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Net Epic Armageddon
Army List
Compendium
2012
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TABLE OF CONTENTS
0.0 Introduction and Explanations 1
0.1 General Special Rules0.1.1 Expendable 10.1.2 Self-Planetfall 10.1.3 Support Craft 10.1.4 Tunnelers 1
0.2 Optional Rules0.2.1 Aircraft Escorts 1
1.0 Space Marine Armies Section 2Common Space Marine Special Rules
1.0.1 And They Shall Know No fear 21.0.2 Space Marine Transports 2
Approved Army Lists1.1 Codex Astartes 31.2 White Scars 61.3 Salamanders 91.4 Scions of Iron 12
Developmental Army Lists1.5 Black Templars 151.6 Blood Angels 181.7 Raven Guard 211.8 Space Wolves 24
Experimental Army Lists1.9 Apocrypha of Skaros 271.10 Dark Angels 301.11 Grey Knights 331.12 Imperial Fists 361.13 Siege Assault Vanguard 39
2.0 Imperial Guard Armies Section 42Common Imperial Guard Special Rules
2.0.1 Commissars 422.0.2 Fortifications 42
Approved Army Lists2.1 Steel Legion 43
2.2 Baran Siegemasters 462.3 Death Korps of Krieg 482.4 Minervan Tank Legion Armoured Regiment 51
Developmental Army Lists2.5 Cadian Shock Troops 54
Experimental Army Lists2.6 Catachan Death World Veterans 572.7 Elysian Drop Troops Regiment 592.8 Harakoni Warhawks 612.9 Saranes Expanse Imperial Crusade 64
3.0 Adeptus Mechanicus Armies Section 68Common Adeptus Mechanicus Special Rules
3.0.1 Titan Weapons 68Developmental Army Lists
3.2 War Gryphons Titan Legion 693.2 Adeptus Mechanicus Planetary Defense Force 723.3 House Hyperion Knightworld 75
4.0 Inquisition Armies Section 78Common Inquisition Special Rules
4.0.1 Faithful 78Developmental Army Lists
4.1 Adeptus Ministorum 79Experimental Army Lists
4.2 Ordo Hereticus 82
5.0 Imperial Allies Units 85
6.0 Chaos Armies Section 86Common Chaos Special Rules
6.0.1 Initiative and Strategy rating 866.0.2 Factions 866.0.3 Summoned Units 86
6.0.4 Augmented Summoning 866.0.5 Daemonic Focus 86Approved Army Lists
6.1 13th Black Crusade Black Legion Army 876.2 Stigmatus Covenant Cultist Army 91
Developmental Army Lists6.3 Vraksian Traitors 956.4 Death Guard 986.5 Emperors Children 1016.6 Thousand Sons 1046.7 World Eaters 1076.8 Red Corsairs 110
Experimental Army Lists6 9 Al h L i 113
Ork Armies Section continued:
Developmental Army Lists7.4 Blood Axe Kommandant Ug Skragga Morkrumps Korps 1337.5 Kolonel Rommelzs Blood Axe Mercenary Ork Warhorde 1367.6 Albork Orksteins Gargant Big Mob 139
Experimental Army Lists7.7 Gobgutz Badfangs Stompy Onslaught 1427.8 Sun-Tzorks Grotling Waaaaaagh! 1457.9 Grommelzs Furst Affta-dem Korps 1477.10 Kolonel Sandorks Blood Axe Clan 149
8.0 Eldar Armies Section 152Common Eldar Special Rules
8.0.1 Farsight 1528.0.2 Hit and Run Tactics 1528.0.3 Eldar Technology 152
8.0.3.1 Holofields 1528.0.3.2 Lance 1528.0.3.3 Webway 152
Approved Army Lists8.1 Biel-Tan Craftworld 1538.2 Alaitoc Craftworld 156
Developmental Army Lists8.3 Ulthw Craftworld 1598.4 Iyanden Craftworld 1628.5 Saim-Hann Craftworld 1658.6 Iybraesil Craftworld Crone World Raiders 1688.7 Yme-Loc Craftworld 1718.8 Fir Iolarion Titan Clan 174
Experimental Army Lists8.9 Biel-Tan Great Court of the Young King 177
9.0 Dark Eldar Armies Section 180Common Dark Eldar Special Rules
9.0.1 Fleet of Foot 1809.0.2 Hit and Run Tactics 1809.0.3 Dark Eldar Technology 180
9.0.3.1 Shadowfields 1809.0.3.2 Lance 1809.0.3.3 Webway Portals 180
Approved Army Lists9.1 Kabal of Pain's Way 181
10.0 Necron Armies Section 184Common Necron Special Rules
10.0.1 Necron 18410.0.2 Portals 18410.0.3 Tomb Complex 18410.0.4 Living Metal 18410.0.5 Implacable Advance 18410.0.6 Phase Out 18410.0.7 Necron Reserves 184
Approved Army Lists10.1Scarab Conflict 185
Experimental Army Lists10.2 Nalsaran Incident Necron Attack 18710.3 Dyrrachium III Necron Tomb World 189
11.0 Tau Armies Section 191Common Tau Special Rules
11.0.1Coordinated Fire 19111.0.2 Markerlights 19111.0.3 Tau Jet Packs 19111.0.4 Tau Deflector Shields 191
Approved Army Lists11.1 Tau Third Phase Expansion Force 192
Experimental Army Lists11.2 Farsight Enclave Eradication Force 19511.3 FioKa Armoured Strike Force 197
12.0 Tyranid Armies Section 200
Common Tyranid Special Rules12.0.1 The Hive Mind 20012.0.2 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 Lists12.1 Hive Fleet Onachus 201
12.1 Hive Fleet Leviathan 203
12.3 Genestealer Cult 205
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0.0 INTRODUCTION AND EXPLANATIONSNet Epic Armageddon
Epic Armageddon was conceived to have direct communityinvolvement in the development of rules and army lists. In the wake ofGames Workshop reorganization and the sidelining of SpecialistGames, that effort fell by the wayside. Net Epic Armageddon (NetEA)is a fan-based effort to continue the project. All commentary andfeedback is welcome. If you would like to discuss development of armylists, modifications to the core rules, or provide any other kind offeedback, 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 ListCompendium. It includes army lists to cover a variety of factions in the
Warhammer 40,000 universe which are not covered in any officialGames Workshop publication. The lists are broken up into threecategories, designated at the top of each army list. The categories andtheir definitions are:
Approved - Approved lists are tournament ready andshould be balanced against any other army in the General
Tournament scenario. They are well tested across multipleplay groups and are not likely to see any drastic changes.Players can build their army around such lists with fullconfidence.
