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Welcome to There is Only War - Onyx's Hobby Blog · Welcome to There is Only War – A TGA Fusion...
Transcript of Welcome to There is Only War - Onyx's Hobby Blog · Welcome to There is Only War – A TGA Fusion...
Presents
Welcome to There is Only War – A TGA Fusion event for Epic Armageddon.
Thankyou for taking the time to download this players pack for the Epic Armageddon: There is Only War tournament. The Tabletop Gamers Association is proud to support the game of Epic Armageddon® and as a player in this tournament it is hoped you will enjoy all that is on offer. It is highly advisable to read this entire document so you are clear on what is expected to make everything run smoothly. If you should have any questions or problems they can be directed to me: • In person at the Tabletop Gamers Association on Sundays (my name is Steve), • Via www.westgamer.com (username Onyx), • Via www.blackwidowmechworks.com/forum/index.php (username Onyx),
VENUE The Tabletop Gamers Association club rooms are located in the Main Hall at:
HIGGINS PARK TENNIS CLUB Inc. CORNER OF PLAYFIELD STREET & DEVENISH STREET
EAST VICTORIA PARK WA, 6101
TGA maintains a very well stocked kiosk and lunch will also be available during the day. Alcohol is strictly prohibited during the tournament. It costs $20 to attend There is Only War. Tickets will be available from TGA prior to the event.
There Is Only War will be played on October 10th 2010.
Tournament Rules All games to be played 3000pts per army. No limit on War Engines allowed (except no Emperor Titans permitted). No player is allowed to go over the points limit at all (no 3005pt army lists please). Army lists to be emailed to me ( onyx99au at yahoo dot com dot au ) by midnight October 3rd. No changes to your army after this time please. 10am - 1st game starts. Finishes at 12pm (midday) 12.15pm – 2nd game starts. Finishes at 2.15pm Lunch and army painting judging 3pm – 3rd game starts. Finishes at 5pm Awards If at the end of 2 hours there is no clear winner (1-0 is not a clear win), total up the number of Victory Points for damaged/destroyed/broken formations (as per the Scenario Page below). The player with the highest Victory Points total is the winner. A player must stick to the same army list for the whole tournament. Consider your list design before submitting your list (by October 3rd) as you will have to use the same list for all 3 games. Marine players will have to decide which of their free transport options they will use before seeing their opponents army list each game. Other players that can have forces starting off the table, must decide how they will enter play before seeing their opponents army (eg, Eldar must choose between Webway Portal, teleporting or air tansport before seeing their opponents army). All the terrain will be set out by the tournament organisers. Please make sure the terrain is left in place during the event. The player with the highest Strategy rating can decide which table edge to deploy on first. In case of identical Strategy Ratings, simply roll a D6 until one player rolls higher. That player can decide which table edge to use. All players are encouraged to play fair and hard whilst being courteous and helpful to each other. Please remember that for some of the participants, they may be new to Epic Armageddon and we need to make it a positive experience. For newcomers to the game, please feel free to ask questions of those who may know the game a little better before the event, it’s a great way to learn! Each player will need 3 objective markers (1 as a Blitzkrieg objective and 2 to place on the opponents side of the table). Objective markers can be anything from a small card marker to a more detailed terrain piece. Objectives do not provide cover or block line of sight, they are simply to signify important areas on the board. To find out if a formation is claiming/contesting an objective, simply measure from the center of the objective. If any part of your formation is within 15cm of the center of the objective, it is claimed/contested. Players will also need a way to record Blast Markers for their army. All armies must be WYSIWYG (What You See Is What You Get). The miniatures used don’t have to be official GW miniatures but all units must look like what they are representing. For example, Deathstike Missile Launchers must look like mobile missile launchers, Imperial Guard Fire Support teams must look obviously different from standard Imperial Guardsmen to avoid confusion etc.
If there are an odd number of players for the tournament, I will play in the event and qualify for all the awards that are available (I will be using the Red Corsair army list). If there is an even number of entrants, I will hang around like a bad smell and be very jealous of all the rest of you! – Steve (Onyx).
The rules that we will be using are available for download from here – Epic Armageddon Compendium. http://onyxworkshop.files.wordpress.com/2010/05/ea-compendium-2-1_en.pdf These are the latest rules available for Epic Armageddon with all the official up to date errata included. The army lists that we will be using from the compendium are: - Codex Astartes - White Scars - Scions of Iron - Steel Legion - Baran Siegemasters - Minervan Legion - Ghazgkhull's Warhorde - Burning Death Speed Freeks - Biel-Tan - Saim-Hann- Dark Eldar-Kabal of Pain's Way In addition, we will be using the Black Legion, LatD, Red Corsairs and AMTL lists (I’ll add the updated lists to the bottom of this file).
There will be 3 awards on the day (see next page for more details) – Best Overall (Games won + goals achieved + points for painting) Best General (the player that scores the most goals achieved on the day) Best painted (to be judged by all tournament participants on the day)
All games are to be played at TGA on the 10th of October. All games will be played on 6’x4’ boards. We’ll be sticking to the Epic Armageddon tournament scenario at 3000pts for all 3 games. Once your game is finished, please write down the goals achieved/winner etc, on the score card provided. We will keep track of the scores of each game aswell as the winners. The total number of goals achieved (eg, Break Their Spirit, They Shall Not Pass etc) during the event will be used to work out the Best General award. In case of a tie, total game wins will be used to pick a winner. During the lunch break, all armies should be set up on display and the players will vote for their favourite armies. This will provide the scores for the judging of the Best Painted award. Players will have 3 point scores to award the armies – 5 points for their favourite 3 points for their 2nd choice 1 point for their 3rd choice All player votes will be totalled and a winner for the Best Painted award will be chosen. In case of a tie, Adam and Cam from TGA will choose the winner. Best Overall will be worked out in the following way – - 25 points for each game won - 15 points each drawn game (unlikely event of both players scoring the same Victory points) - 5 points for each game lost - Total number of goals achieved scored during the 3 games (max of 15 points) - Total paint scores divided by half the number of players will provide a score out of 10 (if the score is not a whole number, the score will be rounded to the nearest number - .1 to .4 rounded down, .5 to .9 rounded up). This will supply a score out of 100 and the highest score will win Best Overall.
Useful Links – Tactical Command http://www.tacticalwargames.net/taccmd/index.php Games Workshop (check under Specialist Games) http://www.games-workshop.com/gws/home.jsp Dark Realm Miniatures http://www.darkrealmminiatures.com/ Exodus Wars http://www.exoduswars.com/store/ An on-line army list generator (please use the NetEA versions where available) http://traitor-legion.appspot.com/ Below are the Red Corsairs, AMTL, Black Legion & LatD, army lists.
RED CORSAIRS ARMY LIST V3.19Red Corsairs Renegade Chapter Chaos Space Marine armies have a strategy rating of 4. All Red Corsairs and Chaos Titan Legion formations have an initiative rating of 1+. Defiler Assault Forces, Blood Slaughterer Packs, Brass Scorpion Onslaughts, Silver Tower Cirlces, Blight Drone Swarms, Daemon Knight Pavanes and Chaos Navy aircraft formations have an initiative rating of 2+.
