Net Epic Armageddon Army List Compendium 2014 2014-01-14 SPACE MARINES TABLE OF CONTENTS 0.0 Introduction and Explanations 1 Ork Armies Section continued: 0.1 General Special Rules Developmental Army Lists 0.1.1 Expendable 1 7.4 Blood Axe Kommandant Ug Skragga Morkrump’s Korps 133 0.1.2 Self-Planetfall 1 7.5 Kolonel Rommelz’s Blood Axe Mercenary Ork Warhorde 136 0.1.3 Support Craft 1 7.6 Albork Orkstein’s Gargant Big Mob 139 0.1.4 Tunnelers 1 Experimental Army Lists 0.2 Optional Rules 7.7 Gobgutz Badfang’s Stompy Onslaught 142 0.2.1 Aircraft Escorts 1 7.8 Sun-Tzork’s Grotling Waaaaaagh! 145 7.9 Grommelz’s Furst Affta-dem Korps 147 1.0 Space Marine Armies Section 2 7.10 Kolonel Sandork’s Blood Axe Clan 149 Common Space Marine Special Rules 8.0 Eldar Armies Section 152 1.0.1 And They Shall Know No fear 2 1.0.2 Space Marine Transports 2 Common Eldar Special Rules Approved Army Lists 8.0.1 Farsight 152 1.1 Codex Astartes 3 8.0.2 Hit and Run Tactics 152 1.2 White Scars 6 8.0.3 Eldar Technology 152 1.3 Salamanders 9 8.0.3.1 Holofields 152 1.4 Scions of Iron 12 8.0.3.2 Lance 152 Developmental Army Lists 8.0.3.3 Webway 152 1.5 Black Templars 15 Approved Army Lists 1.6 Blood Angels 18 8.1 Biel-Tan Craftworld 153 1.7 Raven Guard 21 8.2 Alaitoc Craftworld 156 1.8 Space Wolves 24 Developmental Army Lists Experimental Army Lists 8.3 Ulthwé Craftworld 159 1.9 Apocrypha of Skaros 27 8.4 Iyanden Craftworld 162 1.10 Dark Angels 30 8.5 Saim-Hann Craftworld 165 1.11 Grey Knights 33 8.6 Iybraesil Craftworld Crone World Raiders 168 1.12 Imperial Fists 36 8.7 Yme-Loc Craftworld 171 1.13 Siege Assault Vanguard 39 8.8 Fir Iolarion Titan Clan 174 Experimental Army Lists 2.0 Imperial Guard Armies Section 42 8.9 Biel-Tan Great Court of the Young King 177 Common Imperial Guard Special Rules 9.0 Dark Eldar Armies Section 180 2.0.1 Commissars 42 2.0.2 Fortifications 42 Common Dark Eldar Special Rules Approved Army Lists 9.0.1 Fleet of Foot 180 2.1 Steel Legion 43 9.0.2 Hit and Run Tactics 180 2.2 Baran Siegemasters 46 9.0.3 Dark Eldar Technology 180 2.3 Death Korps of Krieg 48 9.0.3.1 Shadowfields 180 2.4 Minervan Tank Legion Armoured Regiment 51 9.0.3.2 Lance 180 Developmental Army Lists 9.0.3.3 Webway Portals 180 2.5 Cadian Shock Troops 54 Approved Army Lists Experimental Army Lists 9.1 Kabal of Pain's Way 181 2.6 Catachan Death World Veterans 57 2.7 Elysian Drop Troops Regiment 59 10.0 Necron Armies Section 184 2.8 Harakoni Warhawks 61 Common Necron Special Rules 2.9 Saranes Expanse Imperial Crusade 64 10.0.1 Necron 184 10.0.2 Portals 184 3.0 Adeptus Mechanicus Armies Section 68 10.0.3 Tomb Complex 184 Common Adeptus Mechanicus Special Rules 10.0.4 Living Metal 184 3.0.1 Titan Weapons 68 10.0.5 Implacable Advance 184 Developmental Army Lists 10.0.6 Phase Out 184 3.2 War Gryphons Titan Legion 69 10.0.7 Necron Reserves 184 3.2 Adeptus Mechanicus Planetary Defense Force 72 Approved Army Lists 3.3 House Hyperion Knightworld 75 10.1Scarab Conflict 185 Experimental Army Lists 10.2 Nalsaran Incident Necron Attack 187 4.0 Inquisition Armies Section 78 10.3 Dyrrachium III Necron Tomb World 189 Common Inquisition Special Rules 4.0.1 Faithful 78 11.0 Tau Armies Section 191 Developmental Army Lists 4.1 Adeptus Ministorum 79 Common Tau Special Rules Experimental Army Lists 11.0.1 Coordinated Fire 191 4.2 Ordo Hereticus 82 11.0.2 Markerlights 191 11.0.3 Tau Jet Packs 191 11.0.4 Tau Deflector Shields 191 5.0 Imperial Allies Units 85 Approved Army Lists 11.1 Tau Third Phase Expansion Force 192 6.0 Chaos Armies Section 86 Experimental Army Lists Common Chaos Special Rules 11.2 Farsight Enclave Eradication Force 195 6.0.1 Initiative and Strategy rating 86 11.3 Fio’Ka Armoured Strike Force 197 6.0.2 Factions 86 6.0.3 Summoned Units 86 12.0 Tyranid Armies Section 200 6.0.4 Augmented