Developmental - Developmental lists should be balancedfor the majority of tournament games. However, it ispossible that they allow an exploitative combination or
two which has not been identified or mitigated. Theyrequire more testing across multiple play groups and stillmight see a drastic change. Players should feel confidentthat 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. Theylikely have deficiencies in play balance that have yet to beidentified or rectified. They require lots of testing acrossmultiple play groups and will most likely see drasticchanges. Players should be aware that models they collectfor these lists might not be usable when it is approved.
In order to help readers locate the information they need, thedocument is organized into sections describing each army faction orrace:
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 armysection. For example, all Space Marine units benefit from the "TheyShall 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 thearmy lists in the official rulebooks. Any special rules specific to the listare included in this section as well. In addition, each armys individualunit 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 occasionallyshow weapon charts or fortifications data.
The following abbreviations are used in all reference sheets:
AC Aircraft Fwd - Forward Fire ArcAV- Armoured Vehicle FxF - Fixed Forward ArcBP - Barrage Points INF InfantryCC - Close Combat LV- Light Vehicle
an expendable unit is hit by a weapon with Disrupt it does not inflict a Blastmarker.
If a formation is comprised completely of expendable units then they do notbenefit from any of the rules above.Expendable units killed in an assault count for the purposes of working out itsresult (see EA 1.12.7).0.1.2 Self PlanetfallSelf 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 isplotted. The only exception is that, because these units are much smaller thanorbiting spacecraft, they may be plotted to arrive in the same turn that anenemy spacecraft is present. On the designated turn the Self Planetfalling unitis activated in the normal activation sequence, as with Spacecraft. Nominatethe action for the formation and roll to activate. If the unit fails to activate itsarrival 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 loadedunits disembarking up to 5cm. The formations action proceeds as normal inall respects from that point. In other words, the formation gets the freemove from Planetfall placement at the beginning of its action but in all other
ways activates as normal. Note: The action is chosen at activation, beforescatter is determined. Choose the action carefully as a poor scatter role couldrender some actions ineffective.0.1.3 Support CraftSupport Craft are much like a hybrid between a Skimmer and an Aircraft.
They remain high up in the air, hovering over the battlefield, firing overintervening terrain when possible. Support Craft function identically to aSkimmer unit that is always popped up. Support Craft fire and are fired atnormally (i.e. anti- aircraft ability is not required). In an assault, Support Craftautomatically force a firefight in the same manner Skimmers may choose. It isassumed that Support Craft transports or the troops they carry areappropriately equipped to embark and disembark troops as normal.0.1.4 TunnelersFormations where all of the units have Tunneler (or are transported in unitsthat have the ability) may be kept off the table and can appear at the start ofthe second turn or after. Set up the units touching their own side's table edgebefore the battle starts at the same time that spacecraft are setup (see EA4.3.1). Any units transported in the tunneler should be placed to one side atthis time too.Secretly write down the location where the tunneler will surface at the sametime 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 mayarrive from turn three onwards.Set up the tunneler at the start of the stated turn, before placing units withteleport, at the location you wrote down. Any units being transported areallowed to disembark immediately upon surfacing. Surfacing does not countas movement for the purposes of triggering overwatch fire. Disembarkingtriggers overwatch fire as normal.If the tunneler surfaces on terrain that is impassable for it, under a friendlyunit, or in an enemy zone of control then it is assumed that on-board sensorequipment will divert it towards another entry point. The unit should bemoved 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 thathas already been placed, so long as all units are placed within 15cm of thelocation and on the appropriate half of the table.
Tunnelers, and any units being transported in them, may take an action on theturn they appear.
0.2 OPTIONAL RULES0.2.1 Aircraft EscortsIn the Epic Armageddon rules only ground attack missions can beintercepted by an air formation on CAP orders. If both players agree then youmay allow formations on CAP orders to intercept other intercept missions(including other CAP missions). In theory this has the potential to lead to
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1.0 SPACE MARINE ARMIES
SECTIONCOMMON SPACE MARINE SPECIAL RULES
1.0.1 AND THEY SHALL KNOW NO FEARSpace Marines are renowned for their tenacity and bravery. This isrepresented by the following rules:
It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in abroken formation (ignore any leftover Blast markers).
Space Marine formations are only broken if they have 2 Blast markersper unit in the formation.
Space Marines formations only count half their number of Blastermarkers in assault resolution (rounding down note that assaultresolution will not receive +1 for having no Blast markers if theformation has 1 Blast marker before rounding down). Halve the numberof 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 ofBlast markers equal to the number of units, rather than half this number.Space Marines with the Leader special ability remove 2 Blast markersinstead of 1.
1.0.2 SPACE MARINES TRANSPORTSThe 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 particularChapters 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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1.1 NetEA APPROVED
CODEX ASTARTES SPACE MARINE ARMY LISTFinal 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 COSTTactical 6 Tactical units plus transport Commander, Dreadnought, Razorback, Hunter, Vindicator, 275 points
Land Raider
Assault 4 Assault units Commander, Vindicator 175 pointsDevastator 4 Devastator units plus transport Commander, Dreadnought, Razorback, Hunter, Land Raider 250 pointsTerminator 4 Terminator units Commander, Dreadnought, Vindicator, Land Raider 350 pointsScout 4 Scout units plus transport Commander, Razorback, Sniper 150 pointsBike 5 Bikes Commander, Attack Bike 200 pointsLand Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 points
Land Raider 4 Land Raiders Commander, Vindicator, Hunter 325 pointsPredator 4 Predators (Annihilator and/or Commander, Vindicator, Hunter 250 points
Destructor in any combination)
Vindicator 4 Vindicators Commander, Hunter 225 pointsWhirlwind 4 Whirlwinds Commander, Hunter 300 pointsThunderhawk 1 Thunderhawk Gunship None 200 pointsLanding Craft 1 Landing Craft None 350 pointsStrike Cruiser 1 Strike Cruiser Battle Barge 200 points
SPACE MARINE UPGRADES(Each allowed upgrade may be taken once by each detachment.)