RED CORSAIRS CORE FORMATIONSFOR MATION TYPE UNITS UPGRADES ALLOWED COSTHounds Squadron One Chaos Space Marine Lord character upgrade and eight Chaos
Space Marine Bike unitsDaemonic Pact, Icon Bearer 300 points
Terminator Retinue One Chaos Space Marine Lord character upgrade and four Chaos Terminator units
Chaos Champion, Chaos Dreadnought, Chaos Drop Pods, Chaos Hunter, Chaos Land Raiders, Chaos Spawn, Chaos Vindicators, Daemonic Pact, Daemon Prince, Daemon Engines, Icon Bearer, Obliterators
275 points, +60 points each for up to two additional Chaos Terminator units
Traitor Retinue One Chaos Space Marine Lord character upgrade and eight Chaos Space Marine units
All 275 points
RED CORSAIRS SUPPORT FORMATIONS (Two may be taken per Red Corsairs Core Formation)
FOR MATION TYPE UNITS UPGRADES ALLOWED COSTArmoured Company Four to eight vehicles (may choose either Chaos Predators or Chaos
Land Raiders or a combination of the two)Chaos Hunter, Chaos Vindicators, Daemon Engines 50 points per Chaos Predator or 75
points per Chaos Land RaiderChaos Strike Cruiser One Chaos Strike Cruiser Upgrade to Chaos Battle Barge (+150 points) 200 pointsChaos Thunderhawk One Chaos Thunderhawk Gunship none 250 pointsChosen Six Chaos Space Marine units (Chaos Space Marines in the formation
receive the Scout ability for free)Chaos Champion, Chaos Drop Pods, Chaos Rhinos, Daemonic Pact 200 points
Cult Marines One Chaos Space Marine Lord character upgrade and six Khorne Berzerker, Thousand Sons, Plague Marine OR Noise Marine units
Chaos Champion, Chaos Dreadnought, Chaos Drop Pods, Chaos Rhinos, Daemonic Pact, Daemon Engines
275 points
Defi ler Assault Force Four Defilers Daemon Engines 250 pointsBlood Slaughterer Pack1 Four Blood Slaughterers, Daemon Engines 250 pointsBrass Scorpion Onslaught1 Two Brass Scorpions Daemon Engines 250 pointsSilver Tower Circle2 Four Silver Towers Daemon Engines 250 pointsBlight Drone Swarm3 Six Blight Drones Daemon Engines 300 pointsDaemon Knight Pavane4 Four Daemon Knights Daemon Engines 250 pointsDaemon Pool Any number of Lesser Daemons and/or Greater Daemons - 15 points per Lesser Daemon unit
75 points per Greater DaemonRaptor Cult One Chaos Space Marine Lord character upgrade and four Raptor
unitsDaemonic Pact 175 points, +35points each for up to
four additional Raptor units1 Only if the army contains Khorne Berzerkers.2 Only if the army contains Thousand Sons.3 Only if the amry contains Plague Marines.4 Only if the army contains Noise Marines.
RED CORSAIRS UPGRADES (Four may be taken per Formation)
UPGRADE DESCRIPTION POINTS COSTChaos Champion Add one Chaos Champion character upgrade +50 pointsChaos Dreadnought Add up to three Chaos Dreadnoughts 50 points eachChaos Drop Pods Deploy the whole formation by Planetfall in Chaos Drop Pods. This upgrade may not be taken by formations that include any
vehicles other than Dreadnoughts. In addition it requires a Chaos Strike Cruiser or Chaos Battle Barge in order to be used.5 points per unit in the formation
Chaos Hunter Add one Chaos Hunter 50 pointsChaos Land Raiders Add up to four Chaos Land Raiders 75 points eachChaos Rhinos Add up to eight Chaos Rhinos. If you choose to take this option then you must take exactly enough Chaos Rhinos to carry the units
that stil l require transport after any other upgrades that can transport units have been taken. No spare transport spaces may be 'left over'.
10 points each
Chaos Spawn Add up to three Chaos Spawn units 25 points eachChaos Vindicators Add up to three Chaos Vindicators 35 points eachCult Marines Replace four Chaos Space Marine units with four units from the following list: Khorne Berzerkers, Noise Marines, Plague Marines
OR Thousand Sons50 points
Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool 25 points0-1 Daemon Prince Replace the unit in the formation that includes the Chaos Space Marine Lord character with a Daemon Prince unit.
Only one Daemon Prince may be included in the army.+50 points
Daemon Engines Add up to three choices from the following list:Defi ler or DesecratorBlood Slaughterer1Silver Tower2Blight Drone3 Daemon Knight4
75 points each 75 points each 75 points each 50 points each 75 points each
Havocs Replace Four Chaos Space Marine units with four Havoc units 50 pointsIcon Bearer Add one Icon Bearer character upgrade +50 pointsObliterators Add up to three Obliterators 85 points each1 Only for formations containing Khorne Berzerkers, Blood Slaughterers or Brass Scorpions2 Only for formations containing Thousand Sons or Silver Towers3 Only for formations containing Plague Marines or Blight Drones4 Only for formations containing Noise Marines or Daemon Knights
CHAOS NAVY AIRCRAFT FOR MATION TYPE POINTS COSTThree Hellblade Interceptors 225 pointsTwo Hell Talon Fighter-bombers 175 pointsOne Harbinger Bomber 400 points
CHAOS TITAN LEGION BATTLEGROUPS FORMATION TYPE POINTS COSTOne Chaos Warlord Class Titan 850 pointsOne Chaos Reaver Class Titan 625 pointsOne Chaos Warhound Class Titan 300 points
RE
FE
RE
NC
E SH
EE
TS
This section of the supplement includes reference sheets for each or the arm
ies covered in this book. Although not really a substitute for the full rules or datasheets, experienced players w
ill be able to get by w
ith just the reference sheets ninty-nine percent of the time. Should you find a discrepancy between the reference sheet and the rules, then the rules always take precedence. The
following abbreviations are use on the reference sheets:
AC
AV
C
H
INF
LV
- Aircraft
- Arm
oured Vehicle- C
haracter- Infantry- Light Vehicle
SC
CC
FF B
Ps+1A
- Spacecraft- C
lose Combat
- Firefight- Barrage Points- +1 Extra A
ttack
FxF Fw
AR
rA
IndM
W
- Fixed Forward A
rc- Forw
ard Fire Arc
- Rear Fire Arc
- Indirect Fire- M
acro-weapon
SlwT
KD
CC
rit Sh
- Slow-firing
- Titan Killer
- Dam
age Capacity
- Critical D
amage
- Shields
CH
AO
S NA
VY
RE
FE
RE
NC
E SH
EE
TST
RAT
EG
Y R
ATIN
G n/a IN
ITIAT
IVE
2+
NA
ME
TY
PE
SPE
ED
AR
MO
UR
CC
FFW
EA
PO
NS
RA
NG
EF
IREP
OW
ER
NO
TE
SHellblade Interceptor
ACFighter
6+n/a
n/a2 x Reaper Autocannon
15cmAP4+/AT6+/AA5+, Fw
A-
Hell Talon Fighter-Bomber
ACFighter-Bom
ber5+
n/an/a
Twin Lascannon
Havoc Launcher Bom
bs
30cm
45cm
15cm
AT4+/AA4+, FxFAP4+, FxF2BP, Ignore Cover, FxF
-
Harbinger Bomber
WE/A
Bomber
5+n/a
n/aReaper Autocannon Reaper Autocannon Reaper Autocannon Bom
bs
30cm
15cm
15cm
15cm
AP4+/AT6+/AA5+, FxFAP4+/AT6+/AA5+, R
ight ArcAP4+/AT6+/AA5+, Left A
rc6BP, Ignore Cover, FxF
Reinforced Armour, D
C4
CH
AO
S TIN
TAN
LE
GIO
N R
EF
ER
EN
CE
SHE
ET
STR
ATE
GY
RAT
ING
n/a INIT
IATIV
E 1+
NA
ME
TY
PE
SPE
ED
AR
MO
UR
CC
FFW
EA
PO
NS
RA
NG
EF
IREP
OW
ER
NO
TE
SChaos W
arlord TitanWE
15cm4+
2+3+
2 x Inferno Gun
Close Com
bat Weapon
Plasma Destructor
30cm
(base contact) 75cm
3BP, Ignore Cover, FxFAssault W
