2013-08-07
www.net-armageddon.org taccmd.tacticalwargames.net
NetEA Tournament Pack 2013-08-07 What is NetEA? Net E ic Armageddon! or NetEA! is t"e name o# t"e Tactical $argame Network%s de&elo ment o# #an-made rule e'tensions! arm( lists and arm( list u dates #or )ames $orks"o %s E ic Armageddon. T"e main #ocus o# NetEA is to clari#( t"e rules o# E ic Armageddon and *alance its tournament arm( lists against one anot"er #or t"e #un and en+o(ment o# all. What is the Tournament Pack? T"e NetEA Tournament Pack consists o# t"e #ollowing, T"e E ic Armageddon game rules and all o# t"e errata #ound on )ames $orks"o %s E ic Armageddon -esources we* age. $e stress all "ere as some errata are missing #rom t"e rule*ook sections #ound on t"e we* age a*o&e. T"e most u -to-date .A/ a&aila*le! essentiall( an e' anded &ersion o# t"e .A/ #ound on t"e )ames $orks"o we* age a*o&e. Eac" /0A is a #ootnote in t"e a ro riate section o# t"e rules. Whats a good forum for all things Epic? Tactical 7ommand is! "ands down! t"e *est E ic #orum t"ere is. taccmd.tacticalwargames.net 1ou%ll #ind ainting logs! ictures o# eo les% armies! *attle re orts! rule 8uestions and answers! gaming ad&ice! and NetEA de&elo ment all on Tac7omm. I found an error!t po" where should I report it? T"e Tac7omm #orums are t"e lace #or t"is sort o# t"ing. 9ra#ts o# t"e Tournament Pack are osted t"ere as well so eo le can "a&e a c"ance to "unt #or t( os *e#ore t"e #inal &ersion is ut on t"e NetEA we*site. Please let us know i# (ou #ind an( errors: Where can I find more Epic arm lists? Tac7omm "as tons o# t"em! and man( are included in t"e NetEA Arm( ;ist 7om endium #ound on t"e NetEA we*site. T"e( are clearl( la*elled as NetEA A ro&ed! 9e&elo mental and E' erimental so (ou "a&e an idea on "ow well la(-tested eac" list is. <n addition! *e sure to c"eck out E ic-=> ?e icuk.co.uk@ i# (ou are in t"e => or e icA#r ?e ic-#r.nice*oard.com@ i# (ou are in .rance to see w"at t"e locals are using in (our area. Where can I bu Epic models? )ames $orks"o sells 2 ace Barine! <m erial )uard! Crk! Eldar and 7"aos models #rom t"eir E ic Armageddon section under 2 ecialist )ames. .orge $orld%s E ic 40!000 section "as some models as well. Cut o# rint models can *e #ound on &arious auction sites and trade #orums across t"e internet. Cnce more! t"ere are man( Dmm science #iction manu#acturers wit" roducts t"at make e'cellent ro'ies #or E ic units. Is this thing #ames Workshop $official%? 1es and no. $"ile t"e rules resented "ere are t"ose #ound in t"e E ic Armageddon rule*ook! t"e .A/s "a&e *een e' anded u on *ased on w"at is a&aila*le #rom )ames $orks"o . Additionall(! t"e arm( lists resented "ere will "a&e some rice and com osition di##erences w"en com ared to w"at is ro&ided on )ames $orks"o %s we*site. T"ese c"anges were all done in t"e name o# *alance and "a&e t"e su ort o# t"e Tac7omm communit(. .or t"e most art t"e( are #airl( minimal and s"ould not *e &iewed as Egame c"angingF*reakingG.
All o# t"e NetEA A ro&ed tournament arm( lists and an( rule e'tensions and /0A%s t"at accom an( t"em. NetEA A ro&ed arm( lists are tournament read( and *alanced against one anot"er using t"e E ic tournament game rules. Will the Tournament Pack be updated? 1es. T"e lan is to u date t"e Tournament Pack e&er( (ear wit" t"e latest /0A%s and NetEA A ro&ed tournament arm( lists. Which version of the Tournament Pack is this? Eac" Tournament Pack "as its u*lication date at t"e to o# most o# its ages! t"at is "ow it is &ersioned. Where can I get the latest version of the Tournament Pack? T"e latest Tournament Pack! as well as ot"er use#ul #iles and #anmade E ic 2u lements! can *e #ound on t"e NetEA we*site. www.net-armageddon.org Whats the best wa to print the Tournament Pack? T"e Tournament Pack is #ormatted to rint dou*led-sided wit" age scaling or at 1003 on eit"er letter or A4-si5ed a er. 6lank ages are inserted automaticall( to ensure new sections start on t"e rig"t "and side! and arm( lists and datas"eets are #ront and *ack w"ere ossi*le.
NetEA Tournament Pack 2013-08-07 1.0 E ic )ame -ules...........................................................................1 1.0.1 $"at 1ou $ill Need To Pla(.......................................1 1.1 =nits..........................................................................................2 1.1.1 =nit T( es.......................................................................2 1.1.2 2tands..............................................................................2 1.1.3 =nit 9atas"eets..............................................................2 1.2 .ormations...............................................................................3 1.2.1 .ormations......................................................................3 1.2.2 <nitiati&e Halues..............................................................3 1.3 6last Barkers...........................................................................3 1.4 2e8uence o# Pla(.....................................................................4 1.4.1 2e8uence C# Pla(..........................................................4 1.4.2 A*ilities =sed At 2tart C# TurnFAction...................4 1.I T"e 2trateg( P"ase..................................................................4 1.D T"e Action P"ase....................................................................I 1.D.1 Actions............................................................................I 1.D.2 T"e Action Test.............................................................D 1.D.3 -etaining T"e <nitiati&e.................................................D 1.7 Bo&ement.................................................................................7 1.7.1 Bulti le Bo&es...............................................................7 1.7.2 Ct"er =nits.....................................................................7 1.7.3 Jones C# 7ontrol.........................................................7 1.7.4 .ormations......................................................................7 1.7.I Trans ort He"icles.........................................................8 1.8 Terrain.......................................................................................K 1.8.1 9angerous Terrain Test................................................K 1.8.2 7o&er To Lit Bodi#iers................................................K 1.8.3 <n#antr( 7o&er 2a&es.....................................................K 1.8.4 Terrain E##ects.............................................................10 1.K 2"ooting..................................................................................11 1.K.1 Picking A Target..........................................................11 $ea on .ire Arcs..................................................................11 1.K.2 $"o Ba( 2"oot...........................................................11 1.K.3 2"ooting Procedure.....................................................12 1.K.4 Place 6last Barker.......................................................12 1.K.I -oll To Lit....................................................................12 Needing 7M To Lit...............................................................13 1.K.D Allocate Lits 0 Bake 2a&ing T"rows......................13 1.K.7 7"eck To 2ee <# Target 6reaks..................................14 1.K.8 6arrages.........................................................................1I 1.10 C&erwatc"............................................................................17 1.11 7ross#ire...............................................................................18 1.12 Assaults.................................................................................20 1.12.1 Assault Procedure......................................................20 1.12.2 7"oose Target .ormation........................................20 1.12.3 Bake 7"arge Bo&e...................................................20 1.12.4 7ounter 7"arges........................................................21 1.12.I -esol&e Attacks..........................................................21 1.12.D 2u orting .ire..........................................................22 1.12.7 $ork Cut -esult........................................................23 1.12.8 ;oser $it"draws........................................................23 1.12.K $inner 7onsolidates.................................................24 1.12.10 <ntermingled .ormations.......................................24 1.13 -egrou ing 0 6roken .ormations...................................24 1.13.1 -egrou ing.................................................................24 1.13.2 6ecoming 6roken......................................................24 1.13.3 $it"drawals................................................................2I 1.13.4 6last Barkers and 6roken .ormations..................2I 1.14 T"e End P"ase....................................................................2D 1.14.1 -all(ing .ormations..................................................2D 1.14.2 7"eck Hictor( 7onditions........................................2D
Ta*le o# 7ontents
-ounding................................................................................2D 1.1I 7ore -ules Training 2cenarios..........................................27 1.1I.1 6asic Training 2cenario.............................................27 1.1I.2 .ast Attack Training 2cenario..................................27 1.1I.3 Armoured Training 2cenario...................................27 1.1I.4 Ad&anced Training 2cenario....................................27 1.1I.I 7om*ined Arms Training 2cenario........................28 2.0 2 ecialist =nits 0 $ea ons.......................................................2K 2.1 2 ecialist =nits......................................................................2K 2.1.1 7"aracters.....................................................................2K 2.1.2 7ommanders................................................................30 2.1.3 .earless..........................................................................30 2.1.4 <n#iltrators.....................................................................30 2.1.I <ns iring........................................................................31 2.1.D <n&ulnera*le 2a&es.......................................................31 2.1.7 Num Packs...................................................................31 2.1.8 ;eaders..........................................................................31 2.1.K ;ig"t He"icles...............................................................31 2.1.10 Bounted......................................................................31 2.1.11 -ein#orced Armour...................................................31 2.1.12 2couts..........................................................................31 2.1.13 2kimmers....................................................................32 2.1.14 2ni er..........................................................................32 2.1.1I 2u reme 7ommanders.............................................33 2.1.1D T"ick -ear Armour...................................................33 2.1.17 Tele ort.......................................................................33 2.1.18 $alkers........................................................................33 -e-rolls....................................................................................33 2.1.1K 2low and 2tead(.........................................................33 2.1.20 2u ort 7ra#t.............................................................33 2.1.21 2el# Planet#all.............................................................33 2.1.22 E' enda*le.................................................................34 2.1.23 Tunnelers....................................................................34 2.2 2 ecialist $ea ons................................................................3I 2.2.1 Anti-aircra#t $ea ons.................................................3I 2.2.2 9isru t..........................................................................3I 2.2.3 E'tra Attacks................................................................3I 2.2.4 .irst 2trike.....................................................................3I 2.2.I <gnore 7o&er................................................................3I 2.2.D Bacro-$ea ons...........................................................3I 2.2.7 2ingle 2"ot....................................................................3D 2.2.8 2low .iring....................................................................3D 2.2.K Titan >illers..................................................................3D 2.2.10 <ndirect .ire................................................................3D 2.3 2 ecialist Training 2cenarios................................................37 2.3.1 2 ecialist Training 2cenario........................................37 3.0 $ar Engines.................................................................................3K 3.1 $ar Engine Bo&ement........................................................3K 3.1.1 $ar Engine .ormations..............................................3K 3.1.2 $ar Engine Jones C# 7ontrol.................................3K 3.1.3 Trans ort......................................................................3K 3.2 $ar Engine 2"ooting............................................................40 3.2.1 Allocating Lits To $ar Engines................................40 3.2.2 $ar Engine 9amage 7a acit(...................................41 3.2.3 7ritical Lits...................................................................41 3.2.4 6last Barkers................................................................41 3.2.I Titan >iller $ea ons..................................................42 3.3 $ar Engine Assaults.............................................................43 3.3.1 7"arge Bo&es...............................................................43 3.3.2 7lose 7om*at and .ire#ig"t Attacks........................43 3.3.3 -esult -olls...................................................................43 i
Ta*le o# 7ontents
NetEA Tournament Pack 2013-08-07 I.18 2cions o# <ron .orces......................................................K2 I.1K Tau .orces.........................................................................K3 I.1K.1 7oordinated .ire.....................................................K4 I.1K.2 Tau Tec"nolog(.......................................................K4 I.20 Alaitoc Eldar .orces.........................................................KI D.0 E ic )aming..............................................................................K7 D.1 E ic Tournament )ame -ules.........................................K8 D.1.1 .orces..........................................................................K8 D.1.2 2et-u ..........................................................................K8 D.1.3 T"e .i&e Binute $arm = .....................................K8 D.1.4 Place C*+ecti&e Barkers...........................................K8 D.1.I 2etu 2 acecra#t 0 )arrisons.................................K8 D.1.D 2et-u -emaining .ormations.................................KK D.1.7 Hictor( 7onditions...................................................KK D.2 Tournament Arm( ;ists..................................................100 D.2.1 T"e O7ounts As% -ule.............................................102 D.3 7ode' Astartes 2 ace Barine Arm( ;ist......................103 D.3.1 2 ace Barine Trans orts.......................................103 D.4 Armageddon 2teel ;egion <m erial )uard Arm( ;ist ................................................................................................... 10I D.4.1 7ommissars..............................................................10I D.I )"a5g"kull Bag =ruk T"raka%s Crk $ar Lorde Arm( ;ist............................................................................................ 107 D.I.1 Crk $arlords...........................................................107 D.D Eldar 6iel-Tan 7ra#tworld Arm( ;ist............................10K D.D.1 Ba( Not )arrison..................................................10K D.7 6aran 2iegemasters <m erial )uard Arm( ;ist...........111 D.7.1 -egimental L/s......................................................111 D.7.2 .orti#ied Positions...................................................111 D.8 $arlord 2nagga 2nagga%s .eral Crk Lorde Arm( ;ist ................................................................................................... 113 D.8.1 .eral Crk E ic Tournament 2 ecial -ules..........113 D.K $"ite 2cars 2 ace Barine Arm( ;ist............................11I D.K.1 $"ite 2cars Trans ort............................................11I D.10 6urning 9eat" 2 eed .reeks Arm( ;ist.....................117 D.10.1 2 eed .reek E ic Tournament 2 ecial -ules...117 D.11 13t" 6lack 7rusade 6lack ;egion Arm( ;ist.............11K D.11.1 .ickle Basters........................................................11K D.11.2 .actions..................................................................11K D.11.3 2ummoned =nits..................................................120 D.12 T"e 2tigmatus 7o&enant 7"aos 7ultist Arm( ;ist.. .123 D.12.1 2tigmatus 7o&enant E ic Tournament 2 ecial -ules...................................................................................123 D.13 >a*al o# Pain%s $a( 9ark Eldar Arm( ;ist...............12I D.13.1 >a*al o# Pain%s $a( E ic Tournament 2 ecial -ules...................................................................................12I D.13.2 9ark Eldar Trans ort...........................................12I D.13.3 >as"narak..............................................................12D D.14 Biner&an Tank ;egion <m erial )uard Arm( ;ist...12K D.14.1 Am "i*ious...........................................................12K D.1I 2cara* 7on#lict Necron Arm( ;ist..............................131 D.1I.1 2cara* 7on#lict Necron Arm( E ic Tournament 2 ecial -ules......................................................................131 D.1D 9eat" >or s o# >rieg <m erial )uard Arm( list.....133 D.1D.1 Trenc"works..........................................................133 D.17 2alamanders 2 ace Barine Arm( ;ist.........................13I D.18 2cions o# <ron 2 ace Barine Arm( ;ist.....................137 D.18.1 2cions o# <ron Trans orts...................................137 D.18.2 T"under"awk Trans orter..................................137 D.1K Tau T"ird P"ase E' ansion Arm( ;ist......................13K D.1K.1 Tiger 2"ark )un 9rones.....................................13K