Summoning 86 Common Tyranid Special Rules 6.0.5 Daemonic Focus 86 12.0.1 The Hive Mind 200 Approved Army Lists 12.0.2 Swarming 200 6.1 13th Black Crusade Black Legion Army 87 12.0.3 Augmented Swarming 200 6.2 Stigmatus Covenant Cultist Army 91 12.0.4 Brood 200 Developmental Army Lists 6.3 Vraksian Traitors 95 12.0.5 Synapse 200 6.4 Death Guard 98 12.0.6 Mobility 200 6.5 Emperor’s Children 101 12.0.7 Regeneration 200 6.6 Thousand Sons 104 Experimental Army Lists 6.7 World Eaters 107 12.1 Hive Fleet Onachus 201 6.8 Red Corsairs 110 12.1 Hive Fleet Leviathan 203 Experimental Army Lists 6.9 Alpha Legion 113 12.3 Genestealer Cult 205 6.10 Daemon World 116 6.11 Khorne Renegades 119 13.0 Squat & Demiurg Armies Section 207 6.12 The Bloody Hand 122 Common Squat & Demiurg Special Rules 13.0.1 Stubborn 207 7.0 Ork Armies Section 125 13.0.2 Land Train 207 Common Ork Special Rules Experimental Army Lists 7.0.1 Power of the Waaagh! 125 13.1 Thurgrimm’s Stronghold 208 7.0.2 Mob Rule 125 7.0.3 Ork Powerfields 125 13.2 Demiurg Consortium 211 7.0.4 Cost of Ork Formations 125 7.0.5 Attached War Engines 125 Approved Army Lists 7.1 Ghazgkhull Mag Uruk Thraka’s War Horde 126 7.2 Burning Death Speed Freeks 129 7.3 Warlord Snagga Snagga’s Feral Ork Horde 131 i 0.0 INTRODUCTION AND EXPLANATIONS Net Epic Armageddon an expendable unit is hit by a weapon with Disrupt it does not inflict a Blast marker. Epic Armageddon was conceived to have direct community If a formation is comprised completely of expendable units then they do not involvement in the development of rules and army lists. In the wake of benefit from any of the rules above. Games Workshop reorganization and the sidelining of Specialist Expendable units killed in an assault count for the purposes of working out its Games, that effort fell by the wayside. Net Epic Armageddon (NetEA) result (see EA 1.12.7). is a fan-based effort to continue the project. All commentary and 0.1.2 Self Planetfall Self Planetfall is plotted exactly as Planetfall in section 4.4 of the Core rules. feedback is welcome. If you would like to discuss development of army Both the turn in which the formation arrives and the landing location is lists, modifications to the core rules, or provide any other kind of plotted. The only exception is that, because these units are much smaller than feedback, please join us on the Tactical Command forum. orbiting spacecraft, they may be plotted to arrive in the same turn that an enemy spacecraft is present. On the designated turn the Self Planetfalling unit http://www.tacticalwargames.net/forums/index.cgi is activated in the normal activation sequence, as with Spacecraft. Nominate the action for the formation and roll to activate. If the unit fails to activate its What follows is a portion of the NetEA project – the Army List arrival is delayed to the next following turn. If the activation is successful, Compendium. It includes army lists to cover a variety of factions in the place the formation at the plotted landing zone and determine scatter Warhammer 40,000 universe which are not covered in any official according to Core Rules 4.4 as if it were a normal Planetfall, including loaded Games Workshop publication. The lists are broken up into three units disembarking up to 5cm. The formation’s action proceeds as normal in categories, designated at the top of each army list. The categories and all respects from that point. In other words, the formation gets the “free their definitions are: move” from Planetfall placement at the beginning of its action but in all other ways activates as normal. Note: The action is chosen at activation, before • Approved - Approved lists are tournament ready and scatter is determined. Choose the action carefully as a poor scatter role could should be balanced