UPGRADE UNITS COSTAttack Bike Replace any number of Bike units with 1 Attack Bike each Free
Battle Barge Replace Strike Cruiser with Battle Barge +150 point sCommander 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 eachHunter Add 1 Hunter +75 pointsLand Raider Add up to 4 Land Raiders +75 points eachRazorback 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 pointsTornado/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 AIRCRAFTFORMATION UNITS COST FORMATION UNITS COSTWarlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 pointsReaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers 250 pointsWarhound Titan 1 Warhound Titan 275 pointsWarhound Titan Pack 2 Warhound Titans 500 points
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1.2 NetEA APPROVED
WHITE SCARS SPACE MARINE ARMY LISTFinal 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 COSTAssault 4 Assault units Commander 175 pointsBike 8 White Scar Bike units Commander, Attack Bike 375 pointsLand Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 pointsLanding Craft 1 White Scars Landing Craft None 350 pointsPredator 4 Predators (Annihilator and/or Commander, Vindicator, Hunter 250 points
Destructor in any combination)
Scout 4 Scout units plus transport Commander, Razorback, Sniper 150 pointsStrike Cruiser 1 White Scars Strike Cruiser Battle Barge 200 points
Tactical 6 Tactical units plus transport Commander, Razorback 275 pointsTerminator 4 Terminator units plus Commander 650 points
4 White Scars Land Raiders
Thunderhawk 1 White Scars Thunderhawk Gunship None 200 pointsWhirlwind 4 Whirlwinds Commander, Hunter, Vindicator 300 points
WHITE SCARS UPGRADES(Each allowed upgrade may be taken once by each detachment.)
UPGRADE UNITS COSTAttack Bike Replace any number of White Scars Bike units with 1 Attack Bike each FreeBattle Barge Replace a White Scars Strike Cruiser with a White Scars Battle Barge +150 pointsCommander 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 pointsHunter Add 1 Hunter +75 pointsRazorback Add any number of White Scars Razorbacks, up to the number required to transport the formation +25 points eachSniper 1 Scout unit gains the Sniper ability +25 pointsTornado/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 AIRCRAFTFORMATION UNITS COST FORMATION UNITS COST
Warhound Titan 1 Warhound Titan 275 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 pointsWarhound Titan Pack 2 Warhound Titans 500 points Marauder Squadron 2 Marauder Bombers 250 points
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1.3 NetEA APPROVED
SALAMANDERS SPACE MARINE ARMY LISTFinal 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 COSTDevastator 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 pointsLanding Craft 1 Salamanders Landing Craft None 425 pointsPredator 4 Predators (Annihilator and/or Commander, Close Support 250 points
Destructor in any combination)
Strike Cruiser 1 Salamanders Strike Cruiser Battle Barge 200 pointsTactical 6 Tactical units plus transport Commander, Close Support, Dreadnought, Razorback, Salamander 275 points
TacticalsTerminator 4 Salamanders Terminator units Commander, Close Support, Dreadnought, Heavy Transport, Helios 325 pointsThunderhawk 1 Salamanders Thunderhawk Gunship None 250 pointsVindicator 4 Vindicators Commander, Close Support 225 pointsWhirlwind 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 COST0-1 Assault 4 Assault units Commander, Close Support 150 points
0-1 Fast Attack 5 Bike units or Land Speeders Commander, Attack Bike 200 points
Scout 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 AIRCRAFTFORMATION UNITS COST FORMATION UNITS COSTWarlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 pointsReaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers 250 pointsWarhound Titan 1 Warhound Titan 275 pointsWarhound 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 FreeBattle Barge Replace a Salamanders Strike Cruiser with a Salamanders Battle Barge +125 pointsClose 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 eachHeavy Transport Add 4 units from the following: Salamanders Land Raider, Salamanders Land Raider Redeemer +325 pointsHelios 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 eachSalamander Devastator Add 2 Salamanders Devastator units +100 pointsSalamander Tactical Add 2 Salamanders Tactical units +75 pointsSniper Give all Scout units the Sniper ability +50 points
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1.4 NetEA APPROVED
SCIONS OF IRON SPACE MARINE ARMY LISTFinal 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 COSTBike 4 Bike units Commander, Attack Bike, Land Speeder 175 pointsHeavy 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 pointsLand Raider 4 Land Raiders Commander, Land Raider, Hunter, 325 points
Supreme Commander
Landing Craft 1 Landing Craft None 350 pointsPredator 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 pointsStrike Cruiser 1 Strike Cruiser Battle Barge 150 pointsTactical 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 pointsThunderhawk 2 Thunderhawk Transporters Thunderhawk Transporter 250 pointsTransporterVindicator 4 Vindicators Armour, Commander, Hunter, Supreme Commander 225pointsWhirlwind 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 COSTArmour Add up to 2 Predator Annihilators, Predator Destructors orVindicators +50 points eachAttack Bike Replace any number of Bike units with one Attack Bike each FreeBattle Barge Replace Strike Cruiser with Battle Barge +150 pointsCommander 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 pointsLand 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 eachSniper All Scout units gain the Sniper ability +50 points0-1 Supreme Choose 1 of the following options: Add Supreme Commanderability to a Land Raider OR +100 pointsCommander (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 eachTransporter
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 COSTWarlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 pointsReaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers 250 points
Warhound Titan 1 Warhound Titan 275 pointsWarhound Titan Pack 2 Warhound Titans 500 points SPACE MARINE AIRCRAFT