3.4 $ar Engine Training 2cenario..........................................44 3.4.1 >or s )rinda -eturns:.............................................44 4.0 Aeros ace C erations..............................................................4I 4.1 Aeros ace =nits..................................................................4I 4.1.1 Aeros ace .ormations.............................................4I 4.2 Aircra#t.................................................................................4D 4.2.1 Aircra#t A roac" Bo&es........................................4D 4.2.2 Aircra#t Attacks.........................................................4D 4.2.3 Anti-aircra#t Attacks.................................................47 4.2.4 .lak Attacks...............................................................47 4.2.I Trans orting )round =nits....................................48 4.2.D 9isengagement Bo&es.............................................4K 4.2.7 6last Barkers.............................................................4K 4.3 2 acecra#t.............................................................................I0 4.3.1 Planning 2 acecra#t C erations..............................I0 4.3.2 7arr(ing Cut T"e C eration..................................I0 4.3.3 Cr*ital 6om*ardments............................................I0 4.3.4 Pin-Point Attacks......................................................I1 4.4 Planet#all..............................................................................I1 4.I Aeros ace Training 2cenarios...........................................I2 4.I.1 9eat" .rom T"e 2kies:............................................I2 4.I.2 T"under"awk 9own................................................I3 I.0 .orces.......................................................................................... II I.0.1 E ic Armageddon -e#erence 2"eet.......................ID I.1 2 ace Barine .orces..........................................................I7 I.1.1 T"e( 2"all >now No .ear.......................................I8 I.2 <m erial )uard .orces.......................................................IK I.3 <m erial Na&( .orces.........................................................D1 I.4 Titan ;egion .orces...........................................................D2 I.4.1 <m erial Hoid 2"ields...............................................D2 I.I Crk .orces...........................................................................D3 I.I.1 Bo* -ule....................................................................D4 I.I.2 Power o# t"e $aaag":..............................................D4 I.I.3 Power .ields...............................................................D4 I.D Eldar .orces........................................................................DI I.D.1 .arsig"t.......................................................................D7 I.D.2 Lit 0 -un Tactics.....................................................D7 I.D.3 Eldar Tec"nolog(......................................................D8 I.7 6aran 2iegemaster .orces..................................................DK I.7.1 .orti#ied Positions.....................................................DK I.8 .eral Crk .orces.................................................................70 I.8.1 Bo* -ule....................................................................70 I.8.2 Power C# T"e $aaag":............................................70 I.K $"ite 2car .orces...............................................................71 I.10 2 eed .reek .orces..........................................................72 I.11 6lack ;egion .orces.........................................................73 I.11.1 Augmented 2ummoning........................................7I I.11.2 9aemonic .ocus.....................................................7I I.12 7"aos 7ultist .orces........................................................77 I.13 9ark Eldar .orces............................................................7K I.13.1 Lit 0 -un Tactics...................................................80 I.13.2 .leet o# .oot...........................................................81 I.13.3 9ark Eldar Tec"nolog(..........................................81 I.14 Biner&an Tank ;egion .orces........................................83 I.1I Necron .orces..................................................................8I I.1I.1 Necron Tec"nolog(................................................8D I.1I.2 <m laca*le Ad&ance...............................................87 I.1I.3 P"ase Cut.................................................................87 I.1D 9eat" >or s o# >rieg .orces........................................8K I.1D.1 Trenc"works............................................................K0 I.17 2alamander .orces............................................................K1 ii
NetEA Tournament Pack 2013-08-07 D.20 Eldar Alaitoc 7ra#tworld Arm( ;ist............................141 D.20.1 Trail 6la5ing...........................................................141
Ta*le o# 7ontents
iii
Templates2 7ertain wea ons in E ic! suc" as t"e "uge <m erial Eart"s"aker 7annon! "a&e an area e##ect rat"er t"an targeting a s eci#ic unit. T"ese attacks are re resented *( lacing a circular tem late o&er t"e target and attem ting to a##ect an( units under it. Two t( es o# tem late are used in E ic! a 6arrage tem late t"at "as a diameter o# 7.4cm! and a larger Cr*ital 6om*ardment tem late t"at "as a diameter o# 12cm. T"e t( e and intensit( o# t"e attack will dictate w"ic" tem late is used and "ow man( tem lates ma( *e re8uired. 7o ies o# *ot" tem lates can *e #ound at t"e end o# t"e core rules! or (ou can use t"e lastic 6last and Crdnance tem lates roduced *( )ames $orks"o . 1ou can also make (our own &ersions o# t"e tem lates #rom card or acetate. *easuring Instrument2 1ou will need some kind o# measuring instrument marked in centimetres ?cms@ in order to la( E ic. 1ou will #ind a retracta*le measuring ta e most use#ul #or measuring mo&ement and s"ooting distances. <# (ou onl( "a&e a measuring instrument marked in inc"es t"en (ou can use it *( "al&ing an( distances measured in centimetres and using t"e result as a distance in inc"es instead. .or e'am le! i# t"e rules said Icm (ou would count t"is as 2.IG instead. Please note t"at i# (ou decide to measure an( distances in inc"es t"en *ot" la(ers must do so: Paper and Pens or Pencils2 1ou ma( need to record details o# casualties and damage to t"ose gigantic war engines occasionall( during a game! so it%s use#ul to "a&e some a er and a writing im lement "and(. &ice2 <n E ic (ou%ll need *uckets #ull o# ordinar( si'-sided dice to resol&e s"ooting and #ig"ting in an assault. T"ese are re#erred to as a 9D. <# (ou need to roll more t"an one dice! t"en t"is is written as 29D ?#or roll two dice@ or 49D ?#or roll #our dice@ and so on. <# (ou "a&e to add somet"ing to t"e total o# t"e roll! t"is is added a#terwards. .or e'am le! 9DMD means roll one dice and add D to t"e score to get a total *etween 7 and 12. <# asked to roll a 93 sim l( roll a 9D and count a roll o# 1-2 as a 1! a roll o# 3- 4 as a 2! and a roll o# I-D as a 3. <n some cases a unit or #ormation will need to roll a 1 or "ig"er on a 9D. <n t"is case t"e roll automaticall( succeeds and no dice roll is strictl( necessar( ?t"oug" (ou can roll an(wa( i# (ou wis":@. 3last *arkers2 An arm( in *attle tends to get worse at #ig"ting as it is su*+ected to enem( #ire and loses close com*ats. <n E ic! 6last markers re resent t"is. 1ou can eit"er make (our own 6last markers! or use t"e 6attle Barkers roduced *( )ames $orks"o ! or kee track o# t"ings wit" a er and encil or some ot"er met"od i# (ou re#er. As long as (ou know "ow man( 6last markers a #ormation "as accumulated during t"e game t"en w"ate&er met"od (ou use is #ine wit" us:
NetEA Tournament Pack 2013-08-07 -.-.: 0nit &atasheetsEac" unit in E ic "as a datas"eet t"at tells (ou "ow #ast! s"oot( and toug" t"e unit is. Eac" datas"eet ro&ides t"e #ollowing in#ormation, T pe2 $"at target t( e t"e unit *elongs to. 'peed2 T"e s eed o# t"e unit. T"is is t"e distance in centimetres t"e unit can mo&e eac" turn w"ile still #iring its wea ons #airl( e##ecti&el(. <t is ossi*le #or units to mo&e #aster t"an t"is i# (ou wis"! *ut t"eir s"ooting will *e #ar less e##ecti&e. Armour2 T"is num*er s"ows "ow well rotected andFor di##icult to damage t"e unit is. <# a "it is scored on t"e unit t"en (ou must roll t"is num*er or "ig"er on a 9D to Osa&e% t"e unit #rom t"e damage. (lose (ombat2 T"is num*er s"ows "ow e##ecti&e t"e unit is at close com*at. <t is used w"en t"e unit c"arges an enem( unit! or is c"arged itsel#. 6irefight2 T"is s"ows "ow e##ecti&e t"e unit is w"en in&ol&ed in a s"ort-ranged #ire#ig"t. Weapons2 T"is section o# t"e data s"eet lists w"at wea ons t"e unit carries. <# a unit carries more t"an one o# a t( e o# wea on t"en t"is will *e noted as a Omulti lier% *( t"e wea on%s name. .or e'am le! a 2 ace Barine Tactical s8uad is noted as "a&ing a OBissile ;aunc"er%! w"ile a 2 ace Barine 9e&astator s8uad is noted as "a&ing O2 ' Bissile ;aunc"er%. +ange2 T"e range o# t"e wea on in centimetres. 6irepower2 T"e num*ers "ere re resent "ow e##ecti&e t"e wea on is w"en it s"oots. .ire ower comes in two O#la&ours%, Anti- ersonnel ?a**re&iated to AP@ and Anti- tank ?a**re&iated to AT@. AP #ire is used against in#antr( targets and AT #ire against armoured &e"icles. A wea on t"at "as *ot" an AP and an AT &alue ma( c"oose to use eit"er one w"en it attacks! *ut ma( not use *ot" in t"e same turn. T"e &alue listed #or a wea on is t"e score re8uired on a single 9D to score a "it. Bost wea ons onl( roll one 9D to "it w"en t"e( s"oot. Lowe&er! i# a wea on%s #ire ower &alue is receded *( a multi lier t"en a num*er o# dice e8ual to t"e multi lier s"ould *e rolled instead. .or e'am le! a wea on wit" a #ire ower o# OAPIM% would roll one 9D to "it! w"ile a unit wit" a #ire ower o# O3 ' APIM% would roll t"ree 9D. 2ometimes t"e entr( will s eci#( a dice roll rat"er t"an a #i'ed num*er. .or e'am le! a wea on t"at "ad O93 ' APIM% would attack 93 times eac" time it was used. 'pecial +ules2 2ome wea ons "a&e additional a*ilities ?see 2.0@ and ma( "a&e limited #ire arcs ?see 1.K@. Notes2 <# an( s ecial rules a l( to t"e unit t"en t"e( will *e noted "ere. An e' lanation o# w"at e##ect t"ese rules "a&e can *e #ound in sections 2.0 P 4.0. 9atas"eets #or units #rom t"e E ic )ame cane *e #ound in section I.0.
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0NIT'
E ic lets (ou #ig"t *attles wit" e&er(t"ing #rom lowl( in#antr( to t"e terri#(ing war engines t"at dominate t"e *attle 5ones o# t"e 41st Billennium. .rom t"e smallest to t"e greatest! e&er( warrior and wea on "as its art to la(. 9i##erent t( es o# unit com lement one anot"er in com*at P war engines #ig"ting in cities need in#antr( to enter *uildings and dri&e out enem( troo s! in#antr( in t"e o en need su ort #rom t"eir own tanks and war engines lest t"e( *e swe t awa( *( enem( war engines. No matter w"at t"eir si5e! t"e 7itadel miniatures used to la( E ic are re#erred to as units in t"e rules t"at #ollow. Eac" unit is an indi&idual la(ing iece wit" its own ca a*ilities. A unit ma( consist o# a single model tank! a gigantic war engine! or se&eral in#antr( models mounted toget"er on a single *ase! *ut in t"e rules all o# t"ese t"ings are sim l( re#erred to as units. I*P4+TANT2 T"e core rules on t"e #ollowing ages onl( co&er in#antr( and armoured &e"icles. T"e rules #or s ecialist units in section 2.0 introduce se&eral new unit t( es and c"aracteristics! rules #or Titans and ot"er war engines are introduced in 2ection 3.0! and rules #or aircra#t in 2ection 4.0. -.-.0nit T pes All units in t"e core rules are su*di&ided into two *road categories, <n#antr( and Armoured He"icles. Infantr 5IN672 T"is designation includes all ersonnel not mounted inside a &e"icle. <n#antr( are re resented *( *etween t"ree and se&en E ic in#antr( models mounted on a single *ase ?see 1.1.2 #or details@. .ield artiller( suc" as Crk 6ig )un5 also #all into t"is categor(! as do in#antr( t"at ride on *ikes or "orses. Armoured 8ehicles 5A872 As t"eir name im lies! t"ese &e"icles are co&ered wit" t"ick armour late. T"e categor( includes tanks suc" as ;eman -uss and ;and -aiders! as well as armoured troo carriers like t"e -"ino. Armoured &e"icles are re resented *( a single model. -.-.9 'tands As re&iousl( noted! a unit can *e a single &e"icle model! or a stand made u o# se&eral &er( small models grou ed toget"er and glued to a small *ase. 2tands usuall( re resent t"ings like in#antr(! w"ere mo&ing t"e indi&idual models round on t"eir own would *e &er( #iddl( wit" E ic scale models. All t"e models glued to a stand count as a single unit as #ar as t"e rules are concerned. T"e si5e o# a stand and t"e num*er o# models glued to it are le#t rett( muc" u to t"e la(er to decide wit"in t"e #ollowing limitations, A stand ma( *e no more t"an 40mm and no less t"an Imm across in an( direction. A stand must *e at least 20mm across in one direction ?i.e.! a Imm *( Imm stand is not allowed! *ut a Imm *( 20mm stand would *e oka(@. 2tands re resenting in#antr( units must "a&e at least t"ree in#antr( models and ma( not "a&e more t"an se&en. <n#antr( mounted on *ikes or "orses must "a&e *etween two and #our models mounted on eac" *ase. 2tands re resenting artiller( must "a&e *etween one and two artiller( ieces and u to si' crew models.
1 -.-.: 0nit &atasheets /, AN9FC- designations are #re8uentl( used #or wea ons t"at "a&e a ranged #ire and an assault mode. $"at is t"e di##erence *etween t"e twoQ A, 2ome wea on s(stems are ca a*le o# *eing used in multi le wa(s. A wea on designated as EC-G ma( c"oose *etween t"e modes o# #ire on t"e datas"eet eac" time it is used! w"et"er in a t( ical acti&ation or de#ending against an assault. A wea on designated as EAN9G ma( use all modes o# #ire simultaneousl( eac" time it is used.
-.9
64+*ATI4N'
-.:
3)A'T *A+,E+'
Cn t"e *attle#ield! &e"icles and troo s don%t +ust mill around indi&iduall(! instead t"e( are organised so t"at t"e( #ig"t as a uni#ied w"ole. <n E ic! a *od( o# troo s and war mac"ines t"at #ig"ts toget"er on t"e *attle#ield is re#erred to as a formation. -.9.6ormations All units must *e organised into #ormations at t"e start o# t"e game. T"e scenarios included in t"ese rules will tell (ou w"at #ormations eac" side ma( use. <# (ou are de&ising (our own scenario t"en (ou must decide w"at #ormations t"e units taking art will #ig"t in *e#ore t"e *attle *egins. E&er( unit in a #ormation must *e no #urt"er t"an Icm #rom at least one ot"er unit in t"e same #ormation. <n addition! all units must #orm a Oc"ain% wit"out an( ga s o# more t"an Icm. 2ometimes t"e units in a #ormation will *ecome se arated due to enem( #ire or assault. $"en t"is "a ens! t"e #ormation must close *ack u again into a legal #ormation w"en it ne't takes an action ?see 1.D.1@.
9uring a game o# E ic t"e #ormations under (our command will recei&e Blast markers w"en t"e( come under #ire! take casualties! #ig"t in assaults! or #ail initiati&e tests. 6last markers can *e remo&ed w"en a #ormation rallies or regrou s ?see 1.13 and 1.14.1@. T"e e##ects o# *last markers will make more sense w"en (ou "a&e read t"e rest o# t"e rules! *ut in summar(, A #ormation recei&es one 6last marker e&er( time it is s"ot at *( an enem( #ormation! e&en i# no casualties are caused! unless t"e rules s eci#icall( state ot"erwise. <n addition! a #ormation recei&es one 6last marker e&er( time a unit is destro(ed! unless t"e rules s eci#icall( state ot"erwise. Eac" 6last marker su resses one unit in t"e #ormation and sto s it #rom s"ooting. 6last markers also a##ect a #ormation%s a*ilit( to carr( out actions! win assaults! and rall(. A #ormation is *roken w"en t"e num*er o# 6last markers e8uals t"e num*er o# units in t"e #ormation! unless t"e rules s eci#icall( state ot"erwise. A *roken #ormation "as to wit"draw! and is not allowed to take actions in t"e action "ase ?w"ic" *asicall( means it can%t mo&e or s"oot@. <t must tr( to rall( in t"e end "ase.
3last *arker Table 3last *arkers Eac" 6last Barker Cne er unit
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'E<0EN(E 46 P)A1
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An E ic *attle is #oug"t o&er a num*er o# turns. Low man( turns a *attle will last is determined *( t"e la(ers t"emsel&es or t"e scenario *eing #oug"t. E ic uses t"e #ollowing se!uence of play. As (ou can see! eac" turn in E ic Armageddon is s lit into t"ree "ases. Lowe&er! t"e *ulk o# t"e action occurs! a ro riatel( enoug"! in t"e action "ase. 9uring t"is "ase! t"e la(ers take it in turn to ick one o# t"e #ormations in t"eir armies and carr( out an action wit" it. Eac" #ormation in an arm( can carr( out one action. A#ter *ot" la(ers "a&e taken one action wit" eac" o# t"eir #ormations! t"e( mo&e onto t"e end "ase. T"is is *asicall( a Otid(-u % "ase! w"ere t"ings t"at are not carried out during t"e action "ase are sorted out. Note t"at *ot" la(ers do t"ings in eac" "ase! so *ot" carr( out actions in t"e action "ase! rall( *roken #ormations in t"e end "ase! and so on. -.;.'e=uence 4f Pla 9 I > 'trateg Phase2 Eac" la(er rolls a 9D and adds t"eir arm(%s strateg( rating to t"e score. $"oe&er scores "ig"er ma( c"oose to go #irst or second in t"e action "ase. II > Action Phase2 T"e la(ers alternate carr(ing out actions wit" t"eir units. III > End Phase2 6ot" la(ers rall( #ormations wit" 6last markers or t"at are *roken! and t"en c"eck t"e scenario &ictor( conditions to see i# eit"er side "as won.
Eac" arm( "as a strategy rating . T"is will eit"er *e listed in t"e notes #or a scenario! or can *e #ound in t"e arm( list i# (ou are la(ing a tournament game. An arm(%s strateg( rating re resents a mi'ture o# its aggression and t"e a*ilit( o# its commanders. An arm( wit" a "ig" strateg( rating is more likel( to act *e#ore an enem( wit" a lower strateg( rating. <n t"e strateg( "ase at t"e start o# eac" turn *ot" la(ers make a strateg( roll *( rolling a 9D and adding t"eir strateg( rating to t"e score. T"e la(er w"ose arm( scores "ig"er can c"oose to go #irst or second in t"e action "ase. <n t"e case o# a tie! t"e side t"at #ailed to win t"e initiati&e last turn gets it on t"is turn.
2 -.;.- 'e=uence of Pla /, 7an we get a 2e8uence o# Pla( ta*le t"at includes all t"e clari#ications a*out w"at "a ens w"en in t"e 2trateg( P"ase and t"e end P"aseQ A, 2ure. 'trateg Phase a@ Tele orts laced and all ot"er E*eginning o# turnG a*ilities go into e##ect ?alternating! Lig"er 2- c"ooses w"o goes #irst@ *@ -oll #or 2trateg( ?simultaneous@ End Phase 1. Aircra#t disengage ?simultaneous@ 2. -esol&e criticals and ot"er Eend o# turnG e##ects ?alternating! "ig"er 2- c"ooses w"o goes #irst@ 3. -all( ?alternating! Lig"er 2- goes #irst@ 4. 9aemons disa ear ?simultaneous@ I. 7"eck &ictor( conditions *( scenario rules ?&aries *( scenario and ma( come at a di##erent oint in t"e se8uence@ 3 -.;.9 Abilities 0sed At 'tart of Turn!Action /, $it" a*ilities t"at are used at t"e start o# t"e turn! w"o goes #irstQ A, T"e la(er wit" t"e "ig"er strateg( rating "as t"e o tion o# acting #irst or #orcing t"e o onent to act #irst.
-.A
<n t"e action "ase! t"e la(ers take it in turns to carr( out actions wit" t"eir un*roken #ormations. Eac" un*roken #ormation can take one action er turn. T"e la(er t"at won t"e strateg( roll can c"oose w"et"er to go #irst or second. T"e la(er going #irst t"en carries out an action wit" one #ormation! and t"en t"eir o onent does likewise! and so on until all #ormations "a&e taken an action. <# one la(er runs out o# #ormations to acti&ate! t"en t"e o osing la(er ma( kee on acti&ating #ormations one a#ter t"e ot"er until all o# "is #ormations "a&e taken an action. T"ere are t"ree ste s to carr(ing out an action, I > Nominate a #ormation. II > 9eclare w"ic" action it will carr( out. III > T"e #ormation must t"en ass an action test to see i# it carries out t"e action success#ull(. Eac" o# t"ese ste s is e' lained in more detail *elow. Note t"at (ou must declare *ot" t"e #ormation and t"e action it will carr( out *e#ore taking t"e Action test. <# (ou #ail to do t"ese t"ings! t"en t"e #ormation c"osen automaticall( #ails t"e Action test wit"out t"e dice *eing rolled ?we can imagine t"is is due to a communications #ailure@. <# (ou #ailed to e&en nominate t"e #ormation t"en (our o onent ma( nominate t"e #ormation #or (ou.