against any other army in the General render some actions ineffective. Tournament scenario. They are well tested across multiple 0.1.3 Support Craft play groups and are not likely to see any drastic changes. Support Craft are much like a hybrid between a Skimmer and an Aircraft. Players can build their army around such lists with full They remain high up in the air, hovering over the battlefield, firing over confidence. intervening terrain when possible. Support Craft function identically to a • Developmental - Developmental lists should be balanced Skimmer unit that is always ‘popped up’. Support Craft fire and are fired at for the majority of tournament games. However, it is normally (i.e. anti- aircraft ability is not required). In an assault, Support Craft possible that they allow an exploitative combination or automatically force a firefight in the same manner Skimmers may choose. It is two which has not been identified or mitigated. They assumed that Support Craft transports or the troops they carry are require more testing across multiple play groups and still appropriately equipped to embark and disembark troops as normal. might see a drastic change. Players should feel confident 0.1.4 Tunnelers that most models they collect for these lists will be usable Formations where all of the units have Tunneler (or are transported in units when it is approved. that have the ability) may be kept off the table and can appear at the start of • Experimental - Experimental lists are an early work-in- the second turn or after. Set up the units touching their own side's table edge progress and are not ready for tournament play. They before the battle starts at the same time that spacecraft are setup (see EA likely have deficiencies in play balance that have yet to be 4.3.1). Any units transported in the tunneler should be placed to one side at identified or rectified. They require lots of testing across this time too. multiple play groups and will most likely see drastic Secretly write down the location where the tunneler will surface at the same changes. Players should be aware that models they collect time and in the same manner that you record the coordinates of a drop zone for these lists might not be usable when it is approved. (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 In order to help readers locate the information they need, the turn onwards. If it is going to surface in the opposing half of the table, it may document is organized into sections describing each army faction or arrive from turn three onwards. race: Set up the tunneler at the start of the stated turn, before placing units with teleport, at the location you wrote down. Any units being transported are Section 1 – Common special rules. These are rules that apply to all, allowed to disembark immediately upon surfacing. Surfacing does not count or at least the vast majority, of army lists in their particular racial army as movement for the purposes of triggering overwatch fire. Disembarking section. For example, all Space Marine units benefit from the "They triggers overwatch fire as normal. Shall Know No Fear" special rule, so it is included in this section. If the tunneler surfaces on terrain that is impassable for it, under a friendly unit, or in an enemy zone of control then it is assumed that on-board sensor Section 2 – Army lists and Reference sheets. This is where each equipment will divert it towards another entry point. The unit should be Army list is presented and uses the same organizational rules as the moved by the opposing player to the nearest area where it can surface. army lists in the official rulebooks. Any special rules specific to the list Formations of multiple tunnelers need only record one location where they are included in this section as