FORMATION UNITS COST
Thunderhawk SB1 Thunderhawk (SaturationBombing configuration)
250 points
Th d h k CAS1 Thunderhawk (Close Ait Support
250 i
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1.4 NetEA APPROVED
SCIONS OF IRON
Whirlwind Launcher 45cm 1BP Indirect Fire the following units: Devastator, Tactical)
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1.5 NetEA DEVELOPMENTAL
BLACK TEMPLARS SPACE MARINE ARMY LISTv3.5.2. 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 COSTCrusaders 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 COSTAssault 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 CrusadersLand Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 points
Predator 4 Predators (Annihilator and/or Commander, Vindicator, Hunter 250 pointsDestructor 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 COSTAttack Bike Replace any number of Bike units with 1 Attack Bike each FreeCommander Add 1 Space Marine Commander character to a unit in the formation: +50 points
The Commander may be a Captain, Librarian or Chaplain. OR1 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 each1 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 pointsLand Raider Add up to 4 Black Templars Land Raiders or Black Templars Land Raider Crusaders +75 points eachNeophyte Add 2 or 4 Neophyte units +75 points for 2
+150 points for 4Neophyte Bike Add up to 4 Neophyte Bike units +35 points eachRazorback Add any number of Black Templars Razorbacks, up to the number required to transport the formation +25 points eachSniper 1 Scout unit gains the Sniper ability +25 pointsTornado/Typhoon Replace any number of Land Speeders, on a 1 per 1 basis, with:
1 Land Speeder Tornado OR Free1 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 OR1 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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BLOOD ANGELS SPACE MARINE ARMY LISTv2.12. 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 COSTAssault 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 points1 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 pointsRazorback, Stormraven
Land Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 pointsLanding Craft 1 Blood Angels Landing Craft None 350 pointsPredator 4 Baal Predators Commander, Fast Attack, Hunter 300 pointsScout 4 Blood Angels Scout units plus transport Commander, Stormraven 150 points0-1 Strike Cruiser 1 Blood Angels Strike Cruiser Battle Barge 200 pointsStormraven 4 Stormraven Gunships None 300 pointsTactical 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 pointsThunderhawk 1 Blood Angels Thunderhawk Gunship None 200 pointsWhirlwind 4 Blood Angels Whirlwinds Hunter 300 points
BLOOD ANGELS UPGRADES
(Each allowed upgrade may be taken once per Detachment.)UPGRADE UNITS COSTAssault Add 2 Assault units +75 pointsBattle Barge Replace a Blood Angels Strike Cruiser with a Blood Angels Battle Barge +150 pointsCommander 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 eachFast Attack Add 2 Land Speeders or Bike units, or 3 Attack Bikes +100 pointsHeavy 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 formationHunter Add 1 Blood Angels Hunter +75 pointsRazorback Add any number of Blood Angels Razorbacks, up to the number required to transport the entire formation +25 points eachStormraven Add any number of Stormraven Gunships, up to the number required to transport the entire formation +75 points eachTornado/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 pointsMarauder Squadron 2 Marauder Bombers 250 points
SPECIAL RULE - FrenziedSome units are noted as beingFrenzied. Formations that contain a Frenziedunit 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 CompanyDeath Company formations may never claim objectives, but may contest them.
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RAVEN GUARD SPACE MARINE ARMY LISTv1.2.2 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 COSTAssault 4 Assault units Commander, Land Speeders 175 pointsBike 5 Bike units Commander, Attack Bike 200 pointsLanding Craft 1 Raven Guard Landing Craft None 350 pointsLand Speeder 5 Land Speeders Commander, Tornado/Typhoon/Tempest, Planetfall 200 pointsPredator 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, CaestusScout 4 Scout units plus transport Commander, Land Speeders, Land Speeder Storm, Scout, Sniper 150 points0-1 Strike Cruiser 1 Raven Guard Strike Cruiser Battle Barge 225 pointsTactical 6 Tactical units plus transport Commander, Dreadnought, Hunter, Razorback, Caestus 275 pointsTerminator 4 Raven Guard Terminator units Commander, Dreadnought , Caestus 350 pointsThunderhawk 1 Raven Guard Thunderhawk Gunship None 200 pointsWhirlwind 4 Whirlwinds Commander, Hunter 300 points
RAVEN GUARD UPGRADES(Each allowed upgrade may be taken once per Detachment.)
UPGRADE UNITS COSTAttack Bike Replace any number of Bike units with 1 Attack Bike each FreeBattle Barge Replace a Raven Guard Strike Cruiser with a Raven Guard Battle Barge +150 pointsCaestus Add the minimum number of Raven Guard Caestus Assault Rams to transport the formation +125 points for 2
+175 points for 3Commander 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 eachHunter Add 1 Hunter +75 pointsLand 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 eachPlanetfall Give all units and upgrades in the formation the Planetfallability +25 pointsRazorback Add any number of Raven Guard Razorbacks, up to the number required to transport the formation +25 points eachScout Add 2 Scout units +75 points
Sniper All Scout units gain the Sniper ability +50 pointsTornado/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 armys points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFTFORMATION 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 AboveA 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 - GarrisonsWhen 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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1.8 NetEA DEVELOPMENTAL
