters 150 Points

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

SCOUT AND BATTLE TITAN WEAPONS COST Inferno Gun, Vulcan Megabolter, Plasma Blastgun Free Turbolaser Destructor +25 points

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 UPGRADE COST 0-1 Legate (Battle Titans Only) +50 points Veteran Princeps (0-1 per formation) +25 points Carapace Multi-Lasers (Battle Titans Only) +50 points Sacred Icon (Battle Titans Only) +50 points

SPECIAL RULE - God Machines

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

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WAR GRYPHONS TITAN LEGION

WAR GRYPHONS TITAN LEGION ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER or EFFECT NOTES

Legate CH n/a n/a n/a n/a n/a n/a n/a Supreme Commander Veteran Princeps CH n/a n/a n/a n/a n/a n/a n/a Commander, Leader Forge Knight AV 20cm 4+ 4+ 5+ Arc Lance 30cm AT4+ Infiltrator, Invulnerable Save, Reinforced Armour, Walker Manipulators (base contact) (Assault Weapons), MW, EA(+1) Imperator Titan WE 15cm 4+ 4+ 3+ Plasma Annihilator 90cm 4x MW2+, TK(D3), Slow Firing, Fwd DC 12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring. Hellstorm Cannon 60cm 10BP, Fwd Titan may step over units, impassable or dangerous terrain that is up to 2cm wide Defence Laser 90cm MW2+/AA4+ TK(D3) and less than 3cm tall. 4x Battle Cannon 75cm AP4+/AT4+ Critical Hit Effect: Reactor damaged. Roll a D6 in the end phase of every turn: 1: Reactor Quake Cannon 90cm 3BP, MW, FxF explodes - Destroyed. 2-3: Suffers extra point of damage. 4-6: Reactor repaired. Causes Tertiary armament (15cm) (Small Arms), EA(+2) no further trouble. If the reactor explodes, any units within 5cms of the Warmonger will Leg Bastions - Counts-as a Corvus Assault Pod be hit on a roll of 4+. Reaver Titan WE 20cm 4+ 3+ 3+ 3x Scout or Battle Titan Weapons - - DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of �� every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ 2x Scout Titan Weapons - - DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 4x Scout or Battle Titan Weapons - - DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Warmonger Titan WE 15cm 4+ 4+ 5+ 8x Doomstrike Missiles Unlimited Support Missile Warhead(s) DC 12, 8 Void Shields, Fearless, Reinforced Armour, Walker, Inspiring. May fire only 1 missile per turn Titan may step over units, impassable or dangerous terrain that is up to 2cm wide Vengeance Cannon 90cm 2x MW2+ TK(D3), Fwd and less than 3cm tall. 4x Hydra Autocannon 45cm 2x AP4+/AT5+/AA5+ Critical Hit Effect: Reactor damaged. Roll a D6 in the end phase of every turn: 1: Reactor Fire Control Centre - Re-roll one failed to-hit roll on one explodes - Destroyed. 2-3: Suffers extra point of damage. 4-6: Reactor repaired. Causes of the weapon systems per turn no further trouble. If the reactor explodes, any units within 5cms of the Warmonger will Head Gun 45cm AP4+/AT4+ FxF be hit on a roll of 4+. Tertiary armament (15cm) (Small Arms), EA(+2) Leg Bastions - Counts-as a Corvus Assault Pod Lysander Fighter AC Fighter 6+ n/a n/a Storm Bolters 15cm AP4+/AA5+, FxF Heavy Bolter 30cm AP5+/AA6+, FxF Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Adeptus Mechanicus SC n/a n/a n/a n/a 2x Pin-point Attacks n/a MW2+, TK(D3) Gothic class Cruiser

WAR GRYPHONS TITAN LEGION ARMY REFERENCE 2

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WAR GRYPHONS TITAN LEGION

STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER or EFFECT NOTES

Ark Mechanicus SC n/a n/a n/a n/a 2x Pin-point Attacks n/a MW2+, TK(D3) Slow and Steady Orbital Bombardment n/a 5BP, MW Battle Titan Weapons Apocalypse Missile Launcher 60cm 3BP Carapace Landing Pad - Allows BP weapons to use Indirect Fire ability Close Combat Weapon (Arm Only) (base contact) EA(+3), TK(D3) Corvus Assault Pod - Transport: (May carry 10 Hypaspist or Tech Priest units) Gatling Blaster 60cm 4x AP4+/AT4+ Laser Blaster 60cm 6x AP5+/AT3+ Laser Burner (15cm) OR (Small Arms), EA(+2) (base contact) (Assault Weapons), EA(+4) Melta Cannon 30cm AND MW2+, TK(D3) (15cm) (Small Arms), EA(+1), TK(D6) Quake Cannon 90cm 3BP, MW Plasma Cannon 60cm 3x MW2+, Slow Firing Plasma Destructor 75cm 4x MW2+, Slow Firing Support Missile (Carapace Only) Unlimited Indirect Fire, Warhead, One-Shot Warhead Type— Choose 1 option: Vortex 3BP, MW, TK(1), Ignore Cover Warp MW2+, TK(D3), Ignore Shields/Powerfields Deathstrike MW2+, TK(D6) Barrage 10BP, Disrupt Volcano Cannon 90cm MW2+, TK(D3) Scout Titan Weapons Plasma Blastgun 45cm 2x MW2+, Slow Firing Inferno Gun 30cm BP3, Ignores Cover Vulcan Megabolter 45cm 4x AP3+/AT5+ Turbolaser Destructor 60cm 4x AP5+/AT3+ Titan Upgrades Carapace Multi-Lasers 30cm 2x AP5+/AT6+/AA5+ Sacred Icon n/a n/a Inspiring

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ADEPTUS MECHANICUS PLANETARY DEFENCE FORCE ARMY LIST v2.01. AMTL Army Champion: "Evil&Chaos" (at time of publishing)

Adeptus Mechanicus armies have a Strategy rating of 2. Titans have an initiative rating of 1+. All other formations have an initiative rating of 2+.

MECHANICUS CORE FORMATIONS FORMATION UNITS COST Ordinatus Majoris 1 Ordinatus Majoris (must add 1 Majoris Weapon or 2 identical Battle Titan Weapons) 400 Points Ordinatus Minoris Company 3 Ordinatus Minoris (must add 1 Battle Titan Weapons) 400 Points Skitarii Demi-Century 9 Hypaspist units, plus 1 Tech Priest unit 275 Points

MECHANICUS CORE FORMATION UPGRADES (Each Core formation may select up to three Upgrades)

FORMATION UNITS COST Flak Add 1 Hydra +50 PointsInfantry Support 5 Hypaspist units +100 pointsOrdinatus Minoris 1 Ordinatus Minoris (must add 1 Titan Weapon for cost listed below) +175 points0-1 Tech-Lord 1 Tech Lord Character Upgrade (May only be added to a Tech Priest unit) +100 PointsTransportation Add enough Mechanicus Chimedons to carry the entire formation (Including any upgrades) +25 Points each

MECHANICUS SUPPORT FORMATIONS (Up to two Support formations may be taken per Core formation)

FORMATION UNITS COST Fire Support 6 Rapier Laser Destroyer units or 6 Mole Mortar units 150 Points Flak 3 Hydras 150 Points Forge Knight Squadron 6 Forge Knights OR 375 Points 3 Forge Knights 200 Points Heavy Tank Cataphract 2 Macharius tanks and 1 Macharius Command tank 350 Points 0-1 Orbital Support 1 Adeptus Mechanicus Gothic class Cruiser OR 150 Points 1 Ark Mechanicus 150 Points Prætorians 5 Prætorian Combat Servitor units 250 Points (May add one Ordinatus Minoris) +175 Points Sentinel Squadron 4 Sentinels 100 Points Tank Cataphract 6 Mechanicus Leman Russ Executioners 500 Points

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

TITAN LEGION BATTLEGROUPS FORMATION UNITS COST Warlord Titan 1 Warlord Titan 725 Points + 4 Battle Titan Weapons Reaver Titan 1 Reaver Titan 575 Points + 3 Scout or Battle Titan Weapons Warhound Titan 1 Warhound Titan 275 points + 2 Scout Titan Weapons Warhound Titan Pack 2 Warhound Titans 500 points + 2 Scout Titan Weapons each

IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 150 points Marauder Squadron 2 Marauder Bombers 250 points

MAJORIS WEAPONSUPGRADE WEAPON COST Mars Sonic Disruptor +100 points Golgotha Hellfire Missiles +150 points Armageddon Nova Cannon +150 points

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

SCOUT AND BATTLE TITAN WEAPONS Inferno Gun, Vulcan Megabolter, Plasma Blastgun Free Turbolaser Destructor +25 points

BATTLE TITAN WEAPONS COST Laser Burner, Corvus Assault Pod, Carapace Landing Pad Free Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Close Combat Weapon +25 Points Melta Cannon, Laser Blaster, Volcano Cannon +50 Points Plasma Destructor, Support Missile, Quake Cannon +75 Points

TITAN UPGRADESUPGRADE COST Veteran Princeps (0-1 per formation) +25 points Carapace Multi-Lasers (Battle Titans Only) +50 points Sacred Icon (Battle Titans Only) +50 points

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ADEPTUS MECHANICUS PDF

ADEPTUS MECHANICUS PLANETARY DEFENCE FORCE ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER or EFFECT NOTES

Adeptus Mechanicus Tech Lord CH n/a n/a n/a n/a Augmentations (base contact) (Assault Weapons), MW, EA(+1) Fearless, Invulnerable Save, Supreme Commander Veteran Princeps CH n/a n/a n/a n/a n/a n/a n/a Commander, Leader Hypaspist INF 15cm 5+ 5+ 5+ Heavy Bolter 30cm AP5+ Mole Mortar INF 10cm - - 6+ Mole Mortar 30cm AP5+, Indirect Fire, Disrupt, Ignore Cover Praetorian Combat Servitors INF 15cm 3+ 4+ 5+ Autocannon 45cm AP5+/AT6+ Fearless, Invulnerable Save Augmentations (base contact) (Assault Weapons), MW, EA(+1) Rapier INF 10cm - - 5+ Rapier Laser Destroyer 45cm AP6+/AT4+ Skitarii Tech-Priest INF 15cm 4+ 4+ 4+ Heavy Bolter 30cm AP5+ Augmentations (base contact) (Assault Weapons), MW, EA(+1) Sentinel LV 20cm 6+ 6+ 5+ Multi-Laser 30cm AP5+/AT6+ Scout, Walker Forge Knight AV 20cm 4+ 4+ 5+ Arc Lance 30cm AT4+ Infiltrator, Invulnerable Save, Reinforced Armour, Walker Manipulators (base contact) (Assault Weapons), MW, EA(+1) Leman Russ Executioner AV 20cm 4+ 6+ 4+ Lascannon 45cm AT5+ Reinforced Armour Plasma Destroyer 60cm MW4+ Mechanicus Chimedon AV 30cm 5+ 6+ 5+ Conqueror Cannon 45cm AP5+/AT5+ Transport: (May carry 1 of the following units: Hypaspist, Tech Priest) Heavy Bolter 30cm AP5+ Macharius Heavy Tank WE 15cm 4+ 6+ 4+ 2x Battlecannon 75cm AP4+ /AT4+ DC2, Reinforced Armour 2x Heavy Bolters 30cm AP5+ Critical Hit Effect: Destroyed Twin Heavy Stubber 30cm AP5+ Macharius Heavy Tank WE 15cm 4+ 6+ 4+ 2x Heavy Bolters 30cm AP5+ DC2, Reinforced Armour. (Command variant) Twin Heavy Stubber 30cm AP5+ Critical Hit Effect: Destroyed and 1 of the following options: 2x Vanquishers OR 75cm AP4+/AT2+ Vulcan Megabolter 45cm 4x AP3+/AT5+ Ordinatus Majoris WE 10cm 5+ 6+ 4+ 2x Mars Heavy Bolter 30cm AP5+/AA6+ DC4, 4 Void Shields, Reinforced Armour, Inspiring 2x Lascannon 45cm AT5+ Critical Hit Effect: Destroyed. All units within 15cm suffer a hit on a 4+. Any Plus 1x Majoris Weapon OR varies varies, FxF Friendly formations with line of sight to the explosion receive 1 Blast marker. 2x Battle Titan Weapons varies varies, FxF Laser Burners and Close Combat Weapons option increases CC to 3+. If a pair of Corvus Assault Pods are selected, increase the Ordinatus’ speed to 25cm. Ordinatus Minoris WE 10cm 5+ 6+ 5+ 2x Mars Heavy Bolter 30cm AP5+/AA6+ DC2, 2 Void Shields, Reinforced Armour Plus 1x Majoris Weapon OR varies varies, FxF Critical Hit Effect: Destroyed. All units within 15cm suffer a hit on a 5+. 1x Battle Titan Weapon varies varies, FxF Laser Burner and Close Combat Weapon option increases CC to 3+. If a Corvus Assault Pod is selected, increase the Ordinatus’ speed to 30cm. Reaver Titan WE 20cm 4+ 3+ 3+ 3x Scout or Battle Titan Weapons - - DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ 2x Scout Titan Weapons - - DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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).

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ADEPTUS MECHANICUS PDF

ADEPTUS MECHANICUS PLANETARY DEFENCE FORCE ARMY REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER or EFFECT NOTES

Warlord Titan WE 15cm 4+ 2+ 3+ 4x Scout or Battle Titan Weapons - - DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Adeptus Mechanicus SC n/a n/a n/a n/a 2x Pin-point Attacks n/a MW2+, TK(D3) Gothic class Cruiser Ark Mechanicus SC n/a n/a n/a n/a 2x Pin-point Attacks n/a MW2+, TK(D3) Slow and Steady Orbital Bombardment n/a 5BP, MW Battle Titan Weapons Apocalypse Missile Launcher 60cm 3BP Carapace Landing Pad - Allows BP weapons to use the Indirect Fire ability Close Combat Weapon (Arm Only) (base contact) EA(+3), TK(D3) Corvus Assault Pod - Transport: (May carry 10 Hypaspist or Tech Priest units) Gatling Blaster 60cm 4x AP4+/AT4+ Laser Blaster 60cm 6x AP5+/AT3+ Laser Burner (15cm) OR (Small Arms), EA(+2) (base contact) (Assault Weapons), EA(+4) Melta Cannon 30cm AND MW2+, TK(D3) (15cm) (Small Arms), EA(+1), TK(D6) Quake Cannon 90cm 3BP, MW Plasma Cannon 60cm 3x MW2+, Slow Firing Plasma Destructor 75cm 4x MW2+, Slow Firing Support Missile (Carapace Only) Unlimited Indirect Fire, Warhead, One-Shot Warhead Type— Choose 1 option: Vortex 3BP, MW, TK(1), Ignore Cover Warp MW2+, TK(D3), Ignore Shields/Powerfields Deathstrike MW2+, TK(D6) Barrage 10BP, Disrupt Volcano Cannon 90cm MW2+, TK(D3) Scout or Battle Titan Weapons Plasma Blastgun 45cm 2x MW2+, Slow Firing Inferno Gun 30cm 3BP, Ignore Cover Vulcan Megabolter 45cm 4x AP3+/AT5+ Turbolaser Destructor 60cm 4x AP5+/AT3+ Titan Upgrades Carapace Multi-Lasers 30cm 2x AP5+/AT6+/AA5+ Sacred Icon n/a n/a Inspiring Ordinatus Weapons Sonic Disruptor 100cm 10BP, Ignore Cover, Disrupt

Hellfire Missiles Unlimited 6x 2BP, MW, Single Shot, Indirect Fire Nova Cannon 100cm 4x MW3+, TK(D3)

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HOUSE HYPERION KNIGHTWORLD ARMY LIST v1.3. Sub-Army Champion: "Morgan Vening"

Knightworld armies have a Strategy rating of 3. All formations have an initiative rating of 2+, except Titan Allies which have an initiative rating of 1+.

CORE FORMATIONS (You may take any number of Core Formations)

FORMATION UNITS COST Paladins 4 Knights Paladin 300 points Lancers 3 Knights Lancer 300 points Errants 3 Knights Errant 300 points

CORE FORMATION UPGRADES (Each Core Formation may select up to one Upgrade)

UPGRADE UNITS COST Paladins Add up to 3 Knights Paladin +75 points each Lancers Add up to 3 Knights Lancer +100 points each Errants Add up to 3 Knights Errant +100 points each Senechal Add 1 Senechal Character +50 points 0-1 Baron Add 1 Knight Baron +200 points

SUPPORT FORMATIONS (You may take one Support Formation per Core Formation)

FORMATION UNITS COST Custodians 2 Knights Crusader or Knights Castellan in any combination 300 points

(May have 1 additional Knight Crusader or Knight Castellan) (+125 points) Wardens 3 Knights Warden 250 points Squires 6 Armiger Sentinels (All units in the formation gain the Scout ability) 175 points

(May have 1 Knight Warden) (+75 points) Aspirants 8 Armiger Sentinels 175 points

(May have 1 Knight Warden) (+75 points) Trebuchets 3 Trebuchet Howitzers 150 points Ballistas 3 Ballista AA guns 100 points

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

FORMATION UNITS COST Thunderbolt Squadron 2 Thunderbolt Fighters 175 points Lightning Squadron 4 Lightning Fighters 300 points Warlord Titan 1 Warlord Titan 725 Points + 4 Battle Titan Weapons Reaver Titan 1 Reaver Titan 575 Points + 3 Scout or Battle Titan Weapons Warhound Titan 1 Warhound Titan 275 points + 2 Scout Titan Weapons Warhound Titan Pack 2 Warhound Titans 500 points + 2 Scout Titan Weapons each

TITAN WEAPONSSCOUT AND 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, Close Combat Weapon +25 Points Melta Cannon, Laser Blaster, Volcano Cannon +50 Points Plasma Destructor, Support Missile, Quake Cannon +75 Points

TITAN UPGRADESUPGRADE COST Veteran Princeps (0-1 per formation) +25 points Carapace Multi-Lasers (Battle Titans Only) +50 points Sacred Icon (Battle Titans Only) +50 points

SPECIAL RULE - Might of the Omnissiah

• It takes two Blast markers to suppress a Knight unit or kill a Knight unit in a broken formation (ignore any leftover Blast markers). • Knight formations are only broken if they have two Blast markers per unit in the formation. • Knight formations only count half their number of blast markers in assault resolution (rounding down - note that assault resolution will not receive +1 for having blast marker if the formation has 1 blast marker before rounding down). Halve the number of extra hits suffered by a Knight formation that loses an assault, rounding down in favour of the Knights. • When a broken Knight formation rallies then it receives a number of Blast markers equal to the number of units, rather than half this number. Knight units with the Leader special ability remove 2 Blast markers instead of 1.

SPECIAL RULE - Knight Shield

The Knight Shield gives a Knight a 4+ saving throw, which may only be used if the Knight is hit by a weapon with the Titan-Killer. A Knight may not use its shield against Close Combat attacks, or hits sustained in a Crossfire. Make a single saving throw per hit with a Titan Killer weapon, rather than one for each point of damage

SPECIAL RULE – Shock Lance   During an Assault in which an unbroken unit with the Shock Lance ability is attacking or defending (but not Supporting Fire), it gains an extra Fire Fight attack with First Strike that hits on a 5+ regardless of the unit's FF value.

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KNIGHTWORLD

HOUSE HYPERION KNIGHTWORLD ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER or EFFECT NOTES Veteran Princeps CH n/a n/a n/a n/a n/a n/a n/a Commander, Leader Seneschal CH n/a n/a n/a n/a - - - Commander, Inspiring, Leader Armiger Sentinel LV 20cm 6+ 5+ 5+ Manipulator Claw (base contact) (Assault Weapons) Multilaser 30cm AP5+/AT6+ Ballista AA Gun LV 0cm - - 6+ Secured Ballista Cannon 60cm AP6+/AT5+/AA5+ Trebuchet LV 0cm - - 6+ Secured Frag Launcher 60cm 1BP, Indirect Fire Knight Baron WE 25cm 4+ 3+ 3+ Baron Cannon 45cm 2x AP4+/AT4+ DC2, Walker, Reinforced Armour, Fearless, Thick Rear Armour, Inspiring, Shock Lance, Baron Lance (15cm) (Small Arms), MW, EA(+1), First Strike Supreme Commander, Knight Shield Critical Hit Effect: Destroyed Knight Castellan WE 15cm 4+ 5+ 4+ Light Quake Cannon 90cm 2BP, MW DC1, Walker, Reinforced Armour, Thick Rear Armour, Knight Shield, Shock Lance Gatling Autocannon 45cm 3x AP4+/AT6+ Critical Hit Effect: Destroyed And (15cm) (Small Arms), EA(+1) Knight Crusader WE 15cm 4+ 5+ 3+ Light Quake Cannon 90cm 2BP, MW DC1, Walker, Reinforced Armour, Thick Rear Armourr, Knight Shield, Shock Lance Crusader Lascannon 45cm 2x AP6+/AT4+ Critical Hit Effect: Destroyed Knight Errant WE 25cm 4+ 3+ 4+ Thermal Cannon 30cm MW4+ and DC1, Walker, Reinforced Armour, Knight Shield, Shock Lance AND (15cm) (Small Arms), MW Power Gauntlet (base contact) (Assault Weapons), TK(1), EA(+1) Knight Lancer WE 30cm 4+ 5+ 3+ Knight Cannon 45cm AP4+/AT4+ DC1, Walker, Reinforced Armour, Knight Shield, Shock Lance Power Lance (15cm) (Small Arms), MW, EA(+1) Knight Paladin WE 20cm 4+ 4+ 4+ Knight Cannon 45cm AP4+/AT4+ DC1, Walker, Reinforced Armour, Knight Shield, Shock Lance Heavy Bolter 30cm AP5+ Heavy Chain Sword (base contact) (Assault Weapons), MW, EA(+1) Knight Warden WE 15cm 4+ 6+ 5+ 2x Multilaser 30cm AP5+/AT6+ DC1, Walker, Reinforced Armour, Thick Rear Armour, Knight Shield, Shock Lance And (15cm) (Small Arms), EA(+1) Plus 1 of the following options: Critical Hit Effect: Destroyed 0-1x Battlecannon 75cm AP4+/AT4+ 0-1x Frag Launcher 45cm 1BP 0-1x Ballista Cannon 45cm AP6+/AT5+/AA5+ Reaver Titan WE 20cm 4+ 3+ 3+ 3x Scout or Battle Titan Weapons - - DC 6, 4 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ 2x Scout Titan Weapons - - DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 4x Scout or Battle Titan Weapons - - DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Lightning Fighter AC Fighter 6+ n/a n/a Long-barrel Autocannon 45cm AP5+/AT6+/AA5+, FxF Wingtip Lascannons 30cm AT5+/AA5+, FxF Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF

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3.3 NetEA DEVELOPMENTAL

KNIGHTWORLD

HOUSE HYPERION KNIGHTWORLD ARMY REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER or EFFECT NOTES

Battle Titan Weapons Apocalypse Missile Launcher 60cm 3BP Carapace Landing Pad - Allows BP weapons to use the Indirect Fire ability Close Combat Weapon (Arm Only) (base contact) EA(+3), TK(D3) Corvus Assault Pod - Transport: (May carry 10 Hypaspist or Tech Priest units) Gatling Blaster 60cm 4x AP4+/AT4+ Laser Blaster 60cm 6x AP5+/AT3+ Laser Burner (15cm) OR (Small Arms), EA(+2) (base contact) (Assault Weapons), EA(+4) Melta Cannon 30cm AND MW2+, TK(D3) (15cm) (Small Arms), EA(+1), TK(D6) Quake Cannon 90cm 3BP, MW Plasma Cannon 60cm 3x MW2+, Slow Firing Plasma Destructor 75cm 4x MW2+, Slow Firing Support Missile (Carapace Only) Unlimited Indirect Fire, Warhead, One-Shot Warhead Type— Choose 1 option: Vortex 3BP, MW, TK(1), Ignore Cover Warp MW2+, TK(D3), Ignore Shields/Powerfields Deathstrike MW2+, TK(D6) Barrage 10BP, Disrupt Volcano Cannon 90cm MW2+, TK(D3) Scout Titan Weapons Plasma Blastgun 45cm 2x MW2+, Slow Firing Inferno Gun 30cm 3BP, Ignores Cover Vulcan Megabolter 45cm 4x AP3+/AT5+ Turbolaser Destructor 60cm 4x AP5+/AT3+ Titan Upgrades Carapace Multi-Lasers 30cm 2x AP5+/AT6+/AA5+ Sacred Icon n/a n/a Inspiring

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78

4.0 INQUISITION ARMIES SECTIONCOMMON INQUISITON SPECIAL RULES

4.0.1 FAITHFUL

The Adepta Sororitas are fuelled by their fanatical devotion to the Imperial Cult. Their unquestioning faith is so powerful it can rouse them in their darkest hours, strengthen their resolve and even physically protect them. Before rolling to activate, formations containing at least one unit with the Faithful special rule may declare they are performing an Act of Faith. Formations doing so have a -1 penalty to their initiative for their activation roll. If the test is passed all Faithful units in the formation receive the Fearless and Invulnerable Save special abilities until the formation’s next activation. If the test is failed, the formation must take a Hold action as normal and no bonuses are received.

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79

ADEPTUS MINISTORUM ARMY LIST v1.2. Sub-Army Champion: "Zombocom"

Adeptus Ministorum armies have a Strategy rating of 3. Adepta Sororitas Detachments and Titan Legion Allies have an initiative rating of 1+. All other formations have an initiative rating of 2+.

ADEPTA SORORITAS DETACHMENTS (You may take any number of Adepta Sororitas Detachments)

FORMATION CORE UNITS UPGRADES COST

Adepta Sororitas Mission 8 Sisters of Battle units Transport, Heroine, Dominions 225 points Repentia, Exorcists, Supreme Commander Retributor Ministry 6 Retributor units Transport, Heroine, Dominions 250 points Seraphim Choir 6 Seraphim units Heroine, Supreme Commander 225 points Exorcism Battalion 5 Exorcist units Hunter 250 points Repentia Confessional 6 Repentia units and 1 Mistress character Transport, Priest, Penitents 250 points Dominion Recon 4 Dominion units Transport(must be taken), Heroine, Dominions 175 points

ECCLESIASTIC DETACHMENTS (You may take one Ecclesiastic Detachment per Adepta Sororitas Detachment)

FORMATION CORE UNITS UPGRADES COST

Redemptionist Crusade 10 Redemptionist units Priest, Penitents, Supreme Commander , Vehicles 150 points Penitent Atonement 4 Penitent Engine units Penitents 250 points Flagellation Pilgrimage 6 Arco-Flagellant units Penitents 250 points Fraternis Militia 12 Imperial Guard Infantry units Priest, Flak, Leman Russ, Chimeras, 225 points

Vehicles(may not have both Chimeras and Vehicles) Militia Scout Squadron 4 Sentinels None 100 points Mobile Sanctuary 2 Emperor’s Chapels Priest 350 points Reverent Fury 1 Cathedral of Purification Priest, Supreme Commander 500 points

ADEPTUS MINISTORUM UPGRADES (Each upgrade may only be taken once per formation)

UPGRADE UNITS COST

Heroine Add a Palatine Character to a unit in the formation +50 points Priest Add a Preacher Character to a unit in the formation +50 points 0- 1 Supreme Commander Replace a Palatine Character with a Canoness Character OR +50 points Replace a Preacher Character with a Cardinal Character Repentia Add 2 Sisters Repentia units +75 points If the formation already has Transports, then transport must be purchased for the Sisters Repentia upgrade Dominions Add 2 Dominion units to the formation. +75 points Note that a formation that takes this upgrade must also take the Transport upgrade Penitents Add 2 Penitent Engines +125 points Exorcists Add 2 Exorcist units +100 points Hunter Add 1 Adepta Sororitas Hunter +50 points Flak Add 1 Hydra +50 points Leman Russ Add 3 Leman Russ +200 points Chimeras Add 6 Chimeras +125 points Vehicles Add Civilian Vehicles. You may only take as many vehicles as necessary to carry the entire formation. +10 points each Transport Add transport vehicles in any combination from the following: Rhinos +10 points each Repressors +30 points each You may only take as many vehicles as necessary to carry the entire formation. Immolators(either type) +30 points each

IMPERIAL ALLIES FORMATIONS (Up to 1/4 of an army’s points may be spent on Allies formations)

TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Lightning Squadron 2 Lightning Fighters 150 points Reaver Titan 1 Reaver Titan 650 points Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points

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ADEPTUS MINISTORUM

ADEPTUS MINISTORUM ARMY LIST REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Canoness CH n/a n/a n/a n/a Blessed Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Inspiring, Supreme Commander Palatine CH n/a n/a n/a n/a Blessed Weapon (base contact) (Assault Weapons), MW, EA(+1) Leader, Commander, Invulnerable Save, Inspiring Repentia Mistress CH n/a n/a n/a n/a Neural Whips (base contact) (Assault Weapons), EA(+1) Cardinal CH n/a n/a n/a n/a Holy Evicerator (base contact) (Assault Weapons), MW, EA(+1) Fearless, Inspiring, Supreme Commander Preacher CH n/a n/a n/a n/a Holy Evicerator (base contact) (Assault Weapons), MW, EA(+1) Fearless, Leader, Inspiring Arco-Flagellants INF 15cm 5+ 2+ - Electro-Flails (base contact) (Assault Weapons) Fearless, Infiltrator, Invulnerable Save Dominions INF 15cm 4+ 5+ 4+ Meltaguns (15cm) (Small Arms), MW Faithful, Scout Imperial Guard Infantry INF 15cm - 6+ 5+ Lasguns (15cm) (Small Arms) One unit in every 2 has an Autocannon. Count up the number of Infantry units in the formation that can Autocannon 45cm AP5+/AT6+ fire at the target and divide by 2 (rounding up) to find the number of Autocannon shots you may take. Redemptionists INF 15cm - 4+ 6+ Autoguns (15cm) (Small Arms) Exterminators (base contact) (Assault Weapons) Retributors INF 15cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+ Faithful Seraphim INF 30cm 4+ 4+ 4+ Twin Bolt Pistols (15cm) (Small Arms) Jump Packs, Faithful Sisters of Battle INF 15cm 4+ 5+ 4+ Heavy Flamer 15cm AP4+, Ignore Cover Faithful Bolters (15cm) (Small Arms) Sisters Repentia INF 15cm 5+ 4+ - Evicerators (base contact) (Assault Weapons), MW Faithful, Fearless, Infiltrator Civilian Vehicle LV 30cm 5+ 6+ 6+ Twin Heavy Stubber 30cm AP5+ Transport: (May carry 2 of the following units: Imperial Guard Infantry, Redemptionist) Penitent Engine LV 15cm 4+ 4+ 5+ Combat Arms (base contact) (Assault Weapons), MW, EA(+2) Fearless, Walker, Infiltrator, Invulnerable Save 2x Heavy Flamers 15cm AP4+, Ignore Cover

Sentinel LV 20cm 6+ 6+ 5+ Multi-Laser 30cm AP5+/AT6+ Scout, Walker Adepta Sororitas Hunter AV 30cm 5+ 6+ 5+ Hunter-Killer 60cm AT4+/AA4+ Faithful Adepta Sororitas Rhino AV 30cm 5+ 6+ 6+ Stormbolter (15cm) (Small Arms) Faithful, Transport (may carry up to 2 of the following Adepta Sororitas units: Battle Sisters,

Retributors, Dominions or Sisters Repentia) Exorcist AV 30cm 4+ 6+ 5+ Exorcist Launcher 45cm 2xAP6+/AT4+ Faithful Immolator AV 30cm 5+ 6+ 5+ Twin Multi-melta 15cm MW4+ Faithful, Transport (May carry 1 of the following Adepta Sororitas units: Battle Sisters, "Justice Pattern" AND (15cm) (Small Arms), MW Retributors, Dominions or Sisters Repentia) Immolator AV 30cm 5+ 6+ 3+ Twin Heavy Flamer 15cm AP3+, Ignore Cover Faithful, Transport (May carry 1 of the following Adepta Sororitas units: Battle Sisters, "Hellfire Pattern" Retributors, Dominions or Sisters Repentia) Repressor AV 30cm 5+ 6+ 5+ Heavy Flamer 15cm AP4+, Ignores Cover Faithful, Walker, Transport (may carry up to 2 of the following Adepta Sororitas units: Battle Stormbolter (15cm) (Small Arms) Sisters, Retributors, Dominions or Sisters Repentia)

Chimera AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport: (May carry 2 Imperial Guard Infantry units) Multilaser 30cm AP5+/AT6+ Hydra AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+

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

Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battle Cannon 75cm AP4+/AT4+ Cathedral of Purification WE 15cm 4+ 5+ 3+ Promethium Cannon 45cm 4BP, Ignore Cover, FxF DC6, 2 Void Shields, Reinforced Armour, Fearless, Inspiring, Invulnerable Save, Transport: (May carry 12

Excommunicator 45cm 3x AP6+/AT4+/AA5+ infantry units of any type) 2x Inferno Cannons 30cm AP3+, Ignore Cover Critical Hit Effect: Immobilised. Further critical hits inflict an additional point of damage.

Emperor’s Chapel WE 15cm 4+ 6+ 4+ Inferno Gun 30cm 3BP, Ignore Cover, Fwd DC3, Reinforced Armour, Fearless, Transport: (May carry 4 infantry units) 2x Twin Sponson Multi-Meltas 15cm MW4+ Critical Hit Effect: Destroyed. Units within 5cm suffer a hit on a roll of 6+.

AND (15cm) (Small Arms), MW, EA(+1) Exorcist Launcher 2x AP6+/AT4+

Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3 BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+.

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ADEPTUS MINISTORUM

ADEPTUS MINISTORUM ARMY LIST REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Lightning Fighter AC Fighter 6+ n/a n/a Long-barrel Autocannon 45cm AP5+/AT6+/AA5+, FxF

Wingtip Lascannons 30cm AT5+/AA5+, FxF

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82

ORDO HERETICUS TASK FORCE ARMY LIST Sub-Army Champion: "Lord I"

Inquisition Task Forces have a Strategy rating of 3 unless the force is composed entirely of Adepta Sororitas and Imperial Allies, whereby it is 4+. If any Inducted Imperial guard formations are included in the army it has a Strategy rating of 2+. Inquisitorial Forces, Adepta Sororitas and Inducted Titan Legions have an initiative rating of 1+.

Inducted Imperial Guard and Imperial Navy formations have an initiative rating of 2+.

INQUISITORIAL FORCES (You may take any number of Inquisitorial Forces)

FORMATION UNITS UPGRADES COST Inquisitor 1 Inquisitor unit and 3 Warrior Henchmen or Support Staff units Inquisitor Lord, Priest, Retinue, 200 points (0-1 per 1000 points) Transport Stormtroopers 8 Inquisitorial Stormtrooper units Priest, Transport 225 points Gun-cutter 1 Gun-cutter Glavian Pilot 125 points (0-1 per Inquisitor) 0-1 Inquisition Fortress 1 Black Citadel OR Obsidian Fortress None 700 points 0-1 Orbital Support 1 Rogue Trader Vessel Battleship 75 points

INDUCTED IMPERIAL GUARD COMPANIES (You may take any number of Inducted Imperial Guard Companies)

FORMATION UNITS UPGRADES COST Imperial Guard Company 12 Imperial Guard Infantry units Priest, Flak, Leman Russ, Transport 250 points

ADEPTA SORORITAS DETACHMENTS (ORDO HERETICUS, CHAMBER MILITANT)

FORMATION UNITS UPGRADES COST Adepta Sororitas Convent 8 Sisters of Battle units Canoness, Repentia, Transport, Priest 250 points Retributor Convent 6 Retributor units Transport 250 points Seraphim Convent 6 Seraphim units Canoness 225 points Exorcism Battalion 5 Exorcists or Banishers (any mixture) 350 points Basilica Imperialis 1 Basilica Imperialis 500 points

INQUISITION TASK FORCE UPGRADES (Each upgrade may only be taken once per formation)

UPGRADE UNITS COST Battleship Upgrade Rogue Trader Vessel to Inquisition Battleship +250 points Canoness Add 1 Canoness character to a unit in the formation +75 points Flak Add 1 Hydra +50 points Glavian Pilot Add a Glavian Pilot character to a Gun Cutter +75 points Leman Russ Add 3 Leman Russ +200 points 0-1 Inquisitor Lord Add the Inquisitor Lord character to the Inquisitor or Canoness unit +50 points Priest Add 1 Priest character upgrade to 1 unit in the formation +50 points Penitents Add 3 Arco-flagellant units OR Penitent Engines +150 points May only be added to a formation containing a Priest character (These may not take character upgrades) Retinue Add up to 4 units selected from the following: Death Cult Assassins (maximum 1 per retinue) +50 points Warrior Henchmen +35 points Support Staff +15 points Repentia Add up to 3 Repentia units, plus 1 Mistress character (which must be added to a Repentia unit). +40 points each If the formation has Transports, then the Repentia must have their own transports. Transport In any combination, add a number of transport vehicles from the following: Inquisition Land Raider +100 points

(Inquisitor only) You may take only enough to carry the entire formation. Inquisition Valkyrie +40 points The following restrictions apply: Inquisition Chimera +25 points If Aquila Landers are selected, no other transports may be taken. Inquisition Rhino +10 points Aquila Lander +50 points Adepta Sororitas must select from the following: Adepta Sororitas Rhino +10 points Immolator +30 points

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

TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 points Reaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers 250 points Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points

SPECIAL RULE - VTOL Aircraft

A unit with this ability behaves like an aircraft, but when landed (i.e. after landing or performing an air assault action) counts as a Skimmer with a move of 35cm. While landed it behaves as a ground unit in all respects (for example, it may perform Withdrawal manoeuvres), but it may disengage at the end of the turn, in which case it reverts back to being an aircraft as normal.

SPECIAL RULE - Aquila Lander

Aquila Landers are part of the formation and may not leave it – once landed, they may use their VTOL engines to remain with their parent formation just like any other transport. The Aquila may disengage in the end phase, but if it does so any units that are not already embarked will count as destroyed (as normal for units that are out of coherency) and the appropriate number of Blast Markers will be added to the Aquila’s formation.

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4.2 NetEA EXPERIMENTAL

ORDO HERETICUS

ORDO HERETICUS ARMY LIST REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Canoness CH n/a n/a n/a n/a Blessed Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Inspiring, Supreme Commander Glavian Pilot CH n/a n/a n/a n/a - - - Invulnerable Save, Makes Bomber AC Fughter-Bomber Inquisitor INF 15cm 4+ 4+ 4+ Scourging (15cm) (Small Arms), MW, EA(+1) Fearless, Invulnerable Save, Leader, Commander Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Inquisitor Lord CH n/a n/a n/a n/a Scourging (15cm) (Small Arms), MW, EA(+1) Fearless, Invulnerable Save, Supreme Commander Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Priest CH n/a n/a n/a n/a Evicerator (base contact) (Assault Weapons), MW, EA(+1) Leader, Invulnerable Save, Inspiring Mistress CH n/a n/a n/a n/a Neural Whips (base contact) (Assault Weapons), EA(+1) Arco-Flagellants INF 15cm 5+ 2+ - Electro-Flails (base contact) (Assault Weapons) Fearless, Infiltrator, Invulnerable Save Death Cult Assassins INF 15cm 4+ 3+ - Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Imperial Guard Infantry INF 15cm - 6+ 5+ Lasguns (15cm) (Small Arms) One unit in every 2 has an Autocannon. Count up the number of Infantry units in the Autocannon 45cm AP5+/AT6+ formation that can fire at the target formation and divide by two (rounding up) to find the number of Autocannon shots you may take. Retributors INF 15cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+ Faithful Sisters of Battle INF 15cm 4+ 5+ 4+ Heavy Flamer 15cm AP4+, Ignore Cover Faithful Bolters (15cm) (Small Arms) Sisters Repentia INF 15cm 5+ 4+ - Evicerators (base contact) (Assault Weapons), EA(+1) Fearless, Infiltrator Seraphim INF 30cm 4+ 4+ 4+ Twin Bolt Pistols (15cm) (Small Arms) Jump Packs, Faithful Autocannon 45cm AP5+/AT6+ formation that can fire at the target and divide by 2 (rounding up) to find the number of Autocannon shots you may take. Storm Troopers INF 15cm 5+ 5+ 4+ Hellguns (15cm) (Small Arms) Plasma Guns 15cm AP5+/AT5+ Support Staff INF 15cm 6+ 6+ 6+ Laspistols (15cm) (Small Arms) Each unit of support staff gives the Inquisitor or one unit of warrior henchmen one re-roll per turn, which can be used to re-roll any attack dice or armour save. Warrior Henchmen INF 15cm 5+ 5+ 4+ Hellguns (15cm) (Small Arms) Weapon Implants (base contact) (Assault Weapons), MW Plasma Cannon 30cm AP4+/AT4+, Slow Firing Penitent Engine LV 15cm 4+ 4+ 5+ Combat Arms (base contact) (Assault Weapons), MW, EA(+2) Fearless, Walker, Infiltrator, Invulnerable Save Twin Arm Flamers 15cm AP4+, Ignore Cover Adepta Sororitas Rhino AV 30cm 5+ 6+ 6+ Stormbolter (15cm) (Small Arms) Faithful, Walker, Transport: (May carry up to 2 of the following units: Sisters of Battle, Retributors, Sisters Repentia) Banisher AV 30cm 4+ 6+ 6+ Banisher Launcher 45cm D3x AT6+/AA5+ Scout, Walker Exorcist AV 30cm 4+ 6+ 5+ Exorcist Launcher 45cm 2xAP6+/AT4+ Faithful Immolator AV 30cm 5+ 6+ 3+ Twin Heavy Flamer 15cm AP3+, Ignore Cover Faithful, Transport (May carry 1 of the following units: Sisters of Battle, Retributors, Sisters Repentia) Inquisition Chimera AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Guard Multilaser 30cm AP5+/AT6+ Infantry, Storm Trooper, Support Staff, Warrior Henchmen) Inquisition Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 2 of the following units: 2x Twin Lascannon 45cm AT4+ Death Cult Assassins, Support Staff, Warrior Henchmen) Inquisition Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Guard Infantry, Retributors, Sisters of Battle, Sisters Repentia, Storm Trooper, Support Staff, Warrior Henchmen) Inquisition Valkyrie AV 35cm 5+ 6+ 5+ 2x Rocket Pod 30cm 1BP, Disrupt, One-Shot Transport: (May carry 2 of the following units: Death Cult Assassins, Imperial Guard 2x Heavy Bolter 30cm AP5+ Infantry, Storm Trooper, Support Staff, Warrior Henchmen) Multilaser 30cm AP5+/AT6+ Hydra AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ 2x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+ Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battle Cannon 75cm AP4+/AT4+

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ORDO HERETICUS

ORDO HERETICUS ARMY LIST REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Basilica Imperialis WE 15cm 5+ 6+(5+) 5+(4+) Conflagration Cannon 45cm 5BP, Ignore Cover DC12, Inspiring, Reinforced Armour, Thick Rear Armour, Fearless, Transport: (May carry Excommunicator launcher 60cm D6xAP4+/AT4+/AA5+ 20 Adepta Sororitas infantry units). If 6 Adepta Sororitas units are onboard, the Basilica Heavy Flamers 15cm AP4+, Ignore Cover is considered CC5+ and FF4+. Critical Hit Effect: Roll a D6. 1-2: Additional point of damage; 3-5: additional point of damage and D3 transported units suffer a hit; 6: D3 additional points of damage and D6 units suffer a hit. Black Citadel WE Immobile 4+ 5+ 4+ 4x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+ DC7, 5 Void Shields, Planetfall, Reinforced Armour, Fearless, Thick Rear Armour, 4x Punisher Launchers 45cm 1BP Transport: (May carry 10 of the following units: Death Cult Assassins, Stormtrooper,

Battle Cannon 75cm AP4+/AT4+ Support Staff, Warrior Henchmen)

Bolters (15cm) (Small Arms) Critical Hit Effect: Additional point of damage and D6 transported units suffer a hit. Obsidian Fortress WE 15cm 4+ 6+ 5+ Eye of Judgment 120cm MW3+, TK(D3) DC10, 5 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Transport: 2x Battle Cannon 75cm AP4+/AT4+, Fwd Transport: (May carry 15 of the following units: Death Cult Assassins, Stormtrooper, Battle Cannon 75cm AP4+/AT4+, Right Arc Support Staff, Warrior Henchmen) Battle Cannon 75cm AP4+/AT4+, Left Arc Critical Hit Effect: Additional point of damage and speed reduced by 5cm. Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3 BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Aquila Lander AC/AV Bomber 4+ - 5+ Chin Multilaser 30cm AP5+/AT6+/AA5+, FxF Planetfall, Scout, VTOL, Transport: (May carry 2 of the following units: Death Cult Assassins, Stormtrooper, Support Staff, Warrior Henchmen) Gun Cutter AC/WE Bomber 5+ 6+ 5+ Nose Assault Cannon 15cm AP5+/AT5+/AA5+, FxF DC2, Planetfall, Scout, VTOL, Transport: (May carry 5 of the following units: Twin Wing-Autocannons 30cm AP5+/AT6+/AA5+, FxF Death Cult Assassins, Support Staff, Warrior Henchmen) Critical Hit Effect: Crashes and is destroyed, killing all onboard. Rogue Trader Vessel SC n/a n/a n/a n/a Pin-Point Attack - MW2+, TK(D3) Transport: (May carry 12 of the following units : Death Cult Assassins, Stormtrooper, Support Staff, Warrior Henchmen. In addition, it may carry 12 Aquila Landers or Gun Cutters. Gun Cutters take up 3 spaces) Inquisition Battleship SC n/a n/a n/a n/a Orbital Bombardment - 10BP, MW Slow and Steady (may not be used in the first two turns of the game unless the scenario specifically states other wise.) Transport: (May carry 54 of the following units: Death Cult Assassins, Stormtrooper, Support Staff, Warrior Henchmen plus 18 Aquila Landers plus 6 Gun Cutters plus 1 Black Citadel.

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5.0 IMPERIAL ALLIES UNITS

Imperial Allies are not an army in their own right but are used to support a variety of other Imperial forces. Such formations use the Strategy rating and other special rules listed with the army they are allied with.

IMPERIAL NAVY REFERENCE

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3 BP, FxF May step over units and impassable or dangerous terrain that is lower than the

Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+.

Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the

Titan’s knees and up to 2cm wide. Critical Hit Effect: 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).

Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower

Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+.

Lightning Fighter AC Fighter 6+ n/a n/a Long-barrel Autocannon 45cm AP5+/AT6+/AA5+, FxF Wingtip Lascannons 30cm AT5+/AA5+, FxF Lightning Strike Fighter AC Fighter 6+ n/a n/a 2x Underwing Rockets 30cm AT4+, FxF Wingtip Lascannons 30cm AT5+/AA5+, FxF Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Marauder Colossus AC/WE Bomber 5+ n/a n/a Twin Heavy Bolter turret 15cm AP4+/AA5+, Fwd DC 2 Bomber Twin Heavy Bolters 15cm AA5+, Rear Arc Critical: Destroyed. Colossus Bomb 15cm 3BP, Ignore Cover, Slow Firing, FxF, OR Note: The Colossus Bomb’s MW attack must target the MW2+, TK(D3), Slow Firing, FxF unit closest to the centre of the Barrage attack Marauder Destroyer AC/WE Bomber 5+ n/a n/a 3x Twin Autocannons 30cm AP4+/AT5+, FxF DC2 Twin Heavy Bolters 15cm AA5+ Critical Hit Effect: Destroyed 2x Assault Cannons 15cm AA5+, Rear Arc 4x Hellstrike Missiles 45cm AT4+, FxF Marauder Heavy Bomber AC/WE Bomber 5+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ DC2 Bomb Racks 15cm 3BP, FxF Critical Hit Effect: Destroyed Twin Lascannon 45cm AT4+/AA4+, FxF Marauder Spectre AC/WE Bomber 5+ n/a n/a Spinal Volcano Cannon 45cm AT2+, TK(D3) DC2 2x Twin Heavy Bolter 15cm AA5+ Critical Hit Effect: Destroyed Emperor class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 8BP, MW Slow and Steady (may not be used on turns one and two of a battle unless the scenario specifically states otherwise) Lunar class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Pin-point Attack - MW2+, TK(D3)

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6.0 CHAOS ARMIES SECTIONCOMMON CHAOS SPECIAL RULES

6.0.1 INITIATIVE AND STRATEGY RATING The Chaos Powers are quick to punish or reward their champions. In the strategy phase if the Chaos player rolls a 6 they are rewarded for their tactical acumen with an additional 1D3 daemon to add to the Daemon Pool. If the Chaos player rolls 1 their patron Powers withdraw their support and the Chaos player must remove D3 daemons from the Daemon Pool. If the Chaos player has no remaining daemons in their Daemon Pool then there is no further effect.

6.0.2 FACTIONS Each formation in an army of chaos belongs to a faction that owes allegiance to one of the gods of chaos (Khorne, Nurgle, Slaanesh, Tzeentch or Chaos Undivided). You must decide which faction each formation in your army belongs to before the battle and note it down on your army list. Some armies, however, follow one specific Chaos god and these armies will be noted at the top of the army list as to which Faction they follow. With the exception of those formations that Worship Chaos Undivided, the different factions do not get along well and some factions hold millennia-old hatred of each other. Although the factions will often unite under a powerful Warlord to fight a common enemy, their enmity can cause problems during a battle. This is represented by the following rules: Formations dedicated to a specific Chaos god hate formations dedicated to any other Chaos god. Formations dedicated to Chaos Undivided do not suffer from hatred and are not hated by other Factions. A formation that has no units from a hated formation within 15cm of any of its units receives a +1 modifier to its initiative test. If even if one hated unit is within 15cm then this bonus is lost. This modifier only ever applies to units that are on the battlefield; aircraft and any other formations that are not in play never receive the modifier.

6.0.3 SUMMONED UNITS Formations that purchase the Daemonic Pact upgrade (see the army list below) are able to summon daemons to the battlefield. In order to summon daemons, a player must first purchase a single Daemon Pool from which all formations with the Daemonic Pact upgrade will summon. Daemons in the Daemon Pool are purchased and noted only as being lesser or greater daemons, not by their faction. The summoning 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, Bloodletters, Flesh Hounds Nurgle - Great Unclean One, Plaguebearers Slaanesh - Keeper of Secrets, Daemonettes, Screamers, Seekers Tzeentch - Lord of Change, Flamers, Horrors Undivided - Daemonic Beasts, Blood Thralls, Blood Wolves, Flesh Fiend, Furies, Crones and any other unnamed Daemons listed. Summoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. Summoned units are Expendable, but they are otherwise counted as normal units, and are included when working out if a formation outnumbers an opponent in an assault or is broken by Blast markers, etc. Note that Daemons that are killed in an assault do count towards the number of units killed by the enemy when working out modifiers for assault resolution. If a formation loses an assault remove extra hits from the formation before it is broken and all the remaining summoned units are then removed. Summoned units remain on the battlefield until the end phase of the turn in which they are summoned. In the end of the rally phase, after formations have attempted to rally, all summoned units in the formation are removed from the board and placed back into the Daemon Pool unless the formation has a unit with Daemonic Focus. Greater Daemons that are returned to the Daemon Pool keep the same DC they had when they left the battlefield. They do not heal back to full DC, so when summoned again they will have that same DC. Summoned units that are destroyed are not put back into the Daemon Pool. Note that this may lead to the formation breaking if the number of Blast markers on the formation is greater than the number of units left in play after the summoned units have been removed. When a formation breaks any summoned units in the formation are lost in the warp and considered destroyed. They do not go back into the Daemon Pool.

6.0.4 AUGMENTED SUMMONING Some chaos units are noted as having Augmented Summoning (+x). Units with this ability add a number of summoning points equal to ‘x’ when the formation they are in summons daemons. For example, a unit noted as having Augmented Summoning (+2D3) would allow a formation with a Daemonic pact to roll 4D3 for summoning points as opposed to the usual 2D3.

6.0.5 DAEMONIC FOCUS Certain Chaos units are noted as having Daemonic Focus. Units with this ability may keep any or all summoned units that belong to the formation in play. Summoned units do not vanish back into the warp after the formation has attempted to rally. Chaos units with daemonic Focus may not be used to keep summoned units in play if the formation is broken.

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13th BLACK CRUSADE BLACK LEGION ARMY LIST Final version 2012 (2-Dec-11). Chaos Army Champion: "Steve54"

A Black Legion Chaos Army has a Strategy rating of 4. All army formations have an initiative rating of 2+.

BLACK LEGION RETINUES (You may have any number of Black Legion Retinues)

FORMATION CORE UNITS UPGRADES COST Black Legion Retinue 1 Chaos Space marine Lord Character and All 275 points 8 Chaos Space marine units

BLACK LEGION ELITE FORMATIONS (You may have one Black Legion Elite Formation for each Retinue selected)

FORMATION CORE UNITS UPGRADES COST Black Legion Chaos Space 1 Chaos Space Marine Lord Character and 4 to 6 Dreadnought, Defilers, Obliterators 275 points for 4 Marine Terminators Chaos Space Marine Terminator units Chaos Land Raiders, Dreadclaws, +65 points per extra Chaos Champion, Daemonic Pact, Icon Bearer, Daemon Prince, Warlord Black Legion Chosen 4 Chaos Space Marine Chosen units Dreadclaws, Rhinos, Daemonic Pact 125 points

Dreadnought Black Legion Decimators 1 to 3 Decimators Defilers 225 points each

BLACK LEGION SUPPORT FORMATIONS (You may have up to two Black Legion Support formations per Retinue taken)

FORMATION CORE UNITS UPGRADES COST Black Legion Armoured 4 to 8 Chaos Predators and/or Chaos Land Raiders Chaos Vindicators, Defilers 50 points per Predator Company 75 points per Land Raider Black Legion Bike 1 Chaos Space Marine Lord character and Daemonic Pact, Icon Bearer 300 points Company 8 Chaos Space Marine Bike units Defiler Assault Pack 4 Defilers None 275 points Raptor Cult 1 Chaos Space Marine Lord character and Daemonic pact 175 points per 4 4 to 8 Raptor units +35 points per extra

BLACK LEGION UPGRADES (Each Black Legion formation may take up to four allowed upgrades)

UPGRADE UNITS COST 0-1 Warlord Add 1 Warlord character to a Daemon Prince unit or a unit containing a Chaos Space Marine Lord +25 points Chaos Champion Add 1 Chaos Champion character +50 points Chaos Vindicators Add up to 3 Chaos Vindicators +35 points each Chaos Land Raiders Add up to 4 Chaos Land Raiders +75 points each Cult Marines Add 4 units belonging to the Cult associated with Retinue's faction: Berzerkers(Khorne), +150 points Noise Marines(Slaanesh), Plague Marines(Nurgle), Thousand Sons(Tzeentch) Daemon Prince Replace the unit in the formation containing the Chaos Lord character with a Daemon Prince unit. +50 points You may have only 1 Daemon Prince per faction taken Daemonic Pact Allows the formation to summon daemons from the Daemon pool +25 points Defilers Add up to 3 Defilers +75 points each Dreadclaws Add Dreadclaws transports to the entire formation +5 points per unit in formation Dreadnought Add up to 3 Chaos Dreadnoughts +50 points each Havocs Add 4 Havoc units +150 points Icon Bearer Add 1 Icon Bearer +50 points Obliterators Add up to 3 Obliterators +85 points each Rhinos Add up to 8 Rhinos. If you choose to take this option you must take exactly enough Rhinos to +10 points each carry units that still require transport after all upgrades have been taken. No spare transport

spaces may be left over if avoidable.

DAEMON POOL (Daemons purchased are not faction specific and are used to represent daemons from any faction)

FORMATION UNITS COST

Daemon Pool Any number of Lesser Daemons 20 points each Any number of Greater Daemon units 75 points each

WAR ENGINES AND CHAOS NAVY (Up to 1/3 of the army’s points may be spent on War Engines and Chaos Navy)

TITAN LEGION FORMATIONS FORMATION UNITS COST Banelord Titan 1 Banelord Titan 800 points Ravager Titan 1 Ravager Titan 650 points Feral Titan 1 Feral Titan 275 points Deathwheel Squadron 1 to 3 Deathwheels 275 points each

CHAOS NAVY FORMATION UNITS COST Hellblades 3 Hellblade Fighters 200 points Hell Talons 2 Hell Talon Fighter-Bombers 250 points Harbinger 1 Harbinger Bomber 425 points Spacecraft 1 Devastation Class Cruiser 150 points (Upgrade Cruiser to a Despoiler Battleship) (+100 points)

Special rule - Chaos Space Marine LordsChaos Space Marine Lords may only be part of core units in a Black Legion formation, not as part of any upgrades purchased.

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BLACK LEGION

13TH BLACK CRUSADE BLACK LEGION REFERENCE 1 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Champion of Chaos CH n/a n/a n/a n/a Daemon Artifact (base contact) (Assault Weapons), EA(+1), First Strike Invulnerable Save, Augment Summoning (+2D3). Khorne, Nurgle, Undivided only Daemon Bolt (15cm) (Small Arms), EA(+1), First Strike Slaanesh, Tzeentch only Chaos Space Marine Lord CH n/a n/a n/a n/a Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Commander, Leader, Invulnerable Save Icon Bearer CH n/a n/a n/a n/a n/a n/a n/a Leader, Daemonic Focus, Invulnerable Save. Sorceror Lord CH n/a n/a n/a n/a Warp Bolt (15cm) (Small Arms), MW, EA(+1) Commander, Leader, Invulnerable Save. Warlord CH n/a n/a n/a n/a n/a n/a n/a Supreme Commander. Chaos Space Marines INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Chaos Space Marine INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted. Bikes Bolters (15cm) (Small Arms) Chaos Space Marine INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Scout. Chosen Autocannon 45cm AP5+/AT6+ Chaos Space Marine INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Thick Rear Armour, Teleport. Terminators Combi-Bolters (15cm) (Small Arms) 2x Reaper Autocannons 30cm AP4+/AT6+ Daemon Prince INF 15cm(30cm) 3+(4+) 3+ 3+ Possessed Weapon (base contact) (Assault Weapons), MW, EA(+2) Commander, Leader, Fearless, Reinforced Armour, Teleport. May have Warp Blast (15cm) (Small Arms), MW, EA(+1) wings: count as Jump Packs. Speed increased to 30cm, armour reduced to 4+ Havocs INF 15cm 4+ 5+ 3+ 2x Autocannon 45cm AP5+/AT6+ Noise Marines INF 15cm 4+ 4+ 3+ Sonic Blasters (15cm) (Small Arms) Fearless. Blastmaster 30cm AP5+/AT6+, Disrupt Obliterators INF 15cm 4+ 3+ 2+ 3x Body Weapons 45cm AP5+/AT5+/AA6+ Reinforced Armour, Thick Rear Armour, Fearless, Teleport Plague Marines INF 15cm 3+ 3+ 4+ Plague Knives (base contact) (Assault Weapons) Fearless. Bolters (15cm) (Small Arms) Raptors INF 30cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Jump Packs. Melta Weapons (15cm) (Small Arms) Thousand Sons INF 15cm 4+ 5+ 4+ Bolters (15cm) (Small Arms) Reinforced Armour, Fearless. Khorne Berzerkers INF 15cm 4+ 2+ 5+ Chainaxes (base contact) (Assault Weapons) Fearless. Bolt Pistols (15cm) (Small Arms) Chaos Dreadnought AV 15cm 3+ 4+ 4+ Power Fist (base contact) (Assault Weapons), MW, EA(+1) Fearless, Walker. Twin Autocannon 45cm AP4+/AT5+ Chaos Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Chaos Space 2x Twin Lascannon 45cm AT4+ Marine Terminator or 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons,

Havocs). Chaos Predator AV 30cm 4+ 6+ 4+ 2x Heavy Bolters 30cm AP5+ Twin Lascannon 45cm AT4+ Chaos Rhino AV 30cm 5+ 6+ 6+ Combi-Bolters (15cm) (Small Arms) Transport: (May carry 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). Chaos Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker. Defiler AV 20cm 4+ 4+ 3+ Battle Cannon 75cm AP4+/AT4+ Fearless, Infiltrator, Invulnerable Save, Walker. Reaper Autocannon 30cm AP4+/AT6+ Twin Heavy Flamer 15cm AP3+, Ignore Cover Battle Claws (base contact) (Assault Weapons), MW, EA(+1)

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6.1 NetEA APPROVED

BLACK LEGION

13TH BLACK CRUSADE BLACK LEGION REFERENCE 2 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Dreadclaw Special n/a n/a n/a n/a n/a n/a n/a Planetfall, Transport: (May carry 1 formation that contains no mounted infantry, light vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does not scatter when planetfalling. Once landed, units carried in the Dreadclaw must disembark within 5cm of the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cmof the Dreadclaw. Once all units have been placed, the Dreadclaw is removed. Decimator WE 15cm 4+ 4+ 4+ 2x Twin Reaper Autocannon 30cm AP3+/AT5+, Left Arc DC3, Reinforced Armour, Fearless. 2x Twin Reaper Autocannon 30cm AP3+/AT5+, Right Arc Critical Hit Effect: Destroyed. Any units within 5cm suffer a hit on a 6+. Decimator Cannon 45cm 3BP, MW, Ignore Cover, FxF Banelord Titan WE 15cm 4+ 2+ 4+ Doomfist (base contact) (Assault Weapons), TK(D3), EA(+2) DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless. AND 30cm 4x AP4+/AT4+, FxF May step over units, impassable or dangerous terrain lower than the Titan’s knees and Tail (base contact) (Assault Weapons), EA(+1) up to 2cm wide. Critical Hit Effect: Immediately moves 3D6cm in a random direction. AND 75cm AP4+/AT4+ If this move takes the Banelord into impassable terrain or another unit it stops when it Battlehead (15cm) (Small Arms), EA(+2), FxF contacts the obstruction and suffers an extra point of damage. Any units run Hellstrike Cannon 60cm 3BP, MW, Ignore Cover, FxF over or into take a hit on a D6 roll of 4+. 6x Havoc Missiles 60cm 2BP, One-Shot, Indirect Fire, Fwd Deathwheel WE 30cm 4+ 5+ 3+ 2x Twin Reaper Autocannon 30cm AP4+/AT6+, Left Arc DC4, 2 Void Shields, Reinforced Armour, Fearless. 2x Twin Reaper Autocannon 30cm AP4+/AT6+, Right Arc Critical Hit Effect: rolls 3D6cm in random direction (stop on contact with Battle Cannon 75cm AP4+/AT4+, Left Arc impassable terrain or another war engine). Inflicts hit on any unit run over or into, Battle Cannon 75cm AP4+/AT4+, Right Arc then tips over and destroyed. Feral Titan WE 30cm 5+ 4+ 5+ Battlehead (15cm) (Small Arms), EA(+2), FxF DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units, Hellmouth 30cm 3BP, Ignore Cover, Fwd impassable or dangerous terrain lower than the Titan’s knees and up to 2cm wide.