-.A.Actions To carr( out an action! #irst nominate an un*roken #ormation and t"en c"oose an action #or it to carr( out. T"e actions t"at can *e c"osen are listed as #ollows. Note t"at (ou must acti&ate a #ormation i# (ou can! (ou can%t c"oose to O ass% unless (ou "a&e no c"oice in t"e matter. Also note t"at a #ormation ma( onl( *e acti&ated once er Action "ase. Advance2 T"e #ormation ma( make one mo&e and t"en s"oot. Engage2 T"e #ormation ma( make one Oc"arge% mo&e and t"en #ig"t an assault. &ouble2 T"e #ormation ma( make two mo&es and t"en s"oot wit" a -1 modi#ier. *arch2 T"e #ormation ma( make t"ree mo&es. *arshal2 T"e #ormation ma( eit"er s"oot wit" a -1 modi#ier and t"en regrou ! or make one mo&e and t"en regrou . -egrou ing allows t"e #ormation to remo&e some o# t"e 6last markers a##ecting t"e #ormation ?see 1.13@. 4verwatch2 T"e #ormation ma( not mo&e! *ut instead enters o&erwatc". 6eing on o&erwatc" allows t"e #ormation to interru t an enem( #ormation%s action to s"oot at it. 1ou ma( not c"oose t"is action i# t"e #ormation "as an( units t"at are out o# #ormation. 'ustained 6ire2 T"e #ormation ma( not mo&e ?not e&en to turn in lace@! *ut can s"oot wit" a M1 modi#ier. 1ou ma( not c"oose t"is action i# t"e #ormation "as an( units t"at are out o# #ormation. <n addition to t"ese *asic actions! t"ere are two more s ecial t( es o# action a #ormation ma( make, @old2 T"is action is t"e onl( one allowed to a #ormation t"at #ails an Action test ?see t"e rules #or action tests ne't@. T"e #ormation ma( make one mo&e or s"oot or regrou . 1ou must c"oose to mo&e i# an( units are out o# #ormation. 'pecial Actions2 2ome #ormations are allowed to carr( out s ecial actions. 2ome o# t"ese are descri*ed in t"e 2 ecial -ules section o# t"is rule*ook! or t"e( ma( *e included in t"e rules #or a scenario.
NetEA Tournament Pack 2013-08-07 Action Test Table .ormation "as at least one 6last marker -1 .ormation is tr(ing to retain t"e initiati&e -1 Action Test +esult Actions Notes Pass Action Test An( Pla(er ma( attem t to retain t"e initiati&e ?see 1.D.3@. .ail Action Test Lold .ormation recei&es one 6last marker. Pla(er ma( not attem t to retain t"e initiati&e.
-.A.9 The Action Test; 6e#ore a #ormation can carr( out an action it must ass an action test. 6roken #ormations ma( not take an action. <nstead t"e( must ass a rall( test in t"e end "ase in order to rall(. 2ee t"e rules #or *roken #ormations ?1.13@ later on. To ass an action test! (ou must roll e8ual to or o&er t"e #ormation%s initiati&e &alue on a 9D. <# t"e #ormation asses t"e action test! it ma( carr( out t"e stated action. <# t"e #ormation #ails t"e test! it can still carr( out a "old action ?e&en i# t"e la(er nominated somet"ing else@! *ut t"e #ormation recei&es a 6last marker. T"ere is a -1 modi#ier to t"e action test i# t"e #ormation "as one or more 6last markers! and a #urt"er -1 modi#ier i# t"e #ormation is tr(ing to retain t"e initiati&e ?see 1.D.3@. -.A.: +etaining The Initiative Cnce (ou "a&e success#ull( carried out an action wit" a #ormation! (ou ma( i# (ou wis" tr( to retain t"e initiati&e and take two actions in a row. <# (ou decide to retain t"e initiati&e t"en (ou must nominate a new #ormation and declare t"e action it will carr( out! *ut t"e #ormation will su##er a -1 modi#ier to its action test. Note, <# t"e #irst #ormation #ails its action! (ou ma( not attem t to retain t"e initiati&e P i.e.! (ou ma( onl( attem t to retain t"e initiati&e a#ter a success#ul action. 1ou must "and o&er t"e initiati&e a#ter (ou "a&e com leted t"e action #or a #ormation t"at retained t"e initiati&e ?i.e.! (ou can%t retain t"e initiati&e twice in a row@. T"e onl( e'ce tion to t"is is i# one la(er "as no #ormations le#t to acti&ate. <n t"is case! t"e ot"er la(er ma( kee on acti&ating #ormations wit"out su##ering t"e -1 modi#ier #or retaining t"e initiati&e until all o# t"e o osing #ormations "a&e taken an action.
4 -.A.9 The Action Test /, $"en rolling #or initiati&e to acti&ate and order (our #ormations! does a 9D roll o# 1 automaticall( #ailQ A, No. T"is can lead to certain #ormations automaticall( assing an initiati&e test. 2 ace Barines! #or e'am le! will alwa(s ass a test unless modi#iers a l( to t"e roll! and Crks doing a dou*le or c"arge action would ass automaticall( also. T"ese ad&antages are *uilt into t"e oints &alues used in t"e )rand Tournament arm( lists! and (ou s"ould take t"em into account w"en working out t"e #orces used in a scenario.
-.C
*48E*ENT?
Bost actions allow all t"e units in a #ormation to make one or more mo&es. =nits mo&e a distance in centimetres u to t"e 2 eed &alue s"own on t"eir datas"eet P t"ere is no com ulsion on la(ers to use t"e total mo&e a&aila*le to t"em. 9e ending on t"e action t"e( are taking! a unit ma( mo&e one! two or t"ree times ?see 1.7.1@. T"e( ma( turn #reel( as t"e( mo&e. A unit is ne&er #orced to mo&e! *ut sometimes #ailing to do so can result in its destruction ?see 1.13.3@. Cnce a la(er "as mo&ed a unit and remo&ed "is "and #rom t"e model! t"e mo&e ma( not *e c"anged. -.C.*ultiple *ovesA <# an action allows units to make multi le mo&es! take eac" mo&e one a#ter t"e ot"er! #ollowing t"e rules t"at #ollow #or eac" mo&e ?i.e.! don%t sim l( add t"e mo&ement distances toget"er@. .or e'am le! a 2 ace Barine Tactical detac"ment ?2 eed 1Icms@ taking a Barc" action would make t"ree mo&es o# 1Icm eac"! rat"er t"an one mo&e o# 4Icms. -.C.9 4ther 0nits Enem( units ma( ne&er mo&e o&er or t"roug" eac" ot"er. $it" t"e e'ce tion o# in#antr(! a #riendl( unit ma( ne&er mo&e directl( o&er anot"er #riendl( unit. 1ou can mo&e o&er in#antr( units wit" ot"er units! as t"e stationar( in#antr( are assumed to get out o#
I /, A, /, A, /, A, -.C *ovement 7an units mo&e o## t"e gaming ta*leQ Cnl( i# s eci#icall( allowed to do so *( a s ecial rule. 7an trans orted units wit" a mo&e o# 5ero set u Icm awa( w"en disem*arkingQ 1es t"e( can. 7an a 0cm mo&e unit on a road claim t"e MIcm mo&e *onusQ 1es and no. T"ere is no clear distinction in t"e rules *etween 0cm mo&e and trul( immo*ile units. $e recommend t"at units t"at could otentiall( *e mo&ed in an emergenc( situation! like #ield artiller( ieces! *e considered to "a&e a mo&e o# 0cm. Trul( immo*ile units suc" as a *unker in a scenario t"at "as a unit data s"eet s"ould *e considered as immo*ile under an( circumstances. A 0cm mo&e unit would ossi*l( *ene#it #rom t"e road mo&ement *onus! allowing it to mo&e Icm er mo&e. Lowe&er! it ma( o*&iousl( not lea&e t"e road as it would t"en lose its *onus mo&ement. Also! unit wit" a s eed designated as Eimmo*ileG ma( not mo&e! e&en on a road. As alwa(s! i# (ou antici ate an( issue wit" t"is rule! #or e'am le (ou are la(ing 6aran 2iegemasters wit" man( 0cm mo&e units! go o&er it wit" (our o onent during t"e I minute warm-u . <# a #ormation o# t"ree 0cm mo&e guns "as t"e centre gun destro(ed and t"e unit #ails to rall( ?i# t"e( get t"e c"ance@ is it remo&ed a#ter t"e ne't acti&ation mo&ement "ase ?*roken #ormation! two stands! one stand remo&ed *last marker kills ot"er stand@. 1es! li#e can *e s"ort in a 2iege regiment: -.C.- *ultiple *oves Cne o# t"e .A/ entries draws a conclusion t"at seems o&erl( *road to me. 2ection 1.7.1 talks a*out &arious orders allowing #ormations to mo&e. T"e C&erwatc" section o# t"e .A/ rules t"at an( time a #ormation is allowed to mo&e! it must mo&e. 1ou can mo&e 5ero! i# (ou wis"! *ut t"at is still considered a mo&e. 1ou don%t "a&e to mo&e. <n #act! some orders like 2ustained .ire re8uire (ou to sta( stationar(. Ct"er t"an t"at order! (ou are merel( mo&ing 5ero. $it"drawls are di##erent! in t"at t"e( are o tional mo&ement. <# (ou c"oose not to mo&e! (ou "a&e not mo&ed and do not allow a #ormation in o&erwatc" to acti&ate against (ou. $"en a unit does *reak! it does c"oose w"ere and i# to wit"draw. < ersonall( ad&ance m( *roken #ormations. T"ere is a c"ance t"e( ma( un*reak ne't turn and it ro&ides consternation to m( o onent. Lowe&er! i# (ou end (our mo&e ?and (es! (ou can still mo&e 5ero@ wit"in 1I cms o# an enem(! t"e unit is destro(ed.
t"e wa(. Note t"at Omo&ing o&er% re#ers to t"e model itsel#! not t"e unit%s *ase. -.C.: Dones 4f (ontrolC All units in E ic "a&e a 5one o# control t"at e'tends Icm in e&er( direction #rom t"e model. Bodels mounted on a stand ma( measure t"e 5one o# control #rom an( model on t"e stand. =nits ma( not enter an enem( 5one o# control w"ile t"e( mo&e! unless t"e( are undertaking an engage action and use t"eir c"arge mo&e to get into *ase contact wit" t"e nearest enem( unit w"ose 5one o# control t"e( "a&e entered. Cnce a unit "as *een contacted *( an engaging enem( unit! it loses its own 5one o# control #or t"e rest o# t"at engage action ?including t"e ensuing assault@. T"is will allow ot"er units to mo&e round it. =nits are ne&er allowed to cross directl( o&er an enem( unit! e&en i# it "as lost its 5one o# control. <# a unit #inds itsel# in an enem( 5one o# control #or an( reason! t"en it must eit"er c"arge t"e enem( or lea&e t"e 5one o# control w"en it ne't takes an action ?note t"at t"is will re8uire an action t"at allows it to c"arge or mo&e@. -.C.; 6ormationsE An( units t"at are out o# #ormation #or an( reason a#ter a #ormation "as taken t"e mo&ement art o# its action are destro(ed. T"e controlling la(er ma( c"oose w"ic" units are Oout o# #ormation% and destro(ed. Note t"at eac" unit lost will lace one 6last marker on t"e main art o# t"e #ormation. T"is a lies a#ter eac" indi&idual mo&e! so i# a #ormation made a marc" action! (ou can%t wait until t"e end o# all t"ree mo&es in order to *ring units *ack into #ormation P an( out o# #ormation units are destro(ed at t"e end o# t"e #irst mo&e ?and again at t"e end o# t"e second and t"ird mo&es i# an( ot"er units "a&e also ended u out o# #ormation #ollowing t"e mo&e@.
/,
A,
/,
A, D /,
A,
7 -.C.: Dones of (ontrol /, 7an (ou end (our mo&e e'actl( Icm awa( #rom an enem( unit! or would t"at mean entering its Jo7Q A, 1ou must sta( out o# t"e Jo7. As t"e Jo7 e'tends Icm! i# (ou were e'actl( Icm (ou would *e in t"e Jo7 and t"is is not allowed. <n ot"er words! (ou must remain more t"an Icm awa( #rom t"e enem( unit. /, $"at are t"e o tions #or a unit t"at #inds itsel# in an enem( Jo7 at t"e start o# its acti&ationQ A, <# a unit #inds itsel# in an enem( Jo7 #or an( reason t"en it must eit"er c"arge t"e enem( or lea&e t"e Jo7 w"en it ne't takes an action. <t cannot c"oose to remain stationar( and sta( in t"e Jo7! w"ic" means t"at t"e #ormation it *elongs to will "a&e to c"oose an action t"at allows t"e unit to mo&e awa( or c"arge. 1ou ma( use an Engage action to engage a se arate #ormation! so long as (our c"arge mo&e takes (ou out o# t"e Jo7 o# t"e closer #ormation. /, <# < "a&e a #ormation on C&erwatc" t"at is wit"in t"e Jone o# 7ontrol o# an enem( unit! does t"at re&ent using C&erwatc"Q A, No. .iring on C&erwatc" is not an action er se and t"e #iring #ormation is not o*ligated to lea&e t"e Jone o# 7ontrol. <# t"e #ormation takes an( action e'ce t #iring on C$! it will *e o*ligated to Engage or mo&e out o# t"e Jone o# 7ontrol as normal. 8 -.C.; 6ormations /, At w"at oint in an action do (ou need to get units *ack into co"erenc(Q A, 7o"erenc( a lies at t"e end o# eac" mo&e made *( a #ormation. <# a #ormation is out o# co"erenc( w"en it takes an action! t"en it must c"oose an action t"at allows it to make a mo&e. Note t"at #ormation re8uirements a l( to c"arges! counterc"arges and consolidation during assault and t"ose s"ould *e considered mo&es #or t"e ur oses o# determining #ormation co"erenc(. 2ee sections 2.1.12 and 3.0 #or co"erenc( 8uestions regarding 2couts and $ar Engines! res ecti&el(.
K /, A, /, A, /, A,
/, A, /, A, /, A,
/, A, /, A, /, A, /, A,
/, A, /, A,
-.C.? Transport 8ehicles 9oes a unit loses its Jo7 w"en in a Trans ortQ .or e'am le! does a 2cout in a -"ino loses its 10cm Jo7Q 1es. =nits *eing trans orted lose t"eir Jo7 ?ie! use onl( t"e Jo7 o# t"e trans orting unit@. $"at "a ens to trans orted units i# t"eir Trans ort is destro(edQ T"e units must make an Armour 2a&e or a DM 7o&er 2a&e to sur&i&e. 9o troo s in a Trans ort lose all t"eir Armour 2a&es w"en t"e Trans ort is "it *( an B$ or T> wea onQ No! sa&es t"at could *e taken i# t"e unit were "it directl( *( a B$ ma( still *e taken. 2o! #or e'am le! Terminators wit" -ein#orced Armour would get a sa&e against an B$ "it. 6ut unless t"e unit "as an a*ilit( t"at gi&es t"em a sa&e against B$ or T> "its t"e( would *e destro(ed automaticall( +ust as i# t"e( "ad *een "it *( t"ose wea ons t"emsel&es. ;ikewise! i# t"e s"ot "as <gnore 7o&er! units would not *e a*le to rel( on t"e DM co&er sa&e #rom *eing inside a &e"icle. A #ailed dangerous terrain c"eck does not allow a sa&ing t"row #or &e"icles. 9oes t"at mean an( troo s inside are denied an armor sa&e as wellQ No. Trans orted troo s roll t"eir sa&es as normal. 9o Trans orts t"at are destro(ed in 77 ?or &ia AP #ire #or ;Hs@ cause trans orted units to ossi*l( *e destro(ed as wit" AT and B$ #ireQ 1es. <# a series o# Trans orts containing in#antr( #rom t"eir #ormation is c"arged! can t"e in#antr( *undle out o# t"e Trans orts as art o# a 7ounter-c"arge mo&eQ And would (our answer di##er i# t"e Trans orts were in close com*at rat"er t"an a #ire#ig"tQ T"e answer does di##er on w"et"er t"e Trans ort is in *ase-to-*ase contact or not. <# it is in *ase-to-*ase contact wit" two or more units ?see section 1.7.I@ t"en it is not a*le to mo&e and can not t"ere#ore de lo( an( troo s. <# it is not in *ase-to-*ase contact t"en it can mo&e and as art o# t"at mo&e it can de lo( troo s. 2ee section 1.12.4 #or restrictions on counter c"arges. <# a Trans ort wit" two troo s inside is destro(ed! and all o# t"e troo s inside t"e trans ort are destro(ed "ow man( 6last markers are laced on t"e #ormation .our. Cne #or *eing s"ot at! one #or destro(ing t"e Trans ort unit and two more #or t"e units inside t"e trans ort <# a wit"drawing Trans ort is caug"t wit"in 1Icm o# an enem( unit a#ter #inis"ing its $it"drawal Bo&e! are t"e trans orted units destro(ed as wellQ 1es. An( .earless troo s on t"e trans ort would not *e destro(ed unless wit"in Icm o# t"e enem( and would dismount as normal. Are trans orted units considered to *e in s eci#ic trans orting units o# t"eir #ormationQ 1ou can la( it eit"er wa(! setting s eci#ic units in ot"ers or randomi5ing it u on taking damage. <# it looks like *eing an issue #or (ou! t"en *ring it u in t"e #i&e minute warm-u eriod at t"e start o# t"e game. T"e Trans ort rules sa( t"at i# a Trans ort unit "as two enem( units in *ase-to-*ase t"e trans orted units cannot disem*ark since t"e( are tra ed inside. 9oes t"is mean t"at t"e( die wit"out sa&es i# t"e trans orting unit is killed during t"e AssaultQ No! t"e normal rules would a l( ?i.e. t"e units get t"eir sa&es@! as t"e rules do not sa( ot"erwise. As a rule o# t"um* (ou s"ould stick wit" t"e core game rule unless an e'ce tion is s eci#icall( noted. Also! trans orted units are art o# t"e assault! e&en i# t"e( cannot directl( artici ate. T"e( are similar to units t"at are out o# range in t"at res ect and count #or outnum*ering and an( s ecial a*ilities. <# a #ormation loses an Assault and "a&e to remo&e a Trans ort wit" units inside it! is t"at considered a T> "it since it does not allow sa&es! t"ere*( remo&ing t"e trans orted units wit"out sa&es as wellQ No! a l( t"e normal rules. T"e trans ort rules sa( t"e trans ort "as to mo&e into *ase contact wit" t"e units to *e trans orted in order to ick t"em u . 9oes t"at mean t"e trans ort "as to take a dangerous terrain c"eck i# t"e unit is in co&erQ Cr t"at t"e trans ort cannot ick u units inside im assa*le terrain! like a *uildingQ <t de ends on t"e e'act location o# t"e models. <# a unit is entirel( wit"in t"e terrain iece! t"en dangerous terrain c"ecks are re8uired and a &e"icle cannot enter im assa*le terrain to ick u t"e unit. Lowe&er! i# art o# t"e unit is e' osed! #or e'am le an in#antr( unit artiall( inside a woods! t"e &e"icle can make *ase contact wit" t"e e' osed ortion o# t"e unit to load.