well. In addition, each army’s individual will surface. Place a unit at this location, or within 5cm of another unit that unit data is presented sequentially in a reference chart format following has already been placed, so long as all units are placed within 15cm of the each list. The charts are organized alphabetically by unit type location and on the appropriate half of the table. (characters, infantry, armoured vehicles, etc.) and may occasionally Tunnelers, and any units being transported in them, may take an action on the show weapon charts or fortifications data. turn they appear. The following abbreviations are used in all reference sheets: 0.2 OPTIONAL RULES 0.2.1 Aircraft Escorts AC – Aircraft Fwd - Forward Fire Arc In the Epic Armageddon rules only ground attack missions can be AV - Armoured Vehicle FxF - Fixed Forward Arc intercepted by an air formation on CAP orders. If both players agree then you BP - Barrage Points INF – Infantry may allow formations on CAP orders to intercept other intercept missions CC - Close Combat LV - Light Vehicle (including other CAP missions). In theory this has the potential to lead to CH – Character MW - Macro-weapon long interception chains where each intercepting formation is intercepted in DC - Damage Capacity SC - Spacecraft turn, and working out the result could become tricky. Hence for the sake of EA - Extra Attack TK - Titan Killer simplicity this idea is not included in the main rules. However, it is worth FF - Fire Fight noting that in actual practice problems using this option are rare. Allowing formations on CAP orders to intercept other intercept missions in 0.1 GENERAL SPECIAL RULES addition to ground attack missions, will allow you to have 'fighter escorts' for bombers and large snowballing dogfights if you so choose. Just remember 0.1.1 Expendable Some units are seen by their allies as ablative or just plain disposable. This may that if you use this option for CAP, and find yourself experiencing problems - be because the units are specifically created to sacrifice themselves, because you were warned! the units are simply not valued, or for a number of other reasons. You must decide with your opponent if you are allowed to use aircraft escorts A formation does not receive a Blast marker when a unit with Expendable is during a game of Epic, If you cannot agree on which method to use then destroyed, this includes the extra Blast marker from the first casualty of a escorts should not be used. crossfire and for units destroyed for being out of formation after a move. If 1 1.0 SPACE MARINE ARMIES SECTION COMMON SPACE MARINE SPECIAL RULES 1.0.1 AND THEY SHALL KNOW NO FEAR don’t receive Rhinos, usually because they can’t fit into them. Detachments that come with Rhinos will be noted as having ‘plus transport’ in the unit’s Space Marines are renowned for their tenacity and bravery. This is represented by the following rules: section of the army lists below. • It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a Also note that you don’t have to take Rhinos if you don’t want to. If you’d broken formation (ignore any leftover Blast markers). rather field formations on foot instead, so they can act as garrisons for • Space Marine formations are only broken if they have 2 Blast markers example, or be transported in a Thunderhawk Gunship, then you may do so. per unit in the formation. • Space Marines formations only count half their number of Blaster In addition, you may choose to replace a detachment’s Rhinos with Drop markers in assault resolution (rounding down – note that assault Pods. If you do this then the detachment will enter play in a Drop Pod using resolution will not receive +1 for having no Blast markers if the the rules for Planetfall (see section 4.4 of the Epic: Armageddon main