Death Storm 45cm 4x AP4+/AT4+, Fwd Critical Hit Effect: Moves D6cm in a random direction. If 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+ (take any normal saving throws). Ravager Titan WE 20cm 4+ 3+ 4+ Tail (base contact) (Assault Weapons), EA(+1) DC6, 4 Void Shields, Reinforced Armour, Walker, Fearless. AND 75cm AP4+/AT4+ May step over units and impassable or dangerous terrain that is lower than the Battlehead (15cm) (Small Arms), EA(+2), FxF Titan’s knees and up to 2cm wide. 2x Death Storm 45cm 4x AP4+/AT4+, Fwd Critical Hit Effect: Roll a D6 for the Ravager in the end phase of every turn: 1: Doomburner 45cm MW2+, TK(D3), Ignore Cover, FxF Destroyed, 2-3: Extra point of DC, 4-6: Reactor repaired. If the reactor explodes, any units within 5cm of the Ravager will take a hit on a 5+. Harbinger AC/WE Bomber 4+ n/a n/a Reaper Autocannon 30cm AP4+/AT6+/AA5+, FxF DC 4. Critical Hi Effect: Destroyed Reaper Autocannon 15cm AP4+/AT6+/AA5+, Right Arc Reaper Autocannon 15cm AP4+/AT6+/AA5+, Left Arc

Incendiary Bombs 15cm 6BP, Ignore Cover, FxF Hellblade AC Fighter 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF Hell Talon AC Fighter-Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Havoc Launcher 45cm AP5+/AT6+, FxF Despoiler Class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Slow and Steady. Transport: (May carry up to 40 units that can be deployed with 3x Pin-point Attack - MW2+, TK(D3) Dreadclaws). Devastation Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Transport: (May carry up to 20 units that can be deployed with Dreadclaws) Pin-point Attack - MW2+, TK(D3) Blood Thirster WE 30cm 4+ 3+ - Axe of Khorne (base contact) (Assault Weapons), TK(1), EA(+2) DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Bloodthirster Whip (base contact) (Assault Weapons), TK(1), EA(+1) Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. Great Unclean One WE 15cm 4+ 4+ 4+ Nurgling Swarm (base contact) (Assault Weapons), EA(+1) DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Stream of Corruption (15cm) (Small Arms), Ignore Cover, EA(+1) Critical Hit Effect: Hurled back into the warp. AND 15cm 3BP, Ignore Cover Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon.

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6.1 NetEA APPROVED

BLACK LEGION

13TH BLACK CRUSADE BLACK LEGION REFERENCE 3 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Keeper of Secrets WE 15cm 4+ 3+ 4+ Lash of Torment (base contact) (Assault Weapons), MW, EA(+1), First Strike DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Gaze of Slaanesh (15cm) (Small Arms), MW, EA(+1), First Strike Critical Hit Effect: Hurled back into the warp. AND 30cm 3x MW4+ Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. Lord of Change WE 30cm 4+ 5+ 3+ Bedlam Staff (base contact) (Assault Weapons), MW, EA(+1) DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Withering Gaze (15cm) (Small Arms), MW, EA(+1) Fearless. Critical Hit Effect: Hurled back into the warp. AND 45cm 2x MW3+ Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. Bloodletters INF 15cm 4+ 4+ - Hellblades (base contact) (Assault Weapons), EA(+1) Invulnerable Save, Costs 1 point to summon. Daemonettes INF 15cm 4+ 3+ - Daemonic Talons (base contact) (Assault Weapons) First Strike, Invulnerable Save, Costs 1 point to summon. Daemonic beasts INF 20cm 4+ 3+ - Claws and Fangs (base contact) (Assault Weapons) Infiltrator, Invulnerable Save. Costs 1 point to summon Flamers INF 15cm 5+ 5+ 4+ Flames of Tzeentch (base contact) (Assault Weapons) Invulnerable Save, Costs 1 point to summon. AND (15cm) (Small Arms), EA(+1) Plaguebearers INF 15cm 3+ 4+ 6+ Plague Swords (base contact) (Assault Weapons) Invulnerable Save, Costs 1 point to summon. Plague of Flies (15cm) (Small Arms)

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6.2 NetEA APPROVED

91

STIGMATUS COVENANT CULTIST CHAOS ARMY LIST Final version 2012 (2-Dec-11). Chaos Army Champion: "Steve54”

A Stigmatus Covenant Cultist Chaos Army has a Strategy rating of 2.All Cultist Covens, Traitor Support, Plague Zombies and Daemon Engine formations have an initiative rating of 3+.

All other formations have an initiative rating of 2+.

STIGMATUS COVENANT COVENS (You may have any number of Covenant Covens)

FORMATION CORE UNITS COST Stigmatus Covenant Coven 1 Demagogue or Chaos Space Marine Aspiring Champion and 200 points 11 Cultist or Mutant units in any combination

STIGMATUS COVENANT UPGRADES (Each Stigmatus Covenant upgrade may be taken once for each Covenant Coven formation)

UPGRADE UNITS COST Big Mutants Replace 1 to 6 Cultist and/or Mutant units with an equal number of Big Mutants +20 points each Chaos Altar Add 1 Chaos Altar +150 points each Chaos Hounds Add up to 3 Chaos Hounds units +10 points each Chaos Spawn Add 1 Chaos Spawn unit +25 points Cultist or Mutants Add up to 8 Cultist/Mutant units in any combination +15 points each Daemon Prince Replace the Demagogue or Chaos Space Marine Aspiring Champion +50 points with a Daemon Prince unit. You may have only 1 Daemon Prince per Chaos faction taken. Daemonic Pact Add a Daemonic Pact to the formation +25 points Icon Bearer Add 1 Icon Bearer character to the formation +50 points each Traitor Fire Support Add up to 4 Traitor Fire Support units +25 points each Traitor Flak Add up to 2 Traitor Hydras +50 points each Traitor Griffon Battery Add up to 3 Traitor Griffons +35 points each Traitor Hellhound Squadron Add up to 3 Traitor Hellhounds +50 points each Traitor Tank Squadron Add up to 3 Traitor Leman Russ or Leman Russ Demolishers +70 points each Transports Add any combination of: Land Transporters and/or +10 points each Traitor Chimeras +25 points each If you choose to take this option you must take exactly enough transports to

carry units that still require transport after all upgrades have been taken. No spare transport spaces may be left over if avoidable.

STIGMATUS COVENANT PLAGUE ZOMBIE INFESTATION FORMATION UNITS COST

0-2 Plague Zombie Infestation 3+2D6 Plague Zombie units 175 points

STIGMATUS COVENANT SUPPORT COVENS (You may take one Support Coven per Covenant Coven formation chosen from the following: Daemon Engines, Traitor Support or Traitor Navy)

FORMATION UNITS COST

DAEMON ENGINES Khorne: Lord of Battles 1 to 2 Lords of Battles 400 points each Khorne: Daemon Assault Engines 4 Daemonic 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 275 points each Subjugator 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 Armoured Company 6 Traitor Leman Russ 400 points Traitor Artillery Battery 4 Traitor Basilisk 325 points Traitor Rough Rider Platoon 6 Traitor Rough Rider units 150 points Traitor Sentinel Squadron 4 Traitor Sentinels 100 points TRAITOR NAVY Traitor Thunderbolts 2 Traitor Thunderbolt Fighter-bombers 150 points Traitor Marauders 2 Traitor Marauder Bombers 250 points

DAEMON POOL (Daemons purchased are not faction specific and are used to represent daemons from any faction)

FORMATION UNITS COST

Daemon Pool Any number of Lesser Daemon units 20 points each

Any number of Greater Daemons 75 points each

SPECIAL RULE - Arch-Heretic One Demagogue, Chaos Space Marine Aspiring Champion or Daemon Prince in the army must have an Arch-heretic character added for free

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6.2 NetEA APPROVED

STIGMATUS COVENANT

STIGMATUS COVENANT CULTIST CHAOS ARMY REFERENCE 1 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Arch-Heretic CH n/a n/a n/a n/a n/a n/a n/a Supreme Commander Icon Bearer CH n/a n/a n/a n/a n/a n/a n/a Leader, Daemonic Focus, Invulnerable Save. Big Mutant INF 15cm 3+ 4+ 4+ Big Weapons (base contact) (Assault Weapons), MW, EA(+1) 2x Heavy Stubber 30cm AP6+ Chaos Hound INF 30cm 6+ 4+ - Fangs (base contact) (Assault Weapons) Chaos Space Marine INF 15cm 4+ 4+ 4+ Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Commander, Leader Aspiring Champion Bolters (15cm) (Small Arms) Heavy Weapons 30cm AP6+/AT6+ Chaos Spawn INF 15cm 3+ 3+ - Horrific Mutations (base contact) (Assault Weapons), EA(+D3) Invulnerable Save, Fearless. Cultist INF 15cm - 5+ 6+ Firearms (15cm) (Small Arms) Heavy Weapons 30cm AP6+/AT6+ Daemon Prince INF 15cm(30cm) 3+(4+) 3+ 3+ Possessed Weapon (base contact) (Assault Weapons), MW, EA(+2) Commander, Leader, Fearless, Reinforced Armour, Teleport. May have Warp Blast (15cm) (Small Arms) wings: count as Jump Packs. Speed increase to 30cm, save reduced to 4+ Demagogue INF 15cm 6+ 5+ 5+ Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Augment Summoning (+2D3). Firearms (15cm) (Small Arms) Mutant INF 15cm 6+ 4+ 6+ Assorted Weapons (base contact) (Assault Weapons) Firearms (15cm) (Small Arms) Plague Zombie INF 10cm 5+ 6+ - Claws and Teeth (base contact) (Assault Weapons) Infiltrator, Fearless, Infestation (Teleport). Plague Zombies may only contest, not hold objectives. Traitor Fire Support INF 15cm - 6+ 4+ 2x Autocannon 45cm AP5+/AT6+ Traitor Rough Rider INF 20cm 6+ 4+ 6+ Power Lance (base contact) (Assault Weapons), EA(+1), First Strike Mounted, Scout, Infiltrator Chainswords (base contact) (Assault Weapons) Las Pistol (15cm) (Small Arms) Land Transporter LV 30cm 5+ 6+ 6+ Heavy Weapons 30cm AP6+/AT6+ Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds – Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each). Contagion Tower AV 15cm 5+ 5+ 5+ Vomit Cannon 30cm AP4+/AT6+, Disrupt Invulnerable Save, Fearless Plague Catapult 45cm 1BP, Disrupt, Indirect Fire Defiler AV 20cm 4+ 4+ 3+ Battle Cannon 75cm AP4+/AT4+ Fearless, Infiltrator, Invulnerable Save, Walker. Reaper Autocannon 30cm AP4+/AT6+ Twin Heavy Flamer 15cm AP3+, Ignore Cover Battle Claws (base contact) (Assault Weapons), MW, EA(+1) Demonic Assault AV 25cm 4+ 3+ 5+ Daemons Blades/Spikes (base contact) (Assault Weapons), EA(+D3) Invulnerable Save, Reinforced Armour, Fearless. Engines Blood Cannons 30cm 2x AP4+/AT5+ Daemon Knight AV 30cm 4+ 5+ 4+ Castigator Cannon 45cm 3x AP3+/AT5+ Scout, Walker, Invulnerable Save, Fearless Hellfire Cannon AV 15cm 4+ 6+ 4+ Hellfire Cannon 75cm MW4+ Invulnerable Save, Fearless Silver Tower AV 20cm 4+ 6+ 4+ Arcane Cannons 45cm 3x AP4+/AT4+ Skimmer, Invulnerable Save, Fearless. Beam of Power 60cm MW5+ Traitor Basilisk AV 20cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ May either shoot normally or fire a barrage. May only use the Indirect Earthshaker 120cm AP4+/AT4+ OR 1BP, Indirect Fire Fire special ability when firing barrages. Traitor Chimeras AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring Champion, Multilaser 30cm AP5+/AT6+ 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). Traitor Griffons AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Heavy Mortar 30cm 1BP, Indirect Fire Traitor Hellhounds AV 30cm 4+ 6+ 3+ Heavy Bolter 30cm AP5+ Inferno Cannon 30cm AP3+, Ignore Cover Traitor Hydras AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ 2x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+

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6.2 NetEA APPROVED

STIGMATUS COVENANT

STIGMATUS COVENANT CULTIST CHAOS ARMY REFERENCE 2 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Traitor Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battlecannon 75cm AP4+/AT4+

Traitor Leman Russ AV 20cm 4+ 6+ 3+ 2x Plasma Cannon 30cm AP4+/AT4+, Slow Firing Reinforced Armour Demolisher Demolisher 30cm AP3+/AT4+, Ignore Cover Lascannon 45cm AT5+ Traitor Sentinels LV 20cm 6+ 6+ 5+ Multilaser 30cm AP5+/AT6+ Scout, Walker Chaos Altar WE 15cm 4+ 4+ 4+ Arcane Technology 45cm D3x AP4+/AT4+/AA4+ DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring, Daemonic Focus Augment Summoning (+2), Critical Hit Effect: Destroyed. Units within 5cm suffer MW6+ attack Lord of WE 25cm 4+ 2+ 4+ Chain Fist (base contact) (Assault Weapons), MW, EA(+3) DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless Battle Death Storm 45cm 4x AP4+/AT4+ Critical Hit Effect: immediately moves 3D6cm in a random direction. If this move takes the Lord 2x Battle Cannon 75cm AP4+/AT4+ of Battles into impassable terrain or another unit it can’t over it stops when it contacts the obstruction and suffers an extra point of DC. Any units rampaged into or over suffer a hit on a D6 roll of 4+. Plague Tower WE 15cm 4+ 4+ 4+ Plague Mortar 60cm 3+D3BP, Disrupt, FxF DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport 16 of the 2x Battle Cannon 75cm AP4+/AT4+ following units: Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds, Rot Cannon 90cm AP3+/AT5+, Ignore Cover, FxF Daemonic Beasts, Plague Bearers, Great Unclean One - Chaos Spawns, Big Mutants, Daemon Princes and Great Unclean Ones take up 2 transport spaces each). Critical Hit Effect: Extra point of

DC and kill D3 selected passengers (no saves allowed). The player may choose which units are killed. Questor WE 35cm 5+ 5+ 3+ 2x Castigator Cannon 45cm 3x AP3+/AT5+ DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable 2x Battle Cannon 75cm AP4+/AT4+ or dangerous terrain lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Questor into impassable terrain or another unit it hits

the obstruction and suffers an extra point of damage. If it into can’t move over then it stops when or over any units then they will take a hit on a D6 roll of 6+ (take any normal saving staggers throws).

Subjugator Titan WE 35cm 5+ 3+ 5+ 2x Hellblades (base contact) (Assault Weapons), TK(D3), EA(+2) DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and Battle Cannon 75cm AP4+/AT4+ impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide.

Critical Hit Effect: Moves D6cm in a random direction. If move takes the Subjugator into impassable terrain or another unit it 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+ (take any normal saving throws).

Doomwing AC Fighter 6+ n/a n/a Flame Cannon 15cm AP4+/AT5+/AA5+, Ignore Cover, FxF Invulnerable Save. Firelord AC Bomber 4+ n/a n/a Flame Cannon 15cm AP4+/AT5+/AA5+, Ignore Cover, FxF Invulnerable Save. Firestorm Bombs 15cm D3BP, Ignore Cover, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Traitor Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bombers Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Traitor Marauder AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bombers Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Blood Thirster WE 30cm 4+ 3+ n/a Axe of Khorne (base contact) (Assault Weapons), TK(1), EA(+2) DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless. Bloodthirster Whip (base contact) (Assault Weapons), TK(+1), EA(+1) Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. Great Unclean One WE 15cm 4+ 4+ 4+ Nurgling Swarm (base contact) (Assault Weapons), EA(+1) DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Stream of Corruption (15cm) (Small Arms), Ignore Cover, EA(+1) Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll AND 15cm 3BP, Ignore Cover of 6+. Costs 8 points to summon. Keeper of Secrets WE 15cm 4+ 3+ 4+ Lash of Torment (base contact) (Assault Weapons), MW, EA(+1), First Strike DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Gaze of Slaanesh (15cm) (Small Arms), MW, First Strike, EA(+1) Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll AND 30cm 3x MW4+ of 6+. Costs eight points to summon. Lord of Change WE 30cm 4+ 5+ 3+ Bedlam Staff (base contact) (Assault Weapons), MW, EA(+1) DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless Withering Gaze (15cm) (Small Arms), MW, EA(+1) Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll AND 45cm 2x MW3+ of 6+. Costs 8 points to summon.

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6.2 NetEA APPROVED

STIGMATUS COVENANT

STIGMATUS COVENANT CULTIST CHAOS ARMY REFERENCE 3 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Bloodletters INF 15cm 4+ 4+ n/a Hellblades (base contact) (Assault Weapons), EA(+1) Invulnerable Save, Costs 1 point to summon. Daemonettes INF 15cm 4+ 3+ n/a Daemonic Talons (base contact) (Assault Weapons) First Strike, Invulnerable Save, Costs 1 point to summon. Plaguebearers INF 15cm 3+ 4+ 6+ Plague Swords (base contact) (Assault Weapons) Invulnerable Save, Costs 1 point to summon. Plague of Flies (15cm) (Small Arms) Flamers INF 15cm 5+ 5+ 4+ Flames of Tzeentch (base contact) (Assault Weapons) Invulnerable Save, Costs 1 point to summon. AND (15cm) (Small Arms), EA(+1) Daemonic beasts INF 20cm 4+ 3+ n/a Claws and Fangs (base contact) (Assault Weapons) Infiltrator, Invulnerable Save, Costs 1 point to summon

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6.3 NetEA DEVELOPMENTAL

95

VRAKSIAN TRAITORS CHAOS ARMY LIST by Ben “Evil & Chaos” Skinner

Vraksian Traitors armies have a Strategy Rating of 2. Alpha Legion and Chaos Titan formations which have an initiative rating of 1+. All other formations have an initiative rating of 2+.

VRAKSIAN TRAITORS CORE FORMATIONS (A Vraksian Traitor army may contain any number of Core Formations.)

FORMATION CORE UNITS COST Regimental HQ Platoon 1 Traitor Supreme Commander unit with Traitor Sanction Psyker character and 375 points 12 Traitor Infantry units (May add 7 Chimeras) (+150 points) Infantry Platoon 1 Vraksian Commander unit and 12 Imperial Guard Infantry units. 275 points Leman Russ Tank Company 10 Leman Russ 600 points (0-1 Leman Russ may be exchanged for a Leman Russ Vanquisher) (+25 points) Malcador Tank Company 10 Malcador, Malcador Annihilator or Malcador Defender tanks in any combination 600 points Artillery Company 9 Basilisks, Manticores or Bombards, in any combination 600 points

SUPPORT FORMATIONS (Two Support Formation may be selected for each Core Formation in your army list)

FORMATION CORE UNITS COST Artillery Squadron 3 Basilisks, Manticores or Bombards 250 points Sentinel Squadron 4 Sentinels 100 points Flak Squadron 3 Hydras 150 points Disciples of Xaphan 8 Disciples of Xaphan units plus 4 Chimeras 300 points Heavy Artillery Squadron 3 Minotaur Artillery Tanks 350 points Tank Hunter Squadron 3 Leman Russ Destroyer Tank Hunters OR 200 points 3 Valdor Tank Hunters 250 points Armoured Fist Platoon 10 Imperial Guard Infantry units, 5 Chimeras and 1 Salamander Command Vehicle 325 points 0-1 Deathstrike Squadron 2 Deathstrike Missile Launchers 200 points

FORMATION UPGRADES (Each Core Formation in the army may select up to three upgrades)

UPGRADES UNITS COST Fire Support Squad 4 Traitor Fire Support units +100 points Infantry Reinforcements 6 Traitor Infantry units +100 points Tank Squadron 3 Traitor Leman Russ, Leman Russ Demolishers, Malcador, +150 points Malcador Defenders or Malcador Annihilators Hellhound Squadron 3 Traitor Hellhounds +100 points Griffon Squadron 3 Traitor Griffons +75 points Ogryn Berserkers 3 Ogryn Berserker units +100 points Flak 1 Traitor Hydra +50 points

CHAOS ALLIES(Up to one third of the army's total points may be spent on Chaos Allies)

FORMATION CORE UNITS COST Alpha Legion Retinue 8 Alpha Legion Chaos Space Marine units and 1 Chaos Space Marine Lord, 325 points plus 4 Alpha Legion Rhinos Hellblade Fighters 3 Hellblade Interceptors 200 Points Helltalon Fighter-Bombers 2 Hell Talon Fighter-Bombers 225 Points Harbinger Bomber 1 Harbinger Bomber 400 Points Chaos Warlord Titan 1 Chaos Warlord Titan (Vraks configuration) 875 points Chaos Reaver Titan 1 Chaos Reaver Titan (Vraks configuration) 675 points Chaos Warhound Titan 1 Chaos Warhound Titan (Vraks configuration) 275 points Chaos Warhound Pack 2 Chaos Warhound Titans (Vraks configuration) 500 points

SPECIAL RULE – Enforcers Vraksian armies are allowed one Vraksian Enforcer for each 500 points available to the army list. The first Enforcer must be attached to the Supreme commander’s Company (If there is one present). Subsequent Enforcers may be attached to any formation in any order. No formation may have more than one Enforcer. Aircraft may not carry Enforcers, and the Alpha Legion will not tolerate Enforcers joining their formations either!

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VRAKSIAN TRAITORS CHAOS ARMY REFERENCE 1 STRATEGY 2

TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Alpha Legion Lord CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Commander, Leader, Invulnerable Save Vraksian Enforcer CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Fearless, Inspiring, Leader Traitor Sanctioned Psyker CH n/a n/a n/a n/a Psychic Powers (15cm) (Small Arms), MW, EA(+1)

n/a n/a n/a n/a Alpha Legion Chaos INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Space Marines Autocannon 45cm AP5+/AT6+ Disciples of Xaphan INF 15cm - 6+ 5+ Autocannon 45cm AP5+/AT6+ Meltaguns (15cm) (Small Arms), MW Ogryn Berserkers INF 15cm 3+ 3+ - Large Implements (base contact) (Assault Weapons), MW, EA(+1) Traitor Fire Support INF 15cm - 6+ 4+ 2x Autocannons 45cm AP5+/AT6+ Traitor Imperial Guard INF 15cm - 6+ 5+ Lasguns (15cm) (Small Arms) Every second unit has an Autocannon. Count the number of IG Infantry units in the

Autocannon 45cm AP5+/AT6+ formation that can fire at the target formation and divide by two (rounding up) to find the number of Autocannon shots you may take. Vraksian Commander INF 15cm 6+ 5+ 5+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Rogue Psyker (15cm) (Small Arms), MW, EA(+1) Autocannon 45cm AP5+/AT6+ Vraksian Supreme INF 15cm 5+ 4+ 5+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Commander Rogue Psyker (15cm) (Small Arms), MW, EA(+1) Autocannon 45cm AP5+/AT6+ Traitor Sentinels LV 20cm 6+ 6+ 5+ Multi-laser 30cm AP5+/AT6+ Scout, Walker Alpha Legion Rhino AV 30cm 5+ 6+ 6+ Combi-bolters (15cm) (Small Arms) Transport: (May carry up to 2 Alpha Legion Chaos Space Marine units) Traitor Basilisk AV 20cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ May either shoot normally or fire a barrage. May only use the Indirect Earthshaker 120cm AP4+/AT4+ OR 1BP, Indirect Fire Fire special ability when firing barrages. Traitor Bombards AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Siege Mortar 45cm 2BP, Ignore Cover, Slow Firing, Indirect Fire Traitor Chimeras AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport (May transport 2 of the following: Demagogue, Space Marine Multilaser 30cm AP5+/AT6+ Aspiring Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds – Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each). Traitor Deathstrike AV 20cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Missile Launcher Deathstrike Missile Unlimited MW2+, TK(D6), One-Shot, Indirect Fire Traitor Griffons AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Heavy Mortar 30cm 1BP, Indirect Fire Traitor Hellhounds AV 30cm 4+ 6+ 3+ Heavy Bolter 30cm AP5+ Inferno Cannon 30cm AP3+, Ignore Cover Traitor Hydras AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ 2x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+ Traitor Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battlecannon 75cm AP4+/AT4+ Traitor Leman Russ AV 20cm 4+ 6+ 3+ 2x Plasma Cannon 30cm AP4+/AT4+, Slow Firing Reinforced Armour Demolisher Demolisher 30cm AP3+/AT4+, Ignore Cover Lascannon 45cm AT5+ Traitor Leman Russ AV 20cm 4+ 6+ 6+ Laser Destroyer 75cm AT3+, MW Reinforced Armour Destroyer Tank Hunter Traitor Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Vanquisher Lascannon 45cm AT5+ Vanquisher 75cm AP4+/AT2+

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VRAKSIAN TRAITORS CHAOS ARMY REFERENCE 2 STRATEGY 2

TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Traitor Malcador AV 15cm 4+ 6+ 5+ Battlecannon 75cm AP4+/AT4+ Reinforced Armour 2x Lascannon 45cm AT5+ Heavy Bolter 30cm AP5+ Traitor Malcador Defender AV 15cm 4+ 6+ 3+ 3x Twin Heavy Bolter 30cm AP4+ Reinforced Armour

Demolisher Cannon 30cm AP3+/AT4+, Ignores Cover

Traitor Malcador Annihilator AV 15cm 4+ 6+ 5+ Twin Lascannon 45cm AT4+ Reinforced Armour

2x Lascannon 45cm AT5+ Demolisher Cannon 30cm AP3+/AT4+, Ignores Cover

Traitor Manticore AV 20cm 6++ 6+ 5+ Heavy Bolter 30cm AP5+

Rocket Launcher 150cm 2BP, Disrupt, Slow Firing, Indirect Fire Traitor Minotaur AV 15cm 4+ 6+ 6+ Minotaur Earthshaker 120cm 2BP, Indirect Fire Reinforced Armour, Thick Rear Armour Artillery Tank Traitor Salamander AV 35cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ Command Vehicle Heavy Flamer 15cm AP4+, Ignore Cover Traitor Valdor AV 15cm 4+ 6+ 5+ Lascannon 45cm AT5+ Reinforced Armour Tank Hunter Neutron Laser Projector 60cm MW3+, Disrupt Chaos Warlord Titan WE 15cm 4+ 2+ 3+ 2x Inferno Gun 30cm 3BP, Ignore Cover, FxF DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, (Vraks Configuration) Close Combat Weapon (base contact) (Assault Weapons), TK(D3), EA(+3) , Fwd Walker. May step over units and impassable or dangerous terrain that is lower Plasma Destructor 75cm 4x MW2+, Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Chaos Reaver Titan WE 20cm 4+ 3+ 3+ Gatling Blaster 60cm 4x AP4+/AT4+ , Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker (Vraks Configuration) Close Combat Weapon (base contact) (Assault Weapons), TK(D3), EA(+3), Fwd May step over units and impassable or dangerous terrain that is lower than the Apocalypse Missile Launcher 60cm 3BP, FxF Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Chaos Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+ , Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. (Vraks Configuration) Plasma Blastgun 45cm 2x MW2+, Slow Firing , Fwd May step over units and impassable or dangerous terrain that is lower than the

Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Harbinger AC/WE Bomber 4+ n/a n/a Reaper Autocannon 30cm AP4+/AT6+/AA5+, FxF DC 4. Critical Hi Effect: Destroyed Reaper Autocannon 15cm AP4+/AT6+/AA5+, Right Arc Reaper Autocannon 15cm AP4+/AT6+/AA5+, Left Arc Incendiary Bombs 15cm 6BP, Ignore Cover, FxF Hellblade AC Fighter 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF Hell Talon AC Fighter-Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Havoc Launcher 45cm AP5+/AT6+, FxF

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DEATH GUARD CHAOS SPACE MARINE ARMY LIST v2.3.1. Sub-Army Champion: "Frogbear"

Death Guard Chaos Space Marine armies have a Strategy rating of 4. All Death Guard and Nurgle Titan Legion formations have an initiative rating of 1+.

All Chaos Navy and Daemon Engine formations have an initiative rating of 2+.

DEATH GUARD CORE FORMATIONS FORMATION CORE UNITS UPGRADES COST

Death Guard Retinue 1 Death Guard Lord, 3 Death Guard Chaos Space Marine Any except Dreadclaws 250 points units and 3 Plague Marines units Death Guard Heavy 1 Death Guard Lord and 6 Death Guard Havoc units. Any except Dreadclaws 350 points Retinue

DEATH GUARD INFANTRY SUPPORT FORMATIONS(You may take 1 Infantry Support formation per Death Guard Retinue)

FORMATION CORE UNITS UPGRADES COST

Death Guard Drop 1 Death Guard Lord. 4 Death Guard Chaos Space Marine Chaos Champion, Daemonic Pact, 250 points Retinue units and 2 Plague Marines units. Daemon Prince, Death Guard Auxilia, Death Guard, Havocs, Dreadclaws, Icon Bearer, Walkers, Warlord Death Guard Terminator 1 Death Guard Lord and 4 Death Guard Terminator units Chaos Champion, Dreadclaws, 450 points Retinue optional: add up to 2 Death Guard Terminator units Daemonic Pact, Daemon Prince, Icon +100 points per Bearer, Transports, Walkers, Warlord extra unit Plague Zombie Infestation 2D6+3 Plague Zombies. None 175 points

DEATH GUARD VEHICLE SUPPORT FORMATIONS(You may take 1 Vehicle Support formation per Death Guard Retinue)

FORMATION CORE UNITS UPGRADES COST

Armoured Company 4 vehicles from following list: Support Vehicles Chaos Predators, 50 points per Predator Chaos Land Raiders 75 points per Land Raider Assault Retinue Up to 3 Plague Reapers Support Vehicles, Walkers 275 points each Defiler Assault Pack 4 Defilers Walkers 275 points Blight Drone Swarm 5 Blight Drones 250 points Contagion Towers 4 Contagion Towers Walkers 325 points Plague Towers Up to 2 Plague Towers Walkers 325 points each

DEATH GUARD UPGRADES (Each allowed upgrade may only be taken once per formation)

UPGRADE UNITS COST

Chaos Champion Adds a Chaos Champion to a unit in the formation 50 points Chaos Spawn Add up to 3 Chaos Spawn units to the formation 25 points each Death Guard Auxilia Add up to 4 Plague Marines and/or Death Guard Marines to the formation 75 points per pair Death Guard Havocs Add up to 4 Death Guard Havocs to the formation 100 points per pair Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool 25 points 0 – 1 Daemon Prince Replace a unit containing a Death Guard Lord character with the Daemon Prince unit 50 points Dreadclaws Add enough Dreadclaws transports to transport the entire formation 25 points per five units Icon Bearer Add an Icon Bearer to a unit in the formation 50 points Support Vehicles Add up to 3 of the following units: Predator 50 points Land Raider 75 points Transports Add Chaos Rhinos and/or Chaos Land Raiders to the formation. 10 points per Rhino You may take only the minimum number required to transport the formation after all upgrades 75 points per Land Raider have been added. No spare transport spaces may be left over if avoidable. Walkers Add up to 3 of the following units: Chaos Dreadnought 50 points Defiler, Desecrator 75 points 0-1 Warlord Add a Warlord character to a Death Guard Lord or Daemon Prince to the formation 25 points

DAEMON POOL(Only Nurgle Daemons may be purchased for the Daemon pool)

FORMATION UNITS COST

Daemon Pool Any number of Lesser Daemon units (Plague Bearers) 20 points each

One Greater Daemon (Great Unclean One) 75 points each

TITANS AND CHAOS NAVY (Up to 1/3 of the army's points may be spent on War Engines and/or Chaos Navy)

FORMATION UNITS COST

Hellblades 3 Hellblade Fighters 200 points

Hell Talons 2 Hell Talon Fighter-Bombers 250 points

0-1 Spacecraft 1 Devastation Class Cruiser OR 150 points

1 Despoiler Class Battleship 250 points

Plaguelord Titan 1 Plaguelord Titan 850 points

Repugnant Titan 1 Repugnant Titan 625 points

Fester Titan 1 Fester Titan 275 points

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DEATH GUARD CHAOS SPACE MARINE REFERENCE 1 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Champion of Chaos CH n/a n/a n/a n/a Daemon Artifact (base contact) (Assault Weapons), EA(+1), First Strike Invulnerable Save, Augment Summoning (+2D3). Death Guard Lord CH n/a n/a n/a n/a Man Reaper (base contact) (Assault Weapons), MW, EA(+1) Fearless. Death Guard Lords are one of three types, Plaguelord, Sorcerer Lord n/a n/a n/a Warp Bolt (15cm) (Small Arms), MW, EA(+1) and Nurgle Warlord. All are Characters and have the Invulnerable Save and Leader abilities. Plaguelords have the Commander ability. Sorcerer Lords have the Warp Bolt attack (listed in the weapons section above). Nurgle Warlord has the Supreme Commander ability. Icon Bearer CH n/a n/a n/a n/a n/a n/a n/a Leader, Daemonic Focus, Invulnerable Save. Chaos Spawn INF 15cm 3+ 3+ - Horrific Mutations (base contact) (Assault Weapons), EA(+D3) Invulnerable Save, Fearless. Daemon Prince INF 15cm(30cm) 3+(4+) 3+ 3+ Possessed Weapon (base contact) (Assault Weapons), MW, EA(+2) Commander, Leader, Fearless, Reinforced Armour, Teleport. May have Warp Blast (15cm) (Small Arms), MW, EA(+1) wings: count as Jump Packs. Speed increased to 30cm, armour reduced to 4+ Death Guard INF 15cm 3+ 3+ 4+ Bolters (15cm) (Small Arms) Indomitable Chaos Marines Plague Knives (base contact) (Assault Weapons) Autocannon 45cm AP5+/AT6+ Death Guard Havocs INF 15cm 3+ 4+ 3+ Bolters (15cm) (Small Arms) Indomitable 2x Autocannon 45cm AP5+/AT6+ Death Guard INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Thick Rear Armour, Teleport, Indomitable Terminators Combi-Bolters (15cm) (Small Arms) 2x Reaper Autocannons 30cm AP4+/AT6+ Plague Marines INF 15cm 3+ 3+ 4+ Plague Knives (base contact) (Assault Weapons) Fearless. Bolters (15cm) (Small Arms) Plague Zombie INF 10cm 5+ 6+ - Claws and Teeth (base contact) (Assault Weapons) Infiltrator, Fearless, Infestation (Teleport). Zombies may contest, not hold objectives. Blight Drone AV 35cm 5+ 6+ 4+ Maw Cannon 30cm AP3+/AT5+ , Ignore Cover Fearless, Invulnerable Save, Skimmer Reaper Autocannon 30cm AP4+/AT6+

Vomit Cannon 15cm AP4+, Ignore Cover Chaos Dreadnought AV 15cm 3+ 4+ 4+ Power Fist (base contact) (Assault Weapons), MW, EA(+1) Fearless, Walker. Twin Autocannon 45cm AP4+/AT5+ Death Guard AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Chaos Space Land Raider 2x Twin Lascannon 45cm AT4+ Marine Terminator or 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). Death Guard Predator AV 30cm 4+ 6+ 4+ 2x Heavy Bolters 30cm AP5+ Twin Lascannon 45cm AT4+ Death Guard Rhino AV 30cm 5+ 6+ 6+ Combi-Bolters (15cm) (Small Arms) Transport: (May carry 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). Defiler AV 20cm 4+ 4+ 3+ Battle Cannon 75cm AP4+/AT4+ Fearless, Infiltrator, Invulnerable Save, Walker. Reaper Autocannon 30cm AP4+/AT6+ Twin Heavy Flamer 15cm AP3+, Ignore Cover Battle Claws (base contact) (Assault Weapons), MW, EA(+1) Desecrator AV 15cm 4+ 4+ 4+ 2x Desecrator Cannons 45cm AP4+/AT6+/AA5+ Fearless, Invulnerable Save, Walker Vomit Cannon 30cm AP4+/AT6+, Disrupt Battle Claws (base contact) (Assault Weapons), MW, EA(+1)

Dreadclaw AV n/a n/a n/a n/a n/a n/a n/a Planetfall, Transport: (May carry 1 formation that contains no mounted infantry, light vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does not scatter when planetfalling. Once landed, units carried in the Dreadclaw must disembark within 5cm of the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the Dreadclaw. Once all units have been placed, the Dreadclaw is removed. Contagion Tower AV 15cm 5+ 5+ 5+ Vomit Cannon 30cm AP4+/AT6+, Disrupt Invulnerable Save, Fearless Plague Catapult 45cm 1BP, Disrupt, Indirect Fire

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DEATH GUARD CHAOS SPACE MARINE REFERENCE 2 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Plague Reaper WE 15cm 4+ 4+ 4+ Nurgling Swarm (base contact) (Assault Weapons), EA(+1) DC3, Fearless, Reinforced Armour. 3x Twin Heavy Bolter 30cm AP4+ Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a hit on a D6 roll of 6. 2x Las Cannon 45cm AT5+ Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover Pus Cannon 30cm 2BP Plague Tower WE 15cm 4+ 4+ 4+ Plague Mortar 60cm 3+D3BP, Disrupt, FxF DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport 2x Battle Cannon 75cm AP4+/AT4+ 16 of the following units: Daemon Prince, Chaos Spawn, Cultists, Mutants,

Rot Cannon 90cm AP3+/AT5+, Ignore Cover, FxF Big Mutants, Chaos Hounds, Daemonic Beasts, Plague Bearers,

Great Unclean One - Chaos Spawns, Big Mutants, Daemon Princes and Great

Unclean Ones take up 2 transport spaces each).

Critical Hit Effect: Extra point of DC and kill D3 selected passengers (no saves allowed). The player may choose which units are killed. Plaguelord Titan WE 15cm 4+ 2+ 4+ Liquefier Cannon 75cm 3x MW3+ DC 9, Void Shields: 6, Fearless, Reinforced Armour, Thick Rear Armour, Walker. Putrifier Cannon 60cm 3x AP3+/AT5+ May step over units and impassable or dangerous terrain that is lower than the Titan’s Plague Mortar 60cm 3+D3BP, Disrupt, FxF knees and up to 2cm wide. Plague Flail (base contact) (Assault Weapons), TK(D6), EA(+1) Critical Hit Effect: Loses an extra point of damage and all units within 5cm suffer a hit on a 4+. Stream of Corruption (15cm) (Small Arms), EA(+1), FxF Template AP3+/AT5+, Ignore Cover, Disrupt, FxF Repugnant Titan WE 20cm 4+ 4+ 4+ Rot Mortar 60cm 3BP, FxF DC 7, Void Shields 4, Fearless, Reinforced Armour, Walker. 2x Putrifier Cannon 60cm 3x AP3+/AT5+ 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: Loses an extra point of damage and all units within 5cm suffer a hit on a 5+. Fester Titan WE 25cm 5+ 5+ 5+ Decay Cannon 30cm 4x AP3+ DC 4, Void Shields: 2, Fearless, Reinforced Armour, Walker. Rot Belcher 30cm 3BP, Ignore Cover, FxF Critical Hit Effect: Move it D6cm in a random direction. If this move takes the Titan into impassable terrain or another unit it can’t move over, it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally). Hellblade AC Fighter 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF Hell Talon AC Fighter-Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Havoc Launcher 45cm AP5+/AT6+, FxF Despoiler Class SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Slow and Steady. Transport: (May carry up to 40 units that can be deployed with Battleship 3x Pin-point Attack - MW2+, TK(D3) Dreadclaws). Devastation Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Transport: (May carry up to 20 units that can be deployed with Dreadclaws) Pin-point Attack - MW2+, TK(D3) Great Unclean One WE 15cm 4+ 4+ 4+ Nurgling Swarm (base contact) (Assault Weapons), EA(+1) DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Stream of Corruption (15cm) (Small Arms), EA(+1), Ignore Cover Critical Hit Effect: Hurled back into the warp. AND 15cm 3BP, Ignore Cover Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. Plaguebearers INF 15cm 3+ 4+ 6+ Plague Swords (base contact) (Assault Weapons) Invulnerable Save. Costs 1 point to summon. Plague of Flies (15cm) (Small Arms)

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EMPEROR'S CHILDREN CHAOS SPACE MARINE ARMY LIST v3.5.2. Sub-Army Champion: "Frogbear"

Emperor's Children Chaos Space Marine armies have a Strategy rating of 4+. Daemon Engines, House Devine Knights and Chaos Navy units have initiative 2+. All other Emperor's Children formations have initiative 1+. All formations in the army belong to the Chaos faction, Slaanesh.

EMPEROR'S CHILDREN CORE FORMATIONS FORMATION CORE UNITS UPGRADES COST Noise Marine Retinue 1 Emperor’s Children Decadent Lord character and Favoured of Slaanesh, Degenerate, 300 points 6 Noise Marine units and 1 Daemonic Pact. Assault Walkers, Dreadclaws, Apostate of Rapture, Predators, Transport Decadent Marine Retinue 1 Emperor’s Children Decadent Lord character and Degenerate, Noise Marines 225 points 6 Chaos Space Marine units and 1 Daemonic Pact Assault Walkers, Dreadclaws, Apostate of Rapture, Predators, Transport

EMPEROR'S CHLDREN SUPPORT FORMATIONS (You may take up to six Support formations per Noise Marine Retinue)

FORMATION CORE UNITS UPGRADES COST Emperor’s Children 1 Emperor’s Children Decadent Lord character Daemonic Pact, Degenerate, 250 points Bike Retinue and 6 Emperor’s Children Bike units Apostate of Rapture, Sirens 1 Siren Lord character upgrade and 6 Siren units Daemonic Pact, Degenerate, 250 points Apostate of Rapture, Predators, Favoured of Slaanesh Emperor’s Children 1 Emperor’s Children Decadent Lord character and Daemonic Pact, Degenerate, 450 points Terminator Retinue 6 Emperor’s Children Terminator units. Apostate of Rapture, Predators, Favoured of Slaanesh,

Assault Walkers, Transports Armoured Support 6 of the following in any combination: May replace 1 Predator Emperor's Children Land Raiders with a Debaser for +50 points 75 points each

Emperor's Children Predators 50 points each

Daemon Engine Pack 2 Defiler and 2 Debaser units Assault Walkers 300 points House Devine Knights 6 Slaanesh Daemon Knight units None 400 points

House Devine Knight formations are restricted to 1 for every full 1000 points played.

EMPEROR'S CHILDREN UPGRADES (Each Emperor's Children formation may take up to four allowed upgrades)

UPGRADE UNITS COST

Apostate of Rapture Adds an Apostate to a unit in the formation +25 points Assault Walkers Add up to 2 Assault Walker selections in any combination of the following: Emperor’s Children Dreadnought 50 points each Defilers 75 points each Debasers 100 points each Daemonic Pact Allows the formation to summon daemons from the Daemon pool +25 points Degenerate Adds a Degenerate to a unit in the formation +50 points Dreadclaws Allows the formation to deploy via Dreadclaws +50 points 0-1 Favoured of Slaanesh Upgrade 1 Decadent Lord character to a Lord of Pleasures character OR +50 points Replace one Decadent Lord or Siren Lord unit in the army with a Slaanesh Daemon Prince unit +100 points Noise Marines Replace 3 Chaos Marine units with 3 Noise Marine Units +25 points Predators Add up to 3 Emperor's Children Predators +50 points each Transports Choose 1 of the following transport options for the formation: 3x Rhinos (Noise Marine and Decadent Marine Retinues only) +25 points 3x Land Raiders +200 points

DAEMON POOL (Only Slaanesh Daemons may be purchased for the Daemon pool)

FORMATION UNITS COST

Daemon Pool Any number of Lesser Daemon units (Daemonettes and/or Seekers) 20 points each

One Greater Daemon (Keeper of Secrets) 75 points each

WAR ENGINES AND CHAOS NAVY(Up to 1/3 of the army's points may be spent on War Engines and Chaos Navy)

SLAANESH WAR ENGINE FORMATIONS CHAOS NAVY FORMATION UNITS COST FORMATION UNITS COST Painlord Titan 1 Painlord Titan 800 points Hellblades 3 Hellblade Fighters 200 points Reviler Titan 1 Reviler Titan 600 points Hell Talons 2 Hell Talon Fighter-Bombers 250 points Scout Titan 1 to 2 Subjugator Titans 250 points each Cruiser 1 Devastation Class Cruiser 150 points and/or Questor Titans 300 points each (Upgrade Cruiser to a Despoiler Class Battleship) (+100 points)

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EMPEROR’S CHILDREN

EMPEROR'S CHILDREN CHAOS SPACE MARINE REFERENCE 1 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Lord of Pleasures CH n/a n/a n/a n/a Lash of Torment (base contact) (Assault Weapons), EA(+1), First Strike Fearless, Invulnerable Save, Supreme Commander Siren of Slaanesh (15cm) (Small Arms), EA(+1), First Strike, Ignore Cover Decadent Lord CH n/a n/a n/a n/a Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Fearless, Invulnerable Save, Leader Siren Lord CH n/a n/a n/a n/a Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1), First Strike Fearless, Invulnerable Save, Leader Apostate of Rapture CH n/a n/a n/a n/a n/a n/a n/a Daemonic Focus, Invulnerable Save Degenerate CH n/a n/a n/a n/a Daemonic Bolt (15cm) (Small Arms), EA(+1), First Strike Augment Summoning (+2D3), Invulnerable Save Chaos Space Marines INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Emperor’s Children INF 15cm 4+ 3+ 3+ Doom Siren (15cm) (Small Arms), Ignore Cover Reinforced Armour, Teleport, Thick Rear Armour Terminators 2x Blastmaster 30cm AP5+/AT6+ Disrupt Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Emperor’s Children Bike INF 35cm 4+ 3+ 4+ Sonic Blasters (15cm) (Small Arms) Mounted Marines Doom Siren (15cm) (Small Arms), Ignore Cover Noise Marines INF 15cm 4+ 4+ 3+ Sonic Blasters (15cm) (Small Arms) Fearless Blast Master 30cm AP5+/AT6+, Disrupt Siren INF 30cm 4+ 4+ 5+ Mutations (base contact) (Assault Weapons), First Strike Jump Packs Doom Siren (15cm) (Small Arms), Ignore Cover Slaanesh Daemon INF 15cm(30cm) 3+ 3+ 3+ Lash of Submission (base contact) (Assault Weapons), MW, EA(+1), First Strike Fearless, Reinforced Armour, Supreme Commander, Teleport Prince Visions of Debauchery (15cm) (Small Arms), EA(+1), First Strike, Ignore Cover Wings: count as Jump Pack. Speed increased to 30cm, armour reduced to 4+ Emperor’s Children AV 15cm 3+ 4+ 3+ Twin Blast Master 30cm AP4+/AT5+, Disrupt Fearless, Walker Dreadnought Twin Sonic Blasters (15cm) (Small Arms), EA(+1) Doom Siren (15cm) (Small Arms), Ignore Cover Emperor’s Children AV 25cm 4+ 5+ 4+ 2x Twin Lascannon 45cm AT4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Emperor’s Land Raider Blastmaster 30cm AP5+/AT6+, Disrupt Children Terminator or Slaanesh Daemon Prince unit or 2 of the following: Noise Marines, Chaos Space Marines Emperor’s Children AV 30cm 4+ 6+ 4+ Blast Master 30cm AP5+/AT6+, Disrupt Predator Twin Sonic Blasters (15cm) (Small Arms), EA(+1) Emperor’s Children Rhino AV 30cm 5+ 6+ 6+ Sonic Blasters (15cm) (Small Arms) Transport: (May carry 1 Slaanesh Daemon Prince or 2 of the following: Noise Marines, Chaos Space Marine). Debaser AV 20cm 4+ 4+ 4+ Ultrasonic Disruptor 45cm 2xAP5+/AT6+/AA5+ Disrupt Fearless, Infiltrator, Invulnerable Save, Walker, Blastmaster 30cm AP5+/AT5+, Disrupt Death Wailer (15cm) (Small Arms), First Strike, Ignore Cover, EA(+1) Battle Claws (base contact) (Assault Weapons), MW, EA(+1) Dreadclaw Special n/a n/a n/a n/a n/a n/a n/a Planetfall, Transport: (May carry 1 formation that contains no mounted infantry, light vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does not scatter when planetfalling. Once landed, units carried in the Dreadclaw must disembark within 5cmof the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the Dreadclaw. Once all units have been placed, the Dreadclaw is removed). Daemon Knight AV 30cm 4+ 5+ 4+ Castigator Cannon 45cm 3 x AP3+/AT5+ Scout, Walker, Invulnerable Save, Fearless Painlord Titan WE 20cm 4+ 3+ 2+ Psi-pulse 45cm MW3+, TK(D3), FxF DC7, Void Shields x6, Fearless, Reinforced Armour, Thick Rear Armour, Walker Tormentor 45cm 4x AP3+/AT5+, Disrupt, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s Excruciator 45cm 3BP, Disrupt, Ignore Cover FxF knees and up to 2cm wide. Energy Whip (base contact) MW, EA(+3) Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move takes the Painlord into impassable terrain or another unit it stops when it contacts the obstruction and suffers an extra point of damage. Any units run over or into take a hit on a D6 roll of 4+.

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EMPEROR’S CHILDREN

EMPEROR'S CHILDREN CHAOS SPACE MARINE REFERENCE 2 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Questor Titan WE 35cm 5+ 5+ 3+ 2x Castigator Cannon 45cm 3x AP3+/AT5+ DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over 2x Battle Cannon 75cm AP4+/AT4+ units and impassable or dangerous terrain lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Questor into impassable terrain or another unit it 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+ (take any normal

saving throws). Reviler Titan WE 25cm 4+ 4+(3+) 3+(5+) Psi-pulse 45cm MW3+, TK(D3), FxF DC5, Void Shields x4, Fearless, Reinforced Armour, Walker. May take either Tormentor 2x Tormentor OR 45cm 4x AP3+/AT5+, Disrupt, Fwd or (Hellblades) – not both. May step over units and impassable or dangerous terrain that is

2x Hellblades (base contact) (Assault Weapons), TK(D3), EA(+2) lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Immediately gains D3 Blast Markers, and any formation within 2D6cms also gains a Blast Marker. Subjugator Titan WE 35cm 5+ 3+ 5+ 2x Hellblades (base contact) (Assault Weapons), TK(D3), EA(+2) DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and 2x Battle Cannon 75cm AP4+/AT4+ impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Subjugator into impassable terrain or another unit it 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+ (take any normal saving throws). Hellblade AC Fighter 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF Hell Talon AC Fighter-Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Havoc Launcher 45cm AP5+/AT6+, FxF Devastation Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Transport: (May carry up to 20 units that can be deployed with Dreadclaws) Pin-point Attack - MW2+, TK(D3) Despoiler Class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Slow and Steady, Transport: (May carry up to 40 units that can be deployed 3x Pin-point Attack - MW2+, TK(D3) with Dreadclaws). May not be used on turns 1 or 2 unless specified Keeper of Secrets WE 15cm 4+ 3+ 4+ Lash of Torment (base contact) (Assault Weapons), MW, EA(+1), First Strike DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Gaze of Slaanesh (15cm) (Small Arms), MW, EA(+1), First Strike Critical Hit Effect: Hurled back into the warp. Drags any units AND 30cm 3x MW4+ within 5cm back with it on a roll of 6+. Costs 8 points to summon. Daemonettes INF 15cm 4+ 3+ - Daemonic Talons (base contact) (Assault Weapons) First Strike, Invulnerable Save. Costs 1 point to summon. Seekers 30cm 4+ 4+ - Daemonic Talons (base contact) (Assault Weapons), First Strike Invulnerable Save, Mounted. Costs 1 point to summon Defiler AV 20cm 4+ 4+ 3+ Battle Cannon 75cm AP4+/AT4+ Fearless, Infiltrator, Invulnerable Save, Walker. Reaper Autocannon 30cm AP4+/AT6+ Twin Heavy Flamer 15cm AP3+, Ignore Cover Battle Claws (base contact) (Assault Weapons), MW, EA(+1)

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THOUSAND SONS CHAOS SPACE MARINE ARMY LIST v5.1. Sub-Army Champion: “Neal Hunt”

A Thousand Sons Chaos Space Marine Army has a Strategy rating of 5. Aircraft and Silver Tower formations have an initiative rating of 2+. All other formations have 1+. All formations in the army belong to the Chaos faction, Tzeentch.

THOUSAND SONS RETINUES (You may include any number of Retinues.)

FORMATION CORE UNITS UPGRADES COST 0-1 Scarab Occult 1 Adeptus Exempla and 5 Thousand Sons Adeptus All 400 points 0-1 Ahriman's Chosen 1 Sorceror Lord and 9 Thousand Sons Marine units None. All units have in the formation 450 points have the Teleport special ability 1+ Rubric Fellowship 1 Sorceror Lord and 6 Thousand Sons Marine units All except Magister Templi 275 points Thousand Sons Armour 4 to 9 Chaos Marine Predators and/or Defilers 50 points per Predator Thousand Sons Land Raiders 75 points per Land Raider Silver Tower Company 4 to 6 Silver Towers None 90 points each

THOUSAND SONS SUPPORT FORMATIONS (Up to two Support formations may be taken for each Rubric Fellowship selected)

FORMATION CORE UNITS UPGRADES COST Thousand Sons 1 Sorceror Lord and 4 to 6 Thousand Sons Terminator Daemonic pact, Deceiver, Dreadclaws 350 points Warcoven units Icon Bearer, Land Raiders, Thralls +85 points per extra unit Sekhmet Disc Riders 1 Sorceror Lord and 9 Disc Riders Daemonic Pact 325points Neophyte Class 1 Thousand Sons Preceptor and 9 Neophyte units Daemonic Pact, Icon Bearer, Rhinos, 175 points

THOUSAND SONS UPGRADES (Each formation may take up to four allowed upgrades once per formation)

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 Defilers Add up to 3 Defilers and/or Deceivers +75 points each Dreadclaws Add enough Dreadclaws to transport the entire formation +5 points per unit in formation Icon Bearer Add 1 Icon Bearer character +50 points Rhinos Add up to 5 Thousand Sons Rhinos. You may only take the minimum number required to +10 points each carry the entire formation. Land Raiders Add up to 4 Thousand Sons Land Raiders +75 points each Thralls Add up to 3 Thralls to any Thousand Sons Sorceror Lord, Adeptus Exempla, +20 points each Magister Templi, Preceptor, Greater Spire and Warp Palace

DAEMON POOL (Only Tzeentch Daemons may be purchased for the Daemon pool)

FORMATION UNITS COST

Daemon Pool Any number of Lesser Daemon units (Flamers, Horrors, Screamers and Daemonic beasts) 20 points each

Any number of Greater Daemons (Lord of Change) 75 points each

WAR ENGINES AND CHAOS NAVY (Up to 1/3 of the army’s points may be spent on War Engines and Chaos Navy)

WAR ENGINE FORMATIONS FORMATION CORE UNITS UPGRADES COST Greater Spires 1 to 3 Greater Spires of Tzeentch Daemonic Pact, Thralls 200 points each

Warp Palace 1 Warp Palace Daemonic Pact, Thralls 550 points

CHAOS NAVY FORMATION CORE UNITS COST

Doomwings 3 Doomwing Interceptors 150 points

Firelords Up to 3 Firelord Bombers 150 points each

Cruiser 1 Devastation class Cruiser 150 points

Battleship Upgrade Cruiser to a Despoiler class Battleship +100 points

SPECIAL RULE - Rubric Units which were affected by the Rubric of Ahriman are effectively automatons. They must be given constant direction or they will cease to act. Units designated as Rubric may not take part in a March action. When making a withdrawal move Rubric units may only take a single move rather than two moves. Thousand Sons Marine and Terminators are Rubric units.

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THOUSAND SONS

THOUSAND SONS CHAOS SPACE MARINE REFERENCE 1 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Icon Bearer CH n/a n/a n/a n/a n/a n/a n/a Leader, Daemonic Focus, Invulnerable Save. Preceptor CH n/a n/a n/a n/a Warp Bolts (15cm) (Small Arms), MW, EA(+1) Leader OR (15cm) (Small Arms), MW, EA(+1), One-Shot Sorceror Lord CH n/a n/a n/a n/a Warp Bolt (15cm) (Small Arms), MW, EA(+1) Commander, Leader, Invulnerable Save. n/a n/a n/a n/a Thralls CH n/a n/a n/a n/a Sacrificial Power (base contact) (Assault Weapons), MW, EA(+1) Augmented Summoning (+1D3, One Shot), One Shot - Thralls are disposable and only AND (15cm) (Small Arms), MW, EA(+1) one of their abilities or attacks may be used each game. Both abilities are also One Shot. Adeptus INF 15cm 4+ 4+ 4+ 45cm AP5+/AT6+ Invulnerable Save, First Strike, Teleport Adeptus Exempla INF 15cm 4+ 4+ 4+ Sorcerous Weapons 45cm AP5+/AT6+ Supreme Commander, Reinforced Armour, Fearless, Teleport Psychic Powers 15cm MW5+ AND (15cm) (Small Arms), MW, EA(+1) Magister Templi INF 15cm 3+ 3+ 3+ Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander, Fearless, Reinforced Armour, Teleport 2x Warp Bolt (15cm) (Small Arms), MW, EA(+1) Thousand Sons Marines INF 15cm 4+ 5+ 4+ Bolters (15cm) (Small Arms) Reinforced Armour, Fearless, Rubric Sekhmet Disc Riders INF 30cm 4+ 3+ 4+ Sorcerer Powers (15cm) (Small Arms) Mounted, Skimmer

and Bolters Thousand Sons Terminators INF 15cm 4+ 4+ 3+ Sorcerous Powers 30cm 2xAP4+/AT6+ Reinforced Armour. Thick Rear Armour. Fearless, Teleport, Rubric

Combi-Bolters (15cm) (Small Arms) Power Weapons (base contact) (Assault Weapons) Thousand Sons Neophyte INF 15cm 6+ 6+ 5+ Psychic Abilities and (15cm) (Small Arms) Bolt Pistols Deceiver AV 20cm 4+ 4+ 4+ Tzeentch Cannon 45cm AP4+/AT4+ Fearless, Invulnerable Save, Walker. Heavy flamer grants Fire Fight attack the Ether Cannon 45cm 2x AA6+ Ignore Cover ability Heavy Flamer 15cm AP4+ AND (15cm) Small Arms Battle Claws (base contact) (Assault Weapons) Warp Flame (base contact) (Assault Weapons) Defiler AV 20cm 4+ 4+ 3+ Battle Cannon 75cm AP4+/AT4+ Fearless, Infiltrator, Invulnerable Save, Walker Reaper Auto Cannon 30cm AP4+/AT6+ Twin Heavy Flamer 15cm AP3+ Battle Claws (base contact) (Assault Weapons) Macro-Weapon, EA (+1 Silver Tower AV 20cm 4+ 6+ 4+ Arcane Cannons 45cm 3x AP4+/AT4+ Skimmer, Invulnerable Save, Fearless. Beam of Power 60cm MW5+ Thousand Sons Rhino AV 30cm 5+ 6+ 6+ Combi-Bolters (15cm) (Small Arms) Transport: (May carry 2 of the following units: Thousand Sons Marines, Thousand Sons Adeptus Exempla, Thousand Sons Adeptus, Magister Templi, Thousand Sons Neophyte) Thousand Sons Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Thousand Sons

2x Twin Lascannon 45cm AT4+ Terminators or 2 of the following units: Thousand Sons Marines, Chaos Warp Flame (base contact) (Assault Weapons), EA(+1), First Strike Adeptus Exempla, Magister Templi, Thousand Sons Adeptus, Thousand Sons Neophyte Thousand Sons Predator AV 30cm 4+ 6+ 5+ Twin Lascannon 45cm AT4+ 2x Heavy Bolter 30cm AP5+ Warp Flame (base contact) (Assault Weapons), EA(+1), First Strike

Greater Spires of Tzeentch WE 20cm 4+ 5+ 4+ 3x Tzeentch Cannons 45cm AP4+/AT4+ DC3, Skimmer, Thick Rear Armour, Invulnerable Save, Fearless, Daemonic Focus Beam of Power 60cm MW5+ Critical Hit Effect: Destroyed; each unit within 5cm takes a MW hit on a roll of 6.