-.E
TE++AIN
T"e gala'( is a &ast lace wit" millions o# di##erent worlds. T"e terrain co&ering t"ese worlds can &ar( #rom em t( lains to sk(scra ing "i&e cities! and #rom &erdant +ungles to arid as"-waste deserts. Cnl( one #actor is common to t"em all! and t"at is t"at t"e( all "a&e areas w"ere it is di##icult to wage war: <n E ic! terrain a##ects units in one o# t"ree wa(s, T"e terrain "as no e##ect on t"e unit w"en it mo&es t"roug" it. T"e terrain is im assa*le to t"e unit so it cannot mo&e t"roug" t"e terrain under an( circumstances.
T"e terrain is dangerous to t"e unit! so t"e unit can enter t"e terrain *ut it mig"t take damage ?see 1.8.1@. T"e Terrain E##ects ta*le on t"e ne't age details some common t( es o# terrain and t"e e##ects t"e( "a&e on di##erent t( es o# unit. Low to re resent terrain on t"e *attle#ield is discussed later on in t"is rule*ook. -.E.&angerous Terrain Test -oll a 9D w"en (ou enter dangerous terrain! or w"en (ou start to mo&e i# alread( in dangerous terrain. Cn a roll o# 1! t"e unit is destro(ed wit" no sa&e allowed! *ut t"e #ormation it is art o# does not recei&e a 6last marker. =nits ma( c"oose to mo&e t"roug" dangerous terrain cautiousl(. A unit t"at is mo&ing cautiousl( counts as "a&ing a s eed o# Icm! *ut is allowed to re-roll an( 9angerous Terrain tests t"at it #ails.
An +mperial Guard infantry company is attacking an /rk warband. "ome of the /rk Boy4 are in co$er in the buildings at the back, while some of the /rk Boy4 are in the open. The +mperial player must choose if he wishes to attack only the Boy4 in the open, or the whole of the /rk formation. +f he chooses to attack the whole formation then he will suffer a (: to hit modifier. +n addtion, the /rks in the building will benefit from the 5C infantry co$er sa$e aginst any hits applied against them.
The "hadowsword has mo$ed into a Ghull down, position behind a low ridge. From this position it counts as being in co$er against attacks from the /rk formation with the Battlefortress and Buggies attacking it from the front, and so they will suffer the (: to hit modifier. )owe$er, the /rk Gunwagons ha$e manoeu$red to a position where the ridge does not block their line of fire, and so they do not suffer the penalty.
Terrain 6uildings 7li##s .orti#ications Nungle Bars" C en )round! Lill 2lo es -i&er -oads -uins! -u**le 2cru* $oods
10
Infantr 4M 7o&er 2a&e <m assa*le 3M 7o&er 2a&e ?see rules@ 4M 7o&er 2a&e DM 7o&er 2a&e! 9angerous No E##ect DM 7o&er 2a&e! 9angerous 2ee rules 4M 7o&er 2a&e DM 7o&er 2a&e IM 7o&er 2a&e
8ehicle <m assa*le <m assa*le 2ee rules <m assa*le 9angerous No E##ect <m assa*le 2ee rules 9angerous No E##ect 9angerous
War Engine <m assa*le <m assa*le <m assa*le 9angerous 9angerous No E##ect No E##ect 2ee rules 9angerous No E##ect 9angerous
10 -.E.; Terrain Effects /, 7an an in#antr( unit claim co&er #rom enem( armored &e"iclesQ A, 1es. T"e rule as written does not distinguis" *etween #riendl( and enem( &e"icles #or co&er *ene#its. 2ome grou s #eel t"is is an odd situation and "ouse rule t"at t"e co&er #rom enem( units is not allowed! so #eel #ree to co&er t"is in t"e I-minute warm-u wit" (our o onent.
10
-.F
'@44TIN#--
Ban( actions allow a #ormation to s"oot. T"is takes lace in t"e Action "ase w"en t"e #ormation takes its action. -.F.Picking A Target $"en a la(er icks one #ormation to #ire! an enem( #ormation is also c"osen as its target. .ormations ma( NCT s lit #ire P an( units una*le to s"oot at t"e nominated target #ormation lose t"e c"ance to s"oot altoget"er.
-.F.9 Who *a 'hoot-9 <n order to s"oot! a unit must *e in range and "a&e a line o# #ire to at least one unit in t"e target #ormation! and must not *e su ressed. )ine 4f 6ire2 T"e line o# #ire is a straig"t line drawn #rom t"e s"ooting unit to one unit in t"e target #ormation. T"e line o# #ire is *locked *( terrain #eatures suc" as *uildings! "ills! woods! etc. $ea ons "ig"er u can o#ten see o&er an( terrain t"at is lower down. 6uildings! ru**le! woods! #orti#ications and t"e like don%t *lock t"e line o# #ire to or #rom units t"at are in t"e terrain itsel# unless t"e line o# #ire asses t"roug" more t"an 10cms o# t"e terrain #eature ?i.e.! (ou can s"oot 10cms Ointo% a terrain #eature! *ut t"e line o# #ire is still *locked to units on t"e ot"er side@. T"e onl( units t"at can *lock t"e line o# #ire are war engines ?see 3.0@. Ct"er units do not *lock t"e line o# #ire #or #riend or #oe. +ange2 <n order to s"oot! a unit must *e in range o# a unit to w"ic" it "as a line o# #ire in t"e target #ormation. 'uppressed 0nits2 Cne unit t"at "as a line o# #ire and is wit"in range ma( not s"oot #or eac" 6last marker on t"e #ormation. =nits are su ressed O#rom t"e *ack to t"e #ront% o# a #ormation! wit" t"e #ront and t"e *ack *eing determined *( t"e location o# t"e target #ormation. T"e units t"at are t"e #urt"est awa( #rom an( units in t"e target #ormation are su ressed #irst! on t"e *asis t"at troo s lurking at t"e rear are more likel( to kee t"eir "eads down t"an t"e more gung "o c"a s at t"e #ront: <# se&eral units are e8uall( #ar awa( #rom t"e target #ormation! t"en t"e controlling la(er ma( c"oose w"ic" to su ress.
11 -.F 'hooting /, < can%t #ind t"e AP or AT &alues #or small arms like *olters or lasguns. $"at are t"ese &aluesQ A, T"e e##ect o# small arms is included in t"e unit%s #ire#ig"t &alue! and used in an assault *( units wit"in 1Icms o# t"e enem( and not in *ase contact. 2o O#ire#ig"ts% and small arms #ire onl( "a ens as art o# an assault. T"e t"inking *e"ind t"is rule is *ased on o*ser&ations o# t"e wa( com*at works in real-li#e. O2"ooting% in E ic re resents t"e kind o# long-range sustained s"ooting attacks (ou%ll o#ten see in news-reelsR t"e kind o# t"ing w"ere (ou see tanks or "ea&( wea ons o ing awa( at a distant "illside at an in&isi*le target P t"e a tl( named Oem t( *attle#ield% "enomena. An assault re resents t"e situation w"ere troo s "a&e *een ordered to take and "old a osition! and all "ell *reaks loose as t"e( close in. <# (ou saw t"e TH series O6and o# 6rot"ers% (ou%ll know w"at kind o# t"ing < mean. T"is is t"e main reason t"at small arms are onl( reall( used in assaults! as t"e( are not &er( e##ecti&e at t"e kind o# longranged su ressi&e #ire re resented *( Os"ooting% in E ic. /, 7an (ou wit""old #ire #or later turnsQ A, T"e la(er can c"oose w"ic" unitsFwea ons to s"oot wit" and ne&er "as to #ire i# "e doesn%t want to.
12 -.F.9 Who *a 'hoot /, $"at *locks line o# sig"t ?ot"er t"an o*&ious terrain@Q a@ Enem( models *@ $ar engines ?#riend or #oe@ c@ .riendl( models ot"er t"an (our detac"ment! grou ! w"ate&er d@ 2tands wit"in (our own detac"ment. e@ -uins #@ 2"oot at w"ate&er%s in range and not *locked *( "ills or large *uildingsQ g@ < misunderstood somet"ing. A, T"e answer is *! e 0 #. Terrain *locks t"e ;C.! units don%t. /, 7an a trans orted unit *e su ressed w"en a #ormation #iresQ A, Cnl( units in a osition to s"oot can *e su ressed! so onl( i# t"e trans orted unit can s"oot out o# t"e trans ort can it count #or su ression. /, 7an a unit wit"out ranged wea ons ?somet"ing wit" onl( .. or e&en lacking t"at like an Crk $ild*o(@ *e su ressed w"en a #ormation #iresQ A, <n order to *e su ressed a unit must "a&e a line o# #ire and *e in range. T"is means t"at units wit"in small arms range ?1Icm@ ma( *e su ressed ?e&en t"oug" t"e( cannot s"oot@! *ut t"e $ild*o( could not *e. T"ere are ot"er e'am les o# units w"ic" #ul#ill t"e criteria #or su ression w"ile *eing una*le to s"oot. E'am les include units wit" one s"ot or slow#ire wea ons w"ic" cannot #ire. Again! t"e re8uirements are onl( range and line o# sig"t! not t"e a*ilit( to actuall( #ire. /, 7an units armed onl( wit" 2mall Arms t"at are wit"in range o# t"e enem( *e c"osen as unit to *e su ressed *( 6last markersQ A, 1es. /, 7an a unit *e su ressed i# it "as no enem( in t"e #ire arc o# its wea onsQ A, No.
11
NetEA Tournament Pack 2013-08-07 -.F.? +oll To @it-; T"e la(er must decide at t"is stage w"et"er wea ons will #ire wit" t"eir AP or AT &alues i# t"e( "a&e *ot". T"en roll a 9D #or eac" s"ot *eing directed at t"e target #ormation. 1ou must roll e8ual to or "ig"er t"an t"e a ro riate Oto "it% &alue to score a "it ?e.g.! i# t"e wea on "as an AT 4M ! (ou must roll a 4 or more to "it@. T"e dice roll is modi#ied #or t"e #ollowing reasons. Lowe&er a roll o# 1 *e#ore modi#ication is alwa(s counted as a miss. To @it *odifier Table Target is in co&er -1T Attacker is carr(ing out a dou*le or mars"al action -1 Attacker is carr(ing out a sustained #ire action M1 TT"e attacker can c"oose to ignore t"e co&er modi#ier i# it a lies to some units in t"e target #ormation *ut not to ot"ers. Lowe&er! (ou can%t score "its on units in co&er unless (ou take t"e -1 to "it modi#ier.
13 -.F.; Place 3last *arker /, A #ormation #ires at a target *ut "as no wea ons t"at can a##ect t"e targetQ .or instance a #ormation t"at onl( "as AP wea ons #ires at a &e"icle #ormation. 9oes t"e target still get a 6last marker #or taking #ireQ A, 1es. A target #ormation alwa(s recei&es a 6B #or taking #ire e&en i# t"at #ire cannot "a&e an( e##ect on t"e target #ormation. /, 7an AP wea ons target AHs +ust to get t"e 6BQ And t"e corollar(Scan AT wea ons target in#antr( to get a 6BQ A, 1es. .ormations ick u a *m #or coming under #ire e&en i# t"e wea ons *eing used cannot "arm t"e target. /, 7an a #ormation wit" units armed onl( wit" wea ons t"at are 2mall Arms #ire at an enem( #ormation to lace a 6lask Barker on t"em Q A, No. As t"e rules currentl( stand! units armed onl( wit" 2mall Arms cannot s"oot and t"ere#ore can%t lace a 6B on an enem( #or causing t"em to Ocome under #ire%. /, <# (ou #ire at an enem( unit and t"e( are out o# range! do t"e( still recei&e a *last markerQ A, No! (ou must "a&e ;C. and range #rom at least one o# (our units to at least one unit in t"e target #ormation in order to lace a 6B.
14 -.F.? +oll To @it /, 9e&astator%s "a&e two missile launc"ers eac". 7an a 9e&astator unit s lit its #ire into one AP s"ot and one AT s"ot w"en s"ootingQ A, 1es it can. /, 9e&astators "a&e multi le wea ons. <s t"e answer a*out s litting #ire into AP and AT t"e same i# it is one wea on wit" multi le s"ots. .or e'am le! can a $ar"ound titan #ire its Hulcan Bega*olter as 3 AP3M s"ots and 1 ATIM s"otQ A, No. T"e decision to c"oose AP or AT is *( wea on. <n t"e e'am le! t"e Hulcan Bega*olter s"ots would "a&e to *e all AP or all AT! not a mi' o# t"e two. /, <# a unit "as a *ase! or modi#ied! M1 to "it &alue does t"at mean t"at t"e unit automaticall( "itsQ Cr does rolling a 1 on a dD #or (our to-"it result alwa(s #ailQ A, According to section 1.K.I a roll o# 1 *e#ore modi#ication is alwa(s counted as a miss. 2o regardless o# (our *ase or modi#ied to "it &alue a roll o# a 1 alwa(s misses. /, <s t"ere an( wa( to s eed u t"e dice rolling w"en #iringQ A, <t is ossi*le to s eed u dice rolling wit"out altering t"e o&erall result o# s"ooting *( allocating "its against units o# t"e same t( e as a grou ! and t"en making all o# t"e sa&es toget"er! and #inall( remo&ing casualties #rom t"e models closest to t"e enem(. .or e'am le! i# a unit o# si' 2 ace Barines and t"ree -"inos took 3 AP "its and 2 AT "its! t"en t"e de#ender could sim l( sa( E< allocate t"e AP "its to t"e Barines and t"e AT "its to t"e -"inosG. Le would t"en roll 3 dice #or t"e Barines% sa&es! remo&ing an( casualties *( eliminating t"e Barine units closest to t"e enem(! #ollowed *( rolling 2 dice #or t"e -"ino%s sa&es and remo&ing an( casualties in a similar manner. Please note t"at (ou will need to agree wit" (our o onent t"at it%s oka( to use t"is met"od to allocate "its in t"is wa(! and t"at e&en i# an o onent agrees! t"e o onent can still ask #or (ou to use t"e Oo##icial% met"od in situations w"ere t"e o onent #eels it is warranted.
12
Target 7 8 K 10
-.F.A Allocate @its I *ake 'aving Throws-? 1ou must allocate "its in#licted on (our #ormation against targets t"at are wit"in range and line o# #ire o# t"e enem(. Lits are allocated O#rom t"e #ront to t"e *ack% o# a #ormation. Note t"at t"is is t"e o osite o# su ression. AP "its can onl( *e allocated against in#antr( units! and AT "its ma( onl( *e allocated against armoured &e"icles. Lits must *e allocated to t"e closest otential target #irst. 1ou ma( not allocate a second "it to a unit until one "it "as *een allocated to e&er( otential target! or allocate a t"ird "it until all targets "a&e *een allocated two "its! etc. Cnce all "its "a&e *een allocated! make sa&ing t"rows #or eac" unit t"at "as *een "it! using t"e unit%s armour &alue #rom its
1I -.F.A Allocate @its I *ake 'aving Throws /, 7an a #ormation t"at "a&e a mi'ture o# AP and AT s"ots #ire t"e AP s"ots at a #ormation in w"ic" all its in#antr( is in trans orts! so t"at an( in#antr(! w"ose trans ort is destro(ed and sur&i&es! can *e s"ot atQ A, No. T"e( must *e an eligi*le target at t"e *eginning o# t"e s"ooting action! alt"oug" according to section 2.2.D AP and AT "its are allocated #irst and sa&es made *e#ore B$. T"is means (ou could s"oot u a *unc" o# trans ort &e"icles! and t"en "a&e B$ "its allocated to an( in#antr( t"at sur&i&e ?t"is doesn%t a l( in t"e e' erimental "it allocation rules@. /, Are modi#iers to an Armour 2a&e cumulati&eQ .or e'am le! is a 2ni er #iring at a unit in 7ross#ire a -2 to t"e unit%s Armour sa&e or +ust a -1Q A, All modi#iers a l( unless t"e rules s eci#icall( sa( somet"ing di##erent. 2o t"e total Armour 2a&e modi#ier would *e -2. /, <# < "a&e a unit o# Crk *o(5 ?DM sa&e@ w"o are caug"t in a cross#ire ?-1 sa&e@! do t"e( get no sa&e or do < need to roll a 7M ?i.e. D #ollowed *( 4M@Q A, T"e( get no sa&e. 7M rolls are onl( #or ETo LitG. /, <n t"e rules #or 2u ression it states, ECne unit t"at "as a line o# #ire and is wit"in range ma( not do so #or eac" 6last marker on t"e #ormationG. Low s"ould t"is rule *e inter reted #or units! like a 9eat"strike Bissile! t"at don%t re8uire a ;ine o# .ire in order to #ireQ A, =nits t"at do not re8uire a ;ine o# 2ig"t in order to s"oot are su ressed i# t"e( are wit"in range o# t"e enem(! e&en i# t"e( don%t "a&e a ;ine o# 2ig"t to t"e target. /, 7onsider an armoured #ormation wit" 4 ;Hs and 4 AHs. T"e ;Hs are closer to t"e enem( #ormation t"at is s"ooting. T"e enem( #ormation s"oots and scores 4 AP "its and 4 AT "its. Low are t"ese "its allocatedQ a@ < can allocate t"e AT "its #irst! so eac" ;H gets one "it! and t"en t"e AP! in total two "its er ;H and none #or t"e AHs. *@ AP "its are allocated #irst! and t"en AT! -esulting in one "it on eac" o# t"e ;Hs and one eac" on t"e A&s.Q A, T"e intent o# t"e "it allocation rule is t"at (ou must allocate "its out to strike as man( units as ossi*le. <n a situation suc" as t"at descri*ed t"e onl( wa( to ac"ie&e t"is is to allocate t"e AP "its #irst and t"e AT second. <# t"e #ormation consisted o# 4 in#antr( instead o# 4 tanks! t"e AT "its would need to *e allocated #irst. /, $"en s"ooting at a #ormation w"ere some units are in co&er and ot"ers are not (ou can elect w"et"er to s"oot at targets in co&er ?in w"ic" case (ou take t"e -1 enalt(@ or not ?in w"ic" case (ou don%t@. $"at is t"e sco e o# t"is decisionQ T"e entire s"ooting #ormationQ Eac" s"ooting wea on t( eQ Eac" s"ooting unitQ 6( damage t( e ?AT &s. AP@Q Eac" s"ooting wea onQ
=ns eci#ied! work it out wit" (our o onentQ .or e'am le! i# someone s"oots at m( tactical #ormation! w"ic" "as t"ree e' osed -"inos and si' Barines in co&er! does t"e attacker "a&e to take t"e -1 to "it t"e -"inos ?w"ic" is AT #ire@! i# "e wants t"e tactical marines to *e otential targets #or "is AP #ireQ A, T"e c"oice to s"oot at in-co&er or out-o#-co&er targets must *e done *( t"e entire #ormation. <t can onl( *e se arated *( t( e o# wea on #ire.