SPACE WOLVES SPACE MARINE ARMY LISTv2.4. 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 COST1+ 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 pointsWolf Scout Pack 4 Wolf Scout units Hero, Sniper 225 pointsLong Fangs Pack 4 Long Fang units plus transport Hero, Razorbacks, Land Raiders, Hunter 300 pointsBlood Claws Pack 6 Blood Claws units plus transport Hero, Blood Claws, Land Raiders,
Vindicators200 points
Skyclaws Assault Pack 6 Skyclaws Assault units Hero, Skyclaws 225 pointsSwiftclaws Bike Pack 6 Swiftclaws Bike units Hero, Swiftclaws Attack Bikes 200 pointsFenrisian Wolves 6 Fenrisian Wolves units Hero 150 points
SUPPORT PACKS(You may have any number of Support packs)
PACK UNITS UPGRADES COSTLand Speeder 5 Land Speeders Hero, Typhoon/Tornado 200 pointsLand Raiders 4 Space Wolves Land Raiders or Space Wolves Land Raider Crusaders Hero, Hunter 325 pointsPredators 4 Predators (either Annihilator and/or Destructor) Hero, Hunter 250pointsVindicators 4 Vindicators Hero, Hunter 225 pointsWhirlwinds 4 Whirlwinds Hero, Hunter 300 points0-1 Strike Cruiser 1 Space Wolves Strike Cruiser Battle Barge 200 pointsThunderhawk 1 Space Wolves Thunderhawk Gunship none 225 pointsLanding 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 points0-1 Wolf Lord Add the Supreme Commanderability to either a Battle Leader or Venerable Dreadnought +50 pointsBlood Claws Add 2 Blood Claws units to the formation +50 pointsSkyclaws Add 2 Skyclaws units to the formation +75 pointsSwiftclaw Attack Bikes Replace any number of Swiftclaw Bike units with the same number of Swiftclaw Attack Bikes FreeSniper Add the Sniper ability to 1 or 2 units in the formation +25 points eachRazorbacks Add any number of Space Wolves Razorbacks, up to the number required to transport the formation +25 points eachLand Raiders Add up to 4 Space Wolves Land Raiders and/or Land Raider Crusaders +75 points each0-1 Venerable Dreadnought Add the Venerable Dreadnought unit to a formation +75 pointsDreadnoughts Add up to 2 Dreadnought units to the formation +50 points eachTyphoon/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 eachHunter Add 1 Hunter unit to the formation +75 pointsBattle Barge Replace the Space Wolves Strike Cruiser with a Space Wolves Battle Barge +150 points
IMPERIAL ALLIES FORMATIONS(Up to 1/3 of an armys points may be spent on Allies formations)
FORMATION UNITS COSTWarlord Titan 1 Warlord Titan 825 pointsR Ti 1 R Ti 650 i
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APOCRYPHA OF SKAROS SPACE MARINE ARMY LISTv1.1. 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 COSTArmoury 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 pointsin any combination
Devastator 4 Devastator units plus transport Commander, Dreadnought, Hunter, Land Raider Terminus, 250 points
Razorback, Support WeaponsLand Raider 4 Land Raiders Armoured Support, Commander, First Company, Hunter, 325 points
Land Raider TerminusLand Speeder 5 Land Speeders Commander, Land Speeder 200 pointsPredator 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 pointsDreadnought, Hunter, Razorback
Whirlwind 4 Whirlwinds Commander, Hunter 300 points
SPACE MARINE UPGRADES(Each allowed upgrade may be taken once per Detachment.)
UPGRADE UNITS COSTArmoured Support Add 1 or 2 Predator Destructors, Predator Annihilators or Vindicators to the formation. +50 points eachCommander 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 pointsA 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 points2 Assault units +50 points
Dreadnought Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination) +50 points eachFirst Company Add up to 4 Terminator units to the formation +75 points eachHunter Add 1 Hunter +75 pointsLand 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 eachLand 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 armys points may be spent on Allies formations)
AIRCRAFT TITAN LEGION BATTLEGROUPSFORMATION COST FORMATION COST1 Thunderhawk Gunship 225 points 1 Warlord Titan 825 points1 Thunderhawk Interdictor 250 points 1 Reaver Titan 650 points1 Thunderhawk Bomber 250 points 2 Warhound Titans 500 points
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DARK ANGELS SPACE MARINE ARMY LISTv2.1. 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 COSTAssault 4 Assault units Master 175 pointsDeathwing 4 Terminator units Master, Deathwing Tactics, Deathwing 350 points
Support, Dreadnought, Land Raider
Devastator 4 Devastator units plus transport Master, Dreadnought, Hunter, Ironwing 250 pointsSupport, Land Raider, Plasma, Razorback
Ironwing 4 Predators or Vindicators Master, Hunter, Ironwing Support 250 pointsLanding Craft 1 Landing Craft None 350 pointsLand Raider 4 Dark Angels Land Raiders Master, Hunter, Ironwing Support 325 pointsRavenwing 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 pointsSniper Scout 4 Sniper Scout units plus transport Master, Razorback 150 points0-1 Strike Cruiser 1 Dark Angels Strike Cruiser Battle Barge 200 pointsDark 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 pointsWhirlwind 4 Whirlwinds Master, Hunter 300 points
DARK ANGELS UPGRADES(Each allowed upgrade may be taken once per Detachment.)
UPGRADE UNITS COSTBattle Barge Replace the Dark Angels Strike Cruiser with a Dark Angels Battle Barge +150 pointsDeathwing Tactics Replace 2 or 4 Terminators with Assault Terminators FreeDeathwing Support Add 2 Terminators or 2 Assault Terminators +175 pointsDreadnought Add up to 2 Dreadnoughts. (May be either Hellfire or Executioner) +50 points eachHunter 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 FreeRazorback Add any number of Dark Angels Razorbacks, up to the number required to transport the formation +25 points eachRavenwing Tactics
Replace all Ravenwing Land Speeders with Ravenwing Land Speeder Tornados +25 pointsSPECIAL RULE - IntractableWhen forced to take a Hold action, a Dark Angel formation may not move but gain the Fearlessspecial ability for the rest of the turn. Ravenwing units are exempted
from this rule.
SPECIAL RULE - Teleport HomersRavenwing Bike units have the Teleport Homerspecial ability which allows Terminator units to re-roll a '1' on the Teleport test if they appear on the table within 15cmof a Ravenwing Bike unit.