Fate of Tzeentch 30cm MW2+, TK(1)

Warp Palace of Tzeentch WE 20cm 4+ 4+ 3+ 4x Tzeentch Cannons 45cm AP4+/AT4+ Skimmer, Reinforced Armour, Thick Rear Armour, Invulnerable Save, Fearless, 2x Beam of Power 60cm MW5+ Daemonic Focus. DC 6. Critical Hit Effect: One of the Silver Runes that channel the

Warp Fire of Tzeentch 30cm 3BP, TK(D3), Ignore cover power of the warp is shattered, releasing a storm of warp energy. It takes an extra point of damage; each unit within 5cm takes a MW hit on a roll of 6.

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THOUSAND SONS

THOUSAND SONS CHAOS SPACE MARINE REFERENCE 2 STRATEGY 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Doomwing AC Fighter 6+ n/a n/a Flame Cannon 15cm AP4+/AT5+/AA5+, Ignore Cover, FxF Invulnerable Save. Firelord AC Bomber 4+ n/a n/a Flame Cannon 15cm AP4+/AT5+/AA5+, Ignore Cover, FxF Invulnerable Save. Firestorm Bombs 15cm D3BP, Ignore Cover, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Devastation Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Transport: (May carry up to 20 units that can be deployed with Dreadclaws) 2x Pin-point Attack - MW2+, TK(D3) Despoiler Class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Slow and Steady, Transport (May carry 40 units that can be deployed with 3x Pin-point Attack - MW2+, TK(D3) Dreadclaws). May not be used on turns 1 or 2 unless specified Lord of Change WE 30cm 4+ 5+ 3+ Bedlam Staff (base contact) (Assault Weapons), MW, EA(+1) DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless Withering Gaze (15cm) (Small Arms), MW, EA(+1) Critical Hit Effect: Hurled back into the warp. Drags any units with AND 45cm 2x MW3+ in 5cm back with it on a roll of 6+. Costs 8 points to summon. Daemonic beasts INF 20cm 4+ 3+ - Claws and Fangs (base contact) (Assault Weapons) Infiltrator, Invulnerable Save. Costs 1 point to summon Flamers INF 15cm 5+ 5+ 4+ Flames of Tzeentch (base contact) (Assault Weapons) Invulnerable Save. Costs 1 point to summon. AND (15cm) (Small Arms), EA(+1) Horrors 15cm 4+ 4+ 3+ Daemonic Fire (15cm) (Small Arms) Invulnerable Save. Costs 1 point to summon Screamers INF 30cm 5+ 3+ - Claws and Fangs (base contact) (Assault Weapons) Jump Packs. Invulnerable Save. Costs 1 point to summon.

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WORLD EATERS CHAOS SPACE MARINE ARMY LIST v3.7. Sub-Army Champion:"Frogbear"

World Eaters Chaos Space Marine armies have a Strategy rating of 4+. All other World Eaters formations (including the World Eaters Battle Barge) have an

initiative rating of 1+. Blood Slaughters, Defilers, Khorne Assault Engines, Khorne Support Engines and Chaos Navy have an initiative rating of 2+. All formations in the army belong to the Chaos faction, Khorne.

WORLD EATERS CORE FORMATIONS FORMATION CORE UNITS UPGRADES COST World Eaters Berzerker Retinue 1 World Eaters Skull Lord character upgrade 4 World All 300 points Eaters Legionnaires, and 4 Khorne Berzerker units, and optional Rhinos World Eaters Bike Retinue 1 World Eaters Skull Lord character upgrade and Daemonic Pact, Keeper of Chains, 250 for 6 units 6 to 8 World Eaters Bike units. Keeper of Skulls +25 per extra unit World Eaters Terminator Retinue 1 World Eaters Skull Lord character upgrade and Daemonic Pact, Favoured of Khorne, 350 for 4 units 4 to 8 World Eaters Terminator units. Keeper of Chains, Keeper of Skulls +75 per extra unit World Eaters Possessed Retinue 1 World Eaters Skull Lord character upgrade, Favoured of Khorne 200 points 4 World Eaters Possessed units and 1 Chaos Pact World Eaters Chosen Retinue 1 World Eaters Skull Lord character upgrade, 4 World Assault Walkers, Daemonic Pact, 200 points Eaters Chosen units, and optional Rhino transports Dreadclaws, Favoured of Khorne, Keeper of Chains, Keeper of Skulls, Transport

WORLD EATERS AUXILIARY FORMATIONS (You may take up to four Auxiliary formations per World Eaters Berzerker Retinues)

FORMATION CORE UNITS UPGRADES COST Bloodpack 5 Khorne Berserker units and 3 Slaughterfiends 375 points Defiler Engines 4 Defilers Assault Walkers 250 points Juggernauts of Khorne 5 to 8 Khorne Juggernaut units 50 points per unit Khorne Assault Engines 4 Khorne Assault Engines in any combination OR Assault Walkers 250 points 5 Blood Slaughterers Khorne Support Engines 4 Khorne Support Engines in any combination Assault Walkers 275 points

WORLD EATERS UPGRADES (Each World Eaters formation may take up to four allowed upgrades)

UPGRADE UNITS COST Assault Walkers Add up to 2 Assault Walker selections in any combination +75 points per Defiler +75 points per 2 World Eaters Dreadnoughts Daemonic Pact Allows the formation to summon daemons from the Daemon pool +25 points 0-1 Favoured of Khorne Upgrade 1 Skull Lord character in the army to a Blood Lord character OR +50 points Replace 1 Skull Lord character in the army with a Khorne Daemon Prince unit +100 points Keeper of Chains Add a Keeper of Chains to a unit in the formation +25 points Keeper of Skulls Add a Keeper of Skulls to a unit in the formation +50 points Predators Add up to 3 World Eaters Predators +50 points each Dreadclaws Replace entire formation's transports with Dreadclaws World Eater Chosen Retinue +50 points World Eater Berserker Retinue +75 points Transports Replace the same number of World Eaters Rhinos with any of the following : Slaughterfiends +125 points per 2 Land Raiders +125 points per 2 You may not purchase more transports than necessary to carry the entire formation.

DAEMON POOL (Only Khorne Daemons may be purchased for the Daemon pool)

FORMATION UNITS COST Daemon Pool Any number of Lesser Daemon units (Bloodletters and/or Flesh Hounds) 20 points each

One Greater Daemon (Bloodthirster) 75 points each

WAR ENGINES AND CHAOS NAVY (Up to 1/3 of the army’s points may be spent on War Engines and Chaos Navy)

KHORNE WAR ENGINE FORMATIONS CHAOS NAVY FORMATION UNITS COST FORMATION UNITS COST Banelord Titan 1 Banelord Titan 800 points Hellblades 3 Hellblade Fighters 200 points (Leader ability) +25 points Lord of Battle 1 Lord of Battle 425 points Hell Talons 2 Hell Talon Fighter-Bombers 250 points 2 Lords of Battle 800 points Cruiser 1 Devastation Class Cruiser 150 points Greater Brass Up to 3 Greater Brass 200 points each (Upgrade Cruiser to a World Eater Battle Barge) (+100 points) Scorpion Scorpions

SPECIAL RULE - Blood Rage of Khorne

All units within the World Eaters Army list (not Chaos Navy) are effected by the Blood Rage of Khorne If a formation effected by the Blood Rage of Khorne has at least one unit that can potentially reach base contact with an enemy, they may perform an Engage action with a +1 modifier to the initiative roll.

If a formation effected by the Blood Rage of Khorne has at least one unit that can potentially reach base contact with an enemy decides to perform any other action other than an Engage, they will receive a -1 modifier to their initiative roll.

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WORLD EATERS

WORLD EATERS CHAOS SPACE MARINE REFERENCE 1 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Blood Lord CH n/a n/a n/a n/a Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Fearless, Invulnerable Save, Supreme Commander n/a n/a n/a n/a Gift of Khorne (base contact) (Assault Weapons), EA(+1) Keeper of Chains CH n/a n/a n/a n/a Rope of Chains (base contact) (Assault Weapons) Daemonic Focus, Invulnerable Save Keeper of Skulls CH n/a n/a n/a n/a Daemon Artefact (base contact) (Assault Weapons), EA(+1), First Strike Augment Summoning (+2D3), Invulnerable Save Skull Lord CH n/a n/a n/a n/a Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Commander, Invulnerable Save, Leader Khorne Daemon Prince INF 15cm (30cm) 3+ (4+) 2+ 5+ Daemon Weapon (base contact) (Assault Weapons), MW, EA(+3) Fearless, Reinforced Armour, Supreme Commander, Teleport Battle Roar of Khorne (15cm) (Small Arms) Ignore Cover Wings: count as Jump Pack. Speed increased to 30cm, armour reduced to 4+ World Eaters Legionnaires INF 15cm 4+ 3+ 5+ Khornate Chainaxes (base contact) (Assault Weapons), EA(+1) World Eaters Possessed INF 30cm 4+ 2+ 5+ Mutations (base contact) (Assault Weapons) Invulnerable save, Wings (Jump Packs) World Eaters Chosen INF 15cm 4+ 3+ 5+ Khornate Chainaxes (base contact) (Assault Weapons), EA(+1) Scout World Eaters Terminators INF 15cm 4+ 2+ 4+ 2x Reaper Autocannon 30cm AP4+/AT6+ Reinforced Armour, Teleport, Thick Rear Armour Power Weapons (base contact) (Assault Weapons), MW, EA(+1) World Eaters Bikes INF 35cm 4+ 3+ 4+ Chainaxes (base contact) (Assault Weapons) Mounted Combi-bolters (15cm) (Small Arms) Khorne Berserkers INF 15cm 4+ 2+ 5+ Chainaxes (base contact) (Assault Weapons) Fearless Bolt Pistols (15cm) (Small Arms) Juggernauts of Khorne INF 20cm 3+ 3+ 6+ Juggernaut Bulk (base contact) (Assault Weapons), MW Fearless, Infiltrator, Invulnerable Save, Mounted, Walker World Eaters Dreadnought AV 15cm 3+ 4+ 4+ Plasma Cannon 30cm AP4+/AT4+, Slow Firing Fearless, Walker Power Fist (base contact) (Assault Weapons), MW, EA(+1) World Eaters Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry up to 2 of the following: 2x Twin Lascannon 45cm AT4+ World Eaters Legionnaires, World Eaters Chosen, Khorne Berzerkers; or one Khorne Daemon Prince and World Eaters Terminators) World Eaters Predator AV 30cm 4+ 6+ 5+ Autocannon 45cm AP5+/AT6+ 2x Lascannon 45cm AT5+ World Eaters Rhino AV 30cm 5+ 5+ 6+ Combi-bolter (15cm) (Small Arms) Transport: (May carry up to 2 of the following: World Eaters Legionnaires, Khorne Berzerkers, World Eaters Chosen) Dreadclaw Special n/a n/a n/a n/a n/a n/a n/a Planetfall, Transport (may carry one formation that contains no mounted infantry, light vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does not scatter when planetfalling. Once landed, units carried in the Dreadclaw must disembark within 5cm of the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cmof the Dreadclaw. Once all units have been placed, the Dreadclaw is removed. Slaughterfiend AV 20cm 4+ 3+ 5+ Battle Cannon 75cm AP4+/AT4+ Fearless, Infiltrator, Invulnerable Save, Walker, Twin Power Flails (base contact) (Assault Weapons), MW, EA(+1) Bloodride: Dangerous terrain test required to mount and Transport: (May carry up to 2 of the Spiked Battle Claws (base contact) (Assault Weapons), MW, EA(+1) following: World Eaters Legionnaires, Khorne Berzerkers, World Eaters Chosen). Defiler AV 20cm 4+ 4+ 3+ Battle Cannon 75cm AP4+/AT4+ Fearless, Infiltrator, Invulnerable Save, Walker Reaper Autocannon 30cm AP4+/AT6+ Twin Heavy Flamer 15cm AP3+, Ignore Cover Battle Claws (base contact) (Assault Weapons), MW, EA(+1) Blood Slaughterer AV 15cm 3+ 3+ - Cleavers (base contact) (Assault Weapons), MW, EA(+2) Fearless, Infiltrator, Invulnerable Save, Walker Khorne Assault Engines AV 25cm 4+ 4+ 4+ Cannons OR 45cm 2x AP5+/AT5+ Fearless, Reinforced Armour Guns 30cm AP3+/AT5+ Assault Weapons (base contact) (Assault Weapons), MW, EA(+1) Khorne Support Engine AV 20cm 5+ 6+ 4+ Doom Blasters OR 45cm 2BP Fearless, Reinforced Armour Warp Cannon 90cm MW5+, Ignore Cover Greater Brass Scorpion WE 20cm 5+ 3+ 3+ Scorpion Mega Cannon 30cm 2x AP3+/AT5+ DC3, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker Hellmaw Cannon 15cm 2x AP4+, Ignore Cover (May step over units and impassable or dangerous terrain that is lower Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover than the Titan’s knees and up to 2cm wide.) Critical Hit Effect: The Brass Scorpion is destroyed and any Battle Claws (base contact) (Assault Weapons), MW, EA(+2) units within 5cm of the model suffer a hit on a D6 roll of 4+.

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WORLD EATERS

WORLD EATERS CHAOS SPACE MARINE REFERENCE 2 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Lord of Battle WE 25cm 4+ 2+ 4+ Chain Fist (base contact) (Assault Weapons), MW, EA(+3) DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless Death Storm 45cm 4x AP4+/AT4+ Critical Hit Effect: immediately moves 3D6cm in a random direction. If this 2x Battle Cannon 75cm AP4+/AT4+ move takes the Lord of Battles into impassable terrain or another unit it can’t over it stops when it contacts the obstruction and suffers an extra point of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+. Banelord Titan WE 15cm 4+ 2+ 4+ Doomfist (base contact) (Assault Weapons), TK(D3), EA(+2) DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless. AND 30cm 4x AP4+/AT4+, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s Tail (base contact) (Assault Weapons), EA(+1) knees and up to 2cm wide. AND 75cm AP4+/AT4+ Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move takes Battlehead (15cm) (Small Arms), EA(+2), FxF the Banelord into impassable terrain or another unit it stops when it contacts the Hellstrike Cannon 60cm 3BP, MW, Ignore Cover, FxF obstruction and suffers an extra point of damage. Any units run over or into take a hit on 6x Havoc Missiles 60cm 2BP, One-Shot, Indirect Fire, Fwd a D6 roll of 4+. Hellblade AC Fighter 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF Hell Talon AC Fighter-Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Havoc Launcher 45cm AP5+/AT6+, FxF Devastation Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Transport: May carry up to 20 units that can be deployed with Dreadclaws.

2x Pin-point Attack - MW2+, TK(D3) World Eaters Battle Barge SC n/a n/a n/a n/a Orbital Bombard - 3BP, MW Slow and Steady, Transport (May carry 80 units that can be deployed with Dreadclaws), Pin-point Attack - MW2+, TK(D3) May not be used on turns 1 or 2 unless specified Blood Thirster WE 30cm 4+ 3+ n/a Axe of Khorne (base contact) (Assault Weapons), TK(1), EA(+2) DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless. Bloodthirster Whip (base contact) (Assault Weapons), TK(1), EA(+1) Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 7 points to summon. Bloodletters INF 15cm 4+ 4+ n/a Hellblades (base contact) (Assault Weapons), EA(+1) Invulnerable Save. Costs 1 point to summon. Flesh Hounds INF 20cm 4+ 3+ n/a Claws and Fangs (base contact) (Assault Weapons) Infiltrator, Invulnerable Save. Costs 1 point to summon.

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RED CORSAIRS CHAOS ARMY LIST v3.22. Sub-Army Champion: “BlackLegion”

Red Corsairs Chaos Space Marine armies have a Strategy rating of 4. All Red Corsairs and Chaos Titan Legion formations have an initiative rating of 1+. Formations marked with a 1, 2, 3 or 4 and Chaos Navy aircraft formations have an initiative rating of 2+. Red Corsairs Chaos Space Marine armies do not use the

Factions rule.

RED CORSAIRS CORE FORMATIONS FORMATION CORE UNITS UPGRADES COST Hounds Squadron 1 Chaos Space Marine Lord character and Daemonic Pact, Icon Bearer 300 points 8 Chaos Space Marine Bike units Terminator Retinue 1 Chaos Space Marine Lord character and 4 to 6 All except Cult Marines, Havocs 275 points for 4 Chaos Space Marine Terminator units and Rhinos +60 points per extra Renegade Warband 1 Chaos Space Marine Lord character and All 275 points

8 Chaos Space Marine units

RED CORSAIRS SUPPORT FORMATIONS (You may take up to two Support formations per Core formation)

FORMATION CORE UNITS UPGRADES COST Armoured Company 4 to 8 Chaos Predators and/or Chaos Land Raiders Chaos Hunter, Chaos Vindicators, 50 points per Predator Daemon Engines 75 points per Land Raiders Chaos Strike Cruiser 1 Chaos Strike Cruiser Chaos Battle Barge(+150 points) 200 points Chaos Thunderhawk 1 Chaos Thunderhawk None 250 points Chosen 6 Chaos Space Marine units (with the Scout special ability) Chaos Champion. Chaos Drop Pods, 200 points Chaos Rhinos, Daemonic Pact

Cult Marines

1 Chaos Space Marine Lord character and 6 of the same units from the following list: Khorne Berzerkers, Noise Marines, Plague Marines, Chaos Champion. Chaos Drop Pods, 275 points

Thousand Sons Chaos Dreadnought, Chaos Rhinos, Daemonic Pact, Daemon Engines Defiler Assault Pack 4 Defilers Daemon Engines 250 points Blood Slaughterer Pack 1 5 Blood Slaughterers Daemon Engines 225 points Brass Scorpion Onslaught 1 2 Brass Scorpions Daemon Engines 250 points Silver Tower Circle 2 4 Silver Towers Daemon Engines 250 points Blight Drone Swarm 3 6 Blight Drones Daemon Engines 300 points Daemon Knight Pavane 4 4 Daemon Knights Daemon Engines 250 points Daemon Pool Any number of Lesser Daemons and /or None 15 points each Greater Daemons 75 points each Raptor Cult 1 Chaos Space Marine Lord character and Daemonic pact 175 points per 4 4 to 8 Raptor units +35 points per extra 1 Only if Khorne Berzerkers are present in formation. 2 Only if Thousand Sons are present in formation. 3 Only if Plague Marines are present in formation. 4 Only if Noise Marines are present in formation.

RED CORSAIRS UPGRADES (Each Red Corsairs formation may take up to four allowed upgrades)

UPGRADE UNITS COST Chaos Champion Add 1 Chaos Champion character +50 points Chaos Dreadnought Add up to 3 Chaos Dreadnoughts +50 points each Chaos Drop Pods Deploy the entire formation in Drop Pods (requires Chaos Strike Cruiser or Battle Barge) +5 per unit in formation Chaos Hunter Add 1 Chaos Hunter +50 points Chaos Land Raiders Add up to 4 Chaos Land Raiders +75 points each Chaos Rhinos Add up to 8 Chaos Rhinos. If you choose to take this option you must take exactly enough +10 points each

Rhinos to carry units that still require transport after all upgrades have been taken. No spare transport spaces may be left over if avoidable.

Chaos Spawn Add up to 3 Chaos Spawn units +25 points each Chaos Vindicators Add up to 3 Chaos Vindicators +35 points each Cult Marines Replace 4 Chaos Space Marine units with 4 units from the following list: Khorne +50 points Berzerkers, Noise Marines, Plague Marines, Thousand Sons Daemonic Pact Allows the formation to summon daemons from the Daemon pool +25 points 0-1 Daemon Prince Replace unit in the formation containing the Chaos Lord character with a Daemon Prince +50 points unit. You may have only 1 Daemon Prince per army Daemon Engines Add up to 3 of the following: Defiler or Desecrator +75 points each Blood Slaughterer 1 +50 point each Silver Tower 2 +75 points each Blight Drone 3 +50 points each Daemon Knight 4 +75 points each Havocs Replace 4 Chaos Space Marines with 4 Havoc units +50 points Icon Bearer Add 1 Icon Bearer +50 points each Obliterators Add up to 3 Obliterators +85 points each 1 Only if Khorne Berzerkers, Blood Slaughterers or Brass Scorpions are present in army. 2 Only if Thousand Sons or Silver Towers are present in army

3 Only if Plague Marines or Blight Drones are present in army. 4 Only if Noise Marines or Daemon Knights are present in army.

TITAN LEGIONS AND CHAOS NAVY (Up to 1/3 of the army's points may be spent on Titan Legion and/or Chaos Navy)

TITAN LEGION FORMATIONS CHAOS NAVY FORMATION UNITS COST FORMATION UNITS COST Chaos Warlord Titan 1 Warlord Titan 850 points Hellblades 3 Hellblade Fighters 200 points

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Chaos Reaver Titan 1 Reaver Titan 625 points Hell Talons 2 Hell Talon Fighter-Bombers 250 points Chaos Warhound Titan 1 Warhound Titan 300 points Harbinger 1 Harbinger Bomber 450 points

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RED CORSAIRS CHAOS RENEGADE CHAOS ARMY REFERENCE 1 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Chaos Warlord CH n/a n/a n/a n/a Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander, Invulnerable Save Chaos Lord CH n/a n/a n/a n/a Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Commander, Leader, Invulnerable Save Chaos Sorcerer Lord CH n/a n/a n/a n/a Warp Bolt (15cm) (Small Arms), EA(+1), MW Commander, Leader, Invulnerable Save Champion of Chaos CH n/a n/a n/a n/a Daemon Artifact (base contact) (Assault Weapons), EA(+1), First Strike Invulnerable Save, Augment Summoning (+2D3). Khorne, Nurgle, Undivided only Daemon Bolt (15cm) (Small Arms), EA(+1), First Strike Slaanesh, Tzeentch only Icon Bearer CH n/a n/a n/a n/a n/a n/a n/a Leader, Daemonic Focus, Invulnerable Save. Chaos Space Marines INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Autocannon 45cm AP5+/AT6+ Chaos Space Marine INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted. Bikes Bolters (15cm) (Small Arms) Chaos Space Marine INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Thick Rear Armour, Teleport. Terminators Combi-Bolters (15cm) (Small Arms) 2x Reaper Autocannons 30cm AP4+/AT6+ Chaos Spawn INF 15cm 3+ 3+ - Horrific Mutations (base contact) (Assault Weapons), EA(+D3) Invulnerable Save, Fearless. Daemon Prince INF 15cm(30cm) 3+(4+) 3+ 3+ Possessed Weapon (base contact) (Assault Weapons), MW, EA(+2) Commander, Leader, Fearless, Reinforced Armour, Teleport. May have Warp Blast (15cm) (Small Arms), MW, EA(+1) wings: count as Jump Packs. Speed increased to 30cm, armour reduced to 4+ Havocs INF 15cm 4+ 5+ 3+ 2x Autocannon 45cm AP5+/AT6+ Noise Marines INF 15cm 4+ 4+ 3+ Sonic Blasters (15cm) (Small Arms) Fearless. Blastmaster 30cm AP5+/AT6+, Disrupt Obliterators INF 15cm 4+ 3+ 2+ 3x Body Weapons 45cm AP5+/AT5+/AA6+ Reinforced Armour, Thick Rear Armour, Fearless, Teleport Plague Marines INF 15cm 3+ 3+ 4+ Plague Knives (base contact) (Assault Weapons) Fearless. Bolters (15cm) (Small Arms) Raptors INF 30cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Jump Packs. Melta Weapons (15cm) (Small Arms) Thousand Sons INF 15cm 4+ 5+ 4+ Bolters (15cm) (Small Arms) Reinforced Armour, Fearless. Khorne Berzerkers INF 15cm 4+ 2+ 5+ Chainaxes (base contact) (Assault Weapons) Fearless. Bolt Pistols (15cm) (Small Arms) Blight Drone AV 35cm 5+ 6+ 4+ Maw Cannon 30cm AP3+/AT5+ , Ignore Cover Fearless, Invulnerable Save, Skimmer Reaper Autocannon 30cm AP4+/AT6+ Blood Slaughterer AV 15cm 3+ 3+ - Cleavers (base contact) (Assault Weapons), MW, EA(+2) Fearless, Infiltrator, Invulnerable Save, Walker Chaos Dreadnought AV 15cm 3+ 4+ 4+ Power Fist (base contact) (Assault Weapons), MW, EA(+1) Fearless, Walker. Twin Autocannon 45cm AP4+/AT5+ Chaos Hunter AV 30cm 5+ 6+ 6+ Hunter-killer 60cm AT4+/AA4+ Chaos Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Chaos Space 2x Twin Lascannon 45cm AT4+ Marine Terminator or 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). Chaos Predator AV 30cm 4+ 6+ 4+ 2x Heavy Bolters 30cm AP5+ Twin Lascannon 45cm AT4+ Chaos Rhino AV 30cm 5+ 6+ 6+ Combi-Bolters (15cm) (Small Arms) Transport: (May carry 2 of the following units: Chaos Space Marines, Chaos Space Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs). Chaos Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker. Daemon Knight AV 30cm 4+ 5+ 4+ Castigator Cannon 45cm 3x AP3+/AT5+ Scout, Walker, Invulnerable Save, Fearless Defiler AV 20cm 4+ 4+ 3+ Battle Cannon 75cm AP4+/AT4+ Fearless, Infiltrator, Invulnerable Save, Walker. Reaper Autocannon 30cm AP4+/AT6+ Twin Heavy Flamer 15cm AP3+, Ignore Cover Battle Claws (base contact) (Assault Weapons), MW, EA(+1) Desecrator AV 20cm 4+ 4+ 4+ Ultrasonic Disruptor 45cm 2x AP5+/AT6+/AA5+ , Disrupt Fearless, Invulnerable Save, Walker. Reaper Autocannon 30cm AP4+/AT6+

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Havoc Launcher 45cm AP5+/AT6+ Battle Talons (base contact) (Assault Weapons), EA(+1)

RED CORSAIRS CHAOS RENEGADE CHAOS ARMY REFERENCE 2STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Silver Tower AV 20cm 4+ 6+ 4+ Arcane Cannons 45cm 3x AP4+/AT4+ Skimmer, Invulnerable Save, Fearless. Beam of Power 60cm MW5+ Brass Scorpion WE 20cm 5+ 3+ 3+ Scorpion Cannon 30cm 2x AP3+/AT5+ DC2, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker 2x Hellmaw Cannon 15cm AP4+, Ignore Cover Critical Hi Effect: Destroyed. All units within 5cm take a hit on a 4+. Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover Claws (base contact) (Assault Weapons), MW, EA(+1) Chaos Warlord Titan WE 15cm 4+ 2+ 3+ 2x Inferno Gun 30cm 3BP, Ignore Cover, FxF DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Close Combat Weapon (base contact) (Assault Weapons), TK(D3), EA(+3) , Fwd Walker. May step over units and impassable or dangerous terrain that is lower Plasma Destructor 75cm 4x MW2+ , Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Chaos Reaver Titan WE 20cm 4+ 3+ 3+ Gatling Blaster 60cm 4x AP4+/AT4+ , Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Close Combat Weapon (base contact) (Assault Weapons), TK(D3), EA(+3), Fwd May step over units and impassable or dangerous terrain that is lower than the Apocalypse Missile Launcher 60cm 3BP, FxF Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Chaos Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Inspiring, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Chaos Thunderhawk WE/AC Bomber 4+ 6+ 4+ Battle Cannon 75cm AP4+/AT4+, FxF DC2, Planetfall, Reinforced Armour, Transport: (May carry up to 8 of the following: Gunship 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF Chaos Space Marines, Chaos Space Marine Bike, Chaos Spawn, Havoc, Cult Marine, Twin Heavy Bolter 15cm AP4+/AA5+, Right Arc Chaos Dreadnought or Chaos Space Marine Terminator units. Chaos Terminators Twin Heavy Bolter 15cm AP4+/AA5+, Left Arc and Dreadnoughts take up 2 spaces each). Critical Hi Effect: Destroyed Harbinger AC/WE Bomber 4+ n/a n/a Reaper Autocannon 30cm AP4+/AT6+/AA5+, FxF DC 4. Critical Hi Effect: Destroyed Reaper Autocannon 15cm AP4+/AT6+/AA5+, Right Arc Reaper Autocannon 15cm AP4+/AT6+/AA5+, Left Arc Incendiary Bombs 15cm 6BP, Ignore Cover, FxF Hellblade AC Fighter 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF Hell Talon AC Fighter-Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Havoc Launcher 45cm AP5+/AT6+, FxF Chaos Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry up to 20 of the following: Chaos Space Marines, Havocs, Chaos Spawn,

Cult Marines, Chaos Dreadnought or Chaos Space Marine Bike units, plus 6 Chaos Thunderhawks and enough Drop Pods to carry any other units on board).

Chaos Battle Barge SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Slow & Steady, Transport: (May carry up to 60 of the following: Chaos Space Marines, Havocs, Chaos Spawn, Cult Marines, Chaos Dreadnought or Chaos Space Marine Bike units, plus 9 Chaos Thunderhawks and enough Drop Pods to carry any other units on board). Chaos Drop Pod AV Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (May carry 1 formation that includes only Chaos Space Marines, Havocs,

Chaos Spawn, Cult Marines or Chaos Dreadnought units). Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked

receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within5cm of the drop pod or within 5cm of

another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim a crossfire.

Greater Daemons WE 15cm 4+ 3+ - Claws and Fangs (base contact) (Assault Weapons), MW, EA(+2) DC3, Fearless, Inspiring, Invulnerable Save, Reinforced Armour, Walker. Costs 6 points to summon.

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Lesser Daemons INF 15cm 4+ 3+ - Claws and Fangs (base contact) (Assault Weapons) Invulnerable Save. Costs 1 point to summon.

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ALPHA LEGION UPRISING CHAOS ARMY LIST v1.2. Sub-Army Champion: “Chroma”

Alpha Legion Uprising armies have a Strategy rating of 5 during setup and Turn 1 and a Strategy rating of 3 on all subsequent turns. Alpha Legion Chaos Space Marine, Aircraft, Spacecraft, and Titan formations have an initiative rating of 2+. Alpha Legion Chaos Cultist formations have an initiative rating of 3+.

Alpha Legion Chaos Space Marine formations may only select the "Chaos Undivided" faction.

ALPHA LEGION CHAOS SPACE MARINES FORMATIONS (You may take any number of Alpha Legion Chaos Space Marines formations.)

FORMATION CORE UNITS COST 0-1 Alpha Legion 1 Chaos space Marine Lord and Chaos Marine Transport, 275 points for 4 Terminators 4 to 6 Alpha Legion Terminators Dreadclaws, Dreadnought +65 points per extra unit Alpha Legion 1 Chaos Space Marine Lord and Chaos Space Marine Transport, 275 points Retinue 8 Chaos Space Marine units Dreadnought, Dreadclaws, Havocs Alpha Legion 1 Chaos Space Marine Lord and 8 Chaos Space None 300 points Bike Company Marine Bike units Alpha Legion 4 to 8 Chaos Predators and/or Chaos Land Raiders None 50 points per Predator Armoured Company in any combination 75 points per Land Raider 0-2 Alpha Legion 1 Chaos Lord Lord and 6 Chaos Space Chaos Space Marine Transport 300 points Infiltrator Marine Chosen units (Rhinos only), Dreadclaws

ALPHA LEGION CHAOS CULTIST FORMATIONS(Up to two Alpha Legion Chaos Cultist Formations may be taken per one Alpha Legion Chaos Space Marine formation taken.)

FORMATION CORE UNITS COST 1+ Traitor Coven 1 Demagogue or Chaos Marine Aspiring Champion All except Chaos Space Marine 200 points and 11 Cultist units Transport Traitor Rough Riders 6 Traitor Rough Rider units None 150 points Traitor Sentinels 4 Traitor Sentinels None 100 points Traitor Artillery 4 Traitor Basilisks and/or Manticores None 350 points Traitor Armour 6 Traitor Leman Russ Traitor Griffon Battery, Traitor Flak 400 points Company Traitor Hellhound Squadron 200 points 0-2 Traitor Storm 1 Demagogue or Chaos Marine Aspiring Champion Traitor Snipers, Transport 200 points Troopers and 6 Traitor Storm Troopers Traitor Super-Heavy 1 to 3 Baneblades and/or Shadowswords Traitor Tank Squadron, Traitor Flak 200 points each Tank Company in any combination Traitor Hellhound Squadron, Traitor Griffon Battery 0-1 Daemon Pool Any number of Lesser Daemon units None 20 points each Any number of Greater Daemon units None 75 points each

ALPHA LEGION UPRISING UPGRADES (A formation may take each allowed upgrade once.)

UPGRADE UNITS COST Big Mutants Replace 1 to 6 Cultist and/or Mutant units with an equal number of Big Mutants +20 points each Chaos Altar Add 1 Chaos Altar +150 points each Chaos Hounds Add up to 3 Chaos Hounds units +10 points each Chaos Space Marine Add Chaos Rhinos and/or Chaos Land Raiders to the formation. You may take 10 points per Rhino Transport only the minimum number required to transport the formation after all upgrades 75 points per Land Raider have been added. No spare transport spaces may be left over if avoidable. Chaos Spawn Add 1 Chaos Spawn unit +25 points Cultist or Mutants Add up to 8 Cultist/Mutant units in any combination +15 points each Daemon Prince Replace the Demagogue or Chaos Space Marine Aspiring Champion with a +50 points Daemon Prince unit. You may have only 1 Daemon Prince per Chaos faction taken. Daemonic Pact Add a Daemonic Pact to the formation +25 points Icon Bearer Add 1 Icon Bearer character to the formation +50 points each Dreadnought Add up to 3 Chaos Dreadnoughts +50 points each Havocs Add 4 Havoc units +150 points Dreadclaws Add enough Dreadclaws to transport the entire formation +5 points per unit in formation Traitor Snipers Add 2 Traitor Sniper units +50 points Traitor Tank Squadron Add up to 3 Traitor Leman Russ or Leman Russ Demolishers +70 points each Transports Add any combination of: Land Transporters and/or Traitor Chimeras. You may take +10 points each only the minimum number required to transport the formation after all upgrades +25 points each have been added. No spare transport spaces may be left over if avoidable. Traitor Griffon Battery Add 3 Traitor Griffons +75 points Traitor Flak Add 1 Traitor Hydra +50 points Traitor Hellhound Squadron Add 3 Traitor Hellhounds +125 points

ALPHA LEGION SPACECRAFT AND SUPPORT (Up to 1/3 of the army's points may be spent on Spacecraft and Support)

FORMATION UNITS COST

Hellblades 3 Hellblade Fighters 200 points Hell Talons 2 Hell Talon Fighter-Bombers 250 points Traitor Thunderbolts 2 Traitor Thunderbolt Fighter-bombers 150 points Traitor Marauders 2 Traitor Marauder Bombers 250 points Traitor Warhound Pack 1 or 2 Traitor Warhound Titans 275 points each Cruiser 1 Devastation Class Cruiser 150 points

SPECIAL RULE - Surprise Attack

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At the start of the game and for the first turn, an Alpha Legion army is considered to have a Strategy rating of 5; this is used for determining table edges, deployment order, etc. In all subsequent turns they are treated as having Strategy rating 3 as local forces mobilize to respond to their treachery.

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ALPHA LEGION

ALPHA LEGION UPRISING CHAOS ARMY REFERENCE 1 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Chaos Space Marine Lord CH n/a n/a n/a n/a Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Commander, Leader, Invulnerable Save Icon Bearer CH n/a n/a n/a n/a n/a n/a n/a Leader, Daemonic Focus, Invulnerable Save. Alpha Legion Terminators INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Thick Rear Armour, Teleport. Combi-Bolters (15cm) (Small Arms) 2x Reaper Autocannons 30cm AP4+/AT6+ Big Mutant INF 15cm 3+ 4+ 4+ Big Weapons (base contact) (Assault Weapons), MW, EA(+1) 2x Heavy Stubber 30cm AP6+ Chaos Hound INF 30cm 6+ 4+ - Fangs (base contact) (Assault Weapons) Chaos Space Marine INF 15cm 4+ 4+ 4+ Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Commander, Leader Aspiring Champion Bolters (15cm) (Small Arms) Heavy Weapons 30cm AP6+/AT6+ Chaos Space Marine INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted. Bikes Bolters (15cm) (Small Arms) Chaos Space Marine INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Scout. Chosen Autocannon 45cm AP5+/AT6+ Chaos Spawn INF 15cm 3+ 3+ - Horrific Mutations (base contact) (Assault Weapons), EA(+D3) Invulnerable Save, Fearless. Cultist INF 15cm -- 5+ 6+ Firearms (15cm) (Small Arms) Heavy Weapons 30cm AP6+/AT6+ Daemon Prince INF 15cm(30cm) 3+(4+) 3+ 3+ Possessed Weapon (base contact) (Assault Weapons), MW, EA(+2) Commander, Leader, Fearless, Reinforced Armour, Teleport. May have Warp Blast (15cm) (Small Arms) wings: count as Jump Packs. Speed increase to 30cm, save reduced to 4+ Demagogue INF 15cm 6+ 5+ 5+ Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Augment Summoning (+2D3). Firearms (15cm) (Small Arms) Havocs INF 15cm 4+ 5+ 3+ 2x Autocannon 45cm AP5+/AT6+ Mutant INF 15cm 6+ 4+ 6+ Assorted Weapons (base contact) (Assault Weapons) Firearms (15cm) (Small Arms) Plague Zombie INF 10cm 5+ 6+ - Claws and Teeth (base contact) (Assault Weapons) Infiltrator, Fearless, Infestation (Teleport). Plague Zombies may only contest, not hold objectives. Traitor Rough Rider INF 20cm 6+ 4+ 6+ Power Lance (base contact) (Assault Weapons), EA(+1), First Strike Mounted, Scout, Infiltrator Chainswords (base contact) (Assault Weapons) Las Pistol (15cm) (Small Arms) Traitor Snipers INF 15cm - 5+ 6+ Sniper Rifles 30cm AP5+, Sniper Scout Traitor Stormtroopers INF 15cm 5+ 5+ 4+ Hellguns (15cm) (Small Arms)

Plasma Guns 15cm AP5+/AT5+ Land Transporter LV 30cm 5+ 6+ 6+ Heavy Weapons 30cm AP6+/AT6+ Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds – Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each). Chaos AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Alpha Legion Land Raider 2x Twin Lascannon 45cm AT4+ Terminator unit or 2 Chaos Space Marine units) Chaos Dreadnought AV 15cm 3+ 4+ 4+ Power Fist (base contact) (Assault Weapons), MW, EA(+1) Fearless, Walker. Twin Autocannon 45cm AP4+/AT5+ Chaos Rhino AV 30cm 5+ 6+ 6+ Transport: (may carry 2 Chaos Space marine or Chaos Space Marine Chosen Traitor Basilisk AV 20cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ May either shoot normally or fire a barrage. May only use the Indirect Earthshaker 120cm AP4+/AT4+ OR 1BP, Indirect Fire Fire special ability when firing barrages. Traitor Chimeras AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport (May transport 2 of the following: Demagogue, Space Marine Aspiring Multilaser 30cm AP5+/AT6+ Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds – Daemon Princes, Chaos Spawn and Big Mutants take up 2 transport spaces each). Traitor Griffons AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+

Heavy Mortar 30cm 1BP, Indirect Fire Traitor Hydras AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ 2x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+

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ALPHA LEGION

ALPHA LEGION UPRISING CHAOS ARMY REFERENCE 2 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Traitor Hellhounds AV 30cm 4+ 6+ 3+ Heavy Bolter 30cm AP5+ Inferno Cannon 30cm AP3+, Ignore Cover Traitor Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battlecannon 75cm AP4+/AT4+ Traitor Leman Russ AV 2x Plasma Cannon 30cm AP4+/AT4+, Slow Firing Reinforced Armour Demolisher Demolisher 30cm AP3+/AT4+, Ignore Cover Lascannon 45cm AT5+ Traitor Manticore AV 20cm 6++ 6+ 5+ Heavy Bolter 30cm AP5+ Rocket Launcher 150cm 2BP, Disrupt, Slow Firing, Indirect Fire Traitor Sentinels AV 20cm 6+ 6+ 5+ Multilaser 30cm AP5+/AT6+ Scout, Walker Dreadclaw Special n/a n/a n/a n/a n/a n/a n/a Planetfall, Transport: (May carry 1 formation that contains no mounted infantry, light vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does not scatter when planetfalling. Once landed, units carried in the Dreadclaw must disembark within 5cm of the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cmof the Dreadclaw. Once all units have been placed, the Dreadclaw is removed. Chaos Altar WE 15cm 4+ 4+ 4+ Arcane Technology 45cm D3x AP4+/AT4+/AA4+ DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring, Augment Summoning (+2), Daemonic Focus Critical Hit Effect: Destroyed. Units within 5cm suffer MW6+ attack Traitor Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+ , Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker. May step over units and impassable Plasma Blastgun 45cm 2x MW2+, Slow Firing , Fwd or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: 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). Traitor Baneblade WE 15cm 4+ 6+ 4+ 3x Twin Heavy Bolter 30cm AP4+ DC3, Reinforced Armour Demolisher 30cm AP3+/AT4+, Ignore Cover, FxF Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a hit on Autocannon 45cm AP5+/AT6+ a roll of 6+. 2x Lascannon 45cm AT5+ Main Battle Cannon 75cm AP3+/AT3+ Traitor Shadowsword WE 15cm 4+ 6+ 5+ 2x Heavy Bolter 30cm AP5+ DC3, Reinforced Armour Volcano Cannon 90cm MW2+, TK(D3), FxF Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a hit on a roll of 6+. Hellblade AC Fighter 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF Hell Talon AC Fighter-Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Havoc Launcher 45cm AP5+/AT6+, FxF Traitor Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bombers Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Traitor Marauder AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bombers Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Generic Greater Daemon WE 4+ 3+ - Claws and Fangs (base contact) (Assault Weapons), MW, EA(+2) DC3, Reinforced Armour, Fearless, Inspiring, Walker. Critical Hit Effect: Hurled back into the warp.

Drags any units within 5cm back with it on a roll of 6+. Costs 6 points to summon. Generic Lesser Daemon INF 15cm 4+ 3+ - Claws and Fangs (base contact) (Assault Weapons) Invulnerable Save. Costs 1 point to summon.

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DAEMON WORLD CHAOS ARMY LIST v2.2. Sub-Army Champion: “Chroma”

Daemon World Chaos Armies have a Strategy rating of 2. All Daemon World Chaos Army formations have an initiative rating of 3+.

DAEMON WORLD SPECIAL FORMATION CORE UNITS COST 0-1 Warp Rift 1 Warp Rift (replace one objective on the Daemon World side of the table with a Warp Rift). 75 points The Warp Rift functions both as a Chaos Gate and as an objective for rules purposes. It may not be attacked or destroyed. Important note: Warp Rifts are one of the smallest types of Chaos Gate and may only be used by formations made up exclusively of infantry light vehicles, and armoured vehicle units that have walker ability formations that include any other type of unit may not use a Warp Gate to enter play. 1 Great Abomination 1 Chaos Space Marine Aspiring Champion, Daemon Prince, Demagogue, or Greater Daemon Free in the army gains the Supreme Commander ability. 0-2 Plague Zombie Infestation 3D6 Plague Zombie units 175 points

DAEMON WORLD HORDES FORMATION CORE UNITS COST Daemonic Horde 8 Lesser Daemon units. (Must be of same Faction and/or Undivided as desired) 250 points Mutant Horde 1 Demagogue or Chaos Marine Aspiring Champion and 11 Mutant units. 200 points 0-1 Greater Daemon You may include 1 Greater Daemon per Daemonic Horde in the army, with a maximum 250 points of 1 per Chaos Faction represented.

HORDE UPGRADES (Each Horde, including Greater Daemon formations, may take any number of upgrades. Each upgrade may only be selected once per Horde.)

UPGRADES UNITS COST Daemon Prince Replace a Chaos Space Marine Aspiring Champion or Demagogue with a +50 points Daemon Prince unit. You may have only 1 Daemon Prince per faction taken Icon Bearer Add 1 Icon Bearer character to the formation +50 points Mutants Add up to 8 Mutant units to the formation +15 points each Big Mutants Replace 1 to 6 Mutant units with an equal number of Big Mutants +20 points each Chaos Altar Add 1 Chaos Altar +150 points Chaos Spawn Add up to 3 Chaos Spawn units +25 points each Chaos Hounds Add up to 3 Chaos Hounds units +10 points each Furies Add 1 to 3 Fury units +25 points each Additional Daemons Add 1 to 6 Lesser Daemons (must be of same faction or Undivided) +25 points each

DAEMON WORLD SUPPORT PACKS (You may take one Daemon World Support Pack per Daemon World Horde in the army from the following list:

Daemon Engines or Followers of Chaos. Selections must be Faction specific) FORMATION CORE UNITS COST DAEMON ENGINES: Khorne: Lord of Battles 1 to 2 Lords of Battles 400 points each Khorne: Daemon Assault Engines 4 Daemonic Assault Engines 300 points Nurgle: Plague Tower 1 to 3 Plague Towers 325 points each Nurgle: Contagion Towers 4 Contagion Towers 325 points each Slaanesh: Daemon Scout Titans 1 to 2 Daemon Scout Titans: Questor 275 points Subjugator 225 points FOLLOWERS OF CHAOS: Khorne: Juggernaut Pack 4 to 8 Juggernauts of Khorne 50 points each Nurgle: Beasts of Nurgle Pack 4 to 6 Beasts of Nurgle 50 points each Slaanesh: Seekers Pack 6 to 9 Seekers 25 points each Tzeentch: Screamers Pack 6 to 9 Screamers 25 points each Undivided: Spawn Pack 4 to 6 Chaos Spawn 25 points each Chaos Renegades Pack 8 Chaos Space Marines (May be mounted in 4 Chaos Marine Rhinos for +75 points) 225 points Cultist Mob 12 Cultist units 150 points

SPECIAL RULE - Chaos Gate A Chaos Gate included in the army allows the Chaos player to pick up to three other formations, and keep them within the Warp instead of deploying them normally. Any formations that are kept within the Warp may enter play via the Chaos Gate, by taking an action that allows them to make a move, and then measuring their first move from the position that a Chaos Gate occupies on the tabletop. No more than one formation may travel through a Chaos Gate each turn.

SPECIAL RULE - Instability Any Daemon World formation that fails an initiative test, for any reason, immediately loses 1D3 Lesser Daemons. These losses do not cause any Blast though the formation may break if this causes them to have more Blast Markers than units. Formations without Lesser Daemons are still subject to this rule though, in practice, it has no effect on them.

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DAEMON WORLD

DAEMON WORLD CHAOS ARMY REFERENCE 1 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Icon Bearer CH n/a n/a n/a n/a n/a n/a n/a Leader, Daemonic Focus, Invulnerable Save. Beasts of Nurgle INF 15cm 3+ 4+ 5+ Acidic Slime (base contact) (Assault Weapons), Ignore Cover Fearless, Invulnerable Save, Mounted, Walker Cloud of Flies (15cm) (Small Arms), Ignore Cover Big Mutant INF 15cm 3+ 4+ 4+ Big Weapons (base contact) (Assault Weapons), MW, EA(+1) 2x Heavy Stubber 30cm AP6+ Bloodletters INF 15cm 4+ 4+ n/a Hellblades (base contact) (Assault Weapons), EA(+1) Invulnerable Save, Costs 1 point to summon. Chaos Hound INF 30cm 6+ 4+ n/a Fangs (base contact) (Assault Weapons) Chaos Space Marine INF 15cm 4+ 4+ 4+ Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Commander, Leader Aspiring Champion Bolters (15cm) (Small Arms) Heavy Weapons 30cm AP6+/AT6+ Chaos Spawn INF 15cm 3+ 3+ n/a Horrific Mutations (base contact) (Assault Weapons), EA(+D3) Invulnerable Save, Fearless. Cultist INF 15cm -- 5+ 6+ Firearms (15cm) (Small Arms) Heavy Weapons 30cm AP6+/AT6+ Daemon Prince INF 15cm(30cm) 3+(4+) 3+ 3+ Possessed Weapon (base contact) (Assault Weapons), MW, EA(+2) Commander, Leader, Fearless, Reinforced Armour, Teleport. May have Warp Blast (15cm) (Small Arms) wings: count as Jump Packs. Speed increase to 30cm, save reduced to 4+ Daemonettes INF 15cm 4+ 3+ n/a Daemonic Talons (base contact) (Assault Weapons) First Strike, Invulnerable Save, Costs 1 point to summon. Daemonic beasts INF 20cm 4+ 3+ n/a Claws and Fangs (base contact) (Assault Weapons) Infiltrator, Invulnerable Save, Costs 1 point to summon Demagogue INF 15cm 6+ 5+ 5+ Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Augment Summoning (+2D3). Firearms (15cm) (Small Arms) Flamers INF 15cm 5+ 5+ 4+ Flames of Tzeentch (base contact) (Assault Weapons) Invulnerable Save. Costs 1 point to summon. AND (15cm) (Small Arms), EA(+1) Flesh Hounds INF 20cm 4+ 3+ - Claws and Fangs (base contact) (Assault Weapons) Infiltrator, Invulnerable Save. Costs 1 point to summon. Furies INF 30cm 6+ 4+ - Claws and Fangs (base contact) (Assault Weapons) Wings (count as Jump Pack), Invulnerable Save, Scout. Costs 1 point to summon. Aerial Assault 30cm AA6+ Horrors INF 4+ 4+ 3+ Daemonic Fire (15cm) (Small Arms) Invulnerable Save. Costs 1 point to summon Khorne Juggernauts INF 20cm 3+ 3+ 6+ Juggernaut Bulk (base contact) (Assault Weapons), MW Fearless, Infiltrator, Invulnerable Save, Mounted, Walker Mutant INF 15cm 6+ 4+ 6+ Assorted Weapons (base contact) (Assault Weapons) Firearms (15cm) (Small Arms) Plaguebearers INF 15cm 3+ 4+ 6+ Plague Swords (base contact) (Assault Weapons) Invulnerable Save. Costs 1 point to summon. Plague of Flies (15cm) (Small Arms) Plague Zombie INF 10cm 5+ 6+ n/a Claws and Teeth (base contact) (Assault Weapons) Infiltrator, Fearless, Infestation (Teleport).

Plague Zombies may only contest, not hold objectives. Screamers INF 30cm 5+ 3+ - Claws and Fangs (base contact) (Assault Weapons) Jump Packs. Invulnerable Save. Costs 1 point to summon Seekers INF 30cm 4+ 4+ - Daemonic Talons (base contact) (Assault Weapons) First Strike, Invulnerable Save, Mounted. Costs 1 point to summon. Contagion Tower AV 15cm 5+ 5+ 5+ Vomit Cannon 30cm AP4+/AT6+, Disrupt Invulnerable Save, Fearless Plague Catapult 45cm 1BP, Disrupt, Indirect Fire Defiler AV 20cm 4+ 4+ 3+ Battle Cannon 75cm AP4+/AT4+ Fearless, Infiltrator, Invulnerable Save, Walker. Reaper Autocannon 30cm AP4+/AT6+ Twin Heavy Flamer 15cm AP3+, Ignore Cover Battle Claws (base contact) (Assault Weapons), MW, EA(+1) Demonic Assault AV 25cm 4+ 3+ 5+ Daemons Blades/Spikes (base contact) (Assault Weapons), EA(+D3) Invulnerable Save , Reinforced Armour, Fearless. Engines Blood Cannons 30cm 2x AP4+/AT5+ Daemon Knight AV 30cm 4+ 5+ 4+ Castigator Cannon 45cm 3x AP3+/AT5+ Scout, Walker, Invulnerable Save, Fearless Hellfire Cannon AV 15cm 4+ 6+ 4+ Hellfire Cannon 75cm MW4+ Invulnerable Save, Fearless Silver Tower AV 20cm 4+ 6+ 4+ Arcane Cannons 45cm 3x AP4+/AT4+ Skimmer, Invulnerable Save, Fearless. Beam of Power 60cm MW5+ Chaos Altar WE 15cm 4+ 4+ 4+ Arcane Technology 45cm D3x AP4+/AT4+/AA4+ DC3, Reinforced Armour, Invulnerable Save, Fearless, Inspiring, Augment Summoning (+2), Daemonic Focus Critical Hit Effect: Destroyed. Units within 5cm suffer MW6+ attack

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DAEMON WORLD

DAEMON WORLD CHAOS ARMY REFERENCE 2 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Lord of Battle WE 25cm 4+ 2+ 4+ Chain Fist (base contact) (Assault Weapons), MW, EA(+3) DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless Death Storm 45cm 4x AP4+/AT4+ Critical Hit Effect: immediately moves 3D6cm in a random direction. If this

2x Battle Cannon 75cm AP4+/AT4+ move takes the Lord of Battles into impassable terrain or another unit it can’t over it stops when it contacts the obstruction and suffers an extra point of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+. Plague Tower WE 15cm 4+ 4+ 4+ Plague Mortar 60cm 3+D3BP, Disrupt, FxF DC6, Invulnerable Save, Reinforced Armour, Fearless, Transport (may transport 2x Battle Cannon 75cm AP4+/AT4+ 16 of the following units: Daemon Prince, Chaos Spawn, Cultists, Mutants, Rot Cannon 90cm AP3+/AT5+, Ignore Cover, FxF Big Mutants, Chaos Hounds, Daemonic Beasts, Plague Bearers, Great Unclean One - Chaos Spawns, Big Mutants, Daemon Princes and Great Unclean Ones take up 2 transport spaces each). Critical Hit Effect: Extra point of DC and kill D3 selected passengers (no saves allowed). The player may choose which units are killed. Questor WE 35cm 5+ 5+ 3+ 2x Castigator Cannon 45cm 3x AP3+/AT5+ DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over 2x Battle Cannon 75cm AP4+/AT4+ units and impassable or dangerous terrain lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Questor into impassable terrain or another unit it can’t move over then it stops when it hits the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (take any normal saving throws). Subjugator WE 35cm 5+ 5+ 3+ 2x Hellblades (base contact) (Assault Weapons), TK(D3), EA(+2) DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and Battle Cannon 75cm AP4+/AT4+ impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Moves D6cm in a random direction. If move takes the Subjugator into impassable terrain or another unit it can’t move over then it stops when it hits the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (take any normal saving throws). Blood Thirster WE 30cm 4+ 3+ n/a Axe of Khorne (base contact) (Assault Weapons), TK(1), EA(+2) DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless. Bloodthirster Whip (base contact) (Assault Weapons), TK(1), EA(+1) Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. Great Unclean One WE 15cm 4+ 4+ 4+ Nurgling Swarm (base contact) (Assault Weapons), EA(+1) DC4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Stream of Corruption (15cm) (Small Arms), Ignore Cover, EA +1) Critical Hit Effect: Hurled back into the warp. Drags any units AND 15cm 3BP, Ignore Cover within 5cm back with it on a roll of 6+. Costs 8 points to summon. Keeper of Secrets WE 15cm 4+ 3+ 4+ Lash of Torment (base contact) (Assault Weapons), MW, EA(+1), First Strike DC3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless. Gaze of Slaanesh (15cm) (Small Arms), MW, First Strike, EA(+1) Critical Hit Effect: Hurled back into the warp. Drags any units AND 30cm 3x MW4+ within 5cm back with it on a roll of 6+. Costs 8 points to summon. Lord of Change WE 30cm 4+ 5+ 3+ Bedlam Staff (base contact) (Assault Weapons), MW, EA(+1) DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless Withering Gaze (15cm) (Small Arms), MW, EA(+1) Critical Hit Effect: Hurled back into the warp. Drags any units AND 45cm 2x MW3+ within 5cm back with it on a roll of 6+. Costs 8 points to summon. Doomwing AC Fighter 6+ n/a n/a Flame Cannon 15cm AP4+/AT5+/AA5+, Ignore Cover, FxF Invulnerable Save. Firelord AC Bomber 4+ n/a n/a Flame Cannon 15cm AP4+/AT5+/AA5+, Ignore Cover, FxF Invulnerable Save. Firestorm Bombs 15cm D3BP, Ignore Cover, FxF Twin Lascannon 45cm AT4+/AA4+, FxF

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KHORNE RENEGADES CHAOS ARMY LIST v1.1.1. Sub-Army Champion: "Dobbsy"

Khorne Renegades armies have a Strategy rating of 4. All formations in a Khorne Renegades army have an initiative rating of 1+. Chaos Navy formations have an initiative rating of 2+.

RETINUES FORMATION CORE UNITS UPGRADES COST Khorne Renegade Marines 8 Khorne Renegade Marine units All 225 points Retinue

ELITE SUPPORT FORMATIONS (One Elite Support Formation may be included in the army for each Retinue selected)

FORMATION CORE UNITS UPGRADES COST Khorne Renegade 4 Khorne Renegade Terminators units Dreadnoughts, Khorne Champion, 300 points Terminators Daemon Prince, Daemonic Pact, Icon Bearer, Khorne Lord World Eaters Planetary 8 World Eaters Berzerkers units plus World Eaters Terminators, 275 points Assault Dreadclaw Assault boats Khorne Lord, Khorne Champion, Icon Bearer, Dreadnoughts, Daemonic Pact, Daemon Prince Renegades Blood Pack 3 Slaughterfiends and 3 Khorne Berzerker units None 300 points

SUPPORT FORMATIONS (One Khorne Support Formation may be included for every Retinue selected)

FORMATION CORE UNITS UPGRADES COST Khorne Renegade Bike 8 Khorne Renegade Bike units Daemonic Pact, Icon Bearer 300 points Company Khorne Raptor Cult 6 Khorne Raptor units None 250 points Khorne Cultists/Mutants 8 Khorne Cultists and/or Mutants units None 125 points Slaughter Pack 4 Khorne Blood Slaughterers Blood Slaughterers 200 points

UPGRADES (Each allowed upgrade may be taken once per formation)

UPGRADES UNITS COST Khorne Lord Add a Khorne Lord to a unit +50 points 0-1 Khorne Warlord Add the Supreme Commander ability to a single Khorne Lord unit +50 points 0-1 Khorne Daemon Prince Replace a unit containing a Khorne Lord or War Lord character with a +50 points Khorne Daemon Prince unit. Khorne Berzerkers Add 4 units of Khorne Berzerkers to the formation +150 points World Eaters Terminators Replace up to 4 World Eaters Berzerker units with the same number +45 points each of World Eaters Terminator units Dreadnoughts Add up to 2 Khorne Dreadnoughts +50 points each Blood Slaughterers Add up to 2 Blood Slaughterers +50 points each Khorne Renegade Replace up to 4 Khorne Renegade Marine units with the same number +35 points each Annihilators of Renegade Annihilator units Dreadclaws Equips the formation with Dreadclaw Assault Boats +5 points per unit in the formation Khorne Champion Add a Khorne Champion to a unit in the formation +50 points Icon Bearer Add a Khorne Icon Bearer to a unit in the formation +50 points Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points Predators Add up to 4 Khorne Predators +50 points each Transports Add Khorne Rhinos and/or Khorne Land Raiders. You may take only the +10 points per Rhino minimum number required to transport the formation after all upgrades +75 per Land Raider have been added. No spare transport spaces may be left over if avoidable.

DAEMON POOL (Only Khorne Daemons may be purchased for the Daemon pool)

FORMATION UNITS COST

Daemon Pool Any number of Lesser Daemon units (Bloodletters and/or Flesh Hounds) 20 points each

Any number of Greater Daemon (Bloodthirster) 75 points each

WAR ENGINES AND CHAOS NAVY FORMATIONS

(Up to 1/3 of the army’s points may be spent on War Engines and Chaos Navy formations) FORMATION UNITS COST Banelord Titan 1 Banelord Titan 800 points Lord of Battle 1 Lord of Battle 425 points 2 Lords of Battle 800 points Brass Scorpion Up to 2 Brass Scorpions 200 points each Hellblades 3 Hellblade Fighters 200 points Hell Talons 2 Hell Talon Fighter-Bombers 250 points Harbinger 1 Harbinger Bomber 425 points Cruiser 1 Devastation Class Cruiser 150 points Battleship 1 Despoiler Class Battleship 250 points

SPECIAL RULE - Blood Rage of Khorne All followers of Khorne units within the Khorne Renegades army list have both the Bloodthirsty and Aggressive traits

SPECIAL RULE - Bloodthirsty Formations that have a Bloodthirsty unit which can potentially reach base contact with an enemy unit after a charge move will receive a -1 modifier to their initiative roll, if they attempt to perform any action other than an Engage action. This rule does not affect transport aircraft that are carrying Bloodthirsty units.

SPECIAL RULE - Aggressive Formations that have an aggressive unit which can potentially reach base contact with an enemy unit after a charge move will receive a +1 modifier to their initiative roll, if they attempt to perform an Engage action. This rule does not affect transport aircraft that are carrying Aggressive units.

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KHORNE RENEGADES

KHORNE RENEGADES CHAOS ARMY REFERENCE 1 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Champion of Khorne CH n/a n/a n/a n/a Daemon Artifact (base contact) (Assault Weapons), EA(+1), First Strike Invulnerable Save, Augment Summoning (+2D3). Icon Bearer CH n/a n/a n/a n/a n/a n/a n/a Leader, Daemonic Focus, Invulnerable Save. Khorne Lord CH n/a n/a n/a n/a Daemon Weapon (base contact) (Assault Weapons), MW, EA(+1) Commander, Leader, Invulnerable Save Khorne Daemon Prince INF 15cm (30cm) 3+ (4+) 2+ 5+ Daemon Weapon (base contact) (Assault Weapons), MW, EA(+3) Fearless, Reinforced Armour, Supreme Commander, Teleport

Battle Roar of Khorne (15cm) (Small Arms) Ignore Cover Wings: count as Jump Pack. Speed increased to 30cm, armour reduced to 4+ Khorne Berserkers INF 15cm 4+ 2+ 5+ Chainaxes (base contact) (Assault Weapons) Fearless Bolt Pistols (15cm) (Small Arms) Khorne Cultist INF 15cm - 5+ 6+ Axes (base contact) (Assault Weapons) Heavy Weapons 30cm AP6+/AT6+ Khorne Mutants INF 15cm 6+ 5+ 6+ Axes (base contact) (Assault Weapons) Firearms (15cm) (Small Arms) Khorne Renegade INF 15cm 4+ 5+ 3+ Plasma Cannon 30cm AP4+/AT4+, Slow Firing Annihilators Heavy Bolter 30cm AP5+ Khorne Renegade Bikes INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted.