13
datas"eet or t"e co&er sa&e #rom t"e terrain ta*le. -oll a 9D. <# t"e score is lower t"an t"e armour &alue or co&er sa&e &alue t"en t"e unit #ails its sa&e! and is destro(ed and remo&ed #rom la(. <# t"e roll is e8ual to or greater t"an t"e armour or co&er sa&e &alue t"en t"e unit is sa&ed and it remains in la(. Bake a se arate sa&e #or eac" "it t"e unit su##ers. -emem*er t"at t"e target #ormation recei&es a 6last marker #or eac" unit t"at is destro(ed. <# an attacking #ormation scores "its *ot" wit" normal wea ons and wea ons wit" t"e macro-wea on a*ilit(! t"en t"e o osing la(er must allocate and make an( sa&es #or t"e normal "its #irst! and t"en allocate and make an( sa&es #or t"e macro-wea on "its. Lits #rom macro-wea ons can onl( *e a lied to units t"at are in a osition to *e "it *( a macro-wea on ?Note, $it" t"e e'ce tion o# $ar Engines ?see 3.3.2@! during an assault! all units u to 1Icm awa( are &alid targets #or allocation! regardless o# w"et"er t"e "its are #rom 77 or ..@. -.F.C (heck To 'ee If Target 3reaks Cnce t"e attack is com letel( resol&ed! (ou must c"eck to see i# t"e target #ormation "as *een *roken *( t"e 6last markers it "as recei&ed. T"e #ormation *reaks i# t"e num*er o# 6last markers e8uals or e'ceeds t"e num*er o# units in t"e #ormation. Note t"at #ormations do not *reak art wa( t"roug" a s"ooting attack P onl( once it "as *een resol&ed.
<# (ou "ad AT! AP! and B$ #ire in one sal&o! (ou could #ire AT at out-o#co&er! AP at in-co&er and B$ at in-co&er. Cr an( ot"er arrangement! as long as all o# eac" #ire t( e ?AP! AT! B$@ is directed solel( at one target t( e ?in-co&er or out-o#-co&er@. 1ou cannot s lit u targetting o# a single t( e o# #ire. <# an <) in#antr( com an( "ad 2 units out o# co&er and 10 units in co&er and (ou were #iring wit"! sa(! 8 AP s"ots! (ou could not target 4 AP at out-o#-co&er and 4 at inco&er. All t"e AP s"ots would "a&e to *e directed at a single target t( e.
14
3arrage Points
1 2 3 4-I D-7 8-K 10-12 13-1I 1D-18
EJtra Templates
None None None Cne Cne Two Two Two Two
To @it +olls AP AT DM DM IM DM 4M IM 4M IM 4M IM 4M IM 4M IM 4M IM 4M IM
EJtra 3arrage Templates2 Large barrages may recei$e e&tra Barrage templates. The Barrage table will tell you if a barrage recei$es any e&tra Barrage templates. lace any e&tra templates so that they touch the first template that was placed, and so that no templates o$erlap. All units under the templates are attacked with the barrage,s to hit $alues. 3ote that once the first template has been placed, the attacker may choose where to place the additional templates, as long as they are touching the first template, and no line of fire, placement or range restrictions apply >see below?. EJtra 3last *arkers2 0eally large artillery barrages are $ery effecti$e at suppressing enemy troops as well as killing them. To represent this, a large barrage may inflict one, two or three e&tra Blast markers, as shown on the barrage table. The Blast markers are placed in addition to any Blast markers placed on a formation for it coming under fire or for any casualties that it suffered. +f se$eral formations are being attacked then each recei$es the appropriate number of e&tra Blast markers. 0sing 3arrage Templates2 #eciding which enemy units ha$e been caught underneath a circular Barrage template is another one of the things that can cause endless arguments during a game. The method we use >and the default you should use unless you ha$e a different con$ention that you prefer? is that a unit is affected if any part of the model falls under the template, or at least one model on a stand. +n addition, templates must be placed in such a way as to get as many enemy units from the target formation under them as possible within the restrictions for lines of fire and range. This stops players Gsniping, at important units with artillery.
1D
1D /, A, /, A, /, A,
-.F.E 3arrages <# a *arrage touc"es se&eral #ormations! do t"e( get one initial 6last marker eac"Q 1es. 7an a *arrage get t"e cross#ire modi#ier i# a lica*leQ 1es. <# an Artiller( 7om an( #ails its action test! can it c"oose to s"oot and still #ire an indirect *arrageQ No! i# t"e initiati&e test is #ailed t"en t"e artiller( cannot take t"e sustained #ire action! *ut "a&e to take a "old action instead. T"is will allow t"em to s"oot normall(! *ut t"e( will not *e allowed to #ire indirectl(. /, <n 2ection 1.K.8 it sa(s ENote t"at once t"e #irst tem late "as *een laced! t"e attacker ma( c"oose w"ere to lace t"e additional tem lates! as long as t"e( are touc"ing t"e #irst tem late! and no line o# #ire! lacement or range restrictions a l( ?see *elow@G. 9oes t"is mean t"at t"e original sti ulation t"at eac" tem late must co&er as man( units in t"e target #ormation as ossi*le is not in e##ect #or an( additional tem lates laced *( a *arrageQ
1I
A, T"e #irst tem late t"at is laced must *e laced so as to co&er as man( units #rom t"e target #ormation as ossi*le! *ut ma( onl( *e laced in ositions w"ere all units contri*uting 6Ps to t"e attack "a&e a ;C. and are in range to at least one unit under t"e tem late. Additional tem lates must *e laced touc"ing ?not o&erla ing@ t"e #irst tem late! *ut wit"in t"is restriction must still *e laced to co&er as man( units as ossi*le #rom t"e target #ormation. T"ere is no range or ;C. re8uirement #or t"e additional tem lates t"at are laced. /, 6arrage tem lates P is it ossi*le to lace t"e #irst tem late o&er units to w"om no ;o. e'ists as long as t"ere is a ;o. to at least one unit under t"e tem lateQ 7an < "it units < can%t seeQ A, 1es. As noted! onl( a single unit under t"e tem late "as to *e in ;o2 and range. T"at means (ou can "a&e units out o# ;o2 and *e(ond t"e nominal range o# t"e 6P wea on under t"e tem late. /, <s it ossi*le to lace t"e second and t"ird tem late com letel( out o# sig"t and "it units < can%t seeQ A, 1es. And again! *ot" out o# ;o2 and out o# range are acce ta*le. /, < was wondering i# *arrage s"ots can "it units in co&er i# (ou declare t"at (ou are onl( s"ooting units in t"e o en. A, 6arrages are tec"nicall( su osed to roll to "it t"e e'act models t"at are under t"em. Lence t"e E(ou must "it t"e largest num*er o# targetsG restriction to kee eo le #rom Esni ingG &alua*le models wit" *arrage wea ons. -oll #or units in co&er and units in t"e o en se aratel( and allocate "its as a ro riate. /, Are *arrage attacks su osed to *e Eunit *( unitG to-"it and allocation rolls! or is t"e *arrage tem late merel( a marker wit" E#ront to *ackG unit allocation as normal ?under t"e tem late! o# course@Q A, $"en t"e *arrage rules use t"e word Et( eG in relation to a unit! it is not re#erring to t"e tec"nical term Eunit t( eG in terms o# in#antr(FAHFetc.! *ut eac" kind o# unit. 6asicall(! e&er( unit under t"e *arrage tem late stands a c"ance o# *eing "it and killed *( a luck( "it. <# t"e unit is o# a uni8ue kind! it would *e rolled #or se aratel( as it is t"e onl( one o# its t( e. >ee in mind t"at t"e tem late lacement rules are still in e##ect and will o#ten limit t"e amount o# Esni ingG a la(er can do t"roug" lacing tem lates onl( on t"e most &alua*le units. As an e'am le! an Crk $ar*and wit" 3 6attlewagons and 2 .lakwagons is "it *( a large *arrage t"at co&ers all t"e in#antr( and &e"icles. T"e attacker would roll 2 attem ts to "it against No*5! D against 6o(5 and 2 against )rots and a l( t"e "its to t"e a ro riate unit. ;ikewise! t"e AT attacks would *e di&ided as 3 attacks on t"e 6attlewagons and 2 on t"e .lakwagons. <# t"at $ar*and "a ened to also include t"e Crk $ar*oss! (ou would roll to "it t"e unit wit" t"e $ar*oss se aratel( #rom *asic No*5 unit as well. Note! #or sim licit(%s sake! t"is a roac" s"ould also *e a lied to ot"er e##ects t"at s eci#( rolling to-"it o&er an area! suc" as 9ro Pod 9eat"wind attacks and critical "it e' losions.
1D
-.-/ 48E+WAT(@-C
A #ormation t"at takes an o&erwatc" action ma( not mo&e! *ut ma( s"oot! outside o# t"e normal turn se8uence! in res onse to an enem( #ormation%s mo&ement. $e mark #ormations on o&erwatc" using t"e )ames $orks"o Crder dice! *ut (ou can use ot"er met"ods i# (ou re#er. Note t"at i# a #ormation "as units more t"an Icm #rom anot"er unit in t"e #ormation ?i.e.! it is not in a legal #ormation@! t"en t"e #ormation ma( not take an o&erwatc" action! as it must mo&e *ack into a legal #ormation i# it can.
17 -.-/ 4verwatch /, 7an a unit remain on C&erwatc" into a #ollowing turnQ A, <# t"e #ormation "asn%t #ired *( t"e end o# t"e turn! t"en t"e( can remain on C&erwatc" into t"e #ollowing turn. /, <s a #ormation t"at is allowed to mo&e as art o# an action! *ut w"ic" decides to remain stationar(! considered to *e mo&ing #or t"e ur oses o# triggering C&erwatc" #ireQ .or e'am le! i# < take an Engage action! *ut don%t mo&e an( units as t"e( are alread( wit"in #ire#ig"t range o# t"e enem(! can m( o onent make an C&erwatc" attack *e#ore t"e Assault takes laceQ A, 1es! to *ot" t"e 8uestion and t"e e'am le. C&erwatc" is triggered w"en an enem( #ormation Ecom letes a mo&eG. .ormations t"at could mo&e *ut remain stationar( "a&e still Ecom leted a mo&eG and are t"ere#ore eligi*le targets. /, $"en units a ear on t"e ta*le! #or e'am le *( tele orting! or s awning! or *eing summoned! do t"e( trigger C&erwatc"Q A, No. Cnl( com leting a mo&e or disem*arking triggers C&erwatc". Also! note t"at Ea mo&eG in t"e conte't o# C&erwatc" "as *een ruled to *e a normal ground mo&e. An aeros ace mo&e ? lanet#all or a landing aircra#t@ does not trigger o&erwatc"! nor does a counterc"arge mo&e during an assault. /, <s a #ormation t"at "as success#ull( acti&ated an C&erwatc" action su*se8uentl( a*le to make a sustained #ire C$ attack in t"e same turn! ?or does it "a&e to wait until t"e ne't turn to *e a*le to do t"is@Q A, C&erwatc" and 2ustained .ire are two di##erent actions t"at can *e taken. 1ou "a&e to c"oose one or t"e ot"er w"en (ou acti&ate t"e #ormation. 1ou can%t com*ine actions. /, Nust to *e sure, <# a #ormation assaults anot"er t"at is on o&erwatc"! a#ter resol&ing t"e attacks t"e attacking #ormation is *roken. 9o t"e( still assaultQ < resume not. A, 1.13.3 E<# a #ormation is *roken art wa( t"roug" an action . t"en it makes a wit"drawal and loses t"e rest o# its action.G /, ;et%s sa( < "a&e a #ormation on o&erwatc". <t gets ounded *( an artiller( *arrage! lea&ing some units out o# co"esion. 7an t"e units still acti&ate #or o&erwatc" normall( ?su*+ect to *last markers! etc.@! t"en ne't turn mo&e to get *ack into co"esionQ Bust t"e unit acti&ate normall( and er#orm a mo&e action to get *ack into co"esionQ $"at i# t"e unit acti&ated to go on o&erwatc"! gets damaged! t"en er#orms t"e o&erwatc" acti&ationQ 9o t"e( still "a&e until t"e end o# ne't turn to get *ack into co"esionQ Cr is it w"oe&er%s out o# co"esion at t"e end o# t"e turn diesQ A, 1@ A #ormation ma( not select C&erwatc" ?or 2ustained .ire #or t"at matter@ as an action i# it "as an( units out o# co"erenc( ?1.D.1@ 2@ Actuall( #iring on o&erwatc" is not a new action er se P t"e initiati&e test "as *een taken alread(! it is a continuation o# t"e same action. ?1.10@ <# t"e #ormation *ecomes *roken! t"e action is cancelled. ?1.13.3@ An( units w"ic" are out o# co"erenc( are destro(ed at t"e end o# an( mo&e ?1.7.4@. 2o! t"e #ormation ma( #ire as normal on o&erwatc" and is onl( re8uired to mo&e *ack into #ormation t"e ne't time it takes an action. /, $"en can < #ire C$Q As < understand t"at < can c"oose to s"oot, 1@ *e#ore m( o onent unloads troo s! 2@ a#ter m( o onent unloads troo s and *e#ore "e s"oots or assault
A #ormation t"at is on o&erwatc" ma( c"oose to s"oot immediatel( a#ter an enem( #ormation com letes a mo&e or unloads troo s! and *e#ore t"e target eit"er s"oots or assaults. Note t"at a #ormation on o&erwatc" is allowed to s"oot at an enem( #ormation a#ter an( mo&e! so it ma( s"oot at a #ormation making se&eral mo&es a#ter it "as com leted one o# t"ese mo&es and *e#ore it carries out t"e ne't one. T"is sto s #ast #ormations using dou*le or marc" actions to Ow"i5 ast% a #ormation t"at is on o&erwatc". Also note t"at #ormations on o&erwatc" ma( onl( react w"en a #ormation mo&es or unloads troo s. T"e( ma( not to c"oose to s"oot at a #ormation t"at does an(t"ing else in t"eir line o# #ire! suc" as s"ooting wit"out mo&ing or regrou ing. -esol&e t"e s"ooting attacks using t"e normal rules. T"e o&erwatc"ing #ormation must s"oot at t"e #ormation t"at triggered t"e s"ooting P it can%t ick a di##erent target. Cnce it "as #ired! t"e #ormation is no longer considered to *e on o&erwatc". .ormations remain on o&erwatc" until t"e( eit"er s"oot! or t"e( undertake a new action in t"e #ollowing turn. Note t"at t"is means t"at a unit can go into o&erwatc" on one turn! and not s"oot until t"e #ollowing turn. 2"ooting in t"e #ollowing turn counts as (our action #or t"at turn! and will sto t"e #ormation taking an action later on. <# t"e #ormation does not s"oot in t"e #ollowing turn t"en it ma( take an action instead o# s"ooting.
3@ a#ter m( o onent unloads troo s and a#ter "e s"oots or assault A, A#ter (our o onent com letes a mo&e C- a#ter disem*arking troo s! *ut *e#ore "e does an(t"ing else! including s"ooting. 2o o tion 1 and o tion 2 *ut not o tion 3.
17
-.-- (+4''6I+E-E
;,'re we go, ,ere we go, ,ere we goL Bloody hell, where,d dose beaky wagon4 come fromM Nuick lad4, face dis way. 3o, no, noF 3ot dat way, dis way. /iF Where are yoo4 boy4 running off tooM %ome back ,ere ya yoosless lotL BuggaF /h well, + guess +,ll Kust ha$e to take out dem wagon4 meself. ,'re we go denL WAAAAAA0G)FFF< Last words of Warlord 3a4(bakk .ormations t"at take #ire #rom t"e #lank or rear are caug"t in a deadl( cross#ire! and will su##er additional casualties as troo s struggle to #ind co&er #rom attacks coming #rom an une' ected direction. To re resent t"is! #ormations are allowed to use t"e #ollowing rules to claim a cross#ire *onus w"en t"e( s"oot. 1ou can claim t"e cross#ire *onus i# (ou can draw a straig"t line u to 4Icm long #rom an( o# t"e units in t"e s"ooting #ormation to an( unit in anot"er #riendl( #ormation and t"is line crosses a unit #rom t"e target #ormation or t"e ga *etween two units #rom t"e target #ormation. T"e #riendl( unit t"at t"e cross#ire line is drawn to must "a&e a line o# #ire to a unit #rom t"e target #ormation! *ut does not "a&e to *e in range wit" an( o# its wea ons. 1ou ma( not use units t"at are in *roken or marc"ing #ormations to claim t"e cross#ire *onus. All units #rom a #ormation caug"t in a cross#ire su##er a -1 sa&e modi#ier. T"is ma( result in some units automaticall( #ailing t"eir sa&ing t"row. 2ome terrain #eatures or s ecial rules ma( counter t"is modi#ier ?see 1.8.4 and 2.1.1D@. <n addition! a #ormation caug"t in a cross#ire attack recei&es two 6last markers #or t"e first unit destro(ed *( t"e attack! rat"er t"an +ust one 6last marker #or t"e destro(ed unit as would usuall( *e t"e case ?see 1.K.4@. Note t"at a #ormation attacked *( se&eral enem( #ormations! eac" o# w"ic" can claim a cross#ire! will recei&e t"e e'tra 6last marker #rom eac" enem( #ormation t"at in#licts one or more casualties.
18 -.-- (rossfire /, <n t"e Ocross#ire% rules! it was not clear w"et"er or not *ot" o# t"e #ormations t"at were causing t"e cross#ire "ad to acti&el( s"oot at t"e enem( #ormation in t"e cross#ire. <# t"is is t"e case! w"at i# t"e #irst #ormation wi es t"e enem( outQ <s t"e second #ormation O re-o*ligated% to s"oot at itQ A, T"e second #ormation is not re-o*ligated to s"oot ?ie! it +ust needs to *e a Ot"reat%@ /, 7an *ot" #ormations creating t"e cross#ire s"oot at t"e target enem( #ormation and recei&e t"e cross#ire *onus ?(es or no@Q A, 1es. Eac" will gain t"e cross#ire *onus w"en t"e( s"oot! t"oug" t"e( must #ire in se arate actions. /, <# a #ormation is caug"t in a 7ross#ire! *ut are in ruined *uildings! do t"e( still get t"e -1 modi#ier to t"eir sa&e i# t"e( use t"e 7o&er 2a&e #rom t"e terrainQ A, 1es. /, 9oes a *arrage get t"e 7ross#ire modi#ier i# a lica*leQ A, 1es.