rule formation has 1 Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation that loses an assault, book). Note that if you choose to do this you will also require at least one rounding down in favour of the Space Marines. Space Marine Strike cruiser or Battle Barge to deploy the Drop Pods from. • When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Choosing transport options is part of the army selection process. Portions of Space Marines with the Leader special ability remove 2 Blast markers a formation may be left behind during deployment (to garrison, for example) instead of 1. and the decision to exchange options, even free ones, must be determined when the army list is determined. 1.0.2 SPACE MARINES TRANSPORTS The Space Marines are a highly mobile army. Because of this, the points cost *Please note: Chapter-specific transport vehicles carry their particular of a detachment usually includes enough Rhino transport vehicles to transport Chapter’s troop types and therefore are often renamed from the standard it and any upgrades that may have been taken. Determine the number of transport vehicle, e.g. Rhino, becomes Dark Angels Rhino in the Dark Angels Rhinos needed after all upgrades have been purchased. The number of Chapter list and Drop Pod, becomes Space Wolves Drop pod in that list and Rhinos will always be the minimum number needed to carry the formation; so on. you cannot take extras along to cover any losses. Note that many formations 2 1.1 NetEA APPROVED CODEX ASTARTES SPACE MARINE ARMY LIST Final version 2012 (2-Dec-11). Space Marine Army Champion: “Dobbsy” Codex Astartes Space Marine armies have a Strategy rating of 5. All Space Marine and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. SPACE MARINE DETACHMENTS (A Codex Astartes Space Marine army may contain any number of Space Marine Detachments) FORMATION UNITS UPGRADES ALLOWED COST Tactical 6 Tactical units plus transport Commander, Dreadnought, Razorback, Hunter, Vindicator, 275 points Land Raider Assault 4 Assault units Commander, Vindicator 175 points Devastator 4 Devastator units plus transport Commander, Dreadnought, Razorback, Hunter, Land Raider 250 points Terminator 4 Terminator units Commander, Dreadnought, Vindicator, Land Raider 350 points Scout 4 Scout units plus transport Commander, Razorback, Sniper 150 points Bike 5 Bike units Commander, Attack Bike 200 points Land Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 points Land Raider 4 Land Raiders Commander, Vindicator, Hunter 325 points Predator 4 Predators (Annihilator and/or Commander, Vindicator, Hunter 250 points Destructor in any combination) Vindicator 4 Vindicators Commander, Hunter 225 points Whirlwind 4 Whirlwinds Commander, Hunter 300 points Thunderhawk 1 Thunderhawk Gunship None 200 points Landing Craft 1 Landing Craft None 350 points Strike Cruiser 1 Strike Cruiser Battle Barge 200 points SPACE MARINE UPGRADES (Each allowed upgrade may be taken once by each detachment.) UPGRADE UNITS COST Attack Bike Replace any number of Bike units with 1 Attack Bike each Free Battle Barge Replace Strike Cruiser with Battle Barge +150 points Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain. OR 1 Space Marine Commander in the army may be a Supreme Commander +100 points Dreadnought Add 1 or 2 Dreadnoughts (Hellfire or Tactical in any combination) +50 points each Hunter Add 1 Hunter +75 points Land Raider Add up to 4 Land Raiders +75 points each Razorback Add any number of Razorbacks, up to the number required to transport +25 points each the formation Sniper 1 Scout unit gains the Sniper ability +25 points Tornado/Typhoon Replace any number of Land Speeders, on a 1 per 1 basis, with: 1 Land Speeder Tornado OR Free 1 Land Speeder Typhoon +25 points each Vindicator Add 1 or 2 Vindicators +50 points each IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army’s points may be spent on Allies formations) TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warlord Titan 1 Warlord Titan 825 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 points Reaver Titan 1 Reaver Titan 650 points Marauder Squadron 2 Marauder Bombers 250 points Warhound Titan 1 Warhound Titan 275 points Warhound Titan Pack 2 Warhound Titans 500 points 3 1.1 NetEA APPROVED CODEX ASTARTES SPACE MARINE ARMY REFERENCE 1 STRATEGY 5 NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), EA(+1), MW Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted Bolters (15cm) (Small Arms) Devastator INF 15cm 4+ 5+ 3+ 2x Missile Launcher 45cm AP5+/AT6+ Scout INF 15cm 5+ 4+ 5+ Heavy Bolter 30cm AP5+ Scout, Infiltrator Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour Storm Bolters (15cm) (Small Arms) 2x Assault Cannon 30cm AP5+/AT5+ Attack Bike LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta (15cm) (Small Arms), MW Skimmer, Scout 15cm MW5+ Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile Launcher 45cm AP3+/AT5+ Skimmer, Scout Heavy Bolter 30cm AP5+ Dreadnought AV 15cm 3+ 4+ 4+ Missile Launcher 45cm AP5+/AT6+ Walker. A Dreadnought is armed with a Missile Launcher and Twin Lascannon (Hellfire) Twin Lascannon OR 45cm AT4+ OR a Power Fist and Assault Cannon (Tactical), not both – select one option before the game. Power Fist (base contact) (Assault Weapons), MW, EA(+1) Assault Cannon 30cm AP5+/AT5+ Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (may carry 1 Terminator unit 2x Twin Lascannon 45cm AT4+ OR 2 of the following units: Tactical, Devastator) Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+ Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+ Autocannon 45cm AP5+/AT6+ Razorback AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (may carry 1 of the following units: Tactical, Devastator & Scout) Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Tactical, Devastator and Scout) Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (may carry 1 formation that includes only Tactical, Devastator and Dreadnought units). Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim crossfire. CODEX ASTARTES 1.1 NetEA APPROVED CODEX ASTARTES SPACE MARINE ARMY REFERENCE 2 STRATEGY 5 NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Reaver Titan WE 20cm 4+ 3+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC6, 4 Void Shield, Fearless, Reinforced Armour, Walker Rocket Launcher 60cm 3BP, FxF May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end phase of every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 5+. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker Plasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+. Warlord Titan WE 15cm 4+ 2+ 3+ 2x Turbolaser Destructor 60cm 4x AP5+/AT3+, Fwd DC8, 6 Void Shields, Reinforced Armour, Thick Rear Armour, Fearless, Gatling Blaster 60cm 4x AP4+/AT4+, Fwd Walker. May step over units and impassable or dangerous terrain that is lower Volcano Cannon 90cm MW2+, TK(D3), Fwd than the Titan’s knees and up to 2cm wide. Critical Hit Effect: Roll a D6 in the end every turn. 1: Reactor explodes - Destroyed, 2-3: an extra point DC, 4-6: Reactor repaired. If destroyed any units within 5cms will be hit on a roll of 4+. Landing Craft AC/WE Bomber 4+ 5+ 3+ Storm Bolters (15cm) (Small Arms) DC4, Planetfall, Fearless, Reinforced Armour, Transport: (May carry 12 Space Marine 3x Twin Heavy Bolter 15cm AP4+/AA5+ infantry units, Attack Bikes and Dreadnoughts. Terminators and Dreadnoughts 2x Twin Lascannon 45cm AT4+ take up 2 spaces each. In addition, the Landing Craft can carry 4 vehicles based on the Land Raider or 6 based on the Rhino, or one of the following combinations: 3 Land Raiders