eapon, Titan Killer (D3), +3A , Fw
A4 x M
W2+ , Fw
A
Fearless, Reinforced Armour, Thick Rear
Armour, W
alker, DC8, 6Sh
Chaos Reaver TitanWE
20cm4+
3+3+
Gatling Blaster
Close Com
bat Weapon
Apocalypse Missile Launcher
60cm
(base contact) 60cm
4 x AP4+/AT4+ , FwA
Assault Weapon, Titan K
iller (D3), +3A , FwA
3BP, FxF
Fearless, Reinforced Armour, W
alker, DC6, 4Sh
Chaos Warhound Titan
WE
30cm5+
4+4+
Vulcan Mega-Bolter
Plasma Blastgun
45cm
45cm
4 x AP3+/AT5+ , FwA
2 x MW2+, Slow
Firing , FwA
Fearless, Inspiring, Reinforced Armour,
Walker, D
C3, 2Sh
RE
D C
OR
SAIR
S RE
FE
RE
NC
E SH
EE
T
STR
ATE
GY
RAT
ING
n/a INIT
IATIV
E 1+
NA
ME
TY
PE
SPE
ED
AR
MO
UR
CC
FFW
EA
PO
NS
RA
NG
EF
IRE
PO
WE
RN
OT
ES
Daemon Prince
INF
15cm(30cm)
3+(4+)3+
3+Possessed W
eaponWarp Blast
(base contact)(15cm)
Assault Weapon, M
W +2A
Small A
rms, M
W +1A
Comm
ander, Fearless, Leader, Reinforced Armour, Teleport
Chaos Space Marine Lord
CH
n/an/a
n/an/a
Daemon W
eaponWarp Bolt
(base contact)(15cm)
Assault Weapon, M
W +1A
Small A
rms, M
W +1A
Character, Com
mander, Invulnerable Save, Leader
Chaos Lord = Daemon W
eapon Sorcerer Lord = W
arp Bolt Warlord = Suprem
e Comm
ander, Daemon W
eapon Chaos Cham
pionCH
n/an/a
n/an/a
Daemon A
rtefactDaem
onic Bolt(base contact)(15cm)
Assault Weapon, First Strike +1A
Small A
rms, First Strike +1A
Character, Invulnerable Save, Augment Sum
moning (+2D
3)Khorne, N
urgle, Undivided = Daem
onic Artifact Tzeentch, Slaanesh = Daem
onic Bolt Icon Bearer
CH
n/an/a
n/an/a
--
-Character, D
aemonic Focus, Invulnerable Save, Leader
Chaos Terminators
INF
15cm4+
3+3+
Combi Bolters
Power Weapons
2 x Reaper Autocannon
(15cm) (base contact)30cm
Small A
rms
Assault Weapon M
W +1A
AP4+/AT6+
Reinforced Armour, Teleport, Thick Rear Arm
our
Chaos Dreadnought
AV15cm
3+4+
4+Tw
in Autocannon Power Fist
45cm
(base contact) AP4+/AT5+ Assault W
eapon MW +1A
Fearless, Walker
Chaos Space Marines
INF
15cm4+
4+4+
Bolters Autocannon
(15cm) 45cm
Sm
all Arms
AP5+/AT6+ -
Khorne BerzerkersINF
15cm4+
2+5+
Bolt Pistols Chainaxes
(15cm) (base contact)
Small A
rms
Assault Weapon
Fearless
Noise M
arinesINF
15cm4+
4+3+
Sonic Blasters Blastm
asters (15cm) 30cm
Sm
all Arms
AP5+/AT6+, Disrupt
Fearless
Plague Marines
INF
15cm3+
3+4+
Bolters Plague Knife
(15cm) (base contact)
Small A
rms
Assault Weapon
Fearless
Thousand SonsINF
15cm4+
5+4+
Bolters(15cm)
Small A
rms
Fearless, Reinforced Armour
Chaos BikesINF
35cm4+
3+4+
Bolters Chainswords
(15cm) (base contact)
Small A
rms
Assault Weapon
Mounted
RaptorsINF
30cm4+
3+4+
Melta G
uns Chainswords
(15cm) (base contact)
Small A
rms
Assault Weapon
Jump Packs
Chaos SpawnINF
15cm3+
3+none
Horrific M
utations(base contact)
Assault Weapon +D3A
Fearless, Invulnerable SaveHavocs
INF
15cm4+
5+3+
2 x Autocannon45cm
AP5+/AT6+
-Obliterators
INF
15cm4+
32
Body Weapons
45cm
3 x AP5+/AT5+ /AA6+Fearless, Reinforced Arm
our, Teleport, Thick Rear Armour
Chaos RhinoAV
30cm5+
6+6+
Combi-bolter
(15cm) Sm
all Arms
Transport (2)Chaos H
unterAV
30cm5+
6+6+
Hunter-killer
60cmAT4+/AA4+
-Chaos Predator
AV30cm
4+6+
4+Tw
in Lascannon 2 x Heavy bolter
45cm
30cm
AT4+ AP5+
-
Chaos VindicatorAV
25cm4+
6+4+
Demolisher Cannon
30cmAP3+/AT4+, Ignore Cover
Walker
Chaos Land RaiderAV
25cm4+
6+4+
2 x Twin Lascannon
Twin Heavy Bolter
45cm
30cm
AT4+ AP4+
Reinforced Armour, Thick Rear Arm
our, Transport (1 or 2)
DefilerAV
20cm4+
4+3+
Battlecannon Reaper Autocannon Tw
in Heavy Flamer
Battle Claws
75cm
30cm
15cm
(base contact)
AP4+/AT4+ AP4+/AT6+ AP3+, Ignore CoverAssault W
eapon, MW +1A
Fearless, Infiltrator, Invulnerable Save, Walker
DesecratorAV
20cm4+
4+4+
Ultrasonic D
isruptor Reaper Autocannon Havoc Launcher Battle Talons
45cm
30cm
45cm
(base contact)
2 x AP5+/AT6+/AA5+ , Disrupt
AP4+/AT6+ AP4+ Assault W
eapon, +1A
Fearless, Invulnerable Save, Walker
Blood SlaughtererAV
15cm3+
3+none
Cleavers
(base contact)Assault W
pn. MW +2A
Fearless, Infiltrator, Invulnerable Save, Walker
Silver TowerAV
20cm4+
6+4+
Arcane Cannons
Beam of Power
45m
60cm
3 x AP4+/AT4+ MW5+
Fearless, Invulnerable Save, Skimm
er
Blight Drone
AV35cm
5+6+
4+Maw
Cannon Reaper Autocannon
30cm
30cm
AP3+/AT5+ , Ignore CoverAP4+/AT6+
Fearless, Invulnerable Save, Skimm
er
Daemon Knight
AV30cm
4+5+
4+Castigator Cannon
45cm3 x AP3+/AT5+
Fearless, Invulnerable Save, Scout, Walker
Brass ScorpionWE
20cm5+
3+3+
Scorpion Cannon 2 x Hellm
aw Cannon
Demolisher Cannon
Claws
30cm
15cm
30cm
(base contact)
2 x AP3+/AT5+ AP4+, Ignore CoverAP3+/AT4+, Ignore CoverAssault W
eapon, MW +1A
Fearless, Infiltrator, Invulnerable Save, Reinforced Armour, W
alker, DC2
Summoned G
reater Daemon
WE
15cm4+
3+none
Claws and Fangs
(base contact)Assault W
eapon, MW +2A
Fearless, Inspiring, Invulnerable Save, Reinforced Armour, W
alker, DC3, 6SP
Summoned Lesser Daem
onsINF
15cm4+
3+none
Claws and Fangs
(base contact)Assault W
eaponInvulnerable Save, 1SP
Chaos Strike CruiserSC
n/an/a
n/an/a
Orbital Bom
bardment
n/a5BP, M
WTransport (20)
Chaos Battle BargeSC
n/an/a
n/an/a
Orbital Bom
bardment
n/a14BP, M
WTransport (60), Slow
and steadyChaos Thunderhaw
k Gunship
WE/A
Bomber
4+6+
4+Battle Cannon 2 x Tw
in Heavy Bolter 1 x Tw
in Heavy Bolter 1 x Tw
in Heavy Bolter
75cm
30cm
15cm
15cm
AP4+/AT4+, FxFAP4+/AA5+, FxFAP4+/AA5+, R
ight ArcAP4+/AA5+, Left A
rc
Planetfall, Reinforced Armour, Transport (8), D
C2
Chaos Drop Pod
AVImmobile
5+none
noneDeathw
ind15cm
AP5+/AT5+See datasheet for rules
SPECIAL RULE : GOD MACHINES
The Adeptus Mechanicus worships their Titans as icons of the Deus Mechanicus, avatars that rule battlefields with awesome firepower; The loss of even one large Titan is enough to shake the heart of any Adept of the Mechanicus. If any Battle class Titan is destroyed, then any friendly Titan formations within line of sight receive one blast marker.
Scout or Battle Titan Weapons COST
Inferno Gun, Vulcan Megabolter, Plasma Blastgun Free
Turbolaser Destructor +25 Points
Battle Titan Weapons COST
Laser Burner, Corvus Assault Pod, Carapace Landing Pad Free
Plasma Cannon, Gatling Blaster, Apocalypse Rocket Launcher, Titan Close Combat Weapon +25 Points
Melta Cannon, Laser Blaster, Volcano Cannon +50 Points
Plasma Destructor, Support Missile, Quake Cannon +75 Points
Titan Upgrades Range Firepower / Effect Cost
0-1 Legate (Battle Titans Only) — Supreme Commander 50pts
Veteran Princeps (0-1 per formation) — Commander, Leader 25pts
Carapace Multi-Lasers (Battle Titans Only) 30cm 2x AP5+ / AT6+ / AA5+ 50pts
Sacred Icon (Battle Titans Only) — Inspiring 50pts
BATTLE TITAN FORMATIONS
Formation Units Cost
Warlord Battle Titan One Warlord Titan 725 Points
Reaver Battle Titan One Reaver Titan 575 Points
Emperor Battle Titan One Emperor Titan (Either Imperator or Warmonger configuration) 1250 Points
SCOUT TITAN FORMATIONS
Two Scout Titan Formations may be selected for each Battle Titan formation in the army.