18
1K
-.-9 A''A0)T'
.ormations t"at carr( out an engage action are allowed to mo&e and t"en #ig"t an assault. An assault re resents a situation w"ere all "ell *reaks loose as troo s des eratel( tr( to sei5e a &ital o*+ecti&e! or #ig"t a tenacious de#ence to kee t"e o*+ecti&e in #riendl( "ands. Assaults are not necessaril( #ace to #ace or toe to toe! sim l( close enoug" t"at indi&idual in#antr( are a*le to engage in t"e #ig"t and make use o# t"eir small arms! grenades and ot"er s"ort ranged wea ons. 7asualties will o#ten *e "ig" on *ot" sides! and at t"e end o# t"e assault! one side or t"e ot"er will *e #orced to wit"draw wit" its morale s"attered! lea&ing t"e #ield to t"e &ictor. -.-9.- Assault Procedure T"is is a summar( o# t"e assault rocedure. $e%ll work t"roug" it ste *( ste in t"e rules t"at #ollow, I > 7"oose target #ormation II > Bake c"arge mo&e III > Bake counter-c"arges I8 > -esol&e attacks 8 > $ork out result 8I > ;oser wit"draws 8II > $inner consolidates -.-9.9 (hoose Target 6ormation-F A #ormation taking an engage action must ick an enem( #ormation as t"e target o# t"e assault. An( enem( #ormation ma( *e c"osen an(w"ere on t"e ta*le! t"oug" #or reasons t"at will *ecome a arent it makes sense to c"oose someone #airl( close *(. =nder certain circumstances! a #ormation ma( assault two or more enem( #ormations ?see t"e s ecial rule #or intermingled #ormations@. -.-9.: *ake (harge *ove9/ A #ormation undertaking an engage action is allowed to make one mo&e ?not a dou*le distance mo&e as is t"e case in man( sets o# wargame rules! not least man( )ames $orks"o games@! and t"en #ig"ts an assault against t"e enem( #ormation t"at was c"osen as t"e target o# t"e c"arge. T"is mo&e is known as t"e charge mo$e.
1K -.-9.9 (hoose Target 6ormation /, 9o Assaults onl( occur w"en one la(er or t"e ot"er takes an Engage actionQ A, 1es. An Assault does not occur automaticall( in t"e E ic, Armageddon rules. An Assault is onl( ossi*le w"en one la(er issues an Engage action to a #ormation. Not in an( ot"er caseS so (ou can%t mo&e into an Assault! eit"er on ur ose or accidentall(! unless (ou issue an Engage order. 20 -.-9.: *ake (harge *ove /, Low s"ould we inter ret section 1.12.3 w"en it sa(s E-emem*er t"at a c"arging unit t"at enters a 5one o# control must mo&e into *ase contact wit" t"e nearest enem( w"ose 5one o# control "as *een enteredGQ A, T"e intent o# t"e rule is t"at i# (ou enter a Jo7! t"en (ou must attem t to mo&e into *ase contact wit" t"e nearest enem( unit w"ose Jo7 (ou "a&e entered. <# (ou start a mo&e in a Jo7! (ou can eit"er mo&e into contact wit" t"e closest enem( unit! or e'it t"e Jo7 *( t"e s"ortest ossi*le route. <# a unit does not "a&e enoug" mo&ement to make it into *ase contact it still mo&es as muc" as ossi*le towards t"e closest unit. T"e intent o# t"e rule is t"at (ou s"ould not *e a*le to c"arge t"roug" a Jo7 to reac" a unit #urt"er awa( *ut s"ould alwa(s mo&e towards t"e closest enem( unit e&en i# (ou cannot make it into *ase contact.
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NetEA Tournament Pack 2013-08-07 -.-9.; (ounter (harges9An assault re resents a *rutal s"ort-range *attle in&ol&ing mo&ement! s"ooting and close com*at. Alt"oug" t"e assaulting #ormation will "a&e initiated t"e com*at! t"e de#ending #ormation will "a&e time to react to t"e enem( assault and make limited mo&es o# t"eir own. To re resent t"is! units #rom t"e de#ending #ormation in&ol&ed in t"e assault are allowed to make a s ecial mo&e called a counter charge. 9e#ending units t"at are not alread( in *ase contact wit" an enem( unit are allowed to counter c"arge. =nits wit" a s eed o# 30cm or more ma( make a counter c"arge mo&e o# 10cm. =nits wit" a s eed o# 2Icm or less ma( make a counter c"arge mo&e o# Icm. 7ounter c"arges "a en a#ter t"e engaging #ormation "as #inis"ed mo&ing and an( o&erwatc" s"ots "a&e *een taken! *ut *e#ore t"e com*at is resol&ed. All t"e normal c"arge mo&e rules a l(! and de#ending #ormations must still *e in a legal #ormation a#ter t"e counter c"arge mo&es "a&e *een made ?i.e.! all units must *e wit"in Icm o# anot"er unit #rom t"eir #ormation@. Em*arked units ma( dismount. A unit must use t"eir counter c"arge mo&e to mo&e directl( towards t"e closest enem( unit. <t ma( mo&e into *ase contact i# close enoug"! and as long as t"e enem( is not alread( in contact wit" two de#ending units. =nits can c"oose not to counter c"arge i# t"e( wis"! *ut i# t"e( do counter c"arge t"e( must "ead towards t"e nearest enem(. 7ounter c"arging units are allowed to counter c"arge enem( units #rom an( enem( #ormation! not +ust t"e one t"e( were assaulted *(. An( enem( #ormations t"at are contacted *( counter c"arging units are drawn into t"e assault! and will #ig"t +ust as i# t"e( "ad made t"e assault t"emsel&es. Treat t"em and t"e original attacking #ormation as a single #ormation #or all rules ur oses #or t"e duration o# t"e assault. A 29D roll is used to resol&e a com*ined assault. <# t"e attacker loses t"en eac" #ormation is *roken. <# t"e attacker wins t"en eac" #ormation recei&es a num*er o# 6last markers e8ual to t"e num*er o# units t"e #ormation lost in t"e assault.
21 -.-9.; (ounter (harges /, 9oes a counter c"arge during an Assault or $it"drawal a#ter an Assault count as an acti&ationQ 9oes eit"er o# t"ese actions sto me #rom acti&ating a #ormation later in t"e game i# t"e( were not acti&ated *e#ore t"e AssaultQ A, A counter c"arge is art o# t"e Assault and as suc" does not c"ange t"e acti&ation status o# t"e #ormation doing t"e counter c"arge. A $it"drawal is done *( units t"at lose an Assault and are *roken! As suc" t"e #ormation cannot do an(t"ing #urt"er t"at turn so it couldn%t *e acti&ated in an( case. /, <# one o# m( #ormations is c"arged in an Assault do < counter c"arge onl( units #rom t"e assaulting #ormation or do < counter c"arge t"e nearest enem( unit e&en i# it is in a su orting #ormation t"at is not art o# t"e AssaultQ A, A counter c"arging unit ma( engage enem( units #rom su orting #ormations! as long as t"e( were t"e closest enem( units. /, 9oes t"e #ormation co"erenc( rule still a l( during a counter c"argeQ A, 1es. T"e co"erenc( rules a l( to counter c"arging units. /, <# t"e closest enem( unit is alread( engaged ?it "as two units in *ase-to-*ase contact wit" it@ do < still need to 7ounter-c"arge t"at unit or can < 7ounterc"arge anot"er enem( unitQ A, <# t"e closest enem( is alread( #ull( engaged! (ou ma( carr( on t"e counter c"arge and tr( to contact t"e ne't closest enem( unit. /, 9oes a counter-c"arge trigger C&erwatc"Q A, No. T"e Emo&eG re#erred to in t"e C$ rule re#ers to mo&es made as art o# an action! as descri*ed in section 1.7.
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NetEA Tournament Pack 2013-08-07 -.-9.A 'upporting 6ire9: 6ot" sides ma( call u on su ort unless t"e de#ender "as *een wi ed out or t"e attack stalled as descri*ed a*o&e. 7alling on su ort allows units #rom ot"er #ormations to attack wit" t"eir #ire#ig"t &alue i# t"e( are wit"in 1Icm and "a&e a line o# #ire to an enem( unit directl( in&ol&ed in t"e assault. <n t"is case Odirectl( in&ol&ed% means *elonging to t"e attacking or de#ending #ormation?s@ and in a osition to attack. T"is rule re resents units #rom *ot" sides t"at are not directl( in&ol&ed in t"e assault lending su orting #ire w"en t"e( see t"eir #riends coming under attack. =nits #rom #ormations t"at are eit"er 6roken or Barc"ed t"is turn cannot lend su ort. -oll to "it using t"e #ire#ig"t &alues o# t"e su orting #ormations! and t"en allocate "its and make sa&ing t"rows as (ou would do #or s"ooting attacks. Cnce all casualties "a&e *een remo&ed (ou must work out t"e result o# t"e attack ?see 1.12.7@.
enem( can use t"eir #ire#ig"t &alue. =nits t"at are armed onl( wit" close com*at wea ons and do not "a&e an( small arms or ot"er ranged wea ons ma( onl( attack i# in *ase contact wit" t"e enem(. -oll 19D #or eac" unit t"at ma( attack. Note t"at 6last markers do not su ress units #rom #ormations in&ol&ed in an assault P it is assumed t"at t"e ro'imit( o# t"e enem( means t"at e&er(one +oins in: 7om are t"e dice roll to t"e unit%s close com*at &alue i# it%s in contact wit" t"e enem(! or its #ire#ig"t &alue i# it%s wit"in 1Icm o# t"e enem( *ut not in *ase contact. <# t"e dice roll is e8ual to or greater t"an t"e rele&ant &alue! t"en a "it is scored on t"e enem(. No modi#iers e&er a l( to t"ese dice rolls. Eac" la(er allocates t"e "its and make sa&ing t"rows in t"e same manner as t"e( would w"en allocating "its #rom s"ooting. Lits ma( onl( *e allocated to units t"at were directl( engaged in t"e com*at ?i.e.! t"at *elonged to t"e attacking or de#ending #ormation and w"ic" were wit"in 1Icms o# t"e enem( a#ter c"arge and counter-c"arge mo&es were com leted@. <n#antr( units #rom #ormations taking a c"arge action ma( not take co&er sa&es ?t"e( are assumed to "a&e le#t co&er to c"arge t"e enem(@! *ut ot"er in#antr( units ma( take co&er sa&es normall(. <# all o# t"e units in t"e de#ending #ormation "a&e *een killed and at least one attacker sur&i&es! t"en t"e attacker wins and t"e assault is o&er ?go straig"t to 1.12.8@. <# all o# t"e attacking units directl( engaged in t"e assault are killed t"en t"e assault "as stalled and t"e de#ender wins ?go straig"t to 1.12.8@. O9irectl( engaged% means *eing wit"in 1Icm o# a de#ending unit a#ter c"arge and counter-c"arge mo&es "a&e *een com leted. <# e&en one o# t"e original attackers t"at were wit"in 1Icms o# t"e enem( sur&i&es! t"en t"e attack "as not stalled. <n an( ot"er case! *ot" sides can call on su ort ?see 1.12.D@. Important Note2 >ills in#licted in an assault do not count #or lacing *last markers or #or *reaking a #ormation until after t"e result o# t"e com*at "as *een worked out. Also note t"at t"e attacker must com letel( destro( t"e de#ending #ormation to win at t"is stage! w"ile all t"e de#ender "as to do is to kill all t"e attacking units t"at made it to wit"in 1Icms o# a de#ender.
23 -.-9.A 'upporting 6ire /, T"e rules state t"at a #ormation t"at marc"ed ma( not lend 2u orting .ire. 9oes t"is a l( i# t"e #ormation marc"ed last turnQ A, No. $it" t"e e'ce tion o# C&erwatc"! actions end in t"e end "ase! and t"e #ormation is assumed to go on to read( status #or t"e ne't turn. /, <s su orting #ire a##ected *( su ressionQ A, No. =nits lending su ort in an assault are not a##ected *( su ression.
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NetEA Tournament Pack 2013-08-07 -.-9.C Work 4ut +esult9; A#ter *ot" la(ers "a&e remo&ed casualties! t"e outcome o# t"e com*at must *e decided. .irst! i# one side com letel( wi ed t"e ot"er side out! t"en it is t"e winner. <# t"is isn%t t"e case t"en eac" la(er rolls 29D! and adds an( modi#iers t"at a l( #rom t"e c"art *elow to t"e single 9D t"at rolled "ig"est. Note t"at (ou don%t add (our dice rolls toget"er! *ut use t"e single dice wit" t"e "ig"est score. $"oe&er "as t"e "ig"er score a#ter an( modi#iers "a&e *een added wins t"e assault. <n addition! t"e losing #ormation su##ers a num*er o# e'tra "its e8ual to t"e di##erence *etween t"e two sides% result scores. T"ere are no sa&es #or t"ese "its! w"ic" re resent units *eing "acked down as t"e( turn and run! or disintegrating into a anicdri&en rout as t"e( #lee. -emo&e t"ese additional casualties as (ou would "its in#licted in t"e assault "ase ?i.e.! units in *ase contact #irst! t"en t"ose closest to t"e enem(! etc.@. <n t"e case o# a tied dice roll #ig"t a second assault using an( sur&i&ing units! starting wit" ste 4 ?i.e. roll dice! allocate "its! make sa&es and resol&e t"e com*at all o&er again wit" an( sur&i&ors@. =nits #rom *ot" sides are allowed to make a counter c"arge mo&e *e#ore t"e second round is #oug"t! wit" t"e attacker mo&ing "is counter c"arging units #irst ?see 1.12.4@. <# a second round is #oug"t t"en an( casualties #rom t"e #irst round carr( o&er w"en working out t"e result o# t"e com*at.
Assault *odifiers 5(umulative7 .or eac" kill (ou "a&e in#licted during t"e assault M1 1ou "a&e more units t"an t"e o osing #ormation M1T 1ou "a&e more t"an twice as man( units as t"e M1T o osing #ormation 1our #ormation "as no 6last markers M1TT T"e o osing #ormation "as more 6last markers M1TT O %ount the total number of units remaining in the charging formation against the total number of units remaining in the defending formation. #on,t include units from other formations that were lending supporting fire. OO %ount broken enemy formations as ha$ing as many Blast markers as units.
-.-9.E )oser Withdraws9? A#ter t"e result o# t"e com*at "as *een worked out ?eit"er *ecause all de#ending units were destro(ed! or t"e attack stalled! or t"roug" a result roll@! t"en t"e loser is *roken and must wit"draw! and #ormations on t"e winning side recei&e 6last markers #or t"e casualties t"e( su##ered. <# t"e loser was alread( *roken w"en it was assaulted t"en t"e w"ole #ormation is destro(ed! and A;; units in t"e #ormation are remo&ed #rom la( as casualties. <# t"e losing #ormation is not *roken t"en it *ecomes *roken and ma( wit"draw ?see 1.13.3@. Cnce an( additional casualties "a&e *een remo&ed! an( sur&i&ing units on t"e losing side must make an immediate wit"drawal as e' lained in t"e rules #or *roken #ormations later on ?see 1.13.3@. .inall(! an( #ormations *elonging to t"e losing side t"at were in a osition to "a&e lent su ort ?i.e.! t"e( were wit"in 1Icms o# an enem( unit in t"e assault@ recei&e one 6last marker eac"! e&en i# t"e( did not actuall( lend su ort. T"ese 6last markers re resent t"e detrimental e##ect on morale o# seeing #riends de#eated in an assault.
24 -.-9.C Work 4ut +esult /, $"at "a ens i# a com*at round in an Assault is a draw! do (ou immediatel( #ig"t anot"er roundQ And t"is round is also a draw do (ou #ig"t a t"ird successi&e round ?and so on@Q A, 1es. An Assault "as to result in one side winning. 1ou would continue to #ig"t Assaults until one side or t"e ot"er "ad won t"e Assault. /, <n a game we "a&e an Assault t"at results in a tie. 7onse8uentl( we must #ig"t anot"er round o# com*at. 6ot" sides do t"eir counter-c"arge mo&e *ut at t"e end o# t"e mo&e neit"er #ormation "as an( units wit"in 1Icm o# an enem( unit. 9o we resol&e t"is round o# com*at ?e&en t"oug" no casualties could *e caused@ or is t"e Assault consider o&er *ecause t"ere are no units wit"in 1Icm o# an enem( unitQ A, 1ou would need to resol&e t"e new Assault round! e&en t"oug" no actual #ig"ting took lace. 2o work out t"e results as er 1.12.7 and don%t #orget to include t"e casualties #rom t"e #irst round o# t"e Assault w"en determining t"e winner o# t"is second round. /, T"ere are &arious Eauto-killG e##ects w"ic" result #rom lost assaults ?*roken #ormations wi ed out! aircra#t destro(ed! etc.@. 9o t"ose "a en *e#ore or a#ter t"e e'tra "its #or losing assaultQ A, T"e "its #rom losing assault ?so-called E"ackdownG "its@ come #irst. Per t"e rules! t"e "ackdown "its occur during resolution ?1.12.7@ and t"e Eauto-killG "its eit"er e' licitl( or im licitl( occur a#ter t"at! usuall( in t"e E;oser $it"drawsG ?1.12.8 @ ste . To ro&ide s eci#ics! wi ing out a *roken #ormation clearl( "a ens in 1.12.8. T"e #ormation%s status is c"anged to E*rokenG during 1.12.8! so t"at%s w"en 7"aos 9aemons disa ear into t"e war . Aircra#t in a lost air assault ?4.2.I@ are somew"at am*iguous! *ut t"e te't im lies a connection *etween t"e automatic destruction and wit"drawal! w"ic" would corres ond to 1.12.8 as well. <n t"e a*sence o# an e##ect s eci#icall( stating t"e contrar(! assume t"e losing la(er gets to allocate "ackdown "its rior to auto-kills.