Bolters (15cm) (Small Arms) Khorne Renegade Marines INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Khorne Renegade INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Thick Rear Armour, Teleport. Terminators Combi-Bolters (15cm) (Small Arms) 2x Reaper Autocannons 30cm AP4+/AT6+ Khorne Raptors INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs. Bolt Pistols (15cm) (Small Arms) World Eaters Legionnaires INF 15cm 4+ 3+ 5+ Khornate Chainaxes (base contact) (Assault Weapons), EA(+1)

Bolt Pistols (15cm) (Small Arms) World Eaters Terminators INF 15cm 4+ 2+ 4+ 2x Reaper Autocannon 30cm AP4+/AT6+ Reinforced Armour, Thick Rear Armour, Teleport.

Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Blood Slaughterer AV 15cm 3+ 3+ - Cleavers (base contact) (Assault Weapons), MW, EA(+2) Fearless, Infiltrator, Invulnerable Save, Walker Khorne Dreadnought AV 15cm 3+ 4+ 5+ Twin Powerfist (base contact) (Assault Weapons), MW, EA(+2) Fearless, Walker Twin Flamers (15cm) (Small Arms), Ignore Cover Khorne Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry up to 2 of the following: 2x Twin Lascannon 45cm AT4+ Khorne Renegade Marines, Khorne Renegade Annihilators, Khorne Renegade Terminators.

Khorne Berzerkers, Khorne Renegade Terminators take up 2 spaces each). Khorne Predator AV 30cm 4+ 6+ 5+ Autocannon 45cm AP5+/AT6+ 2x Heavy Bolters 30cm AP5+ Khorne Rhino AV 30cm 5+ 5+ 6+ Combi-bolter (15cm) (Small Arms) Transport: (May carry up to 2 of the following: Khorne Renegade Marines, Khorne Renegade Annihilators, Khorne Berzerkers) Renegades Slaughterfiend AV 20cm 4+ 3+ 5+ Battle Cannon 75cm AP4+/AT4+ Fearless, Infiltrator, Invulnerable Save, Walker,

Twin Power Flails (base contact) (Assault Weapons), MW, EA(+1) Bloodride: Transport: (May carry 1 Khorne Berzerker unit). Dangerous terrain test Battle Claws (base contact) (Assault Weapons), MW, EA(+1) required to embark. Dreadclaw Special n/a n/a n/a n/a n/a n/a n/a Planetfall, Transport (may carry one formation that contains no mounted infantry, light vehicles or armoured vehicles other than Dreadnaughts). A Dreadclaw does not scatter when planetfalling. Once landed, units carried in the Dreadclaw must disembark within 5cm of the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cmof the Dreadclaw. Once all units have been placed, the Dreadclaw is removed. World Eaters Banelord Titan WE 15cm 4+ 2+ 4+ Doomfist (base contact) (Assault Weapons), TK(D3), EA(+2) DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless. AND 30cm 4x AP4+/AT4+, FxF May step over units and impassable or dangerous terrain that is lower than the Tail (base contact) (Assault Weapons), EA(+1) Titan’s knees and up to 2cm wide. AND 75cm AP4+/AT4+ Critical Hit Effect: Immediately moves 3D6cm in a random direction. If this move Battlehead (15cm) (Small Arms), EA(+2), FxF takes the Banelord into impassable terrain or another unit it stops when it Hellstrike Cannon 60cm 3BP, MW, Ignore Cover, FxF contacts the obstruction and suffers an extra point of damage. Any units run 6x Havoc Missiles 60cm 2BP, One-Shot, Indirect Fire, Fwd over or into take a hit on a D6 roll of 4+.

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KHORNE RENEGADES

KHORNE RENEGADES CHAOS ARMY REFERENCE 2 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Brass Scorpion WE 20cm 5+ 3+ 3+ Scorpion Cannon 30cm 2 x AP3+/AT5+ DC2, Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, Walker 2x Hellmaw Cannon 15cm AP4+, Ignore Cover Demolisher Cannon 30cm AP3+/AT4+, Ignore Cover Claws (base contact) (Assault Weapons), MW, EA(+1) Feral Titan WE 30cm 5+ 4+ 5+ Battlehead (15cm) (Small Arms), EA(+2), FxF DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units Hellmouth 30cm 3BP, Ignore Cover, Fwd and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm Death Storm 45cm 4x AP4+/AT4+, Fwd wide. Critical Hit Effect: Moves D6cm in a random direction. If 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+ (take any normal saving throws). Lord of Battle WE 25cm 4+ 2+ 4+ Chain Fist (base contact) (Assault Weapons), MW, EA(+3) DC6, Invulnerable Save , Reinforced Armour, Thick Rear Armour, Fearless Death Storm 45cm 4x AP4+/AT4+ Critical Hit Effect: immediately moves 3D6cm in a random direction. If this 2x Battle Cannon 75cm AP4+/AT4+ move takes the Lord of Battles into impassable terrain or another unit it can’t over it stops when it contacts the obstruction and suffers an extra point of damage. Any units rampaged into or over will take a hit on a D6 roll of 4+. Harbinger AC/WE Bomber 4+ n/a n/a Reaper Autocannon 30cm AP4+/AT6+/AA5+, FxF DC 4. Critical Hi Effect: Destroyed Reaper Autocannon 15cm AP4+/AT6+/AA5+, Right Arc Reaper Autocannon 15cm AP4+/AT6+/AA5+, Left Arc Incendiary Bombs 15cm 6BP, Ignore Cover, FxF Hellblade AC Fighter 6+ n/a n/a 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF

Hell Talon AC Fighter-Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF

Twin Lascannon 45cm AT4+/AA4+, FxF Havoc Launcher 45cm AP5+/AT6+, FxF

Despoiler Class Battleship SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Slow and Steady. Transport: (May carry up to 40 units that can be deployed with Pin-point Attack - MW2+, TK(D3) Dreadclaws). Devastation Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment - 3BP, MW Transport: (May carry up to 20 units that can be deployed with Dreadclaws) 1x Pin-point Attack - MW2+, TK(D3) Blood Thirster WE 30cm 4+ 3+ n/a Axe of Khorne (base contact) (Assault Weapons), TK(1), EA(+2) DC3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Bloodthirster Whip (base contact) (Assault Weapons), TK(1), EA(+1) Fearless. Critical Hit Effect: Hurled back into the warp. Drags any units within 5cm back with it on a roll of 6+. Costs 8 points to summon. Bloodletters INF 15cm 4+ 4+ n/a Hellblades (base contact) (Assault Weapons), EA(+1) Invulnerable Save, Costs 1 point to summon. Flesh Hounds INF 20cm 4+ 3+ - Claws and Fangs (base contact) (Assault Weapons) Infiltrator, Invulnerable Save. Costs 1 point to summon

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THE BLOODY HAND CHAOS ARMY v1.06. Sub-Army Champion: "Jaggedtoothgrin"

The Bloody Hand armies have a Strategy rating of 2. Non-Aircraft Support Formations which have an initiative rating of 1+. All other formations have an initiative rating of 2+.

THE BLOODY HAND WARBANDSUNIT CORE UNITS COST 0-1 Arch Heretic: 1 Magister unit and 8 Death Brigade Infantry units 275 points (May Upgrade Magister to Master Thaumaturge) (+50 points) (May purchase 5 STeG4) (+75 points) Mechanised Warband: 1 Bloodied Commander unit, 12 Bloodied Infantry units, 7 N20 300 points (May replace 7 N20 with 7 STeG4) (+25 points) Infantry Warband: 1 Bloodied Commander unit and 12 Bloodied Infantry units 225 points Heavy Tank Warband:. 9 AT83 Brigand Heavy Tanks 475 points Artillery Warband: 9 U90 Usurper Self Propelled Artillery 500 points

BLOODY HAND DETACHMENT FORMATIONS (Up to two Detachments may be taken for each Warband present in the army)

UNIT CORE UNITS COST Death Brigade Detachment 8 Death Brigade Units 200points (May add 4 STeg4) (+75 points) Stalk Tank Detachment 6 Stalk Tanks 200 points Artillery Detachment 3 U90 Usurpers 200 points Outrider Detachment 6 Outriders 175 points Super Heavy Tank 1 Urdeshi Pattern Baneblade, or Urdeshi Pattern Stormsword 175 points Detachment Slaughtersword 1 Slaughtersword 250 points Detachment 0-1 Warpstrike Detachment 3 Warpstrike Missile Launchers 225 points Sabre Detachment 6 Sabre Platforms 150 points

UNIT UPGRADES (Any number of upgrades may be taken per Warband. Each upgrade may only be taken once per Warband)

UPGRADE UNITS COST Flak Add 1 ZU57 Reaper Heavy Flak +50 points Flame Tanks Add 2 CR3 Cerberus Close Support Tanks +75 points Fire Support Add 3 Anti-Tank Section units +75 points Coven Add up to 3 Gore Mage units +25 points each Assault guns Add 2 U90 Usurpers +125 points Sniper Support Add 1 or 2 Bloodied Sniper Units +25 points Each Stalk Tanks Add 2 Stalk Tanks +50 points Death Brigade Support Add 2 Death Brigade Units and 1 STeG4 +75 points

DAEMON POOL(Daemons purchased are not faction specific and are used to represent daemons from any faction)

FORMATION UNITS COST

Daemon Pool 2 Lesser Daemon units (Blood Thralls, Blood Wolves and Crones) 25 points 1 Greater Daemon unit (Flesh Fiend) 75 points

SUPPORT FORMATIONS (No more than 1/3 of your army points can be spent on Support Formations)

FORMATION UNITS COST Corrupted Leviathan 1 Corrupted Leviathan 400 points 0-2 Close Formation 1 Hellfire Pattern Warhound 300 points Warhounds Hell-Razor Fighters 3 Hell-Razors 200 points Tormentors Fighter-Bombers 2 Tormentors 225 points Harbinger Bomber 1 Udeshi Pattern Harbinger 400 points 0-1 Orbital Support 1 Devastation Class Cruiser 150 points

SPECIAL RULE - Blood Symbiosis Units with this rule have the Daemonic Pact and Augmented Summoning (+1D3) abilities. If a formation loses all models with Blood Symbiosis for whatever reason, any daemons currently summoned into that formation are immediately destroyed. When formations with daemons summoned by Blood Symbiosis are broken, the daemons are not destroyed but are returned to the Daemon Pool. In addition, if three or more units with Blood Symbiosis are present in the formation, those units receive Daemonic Focus as well.

SPECIAL RULE - Tank Hunter Units with the Tank Hunter rule are exceptionally good at targeting armoured vehicles. To represent this, when performing the Sustained Fire or Advance orders their weapons AT values are improved by 1

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THE BLOODY HAND

THE BLOODY HAND CHAOS ARMY REFERENCE 1 STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Magister INF 15cm 5+ 5+ 5+ Missile Launcher 45cm AP5+/AT6+ Supreme Commander, Invulnerable, Fearless Close Combat Weapons (base contact) (Assault Weapons), EA(+1) Master Thaumaturge INF 15cm 5+ 4+ 4+ Greater Arcane Powers 30cm MW4+ Supreme Commander, Invulnerable, Fearless AND (15cm) (Small Arms), MW, EA(+2) Blood Symbiosis Bloodied Commander INF 15cm 5+ 5+ 5+ Grenade Launcher 45cm AP6+/AT6+, Disrupt Commander Close Combat Weapons (base contact) (Assault Weapons), EA(+1) Bloodied Infantry INF 15cm - 6+ 5+ Missile Launcher 45cm AP5+/AT6+ (One in every Two Units has a Missile Launcher) Anti-Tank Section INF 15cm - 6+ 5+ 2x Lascannons 45cm AT5+ Sabre Platform INF 10cm - - 6+ Twin Flak Cannon 30cm AP5+/AA5+ Bloodied Snipers INF 15cm - 6+ 5+ Heavy Sniper Rifles 45cm AP5+, Sniper Scout Death Brigade Infantry INF 15cm 5+ 5+ 4+ Heavy Flamer 15cm AP4+, Ignore Cover Fearless

AND (15cm) (Small Arms), Ignore Cover Gore Mages INF 15cm - 6+ 5+ Arcane Powers 30cm MW5+ Blood Symbiosis, Invulnerable AND (15cm) (Small Arms), MW Warlord INF 15cm 4+ 3+ - Possessed Weapon (base contact) (Assault Weapons), EA(+2) MW Supreme Commander, Invulnerable, Fearless Arcane Blast 15cm MW4+, One-shot Reinforced Armour, Inspiring, Infiltrator Outriders LV 30cm 6+ 6+ 5+ Multilaser 30cm AP5+/AT6+ Walker, Scout N20 Half Track AV 30cm 6+ 6+ 5+ Heavy Flamer 15cm AP4+, Ignore Cover Transport: (May carry up to 2 units of the following: Bloodied Infantry, Gore mage, Anti-tank, AND (15cm) (Small Arms), Ignore Cover Bloodied Commander, Bloodied Snipers) STeG4 IFV AV 25cm 4+ 6+ 6+ Grenade Launcher 45cm AP6+/AT6+, Disrupt Transport: (May carry up to 2 units of the following: Bloodied Infantry, Gore mage, Anti-tank, Bloodied Commander, Bloodied Snipers, Warlord, Master Thaumaturge, Magister, Death Brigade units) Stalk Tank LV 25cm 4+ 5+ 5+ Autocannon 45cm AP5+/AT6+ Walker Twin Heavy Stubber 30cm AP5+ Flamer (15cm) (Small Arms), Ignore Cover AT83 Brigand AV 15cm 4+ 6+ 4+ Battlecannon 75cm AP4+/AT4+ Walker, Reinforced Armour 2x Heavy Stubbers 30cm AP6+ U90 Usurper AV 20cm 6+ 6+ 5+ Earthshaker 120cm AP4+/AT4+ or 1BP Indirect Fire May only use indirect fire inBP mode Heavy Stubber 30cm AP6+ ZU57 Reaper AV 30cm 5+ 6+ 5+ 2x Hydra Autocannons 45cm AP4+/AT5+/AA5+ CR3 Cerberus AV 25cm 4+ 6+ 3+ Inferno Cannon 30cm AP3+, Ignore Cover Warpstrike Launcher AV 10cm 6+ - 6+ Warpstrike Missile Unlimited MW2+, TK(D3), One-shot, Indirect Fire Heavy Stubber 30cm AP6+ Urdeshi Pattern WE 15cm 4+ 6+ 4+ Baneblade Battlecannon 75cm AP3+/AT3+ DC3, Reinforced Armour Baneblade Crusader Cannon 45cm AP4+/AT4+ Critical Hit Effect: Destroyed, all units within 5cm take a hit on a 6+ Autocannon 45cm AP5+/AT6+ 4x Heavy Stubbers 30cm AP6+

Bloodied Stormsword WE 15cm 4+ 6+ 4+ Siege Cannon 45cm 3BP, Disrupt, Ignores Cover, FxF DC3 Critical – Destroyed, all units within 5cm take a hit on a 6+ 2x Twin Heavy Stubbers 30cm AP5+ Reinforced Armour Heavy Stubber 30cm AP6+ 2x Heavy Flamers 15cm AP4+, Ignores Cover Slaughtersword WE 15cm 4+ 6+ 4+ Slaughtercannon 45cm BP1, Ignore Cover, TK(D3), FxF DC3, Reinforced Armour, Walker, Tank Hunter 2x Lascannon 45cm AT5+ Critical – Destroyed, all units within 5cm take a MW hit on a 5+ Twin Heavy Stubber 30cm AP5+ Corrupted Leviathan WE 15cm 4+ 5+ 4+ Doomsday Cannon 90cm 3BP, Disrupt, Ignores Cover, FxF DC6 4 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Heavy Battlecannon 75cm AP3+/AT3+ Transport (may carry 16 of the following: Bloodied Infantry, Gore Mage, Anti-tank, )

3x Twin Autocannons 45cm AP5+/AT5+, Left Arc Bloodied Commander, Bloodied Snipers, Warlord, Master Thaumaturge, Magister, 3x Twin Autocannons 45cm AP5+/AT5+, Right Arc Death Brigade, Sabre Platform units) Automatic Defence Array (15cm) (Small Arms), EA(+4) Critical Hit Effect: Lose an extra DC, and all passengers onboard take a hit on a 6+.

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THE BLOODY HAND

THE BLOODY HAND CHAOS ARMY REFERENCE 2STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Hellfire Pattern Warhound WE 30cm 5+ 4+ 4+ 2x Inferno Gun 30cm 3BP, Ignores Cover, FxF 3DC, 2 Void Shields, Reinforced Armour, Fearless, Walker Critical Hit Effect: Moves D6cm in a random direction. If it hits impassable terrain or unit it cannot step over, it stops and takes 1 DC. Any units stumbled into or over take a hit on a 6+.

Hell-Razor AC Fighter 6+ n/a n/a 2x Reaper Autocannons 15cm AP4+/AT6+/AA5+, FxF Tormentor AC Fighter-Bomber 5+ n/a n/a Twin Lascannon 30cm AT4+/AA5+, FxF Havoc Launcher 30cm AP5+/AT6+, FxF Bombs 15cm 2BP, FxF Udeshi Pattern Harbinger AC/WE Bomber 5+ n/a n/a Reaper Autocannon 30cm AP4+/AT6+/AA5+, FxF DC4, Reinforced Armour, Invulnerable. Critical Hit Effect: Destroyed. Reaper Autocannon 15cm AP4+/AT6+/AA5+, Left Arc Reaper Autocannon 15cm AP4+/AT6+/AA5+, Right Arc Firebombs 15cm 6BP, Ignores Cover, FxF Devastation Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 3BP, MW 2x Pinpoint Attack n/a MW2+, TK(D3) Blood Thralls INF 15cm 4+ 4+ - Claws and Fangs (base contact) (Assault Weapons) Invulnerable, Expendable, costs 1 point to summon Blood Wolves INF 20cm - 4+ - Claws and Fangs (base contact) (Assault Weapons) Invulnerable, Infiltrator, Expendable, costs 1 point to summon Crones INF 20cm - 5+ - Claws and Fangs (base contact) (Assault Weapons) Invulnerable, Jump Packs, Scout, Expendable, costs 1 point to summon Aerial Assault 30cm AA6+ Flesh Fiend WE 30cm 4+ 3+ 5+ Possessed Weapon (base contact) (Assault Weapons), EA(+2), TK(1) DC 3, Fearless, Inspiring, Invulnerable, Walker, Reinforced Armour, Arcane Powers 30cm MW5+ Critical Hit Effect: Destroyed, all daemonic units AND (15cm) (Small Arms), MW within 5cm are removed on a 5+. Costs 8 points to summon

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7.0 ORK ARMIES SECTIONCOMMON ORK SPECIAL RULES

7.0.1 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.

7.0.2 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 (i.e., too many to count on the fingers of one hand), not including Grotz, Big Gunz or Squig Katapults, receive a +1 modifier to any rally rolls they make, and formations with more than 10 such units receive a +2 modifier. For the purposes of this rule war engines count each point of starting damage capacity as a unit.

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

7.0.4 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.

7.0.5 ATTACHED WAR ENGINES In tournament games, war engines attached to a formation with non-war engines may only transport units from their own formation (i.e., the rules for War Engine transports do not apply to them when using the tournament army lists).

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GHAZGKHULL MAG URUK THRAKA’S WARHORDE ORK ARMY Final version 2012 (2-Dec-11). Ork Army Champion: Neal Hunt

Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+.

WAR HORDE FORMATIONS (An Ork War Horde army may contain any number of War Horde formations)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES Ork Warband 6 Boyz units 200 points 350 points 500 points Any number of the following for 25 points each: 2 Nobz units Boyz (plus an optional free Grot per Boyz unit), 2 Grotz units Big Gunz, Killa Kans, Kommandos, Skorchas, Stormboyz, Warbikes, War Buggies

Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Dreadnoughts, Flakwagonz, Gunwagonz

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 6 Stormboyz units 150 points - - Any number of the following for +25 points each: Warhorde Kommandos, Skorchas, Stormboyz, Warbikes, War Buggies Any number of Deth Koptas for +35 points each Kult of Speed Any 8 of the following: 200 points 350 points 500 points Any number of the following for +25 points each: Skorchas, Warbikes, Skorchas, Warbikes, War Buggies War Buggies Any number of the following for +35 points each: Deth Koptas, Flakwagonz, Gunwagonz Up to 1 Oddboy character for +50 points Blitz Brigade Any 4 of the following: 150 points 250 points 350 points Any number of the following for +25 points each: Gunwagonz, Deth Koptas, Skorchas, Warbikes, War Buggies Flakwagonz 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 Mekboy 3 Stompas 225 points 400 points 575 points Any number of Killa Kanz for +25 points each - Stompamob 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 5 Big Gunz units 125 points 225 points 325 points Any number of Big Gunz for +25 points each Gunzmob 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 Kill Kroozer 1 Kill Kroozer 200 points - - May be upgraded to Ork Battlekroozer for +50 points

ORK AIRCRAFT AND GARGANTS (Up to 1/3 of an army’s points may be spent on Aircraft, and Gargants)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES Gargant 1 Gargant 650 points - - None Great Gargant 1 Great Gargant 850 points - - None Landa 1 Landa 200 points - - None Fighta Squadron 3 Fighta-Bommers 150 points - - Up to 6 Fighta-Bommers for +50 points each

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

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7.1 NetEA APPROVED

GHAZGKHULL’S WARHORDE

GHAZGKHULL MAG URUK THRAKA’S WARHORDE ORK ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Oddboy CH n/a n/a n/a n/a Supa-Zzap-Gun OR 60cm MW3+, TK(D3) Oddboy characters can be one of two types: Big Meks or Slavers. A Big Mek can be Soopagun 60cm 2BP, MW added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle into a Soopagun or Supa-Zzap-Gun. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun. Warlord CH n/a n/a n/a n/a Big Choppas (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Big Gunz INF 10cm n/a 6+ 5+ Big Gun 45cm AP5+/AT5+ Boyz INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Grotz INF 15cm - 6+ 6+ Shootas (15cm) (Small Arms) Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units that are killed, and don’t count Grotz units that are lost in an assault when working out who has won the combat. Kommandos INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Scout, Infiltrator Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Nobz INF 15cm 4+ 3+ 5+ Big Choppas (base contact) (Assault Weapons), EA(+1) Leader Shootas (15cm) (Small Arms) 2x Big Shoota 30cm AP6+/AT6+ Stormboyz INF 30cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Jump Pack, Scouts Shootas (15cm) (Small Arms) Warbikes INF 35cm 5+ 4+ 6+ Twin Sawn-off Big Shoota 15cm AP5+/AT5+ Mounted Deth Kopta LV 35cm 4+ 6+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Skimmer Skorcha LV 35cm 5+ 6+ 4+ Skorcha 15cm AP4+, Ignore Cover Warbuggy LV 35cm 5+ 5+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Battlewagon AV 30cm 5+ 6+ 5+ 2x Twin Big Shoota 30cm AP5+/AT6+ Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Dreadnought AV 15cm 4+ 4+ 5+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker 2x Twin Big Shoota 30cm AP5+/AT6+ Flakwagon AV 30cm 5+ 5+ 5+ Flak Gun 30cm 2x AP6+/AT6+/AA6+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Gunwagon AV 30cm 5+ 5+ 5+ Big Gun 45cm AP5+/AT5+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Killa Kan AV 15cm 5+ 5+ 6+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker Big Shoota 30cm AP6+/AT6+ Stompa AV 15cm 4+ 4+ 4+ 3x Big Guns OR 45cm AP5+/AT5+ Walker, Reinforced Armour 2x Big Guns 45cm AP5+/AT5+ 0-1x Kombat ’Ammer (base contact) OR (Assault Weapons), MW, EA(+1) 30cm AP5+/AT6+ Battlefortress WE 30cm 4+ 4+ 4+ 4x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of Big Gun 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will only survive on a roll of 6. Gunfortress WE 30cm 4+ 4+ 4+ 5x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of 3x Big Guns 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will only survive on a roll of 6.

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7.1 NetEA APPROVED

GHAZGKHULL’S WARHORDE

GHAZGKHULL MAG URUK THRAKA’S WARHORDE ORK ARMY REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Gargant WE 15cm 4+ 3+ 3+ Gaze of Mork 30cm MW4+, TK DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour 2-3x Soopaguns 60cm 2 BP, MW Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the 0-1x Supa-Zzap-Gun 60cm MW3+, TK(D3), FxF Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. 0-1x Mega-Choppa 45cm AND AP5+/AT5+, FxF Any fires not put out cause one point of damage.

(base contact) (Assault Weapons), TK(D3), EA(+1) May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun Great Gargant WE 15cm 4+ 3+ 3+ Gaze of Mork 30cm MW4+, TK DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour 2x Big Guns 45cm AP5+/AT5+ Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the 1-2x Twin Soopagun OR 60cm 3BP, MW, FxF Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Soopagun 60cm 2BP, MW, FxF Any fires not put out cause one point of damage. 0-1x Lifta-Droppa 60cm AND MW3+, TK(D3), FxF (base contact) (Assault Weapons), EA(+1) Supa-Stompa WE 15cm 4+ 4+ 4+ Gaze of Mork 30cm MW4+, TK DC 4, D3 Power Fields, Walker, Fearless, Reinforced Armour 2-3x Soopaguns 60cm 2BP, MW Critical Hit Effect: The Supa-Stompa’s head is blown off, killing the Kaptain. It 0-1x Mega-Choppa 45cm AND AP5+/AT5+, FxF suffers a -1 to hit modifier from now on. Any subsequent critical hits will cause an

(base contact) (Assault Weapons), TK(D3), EA(+1) extra point of damage instead. May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa

Fighta- AC Fighter-Bomber 6+ n/a n/a Heavy Shootas 15cm AP5+/AA5+ Bommer Tankbusta Rokkits 30cm AT4+ Landa AC/WE Bomber 5+ 6+ 4+ Gun Turrets 15cm D6+3x AP5+/AA6+ DC3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units: Tankbusta Rokkits 30cm AT4+, FxF Boyz, Kommandos, Stormboyz, Nobz, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts, War Bikes, War Buggies. All light vehicles and Dreadnoughts (but not Killa Kans) take up 2 spaces each. In addition, it may also carry 4 Grots). Critical Hit Effect: The Landa’s pilot is killed and the Landa crashes to the ground, killing all on board. Battlekroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+3BP, MW Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry up to 12 Ork Landas plus the troops carried in them) Kill Kroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+1BP, MW

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7.2 NetEA APPROVED

129

BURNING DEATH SPEED FREEKS ORK ARMY Final version 2012 (2-Dec-11). Sub-Army Champion: "Tiny-Tim"

Speed Freeks armies have a Strategy rating of 3. All Speed Freeks formations have an initiative rating of 3+.

SPEED FREEKS FORMATIONS (A Speed Freeks Ork army may contain any number of Speed Freeks formations)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES Speed Freeks 1 Nobz unit, 3 Boyz units 200 points 375 points 550 points Any number of the following for 25 points each: Warband and 4 Trukks Boyz with a Trukk, Big Gunz, Skorchas, Stormboyz, Warbikes, War Buggies Plus any 4 of the following: Skorchas, Warbikes, War Buggies Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz Up to 1 each of the following: Nobz unit for +35 points,

Mekboy Speedsta +50 points Replace any number of Nobz with Nob Warbikes for free

Kult of Speed Any 8 of the following: 200 points 350 points 500 points Any number of the following for +25 points each: Skorchas, Warbikes, Skorchas, Warbikes, War Buggies War Buggies Any number of the following for +35 points each: Deth Koptas, Flakwagonz, Gunwagonz Up to 1 Mekboy Speedsta for +50 points Blitz Brigade Any 4 of the following: 150 points 250 points 350 points Any number of the following for +25 points each: Gunwagonz, Deth Koptas, Boyz, Skorchas, Warbikes, War Buggies Flakwagonz Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz Up to 1 each of the following: Nobz unit OR Nobz Warbike for +35 points each, Mekboy Speedsta +50 points, Gunfortress +125 points Warbike 5 Warbike units 150 points 250 points 350 points None Outriders (All units receive the Scout Ability free) Fortress Mob Any 2 of the following: 275 points 475 points 675 points Any number of the following for +25 points each: Battlefortress Boyz Gunfortress Any number of the following for +35 points each: Flakwagonz Up to 1 each of the following: Nobz unit OR Nobz Warbike for +35 points each,

Battlefortress +115 points Gunfortress +125 points Kill Kroozer 1 Kill Kroozer 200 points - - May be upgraded to Ork Battlekroozer for +50 points

ORK AIRCRAFT (Up to 1/3 of an army’s points may be spent on Aircraft and Fortress Mobs)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES Landa 1 Landa 200 points - - None Fighta Squadron 3 Fighta-Bommers 150 points - - Up to 6 Fighta-Bommers for +50 points each

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

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

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7.2 NetEA APPROVED

SPEED FREEKS

BURNING DEATH SPEED FREEKS ORK ARMY REFERENCE STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Big Gunz INF 10cm n/a 6+ 5+ Big Gun 45cm AP5+/AT5+ Boyz INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Mekboy Bad INF 40cm 5+ 4+ 5+ Choppa Blades (contact) (Assault Weapons), MW, EA(+1) Mounted, Invulnerable Save, Supreme Commander Ork Bikeboy Sawn-off Custom Blasta 15cm MW5+ AND (15cm) (Small Arms), MW, EA(+1) Nobz INF 15cm 4+ 3+ 5+ Big Choppas (base contact) (Assault Weapons), EA(+1) Leader Shootas (15cm) (Small Arms) 2x Big Shoota 30cm AP6+/AT6+ Nobz Warbike INF 35cm 4+ 3+ 5+ Big Choppas (base contact) (Assault Weapons), EA(+1) Leader, Mounted Shootas (15cm) (Small Arms) 2x Big Shoota 30cm AP6+/AT6+ Stormboyz INF 30cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Jump Pack, Scouts Shootas (15cm) (Small Arms) Warbikes INF 35cm 5+ 4+ 6+ Twin Sawn-off Big Shoota 15cm AP5+/AT5+ Mounted Deth Kopta LV 35cm 4+ 6+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Skimmer Skorcha LV 35cm 5+ 6+ 4+ Skorcha 15cm AP4+, Ignore Cover Trukk LV 35cm 5+ 6+ - - - - Transport: (May carry any 1 of the following units: Boyz, Nobz, Grots, Big Gunz. Units other than Big Gunz may shoot while being transported) Units being transported may fire with any ranged weapons Warbuggy LV 35cm 5+ 5+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Battlewagon AV 30cm 5+ 6+ 5+ 2x Twin Big Shoota 30cm AP5+/AT6+ Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Flakwagon AV 30cm 5+ 5+ 5+ Flak Gun 30cm 2x AP6+/AT6+/AA6+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Gunwagon AV 30cm 5+ 5+ 5+ Big Gun 45cm AP5+/AT5+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Mekboy Speedsta AV 35cm 5+ 6+ 5+ Kustom Kannon 45cm MW4+ D3 Power Fields Battlefortress WE 30cm 4+ 4+ 4+ 4x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of Big Gun 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. Gunfortress WE 30cm 4+ 4+ 4+ 5x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of 3x Big Guns 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. Fighta- Bommer AC Fighter-Bomber 6+ n/a n/a Heavy Shootas 15cm AP5+/AA5+

Tankbusta Rokkits 30cm AT4+ Landa AC/WE Bomber 5+ 6+ 4+ Gun Turrets 15cm D6+3x AP5+/AA6+ DC3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units: Tankbusta Rokkits 30cm AT4+, FxF Boyz, Kommandos, Stormboyz, Nobz, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts, War Bikes, War Buggies. All light vehicles and Dreadnoughts (but not Killa Kans) take up 2 spaces each. In addition, it may also carry 4 Grots). Critical Hit Effect: The Landa’s pilot is killed and the Landa crashes to the ground, killing all on board. Battlekroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+3BP, MW Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry up to 12 Ork Landas plus the troops carried in them) Kill Kroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+1BP, MW

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7.3 NetEA APPROVED

131

WARLORD SNAGGA SNAGGA’S FERAL ORK HORDE ARMY Final version 2012 (2-Dec-11). Sub-Army Champion: "Tiny-Tim"

Feral Ork armies have a Strategy rating of 3. All Feral Ork formations have an initiative rating of 3+.

FERAL ORK WAR HORDES (A Feral Ork army may contain any number of War Horde Formations.)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES Warband 6 Boyz units 200 points 350 points 500 points Any number of the following for 25 points each: 2 Nobz units Boyz (plus an optional free Grot per Boyz unit), 2 Grotz units 2 Wildboyz (note: you get 2 Wildboyz units for 25 points), Boarboyz Any number of Squiggoths for +50 points each

Up to 1 Nobz for +35 points Up to 3 Squig Katapults for +25 points each Up to 1 Wyrdboy character +50 points Up to 1 Orkeosaurus for +175 points Wildboyz 6 Wildboyz units 125 points 225 points 325 points Any number of the following for 25 points each: 2 Nobz units Boyz (plus an optional free Grot per Boyz unit), 2 Wildboyz (note: you get 2 Wildboyz units for 25 points), Boarboyz Any number of Squiggoths for +50 points each

Up to 1 Nobz for +35 points Up to 3 Squig Katapults for +25 points each Up to 1 Wyrdboy character +50 points Up to 1 Orkeosaurus for +175 points Boarboyz Horde 5 Boarboyz units 100 points 175 points 250 points Any number of Boarboyz for +25 each Up to 1 Wyrdboy character for +50 points Trappas 6 Wildboyz 150 points - - Up to 1 Nobz for +35 points (All units receive the Scout Ability free) Junka Brigade 6 Junkatrukks 175 points 300 points - Any number of the following for +25 points each: 6 Boyz units 1 Boyz unit with 1 Junkatrukk Up to 1 Junkatrukk and 1 Nobz for +50 points Up to 1 Wyrdboy character for +50 points 0-1 Madboyz 6 Madboyz units 100 points - - Up to 6 extra Madboyz for +15 points each Horde Up to 3 Wyrdboy characters for +50 points each 0-1 Steam Gargant 1 Steam Gargant 200 points 350 points 500 points None

SPECIAL RULE - Feral Ork Warlord Every Feral Ork army must include a Supreme Commander character called a Warlord. The Warlord character is free; you don’t have to pay any points for it. The Warlord will join the formation with the most units in the army. War Engines count their starting Damage Capacity towards the formation size. If there is a tie, you may choose which formation the Warlord will join.

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7.3 NetEA APPROVED

FERAL ORKS

WARLORD SNAGGA-SNAGGA'S FERAL ORK HORDE ARMY REFERENCE STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Warlord CH n/a n/a n/a n/a Big Choppas (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Wyrdboy CH n/a n/a n/a n/a Fist of Gork 45cm MW5+/AA5+, MW Boarboyz INF 20cm 5+ 4+ 6+ Big Choppas (base contact) (Assault Weapons) Mounted, Infiltrator Shootas (15cm) (Small Arms) Boyz INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Grotz INF 15cm - 6+ 6+ Shootas (15cm) (Small Arms) Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units that are killed, and don’t count Grotz units that are lost in an assault when working out who has won the combat. Madboyz INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Fearless Shootas (15cm) (Small Arms) Nobz INF 15cm 4+ 3+ 5+ Big Choppas (base contact) (Assault Weapons), EA(+1) Leader Shootas (15cm) (Small Arms) 2x Big Shoota 30cm AP6+/AT6+ Squig Katapult INF 10cm - 6+ 5+ Squig Katapult 45cm 1BP Disrupt Wildboyz INF 15cm 6+ 4+ - Choppas (base contact) (Assault Weapons) Junkatrukk LV 25cm 5+ 5+ 6+ Big Shoota 30cm AP6+/AT6+ Transport: (May carry 1 of the following: Boyz, Nobz. May also carry 1 Grotz unit in addition it to any other units) Units being transported may fire with any ranged weapons Squiggoth LV 20cm 4+ 4+ 5+ 2x Twin Big Shoota 30cm AP5+/AT6+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 4 of the following: Teeth and Horns (base contact) (Assault Weapons), MW, EA(+D3) Boyz, Nobz, Wildboyz. May also carry 2 Grotz unit in addition it to Big Gun 45cm AP5+/AT5+ any other units) Orkeosaurus WE 15cm 4+ 4+ 5+ 4x Twin Big Shoota 30cm AP5+/AT6+ DC6, Reinforced Armour, Thick Rear Armour, Transport: (May carry 12 of the following: Goring Tusks (base contact) (Assault Weapons), MW, EA(+D3) OR Boyz, Nobz, Wildboyz. May also carry 6 Grotz unit in addition it to (Assault Weapons), TK(D3), EA(+1) any other units) 2x Big Gun 45cm AP5+/AT5+ Critical Hit Effect: Rampages 3D6cm in random direction. Stops if contacting impassable terrain or another unit or move ends. Units rampaged over suffer a MW hit. If contacting impassable terrain the Orkeosaurus is killed. Steam Gargant WE 15cm 4+ 4+ 4+ Fist of Gork 45cm MW5+/AA5+, MW DC4, Reinforced Armour, Fearless, Walker. 0-2x Soopagun 60cm 2BP, MW Critical Hit Effect: Destroyed. All units in 2D6cm suffer a hit. 0-2x Mega-Choppa (base contact) (Assault Weapons), TK(D3), EA(+1) May not have more than 2 Soopaguns or Mega-Choppas in total (1 on each arm).

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7.4 NetEA DEVELOPMENTAL

133

BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPS’S KORPS ORK ARMY v1.3. Ork Army Champion: Neal Hunt

Blood Axe War Horde Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+.

WAR HORDE FORMATIONS (A Blood Axe Ork army may contain any number of War Horde Formations.)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES Warband 6 Boyz units 200 points 350 points 500 points Any number of the following for 25 points each: 2 Nobz units Boyz (plus an optional free Grot per Boyz unit), 2 Grotz units Big Gunz, Killa Kans, Kommandos, Lobbaz, Skorchas, Stormboyz, Warbikes, War Buggies Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz, Lobbawagonz Any number of Big Wagons for +75 points each Any number of Big Koptas for +125 points each Any number of Gunfortresses for +125 points each Up to 2 Nobz for +35 points each Up to 1 Oddboy character for +50 points Stormboyz 6 Stormboyz units 150 points - - Any number of the following for +25 points each: Warhorde Buggies, Kommandos, Skorchas, Stormboyz, Warbikes, War Buggies Any number of Deth Koptas for +35 points each Any number of Big Koptas for +125 points each Kommandos Squad 6 Kommandos units 150 points - - Any number of the following for +25 points each: Kommandos, Stormboyz Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz Any number of Big Koptas for +125 points each Blitz Brigade Any 4 of the following: 150 points 250 points 350 points Any number of the following for +25 points each: Gunwagons, Deth Koptas, Skorchas, Warbikes, War Buggies Flakwagonz, Lobbawagonz Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz, Lobbawagonz Any number of Big Wagonz for +75 points each Up to 1 Oddboy character for +50 points Up to 1 Gunfortress for +125 points Tankaz 3 Big Wagonz 225 points 400 points 575 points Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz, Lobbawagonz Any number of Big Wagonz for +75 points each Up to 1 Oddboy character for +50 points Up to 1 Gunfortress for +125 points Mekboy 5 Big Gunz units or 125 points 225 points 325 points Any number of the following for +25 points each: Gunzmob Lobbaz units Big Gunz, Lobbaz Any number of the following for +35 points each: Battlewagonz, Flakwagonz Up to 1 Nobz for +35 points Up to 1 Oddboy character for +50 points

(Up to 1/3 of the army’s points cost may be spent on Fighta Sqwadrons and Bommers) Fighta Sqwadron 3 Fighta-Bommers 150 points - - 0-6 Fighta-Bommers for +50 points each Bommer 1 Ork Bommer 200 points - - None

SPECIAL RULE - Blood Axe Kommandant One Blood Axe Unit in the army must be upgraded to include a Blood Axe Kommandant. It does not cost any additional points. The Kommandant is in all ways identical to a standard Ork Warlord

SPECIAL RULE - Blood Axe Meks A Blood Axe Oddboyz upgrade may be added to Big Wagonz units in addition to the normal options.

SPECIAL RULE - Bommers Any Fighta Sqwadron that includes Bommers limits the entire formation (including Fighta Bommers) to the turn radius of the Bommers. As well, the formation is not eligible to be given CAP or Interception missions. If all the Bommers are destroyed then any remaining Fighta Bommers revert to their own turning radius and can be given any aircraft mission.

SPECIAL RULE - Deth From Above Blood Axe Kroozers can transport up to 40 units and the Drop Kanz necessary to transport them to the surface. Battlekroozers can transport up to 120 units and the Drop Kanz toPlanetfall. Important Note: Drop Kanz are included in the price of the spacecraft and any formations transported aboard the spacecraft may be deployed in the Drop Kanz. Only Infantry units, Dreadnoughts and Killa Kanz may be deployed in Drop Kanz.

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7.4 NetEA DEVELOPMENTAL

MORKRUMP’S BLOOD AXE KORPS

BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPS’S KORPS ORK ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Oddboy CH n/a n/a n/a n/a Supa-Zzap-Gun OR 60cm MW3+, TK(D3) Oddboy characters can be one of two types: Big Meks or Slavers. A Big Mek can be Soopagun 60cm 2BP, MW added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle into a Soopagun or Supa-Zzap-Gun. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun. Warlord CH n/a n/a n/a n/a Big Choppas (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Big Gunz INF 10cm - 6+ 5+ Big Gun 45cm AP5+/AT5+ Boyz INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Grotz INF 15cm - 6+ 6+ Shootas (15cm) (Small Arms) Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units that are killed, and don’t count Grotz units that are lost in an assault when working out who has won the combat. Kommandos INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Scout, Infiltrator Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Lobba INF 10cm - 6+ 6+ Lobba 45cm 1BP Represents Orkified Gotterdammerung Howitzers, Thudd Guns Nobz INF 15cm 4+ 3+ 5+ Big Choppas (base contact) (Assault Weapons), EA(+1) Leader Shootas (15cm) (Small Arms) 2x Big Shoota 30cm AP6+/AT6+ Stormboyz INF 30cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Jump Pack, Scouts Shootas (15cm) (Small Arms) Warbikes INF 35cm 5+ 4+ 6+ Twin Sawn-off Big Shoota 15cm AP5+/AT5+ Mounted Deth Kopta LV 35cm 4+ 6+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Skimmer Skorcha LV 35cm 5+ 6+ 4+ Skorcha 15cm AP4+, Ignore Cover Warbuggy LV 35cm 5+ 5+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Battlewagon AV 30cm 5+ 6+ 5+ 2x Twin Big Shoota 30cm AP5+/AT6+ Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Big Wagon AV 25cm 4+ 5+ 4+ 3x Big Gunz 45cm AP5+/AT5+ Reinforced Armour, Transport: (May carry any one of the following units: Boyz, Grots, Kommandos, Nobz, Big Gun, may carry 1 Grotz unit in addition to other units). Represents Orkified Land Raider, Leman Russ, Ragnarok tanks Flakwagon AV 30cm 5+ 5+ 5+ Flak Gun 30cm 2x AP6+/AT6+/AA6+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Gunwagon AV 30cm 5+ 5+ 5+ Big Gun 45cm AP5+/AT5+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Killa Kan AV 15cm 5+ 5+ 6+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker Big Shoota 30cm AP6+/AT6+ Lobbawagon AV 25cm 6+ 6+ 6+ Lobba 45cm 1BP Represents Orkified Whirlwind, Basilisk, Manticore, Bombard, Deathstrike, Griffon tanks Drop Kan Special Immobile n/a n/a n/a - - - Planetfall, Transport: (May carry 1 Mob that includes only: Nobz, Boyz,

Grotz, Stormboyz, Kommandos, Killa Kanz, Dreadnoughts). Any troops carried in the Drop Kan must disembark within 5cm of the Drop Kan or within 5cm of another unit from the same formation, and all units must disembark within 15cm of the Drop Kan.

Battlefortress WE 30cm 4+ 4+ 4+ 4x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of Big Gun 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. Big Kopta WE 35cm 4+ 5+ 4+ 3x Twin Big Shoota 30cm AP5+/AT6+ DC3. Skimmer. Transport (may carry any six of the following units: Big Gun 45cm AP5+/AT5+ Boyz, Kommandos, Grotz, Nobz, Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Big Kopta crashes to the ground, destroying it and killing all aboard.

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7.4 NetEA DEVELOPMENTAL

MORKRUMP’S BLOOD AXE KORPS

BLOOD AXE KOMMANDANT UG SKRAGGA MORKRUMPS’S KORPS ORK ARMY REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Gunfortress WE 30cm 4+ 4+ 4+ 5x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of 3x Big Guns 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. Bommer AC Bomber 6+ n/a n/a Bommer Turrets 15cm D6x AP5+/AT6+/AA6+ DC3, Transport: 6 Stormboyz units. Stormboyz units may disembark after the

Bomms 15cm D3+1BP, Fixed Forwards Bommer has made a Ground Attack and count as having activated for that turn. Fighta-Bommer AC Fighter-Bomber 6+ n/a n/a Heavy Shootas 15cm AP5+/AA5+ Tankbusta Rokkits 30cm AT4+ Battlekroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+3BP, MW Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry up to 12 Ork Landas plus the troops carried in them) Kill Kroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+1BP, MW

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KOLONEL ROMMELZ'S BLOOD AXE MERCENARY ORK WARHORDE ARMY v1.4. Sub-Army Champion: "Chroma"

Blood Axe Mercenary Ork armies have a Strategy rating of 3, modified by the “Blood Axe Taktics” special rule. All Blood Axe Mercenary Ork formations have an initiative rating of 3+.

WAR HORDE FORMATIONS (A Blood Axe Mercenary Ork army may contain any number of War Horde Formations)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES Kommando 6 Kommandos units 200 points 350 points 500 points Up to 4 Looted Chimeras at +25 points each Warband 1 Nobz units Any number of the following for +25 points each: 2 Grotz units Big Gunz, Boyz (with free Grot), Killa Kans, Kommandos, Stormboyz Any number of the following for +35 points each: Deth Koptas, Dreadnoughts, Flakwagonz, Gunwagonz Any number of Battlefortress for +115 points each Any number of Gunfortress for +125 points each Up to 2 Nobz for +35 points each Up to 1 Oddboy character for +50 points Mekanized 1 Nobz unit, 3 Boyz units and 150 points 250 points 350 points Any number of the following for +25 points each: Warband 2 Looted Chimeras Ork Boyz (with free Grot), Buggies, Kommandos, Warbikes, Skorchas Any number of the following for +35 points each: Gunwagons, Deth Koptas, Flakwagonz

Up to 1 Nob for +35 points Up to 1 Oddboy character for +50 points 0-1 Taktical 4 Nobz units and 2 Grotz 175 points 300 points 425 points Up to 2 Looted Rhinos for free Warband Up to 2 Looted Land Raiders for +75 points each Any number of the following for +35 points each: Deth Koptas, Dreadnoughts, Gunwagons, Flakwagonz

Up to 2 Nobz for +35 points each ‘Eavy Armour Any 3 of the following: 225 points 400 points 575 points Any number of the following for +35 points each: Brigade Looted Leman Russ Gunwagons, Deth Koptas, Flakwagonz Looted Leman Russ Demolisher Looted Land Raider Up to 1 Nobz unit for +35 points Up to 1 Oddboy character for +50 points ‘Eavy Gunz 3 Looted Basilisks 225 points 400 points 575 points Any number of the following for +25 points each: Brigade Big Gunz Any number of the following for +35 points each: Gunwagonz, Deth Koptas, Flakwagonz,

Up to 1 Nobz unit for +35 points Up to 1 Oddboy character for +50 points

BLOOD AXE AIRCRAFT, SPACECRAFT, AND GARGANTS (Up to 1/3 of an army’s points may be spent on Aircraft, Spacecraft, and Gargants)

FORMATION UNITS UPGRADE COST Fighta Sqwadron 3 Fighta-Bommers Up to 6 Fighta-Bommers for +50 points each 150 points Drop Rok 1 Drop Rok n/a 200 points Landa 1 Ork Landa n/a 200 points Kill Kroozer 1 Kill Kroozer May be upgraded to Ork Battlekroozer for +50 points 200 points

SPECIAL RULE - Warlord Every Ork army must include a Supreme Commander 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 Gargant, then the Warlord must be placed in one of them. If there are no Great Gargants in the army then the Warlord will join a Nobz or a Gargant unit.

SPECIAL RULE - Looted Vehicles The following rules apply to Looted Vehicles: All Looted Vehicles lose the Indirect Fire special ability. Any Looted Vehicle that partakes in a 'Double' or 'March' action must take a dangerous terrain test at the end of its second move or break down and be destroyed. You are free to "move cautiously" during this move, but that's not very Orky, is it? In all other ways, Looted Vehicles are treated like their Imperial counterparts, but should be painted/modelled in suitably Orky style.

SPECIAL RULE - Blood Axe Taktics At the start of a battle, before setup (EA 6.1.2) the Blood Axe player rolls on the following chart: 1: "Dis is da wrong map!" - For setup and the first turn, the Blood Axe army is treated as having a Strategy rating of 1. This returns to Strategy Rating 3 for all subsequent turns. 2-5: Kunning as an Ork - The Blood Axe army has the normal Ork Strategy rating of 3. 6: "I've gotz a very kunning plan..." - For setup and the first turn, the Blood Axe army is treated as having a Strategy rating of 5. This returns to Strategy rating 3 for all subsequent turns.

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7.5 NetEA DEVELOPMENTAL

BLOOD AXE MERCENARIES

KOLONEL ROMMELZ'S BLOOD AXE MERCENARY ORK WARHORDE ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Oddboy CH n/a n/a n/a n/a Supa-Zzap-Gun OR 60cm MW3+, TK(D3) Oddboy characters can be one of two types: Big Meks or Slavers. A Big Mek can be Soopagun 60cm 2BP, MW added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle into a Soopagun or Supa-Zzap-Gun. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun. Warlord CH n/a n/a n/a n/a Big Choppas (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Big Gunz INF 10cm - 6+ 5+ Big Gun 45cm AP5+/AT5+ Boyz INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Grotz INF 15cm - 6+ 6+ Shootas (15cm) (Small Arms) Formations that include at least 1 Ork unit don’t receive Blast markers for Grotz units that are killed, and don’t count Grotz units that are lost in an assault when working out who has won the combat. Kommandos INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Scout, Infiltrator Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Nobz INF 15cm 4+ 3+ 5+ Big Choppas (base contact) (Assault Weapons), EA(+1) Leader Shootas (15cm) (Small Arms) 2x Big Shoota 30cm AP6+/AT6+ Stormboyz INF 30cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Jump Pack, Scouts Shootas (15cm) (Small Arms) Warbikes INF 35cm 5+ 4+ 6+ Twin Sawn-off Big Shoota 15cm AP5+/AT5+ Mounted Deth Kopta LV 35cm 4+ 6+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Skimmer Skorcha LV 35cm 5+ 6+ 4+ Skorcha 15cm AP4+, Ignore Cover Warbuggy LV 35cm 5+ 5+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Dreadnought AV 15cm 4+ 4+ 5+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker 2x Twin Big Shoota 30cm AP5+/AT6+ Flakwagon AV 30cm 5+ 5+ 5+ Flak Gun 30cm 2x AP6+/AT6+/AA6+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Gunwagon AV 30cm 5+ 5+ 5+ Big Gun 45cm AP5+/AT5+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Killa Kan AV 15cm 5+ 5+ 6+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker Big Shoota 30cm AP6+/AT6+ Looted Basilisk AV 20cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ May either shoot normally or fire a barrage. No Indirect Fire. Earthshaker 120cm AP4+/AT4+ OR 1 BP Looted Chimera AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Multilaser 30cm AP5+/AT6+ One of the units carried may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Looted Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP5+ Reinforced Armour, Thick Rear Armour, 2x Twin Lascannon 45cm AT4+ Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, One of the units carried may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Looted Leman Russ AV 20cm 4+ 6+ 4+ 2 x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battle Cannon 75cm AP4+/AT4+ Looted Leman Russ AV 20cm 4+ 6+ 4+ 2 x Plasma Cannon 30cm AP4+/AT4+, Slow Firing Reinforced Armour Demolisher Demolisher 30cm AP3+/AT4+, Ignore Cover Lascannon 45cm AT5+ Looted Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, One of the units carried may be a Big Gunz. May carry 1 Grotz unit in addition to any other units)

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7.5 NetEA DEVELOPMENTAL

BLOOD AXE MERCENARIES

KOLONEL ROMMELZ'S BLOOD AXE MERCENARY ORK WARHORDE ARMY REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Battlefortress WE 30cm 4+ 4+ 4+ 4x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of Big Gun 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. Drop Rok WE Immobile 5+ 6+ 5+ 2x Twin Big Shootas 30cm AP5+/AT6+ DC3, Free Planetfall, Reinforced Armour, Transport: (May carry 20 of the following units: 2 x Big Gun 45cm AP5+/AT5+ Boyz, Nobz, Kommandos, Stormboyz, Big Guns, Deth Koptas, Dreadnoughts, Killa Kans, Skorchas, War Bikes, War Buggies. Dreadnoughts and Light Vehicles (but not Killa Kans) take up 2 spaces each. May also carry 8 Grotz units in addition any other units) Gunfortress WE 30cm 4+ 4+ 4+ 5x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of 3x Big Guns 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. Fighta- Bommer AC Fighter-Bomber 6+ n/a n/a Heavy Shootas 15cm AP5+/AA5+ Tankbusta Rokkits 30cm AT4+ Landa AC/WE Bomber 5+ 6+ 4+ Gun Turrets 15cm D6+3x AP5+/AA6+ DC3, Reinforced Armour, Planetfall, Transport (may carry 10 of the following units: Tankbusta Rokkits 30cm AT4+, FxF Boyz, Kommandos, Stormboyz, Nobz, Skorchas, Deth Koptas, Killa Kans, Dreadnoughts, War Bikes, War Buggies. All light vehicles and Dreadnoughts (but not Killa Kans) take up 2 spaces each. In addition, it may also carry 4 Grots). Critical Hit Effect: The Landa’s pilot is killed and the Landa crashes to the ground, killing all on board. Battlekroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+3BP, MW Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry up to 12 Ork Landas plus the troops carried in them) Kill Kroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+1BP, MW

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7.6 NetEA DEVELOPMENTAL

139

ALBORK ORKSTEIN’S GARGANT BIGMOB ORK ARMY v3.0.3. Sub-Army Champion: "Evil&Chaos"

Gargant Bigmob armies have a Strategy rating of 3. All formations have an initiative rating of 3+. The army receives one free Mekboy Big Boss that may be added to any Great or Mega Gargant in the army.

BIGMOB FORMATIONS (You may select up to three non-Gargant formations for each Gargant Mob)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES Gargant Mob 1 Mega Gargant 1050 points - - Any number of the following for +25 points each:

1 Great Gargant 850 points Big Gunz , Killa Kans 1 Gargant 650 points Any number of the following for +35 points each: Deth Koptas , Dreadnoughts

0-1 Kustom Upgrade for free 0-1 Big Kustom Upgrade for +50 points Mega Gargants may not take upgrades Supa Stompa Mob 1 Supa Stompa 325 points 600 points 875 points Any number of the following for +25 points each:

Big Gunz , Killa Kans Any number of the following for +35 points each: Deth Koptas , Dreadnoughts 0-1 Kustom Upgrade for free 0-1 Big Kustom Upgrade for +50 points Loota Warband 6 Boyz units 175 points 325 points 450 points Any number of Killa Kans or Big Gunz for +25 points each

2 Grotz units AND 0-1 Nobz unit for +35 points Any number of the following for +35 points each: 2 Big Gunz units OR Battlewagonz, Flakwagonz, Dreadnoughts 2 Killa Kans 0-1 Oddboy for +50 points 0-1 Battlefortress for +115 points 0-1 Gunfortress for +125 points A Loota Warband Oddboy may take: 0-1 Kustom Upgrade for free OR 0-1 Big Kustom Upgrade for +50 points

(Up to 1/3 of the army’s points cost may be spent on Drop Roks, Fighta Sqwadrons, Bommers, and Spacecraft) Drop Rok 1 Drop Rok 200 points - - None Fighta Sqwadron 3 Fighta-Bommers 150 points - - 0-6 Fighta-Bommers for +50 points each Bommer 1 Ork Bommer 200 points - - None Kroozer 1 Killkroozer 150 points - - May be upgraded to a Battlekroozer for +50 points

KUSTOM UPGRADES (Each Kustom Upgrade allows the player to replace a Gargant arm weapon or belly gun with one Kustom Upgrade option)

UPGRADE RANGE FIREPOWER NOTES Gatling Kannon 45cm 4x AP5+/AT6+ FxF (15cm) (Small Arms), EA(+2) Bigga Generatas - - Add 2D3 extra Power Fields Megalobba 60cm D3+3BP FxF Mega Choppa (base contact) (Assault Weapons), EA(+1), TK(D3) If added to an Oddboy Character, AND 45cm AP5+/AT5+ change CC rating to 3+ Supa Zzapp Gun 60cm MW3+ TK(D3), Fixed Forwards Snappa (base contact) (Assault Weapons), TK, EA(+1), First Strike FxF. May be fitted as a replacement for a OR (15cm) (Small Arms), EA(+2), First Strike Belly Gun only.

BIG KUSTOM UPGRADES (Each Big Kustom Upgrade allows the player to replace a Gargant arm weapon or belly gun with one Big Kustom Upgrade or one Kustom Upgrade)

UPGRADE RANGE FIREPOWER NOTES 2x Grot Guided Mega Missile Unlimited MW3+ TK(D3), One Shot, MW, Indirect Fire, FxF Transporta The Gargant gains a Transport capacity of 2 Infantry units per point of DC, plus 1 extra Grot unit for every 2 points of DC. Dreadnoughts and Light Vehicles may be carried but take up 2 Infantry spaces each (Killa Kans only take up 1 Infantry space). In addition the Gargant gains +5cm speed. Wyrdboy Tower 45cm AA5+ MW. Does not replace an arm weapon like the other upgrades, but is in addition to it.

SPECIAL RULE: Tellyportas If the army contains a spacecraft, then one formation in the army may use the Planetfall ability. To Planetfall a Gargant Mob formation, a Battlekroozer is required.

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

SPECIAL RULE: Kustom Upgrades Oddboy Characters can also take Kustom Upgrades and Big Kustom Upgrades.

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7.6 NetEA DEVELOPMENTAL

ORKSTEIN’S GARGANT BIGMOB

ALBORK ORKSTEIN’S GARGANT BIGMOB ORK ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Mekboy Big Boss CH n/a n/a n/a n/a Big ‘Ammer (base contact) (Assault Weapons), MW, EA (+1) Supreme Commander Kustom Shoota (15cm) (Small Arms), MW, EA (+1) Oddboy CH n/a n/a n/a n/a Supa-Zzap-Gun OR 60cm MW3+, TK(D3) Oddboy characters can be one of two types: Big Meks or Slavers. A Big Mek can be Soopagun 60cm 2BP, MW added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle into a Soopagun or Supa-Zzap-Gun. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun. Big Gunz INF 10cm - 6+ 5+ Big Gun 45cm AP5+/AT5+ Boyz INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Grotz INF 15cm - 6+ 6+ Shootas (15cm) (Small Arms) Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units that are killed, and don’t count Grotz units that are lost in an assault when working out who has won the combat. Nobz INF 15cm 4+ 3+ 5+ Big Choppas (base contact) (Assault Weapons), EA(+1) Leader Shootas (15cm) (Small Arms) 2x Big Shoota 30cm AP6+/AT6+ Stormboyz INF 30cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Jump Pack, Scouts Shootas (15cm) (Small Arms) Deth Kopta LV 35cm 4+ 6+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Skimmer Battlewagon AV 30cm 5+ 6+ 5+ 2x Twin Big Shoota 30cm AP5+/AT6+ Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Dreadnought AV 15cm 4+ 4+ 5+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker 2x Twin Big Shoota 30cm AP5+/AT6+ Flakwagon AV 30cm 5+ 5+ 5+ Flak Gun 30cm 2x AP6+/AT6+/AA6+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Killa Kan AV 15cm 5+ 5+ 6+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker Big Shoota 30cm AP6+/AT6+ Battlefortress WE 30cm 4+ 4+ 4+ 4x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of Big Gun 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. Gargant WE 15cm 4+ 3+ 3+ Gaze of Mork 30cm MW4+, TK DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour 2-3x Soopaguns 60cm 2 BP, MW Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the 0-1x Supa-Zzap-Gun 60cm MW3+, TK(D3), FxF Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. 0-1x Mega-Choppa 45cm AND AP5+/AT5+, FxF Any fires not put out cause one point of damage.