and 1 Rhino, 2 Land Raiders and 3 Rhinos, or 1 Land Raider and 4 Rhinos) Critical Hit Effect: The Landing Craft’s magazine explodes, destroying the drop ship and anybody on board. Any units within 5cm of the Landing Craft suffer one hit. Thunderhawk AC/WE Bomber 4+ 6+ 4+ Twin Heavy Bolter 15cm AP4+/AA5+, RF DC2, Planetfall, Reinforced Armour, Transport: (May carry 8 of the following units: Gunship Twin Heavy Bolter 15cm AP4+/AA5+, LF Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Terminator and Dreadnought. Terminators 2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF and Dreadnoughts take up 2 spaces each.) Battle Cannon 75cm AP4+/AT4+, FxF Critical Hit Effect: The Thunderhawk’s control surfaces are damaged. The pilot loses control and the Thunderhawk crashes to the ground, killing all on board. Thunderbolt AC Fighter-Bomber 6+ n/a n/a Stormbolters 15cm AP4+/AA5+, FxF Fighter-Bomber Multilaser 30cm AP5+/AT6+/AA5+, FxF Underwing Rockets 30cm AT4+, FxF Marauder Bomber AC Bomber 4+ n/a n/a 2x Twin Heavy Bolter 15cm AA5+ Bomb Racks 15cm 3BP, FxF Twin Lascannon 45cm AT4+/AA4+, FxF Battle Barge SC n/a n/a n/a n/a Orbital Bombardment n/a 14BP, MW Transport: (May carry 60 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus 60 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 9 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) Slow and steady: may not be used on the first two turns of a battle unless the scenario specifically says otherwise. Strike Cruiser SC n/a n/a n/a n/a Orbital Bombardment n/a 5BP, MW Transport: (May carry 20 of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units; plus 20 of the following units: Rhinos, Land Raiders, Razorbacks, Hunters, Whirlwinds, Predators or Vindicators; plus 6 Thunderhawks and enough Drop Pods or Landing Craft to carry any other units on board) CODEX ASTARTES 1.2 NetEA APPROVED WHITE SCARS SPACE MARINE ARMY LIST Final version 2012 (2-Dec-11). Space Marine Army Champion: “Dobbsy” White Scars Space Marine armies have a Strategy rating of 5. All Space Marine and Titan Legion Battlegroups have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. WHITE SCARS DETACHMENTS (A White Scars army may contain any number of White Scars Detachments) FORMATION CORE UNITS UPGRADES COST Assault 4 Assault units Commander 175 points Bike 8 White Scar Bike units Commander, Attack Bike 375 points Land Speeder 5 Land Speeders Commander, Tornado/Typhoon 200 points Landing Craft 1 White Scars Landing Craft None 350 points Predator 4 Predators (Annihilator and/or Commander, Vindicator, Hunter 250 points Destructor in any combination) Scout 4 Scout units plus transport Commander, Razorback, Sniper 150 points Strike Cruiser 1 White Scars Strike Cruiser Battle Barge 200 points Tactical 6 Tactical units plus transport Commander, Razorback 275 points Terminator 4 Terminator units plus Commander 650 points 4 White Scars Land Raiders Thunderhawk 1 White Scars Thunderhawk Gunship None 200 points Whirlwind 4 Whirlwinds Commander, Hunter, Vindicator 300 points WHITE SCARS UPGRADES (Each allowed upgrade may be taken once by each detachment.) UPGRADE UNITS COST Attack Bike Replace any number of White Scars Bike units with 1 Attack Bike each Free Battle Barge Replace a White Scars Strike Cruiser with a White Scars Battle Barge +150 points Commander Add 1 Space Marine Commander character to a unit in the formation: +50 points The Commander may be a Captain, Librarian or Chaplain OR OR 1 Space Marine Commander in the army may be a Supreme Commander +100 points Hunter Add 1 Hunter +75 points Razorback Add any number of White Scars Razorbacks, up to the number required to transport the formation +25 points each Sniper 1 Scout unit gains the Sniper ability +25 points Tornado/Typhoon Replace any number of Land