Formation Units Cost
Warhound Scout Titan One Warhound Titan 275 Points
Warhound Titan Pack Two Warhound Titans 500 Points
LEGIO GRYPHONICUS WAR GRYPHONS TITAN LEGION ARMY LIST
Titans have an initiative rating of 1+. All other units types have an initiative rating of 2+. Titan Legion armies have a strategy rating of 3.
V3.18
Warhound, Reaver and Warlord Titans each must be upgraded with two, three and four Titan weapons respectively. A Titan may not be upgraded with more or less weapons than its class allows. Each Titan formation must select at least two different types of weapons. If the player wishes, a Titan formation may contain only one type of weapon, at the cost of paying a +25 point surcharge. For further details see the Titans’ respective data sheets.
LIST CONSTRUCTION RULE : TITAN WEAPONS
SUPPORT FORMATIONS
One Support Formation may be selected for each Titan formation in the army.
Formation Units Cost
Forge Knight Squadron Three Forge Knights or
Six Forge Knights
200 Points
375 Points
Recon Platoon Four Sentinels 100 Points
Thunderbolt Squadron Two Thunderbolt Fighters 150 Points
Marauder Squadron Two Marauder Bombers 250 Points
0-1 Orbital Support One Adeptus Mechanicus Gothic Class Cruiser or One Arc Mechanicus
150 Points
300 Points
Skitarii Demi-Century Nine Hypaspist units, plus one Tech-Priest unit 300 Points
Lysander Fighter One Lysander Fighter (0-1 per Warmonger Titan) 75 Points
WEAPON RANGE FIREPOWER
Plasma Blastgun 45cm 2x MW2+, Slow Firing
Inferno Gun 30cm BP3, Ignores Cover
Vulcan Megabolter 45cm 4x AP3+ / AT5+
Turbolaser Destructor 60cm 4x AP5+ / AT3+
Wa
rho
un
d T
ita
n
WE
3
0cm
5
+
4+
4
+
2x S
co
ut T
ita
n W
ep
ns
—
—
DC
3, F
ea
rle
ss, R
ein
forc
ed
Arm
ou
r,
Wa
lke
r. 2
Vo
id S
hie
lds
Re
ave
r T
ita
n
WE
2
0cm
4
+
3+
3
+
3x S
co
ut o
r B
attle
Tita
n
We
ap
on
s
—
—
DC
6, F
ea
rle
ss, R
ein
forc
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SCOUT TITAN WEAPONS
WEAPON RANGE FIREPOWER
Carapace Landing Pad — Allows BP weapons to use the Indirect Fire ability
Corvus Assault Pod — Transport (10 infantry). Some unit types take up two spaces (see the Corvus Assault Pod entry on page 11).
Close Combat Weapon (Arm Only) (Base Contact) Extra Attacks (+3), Titan Killer (D3)
Laser Burner (15cm) OR (Base Contact)
Extra Attacks (+2), (Small Arms) Extra Attacks (+4), (Assault Weapons)
Apocalypse Missile Launcher 60cm BP3
Gatling Blaster 60cm 4x AP4+ / AT4+
Plasma Cannon 60cm 3x MW2+, Slow Firing
Melta Cannon 30cm AND (15cm)
MW2+, Titan-Killer (D3) Small Arms, Extra Attacks (+1), Titan Killer (D6)
Laser Blaster 60cm 6x AP5+ / AT3+
Volcano Cannon 90cm MW2+, Titan-Killer (D3)
Plasma Destructor 75cm 4x MW2+, Slow Firing
Quake Cannon 90cm BP3, Macro Weapon
Support Missile (Carapace Only) Warhead Type—Pick one: Vortex Warp Deathstrike Barrage
Unlimited — — — —
Indirect Fire, Warhead, One-Shot. BP3, Macro-Weapon, Titan-Killer (1), Ignores Cover MW2+, Titan-Killer (D3), Ignores Shields/Powerfields MW2+, Titan-Killer (D6) 10BP, Disrupt
BATTLE TITAN WEAPONS
WEAPON RANGE FIREPOWER
Mars (Sonic Disruptor) 100cm 10BP, Ignores Cover, Disrupt
Golgotha (Hellfire Missiles) Unlimited 6x 2BP, Macro-Weapon, Single Shot, Indirect Fire
Armageddon (Nova Cannon) 100cm 4x MW3+, Titan-Killer (D3)
ORDINATUS WEAPONS
CRITICAL HITS
UNIT CRITICAL HIT EFFECT
Warhound Titan The Warhound staggers D6cm in a random direction. If the Titan contacts impassable terrain or another unit it cannot step over, then it stops and takes a point of damage. Any units stumbled into or orver take a hit on a 6+.
Reaver, Warlord, and Emperor Titans Roll a D6 in the end phase of every turn. On a roll of a 1 the Titan is destroyed and all units within 5cm of the Titan receive a hit on a 5+. On a 2-3 the Titan suffers an extra point of damage. On a 4-6 the Titan is repaired and the Critical Hit will cause no further trouble.
Gorgon The Gorgon is immobilised. A further critical hit will destroy the Gorgon outright.
Baneblade, Shadowsword, Stormblade, Stormsword The tank is destroyed, and all units within 5cm suffer a hit on a roll of a 6+.
Ordinatus Minoris, Ordinatus Majoris The Ordinatus is destroyed. All units within 15cm suffer a hit on a 5+. If the Ordinatus was an Ordinatus Majoris, then all friendly formations within line of sight take a Blast Marker.
ADEPTUS MECHANICUS REFERENCE SHEET. PAGE 2.
VERSION 3.18 / 1.13
1.8 CHAOS NetEA Chaos Champion: Steve ‘Steve54’ Gullick NetEA Rule Committee: Neal Hunt, Henrikki ‘Hena’ Almusa, and Kevin ‘Chroma’ Petker
Based on work by Jervis Johnson, Zac Belado, Audrey Ewing, and Eoin Whelan. With special thanks to Neal Hunt. Layout by Kevin “Chroma” Petker
1.8.1 GENERAL CHAOS SPECIAL RULES
1.8.1.3 Summoned Units
Formations that purchase the Daemonic Pact upgrade (see the army list below) are
able to summon daemons to the battlefield. In order to summon daemons a players 1.8.1.1 Initiative and Strategy Rating
must first purchase a single Daemon Pool from which all formations with the The Chaos Powers are quick to punish or reward their champions. In the strategy
Daemonic Pact upgrade will summon. phase if the Chaos player rolls a 6 they are rewarded for their tactical acumen with
an additional 1D3 daemons to add to the Daemon Pool. If the Chaos player rolls 1
Daemons in the Daemon Pool are purchased and noted only as being lesser or
their patron Powers withdraw their support and the Chaos player must remove
greater daemons, not by their faction. The summoning formation’s faction dictates 1D3 daemons from the Daemon Pool. If the Chaos player has no remaining
what types of daemons may be summoned (see below). Players should either write daemons in their Daemon Pool then there is no further effect.
down the contents of their Daemon Pool or use tokens to indicate the number of
each lesser and greater daemon they have available to summon during a game. The
1.8.1.2 Factions Chaos player’s opponent is always able to view the number of lesser and greater
Each formation in an army of the Black Legion belongs to a faction that owes daemons remaining in the Daemon Pool. The Daemon Pool is kept off the board
allegiance to one of the gods of Chaos (Khorne, Nurgle, Slaanesh or Tzeentch), or and daemons are removed from it as formations summon daemons onto the board.
to Chaos Undivided. You must decide which faction each formation in your army
belongs to before the battle and note it down on your army list. With the exception At the start of that formation’s action, before the action test dice roll is made, the
of those formations that worship Chaos Undivided, the different factions do not get formation may summon daemonic units from the Daemon Pool. Summoning allows
along well, and some factions hold a millennia-old hatred of each other. Although
you to call 2D3 summoning points worth of daemonic units to the battlefield (the
the factions will often unite under a powerful Warlord to fight a common enemy, number of summoning points it costs to summon a unit will be listed on its data
their enmity can cause problems during a battle. This is represented by the sheet, but as a general rule greater daemons cost 8 summoning points and all other
following rules: units cost 1 summoning point each). Summoning points must be used to summon
daemonic units from the Daemon Pool and summoned units are brought into play
Formations dedicated to a specific Chaos god hate formations dedicated to any immediately. If for any reason any summoning points generated are not used, they
other Chaos god. Formations dedicated to Chaos Undivided do not suffer from are lost and may not be carried over into subsequent turns. You may only summon
hatred and are not hated by other Factions. as many daemons as you have left in your Daemon Pool. Left over daemonic units
may be summoned during a later turn. Daemonic units that are destroyed are
A formation that has no units from a hated formation within 15cm of any of its removed from play and are not put back into the Daemon Pool. Broken formations
units receives a +1 modifier to its Initiative test. If even one hated unit is within or formations that have not bought a Daemonic Pact may not summon daemons.