2I -.-9.E )oser Withdraws /, Anot"er clari#ication. $"at "a ens w"en a *roken unit is engagedQ A, A *roken #ormation w"ic" loses is wi ed out. A *roken #ormation w"ic" wins takes no #urt"er 6Bs or casualties and does not "a&e to wit"draw ?*ut is! o# course! still *roken@. /, <# (ou c"arge an Ointermingled #ormation% consisting o# a *roken #ormation and a non-*roken one! and (ou win *( 3 i s! do we kill o## t"e entire routed #ormation before assessing t"e e'tra 3 casualties on t"e non-*roken #ormationQ A, NoR t"e e'tra casualties go on *e#ore t"e loser *reaks. /, <n section 1.12.8 it states E<n addition! t"e losing #ormation su##ers a num*er o# e'tra "its e8ual to t"e di##erence *etween t"e two sides% results scores.G 9o t"ese "its a l( to onl( t"ose units t"at were wit"in 1Icm o# an enem( or are t"e( a lied to an( unit in t"e losing #ormationQ A, T"e "its are a lied to an( unit in t"e losing #ormation and not +ust t"ose t"at were wit"in 1Icm o# an enem(. Assume t"at t"e units wit"in 1Icms get "acked down and t"ose #urt"er awa( dissol&e into a anic-stricken rout.
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-.-9.F Winner (onsolidates9A A#ter t"e loser "as wit"drawn! t"e winning #ormation recei&es a num*er o# 6last markers e8ual to t"e num*er o# units t"at were killed *( t"e enem(. Note t"at it is ossi*le #or a #ormation to win an assault and t"en *ecome *roken *( t"e casualties t"at t"e( su##ered: <n t"is case! t"e winning #ormation is *roken! *ut does not "a&e to make a wit"drawal e&en i# ot"er enem( units are wit"in 1Icm ?see 1.13.3@. <# t"e winner o# t"e com*at was alread( *roken at t"e start o# t"e com*at! t"e( do not recei&e an( additional 6last markers. An( units on t"e winning side ma( t"en mo&e Icm. T"is is a #ree *onus mo&e designed to allow attacking units to occu ( territor( t"e( "a&e ca tured. =nits ma( not enter an enem(%s 5one o# control w"en t"e( consolidate.
2D -.-9.F Winner (onsolidates /, A Trans ort mo&es 30cm! unloads troo s w"o t"en artici ate in t"e Assault. <# t"e( win can t"e Trans ort ick u t"e units as art o# its 7onsolidation Bo&eQ A, 1es. T"e 7onsolidation Bo&e is considered a mo&ement and as er section 1.7.I Trans orts can ick u units as art o# an( mo&ement. /, 7an a unit t"at disem*arked #rom a $ar Engine to take art in an Assault use its consolidation mo&e to get *ack into t"e $ar EngineQ A, 1es it can. Lowe&er! i# it does so t"en t"e $ar Engine loses its own 7onsolidation mo&e ?and $ar Engine Trans ort Aircra#t ma( not make a 9isengagement mo&e at t"e end o# t"e turn@ as it "as to wait around w"ile t"e troo s clim* *ack on *oard. Note t"at t"e $ar Engine ma( make a 7onsolidation mo&e ?or a 9isengagement mo&e i# it is an aircra#t@ i# no troo s em*ark u on it. 27 -.-9.-/ Intermingled 6ormations /, <s t"e intention o# t"e intermingling rule t"at all t"e enem( #ormations assaulted must "a&e a unit wit"in 1Icm o# t"e attacker a#ter c"arges! as well as wit"in Icm o# t"e rime enem( #ormationQ A, No! t"e intent was recisel( t"at a oorl( ositioned and su orted *attle line could *e Erolled u G *( a #lanking attack. T"ere were multi le discussions a*out to w"at e'tent it s"ould *e allowed and t"e rules as written re#lect t"e intent t"at an entire line can crum*le w"et"er or not t"e units in 8uestion were directl( t"reatened.
2ome eo le "a&e la(ed a "ouserule t"at all intermingled enem( #ormations must "a&e a unit wit"in t"e 1Icm o# t"e attacker a#ter c"arges ?and i# not t"e enem( #ormation in 8uestion is dro ed #rom t"e assault@! as well as wit"in Icm o# t"e rime enem( #ormation! *ut t"is is not art o# t"e o##icial rules. 28 -.-:.9 3ecoming 3roken /, 9o *roken units still e'ert a Jone o# 7ontrolQ A, 1es. T"e onl( wa( a unit loses its Jo7 is i# it is in *ase-to-*ase contact wit" an enem( unit ?or a num*er o# enem( units e8ual to its starting 97 i# it is a $ar Engine@.
24
NetEA Tournament Pack 2013-08-07 -.-:.: Withdrawals9F =nless t"e rules state s eci#icall( ot"erwise! a *roken #ormation ma( c"oose to make a wit"drawal immediatel( a#ter t"e action t"at caused it to *reak "as *een resol&ed. <# a #ormation is *roken art wa( t"roug" an action t"at it is taking ?i.e.! *( t"e 6last marker recei&ed #or #ailing an initiati&e test! or as a result o# 6last markers recei&ed #rom o&erwatc" #ire@! t"en it makes a wit"drawal and loses t"e rest o# its action. A #ormation making a wit"drawal ma( make two mo&es. $it"drawal mo&es ma( *e made in an( direction! *ut i# a unit ends t"e second wit"drawal mo&e wit"in 1Icm o# t"e enem(! it is destro(ed ?it is killed w"ile tr(ing to esca e:@. =nits ma( ignore enem( 5ones o# control w"ile making a wit"drawal mo&e *ut ma( not mo&e directl( o&er enem( units. T"ese c"anges aside! wit"drawal mo&es are treated e'actl( like a normal mo&e. Enem( #ormations on o&erwatc" can s"oot at #ormations making wit"drawal mo&es. =nits wit" a s eed o# 0cm o*&iousl( cannot mo&e w"en making a wit"drawal! so are destro(ed i# t"ere are an( enem( units wit"in 1Icm at t"e oint t"e( *ecome *roken.
-.-:.; 3last *arkers and 3roken 6ormations:/ 6roken #ormations count as "a&ing as man( 6last markers as units #or an( rules ur oses. 6roken #ormations do not recei&e 6last markers a#ter t"e( "a&e *een *roken and *e#ore t"e( rall(. <nstead eac" 6last marker t"at t"e #ormation would normall( recei&e causes an additional "it on t"e #ormation! wit" no sa&ing t"row allowed. A l( t"ese e'tra "its as (ou would #rom normal s"ooting ?i.e.! #rom #ront to *ack o# t"e #ormation@. T"ese additional "its re resent indi&idual units anicking and #leeing t"e *attle#ield! and t"e( make *roken #ormations e'tremel( &ulnera*le to enem( attack P (ou "a&e *een warned: -emem*er t"at a *roken #ormation t"at wins an assault does not recei&e an( 6last markers #or t"e casualties it su##ered! and will not t"ere#ore lose an( additional units due to anic. <t is assumed t"at in t"is case! t"e #eeling o# trium " at winning t"e assault o&ercomes an( #eelings o# terror or #ear.
2K -.-:.: Withdrawals /, 6roken #ormations Oma( make a wit"drawal mo&e%. <s t"ere a minimum mo&e or can < c"oose to sta( w"ere < am ?su osing t"ere is no enem( wit"in 1Icm@Q A, T"ere is no minimum mo&e. 1ou can mo&e towards t"e enem( i# (ou wis". <t is &er( "ard to write watertig"t rules #orcing troo s to Owit"draw #rom t"e enem(%. <nstead o# attem ting to do t"is < "a&e instead made it risk( #or *roken troo s to sta( close to t"e enem(! t"us encouraging la(ers to ull t"em *ack. /, <# a wit"drawing Trans ort is caug"t wit"in 1Icm o# an enem( unit a#ter #inis"ing its $it"drawal Bo&e! are t"e trans orted units destro(ed as wellQ A, 1es. .earless units *eing trans orted would not *e destro(ed *ut would *e disem*arked +ust as an( ot"er circumstance w"ere t"e trans ort is destro(ed *ut t"e unit is not. /, $"en < mo&e a#ter losing an assault or sim l( *( *eing *roken a#ter s"ooting ! do < get destro(ed a#ter e&er( wit"drawal segment ? 2 Bo&es allowed@ in w"ic" < end in 1I cm o# t"e enem(Q Cr do < c"eck a#ter t"e com lete wit"drawal mo&ement ?u to 2 mo&ements@Q A, <t is a#ter t"e second wit"drawal mo&e.
30 -.-:.; 3last *arker and 3roken 6ormations /, 6roken #ormations do not recei&e 6last markers i# t"e( are #ired on or assault a#ter t"e( "a&e *een *roken and *e#ore t"e( rall(. <nstead eac" 6last marker t"at t"e #ormation would normall( recei&e causes an additional "it on t"e #ormation! wit" no sa&ing t"row allowed. Are t"ese "its allocated like regular "its ?#rom t"e #ront to t"e *ack@ or does t"e la(er get to take t"em "ow t"e( likeQ A, T"e "its are allocated normall(! #rom #ront to *ack. /, <# a 6roken #ormation t"at consists o# trans orts carr(ing units recei&es a 6last marker do t"e trans orted units get a sa&e i# t"e trans ort is destro(ed as er 1.13.4Q A, <# a trans ort &e"icle is destro(ed *ecause a 6B is laced on *roken #ormation! t"en units *eing trans orted need to make a sa&e to a&oid destruction ?and get a DM co&er sa&e i# t"e( do not "a&e an armour sa&e as er 1.7.I@ /, <# a *roken #ormation is #ired on and a unit is destro(ed as er 1.13.4 *( t"e 6B laced on t"e #ormation *( *eing #ired on does t"is casualt( cause #urt"er 6Bs to *e laced ossi*l( resulting in a Ec"ain reactionG o# #urt"er destro(ed unitsQ A, =nits in a *roken #ormation destro(ed *( a 6B do not cause additional 6Bs to *e laced on t"e #ormation.
2I
NetEA Tournament Pack 2013-08-07 +all Test *odifiers .ormation is *roken T"ere are enem( units wit"in 30cms -odifiers are cumulati$e.
-.-; T@E EN& P@A'E:T"e End "ase takes lace! unsur risingl(! at t"e end o# t"e turn! once *ot" la(ers "a&e taken an action wit" eac" o# t"eir un*roken #ormations. 6ot" la(ers must attem t to rall( an( #ormations and t"en c"eck t"e scenario &ictor( conditions to see i# eit"er side "as won. -.-;.- +all ing 6ormations:9 <n t"e End! "ase *ot" la(ers take turns to rall( #ormations t"at "a&e 6last markers or t"at are *roken. -all( t"e #ormations one at a time! starting wit" t"e la(er wit" t"e "ig"er strateg( rating. <n order to rall( a #ormation (ou must roll e8ual to or o&er t"e #ormation%s initiati&e &alue on a 9D ?see 1.2.2@. T"ere is a -2 modi#ier to t"e dice roll i# t"e #ormation is *roken! and a -1 modi#ier i# enem( units are wit"in 30cm o# a unit #rom t"e #ormation. <# t"e test is #ailed! t"en *roken #ormations must make a wit"drawal ?see 1.13.3@! w"ile #ormations t"at are un*roken must remain in lace *ut ma( not remo&e an( 6last markers. <# t"e test is assed t"en remo&e "al# t"e 6last markers #rom t"e #ormation! rounding #ractions u . .ormations wit" one 6last marker remaining t"at ass a -all( test remo&e t"e last 6last marker. A *roken #ormation t"at rallies is no longer *roken. <t counts as "a&ing as man( 6last markers as units! "al# o# w"ic" will *e remo&ed #or assing t"e -all( test. .or e'am le! a *roken #ormation wit" se&en units t"at rallied would no longer *e *roken and would recei&e t"ree 6last markers.
-2 -1
-.-;.9 (heck 8ictor (onditions Bost games o# E ic are la(ed using a scenario t"at will "a&e a set o# &ictor( conditions t"at a la(er needs to ac"ie&e in order to win. 2ee t"e s ecial rules #or scenarios in t"e s ecial rules section #or more details on "ow t"is works.
31 -.-; The End Phase /, $"en e'actl( in t"e end "ase does t"e additional damage #rom Plasma -eactor "its or )argant #ires "a enQ <s it *e#ore or a#ter rall(ing or re airing s"ieldsQ A, =nless noted ot"erwise! all s ecial e##ects like t"is s"ould "a en at t"e start o# t"e End P"ase! *e#ore (ou do an(t"ing else. /, <n w"at order are t"ings carried out in t"e End P"aseQ A, An( s ecial e&ents w"ic" take lace during t"e End P"ase! suc" as critical "it e##ects on a $ar Engine or t"e Eldar A&atar lea&ing t"e *attle#ield! are resol&ed *e#ore #ormations rall( unless ot"erwise s eci#ied. <# *ot" la(ers "a&e e##ects #or t"e *eginning o# t"e End P"ase! take turns resol&ing t"em! alternating *etween la(ers #or eac" su*se8uent e##ect until all e##ects are resol&ed. T"e la(er wit" t"e "ig"er strateg( rating "as t"e o tion o# acting #irst or #orcing t"e o onent to act #irst. 32 -.-;.- +all ing 6ormations /, 7an *roken #ormations wit" onl( a single unit e&er rall(Q 9on%t t"e( recei&e a 6B w"en t"e( rall( and t"en immediatel( *reakQ A, Cne unit #ormations not *eing a*le to rall( was once art o# t"e original design *ut t"is "as *een remo&ed. .ormations wit" a single unit now recei&e a 6B w"en t"e( rall( *ut also gain t"e results o# a success#ul rall( w"ic" means t"at t"e( remo&e "al# o# t"eir 6Bs! #ractions rounded u ! w"ic" #ull( remo&es t"e single *m t"e( "ad. /, <# a #ormation is *roken! and kee s #ailing it%s rall( test e&er( turn! does it +ust remain in t"e lace it was *roken! or does it "a&e to #all *ack e&er( turnQ A, A #ormation t"at #ails a rall( test must make a wit"drawal mo&e eac" time it #ails t"e test. <t is u to (ou w"et"er t"e #ormation mo&es or not. /, Nust w"at does a *roken #ormation do in a new turn i# it #ailed t"e -all( roll at t"e end o# t"e re&ious turnQ 9o t"e( get to LoldQ 9ou*le or Barc" *ackwardsQ 2it and s"i&erQ <n8uiring la(testers want to know ,-@ A, T"e( sit and s"i&er until t"e end "ase ?tr( sa(ing t"at ten times #ast R @@ /, Cnce a unit is *roken and "as made its $it"draw mo&e is it t"en stuck until it "as ralliedQ A, =nits t"at #ail to rall( ma( make wit"drawal mo&es a#ter t"e( #ail t"e rall( roll! so t"e( do get to kee on mo&ing.
2D
-.-?.9 6ast Attack Training 'cenario 2 ace Barine armies are "ig"l( mo*ile and make great use o# armoured trans ort &e"icles to strike at t"e enem( wit" lig"tning s eed. 6( #ar t"e most common 2 ace Barine trans ort &e"icle is t"e u*i8uitous -"ino! a sturd( and relia*le mac"ine ca a*le o# trans orting ten #ull( e8ui ed 2 ace Barines across t"e *attle#ield. 6orce Alpha2 Two #ormations eac" wit" si' 2 ace Barine Tactical units and t"ree -"inos. T"e #orce "as a strateg( rating o# I and all #ormations "a&e an initiati&e &alue o# 1M. 6orce 3eta2 Two #ormations eac" wit" si' 2 ace Barine Tactical units and t"ree -"inos. T"e #orce "as a strateg( rating o# I and all #ormations "a&e an initiati&e &alue o# 1M. #aming Area2 2ame as 6asic Training ?1.1I.1@. &eplo ment2 2ame as 6asic Training ?1.1I.1@. 8ictor (onditions2 2ame as 6asic Training ?1.1I.1@. 'pecial +ules2 2ame as 6asic Training ?1.1I.1@. -.-?.: Armoured Training 'cenario 2 ace Barines make use o# a num*er o# di##erent t( es o# armoured #ig"ting &e"icle. Among t"e most common is t"e Predator 9estructor! a nicel( *alanced #ig"ting mac"ine wit" wea ons suita*le #or engaging *ot" armoured and &e"icle targets. T"is scenario is *ased on t"e training e'ercises used to teac" 2 ace Barines t"e skills re8uired to work as a mem*er o# t"e crew o# a Predator tank. 6orce Alpha2 Two #ormations eac" wit" #our 2 ace Barine Predator 9estructors. T"e #orce "as a strateg( rating o# I and all #ormations "a&e an initiati&e &alue o# 1M. 6orce 3eta2 Two #ormations eac" wit" #our 2 ace Barine Predator 9estructors. T"e #orce "as a strateg( rating o# I and all #ormations "a&e an initiati&e &alue o# 1M. #aming Area2 2ame as 6asic Training ?1.1I.1@. &eplo ment2 2ame as 6asic Training ?1.1I.1@. 8ictor (onditions2 2ame as 6asic Training ?1.1I.1@. 'pecial +ules2 2ame as 6asic Training ?1.1I.1@. -.-?.; Advanced Training 'cenario 2 ace Barine armies include a num*er o# s ecialised #ormations and troo t( es suc" as 2 ace Barine Assault units e8ui ed wit" Num Packs! and 2 ace Barine 9e&estators e8ui ed wit" additional "ea&( wea ons. T"is scenario is *ased on t"e ad&anced training missions used *( t"e 2 ace Barines to s"ow "ow t"e resence o# t"ese units a##ects t"e tactics learned during *asic training. 6orce Alpha2 Two #ormations eac" wit" si' 2 ace Barine tactical units and t"ree -"inos! lus one #ormation o# #our 2 ace Barine Assault units. T"e #orce "as a strateg( rating o# I and all #ormations "a&e an initiati&e &alue o# 1M. 6orce 3eta2 Two #ormations eac" wit" si' 2 ace Barine tactical units and t"ree -"inos! lus one #ormation o# #our 2 ace Barine 9e&astators. T"e #orce "as a strateg( rating o# I and all #ormations "a&e an initiati&e &alue o# 1M. #aming Area2 2ame as 6asic Training ?1.1I.1@. &eplo ment2 2ame as 6asic Training ?1.1I.1@. 8ictor (onditions2 2ame as 6asic Training ?1.1I.1@.