(base contact) (Assault Weapons), TK(D3), EA(+1) May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun Gunfortress WE 30cm 4+ 4+ 4+ 5x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of 3x Big Guns 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. Great Gargant WE 15cm 4+ 3+ 3+ Gaze of Mork 30cm MW4+, TK DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour 2x Big Guns 45cm AP5+/AT5+ Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the 1-2x Twin Soopagun 60cm 3BP, MW, FxF Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Soopagun 60cm 2BP, MW, FxF Any fires not put out cause one point of damage. 0-1x Lifta-Droppa 60cm AND MW3+, TK(D3), FxF (base contact) (Assault Weapons), EA(+1)

ALBORK ORKSTEIN’S GARGANT BIGMOB ORK ARMY REFERENCE 2 STRATEGY 3

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7.6 NetEA DEVELOPMENTAL

ORKSTEIN’S GARGANT BIGMOB

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Mega Gargant WE 15cm 4+ 3+ 4+ Gaze of Mork 30cm MW4+, FxF DC16, D6+6 Power Fields, Walker, Fearless. 2x Supa Zzap Gun 60cm MW3+, TK(D3), FxF Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the Soopagunz 60cm 8BP, MW, FxF Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Mega Kannon 75cm 2BP, MW, FxF Any fires not put out cause one point of damage. 2x Grot Mega Missile Unlimited MW3+, TK(D3), One -Shot, Indirect, FxF 2x Kombat Arms (base contact) (Assault Weapons), MW, EA(+1), TK(D6) Wyrdboy Tower 45cm AA5+, MW Supa-Stompa WE 15cm 4+ 4+ 4+ Gaze of Mork 30cm MW4+, TK DC4, D3 Power Fields, Walker, Fearless, Reinforced Armour 2-3x Soopaguns 60cm 2BP, MW Critical Hit Effect: The Supa-Stompa’s head is blown off, killing the Kaptain. It 0-1x Mega-Choppa 45cm AND AP5+/AT5+, FxF suffers a -1 to hit modifier from now on. Any subsequent critical hits will cause an

(base contact) (Assault Weapons), TK(D3), EA(+1) extra point of damage instead. May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa

Bommer AC Bomber 6+ n/a n/a Bommer Turrets 15cm D6x AP5+/AT6+/AA6+ DC3, Transport: 6 Stormboyz units. Stormboyz units may disembark after the Bomms 15cm D3+1BP, Fixed Forwards Bommer has made a Ground Attack and count as having activated for that turn. Fighta- Bommer AC Fighter-Bomber 6+ n/a n/a Heavy Shootas 15cm AP5+/AA5+ Critical Hit Effect: Destroyed along with all onboard. Tankbusta Rokkits 30cm AT4+ Battlekroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+3BP, MW Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry up to 12 Ork Landas plus the troops carried in them) Kill Kroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+1BP, MW

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7.7 NetEA EXPERIMENTAL

142

GOBGUTZ BADFANG'S STOMPY ONSLAUGHT ORK ARMY v. Sub-Army Champion: "Evil&Chaos"

Badfang's Stompy Onslaught army has a Strategy rating of 3. All Ork formations have an initiative rating of 3+.

STOMPY ONSLAUGHT FORMATIONS (A Stompy Onslaught army may contain any number of formations)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES Warband 6 Boyz units 200 points 350 points 500 points Any number of the following for 25 points each: 2 Nobz units Boyz (plus an optional free Grot per Boyz unit), 2 Grotz units Big Gunz, Killa Kans Any number of the following for +35 points each: Dreadnoughts, Flakwagonz Any number of Mega Dreads for +50 points each Any number of Kustom Stompas for +175 points each Any number of Mekboy Stompas for +250 points each Up to 2 Nobz for +35 points each (Upgrade any Nobz to Meganobz for +15 points each) Up to 1 Oddboy character for +50 points Stormboyz 6 Stormboyz units 150 points - - None Warhorde Kommando 6 Kommando units 125 points - - Any number of the following for +35 points each: Warband Deth Koptas, Flakwagonz Any number of Warkopters for +50 points each Any number of Kustom Stompas for +175 points each Mekboy 5 Big Gunz units 125 points 225 points 325 points Any number of Big Gunz for +25 points each Gunzmob Any number of Flakwagonz for +35 points each Any number of Kustom Stompas for +175 points each Up to 1 Nobz for +35 points (Upgrade any Nobz to Meganobz for +15 points each) Up to 1 Oddboy character for +50 points Mekboy 4 Dreadnoughts and 225 points 400 points 575 points Any number of Killa Kanz for +25 points each Dreads Mob 4 Killa Kans Any number of the following for +35 points each: OR Dreadnoughts, Flakwagonz 4 Mega Dreads Any number of Mega Dreads for +50 points each Up to 1 Oddboy character for +50 points Fighta Sqwadron 3 Fighta-Bommers 150 points - - Up to 6 Fighta-Bommers for +50 points each Bommer 1 Ork Bommer 200 points - - None Kill Kroozer 1 Kill Kroozer 150 points - - May be upgraded to Battlekroozer for +50 points Gargant 1 Gargant 650 points - - None Great Gargant 1 Great Gargant 850 points - - None

SPECIAL RULE - Warlord Every Ork army must include a Supreme Commander 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 Gargant, then the Warlord must be placed in one of them. If there are no Great Gargants in the army then the Warlord will join a Nobz or a Gargant unit.

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7.7 NetEA EXPERIMENTAL

BADFANG’S STOMPY ONSLAUGHT

GOBGUTZ BADFANG'S STOMPY ONSLAUGHT ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Oddboy CH n/a n/a n/a n/a Supa-Zzap-Gun OR 60cm MW3+, TK(D3) Oddboy characters can be added to a Big Gunz unit or Mega Dread Soopagun 60cm 2BP, MW Warlord CH n/a n/a n/a n/a Big Choppas (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Big Gunz INF 10cm n/a 6+ 5+ Big Gun 45cm AP5+/AT5+ Boyz INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Grotz INF 15cm n/a 6+ 6+ Shootas (15cm) (Small Arms) Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units that are killed, and don’t count Grotz units that are lost in an assault when working out who has won the combat. Kommandos INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Scout, Infiltrator Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Meganobz INF 10cm 4+ 3+ 4+ Shootas (15cm) (Small Arms) Leader, Reinforced Armour, Counts-as 2 Nobz for transport purposes) Big Choppas (base Contact) (Assault Weapons), MW, EA(+1) 3x Big Shootas 30cm AP6+/AT6+ Nobz INF 15cm 4+ 3+ 5+ Big Choppas (base contact) (Assault Weapons), EA(+1) Leader Shootas (15cm) (Small Arms) 2x Big Shoota 30cm AP6+/AT6+ Stormboyz INF 30cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Jump Pack, Scouts Shootas (15cm) (Small Arms) INF 35cm 5+ 4+ 6+ Twin Sawn-off Big Shoota 15cm AP5+/AT5+ Mounted Deth Kopta LV 35cm 4+ 6+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Skimmer Warkopter LV 35cm 5+ 6+ 6+ 2x Big Shoota 30cm AP6+/AT6+ Skimmer, Transport: (May carry 2 of the following units: Boyz, Kommandos or Nobz. Plus 1 Grot unit in addition to other units, May not carry Meganobz) Dreadnought AV 15cm 4+ 4+ 5+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker 2x Twin Big Shoota 30cm AP5+/AT6+ Flakwagon AV 30cm 5+ 5+ 5+ Flak Gun 30cm 2x AP6+/AT6+/AA6+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Killa Kan AV 15cm 5+ 5+ 6+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker Big Shoota 30cm AP6+/AT6+ Mega Dread AV 15cm 4+ 4+ 4+ 0-2x Big Gun 45cm AP5+/AT5+ Walker, Reinforced Armour 0-2x Rippa Klaw (base contact) (Assault Weapons), MW, EA(+1) May be armed with 2 Big Guns or 2 Rippa Klaws, or 1 of each 2x Big Shoota 30cm AP6+/AT6+ (No more than 2 arm weapons in total) Kustom Stompa WE 15cm 4+ 4+ 4+ Supa-Gattler 45cm 3x AP4+/AT5+, Slow Firing, Fwd DC4, Fearless, Walker, Reinforced Armour Soopagun 60cm 2BP, MW, Fwd Transport: (May carry 4 of the following units: Boyz, Big Gunz, Kommandos, Nobz, Supa-Rokkit 90cm AT4+, Fwd Meganobz. Meganobz count as 2 units. Plus 2 Grot units in addition to other units) Mega Choppa (base contact) (Assault Weapons), TK(D3), EA (+1) Critical Hit Effect: Suffer an extra point of DC (And roll again to see if that point of DC is also Critical) Mekboy Stompa WE 15cm 4+ 4+ 4+ Gaze of Mork 30cm MW4+ DC4, D3 Power Fields, Fearless, Walker, Reinforced Armour. Soopagun 60cm 2BP, MW, FxF Transport: (May carry 4 of the following units: Boyz, Big Gunz, Kommandos, Nobz. Plus 2 Lifta-Droppa 60cm AND MW3+, TK(D3), Fwd Grot units in addition to other units) (base contact) (Assault Weapons), TK(D3), EA(+1) Critical Hit Effect: Suffer an extra point of DC (And roll again to see if that point of DC Mega Choppa (base contact) (Assault Weapons), TK(D3), EA(+1) is also Critical)

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7.7 NetEA EXPERIMENTAL

BADFANG’S STOMPY ONSLAUGHT

GOBGUTZ BADFANG'S STOMPY ONSLAUGHT ARMY REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Gargant WE 15cm 4+ 3+ 3+ Gaze of Mork 30cm MW4+, TK DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour 2-3x Soopaguns 60cm 2BP, MW Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the 0-1x Supa-Zzap-Gun 60cm 2BP, MW Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. 0-1x Mega-Choppa 45cm AND Any fires not put out cause one point of damage. (base contact) MW3+, TK(D3), FxF May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun Great Gargant WE 15cm 4+ 3+ 3+ Gaze of Mork 30cm MW4+, TK DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour 2x Big Guns 45cm AP5+/AT5+ Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the 1-2x Twin Soopagun 60cm 3BP, MW, FxF Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Soopagun 60cm 2BP, MW, FxF Any fires not put out cause one point of damage. 0-1x Lifta-Droppa 60cm AND MW3+, TK(D3), FxF (base contact) (Assault Weapons), EA(+1) Fighta- Bommer AC Fighter-Bomber 6+ n/a n/a Heavy Shootas 15cm AP5+/AA5+ Tankbusta Rokkits 30cm AT4+ Bommer AC/WE Bomber 6+ n/a n/a Bommer Turrets 15cm D6x AP5+/AT6+/AA6+ DC 3, Transport: (May carry 6 Stormboyz units. Stormboyz units may disembark Bomms 15cm D3+1BP, FxF after the Bommer has made a Ground Attack and count as having activated for that turn. Critical Hit Effect: Destroyed along with all aboard. Battlekroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+3BP, MW Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry 168 units, plus as many Drop Kans as are necessary to carry them, and also 12 Landas). Kill Kroozer SC n/a n/a n/a n/a Orbital Bombardment n/a D6+1BP, MW Transport (40 units, plus as many Drop Kans as are necessary to carry them).

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7.8 NetEA EXPERIMENTAL

145

SUN-TZORK'S GROTLING WAAAAAAGH! v. Sub-Army Champion: "Evil&Chaos"

Sun-Tzork's Grotling Waaaaaagh! has a Strategy rating of D6 (Roll randomly each turn). All formations have an initiative rating of 3+.

GROTLING WAAAAAAGH! FORMATIONS (A Grotling Waaaaaagh! army may contain any number of formations)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES 0-1 Da Boss' 1 Ork Mega Grot Warboss 275 points - - Any number of the following for +15 points each: Warband 6 Grot Gunnaz units Grot Gunnaz, Grot Stabberz 6 Grot Stabberz units Up to 1 Wyrdboy for +50 points Grotling Warband 1 Boyz unit 175 points 325 points 475 points Any number of the following for +15 points each: 6 Grot Gunnaz units Grot Gunnerz, Grot Stabberz 6 Grot Stabberz units Up to 1 Wyrdboy for +50 points Soopagunz Mob 5 Big Gunz 125 points 225 points 325 points Up to 1 Oddboy character for +50 points Up to 1 Wyrdboy for +50 points Grot Launchers 5 Grot Bomb Launchers 125 points 225 points 325 points None Grot Tank Mob 8 Grot Tanks 150 points 250 points 350 points Any number of Grot Mega Tanks +50 points each Gargant Mob 4 Dreadnoughts and 225 points 400 points 525 points Up to 1 Mega Dreadnought for +50 points

4 Killa Kans Great Gargant Mob 4 Mega Dreads 225 points 400 points 525 points Any number of Killa Kanz for +25 points each Any number of the following for +35 points each: Dreadnoughts Any number of Mega Dreadnought for +50 points each Up to 1 Oddboy character for +50 points Mega Gargant Mob 1 Kustom Stompa 250 points - - None

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7.8 NetEA EXPERIMENTAL

SUN-TZORK’S GROTLING WAAAAAAGH!

SUN-TZORK'S GROTLING WAAAAAAGH! ARMY REFERENCE 1 STRATEGY D6

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Oddboy CH n/a n/a n/a n/a Supa-Zzap-Gun OR 60cm MW3+, TK(D3) Oddboy characters can be added to a Big Gunz unit or Mega Dread Soopagun 60cm 2BP, MW

Wyrdboy CH n/a n/a n/a n/a Fist of Gork 45cm MW5+/AA5+, MW Big Gunz INF 10cm n/a 6+ 5+ Big Gun 45cm AP5+/AT5+ Boyz INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Grot Gunnaz INF 15cm - 7+ 5+ Shootas (15cm) (Small Arms) Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units Feeble Little Fists (base contact) (Assault Weapons) that are killed, and don’t count Grotz units that are lost in an assault when working out who has won the combat. Grot Stabberz INF 15cm - 5+ 7+ Chippas (base contact) (Assault Weapons) Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units Scavenged Pistols (15cm) (Small Arms) that are killed, and don’t count Grotz units that are lost in an assault when working out who has won the combat. Ork Mega Grot INF 15cm 6+ 4+ 6+ Shootas (15cm) (Small Arms) Supreme Commander, Counts as an Ork Unit for the purposes of using the Grot’s Warboss Blast Markers rule. Grot Bomb Launcher LV 25cm - 7+ - Grot Bomb 45cm AP4+/AT6+, One-Shot Grot Tank LV Special 5+ 6+ 5+ Twin Big Shoota 30cm AP5+/AT6+ For speed, roll 4D6 after activating or being broken, all Grot Tanks & Mega Grot Tanks in a formation will move at that speed in cm for the subsequent action. Dreadnought AV 15cm 4+ 4+ 5+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker 2x Twin Big Shoota 30cm AP5+/AT6+ Grot Mega Tank AV 5+ 6+ 4+ Boom Kannisters (15cm) (Small Arms) For speed, roll 4D6 after activating or being broken, all Grot Tanks & Mega Grot Tanks 2x Twin Big Shoota 30cm AP5+/AT6+ in a formation will move at that speed in cm for the subsequent action. 3x Big Shoota 30cm AP6+/AT6+ Killa Kan AV 15cm 5+ 5+ 6+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker Big Shoota 30cm AP6+/AT6+ Mega Dread AV 15cm 4+ 4+ 4+ 0-2x Big Gun 45cm AP5+/AT5+ Walker, Reinforced Armour 0-2x Rippa Klaw (base contact) (Assault Weapons), MW, EA(+1) May be armed with 2 Big Guns or 2 Rippa Klaws, or 1 of each 2x Big Shoota 30cm AP6+/AT6+ (No more than 2 arm weapons in total) Kustom Stompa WE 15cm 4+ 4+ 4+ Supa-Gattler 45cm 3x AP4+/AT5+, Slow Firing, Fwd DC4, Fearless, Walker, Reinforced Armour Soopagun 60cm 2BP, MW, Fwd Transport: (May carry 4 of the following units: Boyz, Big Gunz, Kommandos, Nobz, Supa-Rokkit 90cm AT4+, Fwd Meganobz. Meganobz count as 2 units. Plus 2 Grot units in addition to other units) Mega Choppa (base contact) (Assault Weapons), TK(D3), EA (+1) Critical Hit Effect: Suffer an extra point of DC (And roll again to see if that point of DC is also Critical)

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7.9 NetEA EXPERIMENTAL

147

GROMMELZ'S FURST AFFTA-DEM KORPS v0.2. Sub-Army Champion: "Dobbsy"

Grommelz's Furst Affta-Dem Korps army has a Strategy rating of 2. All formations have an initiative rating of 3+.

KORPS FORMATIONS (Da Furst Affta-dem Korps may contain any number of formations)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES Grot Tank Battle Mob 6 Grot Tanks 150 250 350 Grot Mega tank +65 points Grot Mega Boss (0-1 per army) +125 points 0-1 Battle Boss +25 points 0-2 Flakwagonz +35 points each Pincer-Gretchineers Mob 1 Grot Tank 150 200 250 Grot Mega Boss (0-1 per army) +125 points 8 Grotz units 0-2 Looted ‘Umie Tanks +50 points each 3 Grot haf-trakks 0-2 Gunwagonz +35 points each 0-1 Battle Boss +25 points 0-1 Grot Odd-Boy Stoodent +75 points 0-2 Flakwagonz +35 points each Grot Mega Tanks 2 Grot Mega Tank units 125 250 375 Grot Mega Boss (0-1 per army) +125 points 0-2 Flakwagonz +35 points each Grotillery Mob 4 Rokkit haf-trakks units 200 - - 0-1 Grot Odd-Boy Stoodent +75 points 0-2 Flakwagonz +35 points each Spottaz 4 Spottaz units 100 175 250 0-4 Spottaz +35 points each

SPECIAL RULE - For Da Boss Any Grot formation containing the Grot Mega Boss is counted as Fearless.

SPECIAL RULE - Onslaught of Gunz Once per game, a Grot Tank Battle Mob may fire all of its gunz at once for a Barrage template effect, determined by the formation's size. Normal: 2BP; Big: 4BP; 'Uge: 6BP. It has a 30cm range.

SPECIAL RULE - Tank Ridaz Grot haf-trakks may carry more Grotz units than is wise to do. If a formation with Haf-trakks has more infantry than can be carried normally, all haf-trakks receive a -5cm unit movement penalty until the number of infantry units is reduced to normal capacity. In addition, any extra Grotz units trying to board a fully-laden haf-trakk must take a dangerous terrain test.

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7.9 NetEA EXPERIMENTAL

GROMMELZ’S FURST AFFTA-DEM KORPS

GROMMELZ’S FURST AFFTA-DEM KORPS REFERENCE SHEET STRATEGY RATING 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Battle Boss CH n/a n/a n/a n/a n/a n/a n/a Leader Formations that include a Battle Boss don't receive Blast Markers for Grot infantry units that are killed and don't count those same units that are lost in an assault when working out who has won the combat Grot Odd-Boy Stoodent CH n/a n/a n/a n/a Soopagun OR 60cm 2BP, MW Upgrade a Rokkit Haf-trakk weapon OR Supa-Zzap-Gun 60cm MW3+, TK(D3) Upgrade a Gunwagonz weapon Grotz INF 15cm - 6+ 6+ Shootas (15cm) Small Arms Spottaz LV 25cm 4+ 6+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Skimmer, Scout Flakwagon AV 30cm 5+ 5+ 5+ Flak Gun 30cm 2x AP6+/AT6+/AA6+ Grot Haf-trakk AV 25cm 5+ 6+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Tank Ridaz, Transport : 3 infantry units Grot Mega Boss AV 25cm 4+ 5+ 4+ 3x Twin Big Shootas 30cm AP5+/AT6+ 2 Power Fields, Supreme Commander, Reinforced Armour, Walker, Flak Gun 30cm 2x AP6+/AT6+/AA6+ Formations that include a Battle Boss don't receive Blast Markers for Grot infantry units that are killed and don't count those same units that are lost in an assault when working out who has won the combat Grot Tank AV 25cm 5+ 6+ 5+ Big Shoota 30cm AP6+/AT6+ Walker (Grommelz Pattern) Gunwagon AV 30cm 5+ 5+ 5+ Big Gun 45cm AP5+/AT5+ Transport: (May carry 3 Grotz units) Looted ‘Umie Tank AV 20cm 4+ 6+ 4+ Big Gun 45cm AP5+/AT5+ 2x Big Shootas 30cm AP5+/AT6+ Big Shoota 30cm AP6+/AT6+ Rokkit Haf-trakk AV 25cm 6+ 6+ 6+ Grot Bomb Launchers 45cm 1BP, Indirect Fire Grot Mega Tank WE 25cm 5+ 6+ 4+ Boom Kannisters (15cm) (Small Arms) 2 DC, Walker, Reinforced Armour (Grommelz Pattern) 2x Twin Big Shootas 30cm AP5+/AT6+ Critical Hit Effect: The Mega Tank loses half its crew and a large chunk of its armour Big Shoota 30cm AP6+/AT6+ in a huge explosion. Its armour save is now 6+ Reinforced Armour 2x Skorchas 15cm AP4+, Ignore Cover

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7.10 NetEA EXPERIMENTAL

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KOLONEL SANDORK'S BLOOD AXE CLAN ORK ARMY v. Sub-Army Champion: "Evil&Chaos"

Blood Axe Clan Ork armies have a Strategy rating of 3. All Ork formations have an initiative rating of 3+.

BLOOD AXE CLAN FORMATIONS (A Blood Axe Clan army may contain any number of formations)

COST PER FORMATION FORMATION CORE UNITS NORMAL BIG ‘UGE UPGRADES Warband 6 Boyz units 200 points 350 points 500 points Any number of the following for 25 points each: 2 Nobz units Boyz (plus an optional free Grot per Boyz unit), 2 Grotz units Big Gunz, Killa Kans, Kommandos, Skorchas, Stormboyz, Warbikes, War Buggies, Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Gunwagonz, Lobbawagonz Any number of Warkoptas for +50 points each Any number of Big Wagons for +75 points each Any number of Mega Warkoptas for +125 points each Any number of Gunfortresses for +125 points each Up to 2 Nobz for +35 points each (Upgrade any Nobz to Meganobz for +25 points each) Up to 1 Oddboy character for +50 points Stormboyz 6 Stormboyz units 150 points - - Any number of the following for +25 points each: Warhorde War Buggies, Kommandos, Skorchas, Stormboyz, Warbikes Any number of Deth Koptas for +35 points each Any number of Warkoptas for +50 points each Any number of Mega Warkoptas for +125 points each Kommandos Squad 6 Kommandos units 150 points - - Any number of the following for +25 points each: Kommandos, Stormboyz Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz Any number of Warkoptas for +50 points each Airborne Kult of 6 Deth Koptas 200 points 350 points 500 points Any number of the following for +25 points each: Speed 2 Kommando units, 1 Warkopta Up to 2 Nobz for +35 points each Blitz Brigade Any 4 of the following: 150 points 250 points 350 points Any number of the following for +25 points each: Gunwagons, Flakwagonz, Skorchas, Warbikes, War Buggies Lobbawagonz Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Lobbawagonz Any number of Big Wagonz for +75 points each Up to 1 Oddboy character for +50 points Up to 1 Gunfortress for +135 points Tankaz 3 Big Wagonz 225 points 425 points 625 points Any number of the following for +35 points each: Battlewagonz, Deth Koptas, Flakwagonz, Lobbawagonz Any number of Big Wagonz for +75 points each Up to 1 Oddboy character for +50 points Up to 1 Gunfortress for +135 points Mekboy 5 Big Gunz units or 125 points 225 points 325 points Any number of the following for +25 points each: Gunzmob Lobbaz units Big Gunz, Lobbaz Any number of the following for +35 points each: Battlewagonz, Flakwagonz Up to 1 Nobz for +35 points (Upgrade any Nobz to Meganobz for +25 points each) Up to 1 Oddboy character for +50 points Fighta Sqwadron 3 Fighta-Bommers 150 points - - Up to 6 Fighta-Bommers for +50 points each Bommer 1 Ork Bommer 200 points - - None Kill Kroozer 1 Kill Kroozer 150 points - - May be upgraded to Battlekroozer for +50 points Gargant 1 Gargant 650 points - - None Great Gargant 1 Great Gargant 850 points - - None

SPECIAL RULE - Warlord Every Ork army must include a Supreme Commander 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 Gargant, then the Warlord must be placed in one of them. If there are no Great Gargants in the army then the Warlord will join a Nobz or a Gargant unit.

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7.10 NetEA EXPERIMENTAL

KOLONEL SANDORK’S BLOODAXE CLAN

KOLONEL SANDORK'S BLOOD AXE CLAN ORK ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Oddboy CH n/a n/a n/a n/a Supa-Zzap-Gun OR 60cm MW3+, TK(D3) Oddboy characters can be one of two types: Big Meks or Slavers. A Big Mek can be Soopagun 60cm 2BP, MW added to a Gunwagon or Gunfortress and upgrades one of the Big Gunz on the vehicle into a Soopagun or Supa-Zzap-Gun. A Slaver may be added to a Big Gunz unit and upgrades the weapons on the unit into a Soopagun or Supa-Zzap-Gun. Warlord CH n/a n/a n/a n/a Big Choppas (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander Big Gunz INF 10cm - 6+ 5+ Big Gun 45cm AP5+/AT5+ Boyz INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Grotz INF 15cm - 6+ 6+ Shootas (15cm) (Small Arms) Formations that include at least 1 Ork unit don’t receive Blast markers for Grot units that are killed, and don’t count Grotz units that are lost in an assault when working out who has won the combat. Kommandos INF 15cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Scout, Infiltrator Shootas (15cm) (Small Arms) Big Shoota 30cm AP6+/AT6+ Lobba INF 10cm - 6+ 6+ Lobba 45cm 1BP Represents Orkified Gotterdammerung Howitzers, Thudd Guns Meganobz INF 10cm 4+ 3+ 4+ Shootas (15cm) (Small Arms) Leader, Reinforced Armour, Counts-as 2 Nobz for transport purposes) Big Choppas (base Contact) (Assault Weapons), MW, EA(+1) 3x Big Shootas 30cm AP6+/AT6+

Nobz INF 15cm 4+ 3+ 5+ Big Choppas (base contact) (Assault Weapons), EA(+1) Leader Shootas (15cm) (Small Arms) 2x Big Shoota 30cm AP6+/AT6+ Stormboyz INF 30cm 6+ 4+ 6+ Choppas (base contact) (Assault Weapons) Jump Pack, Scouts Shootas (15cm) (Small Arms) Warbikes INF 35cm 5+ 4+ 6+ Twin Sawn-off Big Shoota 15cm AP5+/AT5+ Mounted Deth Kopta LV 35cm 4+ 6+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Skimmer Skorcha LV 35cm 5+ 6+ 4+ Skorcha 15cm AP4+, Ignore Cover Warbuggy LV 35cm 5+ 5+ 5+ Twin Big Shoota 30cm AP5+/AT6+ Battlewagon AV 30cm 5+ 6+ 5+ 2x Twin Big Shoota 30cm AP5+/AT6+ Transport: (May carry any 2 of the following units: Boyz, Kommandos, Nobz, Warlord. Alternatively, 1 of the 2 units transported may be a Big Gunz. May carry 1 Grotz unit in addition to any other units) Big Wagon AV 25cm 4+ 5+ 4+ 3x Big Gunz 45cm AP5+/AT5+ Reinforced Armor, Transport: (May carry any one of the following units: Boyz, Grots, Kommandos, Nobz, Big Gun, may carry 1 Grotz unit in addition to other units). Represents Orkified Land Raider, Leman Russ, Ragnarok tanks Flakwagon AV 30cm 5+ 5+ 5+ Flak Gun 30cm 2x AP6+/AT6+/AA6+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Gunwagon AV 30cm 5+ 5+ 5+ Big Gun 45cm AP5+/AT5+ Transport: (May carry any 1 of the following units: Boyz, Kommandos, Grotz, Nobz, Big Gunz) Killa Kan AV 15cm 5+ 5+ 6+ Kombat Klaws (base contact) (Assault Weapons), MW, EA(+1) Walker Big Shoota 30cm AP6+/AT6+ Lobbawagon AV 25cm 6+ 6+ 6+ Lobba 45cm 1BP Represents Orkified Whirlwind, Basilisk, Manticore, Bombard, Deathstrike, Griffon tanks Drop Kan Special Immobile n/a n/a n/a - - - Planetfall, Transport: (May carry 1 Mob that includes only: Nobz, Boyz, Grotz, Stormboyz, Kommandos, Killa Kanz, Dreadnoughts). Any troops carried in the Drop Kan must disembark within 5cm of the Drop Kan or within 5cm of another unit from the same formation, and all units must disembark within 15cm of the Drop Kan. Battlefortress WE 30cm 4+ 4+ 4+ 4x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 8 of the following units: Boyz, Kommandos, Nobz. One of Big Gun 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. Big Kopta WE 35cm 4+ 5+ 4+ 3x Twin Big Shoota 30cm AP5+/AT6+ DC3. Skimmer. Transport (may carry any six of the following units: Big Gun 45cm AP5+/AT5+ Boyz, Kommandos, Grotz, Nobz, Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Big Kopta crashes to the ground, destroying it and killing all aboard.

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7.10 NetEA EXPERIMENTAL

KOLONEL SANDORK’S BLOODAXE CLAN

KOLONEL SANDORK'S BLOOD AXE CLAN ORK ARMY REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Gunfortress WE 30cm 4+ 4+ 4+ 5x Twin Big Shoota 30cm AP5+/AT6+ DC3, Transport: (May carry 4 of the following units: Boyz, Kommandos, Nobz. One of 3x Big Guns 45cm AP5+/AT5+ the units transported may be a Big Gunz. May carry 4 Grots in addition to any other units) Critical Hit Effect: Destroyed after flipping D6cm in a random direction. Any units landed on suffer 1 hit. Any units on board will survive on a roll of 6. Gargant WE 15cm 4+ 3+ 3+ Gaze of Mork 30cm MW4+, TK DC 8, D3+3 Power Fields, Walker, Fearless, Reinforced Armour 2-3x Soopaguns 60cm 2BP, MW Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the 0-1x Supa-Zzap-Gun 60cm MW3+, TK(D3), FxF Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. 0-1x Mega-Choppa 45cm AND AP5+/AT5+, FxF Any fires not put out cause one point of damage.

(base contact) (Assault Weapons), TK(D3), EA(+1) May be armed with 3 Soopaguns or 2 Soopaguns and either 1 Mega-Choppa or 1 Supa-Zzap-Gun Great Gargant WE 15cm 4+ 3+ 3+ Gaze of Mork 30cm MW4+, TK DC12, D6+6 Power Fields, Walker, Fearless, Reinforced Armour 2x Big Guns 45cm AP5+/AT5+ Critical Hit Effect: The Gargant catches fires. Roll a D6 for each fire burning on the 1-2x Twin Soopagun 60cm 3BP, MW, FxF Gargant in the end phase of each turn. 1: a second fire starts; 5-6: the fire is put out. Soopagun 60cm 2BP, MW, FxF Any fires not put out cause one point of damage. 0-1x Lifta-Droppa 60cm AND MW3+, TK(D3), FxF (base contact) (Assault Weapons), EA(+1) Mega Warkopta WE 35cm 4+ 5+ 4+ 3x Twin Big Shootas 30cm AP5+/AT6+ DC3. Skimmer, Transport: (May carry 6 of the following units: Boyz, Kommandos, Big Gun 45cm AP5+/AT5+ Nobz, Grots, 0-1 Big Gunz. May carry 4 Grots in addition to other units). Critical Hit Effect: The Mega Warkopta is destroyed and crashes, killing all aboard. Fighta- Bommer AC Fighter-Bomber 6+ n/a n/a Heavy Shootas 15cm AP5+/AA5+ Tankbusta Rokkits 30cm AT4+ Battlekroozer SC n/a n/a n/a n/a Orbital Bombardment - D6+3BP, MW Slow and Steady (May not be used on the first or second turn of a game unless the scenario specifically states otherwise), Transport: (May carry 168 units, plus as many Drop Kans as are necessary to carry them, and also 12 Landas). Kill Kroozer SC n/a n/a n/a n/a Orbital Bombardment - D6+1BP, MW Transport (40 units, plus as many Drop Kans as are necessary to carry them).

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8.0 ELDAR ARMIES SECTIONCOMMON ELDAR SPECIAL RULES

8.0.1 FARSIGHT Eldar Farseers are able to partially unravel the threads of time, allowing them to foresee events that may affect his army, and act to counter them. To represent this, any Eldar formation that includes a unit with Farsight may ignore the -1 Action test penalty when they try to retain the initiative.

In addition, once per turn the Eldar player may attempt to retain the initiative twice in a row (i.e. the Eldar player can retain the initiative and take another action after having successfully retained the initiative once already). Any Eldar formation may be chosen, including those that do not include a unit with Farsight but at least one unit with Farsight must still be in play and on the battlefield. The formation must still pass an initiative test in order to carry out the action, and will suffer the -1 modifier for retaining the initiative unless it includes a unit with Farsight. Once the action has been taken the initiative returns to the opposing player.

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

8.0.3 ELDAR TECHNOLOGY The Eldar are a technologically sophisticated race that makes use of a number of devices that have capabilities far in advance of anything used by other races

in the galaxy. These technological advantages are represented in Epic by the following special rules:

8.0.3.1 Holofields: Eldar Titans are protected by a holofield that is projected from wing-like structures on the 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 TK or Macro-weapon attacks. Make a single save against weapons with TK ability, rather than a separate save for each point of damage. If a vehicle with a holofield also has reinforced armour, then it is allowed to re-roll its saving throw unless hit my Lance, Macro-weapon or TK attacks, but the re-roll must be made using the unit’s armour save rather than the Holofield save. No Blast markers are placed for hits that are saved by a holofield.

8.0.3.2 Lance Weapons: A Lance uses a highly concentrated beam of laser energy to destroy heavily armoured targets. A unit with Reinforced armour that is hit by a Lance weapon is not allowed to re-roll its saving throw.

8.0.3.3 Webway Portals: Webway portals are used by the Eldar to safely travel through the Warp. Each webway portal included in the army allows the Eldar player to pick up to three other formations and keep them back on the Craftworld. Any formations that are kept on the Craftworld may enter play via the Webway Portal by taking an action that allows them to make a move, and then measuring their first move from the position that a Webway portal occupies on the tabletop. Note that the formation may appear through any portal, not just the one that was used to allow the formation to be kept off-board. No more than one formation may travel through each web way portal each turn. In the Grand Tournament scenario reserve formations with multiple deployment options must be designated as to deployment method during setup – webway, air transport or teleport.

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BIEL-TAN ELDAR CRAFTWORLD ARMY LIST Final version 2012 (2-Dec-11). Eldar Army Champion: "Chroma"

Biel-Tan Craftworld armies have a Strategy rating of 4. Aspect Warrior and Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

BIEL-TAN CRAFTWORLD INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to The Wraithgate functions both as a webway portal and as an 50 points replace 1 of the objective markers objective for rules purposes. It may not be attacked or destroyed. in their half of the table with a NOTE: Wraithgates are one of the smallest types of webway Wraithgate. 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. 0-1 Avatar 1 Avatar, escorted by the Court of the In Grand Tournament games the Avatar must start off the table. Free Young King. At the start of any turn (including the first) it may be set up on the table within 15cms of a Farseer. In the End Phase of the turn the

Avatar returns to the Webway and is removed from play. Once The Avatar has left it may not return.

0-1 Autarch Add 1 Autarch character to any If an Autarch is taken then he counts as one of the Exarchs in the +75 points Aspect Warrior unit. Aspect Warrior formation (see the entry for the Aspect Warrior Warhost below).

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

FORMATION CORE UNITS EXTRAS COST Aspect Warrior Host 8 Aspect Warrior units chosen All units apart from Shining Spears, Swooping Hawks and Warp 300 points from the following list, in any Spiders may be transported in Wave Serpents and/or Falcons if combination: Dire Avengers, Striking desired. If you choose to take this option then you must take exactly Scorpions, Howling Banshees, Fire enough transport vehicles to carry the units that require transport, Dragons, Warp Spiders, Dark Reapers without any spare transport space being ‘left over’. Each Falcon or Swooping Hawks, Shining Spears. Wave Serpent purchased costs +50 points. In addition the Warhost may include up to two Exarch character upgrades for +25 points each. Guardian Warhost 1 Farseer unit 7 Guardian units. 3 Support Weapon Platforms for +50 points 150 points 2-3 Wraithguard units for +50 points each Up to 3 Guardians may be replaced 3 Wraithlords for +175 points with Heavy Weapon Platforms for free. Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points.

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

FORMATION CORE UNITS COST

Ranger Troupe 4 to 8 Eldar Rangers 25 points each War Walker Troupe 6 Eldar War Walkers 200 points Windrider Troupe 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 200 points Swords of Vaul Troupe 5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free. varies In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each Night Spinner Troupe 3 Eldar Night Spinners 175 points Engine of Vaul Troupe Up to 3 Cobra, Scorpion, Storm Serpent, or Void Spinner (or any combination) 250 points each

BIEL-TAN SPACECRAFT, AIRCRAFT, AND TITANS(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans

FORMATION CORE UNITS COST

0-1 Eldar Spacecraft 1 Wraithship OR 150 points 1 Dragonship 300 points 0-1 Warlock Titan 1 Warlock Titan 850 points Phantom Titan 1 Phantom Titan 750 points Revenant Titans 2 Revenant Titans 650 points Nightwings 3 Nightwing Interceptors 300 points Phoenix Bombers 3 Phoenix Bombers 400 points Vampire Raider 1 Vampire Raider 200 points

SPECIAL RULE – May Not Garrison

Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.

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BIEL-TAN

BIEL-TAN ELDAR CRAFTWORLD ARMY REFERENCE 1 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Autarch CH n/a n/a n/a n/a Autarch Close Combat Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander, Inspiring, Invulnerable Save Autarch Ranged Weapon (15cm) (Small Arms), EA(+1) Court of the Young King CH n/a n/a n/a n/a Ancient Weapons (base contact) (Assault Weapons), MW, EA(+1) Exarch CH n/a n/a n/a n/a Exarch Close Combat Weapon (base contact) (Assault Weapons), EA(+1) Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch

OR Exarch Ranged Weapon (15cm) (Small Arms), EA(+1) Close Combat weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon.

Farseer INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Commander, Invulnerable Save, Farsight Witch Blades (base contact) (Assault Weapons), MW, EA(+1) Guardians INF 15cm - 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Heavy Weapon Platform INF 15cm - 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Support Weapon Platform INF 15cm - 6+ 6+ D-Cannon 30cm MW5+ Rangers INF 15cm 5+ 6+ 5+ Shuriken Pistols (15cm) (Small Arms) Scout, Snipers Long Rifles 30cm AP5+ Jetbikes INF 35cm 5+ 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Skimmer, Mounted Dire Avengers INF 15cm 5+ 5+ 4+ Shuriken Catapults (15cm) (Small Arms), EA(+1) Fire Dragons INF 15cm 5+ 5+ 4+ Fusion Guns 15cm MW5+ AND (15cm) (Small Arms), MW Dark Reapers INF 15cm 5+ 6+ 3+ Reaper Missile Launcher 45cm 2x AP5+ Striking Scorpions INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms)

Mandiblasters (base contact) (Assault Weapons), EA(+1) Howling Banshees INF 15cm 5+ 2+ 5+ Shuriken Pistols (15cm) (Small Arms)

Banshee Mask (base contact) (Assault Weapons), First Strike Shining Spears INF 35cm 4+ 4+ 5+ Power Lances (base contact) (Assault Weapons), Lance Skimmer, Mounted Swooping Hawks INF 35cm 5+ 5+ 4+ Lasblasters (15cm) (Small Arms) Scout, Jump Packs, Teleport Warp Spiders INF 15cm 4+ 5+ 4+ Death Spinner (15cm) (Small Arms) Jump Packs, Infiltrator, First Strike Wraithguard INF 15cm 4+ 4+ 4+ Wraithcannon 15cm 2x MW5+ Fearless, Reinforced Armour AND (15cm) (Small Arms), MW, EA(+1) Vyper Jetbikes LV 35cm 4+ 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Skimmer War Walker LV 20cm 6+ 5+ 5+ Scatter Laser 30cm AP5+/AT5+ Reinforced Armour, Walker, Scout Bright Lance 30cm AT5+, Lance Falcon AV 35cm 5+ 6+ 4+ Pulse Laser 45cm 2x AT4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking

Scatter Laser 30cm AP5+/AT5+ Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Fire Prism AV 35cm 5+ 6+ 5+ Prism Cannon 60cm AP4+/AT2+, Lance Skimmer Firestorm AV 35cm 5+ 6+ 4+ Firestorm Battery 45cm 2x AP5+/AT5+/AA4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking

Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Night Spinner AV 35cm 5+ 6+ 5+ Night Spinner 45cm 1BP, Disrupt, Indirect Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Wraithlord AV 15cm 4+ 3+ 4+ Power Fists (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Fearless, Walker

Bright Lance 30cm AT5+, Lance Wave Serpent AV 35cm 5+ 6+ 4+ Twin Shuriken Cannon 30cm AP4+ Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Avatar WE 15cm 3+ 2+ 4+ Wailing Doom 30cm AND MW5+ DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker.

(base contact) (Assault Weapons), MW, EA(+1) Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker.

Cobra WE 25cm 5+ 6+ 5+ Shuriken Cannon 30cm AP5+ DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts Cobra D-Cannon 30cm 2BP, TK(D3+1), FxF as having the 'Ignore Cover' special ability when used against War Engines. Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ 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 suffer a hit on a roll of 6.

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8.1 NetEA APPROVED

BIEL-TAN

BIEL-TAN ELDAR CRAFTWORLD ARMY REFERENCE 2 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Scorpion WE 25cm 5+ 6+ 5+ Twin Pulsar 60cm 2x MW2+ DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking Shuriken Cannon 30cm AP5+ nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm

suffer a hit on a roll of 6. Phantom Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader

1-2x Titan Pulsar 75cm 2x MW3+, TK(1) May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. 0-1x Power Fist (base contact) (Assault Weapons), TK(D3), EA(+2) Weapons may fire all around due to Titan's exceptional maneuverability.

OR (15cm) (Small Arms), EA(+3) May step over units and impassable or dangerous terrain that is lower than the

OR 30cm 6x AP4+/AT4+ Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage.

Revenant Titan WE 35cm 5+ 4+ 4+ 2x Revenant Pulse Laser 45cm 2x MW3+ DC3, Holofield, Walker, Jump Packs, Fearless 2x Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ Weapons may fire 360 degrees due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the 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. Storm Serpent WE 25cm 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+ DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal Storm Serpent Pulse Laser 45cm 2x AT3+ Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm suffer a hit on a roll of 6. IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units with the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play Void Spinner WE 25cm 5+ 6+ 5+ Void Spinner Array 60cm 3BP, Disrupt, Indirect Fire DC3, Reinforced Armour, Skimmer.

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 suffer a hit on a roll of 6.

Warlock Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. Psychic Lance (15cm) AND (Small Arms), EA(+2), TK(D3) May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. Weapons may fire all around due 30cm 3BP, TK(D3), Disrupt, Ignore Cover to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is 0-1x Titan Pulsar 75cm 2x MW3+, TK(1) lower than the Titan’s knees and up to 2cm wide. 0-1x Power Fist (base contact) (Assault Weapons), TK(D3), EA(+2) Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses OR (15cm) (Small Arms), EA(+3) its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. OR 30cm 6x AP4+/AT4+ Nightwing AC Fighter 4+ n/a n/a Twin Shuriken Cannons 30cm AP4+/AA5+, FxF

Bright Lances 30cm AT4+/AA5+, Lance, FxF Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a Nightspinner 15cm 1BP, Disrupt, FxF Reinforced Armour Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Phoenix Pulse Laser 45cm 2x AT4+, FxF Vampire Raider AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units:

2x Vampire Pulse Laser 45cm 2x AT4+, FxF Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed.

Wraithship SC n/a n/a n/a n/a Orbital Bombardment OR - 4BP, MW You must decide which weapon system the Wraithship will have at the start of the battle, Pin-point Attack - MW2+, TK(D3) when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival. Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR - 8BP, MW Transport: (May carry up to 12 Vampires and the units being transported on them).

2x Pin-point Attack - MW2+, TK(D3) You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.

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ALAITOC ELDAR CRAFTWORLD ARMY LIST Final version 2012 (2-Dec-11). Eldar Army Champion: "Chroma"

Alaitoc Craftworld armies have a Strategy rating of 4. Aspect Warrior, Avatar and Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

ALAITOC CRAFTWORLD INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to The Wraithgate functions both as a webway portal and as an 50 points replace one of the Objective markers objective for rules purposes. It may not be attacked or destroyed. in their half of the table with a NOTE: Wraithgates are one of the smallest types of webway Wraithgate. 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. 0-1 Avatar 1 Avatar In Grand Tournament games the Avatar must start off the table. Free At the start of any turn (including the first) it may be set up on the table within 15cms of a Farseer In the End Phase of the turn the Avatar returns to the Webway and is removed from play. Once the Avatar has left it may not return. 0-1 Autarch Add an Autarch character to any If an Autarch is taken then he counts as one of the Exarchs in the +75 points Aspect Warrior unit. Aspect Warrior formation (see the entry for the Aspect Warrior Troupe below).

ALAITOC CRAFTWORLD INDIVIDUALS (An Alaitoc army may contain any number of Warhosts.)

FORMATION CORE UNITS EXTRAS COST Alaitoc Ranger 4 Eldar Ranger units Choose 1 of the following options: 200 points Warhost 4 additional Eldar Rangers, free. 3 War Walkers, free 4 Falcons, +200 points Guardian Warhost 1 Farseer unit 7 Guardian units. 3 Support Weapon Platforms for +50 points 150 points 2-3 Wraithguard units for +50 points each Up to 3 Guardians may be replaced 3 Wraithlords for +175 points with Heavy Weapon Platforms for free. Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points.

ALAITOC CRAFTWORLD TROUPES (You may include up to three Troupes chosen from the following list for each Warhost included in the army)

FORMATION CORE UNITS COST

Pathfinder Troupe 4 to 6 Eldar Pathfinders. 50 points each Aspect Warrior Troupe Six Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions, 225 points

Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly enough transport vehicles to carry the units that require transport, without any spare transport spaces being ‘left over’. Each Falcon or Wave Serpent taken costs +50 points. In addition, the troupe may include up to 1 Exarch character upgrade for +25 points. War Walker Troupe 4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each 150 points Windrider Troupe 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 200 points Swords of Vaul Troupe 5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free. varies In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each Night Spinner Troupe 3 Eldar Night Spinners 175 points Engine of Vaul Troupe Up to 3 Cobra, Scorpion, or Storm Serpent (in any combination) 250 points each

ALAITOC SPACECRAFT, AIRCRAFT, AND TITANS (Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans

FORMATION CORE UNITS COST

0-1 Eldar Spacecraft 1 Wraithship OR 150 points 1 Dragonship 300 points 0-1 Warlock Titan 1 Warlock Titan 850 points Phantom Titan 1 Phantom Titan 750 points Revenant Titans 2 Revenant Titans 650 points Nightwings 3 Nightwing Interceptors 300 points Phoenix Bombers 3 Phoenix Bombers 400 points Vampire Raider 1 Vampire Raider 200 points

SPECIAL RULE – Trail Blazing Only Alaitoc Ranger Warhosts, Pathfinder Troupes, and War Walkers Troupes are allowed to garrison objectives in the Grand Tournament game scenario.

SPECIAL RULE – Falcons of Alaitoc Falcons in an Alaitoc army are allowed to transport a single Ranger or Pathfinder unit instead of their normally transportable units. All other normal transport rules apply.

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ALAITOC

ALAITOC ELDAR CRAFTWORLD ARMY REFERENCE 1 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Autarch CH n/a n/a n/a n/a Autarch Close Combat Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander, Inspiring, Invulnerable Save Autarch Ranged Weapon (15cm) (Small Arms), EA(+1) Exarch CH n/a n/a n/a n/a Exarch Close Combat Weapon (base contact) (Assault Weapons), EA(+1) Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat OR Exarch Ranged Weapon (15cm) (Small Arms), EA(+1) weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Farseer INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Commander, Invulnerable Save, Farsight Witch Blades (base contact) (Assault Weapons), MW, EA(+1) Guardians INF 15cm - 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Heavy Weapon Platform INF 15cm - 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Support Weapon Platform INF 15cm - 6+ 6+ D-Cannon 30cm MW5+ Rangers INF 15cm 5+ 6+ 5+ Shuriken Pistols (15cm) (Small Arms) Scout, Snipers Long Rifles 30cm AP5+ Jetbikes INF 35cm 5+ 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Skimmer, Mounted Dire Avengers INF 15cm 5+ 5+ 4+ Shuriken Catapults (15cm) (Small Arms), EA(+1) Fire Dragons INF 15cm 5+ 5+ 4+ Fusion Guns 15cm MW5+ AND (15cm) (Small Arms), MW Dark Reapers INF 15cm 5+ 6+ 3+ Reaper Missile Launcher 45cm 2x AP5+ Striking Scorpions INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms)

Mandiblasters (base contact) (Assault Weapons), EA(+1) Howling Banshees INF 15cm 5+ 2+ 5+ Shuriken Pistols (15cm) (Small Arms)

Banshee Mask (base contact) (Assault Weapons), First Strike Pathfinder INF 20cm 5+ 6+ 5+ Shuriken Pistols (15cm) (Small Arms) Scout, Sniper, Invulnerable Save, Teleport Long Rifles 30cm AP5+ Shining Spears INF 35cm 4+ 4+ 5+ Power Lances (base contact) (Assault Weapons), Lance Skimmer, Mounted Swooping Hawks INF 35cm 5+ 5+ 4+ Lasblasters (15cm) (Small Arms) Scout, Jump Packs, Teleport Warp Spiders INF 15cm 4+ 5+ 4+ Death Spinner (15cm) (Small Arms) Jump Packs, Infiltrator, First Strike Wraithguard INF 15cm 4+ 4+ 4+ Wraithcannon 15cm 2x MW5+ Fearless, Reinforced Armour AND (15cm) (Small Arms), MW, EA(+1) Vyper Jetbikes LV 35cm 4+ 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Skimmer War Walker LV 20cm 6+ 5+ 5+ Scatter Laser 30cm AP5+/AT5+ Reinforced Armour, Walker, Scout Bright Lance 30cm AT5+, Lance Falcon AV 35cm 5+ 6+ 4+ Pulse Laser 45cm 2x AT4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scatter Laser 30cm AP5+/AT5+ Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Fire Prism AV 35cm 5+ 6+ 5+ Prism Cannon 60cm AP4+/AT2+, Lance Skimmer Firestorm AV 35cm 5+ 6+ 4+ Firestorm Battery 45cm 2x AP5+/AT5+/AA4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Night Spinner AV 35cm 5+ 6+ 5+ Night Spinner 45cm 1BP, Disrupt, Indirect Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Wraithlord AV 15cm 4+ 3+ 4+ Power Fists (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Fearless, Walker Bright Lance 30cm AT5+, Lance Wave Serpent AV 35cm 5+ 6+ 4+ Twin Shuriken Cannon 30cm AP4+ Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Avatar WE 15cm 3+ 2+ 4+ Wailing Doom 30cm AND MW5+ DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. (base contact) (Assault Weapons), MW, EA(+1) Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker. Cobra WE 25cm 5+ 6+ 5+ Shuriken Cannon 30cm AP5+ DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts Cobra D-Cannon 30cm 2BP, TK(D3+1), FxF as having the 'Ignore Cover' special ability when used against War Engines. Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ 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 suffer a hit on a roll of 6. Scorpion WE 25cm 5+ 6+ 5+ Twin Pulsar 60cm 2x MW2+ DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking Shuriken Cannon 30cm AP5+ nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm

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ALAITOC

ALAITOC ELDAR CRAFTWORLD ARMY REFERENCE 2

STRATEGY RATING 4 NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Phantom Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader 1-2x Titan Pulsar 75cm 2x MW3+, TK(1) May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. 0-1x Power Fist (base contact) (Assault Weapons), TK(D3), EA(+2) Weapons may fire all around due to Titan's exceptional maneuverability. OR (15cm) (Small Arms), EA(+3) May step over units and impassable or dangerous terrain that is lower than the

OR 30cm 6x AP4+/AT4+ Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. Revenant Titan WE 35cm 5+ 4+ 4+ 2x Revenant Pulse Laser 45cm 2x MW3+ DC3, Holofield, Walker, Jump Packs, Fearless 2x Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ Weapons may fire 360 degrees due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the 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. Storm Serpent WE 25cm 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+ DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal Storm Serpent Pulse Laser 45cm 2x AT3+ Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm suffer a hit on a roll of 6. IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units with the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play Warlock Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. Psychic Lance (15cm) (Small Arms), EA(+2), TK(D3) May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. 30cm 3BP, Disrupt, Ignore Cover, TK(D3) Weapons may fire all around due to Titan's exceptional maneuverability. 0-1x Titan Pulsar 75cm 2x MW3+, TK(1) May step over units and impassable or dangerous terrain that is lower than the 0-1x Power Fist (base contact) (Assault Weapons)s), TK(D3), EA(+2) Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly OR (15cm) (Small Arms), EA(+3) damaged and will no longer work. Phantom loses its holofield save for the rest of OR 30cm 6x AP4+/AT4+ the battle. Any further critical hits will cause an additional point of damage. Nightwing AC Fighter 4+ n/a n/a Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Bright Lances 30cm AT4+/AA5+, Lance, FxF Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a Nightspinner 15cm 1BP, Disrupt, FxF Reinforced Armour Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Phoenix Pulse Laser 45cm 2x AT4+, FxF Vampire Raider AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 2x Vampire Pulse Laser 45cm 2x AT4+, FxF Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed. Wraithship SC n/a n/a n/a n/a Orbital Bombardment OR - 4BP, MW You must decide which weapon system the Wraithship will have at the start of the battle, Pin-point Attack - MW2+, TK(D3) when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival. Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR - 8BP, MW Transport: (May carry up to 12 Vampires and the units being transported on them). 2x Pin-point Attack - MW2+, TK(D3) You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.

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ULTHWÉ ELDAR CRAFTWORLD ARMY LIST Final version 2012 (2-Dec-11). Eldar Army Champion: "Chroma"

Ulthwé Craftworld armies have a Strategy rating of 5. Aspect Warrior, Avatar, Black Guardians and Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

ULTHWÉ CRAFTWORLD INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to The Wraithgate functions both as a webway portal and as an 50 points replace one of the Objective markers objective for rules purposes. It may not be attacked or destroyed. in their half of the table with a NOTE: Wraithgates are one of the smallest types of webway Wraithgate. 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. 0-1 Ulthwé Avatar 1 Avatar. May accompanied by the In Grand Tournament games the Avatar must start off the table. Free Spear of Khaine for +25 points At the start of any turn (including the first) it may be set up on the table within 15cms of a Farseer In the End Phase of the turn the Avatar returns to the Webway and is removed from play. Once the Avatar has left it may not return. 0-1 Seer Council You may replace one Farseer unit with a +100 points Seer Council unit

ULTHWÉ CRAFTWORLD HOSTS (An Ulthwé army may contain any number of Warhosts)

FORMATION CORE UNITS EXTRAS COST Guardian Warhost 1 Farseer unit 7 Guardian units. 3 Support Weapon Platforms for +50 points 150 points 2 or 3 Wraithguard units for +50 points each Up to 3 Guardians may be replaced 3 Wraithlords for +175 points with Heavy Weapon Platforms for free.

Alternatively, formations consisting only of Guardians, Heavy Weapon Platforms, Farseers and Seer Council may be mounted in 4 Wave Serpents for +200 points

Black Guardian 2 Farseer units 6 Guardian units. 3 Support Weapon Platforms for +50 points 200 points Warhost 3 War Walkers for +100 points Up to 3 Guardians may be replaced Alternatively, formations consisting only of Guardians, Farseers with Heavy Weapon Platforms for free and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points. Up to 2 Wave Serpents may be replaced with a pair of falcons each at an additional cost of +50 points per pair. You may also add three Jetbike

units or Vyper Jetbikes, in any combination, for +100 points

ULTHWÉ 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

Aspect Warrior 4 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions, 175 points Troupe Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears

All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in

Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly

enough transport vehicles to carry the units that require transport, without any spare transport spaces

being ‘left over’. Each Falcon or Wave Serpent taken costs +50 points. In addition the troupe may include up to 1 Exarch character upgrade for +25 points. Ranger Troupe 4 to 8 Eldar Rangers 25 points each War Walker Troupe 4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each 150 points Windrider Troupe 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 200 points Swords of Vaul Troupe 5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free. varies In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each Night Spinner Troupe 3 Eldar Night Spinners 175 points Engine of Vaul Troupe Up to 3 Cobra, Scorpion and Storm Serpent (or any combination) 250 points each

ULTHWÉ SPACECRAFT, AIRCRAFT, AND TITANS (Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans

FORMATION CORE UNITS COST

0-1 Eldar Spacecraft 1 Wraithship OR 150 points 1 Dragonship 300 points 0-1 Warlock Titan 1 Warlock Titan 850 points Phantom Titan 1 Phantom Titan 750 points Revenant Titans 2 Revenant Titans 650 points Nightwings 3 Nightwing Interceptors 300 points Phoenix Bombers 3 Phoenix Bombers 400 points Vampire Raider One Vampire Raider 200 points

SPECIAL RULE – May Not Garrison

Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.

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ULTHWÉ

ULTHWÉ ELDAR CRAFTWORLD ARMY REFERENCE 1 STRATEGY RATING 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Exarch CH n/a n/a n/a n/a Exarch Close Combat Weapon (base contact) (Assault Weapons), EA(+1) Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat OR Exarch Ranged Weapon (15cm) (Small Arms), EA(+1) weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Spear of Khaine CH n/a n/a n/a n/a Singing Spears (15cm) OR (Small Arms), EA (+1)

(base contact) (Assault Weapons), MW, EA(+1) Farseer INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Commander, Invulnerable Save, Farsight Witch Blades (base contact) (Assault Weapons), MW, EA(+1) Guardians INF 15cm - 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Heavy Weapon Platform INF 15cm - 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Seer Council INF 15cm 4+ 4+ 4+ Witch Blades (base contact) (Assault Weapons), EA (+1), MW Supreme Commander, Invulnerable Save, Farsight, and Reinforced Armor Eldar Psychic Powers (15cm) (Small Arms), EA (+1), MW Support Weapon Platform INF 15cm - 6+ 6+ D-Cannon 30cm MW5+ Rangers INF 15cm 5+ 6+ 5+ Shuriken Pistols (15cm) (Small Arms) Scout, Snipers Long Rifles 30cm AP5+ Jetbikes INF 35cm 5+ 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Skimmer, Mounted Dire Avengers INF 15cm 5+ 5+ 4+ Shuriken Catapults (15cm) (Small Arms), EA(+1) Fire Dragons INF 15cm 5+ 5+ 4+ Fusion Guns 15cm MW5+

AND (15cm) (Small Arms), MW Dark Reapers INF 15cm 5+ 6+ 3+ Reaper Missile Launcher 45cm 2x AP5+ Striking Scorpions INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Mandiblasters (base contact) (Assault Weapons), EA(+1) Howling Banshees INF 15cm 5+ 2+ 5+ Shuriken Pistols (15cm) (Small Arms) Banshee Mask (base contact) (Assault Weapons), First Strike Shining Spears INF 35cm 4+ 4+ 5+ Power Lances (base contact) (Assault Weapons), Lance Skimmer, Mounted Swooping Hawks INF 35cm 5+ 5+ 4+ Lasblasters (15cm) (Small Arms) Scout, Jump Packs, Teleport Warp Spiders INF 15cm 4+ 5+ 4+ Death Spinner (15cm) (Small Arms) Jump Packs, Infiltrator, First Strike Wraithguard INF 15cm 4+ 4+ 4+ Wraithcannon 15cm 2x MW5+ Fearless, Reinforced Armour AND (15cm) (Small Arms), MW, EA(+1) Vyper Jetbikes LV 35cm 4+ 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Skimmer War Walker LV 20cm 6+ 5+ 5+ Scatter Laser 30cm AP5+/AT5+ Reinforced Armour, Walker, Scout Bright Lance 30cm AT5+, Lance Falcon AV 35cm 5+ 6+ 4+ Pulse Laser 45cm 2x AT4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scatter Laser 30cm AP5+/AT5+ Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Fire Prism AV 35cm 5+ 6+ 5+ Prism Cannon 60cm AP4+/AT2+, Lance Skimmer Firestorm AV 35cm 5+ 6+ 4+ Firestorm Battery 45cm 2x AP5+/AT5+/AA4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Night Spinner AV 35cm 5+ 6+ 5+ Night Spinner 45cm 1BP, Disrupt, Indirect Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Wraithlord AV 15cm 4+ 3+ 4+ Power Fists (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Fearless, Walker Bright Lance 30cm AT5+, Lance Wave Serpent AV 35cm 5+ 6+ 4+ Twin Shuriken Cannon 30cm AP4+ Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Avatar WE 15cm 3+ 2+ 4+ Wailing Doom 30cm AND MW5+ DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. (base contact) (Assault Weapons), MW, EA(+1) Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker. Cobra WE 25cm 5+ 6+ 5+ Shuriken Cannon 30cm AP5+ DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts Cobra D-Cannon 30cm 2BP, TK(D3+1), FxF as having the 'Ignore Cover' special ability when used against War Engines. Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ 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 suffer a hit on a roll of 6.