15cm then this bonus is lost. This modifier only ever applies to units that are on
the battlefield; aircraft, spacecraft and any other formations that are not in play Players may only have one greater daemon of a given faction in the army on the
never receive the modifier. board at one time. For example, if you already have a summoned Bloodthirster on
the board you are not allowed to summon another Bloodthirster until that first
greater daemon has been removed from play. Summoned units must be set up with 1.8.1.4 Augment Summoning
their base within 5cm of any non-daemonic unit from their formation, (i.e. you
Some Chaos units are noted as having Augment Summoning (+x). Units with this
cannot place a ‘chain’ of summoned units). They may not be set up in the Zone of
ability add a number of summoning points equal to "x" when the formation they
Control of an enemy unit or in impassable terrain. The type of unit that can be
are in summons daemons (see 6.6.1.3). For example, a unit noted as having
summoned depends on the summoning formation’s faction, as follows:
Augment Summoning (+2D3) would allow a formation with a Daemon Pack to roll
4D3 for Summoning Points as opposed to the usual 2D3. Khorne - Bloodthirster (Greater Daemon), Bloodletters
Nurgle - Great Unclean One (Greater Daemon), Plaguebearers
Slaanesh - Keeper of Secrets (Greater Daemon), Daemonettes 1.8.1.5 Daemonic Focus
Tzeentch - Lord of Change (Greater Daemon), Flamers Certain Chaos units are noted as having Daemonic Focus. Units with this
Any faction - Daemonic Beasts ability may keep any or all summoned units that belong to the formation
in play. Summoned units do not vanish back into the warp after the
Summoned units count as part of the formation for all rules purposes as long as
formation has attempted to rally. Chaos units with Daemonic Focus may they remain on the battlefield. The only exception to the normal rules is when a
not be used to keep summoned units in play if the formation is broken. summoned unit is destroyed it does not cause a blast marker to be placed on the
formation. They are otherwise counted as normal units, and are included when
working out if a formation outnumbers an opponent in an assault or is broken by
blast markers, etc. Note that Daemons that are killed in an assault do count
towards the number of units killed by the enemy when working out modifiers to
the result dice roll. If a formation loses an assault you remove extra hits from the
formation before it is considered broken and all the remaining summoned units are
removed.
Summoned units remain on the battlefield until the end phase of the turn in which
they are summoned. In the end of the rally phase, after formations have attempted
to rally, all summoned units in the formation are removed from the board and
placed back into the Daemon Pool unless the formation has a unit with Daemonic
Focus (see 6.6.1.5). Greater Daemons that are returned to the Daemon Pool keep
the same DC they had when they left the battlefield. They do not heal back to full
DC, so when summoned again they will have that same DC. Summoned units that
are destroyed are not put back into the Daemon Pool. Note that this may lead to
the formation breaking if the number of Blast Markers on the formation is greater
than the number of units left in play after the summoned units have been removed.
When a formation breaks any summoned units in the formation are lost in the
warp and considered destroyed. They do not go back into the Daemon Pool.
NetEA Army Compendium - BETA v3.1 – Chaos - 1
1.8.2 GENERAL CHAOS UNITS 1.8.2.1 GENERAL CHAOS CHARACTERS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
Arch-Heretic CH -- -- -- -- -- -- --
NOTES Supreme Commander.
Champion of CH -- -- -- -- Daemon Artifact (contact) (Assault Weapons), EA (+1), First Strike
Chaos Daemonic Bolt (15cm) (Small Arms), EA (+1), First Strike
NOTES Invulnerable Save, Augment Summoning (+2D3).
A Champion of Chaos is outfitted depending on the faction of the formation they are attached to:
Khorne, Nurgle and Undivided Champions wield the Daemon Artifact
Slaanesh and Tzeentch Champions are equipped with the Daemonic Bolt
Chaos Lord CH -- -- -- -- Daemon Weapon (contact) (Assault Weapons), EA (+1), MW
NOTES Commander, Leader, Invulnerable Save.
Chaos Warlord CH -- -- -- -- -- -- --
NOTES Supreme Commander.
Icon Bearer CH -- -- -- -- -- -- --
NOTES Leader, Daemonic Focus, Invulnerable Save.
Sorcerer Lord CH n/a n/a n/a n/a Warp Bolt (15cm) (Small Arms), EA (+1), MW
NOTES Commander, Leader, Invulnerable Save.
1.8.2.2 GENERAL CHAOS INFANTRY
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
Berzerker INF 15cm 4+ 2+ 5+ Chainaxes (contact) (Assault Weapons)
Bolt Pistols (15cm) (Small Arms)
NOTES Fearless.
Big Mutant INF 15cm 3+ 4+ 4+ Big Weapons (contact) (Assault Weapons), EA (+1), MW
2x Heavy Stubber 30cm AP6+
NOTES --
Chaos Hound INF 30cm 6+ 4+ -- Fangs (contact) (Assault Weapons)
NOTES --
Chaos Marine INF 15cm 4+ 4+ 4+ Daemon Weapon (contact) (Assault Weapons), EA (+1), MW
Aspiring Bolters (15cm) (Small Arms)
Champion Heavy Weapons 30cm AP6+/AT6+
NOTES Invulnerable Save, Commander, Leader.
Chaos Marine INF 35 cm 4+ 3+ 4+ Chainswords (contact) (Assault Weapons)
Bike Bolters (15cm) (Small Arms)
NOTES Mounted.
Chaos Marine INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms)
Chosen Autocannon 45cm AP5+/AT6+
NOTES Scouts.
Chaos Marine INF 15cm 4+ 3+ 3+ Power Weapons (contact) (Assault Weapons), EA (+1), MW
Terminator Combi-Bolters (15cm) (Small Arms)
2x Reaper Autocannon 30cm AP4+/AT6+
NOTES Reinforced Armour, Thick Rear Armour, Teleport.
Chaos Space INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms)
Marine Autocannon 45cm AP5+/AT6+
NOTES --
Chaos Spawn INF 15cm 3+ 3+ -- Horrific Mutations (contact) (Assault Weapons), EA (+D3)
NOTES Invulnerable Save, Fearless.
Cultist INF 15cm -- 5+ 6+ Firearms (15cm) (Small Arms)
Heavy Weapons 30cm AP6+/AT6+
NOTES
Daemon Prince INF 15cm 3+ 3+ 3+ Possessed Weapon (contact) (Assault Weapons), EA (+2), MW
(30cm) (4+) Warp Blast (15cm) (Small Arms), EA (+1), MW
NOTES Commander, Leader, Fearless, Reinforced Armour, Teleport. The Daemon Prince may have wings: it counts as having Jump Packs and
its speed is increased to 30cm, but its armour value is reduced to 4+.
Demagogue INF 15cm 6+ 5+ 5+ Daemon Weapon (contact) (Assault Weapons), EA (+1), MW
Firearms (15cm) (Small Arms)
Arcane Powers 30cm MW6+
Heavy Weapons 30cm AP6+/AT6+
NOTES Invulnerable Save, Augment Summoning (+2D3).
Havoc INF 15cm 4+ 5+ 3+ 2x Autocannon 45cm AP5+/AT6+
NOTES --
Mutant INF 15cm 6+ 4+ 6+ Assorted Weapons (contact) (Assault Weapons)
Firearms (15cm) (Small Arms)
NOTES --
Noise Marine INF 15cm 4+ 4+ 3+ Sonic Blasters (15cm) (Small Arms)
Blastmaster 30cm AP5+/AT6+, Disrupt
NOTES Fearless.