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GREY KNIGHTS SPACE MARINE ARMY LISTv1.3.1. 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 COSTStrike 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 pointsHunter, Land Raiders
0-3 Inquisitorial Warband 8 Warrior Acolyte units and 1 Imperial Agents, Chimeras, Landing Party 175 pointsInquisitor character
GREY KNIGHTS SUPPORT DETACHMENTS(Up to two Support formations may be taken for each Grey Knights detachment)
FORMATION CORE UNITS UPGRADES COSTInterceptor 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 pointsHunter, Razorback, Rhino, Storm Raven, Land Raiders
Land Raiders 4 Land Raiders in any combination of the following: Hunter 325 pointsGrey 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 pointsLibrarian, 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 pointsHunter Add 1 Hunter +75 pointsImperial 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 eachRazorback Add as many Grey Knights Razorbacks as required to transport the entire formation +25 points eachRhino Add as many Grey Knights Rhinos as required to transport the entire formation FreeStorm Raven Add as many Grey Knights Storm Ravens as required to transport the entire formation +75 points eachChimeras Add 4 Inquisitorial Chimeras +100 pointsLanding Party Add 1 Aquila Lander and 3 Arvus Lighters +75 points
IMPERIAL ALLIES FORMATIONS(Up to 1/3 of an armys points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFTFORMATION UNITS COST FORMATION UNITS COSTWarlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 pointsPsi Titan 1 Psi Titan 825 points Destroyer Squadron 1 Marauder Destroyer 175 pointsReaver Titan 1 Reaver Titan 650 pointsWarhound Titan 1 Warhound Titan 275 pointsWarhound Titan Pack 2 Warhound Titans 500 points
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IMPERIAL FISTS PLANETARY TASKFORCE SPACE MARINE ARMY LISTv1.2. 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 COSTAssault 4 Assault units Commander 150 pointsDevastator 4 Devastator units All 225 pointsLand Raider 4 Land Raiders Achilles, Commander, Hunter, Vindicator 325 pointsLand Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 pointsPredator 4 Predators (Annihilator and/or Commander, Vindicator, Hunter 250 points
Destructor in any combination)
Scout Snipers 4 Scout Sniper units Commander, Dreadnoughts, Vindicator 200 pointsTactical 6 Tactical units All 250 pointsTerminator 4 Terminator Assault units Commander 350 points
Thunderfire Battery 4 Thunderfire Cannons Dreadnoughts 250 pointsVindicator 4 Vindicators Commander, Hunter, Vindicator 225 pointsWhirlwind Battery 4 Whirlwinds Commander, Hunter, Whirlwind 300 points
IMPERIAL FISTS UPGRADES(Each allowed upgrade may be taken once per Detachment.)
UPGRADE UNITS COSTAchilles 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 eachRazorback Add any number of Razorbacks, up to the number required to transport the formation +25 points eachThunderfire Add up to 2 Thunderfire Cannon units +50 points eachTornado/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 eachWhirlwind Add 2 Whirlwinds +125 points
TASKFORCE SUPPORT(Up to 1/3 of the armys points may be spent on Static Defences , Navy and War Engine formations)
STATIC DEFENCESFORMATION CORE UNITS COSTFortified Positions 50cm x 2.5cm of Minefield and 1 Firebase 50 pointsHyperios Platforms 3 Hyperios Platforms 125 pointsTarantula Sentry Guns 6 Tarantulas 125 points
TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFTFORMATION UNITS COST FORMATION UNITS COSTWarlord Titan 1 Warlord Titan 825 points Fighter Bombers 2 Thunderbolt Fighter-Bombers 175 pointsReaver 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 2
STRATEGY 5NAME 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, WalkerRocket 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+.
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+.
Marauder Heavy AC/WE Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ DC2Bomber Bomb Racks 15cm 3BP, FxF Critical Hit Effect: Destroyed
Twin Lascannon 45cm AT4+/AA4+, FxFThunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxFFighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF
Underwing Rockets 30cm AT4+, FxF
IMPERIAL FISTS FORTIFICATIONS TABLEFORTIFICATION INFANTRY VEHICLE WAR ENGINE CAPACITY
Minefield Dangerous Dangerous Dangerous n/aFire 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 LISTv0.2.2. 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 COSTAssault 4 Assault units Commander, Close Support 150 pointsDevastator 4 Devastator units plus transport Caestus, Close Support, Commander, Dreadnought, 250 points
Heavy Support, Razorback, Siege Devastator
Predator Squadron 6 Predators (Annihilator and/or Commander, Close Support 325 pointsDestructor in any combination)
Siege Assault 6 Siege Assault units plus Caestus, Close Support, Commander, Heavy Support, 400 points2 Land Raider Crusaders Land Raider
Siege Dreadnought Talon 6 Dreadnoughts in any combination Commander 250 pointsof the following: Siege and/or Ironclad
Tactical 6 Tactical units plus transport Caestus, Close Support, Commander, Dreadnought, 275 pointsHeavy Support, Razorback, Siege Mantlets, Siege Tactical
Terminator 4 Siege Terminator units Caestus, Close Support, Commander, Dreadnought, 325 pointsHeavy Support, Heavy Transport
Thunderfire Defence Battery 4 Thunderfire Cannon None 250 pointsThunderhawk 1 Thunderhawk Bomber None 250 pointsVindicator Squadron 6 Vindicators Commander, Close Support 300 pointsWhirlwind Support Squadron 6 Whirlwinds Commander, Close Support 400 points
SIEGE ASSAULT VANGUARD UPGRADES(Each allowed upgrade may be taken once per Detachment.)
UPGRADE UNITS COSTCaestus Add the minimum number of Siege Assault Vanguard Caestus Assault Rams required to +125 points for 2
transport the entire formation +175 points for 3Close 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 eachHeavy 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 pointsHeavy 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 points3 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 eachSiege Devastator Replace up to 2 Devastator units with Siege Devastator units FreeSiege 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 armys points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT
FORMATION UNITS COST FORMATION UNITS COSTWarlord Titan 1 Warlord Titan 825 points Fighter Bombers 2 Thunderbolt Fighter-Bombers 175 pointsReaver Titan 1 Reaver Titan 650 points Bombers 2 Marauder Bombers 250 pointsWarhound Titan 1 Warhound Titan 275 pointsWarhound Titan Pack 2 Warhound Titans 500 points
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1 13 NetEA Experimental
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1.13 NetEA Experimental
SIEGE ASSAULT VANGUARD
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2.0 IMPERIAL GUARD ARMIES
SECTIONCOMMON IMPERIAL GUARD SPECIAL RULES2.0.1 COMMISSARS
An Imperial Guard army may include one Commissar character per 500points, 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 beforeeither side sets up. If the army includes a Supreme Commander then the firstCommissar must be attached to the Supreme Commanders formation. Anyfurther Commissars may be attached to any other formations.
You may not include more than one Commissar per formation. You may notadd a Commissar to an Imperial Navy or Titan Legion formation. If you havemore Commissars than formations any excess is lost.