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ULTHWÉ ELDAR CRAFTWORLD ARMY REFERENCE 2 STRATEGY RATING 5

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Phantom Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader 1-2x Titan Pulsar 75cm 2x MW3+, TK(1) May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. 0-1x Power Fist (base contact) (Assault Weapons), TK(D3), EA(+2) Weapons may fire all around due to Titan's exceptional maneuverability. OR (15cm) (Small Arms), EA(+3) May step over units and impassable or dangerous terrain that is lower than the

OR 30cm 6x AP4+/AT4+ Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. Revenant Titan WE 35cm 5+ 4+ 4+ 2x Revenant Pulse Laser 45cm 2x MW3+ DC3, Holofield, Walker, Jump Packs, Fearless 2x Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the 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. Scorpion WE 25cm 5+ 6+ 5+ Twin Pulsar 60cm MW2+, Pulse DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking Shuriken Cannon 30cm AP5+ nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm suffer a hit on a roll of 6. Storm Serpent WE 25cm 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+ DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal Storm Serpent Pulse Laser 45cm 2x AT3+ Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm suffer a hit on a roll of 6 . IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles and armoured vehicle units with the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play Warlock Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. Psychic Lance (15cm) (Small Arms), EA(+2), TK(D3) May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. 30cm 3BP, Disrupt, Ignore Cover, TK(D3) Weapons may fire all around due to Titan’s exceptional maneuverability. 0-1x Titan Pulsar 75cm 2x MW3+, TK(1) May step over units and impassable or dangerous terrain that is lower than the 0-1x Power Fist (base contact) (Assault Weapons)s), TK(D3), EA(+2) Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly OR (15cm) (Small Arms), EA(+3) damaged and will no longer work. Phantom loses its holofield save for the rest of OR 30cm 6x AP4+/AT4+ the battle. Any further critical hits will cause an additional point of damage. Nightwing AC Fighter 4+ n/a n/a Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Bright Lances 30cm AT4+/AA5+, Lance, FxF Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a Nightspinner 15cm 1BP, Disrupt, FxF Reinforced Armour Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Phoenix Pulse Laser 45cm 2x AT4+, FxF Vampire Raider AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 2x Vampire Pulse Laser 45cm 2x AT4+, FxF Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed. Wraithship SC n/a n/a n/a n/a Orbital Bombardment OR - 4BP, MW You must decide which weapon system the Wraithship will have at the start of the battle, Pin-point Attack - MW2+, TK(D3) when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival. Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR - 8BP, MW Transport: (May carry up to 12 Vampires and the units being transported on them). 2x Pin-point Attack - MW2+, TK(D3) You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.

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IYANDEN ELDAR CRAFTWORLD ARMY LIST v3.5. Eldar Army Champion: "Chroma"

Iyanden Craftworld armies have a Strategy rating of 4. Aspect Warrior and Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

IYANDEN CRAFTWORLD INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to The Wraithgate functions both as a webway portal and as an 50 points replace one of the Objective markers objective for rules purposes. It may not be attacked or destroyed. in their half of the table with a NOTE: Wraithgates are one of the smallest types of webway Wraithgate. 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. 0-1 Avatar 1 Avatar In Grand Tournament games the Avatar must start off the table. Free At the start of any turn (including the first) it may be set up on the table within 15cms of a Farseer In the End Phase of the turn the Avatar returns to the Webway and is removed from play. Once The Avatar has left it may not return 0-1 Supreme Choose one: Commander Add an Autarch character to any If an Autarch is taken then he counts as one of the Exarchs in the +75 points Aspect Warrior unit. Aspect Warrior formation OR OR replace 1 Spirit Seer with 1 Wraith Seer +100 points

IYANDEN CRAFTWORLD WARHOSTS (An Iyanden army may contain any number of Warhosts)

FORMATION CORE UNITS EXTRAS COST Spirit Warrior 1 Spirit Seer character and In addition, the Spirit Warhost may select one of the following 350 points Warhost 6 Wraithguard units options: Add 3 Wraithlords for +175 points OR Add 6 Wave Serpents for +300 points Guardian Warhost 1 Farseer unit 7 Guardian units. 3 Support Weapon Platforms for +50 points 150 points 2-3 Wraithguard units for +50 points each Up to 3 Guardians may be replaced 3 Wraithlords for +175 points with Heavy Weapon Platforms for free. Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points.

IYANDEN CRAFTWORLD TROUPES (You may include up to three Troupes chosen from the following list for each Warhost included in the army)

FORMATION CORE UNITS COST

Aspect Warrior Troupe 4 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions, 175 points Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears

All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly enough transport vehicles to carry the units that require transport, without any spare transport spaces being ‘left over’. Each Falcon or Wave Serpent taken costs +50 points. In addition the troupe may include up to 1 Exarch character upgrade for +25 points. Spirit Warrior Troupe 6 Wraithlords 350 points Ranger Troupe 4 to 8 Eldar Rangers 25 points each War Walker Troupe 4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each 150 points Windrider Troupe 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 200 points Swords of Vaul Troupe 5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free. varies In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each Night Spinner Troupe 3 Eldar Night Spinners 175 points Engine of Vaul Troupe Up to 3 Cobra, Scorpion or Storm Serpent(or any combination) 250 points each

IYANDEN SPACECRAFT, AIRCRAFT, AND TITANS (Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans

FORMATION CORE UNITS COST

0-1 Eldar Spacecraft 1 Wraithship OR 150 points 1 Dragonship 300 points 0-1 Warlock Titan 1 Warlock Titan 850 points Phantom Titan 1 Phantom Titan 750 points Revenant Titans 2 Revenant Titans 650 points Nightwings 3 Nightwing Interceptors 300 points Phoenix Bombers 3 Phoenix Bombers 400 points Vampire Raider 1 Vampire Raider 200 points

SPECIAL RULE – May Not Garrison

Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.

SPECIAL RULE – The Living Few

Iyanden Craftworld Eldar Armies may not have more individual Eldar Guardian Warhosts, Aspect Warrior, Ranger, or Windrider Troupes than they have Spirit Warrior Warhosts.

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IYANDEN ELDAR CRAFTWORLD ARMY REFERENCE 1 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Autarch CH n/a n/a n/a n/a Autarch Close Combat Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander, Inspiring, Invulnerable Save Autarch Ranged Weapon (15cm) (Small Arms), EA(+1) Exarch CH n/a n/a n/a n/a Exarch Close Combat Weapon (base contact) (Assault Weapons), EA(+1) Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat OR Exarch Ranged Weapon (15cm) (Small Arms), EA(+1) weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Spirit Seer CH n/a n/a n/a n/a Singing Spear (15cm) OR (Small Arms), EA (+1) Invulnerable Save, Farsight. A Spirit Seer adds +1 to the Initiative rolls of any Spirit Warrior formation (base contact) (Assault Weapons), EA (+1), MW they are part of. Wraith Seer CH n/a n/a n/a n/a Singing Spear (15cm) OR (Small Arms), EA (+1) Supreme Commander, Invulnerable Save, Farsight. Counts as a Farseer for summoning (base contact) (Assault Weapons), EA (+1), MW the Avatar. A Wraith Seer adds +1 to the Initiative rolls of any Spirit Warrior formation they are part of. Farseer INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Commander, Invulnerable Save, Farsight Witch Blades (base contact) (Assault Weapons), MW, EA(+1) Guardians INF 15cm - 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Heavy Weapon Platform INF 15cm - 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Support Weapon Platform INF 15cm - 6+ 6+ D-Cannon 30cm MW5+ Rangers INF 15cm 5+ 6+ 5+ Shuriken Pistols (15cm) (Small Arms) Scout, Snipers Long Rifles 30cm AP5+ Jetbikes INF 35cm 5+ 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Skimmer, Mounted Dire Avengers INF 15cm 5+ 5+ 4+ Shuriken Catapults (15cm) (Small Arms), EA(+1) Fire Dragons INF 15cm 5+ 5+ 4+ Fusion Guns 15cm MW5+ AND (15cm) (Small Arms), MW Dark Reapers INF 15cm 5+ 6+ 3+ Reaper Missile Launcher 45cm 2x AP5+ Striking Scorpions INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Mandiblasters (base contact) (Assault Weapons), EA(+1) Howling Banshees INF 15cm 5+ 2+ 5+ Shuriken Pistols (15cm) (Small Arms) Banshee Mask (base contact) (Assault Weapons), First Strike Shining Spears INF 35cm 4+ 4+ 5+ Power Lances (base contact) (Assault Weapons), Lance Skimmer, Mounted Swooping Hawks INF 35cm 5+ 5+ 4+ Lasblasters (15cm) (Small Arms) Scout, Jump Packs, Teleport Warp Spiders INF 15cm 4+ 5+ 4+ Death Spinner (15cm) (Small Arms) Jump Packs, Infiltrator, First Strike Wraithguard INF 15cm 4+ 4+ 4+ Wraithcannon 15cm 2x MW5+ Fearless, Reinforced Armour AND (15cm) (Small Arms), MW, EA(+1) Vyper Jetbikes LV 35cm 4+ 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Skimmer War Walker LV 20cm 6+ 5+ 5+ Scatter Laser 30cm AP5+/AT5+ Reinforced Armour, Walker, Scout Bright Lance 30cm AT5+, Lance Falcon AV 35cm 5+ 6+ 4+ Pulse Laser 45cm 2x AT4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scatter Laser 30cm AP5+/AT5+ Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Fire Prism AV 35cm 5+ 6+ 5+ Prism Cannon 60cm AP4+/AT2+, Lance Skimmer Firestorm AV 35cm 5+ 6+ 4+ Firestorm Battery 45cm 2x AP5+/AT5+/AA4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Night Spinner AV 35cm 5+ 6+ 5+ Night Spinner 45cm 1BP, Disrupt, Indirect Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Wraithlord AV 15cm 4+ 3+ 4+ Power Fists (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Fearless, Walker Bright Lance 30cm AT5+, Lance Wave Serpent AV 35cm 5+ 6+ 4+ Twin Shuriken Cannon 30cm AP4+ Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Avatar WE 15cm 3+ 2+ 4+ Wailing Doom 30cm AND MW5+ DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. (base contact) (Assault Weapons), MW, EA(+1) Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations

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IYANDEN ELDAR CRAFTWORLD ARMY REFERENCE 2 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Cobra WE 25cm 5+ 6+ 5+ Shuriken Cannon 30cm AP5+ DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts as having the 'Ignore Cobra D-Cannon 30cm 2BP, TK(D3+1), FxF Cover' special ability when used against War Engines. Critical Hit Effect: The Cobra’s gravitic drives Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ implode, sucking nearby troops into an energy maelstrom. The Cobra is destroyed and any models within 5cm suffer a hit on a roll of 6. Phantom Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader 1-2x Titan Pulsar 75cm 2x MW3+, TK(1) May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. 0-1x Power Fist (base contact) (Assault Weapons), TK(D3), EA(+2) Weapons may fire all around due to Titan’s exceptional maneuverability. OR (15cm) (Small Arms), EA(+3) May step over units and impassable or dangerous terrain that is lower than the

OR 30cm 6x AP4+/AT4+ Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. Revenant Titan WE 35cm 5+ 4+ 4+ 2x Revenant Pulse Laser 45cm 2x MW3+ DC3, Holofield, Walker, Jump Packs, Fearless 2x Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ Weapons may fire 360 degrees due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the 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. Scorpion WE 25cm 5+ 6+ 5+ Twin Pulsar 60cm 2x MW2+ DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking Shuriken Cannon 30cm AP5+ nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm suffer a hit on a roll of 6. Storm Serpent WE 25cm 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+ DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal Storm Serpent Pulse Laser 45cm 2x AT3+ Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm suffer a hit on a roll of 6. IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units with the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play Warlock Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. Psychic Lance (15cm) (Small Arms), EA(+2), TK(D3) May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. 30cm 3BP, Disrupt, Ignore Cover, TK(D3) Weapons may fire all around due to Titan’s exceptional maneuverability. 0-1x Titan Pulsar 75cm 2x MW3+, TK(1) May step over units and impassable or dangerous terrain that is lower than the 0-1x Power Fist (base contact) (Assault Weapons)s), TK(D3), EA(+2) Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly OR (15cm) (Small Arms), EA(+3) damaged and will no longer work. Phantom loses its holofield save for the rest of OR 30cm 6x AP4+/AT4+ the battle. Any further critical hits will cause an additional point of damage. Nightwing AC Fighter 4+ n/a n/a Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Bright Lances 30cm AT4+/AA5+, Lance, FxF Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a Nightspinner 15cm 1BP, Disrupt, FxF Reinforced Armour Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Phoenix Pulse Laser 45cm 2x AT4+, FxF Vampire Raider AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 2x Vampire Pulse Laser 45cm 2x AT4+, FxF Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed. Wraithship SC n/a n/a n/a n/a Orbital Bombardment OR - 4BP, MW You must decide which weapon system the Wraithship will have at the start of the battle, Pin-point Attack - MW2+, TK(D3) when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival. Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR - 8BP, MW Transport: (May carry up to 12 Vampires and the units being transported on them). You must decide 2x Pin-point Attack - MW2+, TK(D3) which weapon system the Dragonship will have at the start of the battle, when you record the turn it will

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arrive on. Write down the weapon system to be used alongside the turn of arrival.

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SAIM-HANN ELDAR CRAFTWORLD ARMY LIST v3.5. Eldar Army Champion: "Chroma"

Saim-Hann Craftworld armies have a Strategy rating of 3. Aspect Warrior, Avatar and Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

SAIM-HANN CRAFTWORLD INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to The Wraithgate functions both as a webway portal and as an 50 points replace one of the Objective markers objective for rules purposes. It may not be attacked or destroyed. in their half of the table with a NOTE: Wraithgates are one of the smallest types of webway Wraithgate. 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. 0-1 Avatar 1 Avatar In Grand Tournament games the Avatar must start off the table. Free At the start of any turn (including the first) it may be set up on the table within 15cms of a Farseer In the End Phase of the turn the Avatar returns to the Webway and is removed from play. Once The Avatar has left it may not return 0-1 Wild Rider Add an Autarch character to a single +75 points Chieftain Wild Riders unit.

SAIM-HANN CRAFTWORLD WARHOSTS (A Saim-Hann army may contain any number of Warhosts. Only one Shining Spear Warhost may be included per Wild Rider Clan Warhost))

FORMATION CORE UNITS EXTRAS COST Wild Rider Clan 1 Wild Riders unit and 6 Jet Bike units Add 3 Jet Bike units for +100 points or add 6 Jet Bike units for +200 points 250 points Add 3 Shining Spears units for +100 points Add 1 Mounted Farseer character to a Jet Bike or Vyper unit +50 points Any number of Jet Bike units in the formation may be replaced with Vypers at no additional points cost. Shining Spear Aspect 8 Shining Spear Aspect Warrior units Add up to 2 Exarch character upgrades for +25 points each 300 points Warrior Warhost

SAIM-HANN CRAFTWORLD TROUPES (You 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 6 Guardian units and 3 Wave Serpents 250 points Troupe Up to 2 Guardians may be replaced with Heavy Weapon Platforms at no additional cost Replace 2 Guardian units with Wraithguard units and add an additional Wave Serpent +125 points Aspect Warrior 6 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions, 225 points Troupe Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears All units apart from Shining Spears, Swooping Hawks, and Warp Spiders must be transported in Wave Serpents and/or Falcons if desired. You must take exactly enough transport vehicles to carry the units that require transport, without any spare transport spaces being ‘left over’. Each Falcon or Wave Serpent taken costs +50 points. In addition the troupe may include up to 1 Exarch character upgrade for +25 points. Hornet Troupe 6 Hornets 250 points Ranger Troupe 4 to 8 Eldar Rangers 25 points each Swords of Vaul Troupe 5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free. varies In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each Night Spinner Troupe 3 Eldar Night Spinners 175 points Engine of Vaul Troupe Up to 3 Cobra, Scorpion or Storm Serpent(or any combination) 250 points each

SAIM-HANN SPACECRAFT, AIRCRAFT, AND TITANS(Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans

FORMATION CORE UNITS COST

0-1 Eldar Spacecraft 1 Wraithship OR 150 points 1 Dragonship 300 points Revenant Titans 2 Revenant Titans 650 points Nightwings 3 Nightwing Interceptors 300 points Phoenix Bombers 3 Phoenix Bombers 400 points Vampire Hunter 2 Vampire Hunters 500 points

SPECIAL RULE – Saim-Hann Garrison

Only Saim-Hann Hornet and Ranger formations are allowed to garrison in the Grand Tournament game scenario.

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SAIM-HANN

SAIM-HANN ELDAR CRAFTWORLD ARMY REFERENCE 1 STRATEGY RATING 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Autarch CH n/a n/a n/a n/a Autarch Close Combat Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander, Inspiring, Invulnerable Save Autarch Ranged Weapon (15cm) (Small Arms), EA(+1) Exarch CH n/a n/a n/a n/a Exarch Close Combat Weapon (base contact) (Assault Weapons), EA(+1) Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat OR Exarch Ranged Weapon (15cm) (Small Arms), EA(+1) weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Mounted Farseer CH n/a n/a n/a n/a Witch Blade (base contact) (Assault Weapons), MW, EA(+1) Commander, Invulnerable Save, Farsight. May Summon the Avatar. Guardians INF 15cm - 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Heavy Weapon Platform INF 15cm - 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Rangers INF 15cm 5+ 6+ 5+ Shuriken Pistols (15cm) (Small Arms) Scout, Snipers Long Rifles 30cm AP5+ Jet Bikes INF 35cm 5+ 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Skimmer, Mounted Dire Avengers INF 15cm 5+ 5+ 4+ Shuriken Catapults (15cm) (Small Arms), EA(+1) Fire Dragons INF 15cm 5+ 5+ 4+ Fusion Guns 15cm MW5+ AND (15cm) (Small Arms), MW Dark Reapers INF 15cm 5+ 6+ 3+ Reaper Missile Launcher 45cm 2x AP5+ Striking Scorpions INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Mandiblasters (base contact) (Assault Weapons), EA(+1) Howling Banshees INF 15cm 5+ 2+ 5+ Shuriken Pistols (15cm) (Small Arms) Banshee Mask (base contact) (Assault Weapons), First Strike Shining Spears INF 35cm 4+ 4+ 5+ Power Lances (base contact) (Assault Weapons), Lance Skimmer, Mounted Swooping Hawks INF 35cm 5+ 5+ 4+ Lasblasters (15cm) (Small Arms) Scout, Jump Packs, Teleport Warp Spiders INF 15cm 4+ 5+ 4+ Death Spinner (15cm) (Small Arms) Jump Packs, Infiltrator, First Strike Wild Rider INF 35cm 4+ 4+ 5+ Eldar Close Combat Weapons (base contact) (Assault Weapons), EA(+1) Skimmer, Mounted, Leader Shuriken Catapults (15cm) (Small Arms) Wraithguard INF 15cm 4+ 4+ 4+ Wraithcannon 15cm 2x MW5+ Fearless, Reinforced Armour AND (15cm) (Small Arms), MW, EA(+1) Hornet LV 40cm 4+ 6+ 5+ Twin Pulse Laser 45cm 2x AT3+ Scout, Skimmer Vyper Jetbikes LV 35cm 4+ 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Skimmer Falcon AV 35cm 5+ 6+ 4+ Pulse Laser 45cm 2x AT4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scatter Laser 30cm AP5+/AT5+ Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Fire Prism AV 35cm 5+ 6+ 5+ Prism Cannon 60cm AP4+/AT2+, Lance Skimmer Firestorm AV 35cm 5+ 6+ 4+ Firestorm Battery 45cm 2x AP5+/AT5+/AA4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Night Spinner AV 35cm 5+ 6+ 5+ Night Spinner 45cm 1BP, Disrupt, Indirect Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Wraithlord AV 15cm 4+ 3+ 4+ Power Fists (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Fearless, Walker Bright Lance 30cm AT5+, Lance Wave Serpent AV 35cm 5+ 6+ 4+ Twin Shuriken Cannon 30cm AP4+ Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Avatar WE 15cm 3+ 2+ 4+ Wailing Doom 30cm AND MW5+ DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. (base contact) (Assault Weapons), MW, EA(+1) Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations Court of the Young King (base contact) (Assault Weapons), MW, EA(+1) with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker. Cobra WE 25cm 5+ 6+ 5+ Shuriken Cannon 30cm AP5+ DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts Cobra D-Cannon 30cm 2BP, TK(D3+1), FxF as having the 'Ignore Cover' special ability when used against War Engines. Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ 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 suffer a hit on a roll of 6. Revenant Titan WE 35cm 5+ 4+ 4+ 2x Revenant Pulse Laser 45cm 2x MW3+ DC3, Holofield, Walker, Jump Packs, Fearless 2x Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the 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.

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SAIM-HANN

SAIM-HANN ELDAR CRAFTWORLD ARMY REFERENCE 2 STRATEGY RATING 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Scorpion WE 25cm 5+ 6+ 5+ Twin Pulsar 60cm 2x MW2+ DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking

Shuriken Cannon 30cm AP5+ nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm suffer a hit on a roll of 6. Storm Serpent WE 25cm 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+ DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal Storm Serpent Pulse Laser 45cm 2x AT3+ Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm suffer a hit on a roll of 6. IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units with the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play Nightwing AC Fighter 4+ n/a n/a Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Bright Lances 30cm AT4+/AA5+, Lance, FxF Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a Nightspinner 15cm 1BP, Disrupt, FxF Reinforced Armour Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Phoenix Pulse Laser 45cm 2x AT4+, FxF Vampire Hunter AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Hunter Twin Pulsar 30cm 2x MW2+, FxF Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed. Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ Wraithship SC n/a n/a n/a n/a Orbital Bombardment OR n/a 4BP, MW You must decide which weapon system the Wraithship will have at the start of the battle, Pin-point Attack n/a MW2+, TK(D3) when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival. Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR n/a 8BP, MW Transport: (May carry up to 12 Vampires and the units being transported on them). 2x Pin-point Attack n/a MW2+, TK(D3) You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.

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IYBRAESIL ELDAR CRAFTWORLD CRONE WORLD RAIDERS ARMY LIST v3.5. Eldar Army Champion: "Chroma"

Iybraesil Craftworld armies have a Strategy rating of 4. Titans and any formations containing Aspect Warriors have an initiative rating of 1+. All other formations have an initiative rating of 2+.

CRONE WORLD RAIDERS INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to The Wraithgate functions both as a webway portal and as an 50 points replace one of the Objective markers objective for rules purposes. It may not be attacked or destroyed. in their half of the table with a NOTE: Wraithgates are one of the smallest types of webway Wraithgate. 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. 0-1 Hag Seer Add an Autarch character to a Farseer or If an Autarch is taken then she counts as one of the Exarchs in the +75 points Howling Banshees unit. Aspect Warrior formation

CRONE WORLD RAIDERS WARHOSTS (A Crone World Raiders army may contain any number of Warhosts)

FORMATION CORE UNITS EXTRAS COST Crone World 1 Farseer unit and 5 Guardian units plus 1-2 Wraithguard units for +50 points each 200 points Raiders Warhost 2 Aspect Warrior units in any combination from the following list: All units apart from Shining Spears, Swooping Hawks and Warp Dire Avengers, Striking Scorpions, Spiders may be transported in Wave Serpents and/or Falcons if Howling Banshees, Fire Dragons, desired. If you choose to take this option then you must take exactly Warp Spiders, Dark Reapers, Swooping enough transport vehicles to carry the units that require transport, Hawks, Shining Spears. without any spare transport space being ‘left over’. Each Falcon or Up to 2 Guardians may be replaced with Heavy Wave Serpent purchased costs +50 points. Weapon Platforms at no additional cost In addition the Warhost may include 1 Exarch character upgrade for +25 points each. Daughters of the 8 Howling Banshees Aspect Warrior units All units may be transported in Wave Serpents and/or Falcons if 250 points Crone Warhost desired. If you choose to take this option then you must take exactly enough transport vehicles to carry the units that require transport, without any spare transport space being ‘left over’. Each Falcon or Wave Serpent purchased costs +50 points. In addition the Warhost may include up to two Exarch character upgrades for +25 points each.

CRONE WORLD RAIDERS TROUPES (You may include up to three Troupes chosen from the following list for each Warhost included in the army)

FORMATION CORE UNITS COST

Deathwalker Troupe 1 Farseer unit, 3 Guardians units and 4 Wraithguard units 275 points 1 of the following options may be added Add 6 Wave Serpents +300 points OR Add 3 Wraithlords +175 points Far Rider Troupe 4 Jet Bike units plus 2 Aspect Warrior units in any combination, chosen from the following list: 200 points Swooping Hawks, Shining Spears. Any number of Jet Bikes may be replaced with Vypers at no additional cost Relic Hunter Troupe 4 to 6 Eldar Rangers for +25 points each and/or War Walkers for +35 points each, in any combination varies Swords of Fate Troupe 5 Falcons plus 2 Aspect Warrior units in any combination chosen from the following: 300 points

Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Dark Reapers, Swooping Hawks, Shining Spears. Up to 2 Falcons may be replaced with a Firestorm at no additional cost. In addition, any number of falcons may be upgraded to Fire Prisms for +15 points each. Skeins of Fate Troupe 4 Eldar Night Spinners and 1 Firestorm 400 points Engine of Vaul Troupe Up to 3 Cobra, Scorpion or Storm Serpent(or any combination) 250 points each

CRONE WORLD RAIDERS SPACECRAFT, AIRCRAFT, AND TITANS (Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans)

FORMATION CORE UNITS COST

0-1 Eldar Spacecraft 1 Wraithship OR 150 points 1 Dragonship 300 points Revenant Titans 2 Revenant Titans 650 points Nightwings 3 Nightwing Interceptors 300 points Phoenix Bombers 3 Phoenix Bombers 400 points Vampire Hunter 1 Vampire Hunter 275 points Vampire Raider 1 Vampire Raider 200 points

SPECIAL RULE – Relic Hunter Garrison

In the Crone World Raiders list, only Relic Hunter formations are allowed to garrison in the Grand Tournament game scenario.

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IYBRAESIL

IYBRAESIL ELDAR CRAFTWORLD CRONE WORLD RAIDERS ARMY REFERENCE 1 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Autarch CH n/a n/a n/a n/a Autarch Close Combat Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander, Inspiring, Invulnerable Save Autarch Ranged Weapon (15cm) (Small Arms), EA(+1) Exarch CH n/a n/a n/a n/a Exarch Close Combat Weapon (base contact) (Assault Weapons), EA(+1) Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat OR Exarch Ranged Weapon (15cm) (Small Arms), EA(+1) weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Farseer INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Commander, Invulnerable Save, Farsight Witch Blades (base contact) (Assault Weapons), MW, EA(+1) Guardians INF 15cm - 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Heavy Weapon Platform INF 15cm - 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Rangers INF 15cm 5+ 6+ 5+ Shuriken Pistols (15cm) (Small Arms) Scout, Snipers Long Rifles 30cm AP5+ Jet Bikes INF 35cm 5+ 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Skimmer, Mounted Dire Avengers INF 15cm 5+ 5+ 4+ Shuriken Catapults (15cm) (Small Arms), EA(+1) Fire Dragons INF 15cm 5+ 5+ 4+ Fusion Guns 15cm MW5+ AND (15cm) (Small Arms), MW Dark Reapers INF 15cm 5+ 6+ 3+ Reaper Missile Launcher 45cm 2x AP5+ Striking Scorpions INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Mandiblasters (base contact) (Assault Weapons), EA(+1) Howling Banshees INF 15cm 5+ 2+ 5+ Shuriken Pistols (15cm) (Small Arms) Banshee Mask (base contact) (Assault Weapons), First Strike Shining Spears INF 35cm 4+ 4+ 5+ Power Lances (base contact) (Assault Weapons), Lance Skimmer, Mounted Swooping Hawks INF 35cm 5+ 5+ 4+ Lasblasters (15cm) (Small Arms) Scout, Jump Packs, Teleport Warp Spiders INF 15cm 4+ 5+ 4+ Death Spinner (15cm) (Small Arms) Jump Packs, Infiltrator, First Strike Wraithguard INF 15cm 4+ 4+ 4+ Wraithcannon 15cm 2x MW5+ Fearless, Reinforced Armour AND (15cm) (Small Arms), MW, EA(+1) Vyper Jetbikes LV 35cm 4+ 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Skimmer War Walker LV 20cm 6+ 5+ 5+ Scatter Laser 30cm AP5+/AT5+ Reinforced Armour, Walker, Scout Bright Lance 30cm AT5+, Lance Falcon AV 35cm 5+ 6+ 4+ Pulse Laser 45cm 2x AT4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scatter Laser 30cm AP5+/AT5+ Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Fire Prism AV 35cm 5+ 6+ 5+ Prism Cannon 60cm AP4+/AT2+, Lance Skimmer Firestorm AV 35cm 5+ 6+ 4+ Firestorm Battery 45cm 2x AP5+/AT5+/AA4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Night Spinner AV 35cm 5+ 6+ 5+ Night Spinner 45cm 1BP, Disrupt, Indirect Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Wraithlord AV 15cm 4+ 3+ 4+ Power Fists (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Fearless, Walker Bright Lance 30cm AT5+, Lance Wave Serpent AV 35cm 5+ 6+ 4+ Twin Shuriken Cannon 30cm AP4+ Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Cobra WE 25cm 5+ 6+ 5+ Shuriken Cannon 30cm AP5+ DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts Cobra D-Cannon 30cm 2BP, TK(D3+1), FxF as having the 'Ignore Cover' special ability when used against War Engines. Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ 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 suffer a hit on a roll of 6. Revenant Titan WE 35cm 5+ 4+ 4+ 2x Revenant Pulse Laser 45cm 2x MW3+ DC3, Holofield, Walker, Jump Packs, Fearless 2x Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ Weapons may fire 360 degrees due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the 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.

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IYBRAESIL

IYBRAESIL ELDAR CRAFTWORLD CRONE WORLD RAIDERS ARMY REFERENCE 2 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Scorpion WE 25cm 5+ 6+ 5+ Twin Pulsar 60cm 2x MW2+ DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking Shuriken Cannon 30cm AP5+ nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm suffer a hit on a roll of 6. Storm Serpent WE 25cm 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+ DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal Storm Serpent Pulse Laser 45cm 2x AT3+ Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm suffer a hit on a roll of 6. IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units with the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play Nightwing AC Fighter 4+ n/a n/a Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Bright Lances 30cm AT4+/AA5+, Lance, FxF Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a Nightspinner 15cm 1BP, Disrupt, FxF Reinforced Armour Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Phoenix Pulse Laser 45cm 2x AT4+, FxF Vampire Hunter AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Hunter Twin Pulsar 30cm 2x MW2+, FxF Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed. Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ Vampire Raider AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 2x Vampire Pulse Laser 45cm 2x AT4+, FxF Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed. Wraithship SC n/a n/a n/a n/a Orbital Bombardment OR - 4BP, MW You must decide which weapon system the Wraithship will have at the start of the battle, Pin-point Attack - MW2+, TK(D3) when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival. Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR - 8BP, MW Transport: (May carry up to 12 Vampires and the units being transported on them). 2x Pin-point Attack - MW2+, TK(D3) You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.

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YME-LOC ELDAR CRAFTWORLD ARMY LIST v1.6. Eldar Army Champion: "Chroma"

Yme-Loc Craftworld armies have a Strategy rating of 4. Aspect Warrior, Avatar and Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

YME-LOC INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Webway Portal Choose: NOTE: Wraithgates are one of the smallest types of webway 50 points (The Webway Portal 1 Wraithgate: 50 points portal, and may only be used by formations made up exclusively functions both as a webway The Eldar player replace one of the of infantry, light vehicles, and armoured vehicle units that have portal and as an objective Objective markers in their half of walker ability; formations that include any other type of unit for rules purposes. It may the table with a Wraithgate. OR may not use a Wraithgate to enter play. not be attacked or 1 Gate of Vaul: 150 points NOTE: Gates of Vaul are one of the largest types of webway 150 points destroyed.) The Eldar player replace one of the portal, and may be used by any Eldar formation. No Eldar formation Objective markers in their half of may exit from it if any unbroken enemy formations are within 15cm of it. the table with a Gate of Vaul 0-1 Avatar 1 Avatar In Grand Tournament games the Avatar must start off the table. Free At the start of any turn (including the first) it may be set up on the table within 15cms of a Farseer In the End Phase of the turn the Avatar returns to the Webway and is removed from play. Once the

Avatar has left it may not return. 0-1 Autarch Add an Autarch character to a The Autarch does not replace an Exarch in the formation +75 points single Aspect Warrior unit.

YME-LOC WARHOSTS (An Yme-Loc army may contain any number of Warhosts)

FORMATION CORE UNITS EXTRAS COST Engines of Vaul 2 Engines of Vaul in any combination Add an additional Engine of Vaul + 250 points 450 points Warhost chosen from the following: Add 3 Vyper Jetbikes for +100 points Cobra, Scorpion, Storm Serpent Add 4 Guardian Units and 2 Wave Serpents for +150 Swords of Vaul 1 Farseer unit and 7 Falcons. Up to Replace up to three Falcons with Fire Prisms for +15 points each 350 points Warhost 2 Falcons may be replaced with Add 3 Vyper Jetbikes for +100 points Firestorms at no additional cost. Add 4 Guardian Units and 2 Wave Serpents for +150

YME-LOC TROUPES (You may include up to three Troupes chosen from the following list for each Warhost included in the army)

FORMATION CORE UNITS COST

Aspect Warrior Troupe 6 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions, 225 points Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks or Shining Spears All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly enough transport vehicles to carry the units that require transport, without any spare transport spaces being ‘left over’. Each Falcon or Wave Serpent taken costs +50 points. In addition the troupe may include up to 1 Exarch character upgrade for +25 points. Chains of Vaul Troupe 4 Eldar Night Spinners and 1 Firestorm 400 points Engine of Vaul Troupe 1 Cobra, Scorpion or Storm Serpent 250 points each

Guardian Troupe 7 Guardians units. 125 points

Up to 3 Guardian units may be replaced with Heavy Weapons Platforms at no additional cost. 1 Farseer unit may be added for +50 points

In addition the formation may include these upgrades:

3 Support Weapon Platforms for +50 points 2-3 Wraithguard units for +50 points each

3 Wraithlords for +175 points Alternatively, formations consisting only of Guardians, Farseers and Heavy Weapon Platforms may be mounted in 4 Wave Serpents for +200 points. Ranger Troupe 4 to 8 Eldar Rangers 25 points each War Walker Troupe 4 Eldar War Walkers. Up to 2 additional Eldar War Walkers may be added for +25 points each 150 points Yme-Loc Windrider 6 Jetbikes. (Any number of Jetbikes may be replaced with Vypers at no additional cost.) 200 points Troupe Add up to 3 Hornets at +35 points each

YME-LOC SPACECRAFT, AIRCRAFT, AND TITANS (Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans

FORMATION CORE UNITS COST

0-1 Eldar Spacecraft 1 Wraithship OR 150 points 1 Dragonship 300 points 0-1 Warlock Titan 1 Warlock Titan 850 points Phantom Titan 1 Phantom Titan 750 points Revenant Titans 2 Revenant Titans 650 points Nightwings 3 Nightwing Interceptors 300 points Phoenix Bombers 3 Phoenix Bombers 400 points Vampire Raider 1 Vampire Raider 200 points

SPECIAL RULE – May Not Garrison

Only Eldar Ranger and War Walker formations are allowed to garrison in the Grand Tournament game scenario.

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YME-LOC

YME-LOC ELDAR CRAFTWORLD ARMY REFERENCE 1 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Autarch CH n/a n/a n/a n/a Autarch Close Combat Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander, Inspiring, Invulnerable Save Autarch Ranged Weapon (15cm) (Small Arms), EA(+1) Exarch CH n/a n/a n/a n/a Exarch Close Combat Weapon (base contact) (Assault Weapons), EA(+1) Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat OR Exarch Ranged Weapon (15cm) (Small Arms), EA(+1) weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Farseer INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Commander, Invulnerable Save, Farsight Witch Blades (base contact) (Assault Weapons), MW, EA(+1) Guardians INF 15cm - 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Heavy Weapon Platform INF 15cm - 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Support Weapon Platform INF 15cm - 6+ 6+ D-Cannon 30cm MW5+ Rangers INF 15cm 5+ 6+ 5+ Shuriken Pistols (15cm) (Small Arms) Scout, Snipers Long Rifles 30cm AP5+ Jet Bikes INF 35cm 5+ 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Skimmer, Mounted Dire Avengers INF 15cm 5+ 5+ 4+ Shuriken Catapults (15cm) (Small Arms), EA(+1) Fire Dragons INF 15cm 5+ 5+ 4+ Fusion Guns 15cm MW5+ AND (15cm) (Small Arms), MW Dark Reapers INF 15cm 5+ 6+ 3+ Reaper Missile Launcher 45cm 2x AP5+ Striking Scorpions INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Mandiblasters (base contact) (Assault Weapons), EA(+1) Howling Banshees INF 15cm 5+ 2+ 5+ Shuriken Pistols (15cm) (Small Arms) Banshee Mask (base contact) (Assault Weapons), First Strike Shining Spears INF 35cm 4+ 4+ 5+ Power Lances (base contact) (Assault Weapons), Lance Skimmer, Mounted Swooping Hawks INF 35cm 5+ 5+ 4+ Lasblasters (15cm) (Small Arms) Scout, Jump Packs, Teleport Warp Spiders INF 15cm 4+ 5+ 4+ Death Spinner (15cm) (Small Arms) Jump Packs, Infiltrator, First Strike Wraithguard INF 15cm 4+ 4+ 4+ Wraithcannon 15cm 2x MW5+ Fearless, Reinforced Armour AND (15cm) (Small Arms), MW, EA(+1) Hornet LV 40cm 4+ 6+ 5+ Twin Pulse Laser 45cm 2x AT3+ Scout, Skimmer Vyper Jetbikes LV 35cm 4+ 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Skimmer War Walker LV 20cm 6+ 5+ 5+ Scatter Laser 30cm AP5+/AT5+ Reinforced Armour, Walker, Scout Bright Lance 30cm AT5+, Lance Falcon AV 35cm 5+ 6+ 4+ Pulse Laser 45cm 2x AT4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scatter Laser 30cm AP5+/AT5+ Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Fire Prism AV 35cm 5+ 6+ 5+ Prism Cannon 60cm AP4+/AT2+, Lance Skimmer Firestorm AV 35cm 5+ 6+ 4+ Firestorm Battery 45cm 2x AP5+/AT5+/AA4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Night Spinner AV 35cm 5+ 6+ 5+ Night Spinner 45cm 1BP, Disrupt, Indirect Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Wraithlord AV 15cm 4+ 3+ 4+ Power Fists (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Fearless, Walker Bright Lance 30cm AT5+, Lance Wave Serpent AV 35cm 5+ 6+ 4+ Twin Shuriken Cannon 30cm AP4+ Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Avatar WE 15cm 3+ 2+ 4+ Wailing Doom 30cm AND MW5+ DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. (base contact) (Assault Weapons), MW, EA(+1) Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations Court of the Young King (base contact) (Assault Weapons), MW, EA(+1) with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker. Cobra WE 25cm 5+ 6+ 5+ Shuriken Cannon 30cm AP5+ DC3, Skimmer, Reinforced Armour. Cobra D-Cannon: This weapon counts Cobra D-Cannon 30cm 2BP, TK(D3+1), FxF as having the 'Ignore Cover' special ability when used against War Engines. Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ 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 suffer a hit on a roll of 6. Scorpion WE 25cm 5+ 6+ 5+ Twin Pulsar 60cm 2x MW2+ DC3, Reinforced Armour Skimmer. Critical Hit Effect: The Scorpion's gravitic drives implode, sucking Shuriken Cannon 30cm AP5+ nearby troops into an energy maelstrom. The Scorpion is destroyed and any models within 5cm suffer a hit on a roll of 6.

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YME-LOC

YME-LOC ELDAR CRAFTWORLD ARMY REFERENCE 2 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Phantom Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader 1-2x Titan Pulsar 75cm 2x MW3+, TK(1) May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. 0-1x Power Fist (base contact) (Assault Weapons), TK(D3), EA(+2) Weapons may fire all around due to Titan's exceptional maneuverability. OR (15cm) (Small Arms), EA(+3) May step over units and impassable or dangerous terrain that is lower than the

OR 30cm 6x AP4+/AT4+ Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. Revenant Titan WE 35cm 5+ 4+ 4+ 2x Revenant Pulse Laser 45cm 2x MW3+ DC3, Holofield, Walker, Jump Packs, Fearless 2x Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ Weapons may fire 360 degrees due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the 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. Storm Serpent WE 25cm 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+ DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal Storm Serpent Pulse Laser 45cm 2x AT3+ Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm suffer a hit on a roll of 6. IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units with the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play Void Spinner WE 25cm 5+ 6+ 5+ Void Spinner Array 60cm 3BP, Disrupt, Indirect Fire DC3, Reinforced Armour, Skimmer. 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 suffer a hit on a roll of 6. Warlock Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. 1x Psychic Lance (15cm) (Small Arms), EA(+2), TK(D3) May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. 30cm 3BP, Disrupt, Ignore Cover, TK(D3) Weapons may fire all around due to Titan's exceptional maneuverability. 0-1x Titan Pulsar 75cm 2x MW3+, TK(1) May step over units and impassable or dangerous terrain that is lower than the 0-1x Power Fist (base contact) (Assault Weapons)s), TK(D3), EA(+2) Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly OR (15cm) (Small Arms), EA(+3) damaged and will no longer work. Phantom loses its holofield save for the rest of OR 30cm 6x AP4+/AT4+ the battle. Any further critical hits will cause an additional point of damage. Nightwing AC Fighter 4+ n/a n/a Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Bright Lances 30cm AT4+/AA5+, Lance, FxF Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a Nightspinner 15cm 1BP, Disrupt, FxF Reinforced Armour Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Phoenix Pulse Laser 45cm 2x AT4+, FxF Vampire Raider AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 2x Vampire Pulse Laser 45cm 2x AT4+, FxF Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed. Wraithship SC n/a n/a n/a n/a Orbital Bombardment OR - 4BP, MW You must decide which weapon system the Wraithship will have at the start of the battle, Pin-point Attack - MW2+, TK(D3) when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival. Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR - 8BP, MW Transport: (May carry up to 12 Vampires and the units being transported on them). 2x Pin-point Attack - MW2+, TK(D3) You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.

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FIR IOLARION ELDAR TITAN CLAN ARMY LIST v2.1.1. Sub-Army Champion: "Angel_of_Caliban"

Fir Iolarion armies have a Strategy rating of 4. Phantasm Titan formations have an initiative rating of 3+. All other Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+

ELDAR TITAN CLAN INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Webway Portal 1 Gate of Vaul. NOTE: Gates of Vaul are one of the largest types of webway 150 points (The Webway Portal portal, and may be used by any Eldar formation. No Eldar functions both as a The Eldar player replace one of the formation may exit from it if any unbroken enemy formations are webway portal and as an objective markers in their half of the within 15cm of it. objective for rules table with a Gate of Vaul purposes. It may not be attacked or destroyed.) 0-1 Wraith Seer You may add an Eldar Titan Wraith Seer +75 points character to a single Warlock Titan

ELDAR TITAN CLAN WARHOSTS (A Fir Iolarion army may contain any number of Warhosts)

FORMATION CORE UNITS UPGRADES COST Warlock Titan 1 Warlock Titan Wraith Seer, Bonesinger, Spirit Stones. 850 points May replace any number of Titan Pulsars with an alternate Eldar Battle Titan Weapon Phantasm Titan 1 Phantasm Titan Spiritsinger. 700 points May replace any number of Titan Pulsars with an alternate Eldar Battle Titan Weapon Phantom Titan 1 Phantom Titan Bonesinger, Spirit Stones, Wraithgate 750 points May replace any number of Titan Pulsars with an alternate Eldar Battle Titan Weapon Revenant Titan Host 1 or 2 Revenant Titans Bonesinger. 325 points each May replace any number of Revenant Pulse Lasers with Revenant Sonic Lances for free

TITAN UPGRADES (A Warhost may take each allowed upgrade once)

UPGRADE CORE UPGRADE COST Bonesinger Gives a Titan the Commander special ability +50 points Spiritsinger Allows the Titan to re-roll a failed Initiative test once per turn. +100 points Spirit Stones Gives a Titan the Inspiring special ability. +50 points Wraithgate Adds a Wraithgate portal to a single Titan +100 points Eldar Battle Titan Power Fist, Spirit Sword, Fusion Lance Free Weapon Tremor Cannon, D-Cannon +25 points

ELDAR TITAN CLAN ALLIES (One Allies formation may be included in the army per Warhost, chosen from the following sections: Craftworld Eldar and Eldar Knights)

FORMATION CORE UNITS COST

CRAFTWORLD ELDAR: Guardian Troupe 5 Guardians units and 5 Heavy Weapons Platforms 200 points (You may replace the Heavy Weapon Platform units with 5 Support Weapon Platform units for +100 points) Wraithlord Troupe 6 Wraithlords 300 points Ranger Troupe 6 to 8 Eldar Rangers 25 points each Windrider Troupe 6 Jetbikes. (Any number of Jet Bikes may be replaced with Vypers at no additional cost.) 200 points Nightwings 3 Nightwing Interceptors 300 points Phoenix Bombers 3 Phoenix Bombers 400 points Vampire Hunter 1 Vampire Hunter 250 points 0-1 Eldar Spacecraft 1 Wraithship OR 150 points 1 Dragonship 300 points

ELDAR KNIGHTS: Eldar Knight 3 Fire Gales or Towering Destroyers in any combination 300 points Hunting Pack (Any number of units may be exchanged for a Bright Stallion for +25 points each)

SPECIAL RULE – Iolarion Ranger Garrison

Only Eldar Ranger Troupes are allowed to garrison in the Grand Tournament game scenario.

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FIR IOLARION

FIR IOLARION ELDAR TITAN CLAN ARMY REFERENCE 1 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Eldar Titan Wraith Seer CH n/a n/a n/a n/a n/a n/a n/a Supreme Commander, Farsight. Guardians INF 15cm - 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Heavy Weapon Platform INF 15cm - 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Support Weapon Platform INF 15cm - 6+ 6+ D-Cannon 30cm MW5+ Rangers INF 15cm 5+ 6+ 5+ Shuriken Pistols (15cm) (Small Arms) Scout, Snipers Long Rifles 30cm AP5+ Jet Bikes INF 35cm 5+ 6+ 4+ Shuriken Catapults (15cm) (Small Arms) Skimmer, Mounted Vyper Jetbikes LV 35cm 4+ 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Skimmer Wraithlord AV 15cm 4+ 3+ 4+ Power Fists (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Fearless, Walker Bright Lance 30cm AT5+, Lance Bright Stallion WE 30cm 5+ 4+ 5+ Stallion Lasers 45cm 2x MW4+ DC2, Reinforced Armour, Walker. Critical Hit Effect: Staggers D6cm in a random AND (15cm) (Small Arms), EA (+1) direction and collapses, destroyed. Any units struck suffer a hit. Hooves (base contact) (Assault Weapon), EA (+1) Fire Gale WE 20cm 5+ 5+ 4+ Fire Lance 30cm MW4+, TK (3 -1 per 15cm from target) DC2, Reinforced Armour, Walker. Critical Hit Effect: Staggers D6cm in a random direction and collapses, destroyed. Any units struck suffer a hit. Phantasm Titan WE 25cm 4+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader 1-2x Titan Pulsar 75cm 2x MW3+, TK(1) Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. Phantom Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader 1-2x Titan Pulsar 75cm 2x MW3+, TK(1) May be armed with 2 Pulsars or 1 Pulsar and 1 Power Fist. 0-1x Power Fist (base contact) (Assault Weapons), TK(D3), EA(+2) Weapons may fire all around due to Titan's exceptional maneuverability. OR (15cm) (Small Arms), EA(+3) May step over units and impassable or dangerous terrain that is lower than the OR 30cm 6x AP4+/AT4+ Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly damaged and will no longer work. Phantom loses its holofield save for the rest of the battle. Any further critical hits will cause an additional point of damage. Revenant Titan WE 35cm 5+ 4+ 4+ 2x Revenant Pulse Laser 45cm 2x MW3+ DC3, Holofield, Walker, Jump Packs, Fearless 2x Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the 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. Towering Destroyer WE 20cm 5+ 4+ 5+ Destroyer Cannon 30cm 2x AP4+ DC2, Reinforced Armour, Walker. Critical Hit Effect: Staggers D6cm in a random Destroyer Laser 45cm 2x AT4+ direction and collapses, destroyed. Any units struck suffer a hit. AND (15cm) (Small Arms), EA (+1) Destroyer Sabres (base contact) (Assault Weapons), EA (+2) Warlock Titan WE 25cm 5+ 3+ 3+ 2x Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ DC6, Holofield, Reinforced Armour, Walker, Fearless, Leader, Inspiring, Farsight. 1x Psychic Lance (15cm) (Small Arms), EA(+2), TK(D3) May be armed with 1 Psychic Lance and 1 Pulsar or 1 Power Fist. 30cm 3BP, Disrupt, Ignore Cover, TK(D3) Weapons may fire all around due to Titan's exceptional maneuverability. 0-1x Titan Pulsar 75cm 2x MW3+, TK(1) May step over units and impassable or dangerous terrain that is lower than the 0-1x Power Fist (base contact) (Assault Weapons)s), TK(D3), EA(+2) Titan’s knees and up to 2cm wide. Critical Hit Effect: Holofield projector badly OR (15cm) (Small Arms), EA(+3) damaged and will no longer work. Phantom loses its holofield save for the rest of OR 30cm 6x AP4+/AT4+ the battle. Any further critical hits will cause an additional point of damage. Nightwing AC Fighter 4+ n/a n/a Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Bright Lances 30cm AT4+/AA5+, Lance, FxF Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a Nightspinner 15cm 1BP, Disrupt, FxF Reinforced Armour Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Phoenix Pulse Laser 45cm 2x AT4+, FxF

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8.8 NetEA DEVELOPMENTAL

FIR IOLARION

FIR IOLARION ELDAR TITAN CLAN ARMY REFERENCE 2 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Vampire Hunter AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Hunter Twin Pulsar 30cm 2x MW2+, FxF Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed. Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ Wraithship SC n/a n/a n/a n/a Orbital Bombardment OR - 4BP, MW You must decide which weapon system the Wraithship will have at the start of the battle, Pin-point Attack - MW2+, TK(D3) when you record the turn it will arrive on. Write down the weapon system to be used alongside

the turn of arrival. Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR - 8BP, MW Transport: (May carry up to 12 Vampires and the units being transported on them). 2x Pin-point Attack - MW2+, TK(D3) You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.

ELDAR BATTLE TITAN WEAPONS WEAPON RANGE FIREPOWER

Fusion Lance 60cm MW2+, TK(4 - 1 per full 15cm to target) Revenant Sonic Lance 45cm 2BP, Disrupt, Ignore Cover, Lance Spirit Sword (base contact) (Assault Weapons), EA(+2), TK(3) AND (15cm) (Small Arms) MW, EA(+1) Titan D-Cannon 45cm 4BP, MW, TK(d6) Tremor Cannon 60cm 4BP, Disrupt, Ignore Cover, Lance

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BIEL-TAN GREAT COURT OF THE YOUNG KING ELDAR ARMY LIST v1.3. Eldar Army Champion: "Chroma"

Great Court armies have a Strategy rating of 4. Great Court, Aspect Warrior and Titan formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

GREAT COURT INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Eldar player may choose to replace The Wraithgate functions both as a webway portal and as an 50 points one of the Objective markers in their half objective for rules purposes. It may not be attacked or destroyed. of the table with a Wraithgate. 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. 0-1 Autarch Add an Autarch character to any If an Autarch is taken then he counts as one of the Exarchs in the +75 points Aspect Warrior unit. Aspect Warrior formation (see the entry for the Aspect Warrior Warhost below).

GREAT COURT WARHOSTS (A Great Court army may contain any number of Warhosts)

FORMATION CORE UNITS EXTRAS COST 0-1 Great Court of 1 Avatar escorted by the Court of the Add up to four Aspect Warrior units of any type for +50 points each. 350 points the Young King Young King plus 1 each of the following: Dire Avengers, Striking Scorpions, In addition the Great Court may add up to 4 Exarch character Howling Banshees, Fire Dragons, Warp upgrades to any Aspect Warrior units in the formation for +25 points Spiders, Dark Reapers, Swooping Hawks each. and Shining Spears. (All units in the Great Court gain the Invulnerable Save special ability if they do not already possess it.) Aspect Warrior Host 8 Aspect Warrior units chosen All units apart from Shining Spears, Swooping Hawks and Warp 300 points from the following list, in any Spiders may be transported in Wave Serpents and/or Falcons if combination: Dire Avengers, Striking desired. If you choose to take this option then you must take exactly Scorpions, Howling Banshees, Fire enough transport vehicles to carry the units that require transport, Dragons, Warp Spiders, Dark Reapers without any spare transport space being ‘left over’. Each Falcon or Swooping Hawks, Shining Spears. Wave Serpent purchased costs +50 points. In addition the Warhost may include up to 2 Exarch character upgrades for +25 points each.

GREAT COURT TROUPES (You may include up to three Troupes chosen from the following list for each Warhost included in the army)

FORMATION CORE UNITS COST

Greater Aspect 6 Aspect Warrior units chosen from the following list, in any combination: 225 points Warrior Troupe Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks or Shining Spears. All units apart from Shining Spears, Swooping Hawks and Warp Spiders may be transported in Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly enough transport vehicles to carry the units that require transport, without

any spare transport spaces being ‘left over’. Each Falcon or Wave Serpent purchased costs +50 points.

In addition the Troupe may include up to 2 Exarch character upgrades for +25 points.

Lesser Aspect 4 Aspect Warrior units chosen from the following list, in any combination: Dire Avengers, Striking Scorpions, 175 points Warrior Troupe Howling Banshees, Fire Dragons, Warp Spiders, Dark Reapers, Swooping Hawks, Shining Spears All units apart from Shining Spears, Swooping Hawks, and Warp Spiders may be transported in Wave Serpents and/or Falcons if desired. If you choose to take this option then you must take exactly

enough transport vehicles to carry the units that require transport, without any spare transport spaces

being ‘left over’. Each Falcon or Wave Serpent purchased costs +50 points. In addition the Troupe may

include up to 1 Exarch character upgrade for +25 points.

Ranger Troupe 4 to 8 Eldar Rangers 25 points each Storm Serpent Troupe Up to 3 Storm Serpents 200 points each Swords of Vaul Troupe 5 or 6 Falcons for +50 points each. Up to 2 Falcons may be replaced with a Fire Storm for free. varies In addition, any number of Falcons may be upgraded to Fire Prisms for +15 points each

GREAT COURT SPACECRAFT, AIRCRAFT, AND TITANS (Up to 1/3 of the army's points may be spent on Spacecraft, Aircraft, and Titans

FORMATION CORE UNITS COST 0-1 Eldar Spacecraft 1 Wraithship OR 150 points 1 Dragonship 300 points Revenant Titans 2 Revenant Titans 650 points Nightwings 3 Nightwing Interceptors 300 points Phoenix Bombers 3 Phoenix Bombers 400 points Vampire Hunter 2 Vampire Hunters 500 points Vampire Raider 1 Vampire Raider 200 points

SPECIAL RULE – Great Court Ranger Garrison

Only Eldar Ranger Troupes are allowed to garrison in the Grand Tournament game scenario.

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GREAT COURT OF THE YOUNG KING

BIEL-TAN GREAT COURT OF THE YOUNG KING ELDAR ARMY REFERENCE 1 STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Autarch CH n/a n/a n/a n/a Autarch Close Combat Weapon (base contact) (Assault Weapons), MW, EA(+1) Supreme Commander, Inspiring, Invulnerable Save Autarch Ranged Weapon (15cm) (Small Arms), EA(+1) Court of the Young King CH n/a n/a n/a n/a Ancient Weapons (base contact) (Assault Weapons), MW, EA(+1) Exarch CH n/a n/a n/a n/a Exarch Close Combat Weapon (base contact) (Assault Weapons), EA(+1) Inspiring. Dire Avenger, Howling Banshee, Striking Scorpion, Shining Spear units have an Exarch Close Combat OR Exarch Ranged Weapon (15cm) (Small Arms), EA(+1) weapon. Fire Dragon, Swooping Hawk, Warp Spider, Dark Reaper units have an Exarch Ranged Weapon. Rangers INF 15cm 5+ 6+ 5+ Shuriken Pistols (15cm) (Small Arms) Scout, Snipers Long Rifles 30cm AP5+ Dire Avengers INF 15cm 5+ 5+ 4+ Shuriken Catapults (15cm) (Small Arms), EA(+1) Fire Dragons INF 15cm 5+ 5+ 4+ Fusion Guns 15cm MW5+ AND (15cm) (Small Arms), MW Dark Reapers INF 15cm 5+ 6+ 3+ Reaper Missile Launcher 45cm 2x AP5+ Striking Scorpions INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) (Small Arms) Mandiblasters (base contact) (Assault Weapons), EA(+1) Howling Banshees INF 15cm 5+ 2+ 5+ Shuriken Pistols (15cm) (Small Arms) Banshee Mask (base contact) (Assault Weapons), First Strike Shining Spears INF 35cm 4+ 4+ 5+ Power Lances (base contact) (Assault Weapons), Lance Skimmer, Mounted Swooping Hawks INF 35cm 5+ 5+ 4+ Lasblasters (15cm) (Small Arms) Scout, Jump Packs, Teleport Warp Spiders INF 15cm 4+ 5+ 4+ Death Spinner (15cm) (Small Arms) Jump Packs, Infiltrator, First Strike Falcon AV 35cm 5+ 6+ 4+ Pulse Laser 45cm 2x AT4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scatter Laser 30cm AP5+/AT5+ Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Fire Prism AV 35cm 5+ 6+ 5+ Prism Cannon 60cm AP4+/AT2+, Lance Skimmer Firestorm AV 35cm 5+ 6+ 4+ Firestorm Battery 45cm 2x AP5+/AT5+/AA4+ Skimmer, Transport: (May carry 1 of the following units: Farseer, Guardian, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Wave Serpent AV 35cm 5+ 6+ 4+ Twin Shuriken Cannon 30cm AP4+ Reinforced Armour, Skimmer, Transport: (May carry 1 Wraithguard or any 2 of the following units: Farseer, Guardians, Heavy Weapon Platforms, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Dark Reapers) Avatar WE 15cm 3+ 2+ 4+ Wailing Doom 30cm AND MW5+ DC3, Commander, Inspiring, Fearless, Invulnerable Save, Walker. (base contact) (Assault Weapons), MW, EA(+1) Critical Hit Effect: The Avatar falls to the ground, twitches and lies still. All Eldar formations Court of the Young King (base contact) (Assault Weapons), MW, EA(+1) with a unit with a line of fire to the Avatar are so shaken by this that they receive a Blast marker. Revenant Titan WE 35cm 5+ 4+ 4+ 2x Revenant Pulse Laser 45cm 2x MW3+ DC3, Holofield, Walker, Jump Packs, Fearless 2x Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ Weapons may fire all around due to Titan's exceptional maneuverability. May step over units and impassable or dangerous terrain that is lower than the 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. Storm Serpent WE 25cm 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+ DC3, Reinforced Armour, Skimmer, Wraithgate Webway Portal Storm Serpent Pulse Laser 45cm 2x AT3+ Critical Hit Effect: The Storm Serpent's gravitic drives implode, sucking nearby troops into an energy maelstrom. The Storm Serpent is destroyed and any models within 5cm suffer a hit on a roll of 6. IMPORTANT NOTE: Wraithgates are one of the smallest types of Webway portal, and may only be used by formations made up exclusively of infantry, light vehicles, and armoured vehicle units with the Walker ability; formations that include any other type of unit may not use a Wraithgate to enter play. Nightwing AC Fighter 4+ n/a n/a Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Bright Lances 30cm AT4+/AA5+, Lance, FxF Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a Nightspinner 15cm 1BP, Disrupt, FxF Reinforced Armour Twin Shuriken Cannons 30cm AP4+/AA5+, FxF Phoenix Pulse Laser 45cm 2x AT4+, FxF Vampire Hunter AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Hunter Twin Pulsar 30cm 2x MW2+, FxF Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed. Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+

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8.9 NetEA EXPERIMENTAL

GREAT COURT OF THE YOUNG KING

BIEL-TAN GREAT COURT OF THE YOUNG KING ELDAR ARMY REFERENCE 2STRATEGY RATING 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Vampire Raider AC/WE Bomber 5+ 6+ 4+ Scatter Laser 30cm AP5+/AT5+/AA5+, FxF DC2, Reinforced Armour, Planetfall, Transport: (May transport 8 of the following units: 2x Vampire Pulse Laser 45cm 2x AT4+, FxF Farseer, Guardians, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Swooping Hawks, Warp Spiders, Dark Reapers, Heavy Weapon Platform, Support Weapon, Platform, Wraithguard, Rangers). Critical Hit Effect: The Vampire’s control surfaces have been damaged and it is destroyed. Wraithship SC n/a n/a n/a n/a Orbital Bombardment OR - 4BP, MW You must decide which weapon system the Wraithship will have at the start of the battle, Pin-point Attack - MW2+, TK(D3) when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival. Dragonship SC n/a n/a n/a n/a Orbital Bombardment OR - 8BP, MW Transport: (May carry up to 12 Vampires and the units being transported on them). 2x Pin-point Attack - MW2+, TK(D3) You must decide which weapon system the Dragonship will have at the start of the battle, when you record the turn it will arrive on. Write down the weapon system to be used alongside the turn of arrival.

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180

9.0 DARK ELDAR ARMIES SECTION

COMMON DARK ELDAR SPECIAL RULES

9.0.1 FLEET OF FOOT With eons in which to practice pirating techniques upon the mon-keigh of the galaxy, the Dark Kin have honed the skill of squeezing every bit of advantage from a lightning style attack. To represent this, Dark Eldar formations do not incur the typical penalties that other races would after taking a March action. Dark Eldar formations that have marched may lend support in assaults, help claim a crossfire bonus, and even fire flak shots.