Plague Marine INF 15cm 3+ 3+ 4+ Plague Knives (contact) (Assault Weapons)
Bolters (15cm) (Small Arms)
NOTES Fearless.
Plague Zombie INF 10 cm 5+ 6+ -- Claws and Teeth (contact) (Assault Weapons)
NOTES Infiltrator, Fearless, Infestation (Treat placement just like Teleport). Plague Zombies may contest objectives in games but may not hold
objectives.
Obliterator INF 15cm 4+ 3+ 2+ 3x Body Weapons 45cm AP5+/AT5+/AA6+
NOTES Reinforced Armour, Thick Rear Armour, Fearless, Teleport.
Raptor INF 30cm 4+ 3+ 4+ Chainswords (contact) (Assault Weapons)
Melta Weapons (15cm) (Small Arms)
NOTES Jump Packs.
Thousand Sons INF 15cm 4+ 5+ 4+ Bolters (15cm) (Small Arms)
NOTES Reinforced Armour, Fearless.
1.8.2.3 GENERAL CHAOS LIGHT VEHICLES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
Land LV 30cm 5+ 6+ 6+ Heavy Weapons 30cm AP6+/AT6+
Transporter NOTES Transport (May transport 2 of the following units: Demagogue, Aspiring Chaos Marine Champion, Daemon Prince, Chaos Spawn,
Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds – Daemon Princes, Chaos Spawn and Big Mutants take up 2
transport spaces each).
NetEA Army Compendium - BETA v3.1 – Chaos - 2
1.8.2.4 GENERAL CHAOS ARMOURED VEHICLES UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
Contagion AV 15cm 5+ 5+ 5+ Vomit Cannon 30cm AP4+/AT6+, Disrupt
Tower Plague Catapult 45cm 1 BP, Disrupt, Indirect Fire
NOTES Invulnerable Save, Fearless.
Demonic AV 25 cm 4+ 3+ 5+ Daemons Blades/Spikes (contact) (Assault Weapons), EA (+D3)
Assault Blood Cannons 30cm 2 x AP4+/AT5+
Engines NOTES Reinforced Armour, Fearless.
Daemon AV 30cm 4+ 5+ 4+ Castigator Cannon 45cm 3 x AP3+/AT5+
Knight NOTES Scout, Walker, Invulnerable Save, Fearless.
Defiler AV 20cm 4+ 4+ 3+ Battle Cannon 75cm AP4+/AT4+
Reaper Autocannon 30cm AP4+/AT6+
Twin Heavy Flamer 15cm AP3+, Ignore Cover
Battle Claws (contact) (Assault Weapons), EA (+1), MW
NOTES Fearless, Infiltrator, Invulnerable Save, Walker.
Dreadclaw Special n/a -- -- -- -- -- --
NOTES Planetfall, Transport (may carry one formation that contains no mounted infantry, light vehicles, or armoured vehicles other than
Dreadnaughts). A Dreadclaw does not scatter when planetfalling. Once landed, units carried in the Dreadclaw must disembark
within 5cm of the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are
placed within 15cm of the Dreadclaw. Once all units have been placed, the Dreadclaw is removed.
Dreadnought AV 15cm 3+ 4+ 4+ Power Fist (contact) (Assault Weapons), EA (+1), MW
Twin Autocannon 45cm AP4+/AT5+
NOTES Fearless, Walker.
Hellfire AV 15cm 4+ 6+ 4+ Hellfire Cannon 75 cm MW4+
Cannon NOTES Invulnerable Save, Fearless.
Land Raider AV 25 cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+
2x Twin Lascannon 45cm AT4+
NOTES Reinforced Armour, Thick Rear Armour, Transport (may transport 1 Terminator or 2 of the following units: Space Marines, Berzerkers,
Noise Marines, Plague Marines, Thousand Sons, Havocs).
Predator AV 30cm 4+ 6+ 4+ 2x Heavy Bolter 30cm AP5+
Twin Lascannon 45cm AT4+
NOTES --
Rhino AV 30cm 5+ 6+ 6+ Combi-Bolter (15cm) (Small Arms)
NOTES Transport (may transport 2 of the following units: Chaos Space Marines, Chaos Marine Chosen, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs).
Silver Tower AV 20 cm 4+ 6+ 4+ Arcane Cannons 45cm 3 x AP4+/AT4+
Beam of Power 60 cm MW5+
NOTES Skimmer, Invulnerable Save, Fearless.
Vindicator AV 25 cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover
NOTES Walker.
1.8.2.5 GENERAL CHAOS AIRCRAFT AND SPACECRAFT
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
Despoiler Class SC -- -- -- -- Orbital Bombardment -- 3 BP, MW
Battleship 3x Pin-point Attack -- MW2+, TK (D3)
NOTES Slow and Steady. May carry up to forty units that can be deployed with Dreadclaws.
Devastation SC - -- -- -- Orbital Bombardment -- 3 BP, MW
Class Cruiser Pin-point Attack -- MW2+, TK (D3)
NOTES May carry up to twenty units that can be deployed with Dreadclaws.
Doomwing AC F 6+ -- -- Flame Cannon 15cm AP4+/AT5+/AA5+, Ignore Cover, FxF
NOTES Invulnerable Save.
Firelord AC B 4+ -- -- Flame Cannon 15cm AP4+/AT5+/AA5+, Ignore Cover, FxF
Firestorm Bombs 15cm D3 BP, Ignore Cover, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
NOTES Invulnerable Save.
Harbinger AC/WE B 5+ - - Reaper Autocannon 30cm AP4+/AT6+/AA5+, FxF
Reaper Autocannon 15cm AP4+/AT6+/AA5+, Right Arc
Reaper Autocannon 15cm AP4+/AT6+/AA5+, Left Arc
Incendiary Bombs 15cm 6BP, Ignore Cover, FxF
NOTES DC 4.
Critical Hi Effect: The Munitions of the Harbinger are hit setting off a series of catastrophic explosions. The Harbinger is destroyed.
Hell Talon AC F-B 5+ -- -- Incendiary Bombs 15cm 2 BP, FxF
Twin Lascannon 45cm AT4+/AA4+, FxF
Havoc Launcher 45cm AP5+/AT6+, FxF
NOTES --
Hellblade AC F 6+ -- -- 2x Reaper Autocannon 15cm AP4+/AT6+/AA5+, FxF
NOTES --
1.8.2.6 GENERAL CHAOS WAR ENGINES
UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
Banelord WE 15cm 4+ 2+ 4+ Doomfist (contact) (Assault Weapons), TK (D3), EA (+2)
Titan AND 30cm 4x AP4+/AT4+, FxF
Tail (contact) (Assault Weapons), EA (+1)
AND 75 cm AP4+/AT4+
Battlehead (15cm) (Small Arms), EA (+2), FxF
Hellstrike Cannon 60 cm 3 BP, MW, Ignore Cover, FxF
6x Havoc Missile 60 cm 2 BP, One-Shot, Indirect Fire, Fwd
NOTES DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Walker, Fearless. May step over units and impassable or dangerous terrain
that is lower than the Titan’s knees and up to 2cm wide.
Critical Hit Effect: The Banelord is driven into a daemonic rage and immediately moves 3D6cm in a random direction. If this move takes
the Banelord into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra
point of damage. If the Titan rampages into or over any units then they will take a hit on a D6 roll of 4+.
Death Wheel WE 30cm 4+ 5+ 3+ 2x Reaper Autocannon 30cm AP4+/AT6+, Left Arc
2x Reaper Autocannon 30cm AP4+/AT6+, Right Arc
Battle Cannon 75 cm AP4+/AT4+, Left Arc
Battle Cannon 75 cm AP4+/AT4+, Right Arc
NOTES DC4, 2 Void Shields, Reinforced Armour, Fearless.
Critical Hit Effect: The Death Wheel’s gyroscopic stabiliser is damaged. The Death Wheel rolls 3D6cm in a random direction (stopping if it
contacts impassable terrain or another war engine) inflicting a hit on any unit run over or into, and then tips over and is destroyed
NetEA Army Compendium - BETA v3.1 – Chaos - 3
Decimator WE 15cm 4+ 4+ 4+ 2x Twin Reaper Autocannon 30cm AP3+/AT5+, LF 2x Twin Reaper Autocannon 30cm AP3+/AT5+, RF Decimator Cannon 45cm 3 BP, MW, Ignore Cover, FxF NOTES DC3, Reinforced Armour, Fearless.