Speeders, on a 1 per 1 basis, with: 1 Land Speeder Tornado OR Free 1 Land Speeder Typhoon +25 points each Vindicator Add 1 or 2 Vindicators +50 points each IMPERIAL ALLIES FORMATIONS (Up to 1/3 of an army’s points may be spent on Imperial Allies formations.) TITAN LEGION BATTLEGROUPS IMPERIAL NAVY AIRCRAFT FORMATION UNITS COST FORMATION UNITS COST Warhound Titan 1 Warhound Titan 275 points Thunderbolt Squadron 2 Thunderbolt Fighter-Bombers 175 points Warhound Titan Pack 2 Warhound Titans 500 points Marauder Squadron 2 Marauder Bombers 250 points 6 1.2 NetEA APPROVED WHITE SCARS SPACE MARINE ARMY REFERENCE 1 STRATEGY 5 NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES Captain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Commander Chaplain CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader, Inspiring Librarian CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Leader Smite (15cm) (Small Arms), EA(+1), MW Supreme Commander CH n/a n/a n/a n/a Power Weapon (base contact) (Assault Weapons), MW, EA(+1) Invulnerable Save, Supreme Commander Assault INF 30cm 4+ 3+ 5+ Chainswords (base contact) (Assault Weapons) Jump Packs Bolt pistols (15cm) (Small Arms) Scout INF 15cm 5+ 4+ 5+ Heavy Bolter 30cm AP5+ Scout, Infiltrator Shotguns (15cm) (Small Arms) Tactical INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms) Missile Launcher 45cm AP5+/AT6+ Terminator INF 15cm 4+ 3+ 3+ Power Weapons (base contact) (Assault Weapons), MW, EA(+1) Reinforced Armour, Teleport, Thick Rear Armour Storm Bolters (15cm) (Small Arms) 2x Assault Cannon 30cm AP5+/AT5+ White Scars Bike INF 35cm 4+ 3+ 4+ Chainswords (base contact) (Assault Weapons) Mounted, Walker Bolters (15cm) (Small Arms) Attack Bike LV 35cm 4+ 5+ 5+ Heavy Bolter 30cm AP5+ Land Speeder LV 35cm 4+ 6+ 5+ Multi-melta (15cm) (Small Arms), MW Skimmer, Scout 15cm MW5+ Land Speeder Tornado LV 35cm 4+ 6+ 5+ Assault Cannon 30cm AP5+/AT5+ Skimmer, Scout Heavy Bolter 30cm AP5+ Land Speeder Typhoon LV 35cm 4+ 6+ 5+ Twin Typhoon Missile 45cm AP3+/AT5+ Skimmer, Scout Heavy Bolter 30cm AP5+ Hunter AV 30cm 5+ 6+ 6+ Hunter-Killer 60cm AT4+/AA4+ White Scars AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+ Reinforced Armour, Thick Rear Armour, Transport: (May carry 1 Terminator unit) Land Raider 2x Twin Lascannon 45cm AT4+ Predator Annihilator AV 30cm 4+ 6+ 5+ 2x Lascannon 45cm AT5+ Twin Lascannon 45cm AT4+ Predator Destructor AV 30cm 4+ 6+ 3+ 2x Heavy Bolter 30cm AP5+ Autocannon 45cm AP5+/AT6+ White Scars AV 30cm 5+ 6+ 5+ Twin Heavy Bolter OR 30cm AP4+ Transport (may carry 1 of the following units: Tactical and Scout) Razorback Twin Lascannon 45cm AT4+ A Razorback is armed with either a Twin Heavy Bolter OR a Twin Lascannon, not both – select one option before the game. White Scars Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms) Transport: (May carry 2 of the following units: Tactical and Scout) Vindicator AV 25cm 4+ 6+ 4+ Demolisher 30cm AP3+/AT4+, Ignore Cover Walker Whirlwind AV 30cm 5+ 6+ 5+ Whirlwind 45cm 1BP, Indirect Fire Drop Pod Special Immobile 5+ n/a n/a Deathwind 15cm AP5+/AT5+ Planetfall, Transport: (may carry 1 formation that includes only Tactical units). Deathwind: After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cmof another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pods may not be used to claim crossfire. Warhound Titan WE 30cm 5+ 4+ 4+ Vulcan Mega-Bolter 45cm 4x AP3+/AT5+, Fwd DC3, 2 Void Shields, Fearless, Reinforced Armour, Walker fPlasma Blastgun 45cm 2x MW2+, Slow-Firing, Fwd May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Critical Hit Effect: The Warhound staggers d6cm in a random direction and takes a point of damage. Any units stumbled into or over take a hit on a 6+. WHITE SCARS
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