2.0.2 FORTIFICATIONSFortifications must be set up after Objectives, but before any formations aredeployed. They may be set up anywhere a vehicle may deploy in the ImperialGuard half of the table. You may split up a set of fortifications as desired, aslong as the rules for formation coherence are adhered to. For example, youcould split up trenches into several lines, as long as there are 5cm linksbetween the different parts of the position. Fortifications are immobile, andmay garrison (e.g., they can be set up in positions that garrison units can beset up in). It goes without saying that they may not be transported, and any
players that were considering transporting them onto the table should bedeeply ashamed of themselves!
Once set up, fortifications may be used by any unit, not just the units theywere purchased for. They may be captured and used by enemy units too.
2.1 NetEA APPROVED
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STEEL LEGION IMPERIAL GUARD ARMY LISTFinal 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 COST0-1 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 pointsMechanised 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 pointsSuper-Heavy Tank Company 3 Baneblades or Shadowswords in any combination 500 pointsArtillery 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 COSTFire Support Platoon Add 4 Support Squad units* +100 pointsInfantry Platoon Add 6 Imperial Guard Infantry units* +100 pointsTank Squadron Add 3 Leman Russ or 3 Leman Russ Demolisher +175 pointsHellhound Squadron Add 3 Hellhounds +125 pointsGriffon Battery Add 3 Griffons +75 pointsSnipers Add up to 2 Snipers units* +25 points eachOgryns Add 2 Ogryns units* +50 pointsFlak 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 COSTRough Rider Platoon 6 Rough Rider units 150 pointsStorm 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 pointsSentinel Squadron 4 Sentinels 100 points0-1 Deathstrike Missile Battery 2 Deathstrike Missile Launchers 200 pointsSuper-Heavy Tank Platoon 1 Baneblade or Shadowsword 200 points0-1 Orbital Support 1 Lunar class Cruiser OR 150 points
1 Emperor class Battleship 300 points
Flak Battery 3 Hydras 150 pointsVulture Squadron 4 Vultures 300 points
IMPERIAL ALLIES FORMATIONS(Up to 1/3 of an armys points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFTFORMATION UNITS COST FORMATION UNITS COSTWarlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 150 pointsReaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers 250 pointsWarhound Titan 1 Warhound Titan 275 pointsWarhound Titan Pack 2 Warhound Titans 500 points
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2.2 NetEA APPROVED
BARAN SIEGEMASTERS IMPERIAL GUARD ARMY LIST
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BARAN SIEGEMASTERS IMPERIAL GUARD ARMY LISTFinal 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 COSTSiegemasters Infantry Company 1 Commander unit and 9 Siege Infantry units 175 points1 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 COSTHellhound Squadron Add 3 Hellhounds +125 pointsGriffon Battery Add 3 Griffons +75 pointsRapier Platoon Add 3 Rapier Laser Destroyer units +75 pointsSnipers Add up to 2 Sniper units +25 points each
Siege Infantry Platoon Add 6 Siege Infantry units +75 pointsThudd 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 COSTBombard Battery 3 Bombards 250 points0-1 Deathstrike Missile Battery 2 Deathstrike Missile Launchers 200 pointsLight Tank Platoon 6 Siegfried Light Tanks 150 pointsHeavy Tank Platoon 6 Ragnarok Heavy Tanks 300 pointsRough Rider Platoon 6 Rough Rider units 150 points0-1 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 pointsSiege Regiment Artillery Battery 3 Howitzer Weapon Platforms plus 3 Land Crawlers 150 pointsSiege Regiment Flak Battery 3 Blitzen AA gun units plus 3 Land Crawlers OR 3 Gun Emplacements 100 pointsSuper-Heavy Tank Platoon 1 Baneblade or Shadowsword 200 points
SIEGE REGIMENT FORTIFICATIONS(One Fortified Position may be taken per Siege Regiment Company)
FORMATION UNITSFortified 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 armys points may be spent on Imperial Allies formations.)
FORMATION UNITS COST Thunderbolt Squadron 2 Thunderbolt Fighters 150 pointsMarauder Squadron 2 Marauder Bombers 250 points
SPECIAL RULE - Siege Regiment HQWhen playing Tournament games, a Siegemaster army must include a Regimental HQ. The enemy count as having achieved the Break Their Spirit victory condition by destroyingthis formation or by destroying the most expensive formation in the army.
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2.3 NetEA APPROVED
DEATH KORPS OF KRIEG IMPERIAL GUARD ARMY LIST
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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 COST0-1 Death Korps Regimental HQ 1 Imperial Guard Supreme Commander unit and 19 Death Korps Infantry units 400 pointsDeath Korps Infantry Company 1 Imperial Guard Commander unit and 19 Death Korps Infantry units 300 pointsDeath 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 COSTFire 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 pointsHellhound Squadron Add 3 Hellhounds +125 pointsInfantry 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 pointsLeman 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 COSTArtillery 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 Scoutspecial ability) 150 points0-1 Deathstrike Silo 1 Death Korps Deathstrike Missile Silo 250 pointsEngineers Platoon 8 Death Korps Engineer units and 1 Hades Breaching Drill 300 pointsGrenadiers 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 Points3 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 pointsSuper-Heavy Tank Platoon 1 Stormblade, Stormsword, Baneblade, or Shadowsword. 200 pointsSuper-Heavy Tank A formation of 3 Stormblades, Stormswords, Baneblades, Shadowswords, 500 pointsSupport Company or any mix of the four typesTank Platoon 6 Leman Russ variants. (Including 0-1 Vanquisher for +50 points) 280 points
IMPERIAL ALLIES FORMATIONS(Up to 1/3 of an armys points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFTFORMATION UNITS COST FORMATION UNITS COST
Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 150 pointsReaver Titan 1 Reaver Titan 650 points Heavy Squadron 1 Heavy Marauder Bomber 150 pointsWarhound Titan 1 Warhound Titan 275 pointsWarhound Titan Pack 2 Warhound Titans 500 points
