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Net Epic Armageddon Army List Compendium 2012

NetEA Army List Compendium 2012 - 20120208

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  • Net Epic Armageddon

    Army List Compendium

    2012

  • i

    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 Emperors 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 Thrakas War Horde 126 7.2 Burning Death Speed Freeks 129 7.3 Warlord Snagga Snaggas Feral Ork Horde 131

    Ork Armies Section continued: Developmental Army Lists

    7.4 Blood Axe Kommandant Ug Skragga Morkrumps Korps 133 7.5 Kolonel Rommelzs Blood Axe Mercenary Ork Warhorde 136 7.6 Albork Orksteins Gargant Big Mob 139

    Experimental Army Lists 7.7 Gobgutz Badfangs Stompy Onslaught 142 7.8 Sun-Tzorks Grotling Waaaaaagh! 145 7.9 Grommelzs Furst Affta-dem Korps 147 7.10 Kolonel Sandorks 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 Ulthw 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 FioKa 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 Thurgrimms Stronghold 208 13.2 Demiurg Consortium 211

  • 1

    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 armys individual unit data is presented sequentially in a reference chart format following each list. The charts are organized alphabetically by unit type (characters, infantry, armoured vehicles, etc.) and may occasionally show weapon charts or fortifications data. The following abbreviations are used in all reference sheets: AC Aircraft 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 formations action proceeds as normal in all respects from that point. In other words, the formation gets the free move from Planetfall placement at the beginning of its action but in all other ways activates as normal. Note: The action is chosen at activation, before scatter is determined. Choose the action carefully as a poor scatter role could render some actions ineffective. 0.1.3 Support Craft Support Craft are much like a hybrid between a Skimmer and an Aircraft. They remain high up in the air, hovering over the battlefield, firing over intervening terrain when possible. Support Craft function identically to a Skimmer unit that is always popped up. Support Craft fire and are fired at normally (i.e. anti- aircraft ability is not required). In an assault, Support Craft automatically force a firefight in the same manner Skimmers may choose. It is assumed that Support Craft transports or the troops they carry are appropriately equipped to embark and disembark troops as normal. 0.1.4 Tunnelers Formations where all of the units have Tunneler (or are transported in units that have the ability) may be kept off the table and can appear at the start of the second turn or after. Set up the units touching their own side's table edge before the battle starts at the same time that spacecraft are setup (see EA 4.3.1). Any units transported in the tunneler should be placed to one side at this time too. Secretly write down the location where the tunneler will surface at the same time and in the same manner that you record the coordinates of a drop zone (see EA 4.3.1). You must also secretly record when the tunneler will surface. If it is going to surface in your half of the table it may arrive from the second turn onwards. If it is going to surface in the opposing half of the table, it may arrive from turn three onwards. Set up the tunneler at the start of the stated turn, before placing units with teleport, at the location you wrote down. Any units being transported are allowed to disembark immediately upon surfacing. Surfacing does not count as movement for the purposes of triggering overwatch fire. Disembarking triggers overwatch fire as normal. If the tunneler surfaces on terrain that is impassable for it, under a friendly unit, or in an enemy zone of control then it is assumed that on-board sensor equipment will divert it towards another entry point. The unit should be moved by the opposing player to the nearest area where it can surface. Formations of multiple tunnelers need only record one location where they will surface. Place a unit at this location, or within 5cm of another unit that has already been placed, so long as all units are placed within 15cm of the location and on the appropriate half of the table. Tunnelers, and any units being transported in them, may take an action on the turn they appear. 0.2 OPTIONAL RULES 0.2.1 Aircraft Escorts In the Epic Armageddon rules only ground attack missions can be intercepted by an air formation on CAP orders. If both players agree then you may allow formations on CAP orders to intercept other intercept missions (including other CAP missions). In theory this has the potential to lead to long interception chains where each intercepting formation is intercepted in turn, and working out the result could become tricky. Hence for the sake of simplicity this idea is not included in the main rules. However, it is worth noting that in actual practice problems using this option are rare. Allowing formations on CAP orders to intercept other intercept missions in addition to ground attack missions, will allow you to have 'fighter escorts' for bombers and large snowballing dogfights if you so choose. Just remember that if you use this option for CAP, and find yourself experiencing problems - you were warned! You must decide with your opponent if you are allowed to use aircraft escorts during a game of Epic, If you cannot agree on which method to use then escorts should not be used.

  • 2

    1.0 SPACE MARINE ARMIES SECTION

    COMMON SPACE MARINE SPECIAL RULES 1.0.1 AND THEY SHALL KNOW NO FEAR Space Marines are renowned for their tenacity and bravery. This is represented by the following rules: It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a

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

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

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

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

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

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

  • 1.1 NetEA APPROVED

    3

    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 Bikes 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 armys 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

  • 1.1 NetEA APPROVED

    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.

  • 1.1 NetEA APPROVED

    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 Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. 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 Titans 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 cant move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (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 Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. 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 Crafts 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, 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 Thunderhawks 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)

  • 1.2 NetEA APPROVED

    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 armys 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

  • 1.2 NetEA APPROVED

    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 Titans 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 cant move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally).

  • 1.2 NetEA APPROVED

    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 Crafts 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 Thunderhawks 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)

  • 1.3 NetEA APPROVED

    9

    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 armys 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 armys 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

  • 1.3 NetEA APPROVED

    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

  • 1.3 NetEA APPROVED

    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 Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will suffer a hit on a roll of 5+. 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 Titans 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 cant move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it

    staggers into or over any units then they will 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 Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end

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

    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 Crafts 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 aircrafts 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).

  • 1.4 NetEA APPROVED

    12

    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 armys 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

  • 1.4 NetEA APPROVED

    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 Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. 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 Titans 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 cant move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6

  • 1.4 NetEA APPROVED

    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 Titans knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. 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 Crafts 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+/AA4+ 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 Thunderhawks control surfaces are damaged. The pilot loses

    control and the Thunderhawk crashes to the ground. 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 aircrafts 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

  • 1.4 NetEA APPROVED

    SCIONS OF IRON

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

  • 1.5 NetEA DEVELOPMENTAL

    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 armys 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 pointsSaturation Bomber 1 Thunderhawk Bomber 250 pointsThunderhawk Transport 2 to 3 Black Templars Thunderhawk Transporters 100 points each

  • 1.5 NetEA DEVELOPMENTAL

    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

  • 1.5 NetEA DEVELOPMENTAL

    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 Crafts 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 Thunderhawks 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 Thunderhawks 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 Thunderhawks 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+ - - 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 Thunderhawks control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground. 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)

  • 1.6 NetEA DEVELOPMENTAL

    18

    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 armys 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.

  • 1.6 NetEA DEVELOPMENTAL

    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 F