9.0.2 HIT AND RUN TACTICS The Dark Eldar are piratical raiders from the depths of the Dark City and the treacherous expanses of space. Due to their limited population, losses simply cannot be sustained at length. Because of this they have developed tactics that when combined with their highly advanced technology allows them to attack the enemy and then quickly retire in order to avoid any return fire. This ability is reflected by the following special rules, which apply to all formations in a Dark Eldar army: Dark Eldar formations that take advance or double actions may choose to shoot either before or after each move. However, they may still only shoot once during the action. For example, a Dark Eldar formation taking an advance action could shoot and then move or move and then shoot, while a formation taking a double action could shoot and move twice, move twice and then shoot, or move then shoot and then move again. In addition, a Dark Eldar formation that wins an assault is allowed to move up to their full movement when they consolidate, rather than being limited to a move of 5cms as would normally be the case.

9.0.3 DARK ELDAR TECHNOLOGY

9.0.3.1 Shadowfields: Dark Eldar war engines are shrouded in light absorbing energy fields which serve as a powerful defence against the massed guns of their cornered prey. Each Shadowfield will absorb one successful hit before going down; no blast

markers are caused for this hit (this includes fire fight but not close combat). A war engine with at least one Shadowfield remaining automatically regains an additional field at the end of the rally phase of each turn. If the Shadowfields are completely knocked out, they will not return for the remainder of the game. The war engine can never have more Shadowfields than originally allotted. In addition an active Shadowfield always counts as being in cover (apply -1 cover modifier). This has no effect on their engagements, however, either in close combat or fire fight.

9.0.3.2 Lance Weapons: A Lance uses a highly concentrated beam of laser energy used to destroy heavily armoured targets. A unit with Reinforced Armour that is hit by a Lance weapon is not allowed to re-roll its saving throw.

9.0.3.3 Webway Portals: These smallish portals are used by the Dark Eldar as much as the Eldar. Allowing safe travel through the Warp, each Webway portal included in the army allows the Dark Eldar player to keep up to three formations back in Commorragh. Any of these reserve formations may enter play via a Webway portal by taking an action that allows them to move, then measuring its first move from the portal on the tabletop. No more than one formation may travel through a single portal each turn. Wraithgate use is limited to formations made up exclusively of infantry, light vehicles, and armoured vehicles with the walker ability (The feared Kashnarak is the exception to the rule).

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KABAL OF PAIN'S WAY DARK ELDAR ARMY LIST v1.6. Dark Eldar Army Champion: "Moscovian"

Dark Eldar armies have a Strategy rating of 3. Kabals, Tormentors, and Executors have an initiative rating of 1+. All other formations have an initiative rating of 2+.

DARK ELDAR INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Wraithgate The Dark Eldar player may The Wraithgate functions both as a webway portal and as an objective for rules 50 points choose to replace one of the purposes. It may not be attacked or destroyed. NOTE: Wraithgates are one of objective markers in their half the smallest types of webway portal, and may only be used by formations made up of the table with a Wraithgate. 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. 0-1 Archon Replace 1 Dracon character The Archon must be placed in the Kabal Coterie if there is one in the army. 50 points

with 1 Archon character 0-1 Kashnarak 1 Kashnarak In Grand Tournament games the Kashnarak must start off the table. At the start of 50 points 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.

DARK ELDAR KABALS (A Dark Eldar army may contain any number of Kabals. Formations may never exceed eight infantry units)

FORMATION CORE UNITS UPGRADES COST 0-1 Kabal Coterie 4 Incubi units and 1 Dracon character, plus transport Incubi, Warriors, Wyches, Ravager, Mandrakes, 250 points Haemonculi, Scourges, Dracon, Sybarite Kabal Syndicate 6 Warriors units, plus transport Warriors, Wyches, Haemonculi, Ravager, 200 points Scourges Mandrakes, Dracon, Sybarite Kabal Flotilla 4 Ravagers Dracon, Sybarite 250 points Add 2 Ravagers (+100 points) Add 0-1 Vessel of Pain (+250 points)

DARK ELDAR PARTISANS (You may include up to two Partisan formations for each Kabal, chosen from the following: Covens, Cults, Cohorts. Formations may never exceed eight infantry units)

COVENS FORMATION CORE UNITS UPGRADES COST

Haemonculi Coven 2 Haemonculi units and 4 Grotesques units, plus transports Haemonculi, Talos, Perditor, Sybarite 250 points Talos Swarm 4 Talos Talos, Perditor, Slavebringer 200 points

CULTS FORMATION CORE UNITS UPGRADES COST

Wych Cult 6 Wych units, plus transport Wyches, Beasts, Hellions, Reavers, Sybarite 200 points Hellion Murder 6 Hellions Hellions, Sybarite 200points Reaver Gang 6 Reavers Reavers, Sybarite 200 points

COHORTS FORMATION CORE UNITS UPGRADES COST

Mandrake Throng 6 Mandrakes Mandrakes 225 points

Scourge Flight 6 Scourges Scourges, Sybarite 225 points

Heavy Barges Up to 2 Vessels of Pain None 250 points each

DARK ELDAR UPGRADES UPGRADE UNITS COST UPGRADE UNITS COST Beasts Add 2 Warp Beasts units +100 points Ravager Add 1 Ravager +50 points Dracon Add 1 Dracon character +50 points Reavers Add 2 Reavers units +100 points Haemonculi Add 1 Haemonculi unit and 1 Grotesque unit +150 points Scourges Add 2 Scourges units +125 points Hellions Add 2 Hellions units +100 points Sybarite Add 1 Sybarite character +25 points Incubi Add 2 Incubi units +125 points Talos Add up to 2 Talos +50 points each Mandrakes Add 2 Mandrakes units +125 points Warriors Add 2 Dark Eldar Warriors units +100 points Perditors Add up to 2 Perditors +150 points each Wyches Add 2 Wyches units +100 points

DARK ELDAR AIRCRAFT AND SPACE CRAFT (Up to 1/3 of the army's points may be spent on Aircraft and Space Craft)

SPACECRAFT AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST 0-1 Spacecraft 1 Torture class Cruiser OR 300 points OR Raven Squadron 2 Raven Fighters 200 points Up to 3 Corsair class Escorts 150 points each Add 1 Raven Fighter (+100 points) Tormentor 1 Tormentor Titan 500 points Razorwing 2 Razorwing Bombers 250 points Executor 1 Executor Landing Module 750 points Squadron Add 1 Razorwing Bomber (+125 points)

DARK ELDAR TRANSPORTS SPECIAL RULE- Dark Eldar Transports TRANSPORT UNITS COST Any Dark Eldar formation that include "plus transport" may choose from the above list. You may Raider Up to 4 Raiders Free only take as many transport units as are required to carry the entire formation, including upgrades, Barge of Pleasure Up to 2 Barges of Pleasure +125 points each with no extra spaces if possible. The Slavebringer is an independent War Engine that must be Slavebringer 1 Slavebringer +200 points assigned to a specific Dark Eldar formation during army creation. You may select no transport at all

if desired.

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KABAL OF PAIN’S WAY

KABAL OF PAIN'S WAY DARK ELDAR ARMY LIST REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Archon CH n/a n/a n/a n/a Agonizer (base contact) (Assault Weapons), MW, EA(+1) Inspiring, Invulnerable Save, Supreme Commander Dracon CH n/a n/a n/a n/a Agonizer (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Commander, Leader Sybarite CH n/a n/a n/a n/a Assault Weapon (base contact) (Assault Weapons), EA(+1) Leader Grotesques INF 15cm 5+ 3+ - Bladed Gloves (base contact) (Assault Weapons) Fearless Haemonculi INF 15cm 4+ 3+ 5+ Arcane Terrors 15cm AP3+, Disrupt Fearless, Leader Scissor Hands (base contact) (Assault Weapons) Hellions INF 30cm 5+ 4+ 5+ Hellglaives (15cm) (Small Arms) Jump Packs, Scout Halberds (base contact) (Assault Weapons) Incubi INF 15cm 4+ 3+ 6+ Tormentor Helms (15cm) (Small Arms) Punisher (base contact) (Assault Weapons), EA(+1) Mandrakes INF 15cm 5+ 4+ 6+ Splinter Pistols (15cm) (Small Arms) Infiltrator, First Strike, Teleport Reavers INF 40cm 4+ 4+ 5+ Splinter Rifles (15cm) (Small Arms) Skimmer, Mounted Mounted Blades (base contact) (Assault Weapons) Scourges INF 30cm 6+ 6+ 4+ Dark Lance 30cm AT5+, Lance Jump Packs, Teleport Splinter Rifles (15cm) (Small Arms), EA(+1) Warp Beasts INF 15cm - 3+ - Teeth and Claws (base contact) (Assault Weapons) Infiltrator, First Strike. In an assault Warp Beasts receive a 5+ armour save; this applies to close combat, fire fight, and all supporting fire. Warriors INF 15cm - 5+ 4+ Splinter Cannons 15cm AP5+ Splinter Rifles (15cm) (Small Arms) Wyches INF 15cm - 3+ 6+ Splinter Pistols (15cm) (Small Arms) Infiltrator, First Strike. In an assault Wyches receive a 5+ armour save; this applies Wych Weapons (base contact) (Assault Weapons) to close combat, fire fight, and all supporting fire. Raiders LV 35cm 4+ 6+ 5+ Dark Lance 30cm AT5+, Lance Skimmer, Transport (may carry up to two of the following units: Warriors, Incubi, Horrorfex 15cm AP6+, Disrupt Haemonculi, Grotesques, and Wyches: may transport 1 Mandrake unit in addition to these two units). Units being transported may fire with any ranged weapons, and use their fire fight value in an assault or to lend supporting fire Ravager LV 35cm 4+ 6+ 3+ 2x Dark Lance 30cm AT5+ Lance Skimmer Disintegrator 30cm AP4+/AT6+ Horrorfex 15cm AT6+, Disrupt Talos AV 15cm 4+ 4+ 5+ Paralyzer 15cm AP5+, Disrupt Fearless, Reinforced Armour, Walker Talos Claws (base contact) Assault Weapons, MW Barge of Pleasure WE 30cm 5+ 5+ 4+ 2x Dark Lances 30cm AT5+, Lance DC3, Shadowfields (2), Skimmer, Transport: (May carry up to 4 of the following units: Long-Barrel Splinter Cannons 45cm AP5+ Warriors, Incubi, Haemonculi, Grotesques, Wyches, Warp Beasts; in addition may Desolator 30cm 2BP, Disrupt transport up to 2 Mandrake units). Units being transported may fire with any ranged weapons, and use their fire fight value in an assault or to lend supporting fire. Critical Hit Effect: May no longer fire any weapons or use close combat or fire fight values (transported units may still fire or assault from within, however). Additional Critical hits will destroy the Barge. Executor Landing WE 25cm 5+ - 4+ Disintegrator Array 60cm 2 x AA4+ DC6, Shadowfield (4), Support Craft, Self Planetfall, Reinforced Armour, Fearless, Module Heavy Phantom Lance 60cm MW3+, TK(D3), FxF Webway Portal, Transport (may carry eight of the following: Light Vehicles, Armoured Twin Desolators 30cm 4BP, Disrupt, Fwd Vehicles, or War Engines. War Engines count as their starting damage capacity in Hail of Splinters 45cm - spaces each. In addition, the Executor may carry up to 16 infantry units of any type). AND (15cm) EA(+2) Critical Hit Effect: Weapon systems damaged. All weapons listed stop functioning Tormentor Blades (base contact) (Assault Weapons), EA(+3), TK(1) including extra attacks and Fire fight value drops to 6+. Additional hits will cause an extra point of damage. Perditor WE 15 cm 4+ 3+ 4+ Widowmaker 30cm 2 BP, Disrupt, Indirect Fire DC2, Fearless, Reinforced Armour Perditor Claws (base contact) (Assault Weapons), MW, EA(+1) Critical Hit Effect: Destroyed Tormentor Titan WE 35 cm 5+ 3+ 4+ 2x Phantom Lances 45cm MW3+, TK(1) DC4, Shadowfields (3), Reinforced Armour, Jump Pack, Walker, Fearless Hail of Splinters 45cm 3x AP4+/AT6+ Critical Hit Effect: Movement reduced to 25cm and loses the Jump Pack ability AND (15cm) (Small Arms), EA(+2) for the rest of the game. Further hits cause an extra point of damage. Tormentor Blades (base contact) (Assault Weapons), EA(+3), TK(1)

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KABAL OF PAIN’S WAY

KABAL OF PAIN'S WAY DARK ELDAR ARMY LIST REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Vessel of Pain WE 30 cm 4+ 5+ 4+ 2x Phantom Lances 45cm MW3+, TK(1) DC3, Shadowfields (2), Skimmer 2x Long-Barrel Splinter Cannon 45cm AP5+ Critical Hit Effect: Destroyed. Units within 5cm suffer a hit on a roll of 5+ (armour Desolator 30cm 2BP, Disrupt saves allowed). Raven Fighter AC Fighter 4+ n/a n/a Dark Lances 30cm AT4+/AA5+, Lance, FxF Long-Barrel Splinter Cannon 30cm AP5+ /AA5+, Fwd Razorwing Bomber AC Fighter-Bomber 4+ n/a n/a Razor Lances 30cm MW3+, TK (1), Slow-firing, FxF 2x Long-Barrel Splinter Cannon 30cm AP5+/AA5+, FxF Horrorfex 15cm AP6+, Disrupt Slavebringer Assault Boat AC/WE Bomber 4+ 6+ 5+ 2x Twin Dark Lances 30cm AT4+/AA5+, Lance, FxF DC 2, Shadowfields (1), Planetfall, Transport (may carry up to 8 of the following units: Turreted Splinter Cannons 30cm AP5+/AA5+ Warriors, Incubi, Haemonculi, Grotesques, Wyches, Warp Beasts, Hellions, Scourges; Talos count as 2 infantry units. In addition may transport up to 4 Mandrake units). Critical Hit Effect: Destroyed. All onboard are killed.

Corsair Class Escort SC n/a n/a n/a n/a Orbital Bombardment n/a 2BP, MW Any escorts selected form a single squadron and act in the same manner as spacecraft.

Pin-point attack n/a MW2+, TK(D3) They may combine their Orbital Bombardments into a single strike, or fire separately (templates may not overlap). Each Corsair may choose to forfeit its Pin Point attack in favour of carrying up to three Slavebringer Assault Boats and up to one Executor Landing Module and their cargos. Torture Class Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 6BP, MW Transport: (May carry up to 6 Slavebringer Assault Boats and their cargos. In addition, 2x Pin-point attack n/a MW2+, TK(D3) if the Pin Point Attacks are forfeited, this may be increased to 10 Slavebringer Assault Boats and up to 2 Executor Landing Modules and their respective cargos. Kashnarak Special 20 cm 4+ 3+ - Massive Claws & Teeth (base contact) (Assault Weapons), MW, EA(+2) DC4, Infiltrator, Inspiring, Scout, Walker WE Critical Hit Effect: Destroyed.

Special Rule: At the beginning of any turn(before the strategy roll), the Dark Eldar player may release the Kashnarak through a Webway Portal. Its subsequent actions will always be the following: Attempt a barging, close combat assault on the closest formation(s), even Dark Eldar.

If unable to reach base-to-base contact, it marches toward the closest formation, to its maximum movement.

If it reaches an enemy zone of control, the beast stops its move. Consolidation moves are also toward the closest formation. The Kashnarak is always the first activation of subsequent turns, before the strategy roll or teleport and acts as mentioned above. A broken Kashnarak will remain in place on the board and will not attempt a move until it rallies.

If within 15cm of a Wych unit at the beginning of the Kashnarak's activation, its assault or move may be directed by the Dark Eldar player. In addition, the Kashnarak never moves toward or assaults a Wych formation; instead it will choose the next closest formation. These directed actions still take place prior to the strategy roll for the turn.

The Kashnarak is not considered part of the Dark Eldar force for the purposes of placing formations, holding objectives, calculating crossfire, or determining victory conditions and tie-breakers. It does not count toward Dark Eldar activations nor does it count toward Webway Portal use or benefit from the Hit & Run Tactics special rule. It can contest objectives for both the Dark Eldar (when within 15cm of a Wych unit) and their opponents.

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184

10.0 NECRON ARMIES SECTIONCOMMON NECRON SPECIAL RULES

10.0.1 NECRON

Necron technology allows many of its units to repair themselves at an accelerated rate. This is reflected as the Necron ability on a unit’s data sheet. Units with the Necron ability that have been destroyed can regenerate. Formations can return one previously destroyed Necron unit in the end phase of each turn either on or off the board. In addition, if a formation regroups on board it can use the dice rolls to either return units with the Necron ability to play or to remove blast markers or both (e.g., if you rolled a ‘2’ you could return 2 units to play, remove 2 blast markers, or return 1 unit and remove 1 Blast marker). Formations off board are restricted to using their regroup function to remove blast markers only. A formation may only return to play those destroyed Necron units that were part of its original formation.

10.0.2 PORTALS

Necron Portals are the primary means by which the Necron forces are transported across the galaxy. Any formation that is in the reserves, either because it has not entered play or has left the board for any reason, may enter play via a portal as part of any activation that allows movement. Measure their movement using the portal as the starting point. Additionally, formations may leave the board by entering a portal, taking them into the reserves. Note that once in the reserves they can either re-enter play immediately via another portal, provided they have movement, or remain in the reserves. Necron Portals can only be used by Armoured Vehicles with the walker ability, Infantry, or Light Vehicles. Each portal can be used only once per turn for either entering or exiting the battlefield, not for both. Thus a Formation may enter one portal with part of their movement, and exit from a second, unused portal, continuing their movement from that portal. If, at the end of the movement, a unit is out of formation it is destroyed (see core rule 1.7.4). Example: if you moved a formation of four units through one portal and out another and two units were unable to make the full movement (i.e. get through the second portal), the Necron player would have to choose which units were to be destroyed, the two that moved through the portal or the two that didn’t.

10.0.3 TOMB COMPLEX Scattered throughout the Galaxy on worlds beyond number, the Necron placed Tombs to house and maintain their race. During the long sleep over millions of years, many of these building have become buried, only to be uncovered by the unwitting efforts of explorers or the design of the C'tan eager to reclaim the Galaxy they once ruled. These Tombs are the "bases" from which Necron raiders and conquering armies strike at their enemies. As such, they have a high importance to both the Necron (who need them for the troops and support facilities they contain) and the enemies who would destroy them to keep their contents from awaking. Attacking these facilities carries the risk of awaking the Necron within, or

attracting the notice of other, wakened forces that might rush to their defence. The Tomb is considered a Necron Portal, and can be used to bring formations from off board into place, or to relay troops to and from other portals. Measure from the edge of the board as the formation’s starting point.

10.0.4 LIVING METAL Units made of living metal receive a Reinforced Armour saving throw against normal weapons, lance weapons, and even macro-weapons. In addition, their save is not reduced by sniper abilities. Any TK attacks are automatically reduced to TK (1) when resolving hits against Living Metal units, and Living Metal units are permitted a single armour save. See chart below:

WEAPON ARMOUR SAVE? RA SAVE DC LOST

AP/AT Yes Yes 1

MW Yes Yes 1

TK Yes No 1

10.0.5 IMPLACABLE ADVANCE

The Necron are an offensive army, always on the advance, stopping only to eliminate enemy positions before moving on to harvest others. While subject to disruption from losses and enemy fire, the mechanical nature of the Necron permits them to easily reorganize to maintain the offensive momentum. Necron formations receive a +1 bonus to Marshal Actions. Due to their steady, deliberate, nature Necron formations cannot take a March action.

10.0.6 PHASE OUT

When a Necron formation becomes broken, it does not just fall back but also vanishes from the battlefield without leaving any proof of its existence. In the end phase of the turn, remove broken formations from the board into the reserves, but keep it away from any destroyed units. The formation will roll to rally in the end phase, handling blast markers as per the core rules (see EA1.14). It may re-enter by teleporting, or through a portal. If there are not enough portals to deal with all the off-table formations, then the formation must remain off the table until a portal is available for it to use. If the rally roll fails, the formation must remain in the reserves until it rallies.

10.0.7 NECRON RESERVES Any Necron formation may be held back “in reserve” (with the exception of the 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.

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SCARAB CONFLICT NECRON ARMY LIST Final version 2012 (2-Dec-11). Necron Army Champion: "Zombocom"

Necron armies have a Strategy rating of 2. All Necron formations have an initiative rating of 1+. Up to 1/3 of the army’s points may be spent on War Engines.

NECRON INDIVIDUALS FORMATION CORE UNITS NOTES COST

0-1 C’tan The Deceiver OR The Nightbringer The C’tan counts toward your War Engine allocation 300 points 0-1 Tomb Complex Replace the Necron Blitzkrieg The Tomb Complex functions both as a Necron Portal and 75 points objective with a Tomb Complex as an objective for rules purposes. It may not be attacked or Destroyed. Movement from the Necron Portal is measured from where the Blitzkrieg Objective touches the Necron table edge.

NECRON PHALANXES (A Necron army may contain any number of Phalanxes)

FORMATION CORE UNITS UPGRADES COST

Warrior Phalanx 6 Necron Warrior units with 1 Necron Lord 0-3 Immortals for +40 points each 225 points character 0-1 Pariahs for +60 points 0-3 Tomb Spyders for +50 points each 0-3 Wraiths for +50 points each

NECRON MANIPLES (Up to three Necron Maniples may be included in the army for each Phalanx)

FORMATION CORE UNITS UPGRADES COST

Armoured Phalanx 6 Obelisks None 300 points Eques Maniple 6 Destroyers (Any number of Destroyers may be 0-1 Necron Lord character +25 points 350 points replaced by Heavy Destroyers) 0-3 Wraiths for +50 points each Monolith Maniple 1 Monolith and 2 Obelisks 0-1 Monoliths for +75 points each 200 points 0-1 Obelisks for +50 points each Monolith Phalanx 3 Monoliths 0-3 Obelisks for +50 points each 275 points Pylon 1 Pylon (Counts toward War Engine allocation) None 200 points Venator Maniple 6 Flayed Ones 0-1 Necron Lord character +25 points 200 points 0-3 Tomb Spyders +50 points each 0-1 Pariahs +60 points 0-3 Wraiths for +50 points each

NECRON HARVESTERS FORMATION CORE UNITS COST

0-1 Harvester Engine 1 Æonic Orb OR 1 Abattoir 750 points 0-2 Warbarque 1 Warbarque 300 points (Add Supreme Commander to the Warbarque for +50 points) Note: Only 1 Supreme Commander is allowed per army

0-1 Spacecraft 1 Scythe Class Harvester 350 points

SPECIAL RULE - Garrisons

Necron formations may not Garrison in the Grand Tournament Scenario unless fielding a Tomb Complex. The Necron player may choose to garrison up to two Warrior Phalanx formations at the Tomb Complex.

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SCARAB CONFLICT

SCARAB CONFLICT NECRON ARMY REFERENCE STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Necron Lord CH n/a n/a n/a n/a Staff of Light (15cm) (Small Arms), EA(+1) Leader, Invulnerable Save (base contact) (Assault Weapons), MW, EA(+1) Destroyers INF 25cm 4+ 6+ 3+ 2x Gauss Cannons 30cm AP4+/AT6+ Necron, Mounted, Skimmer Flayed Ones INF 15cm 4+ 3+ - Claws (base contact) (Assault Weapons) Necron, Infiltrator, Scout, Teleport Heavy Destroyers INF 25cm 4+ 6+ 4+ Heavy Gauss Cannon 30cm AT3+ Necron, Mounted, Skimmer Immortals INF 15cm 4+ 4+ 3+ Gauss Blasters 15cm AP4+/AT6+ Necron Necron Warriors INF 15cm 4+ 5+ 4+ Gauss Flayers 15cm AP5+/AT6+ Necron Pariahs INF 15cm 4+ 3+ 3+ War Scythe (base contact) (Assault Weapons), MW, EA(+1) Inspiring AND 15cm AP4+/AT6+ Wraiths INF 30cm 4+ 4+ - Claws (base contact) (Assault Weapons), EA(+1) Necron, Invulnerable Save, Jump Pack, First Strike Monolith AV 15cm 4+ 6+ 5+ Particle Whip 30cm AP4+/AT4+ Living Metal, Thick Rear Armour, Fearless, Skimmer, Portal, Teleport Gauss Flux Arc (15cm) (Small Arms), EA(+2) Obelisk AV 30cm 5+ 6+ 5+ Particle Flail 45cm AP4+/AT4+ Reinforced Armour, Thick Rear Armour, Fearless, Skimmer, Teleport, Tomb Spyder AV 15cm 4+ 5+ 5+ Scarab Swarm (base contact) OR (Assault Weapons), EA(+1), Ignore Cover, Fearless, Leader, Skimmer, Walker 30cm AP5+/AT5+, Ignores Cover AND(15cm) (Small Arms), EA(+1), Ignore Cover Claws (base contact) (Assault Weapons), MW, EA(+1) Abattoir WE 20cm 4+ 2+ 4+ Harvesters (base contact) (Assault Weapons), EA(+2), TK(D3), DC8, Living Metal, Thick Rear Armour, Fearless, Infiltrator, Portal, Skimmer. 3x Scarab Swarms (base contact) OR (Assault Weapons), EA(+1), Ignore Cover, May not Phase Out. Counts as Ruins when destroyed. 30cm AP5+/AT5+, Ignores Cover Critical Hit Effect: Explodes. All units (including the Abattoir) within 5cm suffer a TK4+ hit. AND(15cm) (Small Arms), EA(+1), Ignore Cover Aeonic Orb WE 20cm 4+ - 3+ Solar Flare 90cm MW3+, TK(D6) DC6, Living Metal, Thick Rear Armour, Fearless, Skimmer, May not Phase Out. OR 90cm 12BP Critical Hit Effect: Centre a single Orbital Barrage Template on the Orb. All units (including the Orb) under the template, suffer a 3BP MW attack. C'Tan The Deceiver WE 15cm 4+ 4+ 4+ Despair 45cm 4BP, Disrupt DC3, Living Metal, Supreme Commander, Fearless, Walker, Inspiring, Skimmer, Teleport Claws (base contact) (Assault Weapons), EA(+2), TK(1) Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour saves allowed). C'Tan The Nightbringer WE 15cm 4+ 3+ 5+ Lightning Arc 30cm MW4+ DC3, Living Metal, Supreme Commander, Fearless, Walker, Inspiring, Skimmer, Teleport Gaze of Death (base contact) MW, EA(+2) Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour Scythe (base contact) EA(+2), TK(D3) saves allowed). Pylon WE Immobile 4+ - 4+ Particle Accelerator 120cm MW4+, TK(D3) DC2, Living Metal, Thick Rear Armour, Fearless, Teleport. May not Phase Out. AND 90cm AA4+, TK(1) Critical Hit Effect: Destroyed. All units within 5cm suffer a hit on a roll of 4+. Gauss Flux Arc (15cm) (Small Arms), EA(+2) Warbarque WE 20cm 4+ 6+ 4+ 2x Particle Cannons 60cm AP5+/AT3+ DC3, Living Metal, Thick Rear Armour, Commander, Fearless, Skimmer, Portal, Teleport, 2x War Cannons 30cm AT4+ May not Phase Out. 2x Gauss Cannons 30cm AP4+/AT6+ Critical Hit Effect: The portal malfunctions and cannot be used for the rest of the game. Additional critical hits destroy the Gauss Flux Arc (15cm) (Small Arms), EA(+2) Warbarque. Scythe Class Harvester SC n/a n/a n/a n/a Orbital Bombardment - 4BP, MW 2x Pin-Point Attack - MW2+, TK(D3)

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187

NALSARAN INCIDENT NECRON ATTACK ARMY LIST v1.2. Sub-Army Champion: "Chroma"

Necron Attack armies have a Strategy rating of 4. All Necron formations have an initiative rating of 1+.

NECRON ATTACK SUPREME COMMANDER (A Necron army may contain any number of Phalanxes)

FORMATION CORE UNITS COST 0-1 Supreme Commander Choose 1 of the following options: +75 points Add Supreme Commander to 1 Necron Lord Add Supreme Commander to a Warbarque

NECRON ATTACK PHALANXES (A Necron Attack army may contain any number of Phalanxes)

FORMATION CORE UNITS NOTES COST Monolith Phalanx 2 Monoliths 0-1 Monoliths +100 points 250 points 0-3 Obelisks +50 points Warrior Phalanx 6 Necron Warrior units with 1 Necron Lord 0-2 Immortals for +50 points each 225 points character 0-2 Tomb Spyders for +50 points each 0-2 Wraiths for +50 points each

NECRON ATTACK MANIPLES (Up to two Necron Maniples may be included in the army for each Phalanx)

FORMATION CORE UNITS UPGRADES COST Eques Maniple 6 Destroyers (Any number of Destroyers may 0-1 Necron Lord character +25 points 350 points be replaced by Heavy Destroyers) 0-3 Wraiths for +50 points each Formido Maniple 3 Wraiths 0-3 Wraiths for +50 points each 225 points Immunes Maniple 4 Tomb Spyders 0-2 Tomb Spyders for 50 points each 250 points Obelisk Maniple 4 Obelisks 0-2 Obelisks 250 points Venator Maniple 6 Flayed Ones 0-1 Necron Lord character +25 points 200 points 0-2 Tomb Spyders +50 points each 0-2 Wraiths for +50 points each

NECRON ATTACK SUPPORT (Up to 1/4 of the army's points may be spent on Necron Attack Support formations)

FORMATION CORE UNITS COST Defence System 1 Pylon 200 points 0-1 Warbarque 1 Warbarque 300 points 0-1 Spacecraft 1 Scythe Class Harvester 350 points

SPECIAL RULE - Raiders

A Necron Attack army may not deploy Garrisons.

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NALSARAN INCIDENT

NALSARAN INCIDENT NECRON ATTACK ARMY REFERENCE 1 STRATEGY 4

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Necron Lord CH n/a n/a n/a n/a Staff of Light (15cm) (Small Arms), EA(+1) Leader, Invulnerable Save (base contact) (Assault Weapons), MW, EA(+1) Destroyers INF 25cm 4+ 6+ 3+ 2x Gauss Cannons 30cm AP4+/AT6+ Necron, Mounted, Skimmer Flayed Ones INF 15cm 4+ 3+ - Claws (base contact) (Assault Weapons) Necron, Infiltrator, Scout, Teleport Heavy Destroyers INF 25cm 4+ 6+ 4+ Heavy Gauss Cannon 30cm AT3+ Necron, Mounted, Skimmer Immortals INF 15cm 4+ 4+ 3+ Gauss Blasters 15cm AP4+/AT6+ Necron Necron Warriors INF 15cm 4+ 5+ 4+ Gauss Flayers 15cm AP5+/AT6+ Necron Wraiths INF 30cm 4+ 4+ - Claws (base contact) (Assault Weapons), EA(+1) Necron, Invulnerable Save, Jump Pack, First Strike Monolith AV 15cm 4+ 6+ 5+ Particle Whip 30cm AP4+/AT4+ Living Metal, Thick Rear Armour, Fearless, Skimmer, Portal, Teleport Gauss Flux Arc (15cm) (Small Arms), EA(+2) Obelisk AV 30cm 5+ 6+ 5+ Particle Flail 45cm AP4+/AT4+ Reinforced Armour, Thick Rear Armour, Fearless, Skimmer, Teleport, Tomb Spyder AV 15cm 4+ 5+ 5+ Scarab Swarm (base contact) OR (Assault Weapons), EA(+1), Ignore Cover Fearless, Leader, Skimmer, Walker 30cm AP5+/AT5+, Ignores Cover AND(15cm) (Small Arms), EA(+1), Ignore Cover Claws (base contact) (Assault Weapons), MW, EA(+1) Pylon WE Immobile 4+ - 4+ Particle Accelerator 120cm MW4+, TK(D3) DC2, Living Metal, Thick Rear Armour, Fearless, Teleport. May not Phase Out. AND 90cm AA4+, TK(1) Critical Hit Effect: Destroyed. All units within 5cm suffer a hit on a roll of 4+. Gauss Flux Arc (15cm) (Small Arms), EA(+2) Warbarque WE 20cm 4+ 6+ 4+ 2x Particle Cannons 60cm AP5+/AT3+ DC3, Living Metal, Thick Rear Armour, Commander, Fearless, Skimmer, Portal, Teleport, 2x War Cannons 30cm AT4+ May not Phase Out. 2x Gauss Cannons 30cm AP4+/AT6+ Critical Hit Effect: The portal malfunctions and cannot be used for the rest of the game. Additional critical hits destroy the Gauss Flux Arc (15cm) (Small Arms), EA(+2) Warbarque. Scythe Class Harvester SC n/a n/a n/a n/a Orbital Bombardment - 4BP, MW 2x Pin-Point Attack - MW2+, TK(D3)

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189

DYRRACHIUM III NECRON TOMB WORLD ARMY LIST v1.2. Sub-Army Champion: "Chroma"

Necron Tomb World armies have a Strategy rating of 1. All Necron formations have an initiative rating of 1+. Up to 1/3 of the army’s points may be spent on War Engines.

NECRON TOMB WORLD INDIVIDUALS FORMATION CORE UNITS NOTES COST 0-1 Supreme Commander Choose 1 of the following: The C’tan counts toward your War Engine allocation The Deceiver or The Nightbringer 300 points OR Give 1 Necron Lord or Warbarque the +50 points Supreme Commander ability 0-3 Tomb Complex Replace up to 3 objectives The Tomb Complex functions both as a Necron Portal and as an 75 points on the Necron table half with Tomb objective for rules purposes. It may not be attacked or destroyed. Complexes Movement from the Necron Portal is measured from where the Blitzkrieg Objective touches the Necron table edge.

NECRON TOMB WORLD PHALANXES (A Necron army may contain any number of Phalanxes)

FORMATION CORE UNITS UPGRADES COST Custodian Phalanx 4 Tomb Spyders 0-3 Scarab Swarm units +25 points each 200 points 0-2 Tomb Spyders for +50 points each Warrior Phalanx 6 Necron Warrior units with 1 Necron Lord 0-2 Immortals for +50 points each 225 points character 0-3 Scarab Swarm units for +25 points each 0-3 Tomb Spyders for +50 points each

NECRON TOMB WORLD MANIPLES (Up to two Necron Tomb World Maniples may be included in the army for each Phalanx)

FORMATION CORE UNITS UPGRADES COST Custodian Maniple 6 Scarab Swarm units 0-3 Scarab Swarm units +25 points each 150 points 0-2 Tomb Spyders for +50 points each Eques Maniple 6 Destroyers (Any number of Destroyers may 0-1 Necron Lord character +25 points 350 points be replaced by Heavy Destroyers) Gauss Pylon Network 2 Pylons 0-3 Pylons +175 points each 400 points Monolith Maniple 1 Monolith and 2 Obelisks 0-1 Monoliths for +75 points each 200 points 0-1 Obelisks for +50 points each Recon Maniple 4 Wraiths 0-3 Wraiths +50 points each 175 points 0-1 Tomb Guardian Maniple 6 Immortals and 1 Necron Lord 0-1 Pariah +75 points 300 points character 0-3 Scarab Swarm units +25 points each 0-2 Tomb Spyders for +50 points each

NECRON HARVESTERS FORMATION CORE UNITS COST 0-2 Tomb Sphynx 1 Tomb Sphynx 500 points 0-2 Warbarque 1 Warbarque 300 points 0-1 Spacecraft 1 Scythe Class Harvester 350 points

SPECIAL RULE - Tomb Guardians Any formation in the Necron Tomb World army may Garrison in the Grand Tournament Scenario.

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DYRRACHIUM III TOMB WORLD

DYRRACHIUM III NECRON TOMB WORLD ARMY REFERENCE 1 STRATEGY 1

AME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Necron Lord CH n/a n/a n/a n/a Staff of Light (15cm) (Small Arms), EA(+1) Leader, Invulnerable Save (base contact) (Assault Weapons), MW, EA(+1) Destroyers INF 25cm 4+ 6+ 3+ 2x Gauss Cannons 30cm AP4+/AT6+ Necron, Mounted, Skimmer Heavy Destroyers INF 25cm 4+ 6+ 4+ Heavy Gauss Cannon 30cm AT3+ Necron, Mounted, Skimmer Immortals INF 15cm 4+ 4+ 3+ Gauss Blasters 15cm AP4+/AT6+ Necron Necron Warriors INF 15cm 4+ 5+ 4+ Gauss Flayers 15cm AP5+/AT6+ Necron Pariahs INF 15cm 4+ 3+ 3+ War Scythe (base contact) (Assault Weapons), MW, EA(+1) Inspiring AND 15cm AP4+/AT6+ Wraiths INF 30cm 4+ 4+ - Claws (base contact) (Assault Weapons), EA(+1) Necron, Invulnerable Save, Jump Pack, First Strike Monolith AV 15cm 4+ 6+ 5+ Particle Whip 30cm AP4+/AT4+ Living Metal, Thick Rear Armour, Fearless, Skimmer, Portal, Teleport Gauss Flux Arc (15cm) (Small Arms), EA(+2) Obelisk AV 30cm 5+ 6+ 5+ Particle Flail 45cm AP4+/AT4+ Reinforced Armour, Thick Rear Armour, Fearless, Skimmer, Teleport, Tomb Spyder AV 15cm 4+ 5+ 5+ Scarab Swarm (base contact) OR (Assault Weapons), EA(+1), Ignore Cover, Fearless, Leader, Skimmer, Walker 30cm AP5+/AT5+, Ignores Cover AND(15cm) (Small Arms), EA(+1), Ignore Cover Claws (base contact) (Assault Weapons), MW, EA(+1) C'Tan The Deceiver WE 15cm 4+ 4+ 4+ Despair 45cm 4BP, Disrupt DC3, Living Metal, Supreme Commander, Fearless, Inspiring, Skimmer, Teleport Claws (base contact) (Assault Weapons), EA(+2), TK(1) Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour saves allowed). C'Tan The Nightbringer WE 15cm 4+ 3+ 5+ Lightning Arc 30cm MW4+ DC3, Living Metal, Supreme Commander, Fearless, Inspiring, Skimmer, Teleport Gaze of Death (base contact) MW, EA(+2) Critical Hit Effect: Destroyed. All units within 5cm suffer a MW4+ hit (applicable Armour Scythe (base contact) (Assault Weapons), EA(+2), TK(D3) saves allowed). Pylon WE Immobile 4+ - 4+ Particle Accelerator 120cm MW4+, TK(D3) DC2, Living Metal, Thick Rear Armour, Fearless, Teleport. May not Phase Out. AND 90cm AA4+, TK(1) Critical Hit Effect: Destroyed. All units within 5cm suffer a hit on a roll of 4+. Gauss Flux Arc (15cm) (Small Arms), EA(+2) Warbarque WE 20cm 4+ 6+ 4+ 2x Particle Cannons 60cm AP5+/AT3+ DC3, Living Metal, Thick Rear Armour, Commander, Fearless, Skimmer, Portal, Teleport, 2x War Cannons 30cm AT4+ May not Phase Out. 2x Gauss Cannons 30cm AP4+/AT6+ Critical Hit Effect: Additional critical hits destroy the Warbarque. Gauss Flux Arc (15cm) (Small Arms), EA(+2) Scythe Class Harvester SC n/a n/a n/a n/a Orbital Bombardment - 4BP, MW 2x Pin-Point Attack - MW2+, TK(D3) Scarab Swarm INF 15cm 6+ 5+ - Swarm Attack (15cm) (Small Arms), EA(+1), Ignore Cover Expendable, Infiltrators, Necron and (15cm) (Small Arms), Ignore Cover DC5, Fearless, Living Metal, Walker, May step over units and impassable or dangerous terrain that is lower then the Tomb

Sphynx’s knees and up to 2cm wide. Critical Hit Effect: The Tomb Sphynx’s energy stream is disrupted. Roll a D6 for the Tomb Sphynx in the end phase of every turn: On a 1 the stream fails to correct itself and the Tomb Sphynx implodes and is destroyed, any units within 10cm suffer a hit on a 6+ from the release of uncontrolled energy. On a 2-4 the Tomb Sphynx begins to implode before the energy stream is corrected and suffers one more point of damage. On a 5-6 the stream is re-aligned and will cause no further trouble.

Tomb Sphynx WE 25cm 4+ 4+ 3+ Arc Projector 60cm 4x MW3+, FxF Disruptor Pulse 15cm 4BP, Disrupt, Ignore Cover And (15cm) (Small Arms), EA(+1), Ignore Cover

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11.0 TAU ARMIES SECTIONCOMMON TAU SPECIAL RULES

11.0.1 COORDINATED FIRE

The Tau are masters of ranged warfare and have several very experienced fighters and specially equipped troops that are able to lead other Tau on an attack, expertly directing their fire against the foe; thus Tau are especially adept at outflanking enemy formations and attacking them from several sides with their deadly coordinated fire. Some units are noted as being able to call in coordinated fire. These units can order up to two other formations within 15cm that have not taken an action this turn, and which are not broken, to follow their own formation when they take an advance, double or sustained fire action. Make a single initiative roll for all formations, counting a single -1 modifier if any have blast markers. If the test is failed then the original formation (containing the unit calling for coordinated fire) receives a Blast marker and must take a hold action, but the other formations are unaffected (and may take an action later in the turn). If the test is passed then all formations concerned are allowed to take either an advance, double or sustained fire action. There is no obligation for all formations to take the same action, and these actions may be resolved in any order, but they must all fire at the same target formation. The formations don’t have to stay within a given distance of each other and will complete their actions one after the other. Each formations action is declared and resolved (including testing to see if the target formation is broken) before moving on to the next Tau formation. Note that units with this ability confer the Coordinated Fire ability to any formation that they join. For example, a Pathfinder upgrade purchased to be added to a Fire Warrior Cadre, adds the Coordinated Fire ability to all units in the Cadre.

11.0.2 MARKERLIGHTS Markerlights are devices carried by many types of Tau infantry and vehicles. They allow their user to mark out enemy targets electronically, so that they can easily be targeted and engaged by other friendly units. Some Tau weapons, such as Seeker missiles are self-guided projectiles that can only be fired on targets marked by a Markerlight. Their robotic brains allow them to

independently find their way to their designated target, avoiding any obstacles in the way. MLIGHTS All enemy formations with at least one unit within 30cm range and Line of Fire (LOF) of at least one Tau unit with the Markerlights ability is considered to be marked. When shooting at a marked formation, all ranged firepower attacks add +1 to their to-hit roll. Guided Missiles may only be fired at a target formation that is marked, but Guided Missiles may be fired without LOF if the target is marked. A Tau formation may not mark an enemy formation if it has used the March order during the turn, or if it is broken. This bonus for shooting at a marked enemy may not be used when making Anti-Aircraft attacks.

11.0.3 TAU JET PACKS Tau Battlesuits and Drones make use of powerful and sophisticated jump packs. These allow them to pounce on the enemy and strafe them before retreating again out of range of the survivors’ retribution. TAU JET PACKS Tau Jet Packs follow all the rules for Jump Packs.Additionally, units with Tau Jet Packs are allowed to make an additional move of 10cm at the end of an Advance, Double or March order. The extra move is allowed whether or not the unit fires and takes place after any firing. This extra move may be in any direction and follows all the normal movement rules, so unit coherency and zones of control must be adhered to as usual. No extra movement is allowed on any orders other than advance, double or march. In formations where only some of the units have Tau Jet Packs, the units without Tau Jet Packs are not allowed the extra move. 11.0.4 TAU DEFLECTOR SHIELDS Tau Deflector Shields work in a different way to Imperial or Ork shields in that they do not absorb the incoming energy, but are shaped and positioned in such a way as to deflect the incoming fire (hence the designation). A further noteworthy trait is that the shield’s response will be proportionally more powerful with the energy of the attack. TAU DEFLECTOR SHIELDS Tau Deflector Shields work like an invulnerable save in all respects, except that this invulnerable save is always at a 5+ on the die roll.

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192

TAU EMPIRE THIRD PHASE EXPANSION FORCE ARMY LIST Final version 2012 (2-Dec-11). Tau Army Champion: "Yme-Loc"

Tau Third Phase Expansion armies have a Strategy rating of 3. Crisis Battlesuit Cadres and the Manta Dropship are initiative 1+. All other formations are initiative 2+.

TAU CORE FORMATIONS (A Tau Expansion Force Army may contain any number of core formations)

FORMATION CORE UNITS UPGRADES COST

Crisis Battlesuit Cadre 4 XV8 Crisis Battlesuit units Commander, Crisis Suits, Gun Drones 250 points Fire Warrior Cadre 8 Tau Fire Warrior units or Bonded Team, Broadsides, Ethereal, Fire Warriors, 225 points 6 Tau Fire Warrior units and 3 Devilfish Gun Drones, Hammerheads, Pathfinders, Piranhas,

Skyray

TAU SUPPORT FORMATIONS (Up to three Support formations may be taken per Core formation)

FORMATION CORE UNITS UPGRADES COST

Armour Support Group 4 Hammerhead Gunships Hammerheads, Skyray 200 points Broadside Group 6 XV88 Broadside Battlesuits None 300 points Kroot Kindred 1 Kroot Master Shaper unit and Kroot, Kroot Hounds, Krootox 175 points 9 Kroot Warrior units Pathfinder Group 4 Pathfinder units and 2 Devilfish Gun Drones, Piranhas 200 points Recon Skimmer Group 6 Tetra or Piranha, in any combination Gun Drones, Piranhas 175 points Skysweep Support Group 3 Skyrays None 275 points Stealth Group 6 XV15 Stealth Battlesuit units Gun Drones 250 points

TAU UPGRADES (Up to three upgrades may be taken per formation. No upgrade may be taken more than once)

UPGRADE UNITS COST

Bonded Team Add the Leader ability to One Fire Warrior unit +25 points Broadsides Add 3 XV88 Broadside Battlesuits +150 points Commander Add 1 Shas’el Commander to a Crisis Battlesuit unit or +50points Add 1 Shas’o Commander to a Crisis Battlesuit unit (Max 1 per Army) +100points Crisis Suits Add 1 to 4 Crisis Battlesuit units +50 points each Ethereal Add 1 Ethereal to a Fire Warrior unit (Max 1 per Army) +75 points Fire Warriors Add 4 Fire Warrior units or +100 points Add 4 Fire Warrior units and 2 Devilfish +150 points Gun Drones Add 1 or 2 Gun Drone units or +25 points each Add 4 Gun Drone units +75 points Hammerheads Add 2 Hammerhead Gunships +100 points Kroot Add 5 Kroot Warrior units +75 points Kroot Hounds Add 3 Kroot Hound packs +50 points Krootox Add 3 Krootox Herds +75 points Pathfinders Add 2 Pathfinder units and 1 Devilfish +125 points Piranhas Add 3 Piranhas +75 points Skyray Add 1 Skyray +100 points

AIR CASTE FORMATIONS (Up to 1/3 of an army's points may be spent on Air Caste formations)

FORMATION UNITS COST

Barracuda Squadron 2 Barracuda Fighters 150 points Manta Dropship 1 Manta 675 points Orca Dropship 1 Orca 150 points 0-1 Spacecraft 1 Hero Class Cruiser or 200 points 1 Custodian Class Battleship 250 points Tiger Shark Squadron 2 Tiger Sharks 175 points May begin the game transporting a formation of 6 Gun Drone units +100 points Tiger Shark AX-1-0 Squadron 2 Tiger Shark AX-1-0 375 points

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THIRD PHASE EXPANSION

TAU THIRD PHASE EXPANSION FORCE ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Ethereal CH n/a n/a n/a n/a Honour Blade (base contact) (Assault Weapons), EA(+1) Invulnerable Save, Leader. Formation: Fearless but formation Breaks on Death Shas'o CH n/a n/a n/a n/a Commander Plasma Rifle 30cm AP4+ Coordinated Fire, Leader. The Shas'o allows the Tau player to re-roll one failed initiative test (of any type) per turn. Shas'el CH n/a n/a n/a n/a Commander Plasma Rifle 30cm AP4+ Coordinated Fire, Leader Crisis Battlesuits INF 20cm 3+ 5+ 5+ Missile Pods 45cm AP5+/AT6+ Invulnerable Save, Tau Jet packs Twin Plasma Rifles 30cm AP4+ Twin Fusion Blasters 15cm MW4+ Fire Warriors INF 15cm 5+ 6+ 5+ Pulse Rifles 30cm AP4+ Pulse Carbines 15cm AP5+, Disrupt Gun Drones INF 20cm 5+ 6+ 5+ Twin Pulse Carbines 15cm AP4+, Disrupt Tau Jet packs Kroot Master Shaper INF 15cm 6+ 4+ 5+ Mercenary Weapons (base contact) (Assault Weapons), EA(+1) Leader, Infiltrator, Scout Kroot rifles (15cm) (Small Arms) Kroot Warriors INF 15cm - 4+ 5+ Kroot rifles (15cm) and (Small Arms) Infiltrator, Scout (base contact) (Assault Weapons) Kroot Hounds INF 15cm - 3+ - Fangs (base contact) (Assault Weapons) Infiltrator, Scout Krootox INF 15cm 4+ 4+ 4+ Claws (base contact) (Assault Weapons), EA(+1) Kroot Guns 45cm AP5+/AT6+ Pathfinders INF 15cm 5+ 6+ 5+ Rail Rifles 30cm AP5+, Sniper Coordinated Fire, Markerlights, Scout Pulse Carbines 15cm AP5+, Disrupt Stealth Battlesuits INF 20cm 5+ 6+ 5+ Silenced Burst Cannons 15cm AP4+, Disrupt First Strike, Markerlights, Reinforced Armour, Scout, Tau Jet Packs, Teleport Broadside Battlesuits LV 15cm 4+ 6+ 5+ Twin Railguns 75cm AT3+ Reinforced Armour, Walker Smart Missile System 30cm AP5+, Ignore Cover Piranha LV 35cm 5+ 6+ 6+ Burst Cannon & Drones 15cm AP5+ Skimmer Seeker Missiles 90cm AT6+, Guided Missiles Pathfinder Tetra LV 35cm 5+ 6+ 6+ Tetra Pulse Rifles 30cm AP6+ Coordinated Fire, Markerlights, Skimmer, Scout Devilfish AV 30cm 5+ 6+ 6+ Burst Cannon & Drones 15cm AP5+ Skimmer, Transport: (May carry 2 Fire Warrior or Pathfinder units) Seeker Missiles 90cm AT6+, Guided Missiles Hammerhead AV 30cm 4+ 6+ 5+ Smart Missile System 30cm AP5+, Ignore Cover Skimmer Seeker Missiles 90cm AT6+, Guided Missiles Plus 1 of the following: Hammerhead Rail Gun OR 75cm AP5+/AT4+ Ion Cannon OR 60cm AP4+/AT5+ Twin Fusion Cannons 30cm MW4+ Skyray AV 30cm 5+ 6+ 5+ Smart Missile System 30cm AP5+, Ignore Cover Skimmer, Markerlights 2x Hunter Missiles 60cm AA5+ 2x Seeker Missiles 90cm AT6+, Guided Missiles Barracuda Fighter AC Fighter 6+ n/a n/a Ion Cannon 30cm AP4+/AT5+/AA5+, FxF Twin Burst Cannons 15cm AA6+ Twin Missile Pods 45cm AP5+/AT6+, FxF Tigershark AC Bomber 5+ n/a n/a Twin Ion Cannons 30cm AP3+/AT4+/AA4+, FxF Transport: (May carry 3 Gun Drone units). Twin Burst Cannons 15cm AA6+ Transported Gun Drone formations may be split across multiple Tigersharks as an exception to the Twin Missile Pods 45cm AP5+/AT6+, FxF normal aircraft transport rules. The Tiger shark cannot land, make an Engagement, or embark units, but can disembark transported Drones after an approach move. Drone formation may shoot when it disembarks as normal and counts as having activated for that turn. After this initial deployment the Gun Drones are a completely independent formation. Gun Drones being transported by Tiger Sharks do not generate blast markers for being destroyed until after they are disembarked Tigershark AX-1-0 AC Bomber 5+ n/a n/a Twin Rail Cannons 45cm MW3+, TK(D3), FxF Twin Burst Cannons 15cm AA6+ Twin Missile Pods 45cm AP5+/AT6+, FxF Aircraft Seeker Missiles 45cm AT6+, Guided Missiles

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11.1 NetEA APPROVED

THIRD PHASE EXPANSION

TAU THIRD PHASE EXPANSION FORCE ARMY REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Orca WE/AC Bomber 4+ 6+ 6+ Twin Burst Cannons 15cm AA6+ DC2, Planetfall, Transport: (May carry 12 Tau infantry and Broadsides. Crisis units Twin Missile Pods 45cm AT5+/AT6+ take up 2 spaces each. Aircraft Seeker Missiles 45cm AT6+, Guided Missiles Critical Hit Effect: The Orca and all units aboard are destroyed. Manta WE 20cm 5+ - 4+ Twin Heavy Rail Cannons 90cm MW2+, TK(D3), FxF DC8, Support Craft, Markerlights, Planetfall, Reinforced Armour, Fearless, Tau Deflector Shield 3x Heavy Ion Phalanx 75cm AP3+/AT4+, FxF Transport: (may carry 20 Tau infantry units and Broadsides. Crisis units take up 2 spaces each. 4x Manta Burst Cannons 30cm AP5+/AA6+ Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the Twin Missiles Pods 45cm AP5+/AT6+, FxF remainder of the game. Further critical hits cause an additional point of damage 2x Seeker Missiles 90cm AT6+, Guided Missiles Hero Cruiser SC n/a n/a n/a n/a 2x Pin-point attack n/a MW2+, TK(D3) Transport: (May carry up to 6 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes) Custodian Battleship SC n/a n/a n/a n/a 2x Gravitic Tracer Salvo n/a 3x MW4+, Guided Missiles Transport (may carry up to 18 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes).

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TAU FARSIGHT ENCLAVE ERADICATION ARMY LIST v1.0.1. Sub-Army Champion: "professorcurly"

Tau Farsight Enclave armies have a Strategy rating of 3. Crisis Battlesuit Cadres and the Manta Dropship are initiative 1+. All other formations are initiative 2+.

TAU CORE FORMATIONS (A Tau Farsight Enclave Army may contain any number of core formations)

FORMATION CORE UNITS UPGRADES COST

Crisis Battlesuit Cadre 4 Enclave XV8 Crisis Battlesuit units Commander, Crisis Suits, Gun Drones 250 points Fire Warrior Cadre 8 Tau Fire Warrior units or Broadsides, Fire Warriors, Gun Drones, Hammerheads, 225 points 6 Tau Fire Warrior units and 3 Devilfish Pathfinders, Piranhas, Skyray

TAU SUPPORT FORMATIONS (Up to two Support formations may be taken per Core formation)

FORMATION CORE UNITS UPGRADES COST

Armour Support Group 4 Hammerhead Gunships Hammerheads, Skyray 200 points Broadside Group 6 XV88 Broadside Battlesuits None 300 points Pathfinder Group 4 Enclave Pathfinder units and 2 Devilfish Gun Drones, Piranhas 150 points Recon Skimmer Group 6 Piranha Gun Drones, Piranhas 150 points Skysweep Support Group 3 Skyrays None 275 points Stealth Group 6 XV15 Stealth Battlesuit units Gun Drones 250 points

TAU UPGRADES (Up to three upgrades may be taken per formation. No upgrade may be taken more than once per formation)

UPGRADE UNITS COST

Broadsides Add 3 XV88 Broadside Battlesuits +150 points Commander Add 1 Enclave Shas’el Commander to a Crisis Battlesuit unit or +50points Add 1 Enclave Shas’o Commander to a Crisis Battlesuit unit (Max 1 per Army) +100points Crisis Suits Add 1 to 4 Enclave Crisis Battlesuit units +50 points each Fire Warriors Add 4 Fire Warrior units or +100 points Add 4 Fire Warrior units and 2 Devilfish +150 points Gun Drones Add 1 or 2 Gun Drone units or +25 points each Add 4 Gun Drone units +75 points Hammerheads Add 2 Hammerhead Gunships +100 points Pathfinders Add 2 Enclave Pathfinder units and 1 Devilfish +100 points Piranhas Add 3 Piranhas +75 points Skyray Add 1 Skyray +100 points

AIR CASTE FORMATIONS (Up to 1/3 of an army's points may be spent on Air Caste formations)

FORMATION UNITS COST

Barracuda Squadron 2 Barracuda Fighters 150 points Manta Dropship 1 Manta 675 points Orca Dropship 1 Orca 150 points 0-1 Spacecraft 1 Hero Class Cruiser or 200 points 1 Explorer Class Battleship 225 points Tiger Shark Squadron 2 Tiger Sharks 175 points May begin the game transporting a formation of 6 Gun Drone units +100 points Missile Strike Squadron 2 Tiger Sharks Missile Strike variant 225 points

SPECIAL RULE - Blood Brothers One Crisis Battlesuit unit and Fire Warrior unit in each Cadre in a Farsight Enclave army have the Leader ability. All Crisis Battlesuit and Fire Warrior Cadres in a Farsight Enclave army gain +1 to hit with their Fire Fight values when they are directly involved in an engagement against a marked enemy formation.

SPECIAL RULE - Doctrinal Change Tau Farsight Enclave armies may not use the Tau Coordinated Fire special rule.

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FARSIGHT ENCLAVE

TAU FARSIGHT ENCLAVE ERADICATION ARMY REFERENCE STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Enclave Shas'o CH n/a n/a n/a n/a Commanders Plasma Rifle 30cm AP4+ Supreme Commander. The Shas'o allows the Tau player to re-roll one failed initiative test (of Power Weapon (base contact) (Assault Weapon), EA (+1), MW any type) per turn. Enclave Shas’el CH n/a n/a n/a n/a Commander Plasma Rifle 30cm AP4+ Commander, Leader Enclave Crisis Battlesuits INF 20cm 3+ 5+ 4+ Twin Burst Cannons 15cm AP5+ Invulnerable Save, Tau Jet packs Twin Tau Flamers (15cm) (Small Arms), Ignore Cover Twin Fusion Blasters 15cm MW4+ Fire Warriors INF 15cm 5+ 6+ 5+ Pulse Rifles 30cm AP4+ Pulse Carbines 15cm AP5+, Disrupt Gun Drones INF 20cm 5+ 6+ 5+ Twin Pulse Carbines 15cm AP4+, Disrupt Tau Jet packs, Drones Enclave Pathfinders INF 15cm 5+ 6+ 5+ Pulse Carbines 15cm AP5+, Disrupt Markerlights, Scout Stealth Battlesuits INF 20cm 5+ 6+ 5+ Silenced Burst Cannons 15cm AP4+, Disrupt First Strike, Markerlights, Reinforced Armour, Scout, Tau Jet Packs, Teleport Broadside Battlesuits LV 15cm 4+ 6+ 5+ Twin Railguns 75cm AT3+ Reinforced Armour, Walker Smart Missile System 30cm AP5+, Ignore Cover Piranha LV 35cm 5+ 6+ 6+ Burst Cannon & Drones 15cm AP5+ Skimmer Seeker Missiles 90cm AT6+, Guided Missiles Devilfish AV 30cm 5+ 6+ 6+ Burst Cannon & Drones 15cm AP5+ Skimmer, Transport: (May carry 2 Fire Warrior or Pathfinder units) Seeker Missiles 90cm AT6+, Guided Missiles Hammerhead AV 30cm 4+ 6+ 5+ Smart Missile System 30cm AP5+, Ignore Cover Skimmer Seeker Missiles 90cm AT6+, Guided Missiles Plus 1 of the following: Hammerhead Rail Gun OR 75cm AP5+/AT4+ Ion Cannon OR 60cm AP4+/AT5+ Twin Fusion Cannons 30cm MW4+ Skyray AV 30cm 5+ 6+ 5+ Smart Missile System 30cm AP5+, Ignore Cover Skimmer, Markerlights 2x Hunter Missiles 60cm AA5+ 2x Seeker Missiles 90cm AT6+, Guided Missiles Barracuda Fighter AC Fighter 6+ n/a n/a Ion Cannon 30cm AP4+/AT5+/AA5+, FxF Twin Burst Cannons 15cm AA6+ Twin Missile Pods 45cm AP5+/AT6+, FxF Tigershark AC Bomber 5+ n/a n/a Twin Ion Cannons 30cm AP3+/AT4+/AA4+, FxF Transport: (May carry 3 Gun Drone units). Transported Gun Drone formations may be split across multiple Tigersharks as an Twin Burst Cannons 15cm AA6+ exception to the normal aircraft transport rules. The Tiger shark cannot land, make an Engagement, or embark units, Twin Missile Pods 45cm AP5+/AT6+, FxF but can disembark transported Drones after an approach move. Drone formation may shoot when it disembarks as normal

and counts as having activated for that turn. After this initial deployment the Gun Drones are a completely independent formation. Gun Drones being transported by Tiger Sharks do not generate blast markers for being destroyed until after they are disembarked

Tigershark Missile AC Bomber 4+ n/a n/a Twin Ion Cannons 30cm AP3+/AT4+, FxF Strike Variant Twin Burst Cannons 15cm AA6+ Twin Missile Pods 45cm AP5+/AT6+, FxF 2x Aircraft Seeker Missiles 45cm AT6+, Guided Missiles Orca WE/AC Bomber 4+ 6+ 6+ Twin Burst Cannons 15cm AA6+ DC2, Planetfall, Transport: (May carry 12 Tau infantry and Broadsides. Crisis units Twin Missile Pods 45cm AT5+/AT6+ take up 2 spaces each. Aircraft Seeker Missiles 45cm AT6+, Guided Missiles Critical Hit Effect: The Orca and all units aboard are destroyed. Manta WE 20cm 5+ - 4+ Twin Heavy Rail Cannons 90cm MW2+, TK(D3), FxF DC8, Support Craft, Markerlights, Planetfall, Reinforced Armour, Fearless, Tau Deflector Shield 3x Heavy Ion Phalanx 75cm AP3+/AT4+, FxF Transport: (may carry 20 Tau infantry units and Broadsides. Crisis units take up 2 spaces each. 4x Manta Burst Cannons 30cm AP5+/AA6+ Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the Twin Missiles Pods 45cm AP5+/AT6+, FxF remainder of the game. Further critical hits cause an additional point of damage 2x Seeker Missiles 90cm AT6+, Guided Missiles Hero Cruiser SC n/a n/a n/a n/a 2x Pin-point attack n/a MW2+, TK(D3) Transport: (May carry up to 6 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes) Explorer Battleship SC n/a n/a n/a n/a 2x Gravitic Tracer Salvo n/a 3x MW4+, Guided Missiles Transport (May carry up to 12 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes).