DEATH KORPS TRENCHWORKS(One may be taken per Infantry Company or Regimental HQ Company)
FORTIFICATIONS UNITS COST
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2.4 NetEA APPROVED
MINERVAN TANK LEGION ARMOURED REGIMENT IMPERIAL GUARD ARMY LISTFi l i 2012(2 D 11) S b A Ch i "M i "
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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 COSTSelf-Propelled Artillery Company 9 Basilisks, Manticores, or Bombards 650 pointsSuper-Heavy Tank Company 3 Stormblades, Stormswords, Baneblades, Shadowswords, or Stormhammers, in any combination 500 pointsTank 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 COSTFlak Add up to 2 Hydras +50 points eachGriffon Battery Add 3 Griffons +75 pointsHellhound Squadron Add 3 Hellhounds +125 pointsSalamander Command Add 1 Salamander Command vehicle +25 points0-1 Supreme Commander 1 Armoured Supreme Commander character upgrade +100 points
Tank SquadronAdd 3 Leman Russ variants listed in the Tank Company (Not including Destroyer, Executioner orVanquisher)
+140 points
TANK LEGION SUPPORT FORMATIONS(Up to two Support Formations may be taken per Armoured Company)
FORMATION CORE UNITS COSTAssault Gun Platoon 3 Medusas 150 points0-1 Deathstrike Missile Battery 2 Deathstrike Missile Launchers 200 pointsFlak Battery 3 Hydras 150 pointsMechanized 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 points1 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 pointsStorm 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 pointsTank Platoon 6 Leman Russ variants listed in the Tank Company (Including 0-1 Destroyer, Executioner or Vanquisher) 280 pointsVulture Squadron 4 Vultures 300 points
IMPERIAL ALLIES FORMATIONS(Up to 1/3 of an armys points may be spent on Allies formations)
TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFTFORMATION UNITS COST FORMATION UNITS COSTWarlord 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 pointsWarhound Titan 1 Warhound Titan 275 pointsWarhound Titan Pack 2 Warhound Titans 500 points
SPECIAL RULE - Armoured Regiment CommissarsThe Armoured Regiment armies include one Commissar for every 500 points. If there is a Supreme Commander present, then the first Commissar must join that formation.
Subsequent Commissars can be allocated to any unit in any order, though no formation may have more than one Commissar. Any excess Commissars are lost.
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2.5 NetEA DEVELOPMENTAL
CADIAN SHOCK TROOPS IMPERIAL GUARD ARMY LISTv1.3. Sub-Army Champion: "Spectrar Ghost"
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Cadian Shock Troops Imperial Guard armies have a Strategy ratingof 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 COSTCadian Infantry Company 1 Imperial Guard Commander unit and 12 Imperial Guard units 250 points0-1 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 eachFire Support Platoon Add 4 Support Squad units +100 pointsInfantry Platoon Add 6 Imperial Guard Infantry units +100 pointsKasrkin Platoon Add 4 Kasrkin units +100 pointsSabre Platforms Add 3 Sabre Platforms +100 pointsSanctioned Psykers Add up to 2 Battle Psyker units +25 points eachSnipers 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 COSTAirborne Kasrkin 1 Imperial Guard Commander unit, 7 Kasrkin units, and 4 Valkyries 325 pointsArmoured Fist Platoon 10 Imperial Guard Infantry units and 5 Chimeras 300 pointsArtillery Battery 3 units of the same type chosen from the following list: Basilisk, Bombard, Manticore 250 points0-1 Deathstrike Missile Battery 2 Deathstrike Missile Launchers 200 pointsFlak Battery 3 Hydras 150 pointsGriffon Platoon 6 Griffons 200 pointsHellhound Platoon 6 Hellhounds 250 pointsSentinel Squadron 4 Sentinels or 6 Cadian Sentinels 100 pointsSuper-Heavy Tank Platoon 1 Baneblade, Shadowsword or Stormsword 200 pointsTank Platoon 6 Leman Russ Tanks or 6 Leman Russ Demolisher Tanks 300 points
IMPERIAL ALLIES FORMATIONS(Up to 1/3 of an armys points may be spent on Allies formations)
ADEPTUS MECHANICUS IMPERIAL NAVY AIRCRAFTFORMATION UNITS COST FORMATION UNITS COSTWarlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 150 pointsReaver Titan 1 Reaver Titan 625 points Marauder Squadron 1 Marauder Heavy Bomber 150 points0-1 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 COSTFortified Position Up to 50cm of trenches and up to 6 Gun Emplacements +100 points
SPECIAL RULE - Leviathans & StormlordsIn 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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2.6 NetEA EXPERIMENTAL
CATACHAN DEATHWORLD VETERANS IMPERIAL GUARD ARMY LISTv1.5. Sub-Army Champion: "Chroma"
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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 COST0-1 Deathworld Air Cavalry 1 Imperial Guard Commander unit, plus 9 Imperial Guard Infantry units, plus 5 Catachan Valkyries 450 pointsCompany (Any infantry upgrades must be equipped with Catachan Valkyries)Deathworld Infantry Company 1 Imperial Guard Commander unit, plus 9 Imperial Guard Infantry units 200 points0-1 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 pointsInfantry Platoon Add 6 Imperial Guard Infantry units* +100 pointsMortar Section Add 3 Catachan Mortar Team units +75 points
Ogryns Add 2 Ogryn units +50 pointsSnipers Add up to 2 Sniper units* +25 points eachVulture 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 COST0-1 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 pointsDeathworld Sentinel Squadron 4 Catachan Sentinels 150 pointsDeathworld Veterans Platoon 6 Deathworld Veterans units 200 points
(May have 3 Catachan Valkyrie transport vehicles) (+100 points)
Hellhound Platoon 6 Hellhounds 250 points0-2 Ogryn Platoon 6 Ogryn units 200 pointsSupport 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 COSTOrbital Support Choose one:
1 Lunar class Cruiser 150 points
1 Emperor class Battleship 300 points
Thunderbolt Squadron 3 Thunderbolt Fighters 250 pointsMarauder 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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2.7 NetEA EXPERIMENTAL
ELYSIAN DROP TROOP REGIMENT IMPERIAL GUARD ARMY LISTv3.1.5. Sub-Army Champion: "Honda"
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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 COST0-1 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 pointsMay 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 pointsFire Support Platoon Add 2 Elysian Support Sq