Critical Hit Effect: The Decimator’s boiler explodes. The Decimator is destroyed, and any units within 5cm suffer a hit on a 6+. War Altar WE 15cm 4+ 4+ 4+ Arcane Technology 45cm D3 x AP4+/AT4+/AA4+
Notes DC3, Reinforced Armour, Fearless, Inspiring, Augment Summoning (+2), Daemonic Focus Critical Damage: The Altar is dragged into the warp and destroyed. Remove it from play. All units within 5cm suffer a MW6+ attack from the backlash of the raw power of the warp.
Feral Titan WE 30cm 5+ 4+ 5+ Battlehead (15cm) (Small Arms), EA (+2), FxF Hellmouth 30cm 3BP, Ignore Cover, Fwd Death Storm 45cm 4x AP4+/AT4+, Fwd NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless.
Critical Hit Effect: The Feral is caught off-balance and staggers. Move it D6cm in a random direction. If this move takes the Feral into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally) Lord of WE 25 cm 4+ 2+ 4+ Chain Fist (contact) (Assault Weapons), MW, EA (+3) Battles Death Storm 45cm 4x AP4+/AT4+ 2x Battle Cannon 75 cm AP4+/AT4+ NOTES DC6, Reinforced Armour, Thick Rear Armour, Fearless.
Critical Hit Effect: The Lord of Battles is driven into a daemonic rage and immediately moves 3D6cm in a random direction. If this move takes the Lord of Battles into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If the Lord of Battles rampages into or over any units then they will take a hit on a D6 roll of 4+ (make saving throws for the units normally)
Questor WE 35 cm 5+ 5+ 3+ 2x Castigator Cannon 45cm 3x AP3+/AT5+ 2x Battle Cannon 75 cm AP4+/AT4+ NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide
Critical Hit Effect: The Questor is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the Questor into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally) Plague Tower WE 15cm 4+ 4+ 4+ Plague Mortar 60 cm 3+D3 BP, Disrupt, FxF 2x Battle Cannon 75 cm AP4+/AT4+ Rot Cannon 90 cm AP3+/AT5+, Ignore Cover, FxF NOTES DC3, Reinforced Armour, Fearless, Transport (may transport 16 of the following units: Arch Heretic, Daemon Prince, Chaos Spawn, Cultists, Mutants, Big Mutants, Chaos Hounds, Daemonic Beasts, Plague Bearers, Great Unclean One – Chaos Spawns, Big Mutants, Daemon Princes and Great Unclean Ones take up 2 transport spaces each).
Critical Hit Effect: Internal explosions cause an extra point of damage and kill D3 selected passengers (no saves allowed). The player may choose which units are killed
Subjugator WE 35 cm 5+ 3+ 5+ Hellblades (contact) (Assault Weapons), TK(D3), EA (+2) 2x Battle Cannon 75 cm AP4+/AT4+ NOTES DC3, 2 Void Shields, Reinforced Armour, Walker, Fearless.
May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide Critical Hit Effect: The Subjugator is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the Subjugator into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally) Ravager Titan WE 20 cm 4+ 3+ 4+ Tail (contact) (Assault Weapons), EA (+1) AND 75cm AP4+/AT4+ Battlehead (15cm) (Small Arms), EA (+2), FxF 2x Death Storm 45cm 4x AP4+/AT4+, Fwd Doomburner 45cm MW2+, TK(D3), Ignore Cover, FXF NOTES DC6, 4 Void Shields, Reinforced Armour, Walker, Fearless.
May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effet: The Ravager’s plasma reactor has been damaged. Roll a D6 for the Ravager in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Ravager, on a roll of 2-3 the Ravager suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Ravager will be hit on a roll of 5+
1.8.2.7 GENERAL CHAOS DAEMONS UNIT TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER
Bloodletters INF 15cm 4+ 4+ -- Hellblades (contact) (Assault Weapons), EA (+1)
NOTES Invulnerable Save, Summoning cost 1
Daemonettes INF 15cm 4+ 3+ -- Daemonic Talons (contact) (Assault Weapons)
NOTES First Strike, Invulnerable Save, Summoning cost 1
Daemonic Beasts INF 20 cm 4+ 3+ -- Claws and Fangs (contact) (Assault Weapons)
NOTES Infiltrator, Invulnerable Save, Summoning cost 1
Flamers INF 15cm 5+ 5+ 4+ Flames of Tzeentch (contact) (Assault Weapons)
AND (15cm) (Small Arms), EA (+1)
NOTES Invulnerable Save, Summoning cost 1
Plaguebearers INF 15cm 3+ 4+ 6+ Plague Swords (contact) (Assault Weapons)
Plague of Flies (15cm) (Small Arms)
NOTES Invulnerable Save, Summoning cost 1
Bloodthirster WE 30cm 4+ 3+ -- Axe of Khorne (contact) (Assault Weapons), TK (1), EA (+2)
Bloodthirster’s Whip (contact) (Assault Weapons), TK(1), EA (+1)
NOTES DC 3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Summoning cost 8
Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6
Great Unclean WE 15cm 4+ 4+ 4+ Nurgling Swarm (contact) (Assault Weapons), EA (+1)
One Stream of Corruption (15cm) OR (Small Arms), Ignore Cover, EA (+1)
15cm 3BP, Ignore Cover
NOTES DC 4, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Summoning cost 8
Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6
Keeper of Secrets WE 15cm 4+ 3+ 4+ Lash of Torment (contact) (Assault Weapons), MW, EA(+1), First Strike
Gaze of Slaanesh (15cm) AND (Small Arms), MW, First Strike, EA (+1)
30cm 3x MW4+
NOTES DC 3, Reinforced Armour, Invulnerable Save, Walker, Inspiring, Fearless, Summoning cost 8
Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6
Lord of Change WE 30cm 4+ 5+ 3+ Bedlam Staff (contact) (Assault Weapons), EA (+1), MW
Withering Gaze (15cm) AND (Small Arms), EA (+1), MW
45cm 2x MW3+
NOTES DC 3, Reinforced Armour, Invulnerable Save, Walker, Jump Packs, Inspiring, Fearless, Summoning cost 8
Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cm back with on a roll of 6
NetEA Army Compendium - BETA v3.1 – Chaos - 4
13TH BLACK CRUSADE BLACK LEGION CHAOS ARMY LIST ARMY CHAMPION: Steve ‘Steve54’ Gullick Version: Draft v3.1
A Black Legion Chaos Army has a Strategy Rating of 4. All formations have an Initiative rating of 2+. The "Factions" rule applies to all Black Legion Chaos Army formations.
BLACK LEGION RETINUES
(A Black Legion Chaos Army may include any number of Retinues.)
FORMATION CORE UNITS UPGRADES ALLOWED COST
One Chaos Space Marine Lord character and Black Legion Retinue All 275 points
eight Chaos Space Marines units
BLACK LEGION ELITE FORMATIONS
(One Black Legion Elite Formation may be included in the army for each Retinue selected.)
FORMATION CORE UNITS UPGRADES ALLOWED COST
Dreadnought, Defilers, Chaos Land Raiders, 275 for 4 Terminators Black Legion Chaos Space One Chaos Space Marine Lord character and Dreadclaws, Obliterators, Daemonic Pact, Chaos +65 points per extra unit from four to six Terminator units Marine Terminators
Champion, Icon Bearer, Daemon Prince, Warlord
Black Legion Chosen Four Chaos Space Marine Chosen units Dreadclaws, Rhinos, Daemonic Pact, Dreadnought 125 points
Black Legion Decimators One to Three Decimators Defilers 225 points each
BLACK LEGION SUPPORT FORMATIONS
(Up to two Black Legion Support Formations may be included in the army for each Retinue selected.)