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TAU FIO'KA ARMOURED STRIKE FORCE ARMY LIST v0.2. Sub-Army Champion: "Dobbsy"

Fio'Ka armies have a Strategy rating of 3. The Manta Dropship is initiative 1+. All other formations are initiative 2+.

TAU HUNTER CADRES (A Fio'Ka Army may contain any number of Hunters Cadres)

FORMATION CORE UNITS UPGRADES COST

Armoured Cadre 6 Hammerhead Gunships Command Node, Hammerhead, Skyray 300 points Mechanised Cadre 4 Hammerhead Gunships, 6 Fire Warriors units plus Skyray, Command Node, Ethereal, Gun Drones 425 points

3 Devilfish

TAU SUPPORT CADRES (You may take up to two Support Cadre per Hunter Cadre)

FORMATION CORE UNITS UPGRADES COST

Harassment Cadre 6 Stealth Battlesuit units Gun Drones 250 points Recon Cadre 6 Tetra Piranha 175 points Scorpionfish Cadre 1 Scorpionfish Super-Heavy Missile Gunships Commander , Scorpionfish, Skyray 200 points 0-1 Sentry Drone Network 4 Sentry Drone Turrets None 150 points Skysweep Cadre 3 Skyrays None 250 points

TAU UPGRADES (Up to three upgrades may be taken per formation. No upgrade may be taken more than once per formation)

UPGRADE UNITS COST

Commander Add the Supreme Commander ability to 1 Scorpionfish (Max 1 per Army) +50 points Ethereal Add 1 Ethereal to a Fire Warrior unit (Maximum 1 per Army) +75 points Gun Drone Add 1 or 2 Gun Drone units or +25 points each Add 4 Gun Drone units +75 points Hammerhead Add 2 or 4 Hammerhead Gunships +50 points each Command Node Add the Leader ability to a Hammerhead +25 points Piranha Replace 2 Tetras with 2 Piranha Free Scorpionfish Add 1 Scorpionfish +175 points Skyray Add 1 Skyray +100 points

AIR CASTE FORMATIONS (Up to 1/3 of an army's points may be spent on Air Caste formations)

FORMATION UNITS COST

AX-1-0 Squadron 2 Tiger Shark AX-1-0 375 points Barracuda Squadron 2-3 Barracuda Fighters 75 points each Manta Dropship 1 Manta 675 points Moray 1 Moray 350 points Orca Dropship 1 Orca 150 points 0-1 Spacecraft 1 Hero class Cruiser OR 200 points 1 Custodian class Battleship 250 points Tiger Shark Squadron 2 Tiger Sharks 175 points May begin the game transporting a formation of 6 Gun Drone units +100 points

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11.3 NetEA EXPERIMENTAL

FIO’KA

TAU FIO'KA ARMOURED STRIKE FORCE ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Ethereal CH n/a n/a n/a n/a Honour Blade (base contact) (Assault Weapons), EA(+1) Invulnerable Save, Leader. Formation: Fearless but formation Breaks on death Fire Warriors INF 15cm 5+ 6+ 5+ Pulse Rifles 30cm AP4+ Pulse Carbines 15cm AP5+, Disrupt Gun Drones INF 20cm 5+ 6+ 5+ Twin Pulse Carbines 15cm AP4+, Disrupt Tau Jet packs Stealth Battlesuits INF 20cm 5+ 6+ 5+ Silenced Burst Cannons 15cm AP4+, Disrupt First Strike, Markerlights, Reinforced Armour, Scout, Tau Jet Packs, Teleport Pathfinder Tetra LV 35cm 5+ 6+ 6+ Tetra Pulse Rifles 30cm AP6+ Coordinated Fire, Markerlights, Skimmer, Scout Piranha LV 35cm 5+ 6+ 6+ Burst Cannon & Drones 15cm AP5+ Skimmer Seeker Missiles 90cm AT6+, Guided Missiles Sentry Drone Turret LV Immobile 5+ 6+ 5+ Twin Burst Cannon OR 15cm AP5+ Markerlights, Teleport Twin Fusion Blasters OR 15cm MW4+ Twin Missile Pods OR 45cm AT5+/AT6+ Twin Plasma Rifles 30cm AP3+ Devilfish AV 30cm 5+ 6+ 6+ Burst Cannon & Drones 15cm AP5+ Skimmer, Transport: (May carry 2 Fire Warrior units) Seeker Missiles 90cm AT6+, Guided Missiles Hammerhead AV 30cm 4+ 6+ 5+ Smart Missile System 30cm AP5+, Ignore Cover Skimmer Seeker Missiles 90cm AT6+, Guided Missiles Plus 1 of the following: Hammerhead Rail Gun OR 75cm AP5+/AT4+ Ion Cannon OR 60cm AP4+/AT5+ Twin Fusion Cannons OR 30cm MW4+

2x Twin Missile Pods OR 45cm AP5/AT6+ Twin Plasma Rifles 30cm AP3+

Skyray AV 30cm 5+ 6+ 5+ Smart Missile System 30cm AP5+, Ignore Cover Skimmer, Markerlights 2x Hunter Missiles 60cm AA5+ 2x Seeker Missiles 90cm AT6+, Guided Missiles Scorpionfish WE 25cm 5+ 6+ 6+ 2x Twin Missile Pods 45cm AT5+/AT6+ DC3, Reinforced Armour, Skimmer. May fire either Seeker, Submunition or Either 4x Tracer Missiles OR 75cm MW6+ Guided Missiles Tracer Missiles per turn. 6x Seeker Missiles OR 90cm AT6+ Guided Missiles Critical Hit Effect: Destroyed. Any units within 5cm of the model suffer a single on 6+. 6x Submunition Missiles 75cm AP5+ Guided Missiles, Ignore Cover Manta WE 20cm 5+ - 4+ Twin Heavy Rail Cannons 90cm MW2+, TK(D3), FxF DC8, Support Craft, Markerlights, Planetfall, Reinforced Armour, Fearless, Tau Deflector Shield 3x Heavy Ion Phalanx 75cm AP3+/AT4+, FxF Transport: (May carry 20 of the following: Stealth Battlesuit or Gun Drone units. ) 4x Manta Burst Cannons 30cm AP5+/AA6+ Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the Twin Missiles Pods 45cm AP5+/AT6+, FxF remainder of the game. Further critical hits cause an additional point of damage 2x Seeker Missiles 90cm AT6+, Guided Missiles Moray WE 20cm 5+ - 5+ Heavy Rail Cannon 90cm MW3+ TK( D3), FxF DC3, Tau Deflector, Support Craft, Planetfall, Fearless, Reinforced Armour

2x Ion Cannon 60cm AP4+/AT5+, FxF Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the 2x Manta Burst Cannons 30cm AP5+/AA6+ remainder of the game. Further critical hits destroy the Moray.

Twin Missile Pods 45cm AT5+/AT6+ Seeker Missile 90cm AT6+ Guided Missile

Orca WE/AC Bomber 4+ 6+ 6+ Twin Burst Cannons 15cm AA6+ DC2, Planetfall, Transport: (May carry 12 Stealth Battlesuits and Gun Drones) Twin Missile Pods 45cm AT5+/AT6+ Critical Hit Effect: The Orca and all units aboard are destroyed. Aircraft Seeker Missiles 45cm AT6+, Guided Missiles Barracuda Fighter AC Fighter 6+ n/a n/a Ion Cannon 30cm AP4+/AT5+/AA5+, FxF Twin Burst Cannons 15cm AA6+ Twin Missile Pods 45cm AP5+/AT6+, FxF

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FIO’KA

TAU FIO'KA ARMOURED STRIKE FORCE ARMY REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Tigershark AC Bomber 5+ n/a n/a Twin Ion Cannons 30cm AP3+/AT4+/AA4+, FxF Transport: (May carry 3 Gun Drone units). Twin Burst Cannons 15cm AA6+ Transported Gun Drone formations may be split across multiple Tigersharks as an exception to the Twin Missile Pods 45cm AP5+/AT6+, FxF normal aircraft transport rules. The Tiger shark cannot land, make an Engagement, or embark units, but can disembark transported Drones after an approach move. Drone formation may shoot when it disembarks as normal and counts as having activated for that turn. After this initial deployment the Gun Drones are a completely independent formation. Gun Drones being transported by Tiger Sharks do not generate blast markers for being destroyed until after they are disembarked Tigershark AX-1-0 AC Bomber 5+ n/a n/a Twin Rail Cannons 45cm MW3+, TK(D3), FxF Twin Burst Cannons 15cm AA6+ Twin Missile Pods 45cm AP5+/AT6+, FxF Aircraft Seeker Missiles 45cm AT6+, Guided Missiles Hero Cruiser SC n/a n/a n/a n/a 2x Pin-point attack n/a MW2+, TK(D3) Transport: (May carry up to 6 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes) Custodian Battleship SC n/a n/a n/a n/a 2x Gravitic Tracer Salvo n/a 3x MW4+, Guided Missiles Transport: (May carry up to 18 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes).

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TYRANID ARMIES SECTIONCOMMON TYRANID SPECIAL RULES

BROOD

Units with Brood (X) (brood units) are placed in the army's off-board “swarm pool” when they are destroyed. These units may be returned to play via swarming for a number of swarm points equal to “X”.

SYNAPSE

Formations that contain at least one unit with Synapse (a synapse unit) may return brood units to play from the swarm pool via swarming.

SWARMING

After a formation with at least one synapse unit regroups or attempts to rally it may swarm. Roll a number of dice based on the following modifiers:

Formation is not broken +1D3 No enemy units within 30cm +1D3

The total rolled is the number of swarm points available to the formation. Brood (X) units in the swarm pool may be returned to play for a number of swarm points equal to “X”. A formation may only return units to play if it started the game with that type of unit. For example, if a formation began the game with Termagants but not Hormagaunts it could return Termagants, but not Hormagaunts, via swarming. All units returned to play in this manner must be placed within 5cm of a unit from the formation that was there prior to swarming. These units may not be placed in enemy zone of control or in impassable terrain. Not all of the swarm points available need to be used, but any leftover are discarded.

AUGMENTED SWARMING Some units are noted as having Augmented Swarming (+X). Units with this ability add a number of swarm points equal to “X” when their formation swarms.

MOBILITY Tyranid armored vehicle and war engine units do not take dangerous terrain tests. In addition, Tyranid light vehicle units count as infantry for the purposes of terrain (see E:A 1.8.4)

Fortification terrain features such as minefields or razor wire, and special terrain features such as lava flows affect Tyranids normally.

REGENERATION War engine units with regeneration can regain lost damage capacity points. Each unit with regeneration regains one damage capacity point at the beginning of each turn's end phase. Regeneration cannot be used by a destroyed unit nor may it increase a unit's damage capacity beyond the starting amount.

THE HIVE MIND

The Hive Mind of the Tyranids is a single coordinating sentience. Its influence is projected through synapse creatures that communicate with their lesser kin via a form of telepathy. Under the control of synapse creatures the slave organisms act in perfect unison. However, should the synapse creatures be slain the basic creatures revert to their animalistic behaviors until other synapse creatures can exert control over them. This is represented by the following rules for Synapse Swarm, not Independent Swarm, formations:

Synapse Swarms ignore brood units for the purposes of determining formation strength during tiebreak.

A Synapse Swarm with no synapse units has an initiative of 3+ and may not capture objectives.

A Synapse Swarm with at least one synapse unit ignores the -2 modifier for being broken when attempting to rally. Additionally, it can absorb other Synapse Swarm formations with no synapse units at the end of its action. The formation must have one unit within 5cm of a unit from the formation(s) being absorbed. The units and blast markers of an absorbed formation become part of the formation. A formation absorbed this way is considered completely destroyed for the purposes of tiebreak and the Break Their Spirit victory condition.

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HIVE FLEET ONACHUS TYRANID ARMY LIST V10.0.0. Tyranid Army Champion: "Dave"

Tyranid armies have a Strategy rating of 1. Tyranid formations have an initiative rating of 1+. Synapse Swarm formations have an initiative rating of 3+ if they contain no synapse units. No more than 1/3 of the army’s points may be spent on Bio-Titans and the Dominatrix.

SYNAPSE SWARM FORMATIONS COST FORMATION CORE UNITS Small Medium Large UPGRADES 0-1 Nexus Swarm 1 Dominatrix 350 points n/a n/a Any number of the following for +20 points each: Termagants, Hormagaunts Any number of the following for +25 points each: Biovore, Gargoyles, Zoanthrope (745.M41) Any number of Raveners for +35 points each. Any number of the following for +50 points each: Carnifex, Haruspex, Malefactor Any number of the following for +60 points each: Dactylis, Exocrine, Trygon Up to 3 Meiotic Spores for +25 points each. Tyranid Swarm 1 Hive Tyrant or 200 points 375 points 550 points Up to 1 Tyranid Warriors for +50 points each. 2 Tyranid Warriors, Any number of the following for +20 points each: plus 6 of the following: Termagants, Hormagaunts Termagants, Hormagaunts Any number of the following for +25 points each: Biovore, Gargoyles, Zoanthrope (745.M41) Any number of Raveners for +35 points each. Any number of the following for +50 points each: Carnifex, Haruspex, Malefactor Any number of the following for +60 points each: Dactylis, Exocrine, Trygon Up to 6 Meiotic Spores for +25 points each.

INDEPENDENT SWARM FORMATIONS(Up to one may be taken for each Synapse Swarm formation)

COST FORMATION CORE UNITS Small Medium Large UPGRADES Biovore Swarm 5 Biovores 150 points 275 points 400 points Any number of Biovores for +30 points each. Dactylis Swarm 3 Dactylis 300 points 575 points 850 points Any number of Dactylis for +100 points each. Exocrine Swarm 3 Exocrine 175 points 325 points 475 points Any number of Exocrine for +60 points each. Genestealer Swarm 6 Genestealers 150 points n/a n/a Any number of Genestealers for +25 points each. Up to one Brood Lord for +50 points. Harridan Swarm 1 Harridan 150 points 275 points 400 points Any number of Gargoyles for +25 points each. Hierodule Bio-Titan 1 Hierodule Bio-Titan 350 points n/a n/a None (745.M41) Hierophant Bio-Titan 1 Hierophant Bio-Titan 525 points n/a n/a None (745.M41) 0-2 Lictor Swarm Three Lictors 150 points n/a n/a Up to 3 Lictors for +50 points each. Meiotic Spores 6 Meiotic Spores 150 points 275 points 400 points Any number of Meiotic Spores for +25 points each. Trygon Swarm 3 Trygons 200 points 375 points 550 points Any number of Raveners for +35 points each. Any number of Trygons for +75 points each.

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12.1 NetEA EXPERIMENTAL

HIVE FLEET ONACHUS

HIVE FLEET ONACHUS TYRANID REFERENCESTRATEGY 1

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Brood Lord CH n/a n/a n/a n/a Rending Claws and Talons (base contact) (Assault Weapons), EA(+1), First Strike Leader, Inspiring, Invulnerable Save Gargoyles INF 30cm - 6+ 5+ Flamespurts 15cm AA6+ Brood (2), Expendable, Jump Packs Genestealers INF 20cm 6+ 2+ - Rending Claws (base contact) (Assault Weapons), First Strike Infiltrator, Scout Hormagaunts INF 20cm - 4+ - Scything Talons (base contact) (Assault Weapons) Brood (1), Expendable, Infiltrator Raveners INF 20cm 5+ 4+ - Twin Scything Talons (base contact) (Assault Weapons), EA(+1) Brood (2), Expendable, Infiltrator, Tunnelers Termagants INF 20cm - 6+ 5+ Fleshborers (15cm) (Small Arms) Brood (1), Expendable Tyranid INF 20cm 5+ 2+ 5+ Deathspitters 30cm AP5+ Fearless, Synapse Warriors Biovore LV 15cm 6+ 6+ 5+ Spore Mines 30cm AP5+/AT6+, Disrupt, Indirect Fire - Lictor LV 20cm 5+ 3+ 6+ Flesh Hooks (15cm) (Small Arms) First Strike, Infiltrator, Invulnerable Save, Scout, Teleport Lictor Talons (base contact) (Assault Weapons), Sniper Zoanthrope LV 15cm 4+ 6+ 5+ Warp Blast 30cm AP5+ Invulnerable Save (745.M41) AND (15cm) (Small Arms), MW Carnifex AV 20cm 4+ 3+ 5+ Bio-Plasma (15cm) (Small Arms) Fearless, Reinforced Armour Large Scything Talons (base contact) (Assault Weapons), MW, EA(+1) Dactylis AV 15cm 4+ 4+ 5+ Bile Pods 45cm 1BP, Disrupt, Indirect Fire Reinforced Armour Exocrine AV 15cm 4+ 4+ 4+ Bio-Cannon 45cm 2x AP4+/AT5+ Reinforced Armour Haruspex AV 20cm 4+ 3+ 5+ 2x Acid Jets and Frag Spines 15cm AP5+/AT6+ Reinforced Armour Hive Tyrant AV 20cm 4+ 3+ 5+ Venom Cannon 30cm AP4+/AT5+ Commander, Fearless, Leader, Reinforced Armour, Synapse Lash Whip and Bonesword (base contact) (Assault Weapons), MW, EA(+1) Malefactor AV 25cm 4+ 4+ 5+ 2x Frag Spines 15cm AP5+ Reinforced Armour, Transport (Two of the following: Genestealers, Hormagaunts, Raveners, Termagants or Tyranid Arms (base contact) (Assault Weapons), MW, EA(+1) Warriors) Dominatrix WE 20cm 4+ 3+ 5+ Bio-Titan Bio-Cannon 45cm 3x AP4+/AT5+, FxF DC4, Augmented Swarming (+1d3), Fearless, Invulnerable Save, Regeneration, Reinforced Armour, Supreme Energy Pulse 60cm 3BP, MW Commander, Synapse Massive Scything Talons (base contact) (Assault Weapons), EA(+1), TK Critical Hite Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the unit loses 1 DC. On a 6 the unit loses 1 DC and the Supreme Commander and Synapse special abilities. Harridan WE 35cm 5+ 5+ 5+ Twin Harridan Bio-Cannon 45cm 2x AP4+/AT5+, FxF DC3, Fearless, Reinforced Armour, Skimmer, Transport (Four Gargoyles) Large Scything Talons (base contact) (Assault Weapons), MW, EA(+1) Critical Hite Effect: The unit loses 1 DC. Claws and Mandibles (base contact) (Assault Weapons), MW, EA(+1) Hierodule Bio-Titan WE 25cm 4+ 3+ 5+ 0-1x Bile Launcher 60cm 3BP, Fwd DC4, Fearless, Invulnerable Save, Regeneration, Reinforced Armour (745.M41) Cluster Spines 30cm 4BP, Fwd Critical Hite Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the 0-1x Razorclaw (base contact) (Assault Weapons), TK(D3), EA(+1) unit loses 1 DC. On a 6 the unit loses 2 DC. AND (15cm) (Small Arms) , EA(+1) 2x Massive Scything Talons (base contact) (Assault Weapons), EA(+1), TK Hierophant Bio-Titan WE 25cm 4+ 3+ 5+ Bio-Titan Bio-Cannon 45cm 3x AP4+/AT5+, Fwd DC6, Fearless, Invulnerable Save, Regeneration, Reinforced Armour (745.M41) 0-1x Pyro Acid Spray 15cm 3BP, Ignore Cover, Fwd Critical Hite Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the 0-1x Razorclaw (base contact) (Assault Weapons), TK(D3), EA(+1) unit loses 1 DC. On a 6 the unit loses 2 DC. AND (15cm) (Small Arms), EA(+1) Ripper Tentacles (base contact) (Assault Weapons), EA(+1), First Strike 2x Gigantic Scything Talons (base contact) (Assault Weapons), TK(D3), EA(+1) Trygon WE 25cm 5+ 4+ 5+ Bio-Electric Field (15cm) (Small Arms) DC2, Fearless, Reinforced Armour, Tunneler Large Scything Talons (base contact) (Assault Weapons), MW, EA(+1) Critical Hite Effect: The unit is destroyed.

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HIVE FLEET LEVIATHAN ARMY LIST v3.0. Sub-Army Champion: "Zombocom"

Hive Fleet Leviathan armies have a Strategy rating of 1. All formations have an initiative rating of 1+.

CORE SYNAPSE SWARMS Hive Fleet Leviathan armies may contain any number of Core Synapse Swarms. All Core Synapse

Swarms are subject to "The Hive Mind" special rule. Each Core Synapse Swarm is composed of Clusters SWARM SYNAPSE CLUSTERS BROOD CLUSTERS RARE CLUSTERS

Horde Swarm 1-3 1+ 1 per Brood Specialist Swarm 1 0 1-2

SYNAPSE CLUSTERS CLUSTER UNITS COST

Warriors 2 Tyranid Warrior units 100 points Tyrant 1 Hive Tyrant 100 points Zoanthrope 2 Zoanthropes 100 points Tervigon 1 Tervigon 125 points Malanthrope 1 Malanthrope 125 points Dominatrix 1 Hierophant Bio-Titan with Dominatrix Symbiote 400 points Node 1 Synapse Node 150 points

BROOD CLUSTERS (Large Brood Clusters contain double the number of units than Small Brood Clusters)

CLUSTER UNITS SMALL COST LARGE COST

Termagants 4 Termagant units 75 points 125 points Hormagaunts 4 Hormagaunt units 50 points 100 points Raveners 4 Ravener units 125 points 200 points Gargoyles 4 Gargoyle units 100 points 150 points

RARE CLUSTERS (Large Rare Clusters contain double the number of units than Small Rare Clusters)

CLUSTER UNITS SMALL COST LARGE COST

Guard 2 Tyrant Guard 50 points 75 points Biovores 4 Biovores 100 points 150 points Carnifex 3 Carnifex (Devourer and/or Barbed in any combination) 125 points 200 points Harpies 2 Harpies 100 points 150 points Trygon 1 Trygon 75 points 125 points Tyranofex 1 Tyranofex 75 points 125 points Hierodule 1 Scythed Hierodule or Barbed Hierodule 150 points 250 points 0-1 Swarmlord Add Supreme Commander to a Hive Tyrant if the Dominatrix isn’t taken 100 points -

SUPPORT SWARMS (You may take one Support Swarm per Core Synapse Swarm. All Support Swarms are Synapse Swarms and are subject to The Hive Mind special rule)

SWARM UNITS UPGRADES COST Trygon Prime 1 Trygon with Synapse Symbiote and Add 1 Trygon for +75 points 250 points 4 Ravener units Add 4 Ravener units for + 100 points Harridan Prime 1 Harridan with Synapse Symbiote and Add 1 Harridan for +150 points 250 points 4 Gargoyle units Add 4 Gargoyle units for +75 points Add 2 Harpies for +100 points Hierophant Prime 1 Hierophant Prime with a Synapse Symbiote Add 1 Hierophant for +250 points 350 points Add 1 Scythed Hierodule for +150 points Add 1 Barbed Hierodule for +150 points

INDEPENDENT SWARMS (You may spend up to 1/4 of the army's points on Independent Swarms. Independent Swarms are not subject to "The Hive Mind" special rule)

BROOD UNITS UPGRADES COST Genestealers 6 Genestealer units Add 2 Genestealer units for +50 points 150 points Add 1 Broodlord character for +50 points Lictors 4 Lictors Add 2 Lictors for +50 points 150 points Spore Mine Cloud 6 Meiotic Spores Add 2 Meiotic Spores for +50 points 150 points

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12.2 NetEA EXPERIMENTAL

HIVE FLEET LEVIATHAN

HIVE FLEET LEVIATHAN TYRANID ARMY REFERENCE STRATEGY 1

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Brood Lord CH n/a n/a n/a n/a Rending Claws and Talons (base contact) (Assault Weapons), EA(+1), First Strike Leader, Inspiring, Invulnerable Save Dominatrix Symbiote CH n/a n/a n/a n/a Energy Pulse 60cm 3BP, MW Supreme Commander, Synapse, Augmented Swarming (D3) Synapse Symbiote CH n/a n/a n/a n/a Psychic Onslaught (15cm) (Small Arms) Synapse, Fearless Gargoyles INF 30cm - 6+ 5+ Flamespurts 15cm AA6+ Brood (2), Expendable, Jump Packs Genestealers INF 20cm 6+ 2+ - Rending Claws (base contact) (Assault Weapons), First Strike Infiltrator, Scout Hormagaunts INF 20cm - 4+ - Scything Talons (base contact) (Assault Weapons) Brood (1), Expendable, Infiltrator Raveners INF 20cm 5+ 4+ - Twin Scything Talons (base contact) (Assault Weapons), EA(+1) Brood (2), Expendable, Infiltrator, Tunnelers Termagants INF 20cm - 6+ 5+ Fleshborers (15cm) (Small Arms) Brood (1), Expendable Tyranid Warriors INF 20cm 5+ 2+ 5+ Deathspitters 30cm AP5+ Fearless, Synapse Biovore LV 15cm 6+ 6+ 5+ Spore Mines 30cm AP5+/AT6+, Disrupt, Indirect Fire - Lictor LV 20cm 5+ 3+ 6+ Flesh Hooks (15cm) (Small Arms) First Strike, Infiltrator, Invulnerable Save, Scout, Teleport Lictor Talons (base contact) (Assault Weapons), Sniper Meiotic Spore LV 10cm 5+ 6+ 6+ Acidic Explosions (base contact) (Assault Weapons) Skimmer, Expendable, Scout Spore Clouds 15cm AA5+, Disrupt Tyrant Guard LV 20cm 5+ 3+ - Talons (base contact) (Assault Weapons) Fearless, Reinforced Armour, Expendable Zoanthrope LV 15cm 4+ 6+ 5+ Warp Blast 30cm AP5+ Jump Packs, Invulnerable Save, Synapse AND (15cm) (Small Arms), MW Barbed Carnifex AV 20cm 4+ 5+ 4+ Heavy Venom Cannon 30cm AP4+/AT5+ Fearless, Reinforced Armour Stranglethorn Cannon 30cm AP4+ Carnifex AV 20cm 4+ 3+ 5+ Bio-Plasma (15cm) (Small Arms) Fearless, Reinforced Armour Large Scything Talons (base contact) (Assault Weapons), MW, EA(+1) Devourer Carnifex AV 20cm 4+ 4+ 3+ 2x Twin Devourer 15cm AP3+ Fearless, Reinforced Armour Harpy AV 35cm 5+ 5+ 5+ Twin Stranglethorn Cannon 30cm AP3+ Skimmer, Reinforced Armour, First Strike Spore Mine Cysts 15cm 1BP Hive Tyrant AV 20cm 4+ 3+ 5+ Venom Cannon 30cm AP4+/AT5+ Commander, Fearless, Leader, Reinforced Armour, Synapse Lash Whip and Bonesword (base contact) (Assault Weapons), MW, EA(+1) Malanthrope AV 20cm 4+ 3+ 5+ Poisoned Talons (base contact) (Assault Weapons), MW, EA(+1) Fearless, Reinforced Armour, Invulnerable Save, Synapse, Jump Packs Ripper Swarm (base contact) (Assault Weapons), EA(+1) AND (15cm) (Small Arms) Barbed Hierodule WE 25cm 5 5+ 5+ Twin Bio-Cannon 45cm AP3+/AT4+ DC3, Fearless, Reinforced Armour, Large Scything Talons (base contact) (Assault Weapons), MW, EA(+1) Critical Hit Effect: Killed. All units within 5cm suffer a hit on a roll of 6+.

Harridan WE 35cm 5+ 5+ 5+ Twin Harridan Bio-Cannon 45cm 2x AP4+/AT5+, FxF DC3, Fearless, Reinforced Armour, Skimmer, Transport (Four Gargoyles) Large Scything Talons (base contact) (Assault Weapons), MW, EA(+1) Critical Hit Effect: 1 additional point of damage Claws and Mandibles (base contact) (Assault Weapons), MW, EA(+1) Hierophant Bio-Titan WE 25cm 4+ 3+ 5+ 2x Bio-Titan Bio-Cannon 45cm 3x AP4+/AT5+, Fwd DC5, Fearless, Reinforced Armour, Invulnerable Save, Regeneration 2x Gigantic Scything Talons (base contact) (Assault Weapons), TK(1), EA(+1) Critical Hit Effect: Roll 1D6. 1: 1 additional point of damage and all units within 5cm take a hit on a 6+; 2-5: 1 additional point of damage; 6: 2 additional points of damage Scythed Hierodule WE 30cm 5+ 3+ 6+ 2x Gigantic Scything Talons (base contact) (Assault Weapons), TK(1), EA(+1) DC3, Fearless, Reinforced Armour, Bio-Acid Spray 15cm AP3+, Ignore Cover Critical Hit Effect: Killed. All units within 5cm suffer a hit on a roll of 6+.

Synapse Node WE 0cm 4+ 6+ 6+ Ripper Swarm (base contact) (Assault Weapons), EA(+1) DC4, Fearless, Reinforced Armour, Thick Rear Armour, Synapse, Augmented Swarming (D3) 2x Spore Chimneys 15cm AA5+, Disrupt Critical Hit Effect: Roll D6. 1: Additional point of damage and all units within 5cm suffer a hit on a 6+; 2-5: 1 additional point of damage; 6: 2 additional points of damage Tervigon WE 15cm 5+ 5+ 5+ Stinger Salvo (15cm) (Small Arms) DC2, Fearless, Leader, Reinforced Armour, Synapse, Augmented Swarming (D3) Claws and Teeth (base contact) (Assault Weapons) Critical Hit Effect: Killed. Any Tyranid unit within 5cm suffers a hit on a roll of 6+. Trygon WE 25cm 5+ 4+ 5+ Bio-Electric Field (15cm) (Small Arms) DC2, Fearless, Reinforced Armour, Tunneler Large Scything Talons (base contact) (Assault Weapons), MW, EA(+1) Critical Hit Effect: Destroyed. Tyranofex WE 15cm 4+ 5+ 5+ Rupture Cannon 45cm 2x AT4+, FxF DC2, Fearless, Reinforced Armour Thorax Swarm 15cm AP4+, Ignore Cover Critical Hit Effect: Killed. All units within 5cm suffer a hit on a roll of 6+.

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THE CHILDREN OF THE LIGHT GENESTEALER CULT ARMY LIST v0.4. Sub-Army Champion: "Zombocom"

Genestealer Cult armies have a Strategy rating of 2. All formations have an initiative rating of 2+.

CORE FORMATIONS (You may take any number of Core Formations)

FORMATION UNITS COST Brood Brothers 12 Brood Brothers and 1 Acolyte character 200 points 0-1 Inner Circle 4 Genestealer units and 4 Genestealer Hybrid units 200 points

SUPPORT FORMATIONS (You may take up to two Support Formations per Core Formation)

BROOD UNITS COST Purestrain 6 Genestealer units 150 points Hybrids 8 Genestealer Hybrid units 200 points Artillery 3 Basilisks 250 points Flak 3 Hydras 150 points Tank Platoon 6 Leman Russ 400 points Sentinels 4 Sentinels 100 points 0-1 Lictors 4 Lictors (May not take upgrades) 150 points

UPGRADES (Core Formations may take up to three upgrades. Support Formations may take one upgrade. Each upgrade may only be taken once per formation))

BROOD UNITS COST Broodlord Add 1 Broodlord character to a unit in the formation +50 points Extended Family Add 6 Brood Brother units +75 points Fire Support Add 2 Brood Fire Support units +50 points Flak Add 1 Hydra +50 points Hybrids Add 4 Genestealer Hybrid units +100 points Leman Russ Add 3 Leman Russ +200 points 0-1 Magus Add the Genestealer Magus character to a unit in the formation +50 points 0-1 Patriarch Add the Genestealer Patriarch unit to the formation +100 points Purestrains Add 3 Genestealer units +100 points Transport Add transport vehicles to the formation. You may only take as many as required to carry the entire formation. Civilian Vehicles +10 points each Cult Chimeras +25 points each

INFILTRATED AIR ASSETS (You may spend up to 1/4 of the army's points Air Assets)

FORMATION UNITS COST PDF Fighters 3 Planetary Defence Force Fighters 150 points PDF Bombers 2 Planetary Defence Force Bombers 200 points

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12.3 NetEA EXPERIMENTAL

GENESTEALER CULT

THE CHILDREN OF THE LIGHT GENESTEALER CULT ARMY REFERENCE STRATEGY 2

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES

Acolyte CH n/a n/a n/a n/a Psychic Powers (15cm) (Small Arms), MW, EA(+1) Invulnerable Save, Leader Sharp Claws (base contact) (Assault Weapons), EA(+1) Brood Lord CH n/a n/a n/a n/a Rending Claws and Talons (base contact) (Assault Weapons), EA(+1), First Strike Leader, Inspiring, Invulnerable Save Genestealer Magus CH n/a n/a n/a n/a Psychic Horror 30cm MW4+ Commander, Leader, Inspiring, Invulnerable Save AND (15cm) (Small Arms), MW, EA(+1) Brood Brothers INF 15cm - 5+ 6+ Laspistols (15cm) (Small Arms) One in every two units has a Missile Launcher. Missile Launchers 45cm AP5+/AT6+ Brood Fire Support INF 15cm - 5+ 5+ Laspistols (15cm) (Small Arms) 2x Missile Launchers 45cm AP5+/AT6+ Genestealers INF 20cm 6+ 2+ - Rending Claws (base contact) (Assault Weapons), First Strike Infiltrator, Scout Genestealer Hybrid INF 15cm 6+ 4+ 5+ Claws (base contact) (Assault Weapons), EA(+1) Infiltrator Heavy Bolter 30cm AP5+ Genestealer Patriarch INF 20cm 4+ 3+ 4+ Large Rending Claws (base contact) (Assault Weapons), MW, EA(+1),First Strike Supreme Commander, Inspiring, Invulnerable Save, Fearless, Infiltrator Psychic Presence (15cm) (Small Arms), MW, EA(+1) While the Patriarch is alive, all Genestealer Cult Formations gain +1 to their Rallying rolls. If the Patriarch dies, all Genestealer Cult Formations take a Blast Marker. Cult Civilian Vehicle LV 30cm 5+ 6+ 6+ Twin Heavy Stubber 30cm AP5+ Transport: (May carry 2 of the following units: Brood Brothers, Brood Fire Support, Genestealers, Genestealer Hybrid, Genestealer Patriarch) Lictor LV 20cm 5+ 3+ 6+ Flesh Hooks (15cm) (Small Arms) First Strike, Infiltrator, Invulnerable Save, Scout, Teleport Lictor Talons (base contact) (Assault Weapons), Sniper Sentinel LV 20cm 6+ 6+ 5+ Multi-Laser 30cm AP5+/AT6+ Scout, Walker Basilisk AV 20cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ May either shoot normally or fire a barrage. May only use the Indirect Fire special Earthshaker 120cm AP4+/AT4+ OR 1BP, Indirect Fire ability when firing barrages. Cult Chimera AV 30cm 5+ 6+ 5+ Heavy Bolter 30cm AP5+ Transport: (May carry 2 of the following units: Brood Brothers, Brood Fire Support, Multilaser 30cm AP5+/AT6+ Genestealers, Genestealer Hybrid, Genestealer Patriarch) Hydra AV 30cm 6+ 6+ 5+ Heavy Bolter 30cm AP5+ 2x Twin Hydra Autocannon 45cm AP4+/AT5+/AA5+ Leman Russ AV 20cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+ Reinforced Armour Lascannon 45cm AT5+ Battle Cannon 75cm AP4+/AT4+ Planetary Defence AC Bomber 5+ n/a n/a Bombs 15cm 2BP, FxF Force Bomber 2x Twin Heavy Stubbers 15cm AA6+ Planetary Defence AC Fighter-Bomber - n/a n/a Cannon 15cm AT6+/AA6+, FxF Force Fighter Heavy Stubber 15cm AP6+/AA6+, FxF

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207

13.0 SQUAT & DEMIURG ARMIES SECTION

COMMON SQUAT SPECIAL RULES

13.0.1 LAND TRAIN A Land Train must form a connected chain with the Engine in front. As long as the train is able to maintain this chain the whole train has a speed of 15cm, and all of its cars may combine their void shields. While the entire Land Train is treated as a single formation, and do combine their void shields, treating it as a single shield covering a single formation, they are still treated as individual war engines as far as the rules of Epic-A are concerned. If a car is immobilized through a critical hit it may be abandoned by the Land Train.

13.0.2 STUBBORN Squats are stubborn and are hard to break in assaults; they rally quicker than other troops to get back into the fight. This is represented by the following rule.

All Squat formations except Robot Cohorts are allowed to re-roll results of ‘1’ for rally tests and assault results.

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THURGRIMM'S STRONGHOLD SQUAT ARMY LIST v4.0. Squat-Demiurg Army Champion: “Moscovian”

Thurgrimm's Stronghold armies have a Strategy rating of 3. Thurgrimm's Stronghold formations have an initiative rating of 2+.

BROTHERHOODS (You may take any number of Brotherhoods)

COMPANY CORE UNITS UPGRADES COST Warrior Brotherhood 1 Lord unit and 9 Warrior units Exo-Armour, Guns, Living Ancestor, Thunderers, 350 points Thunderfire, Transport, Tunnelers, Warlord, Warriors Berserker Brotherhood 1 Lord unit and 5 Berzerker units Berzerkers, Transports, Tunnelers 250 points 0-1 Grand Battery 8 Mole Mortar units Guns, Thunderers, Thunderfire 250 points

BROTHERHOOD SUPPORT FORMATIONS (Up to two Support Formations may be taken per Brotherhood)

FORMATION CORE UNITS UPGRADES COST Bikers Guild 1 Guild Master unit and 7 Guild Bike units Guild Bikes, Guild Trikes 250 points Gun Battery 4 units chosen from the following list: 200 points Mole Mortar, Rapier, Tarantula, Thudd Gun 0-1 Hearthguard 6 Hearthguard units Living Ancestor, Tunnelers 325 points

Iron Eagle Squadron 3 Iron Eagle Gyrocopters 200 points

0-2 Robot Cohort 5 Robot units 250 points

Thunderer Battery 1 Lord unit and 5 Thunderer units Exo-Armour, Thunderers, Transports 250 points

Thunderfire Battery 2-3 Thunderfire units 50 points each

Trikes Guild 1 Guild Master unit and 5 Guild Trikes Guild Bikes, Guild Trikes 250 points

BROTHERHOOD UPGRADES (Up to two upgrades may be added to each formation. Each upgrade may only be added once)

UPGRADE UNITS COST Battle Cars Add up to 7 of the following units: 0-3 Berzerker Battle Car +125 points each 0-1 Bomb Battle Car +125 points each 0-3 Dragon Battle Car +100 points each 0-2 Mortar Battle Car +150 points each 0-2 Thunder Battle Car +150 points each Berzerkers Add 2 Berzerker units +75 points Exo-Armour Upgrade 1 Lord to an Exo-Armour Lord or 1 Guild Master +25 points to an Exo-Armour Guild Master Guild Bikes Add 2 Guild Bike units +50 points Guild Trikes Add 2 Guild Trikes +50 points Guns Add 2 units chosen from the following list: +75 points Mole Mortar, Rapier, Tarantula, Thudd Gun Iron Hawk Add 1 Iron Hawk Gyrocopter +50 points 0-1 Living Ancestor Add 1 Living Ancestor character per army to a unit in the formation +75 points Thunderers Add 2 Thunderer units +75 points Thunderfire Add 1 Thunderfire unit +50 points Transports Add the exact number of 1 of the following units required Gorgon +40 points each to transport the entire formation: Mole +25 points each (Only 1 formation in the army may be transported in Spartans) Spartan +20 points each Termite +15 points each Warlord Add 1 Warlord character +50 points Warriors Add 2 Warrior units +75 points

WAR ENGINES (Up to 1/3 of an army’s points may be spent on War Engines formations)

FORMATION CORE UNITS UPGRADES COST Colossus 1 Colossus Living Ancestor, Iron Hawk 450 points Cyclops 1 Cyclops Living Ancestor 500 points Goliath Mega-Cannon Battery 1 to 2 Goliath Mega-Cannons Thunderfire 150 points eachHellbore Battery 1 Hellbore 125 points Land Train 1 Land Train and any 1 Battle Car Living Ancestor, Battle Cars 350 points Leviathan 1 Leviathan Living Ancestor 350 points Overlord Squadron 1 to 3 Overlords 200 points each

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13.1 NetEA EXPERIMENTAL

THURGRIMM’S STRONGHOLD

THURGRIMM'S STRONGHOLD SQUAT ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Living Ancestor CH n/a n/a n/a n/a Master Crafted Weapon (base contact) (Assault Weapons), MW, EA(+1) Inspiring, Invulnerable Save, Supreme Commander Warlord CH n/a n/a n/a n/a Master Crafted Weapon (base contact) (Assault Weapons), MW, EA(+1) Commander, Invulnerable Save, Leader Berzerker INF 15cm 5+ 4+ 6+ Trench Pistols (15cm) (Small Arms) Infiltrator Exo-Armour Guild Master INF 30cm 4+ 3+ 5+ Power Lance (15cm) (Small Arms) Leader, Mounted, Reinforced Armour Master Crafted Weapon (base contact) (Assault Weapons), MW, EA(+1) Exo-Armour Lord INF 15cm 4+ 4+ 5+ Autocannon 45cm AP5+/AT6+ Leader, Reinforced Armour Guild Bike INF 35cm 4+ 4+ 5+ Bolt Pistols (15cm) (Small Arms) Mounted Guild Master INF 30cm 4+ 3+ 5+ Power Lance (15cm) (Small Arms) Leader, Mounted Master Crafted Weapon (base contact) (Assault Weapons), MW, EA(+1) Hearthguard INF 15cm 4+ 4+ 4+ Heirloom Weapons 30cm AP5+/AT5+ Reinforced Armour Master Crafted Weapons (base contact) (Assault Weapons), MW, EA(+1) Lord INF 15cm 5+ 4+ 5+ Autocannon 45cm AP5+/AT6+ Leader Mole Mortar INF 10cm 6+ 6+ 6+ Mole Mortar 45cm OR 1BP Mounted The Mole Mortar must fire indirectly in order to claim the 45cm 1BP, Disrupt, Indirect Fire disrupt special ability Rapier INF 10cm 6+ 6+ 5+ Quad Lascannons 45cm AP6+/AT4+ Mounted Robot INF 10cm 4+ 5+ 5+ Autocannon 45cm AP5+/AT6+ Scout, Walkers Powerfist (base contact) (Assault Weapons), MW, EA(+1) Tarantula INF 10cm 6+ 6+ 5+ Tarantula 45cm AP5+/AT5+ Mounted Thudd Gun INF 10cm 6+ 6+ 5+ Thudd Gun 45cm AP4+/AT6+, Indirect Fire Mounted Thunderer INF 15cm 5+ 6+ 4+ 2x Missile Launcher 45cm AP5+/AT6+ Thunderfire INF 0cm 6+ 6+ 6+ 2x Thunderfire 60cm AA5+ Mounted Warrior INF 15cm 5+ 5+ 5+ Missile Launcher 45cm AP5+/AT6+ Guild Trike LV 30cm 4+ 6+ 4+ Multi-melta 15cm MW5+ AND (15cm) (Small Arms), MW Gorgon AV 20cm 4+ 6+ 4+ Heavy Flamer 15cm AP4+, Ignore Cover Reinforced Armour, Transport: (May carry 4 of the following units: Berzerkers, Mine Thrower 15cm 2BP Exo-Armour Guild Master, Exo-Armour Lord, Hearthguard, Mole Mortar, Rapier, Tarantula, Thudd Gun, Thunderers or Warriors Exo-Armour Guild Master, Exo-Armour Lord, Hearthguard, Mole Mortar, Rapier, Tarantula and Thudd Gun units take up 2 spaces each), Walker Iron Eagle Gyrocopter AV 35cm 5+ 6+ 5+ Battlecannon 75cm AP4+/AT4+ Scout, Skimmer 2x Autocannon 45cm AP5+/AT6+ Point Defence Gun 30cm AA5+ Iron Hawk Gyrocopter AV 35cm 5+ 6+ 5+ Battlecannon 75cm AP4+/AT4+ Scout, Skimmer Mole AV 15cm 4+ 6+ 6+ Bolters (15cm) (Small Arms) Reinforced Armour, Transport: (May carry 4 of the following units: Berzerkers, Hearthguard, Thunderers or Warriors Hearthguard units take up 2 spaces each), Tunneler Spartan AV 25cm 4+ 6+ 5+ Twin Heavy Bolter 30cm AP4+ Transport: (May carry 2 of the following units: Berzerkers, Thunderers or Warriors; or 1 Exo-Armour Guild Master, Exo-Armour Lord, Hearthguard, Mole Mortar, Rapier, Tarantula or Thudd Gun unit) Termite AV 15cm 4+ 6+ 6+ Bolters (15cm) (Small Arms) Reinforced Armour, Transport: (May carry 2 of the following units: Berzerkers, Thunderers or Warriors; or 1 Hearthguard unit), Tunneler Colossus WE 15cm 4+ 3+ 3+ Doomsday Cannon 120cm 3BP, MW, FxF DC6, 4 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour 2x Battlecannon 75cm AP4+/AT4+, FxF Critical Hit Effect: Takes 1 extra point of DC 4x Battlecannon 75cm AP4+/AT4+, Left Arc 4x Battlecannon 75cm AP4+/AT4+, Right Arc Thunderer 30cm AP4+/AT5+, FxF, Ignore Cover Plasma Missiles 60cm 3BP

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13.1 NetEA EXPERIMENTAL

THURGRIMM’S STRONGHOLD

THURGRIMM'S STRONGHOLD SQUAT ARMY REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Cyclops WE 15cm 4+ 3+ 3+ Hellfury Cannon 90cm 2x MW2+, TK(2), FxF DC6, 5 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour Battlecannon 75cm AP4+/AT4+ Critical Hit Effect: Takes 1 extra point of DC Melta Cannon 30cm 2x MW4+, Left Arc AND (15cm) (Small Arms), MW, EA(+2) Melta Cannon 30cm 2x MW4+, Right Arc AND (15cm) (Small Arms), MW, EA(+2) Doomstorm Missiles 60cm 4BP, MW Goliath Mega-Cannon WE 0cm 5+ 6+ 6+ Mega-Cannon 120cm 4BP, MW, Ignore Cover DC3, Reinforced Armour Critical Hit Effect: The unit is destroyed Hellbore WE 15cm 4+ 6+ 6+ Bolters (15cm) (Small Arms) DC3, Reinforced Armour, Thick Rear Armour, Transport: (May carry 16 of the following units: Berzerkers, Hearthguard, Thunderers or Warriors Hearthguard units take up 2 spaces each), Tunneler Critical Hit Effect: Takes 1 extra point of DC Land Train WE 15cm 4+ 4+ 4+ Doomsday Cannon 120cm 3BP, MW , FxF DC3, 2 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour 2x Battlecannon 75cm AP4+/AT4+, Left Arc Critical Hit Effect: Takes 1 extra point of DC 2x Battlecannon 75cm AP4+/AT4+, Right Arc Berserker Battle Car WE 10cm 4+ 4+ 4+ Autocannon 45cm AP5+/AT6+ DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour, 2x Twin Auto Gun 30cm AP3+/AT5+, Left Arc Transport: (May carry 8 Berzerker units) 2x Twin Auto Gun 30cm AP3+/AT5+, Right Arc Critical Hit Effect: Immobilized Bomb Battle Car WE 10cm 4+ 4+ 5+ Rad Bomb Unlimited 3BP, TK(1), (Orbital Barrage Template) DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Bolters (15cm) (Small Arms), First Strike Critical Hit Effect: Immobilized Dragon Battle Car WE 10cm 4+ 4+ 4+ Firethrower 30cm 3x AP3+/AT4+, Ignore Cover DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Immobilized Mortar Battle Car WE 10cm 4+ 4+ 4+ Siege Mortar 45cm 3BP DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Immobilized Thunderer Battle Car WE 10cm 4+ 4+ 3+ Thunderfire 60cm 2x AP6+/AT5+/AA5+ 4x Twin Autoguns 30cm AP3+/AT5+ Leviathan WE 15cm 4+ 3+ 3+ Doomsday Cannon 120cm 3BP,MW, FxF DC6, 4 Void Shields, Fearless, Reinforced Armour, Thick Rear Armour, Transport: (May carry 16 Battlecannon 75cm AP4+/AT4+ of the following units: Berzerkers, Hearthguard, Thunderers or Warriors Hearthguard 3x Twin Auto Gun 30cm AP3+/AT5+, Left Arc units take up 2 spaces each) 3x Twin Auto Gun 30cm AP3+/AT5+, Right Arc Critical Hit Effect: Takes 1 extra point of DC and D3 units transported suffer 1 hit Storm Bolters (15cm) (Small Arms), EA(+2) Overlord WE 15cm 4+ 6+ 4+ 2x Battlecannon 75cm AP4+/AT4+, FxF DC3, Fearless, Reinforced Armour, Support Craft, Thick Rear Armour 4x Flak Cannon 45cm AP5+/AT6+/AA5+ Critical Hit Effect: Scatters 2D6cm randomly, hitting anything it lands on, Melta Bombs 15cm 2BP, MW and is destroyed

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13.1 NetEA EXPERIMENTAL

211

DEMIURG CONSORTIUM ARMY LIST v.5.0. Squat-Demiurg Army Champion: "Moscovian"

Demiurg Consortium armies have a Strategy rating of 3. All Demiurg Consortium formations have an initiative rating of 2+.

BROTHERHOODS (You may take any number of Brotherhoods)

COMPANY CORE UNITS COST Allied Sappers Guild 6 Berserker units 225 points Federated Master-Craftsmen 6 Thunderer units 250 points Iron-breakers League 8 Warrior units 300 points Lineholders Grand Battery 6 of the following units in any combination: Mole Mortar, Rapier, Tarantula, Thudd Gun 200 points Merchant Service-journeymen 6 Guild Bikes 225 points

LOCAL AFFILIATES UPGRADES (You may add one to each Brotherhood)

UPGRADE CORE UNITS COST Allied Sappers Guild Local 4 Berserker units +125 points Federated Master-Craftsmen Local 4 Thunderer units +150 points Iron-breakers League Local 6 Warrior units +200 points Lineholders Grand Battery Local 3 of the following units in any combination: Mole Mortar, Rapier, Tarantula, Thudd Gun +100 points Merchant Service-journeymen Local 4 Guild Bikes +125 points

SUPPORT FORMATIONS (You may take one Support Formation per Brotherhood in the army)

FORMATION UNITS COST Autonom Cadre 5 Robot units 200 points 0-1 Spacecraft 1 Bastion class Cruiser OR 150 points 1 Stronghold class Battleship 300 points Iron Eagle Air Wing 4 Iron Eagle Gyrocopters 200 points Steadholder Retinue 6 Hearthguard units 325 points Thunderfire Battery 2 Thunderfire units 100 points

UPGRADES (Each upgrade may only be taken once by a Brotherhood or Support formation)

UPGRADE UNITS COST Commander Add 1 of the following characters to a Hearthguard unit: 0-1 Living Ancestor +100 points 0-1 Warlord (per 1000 points played) +50 points 0-1 Trade Factor (per 500 points played) +25 pointsHearthguard Replace 2 units with 1 Hearthguard unit Free Hearthguard Cavalry Replace 1 Hearthguard unit with a Hearthguard Cavalry unit Free Iron Hawk Spotter Add 1 Iron Hawk Gyrocopter per Colossus formation in the army Free Trikers Replace any number of Guild Bikes with an equal number of Guild Trikes Free Transports Add the enough of the following units required to transport the Gorgon +40 points each entire formation. Mole +20 points each (Only one formation in the army may be transported in Spartans) Spartan +20 points each Termite +10 points each

WAR ENGINES(Up to 1/3 of an army’s points may be spent on War Engines formations)

FORMATION CORE UNITS COST Colossus 1 Colossus 450 pointsCyclops 1 Cyclops 500 pointsGoliath Mega-Cannon Battery 2 Goliath Mega-Cannons 300 points Hellbore Battery 1 Hellbore 125 pointsLand Train 1 Land Train plus 2 to 5 of the following: 250 points Berserker Battle Car +200 points each Bomb Battle Car +125 points each Dragon Battle Car +100 points each Mortar Battle Car +125 points each Leviathan 1 Leviathan 350 pointsOverlord Squadron Up to 3 Overlords 200 points each

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13.1 NetEA EXPERIMENTAL

DEMIURG CONSORTIUM

DEMIURG CONSORTIUM ARMY REFERENCE 1 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Living Ancestor CH n/a n/a n/a n/a Master Crafted Weapon (base contact) (Assault Weapons), MW, EA(+1) Inspiring, Invulnerable Save, Supreme Commander Warlord CH n/a n/a n/a n/a Master Crafted Weapon (base contact) (Assault Weapons), MW, EA(+1) Commander, Invulnerable Save, Leader Trade Factor CH n/a n/a n/a n/a Master Crafted Weapon (base contact) (Assault Weapons), MW, EA(+1) Leader Berserker INF 15cm 5+ 4+ 6+ Trench Pistols (15cm) (Small Arms) Infiltrator Guild Bike INF 35cm 4+ 4+ 5+ Bolt Pistols (15cm) (Small Arms) Mounted Hearthguard INF 15cm 4+ 4+ 4+ Heirloom Weapons 30cm AP5+/AT5+ Reinforced Armour Master Crafted Weapons (base contact) (Assault Weapons), MW, EA(+1) Hearthguard Cavalry INF 30cm 4+ 3+ 5+ Master Crafted Pistols (15cm) (Small Arms) Mounted, Reinforced Armour Powerlance (base contact) (Assault Weapons), MW, EA(+1) Mole Mortar INF 10cm 6+ 6+ 6+ Mole Mortar 45cm OR 1BP Mounted The Mole Mortar must fire indirectly in order to claim the 45cm 1BP, Disrupt, Indirect Fire disrupt special ability Rapier INF 10cm 6+ 6+ 5+ Quad Lascannons 45cm AP6+/AT4+ Mounted Robot INF 10cm 4+ 5+ 5+ Autocannon 45cm AP5+/AT6+ Scout, Walker Powerfist (base contact) (Assault Weapons), MW, EA(+1) Tarantula INF 10cm 6+ 6+ 5+ Tarantula 45cm AP5+/AT5+ Mounted Thudd Gun INF 10cm 6+ 6+ 5+ Thudd Gun 45cm AP4+/AT6+, Indirect Fire Mounted Thunderer INF 15cm 5+ 6+ 4+ 2x Missile Launcher 45cm AP5+/AT6+ Thunderfire INF 0cm 6+ 6+ 6+ 2x Thunderfire 60cm AA5+ Mounted Warrior INF 15cm 5+ 5+ 5+ Missile Launcher 45cm AP5+/AT6+ Guild Trike LV 30cm 4+ 6+ 4+ Multi-melta 15cm MW5+ AND (15cm) (Small Arms), MW Demiurg Gorgon AV 20cm 4+ 6+ 4+ Heavy Flamer 15cm AP4+, Ignore Cover Reinforced Armour, Walker, Transport: (May carry 4 of the following units: Berserkers, Mine Thrower 15cm 2BP Hearthguard, Mole Mortar, Rapier, Tarantula, Thudd Gun, Thunderer, Warrior. Hearthguard, Mole Mortar, Rapier, Tarantula and Thudd Gun units take up 2 spaces each) Iron Eagle Gyrocopter AV 35cm 5+ 6+ 5+ Battlecannon 75cm AP4+/AT4+ Scout, Skimmer 2x Autocannon 45cm AP5+/AT6+ Point Defence Gun 30cm AA5+ Iron Hawk Gyrocopter AV 35cm 5+ 6+ 5+ Battlecannon 75cm AP4+/AT4+ Scout, Skimmer Demiurg Mole AV 15cm 4+ 6+ 6+ Bolters (15cm) (Small Arms) Reinforced Armour, Tunneler, Transport: (May carry 4 of the following units: Berserker, Hearthguard, Thunderer or Warrior. Hearthguard units take up 2 spaces each). Demiurg Spartan AV 25cm 4+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Berserker, Thunderer or Warrior; or 1 Hearthguard, Mole Mortar, Rapier, Tarantula, Thudd Gun unit) Demiurg Termite AV 15cm 4+ 6+ 6+ Bolters (15cm) (Small Arms) Reinforced Armour, Tunneler, Transport: (May carry 2 of the following units: Berserker, Thunderer, Warrior; or 1 Hearthguard unit) Colossus WE 15cm 4+ 3+ 3+ Doomsday Cannon 120cm 3BP, MW, FxF DC6, Fearless, Reinforced Armour, Thick Rear Armour 2x Battlecannon 75cm AP4+/AT4+, FxF Critical Hit Effect: Additional point of damage 4x Battlecannon 75cm AP4+/AT4+, Left Arc 4x Battlecannon 75cm AP4+/AT4+, Right Arc Thunderer 30cm AP4+/AT5+, Ignore Cover, FxF Plasma Missiles 60cm 3BP Cyclops WE 15cm 4+ 3+ 3+ Hellfury Cannon 90cm 2x MW2+, TK(2), FxF DC6, Fearless, Reinforced Armour, Thick Rear Armour. Battlecannon 75cm AP4+/AT4+ Critical Hit Effect: Additional point of damage Melta Cannon 30cm 2x MW4+, Left Arc AND (15cm) (Small Arms), MW, EA(+2) Melta Cannon 30cm 2x MW4+, Right Arc AND (15cm) (Small Arms), MW, EA(+2) Doomstorm Missiles 60cm 4BP, MW Goliath Mega-Cannon WE 0cm 5+ 6+ 6+ Mega-Cannon 125cm 4BP, MW, Ignore Cover DC6, Reinforced Armour Critical Hit Effect: Destroyed

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13.1 NetEA EXPERIMENTAL

DEMIURG CONSORTIUM

DEMIURG CONSORTIUM ARMY REFERENCE 2 STRATEGY 3

NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Demiurg Hellbore WE 15cm 4+ 6+ 6+ Bolters (15cm) (Small Arms) DC3, Reinforced Armour, Thick Rear Armour, Tunneler , Transport: (May carry 16 of the following units: Berserker, Hearthguard, Thunderer or Warrior. Hearthguard units take up 2 spaces each), Critical Hit Effect: Additional point of damage Land Train WE 15cm 4+ 4+ 4+ Doomsday Cannon 120cm 3BP, MW, FxF DC3, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour 2x Battlecannon 75cm AP4+/AT4+, Left Arc Critical Hit Effect: Additional point of damage 2x Battlecannon 75cm AP4+/AT4+, Right Arc Berserker Battle Car WE 10cm 4+ 4+ 4+ Autocannon 45cm AP5+/AT6+ DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour, 2x Twin Auto Gun 30cm AP3+/AT5+, Left Arc Transport: (May carry 8 Berserker units) 2x Twin Auto Gun 30cm AP3+/AT5+, Right Arc Critical Hit Effect: Immobilized Bomb Battle Car WE 10cm 4+ 4+ 5+ Rad Bomb Unlimited 3BP, TK(1), (Orbital Barrage Template), Single

Shot DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Bolters (15cm) (Small Arms), First Strike Critical Hit Effect: Immobilized Dragon Battle Car WE 10cm 4+ 4+ 4+ Firethrower 30cm 3x AP3+/AT4+, Ignore Cover DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Immobilized Mortar Battle Car WE 10cm 4+ 4+ 4+ Siege Mortar 45cm 3BP DC2, 1 Void Shield, Fearless, Reinforced Armour, Thick Rear Armour Critical Hit Effect: Immobilized Leviathan WE 15cm 4+ 3+ 3+ Doomsday Cannon 120cm 3BP, MW, FxF DC6, Fearless, Reinforced Armour, Thick Rear Armour, Transport: (May carry 16 Battlecannon 75cm AP4+/AT4+ of the following units: Berserker, Hearthguard, Thunderer, Warrior. Hearthguard 3x Twin Auto Gun 30cm AP3+/AT5+, Left Arc units take up 2 spaces each) 3x Twin Auto Gun 30cm AP3+/AT5+, Right Arc Critical Hit Effect: Additional point of damage and D3 units transported suffer 1 hit Storm Bolters (15cm) (Small Arms), EA(+2) Overlord WE 15cm 4+ 6+ 4+ 2x Battlecannon 75cm AP4+/AT4+, FxF DC3, Fearless, Reinforced Armour, Thick Rear Armour 4x Flak Cannon 45cm AP5+/AT6+/AA5+ Critical Hit Effect: Scatters 2D6cm randomly, hitting anything it lands on, Melta Bombs 15cm 2BP and is destroyed Bastion class Cruiser SC n/a n/a n/a n/a Pin-point Attack n/a MW2+, TK(D3) Orbital Bombardment n/a 4BP, MWStronghold class Battleship SC n/a n/a n/a n/a 2x Pin-point Attack n/a MW2+, TK(D3) Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise. Orbital Bombardment n/a 8BP, MW