FORMATION CORE UNITS UPGRADES ALLOWED COST
Black Legion Armoured Four to eight Chaos Predators and/or Chaos 50 points per Predator Chaos Vindicators, Defilers Land Raiders in any combination 75 points per Land Raider Company
Black Legion Bike Company One Chaos Space Marine Lord character and Daemonic Pact, Icon Bearer 300 points
eight Chaos Space Marines Bike units
Defiler Assault Pack Four Defilers None 275 points
One Chaos Space Marine Lord character and
Raptor Cult Daemonic Pact 175 for 4 Raptors +35 points per extra unit
from four to eight Raptor units
BLACK LEGION UPGRADES
(Each Black Legion formation may take up to four allowed upgrades) UPGRADE UNITS COST
0-1 Warlord Add one Warlord character to a Daemon Prince unit or a unit containing a Chaos Space Marine Lord +25 points
Chaos Champion Add one Chaos Champion character +50 points
Chaos Land Raiders Add up to four Chaos Land Raiders +75 points each
Chaos Vindicators Add up to three Chaos Vindications +35 points each
Add four units belonging to the Cult associated with the Retinue’s faction: Berzerkers (Khorne),
Cult Marines +150 points
Noise Marines (Slaanesh), Plague Marines (Nurgle), Thousand Sons (Tzeentch).
Replace the unit in the formation that includes the Chaos Lord character with a Daemon Prince unit.
Daemon Prince +50 points
One Daemon Prince may be included for each Faction present in the army
Daemonic Pact Allows the formation to summon Daemons from the Daemon Pool +25 points
Defilers Add up to three Defilers +75 points each
+5 points per unit in the
Dreadclaws Transport the entire formation in Dreadclaws
formation
Dreadnought Add up to three Chaos Dreadnoughts +50 points each
Havocs Add four Havoc units +150 points
Icon Bearer Add one Icon Bearer +50 points
Obliterators Add up to three Obliterators +85 points each
Add up to eight Rhinos. If you choose to take this option then you must take exactly enough Rhinos to
Rhinos carry the units that still require transport after any other upgrades that can transport units have been +10 points each
taken. No spare transport spaces may be ‘left over’ if it is possible to avoid it.
DAEMON POOL
(Daemons purchased for the Daemon Pool are not Faction specific and are used to represent Daemons from any Faction.)
FORMATION CORE UNITS COST
Any number of Lesser Daemon units 20 points per Lesser Daemon
Daemon Pool
and any number of Greater Daemons
75 points per Greater Daemon
CHAOS NAVY AND TITAN FORMATIONS
(Up to one third of the army’s points may be spent on Chaos Navy and Titan Formations
CHAOS TITANS CHAOS NAVY
FORMATION UNITS COST FORMATION COST
One Banelord Titan 800 points 225 points
Banelord Titan
Three Hellblade Fighters
One Ravager Titan 650 points 175 points
Ravager Titan
Two Hell Talon Fighter-bomber
450 points
Feral Titan One Feral Titan 275 points
One Harbinger Bomber
150 points
Deathwheel Squadron One to three Deathwheels 275 points each
One Devastation Class Cruiser
One Despoiler Class Battleship 250 points
SPECIAL RULE - Chaos Space Marine Lord Upgrade The Chaos Space Marine Lord upgrade (Chaos Lord or Sorcerer Lord) may only be applied to one of the Core units of a Black Legion Formation. For example, the Chaos Space Marine Lord upgrade for a Black Legion Retinue could only be added to the Chaos Space Marine units in that formation; it could not be added to any units, such as Obliterators or Cult Marines purchased as an upgrade.
NetEA Army Compendium - BETA v3.1 – Chaos - 5
THE STIGMATUS COVENANT CULTIST CHAOS ARMY LIST ARMY CHAMPION: Steve ‘Steve54’ Gullick Version: Draft v3.1
A Stigmatus Covenant Cultist Chaos Army has a Strategy Rating of 2. All Cultist Covens, Traitor Support, Plague Zombie and Daemon Engines formations have an Initiative rating of 3+. Daemon Engine Aircraft and Traitor Navy formations have an Initiative rating of 2+. The "Factions" rule applies to all Stigmatus Covenant Cultist Chaos Army formations.
STIGMATUS COVENANT COVENS FORMATION CORE UNITS COST
Stigmatus Covenant Coven One Demagogue or Chaos Marine Aspiring Champion and eleven Cultist or Mutant units in any combination. 200 points
STIGMATUS COVENANT UPGRADES (Each Covenant upgrade may be taken once per Covenant Coven formation.)
UPGRADE UNITS COST
Replace the Demagogue or Chaos Marine Aspiring Champion with a Daemon Prince. One Daemon Prince may Daemon Prince +50 points
be included in an army for each Chaos faction present in the army.
Daemonic Pact Add a Daemonic Pact to the formation +25 points
Icon Bearer One Icon Bearer character +50 points
Cultists or Mutants Add up to eight Cultist or Mutants units in any combination +15 points each
Big Mutants Replace one to six Cultist and/or Mutant units with an equal number of Big Mutant units. +20 points each
Chaos Spawn Add one Chaos Spawn unit +25 points
Chaos Hounds Add one to three Chaos Hound units +10 points each
Chaos Altar Add one Chaos Altar +150 points each
Traitor Fire Support Add up to four Traitor Fire Support units +25 points each
Traitor Tank Squadron Add up to three Traitor Leman Russ or Leman Russ Demolishers +70 points each
Traitor Griffon Battery Add up to three Traitor Griffons +35 points each
Traitor Hellhound Squadron Add up to three Traitor Hellhounds +50 points each
Traitor Flak Add up to two Traitor Hydras +50 points each
Add Land Transporters +10 points each
Add Traitor Chimera +25 points each
Transports If you choose to take this option then you must take exactly enough transports to carry all infantry units that
move 15cm or less after any other upgrades that can transport units have been taken. No spare transport spaces
may be ‘left over’ if it is possible to avoid it. You may mix and match Land Transporters and Traitor Chimera.
DAEMON POOL
(Daemons purchased for the Daemon Pool are not Faction specific and are used to represent Daemons from any Faction.) FORMATION UNITS COST
Any number of Lesser Daemon units 20 points per Lesser Daemon
Daemon Pool
and any number of Greater Daemons 75 points per Greater Daemon
STIGMATUS COVENANT PLAGUE ZOMBIE INFESTATION
COST
FORMATION CORE UNITS
0-2 Plague Zombie Infestations 3+2D6 Plague Zombie units. 175 points
STIGMATUS COVENANT SUPPORT COVENS (You may take only one Stigmatus Covenant Support coven per Cultist coven chosen from the three categories below: Daemon Engines, Traitor Support or Traitor Navy).
Daemon Engines FORMATION UNITS COST
Khorne: Lord of Battles 1 to 2 Lords of Battles. 400 points each
Khorne: Daemon Assault Engines 4 Demonic Assault Engines 300 points
Nurgle: Plague Tower 1 to 3 Plague Towers. 325 points each
Nurgle: Contagion Towers 4 Contagion Towers. 325 points
1 to 2 Daemon Scout Titans: Questor 275 points each
Slaanesh: Daemon Scout Titans
Subjugator 225 points each
Slaanesh: Daemon Knights 4 Daemon Knights 275 points
Tzeentch: Firelord 1 to 3 Firelords. 150 points each
Tzeentch: Doomwings 3 Doomwings. 150 points
Tzeentch: Silver Towers 4 Silver Towers 325 points
Undivided: Hellfire Cannons 4 Hellfire Cannons 200 points
Undivided: Defilers 4 Defilers 250 points
Traitor Support Traitor Navy
FORMATION UNITS COST FORMATION COST
Traitor Rough Rider Platoon 6 Traitor Rough Rider units. 150 points 2 Traitor Thunderbolt Fighters 150 points
Traitor Sentinel Squadron 4 Traitor Sentinels. 100 points 2 Traitor Marauder Bombers 250 points
Traitor Artillery Battery 4 Traitor Basilisks. 325 points
Traitor Armoured Company 6 Traitor Leman Russ 400 points
SPECIAL RULE - Arch-Heretic One Demagogue, Chaos Marine Aspiring Champion or Daemon Prince in the army must be upgraded to an Arch Heretic. This character upgrade does not cost any additional points.
SPECIAL RULE - Traitors Traitor units have the same statistics as their Imperial counterparts but are considered Chaos units for all purposes. Additionally, Traitor Chimeras have this additional note: Transport (May transport two of the following units: Demagogue, Aspiring Chaos Marine Champion, Daemon Prince, Chaos Spawn, Cultists, Mutants, Traitor Fire Support, Big Mutants, Chaos Hounds. Daemon Princes, Chaos Spawn and Big Mutants take up two transport spaces each.)
NetEA Army Compendium - BETA v3.1 – Chaos - 6
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