27
'pecial +ules2 All 2 ace Barine units ma( use t"e They "hall 2now 3o Fear s ecial rule ?I.1.1@! and Assault Barines ma( use t"e Qump ack s ecial rule ?2.1.7@. -.-?.? (ombined Arms Training 'cenario <n most circumstances! a 2 ace Barine commander will #ield a com*ined arms #orce. T"is scenario teac"es t"e &ital skills needed to weld in#antr(! artiller( and armoured &e"icle #ormations into a single #ig"ting #orce. 6orce Alpha2 Two #ormations eac" wit" si' 2 ace Barine tactical units and t"ree -"inos! lus one #ormation o# #our 2 ace Barine Assault units! one #ormation o# #our Predator 9estructors! and one #ormation o# t"ree $"irlwinds. T"e #orce "as a strateg( rating o# I and all #ormations "a&e an initiati&e &alue o# 1M. 6orce 3eta2 Two #ormations eac" wit" si' 2 ace Barine tactical units and t"ree -"inos! lus one #ormation o# #our 2 ace Barine 9e&estator units! one #ormation o# #our Predator 9estructors! and one #ormation o# t"ree $"irlwinds. T"e #orce "as a strateg( rating o# I and all #ormations "a&e an initiati&e &alue o# 1M. #aming Area2 2et u a la(ing area a ro'imatel( K0-120cm s8uare. 2et u an( scener( (ou "a&e in a mutuall( agreea*le manner. 1ou can set u as muc" or as little scener( as (ou like! *ut tr( to make sure t"at (ou "a&e at least a cou le o# "ills and eit"er a *uilt-u area or some woods #or t"e troo s to "ide *e"ind or take co&er in. Place an Oo*+ecti&e counter% in t"e &er( centre o# t"e *attle#ield ?a coin will do +ust #ine@. T"en eac" la(er must set u anot"er o*+ecti&e 4Icms awa( #rom an( ot"er o*+ecti&e. T"ere s"ould *e a total o# t"ree o*+ecti&es once t"e( "a&e all *een set u . &eplo ment2 2ame as 6asic Training ?see 1.1I.1@. 8ictor (onditions2 1ou ca ture t"e o*+ecti&e i# (ou "a&e a unit wit"in 1Icms o# it in t"e end "ase and (our o onent does not. To win t"e game (ou must ca ture two o*+ecti&es and "old t"em *ot" #or one #ull game turn at t"e same time. 'pecial +ules2 2ame as Ad&anced Training ?see 1.1I.D@.
28
9.-
'PE(IA)I'T 0NIT'::
2ome units "a&e s ecial a*ilities t"at allow t"em to O*uck t"e rules% in some wa(. T"is is usuall( *ecause t"e units t"emsel&es are unusual due to t"eir training! e8ui ment or tem erament. An( s ecial a*ilities t"at a l( to a unit will *e noted on its datas"eet ?see 1.1.3@. 9.-.(haracters:; 7ertain units are noted as *eing characters. T"ese units re resent im ortant indi&iduals rat"er t"an grou s o# soldiers or t"e crew o# a &e"icle or war engine. 6ecause o# t"is t"e( are not re resented *( a se arate model on t"e ta*leto ! and are instead added to anot"er unit in t"e arm(. T"e unit t"e c"aracter is added
33 9.- 'pecialist 0nits /, $"at "a ens i# a unit "as t"e same s ecial a*ilit( more t"an onceQ A, A unit ma( onl( "a&e one o# eac" s ecial a*ilit(. <# an a*ilit( is du licated ?#or e'am le! a c"aracter wit" a s ecial a*ilit( is added to a unit t"at alread( "as t"e s ecial a*ilit(@ treat t"e unit as i# t"e a*ilit( onl( occurs once. /, 2ome a*ilities can a l( to eit"er a unit or a wea on. Low does t"is work w"en a unit is carr(ing a wea on wit" suc" an a*ilit(Q A, $"ile t"e s ecial a*ilities are generall( categori5ed into E2 ecialist =nitsG and E2 ecialist $ea onsG t"ere are some a*ilities t"at can a l( to eit"er t"e unit or to a s eci#ic wea on. <# t"e s ecial a*ilit( a ears in t"e wea on descri tion! it a lies onl( to attacks *( t"at s eci#ic wea on. <# t"e s ecial a*ilit( a ears in t"e ENotesG section o# t"e datas"eet! it s"ould *e a lied to all actions *( t"e unit. .or e'am le! i# an Assault $ea on is descri*ed as .irst 2trike t"at a*ilit( onl( a lies to 77 attacks #rom t"at wea on! w"ile a unit descri*ed as .irst 2trike in t"e Notes would a l( t"e a*ilit( to all assault attacks P 77! .. and an( Ee'tra attacksG a*ilit( t"e unit mig"t "a&e. /, 7an units in a Trans ort use t"eir s ecial a*ilities ?e.g. Crk No*5 in a Trans ort use t"eir ;eader a*ilit( to remo&e 6last markersQ@ A, 1es. Additionall(! 7"aracters or units wit" 2 ecial A*ilities in *roken #ormations can also use t"eir a*ilities. T"e onl( time a 2 ecial A*ilit( can not *e used is w"en t"e unit or 7"aracter in 8uestion is o##*oard! eit"er in -eser&e or in a 2 acecra#t or Trans ort waiting to *e de lo(ed. /, <# a #ormation is o##*oard ?awaiting tele ort! in a trans ort aircra#t! etc.@ can an( s ecial a*ilities o# units in t"at #ormation *e usedQ A, No. 2 ecial a*ilities o# o##*oard units ma( not *e used. A s eci#ic e'ce tion is made #or a*ilities used to a##ect t"e acti&ation o# t"e #ormation t"e( are in. .or e'am le! an Eldar #ormation wit" a .arseer is "eld o##*oard in reser&e and t"e Eldar la(er retains t"e initiati&e to acti&ate t"is #ormation. E&en t"oug" t"e #ormation is o##*oard t"e Eldar la(er can use t"e .arsig"t a*ilit( o# t"e .arseer in t"at #ormation to negate t"e enalt( #or retaining t"e initiati&e. 2imilarl(! a 2 ace Barine 2u reme 7ommander ma( use t"e 2u reme 7ommander a*ilit( to re-roll t"e command c"eck to acti&ate t"e #ormation t"e( are in i# it was o##*oard *ut could not *e used to a l( t"at same re-roll to a #ormation t"at was on*oard or to anot"er o##*oard #ormation. 34 9.-.- (haracters /, 9o all 7"aracters "a&e an <n&ulnera*le 2a&e! or onl( i# it is listed on its statisticsQ A, 7"aracters used to all "a&e an <n&ulnera*le 2a&e *ut t"at was remo&ed. =nless t"ere is an entr( in t"e Notes #or t"at 7"aracter u grade t"at sa(s it "as an <n&ulnera*le 2a&e t"e( don%t get it as a result o# *eing a 7"aracter. /, <# a 7"aracter "as an B$ attack does it modi#( t"e attack o# t"e unit it is attac"ed to or does it add an attackQ A, T"at de ends on t"e wea on stat line #or t"e 7"aracter. Bost 7"aracter%s wea on stat lines also include t"e E'tra Attack a*ilit(. T"is means t"at t"e 7"aracter%s attack is considered to *e its own wea on entr(. <t doesn%t modi#( t"e unit%s e'isting wea ons! it su lements t"em. 2o! #or e'am le! a 2 ace Barine Terminator unit wit" a 7"aracter u grade would "a&e t"ree attacks ?assuming t"at it is in *ase-to-*ase wit" an enem( unit@. T"e Terminators *ase attack! t"e B$ attack #rom t"e Terminator%s Power $ea on and t"e B$ attack #rom t"e 7"aracter *ecause o# t"e E'tra Attack a*ilit(. /, $"en < urc"ase a 7"aracter u grade does it re lace one o# t"e units in a #ormationQ 2o i# < *u( a 7"a lain #or a 2 ace Barine Tactical #ormation does t"e 7"a lain re lace one o# t"e Barine Tactical unitsQ
2K
NetEA Tournament Pack 2013-08-07 A 29D roll is used to resol&e a com*ined assault. <# t"e attackers lose t"en eac" #ormation is *roken. <# t"e( win t"en eac" #ormation recei&es a num*er o# 6last markers e8ual to t"e casualties it su##ered in t"e com*at. 9.-.: 6earless:A 2ome units are noted as *eing fearless. 2uc" units are eit"er e'ce tionall( *ra&e or so cra5ed t"at t"e( will ne&er run awa( e&en w"en *roken ?t"oug" (ou can c"oose to "a&e t"em make a wit"drawal mo&e i# (ou want t"em to@. =nits t"at are .earless are immune to damage #rom losing an assault ?*ot" t"e additional "its and *eing wi ed out i# alread( *roken@ and #rom t"e damage in#licted *( 6last markers i# *roken. $"en *roken or ot"erwise #orced to take a wit"drawal mo&e! .earless units ma( c"oose not to wit"draw! and i# t"e unit elects to wit"draw it will *e destro(ed onl( i# it ends its mo&e wit"in Icm o# t"e enem( rat"er t"an 1Icm. .earless units t"at remain stationar( do not take additional damage. Note t"at ot"er units in t"e #ormation t"at are not #earless will *e a##ected normall( *( additional "its #or 6last markers or losing an assault or w"ate&er P +ust don%t allocate an( o# t"e "its to t"e units t"at are immune! *ut "and t"em out as normal to units t"at are not. .earless units still count as art o# a #ormation! and so will sometimes *e Odragged along% as t"eir #ormation wit"draws e&en t"oug" t"e( don%t "a&e to! sim l( in order to sta( in #ormation ?see 1.2.1@. .inall(! note t"at not needing to wit"draw can mean t"at #earless units can end an assault still in an enem( 5one o# control! or e&en in *asePtoP*ase contact wit" t"e enem( ?see 1.7.3 #or details o# "ow to deal wit" situations w"ere units start an action in an enem( 5one o# control@. 9.-.; Infiltrators:C 2ome units are noted as *eing infiltrators. T"ese are allowed to dou*le t"eir s eed w"en t"e( make a c"arge mo&e ?and onl( w"en t"e( c"arge:@! and t"e( can also ignore enem( 5ones o# control #rom t"e #ormation t"e( are c"arging. T"ese two s ecial a*ilities allow t"em to sneak ast enem( units w"en t"e( c"arge in order to attack enem( units t"at are #urt"er *ack. Note t"at t"e unit co"erenc( rules still a l( to in#iltrators.
3D 9.-.: 6earless /, <# a .earless unit "as remained in *ase-to-*ase wit" an enem( unit a#ter losing an Assault! does t"at a##ect ot"er #ormations a*ilit( to #ire at t"e two #ormationsQ A, No! a l( t"e normal rules. /, T"is "a ened in a game o# oursR m( assault marines de#eated ?*ut did not kill@ an immo*ile T(ranid s(na se creature. T"e creature o*&iousl( can%t lea&e! *ut are m( troo s o*liged to lea&e *ase-to-*aseQ A, T"ere is not"ing t"at #orces eit"er art( to lea&e Jo7 as a result o# t"e assault. T"e( can sim l( elect not to mo&e. T"e( would t"en *egin t"e ne't action in Jo7 and #ollow t"e rules #or t"at er t"e *ook. Essentiall(! t"e( would eit"er engage again or *e #orced to mo&e out o# Jo7. <# t"e( do c"oose to mo&e! eit"er as a $it"drawal or 7onsolidation! t"e( would t"en *e re8uired to mo&e out o# t"e Jo7 to t"e *est o# t"eir a*ilit( as normal. 37 9.-.; Infiltrators /, 9o <n#iltrators get dou*le mo&ement i# t"e( counter c"argeQ A, No. T"e dou*le mo&ement is onl( w"en t"e <n#iltrator c"arges. /, 7an <n#iltrators mo&e t"roug" enem( unitsQ T"is 8uestion occurred during an assault. < ositioned m( units &er( close to eac" ot"er and t"ere was no s ace *etween t"em to lace an( attacking <n#iltrators or to mo&e t"em *etween m( units. A, <n#iltrators ?2.1.4@ gi&es e'ce tion to 5ones o# control ?1.7.3@ *ut not mo&ing o&er enem( units ?1.7.2 and 1.7.3@.
to recei&es an( wea ons and a*ilities t"at t"e c"aracter "as noted on t"eir datas"eet. .or e'am le! 2 ace Barine 7"a lains are c"aracters t"at are armed wit" a Power $ea on ?assault wea on! macro-wea on! e'tra attack ?M1@@! and "a&e t"e in$ulnerable sa$e and inspiring a*ilities. An( unit t"e( are added to will count as "a&ing all o# t"ese t"ings in addition to t"eir normal wea ons and a*ilities. Note t"at c"aracters can *e added to an( t( e o# unit! including &e"icles and war engines. T"e unit and t"e c"aracter must o erate toget"er t"roug"out t"e entire *attle. T"e c"aracter can *e trans orted in an( &e"icle allowed to trans ort t"e unit t"at "e +oins! and does not take u an e'tra s ace. T"e c"aracter s"ould *e re resented *( a suita*le model or command *anner t"at is added to t"e unit "e +oins. 7"aracters t"at are taken as an u grade #or a #ormation must *e added to a unit #rom t"e #ormation t"e( were taken as an u grade #or. 9.-.9 (ommanders:? 2ome units and c"aracters are noted as *eing commanders. 7ommanders can order u to t"ree #ormations o# troo s to #ollow t"em w"en t"e( make an assault! as long as all t"e #ormations "a&e at least one unit wit"in Icm o# a unit #rom t"e commander%s #ormation. Bake a single initiati&e roll #or all t"e #ormations! counting a -1 modi#ier i# an( "a&e 6last markers. <# t"e test is #ailed t"en t"e commander%s #ormation recei&es a 6last marker and must take a "old action! *ut t"e ot"er #ormations are una##ected ?and ma( take an action later in t"e turn@. <# t"e test is assed t"en all t"ree #ormations ma( take an engage action. Treat t"e t"ree #ormations as i# t"e( were a single #ormation #or all rules ur oses #or t"e duration o# t"e assault.
A, No. T"e 7"a lain ?or an( 7"aracter #or t"at matter@ is added to one o# t"e units in t"e #ormation. T"e 7"aracter%s a*ilities are also added to t"e unit. 2o in t"e case o# t"e 2 ace Barine Tactical #ormation one o# t"e Barine units "as t"e 7"a lain added to it ?(ou s"ould use a s ecial stand o# Barines wit" a 7"a lain #igure on it to re resent t"is@ and t"at unit now "as t"e 7"a lain%s a*ilities ?<ns iring! <n&ulnera*le 2a&e! ;eader and t"e Power $ea on@. 3I 9.-.9 (ommanders /, <n a 7om*ined Assault! t"e rules state t"at t"e #ormations in t"e Assault are treated as a single #ormation #or t"e duration o# t"e Assault. <# t"e com*ined #ormation wins t"e Assault! does t"is mean t"at eac" #ormation takes 6Bs *ased on t"e total num*er o# kills to all #ormations or +ust t"e kills in#licted on eac" indi&idual #ormationQ A, Eac" #ormation would onl( take a num*er o# 6Bs e8ual to t"e num*er o# kills in#licted on it. .or e'am le, An Eldar la(er initiates a com*ined Assault wit" two As ect $ar"osts ?9ire A&engers and 2woo ing Lawks@ and t"e A&atar. T"e Eldar la(er wins t"e Assault and t"e 9ire A&engers $ar"ost "as two kills against it! t"e 2woo ing Lawks "a&e one and t"e A&atar "as taken no damage. T"e 9ire A&engers would take two 6Bs! t"e 2woo ing Lawks would take one and t"e A&atar would take no 6Bs. /, 7an a 7ommander gi&e Assault orders to se&eral #ormations e&en i# t"e 7ommander "imsel# isn%t in c"arge rangeQ A, 1es. T"e 7ommander issues t"e orders #or t"e 7om*ined Assault *e#ore t"e c"arge mo&e is made. <# "e issues t"e order success#ull( ?ie! asses t"e action test@! t"en t"e 7ommander%s #ormation and t"e ot"er two are treated as one large #ormation #or t"e Assault. T"is would mean t"at neit"er t"e 7ommander nor an( units #rom "is #ormation would need to get wit"in 1Icm o# t"e enem( so long as at least one unit #rom t"e com*ined #ormation does so. Note t"at t"e 7ommander and t"e units in "is #ormation would *e *ound *( t"e co"erenc( rules! so would need to end t"e c"arge wit" at least one unit wit"in Icm o# one unit #rom at least one o# t"e ot"er #ormations. /, <# < "a&e #ormations wit" di##ering <nitiati&e &alues! w"ic" one do < use w"en acti&ating t"em toget"er ?e.g. wit" a 7ommander@Q A, =se t"e acti&ating #ormation ?i.e. t"e commander%s #ormation@
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NetEA Tournament Pack 2013-08-07 9.-.? Inspiring:E 2ome units or c"aracters are noted as *eing inspiring . Eac" ins iring unit in&ol&ed in an assault adds M1 to t"e result roll ?as long as it sur&i&es t"e com*at o# course:@ 9.-.A Invulnerable 'aves:F 7ertain units or c"aracters recei&e a s ecial in$ulnerable sa$e. T"ese units eit"er "a&e rotecti&e de&ices or su ernatural &italit( t"at will allow t"em to sur&i&e an attack t"at would kill anot"er creature. To re resent t"is! units wit" an in&ulnera*le sa&e recei&e a second sa&e o# DM i# t"e( #ail t"eir #irst sa&e #or an( reason. T"e( ma( take t"is second sa&e against an( #orm o# attack! e&en attacks t"at would normall( not allow a sa&e to *e taken. No modi#iers e&er a l( to t"e second sa&e. 9.-.C Kump Packs 2ome units are noted as "a&ing Kump packs. T"ese units are e8ui ed wit" s ecial de&ices t"at allow t"em to #l( #or s"ort distances! usuall( in a series o# long O"o s%. =nits e8ui ed wit" +um acks ma( ignore dangerous or im assa*le terrain as t"e( mo&e ?t"e( +um o&er it@. T"e( ma( not land on im assa*le terrain! and i# t"e( land in dangerous terrain t"e( must take a dangerous terrain test. =nits e8ui ed wit" +um acks ma( also mo&e o&er ot"er #riendl( units as t"e( mo&e! *ut ma( not land on t"em. =nits wit" +um acks are a##ected *( enem( units and 5ones o# control normall(! and cannot +um o&er enem( #ormations. 9.-.E )eaders;/ 2ome units or c"aracters are noted as *eing leaders. A #ormation t"at includes an( leaders ma( remo&e one e'tra 6last marker #or eac" leader w"ene&er it regrou s or success#ull( rallies. 9.-.F )ight 8ehicles;Light $ehicles include an( unarmoured &e"icles w"ere t"e crew is e' osed to enem( #ire! suc" as Crk *uggies and 2 ace Barine ;and 2 eeders. T"e onl( di##erence *etween lig"t &e"icles and armoured &e"icles is t"at lig"t &e"icles can *e a##ected *( AP #ire as well as AT #ireR in e##ect t"e( count as in#antr( targets against AP #ire and armoured targets against AT #ire.
;ig"t &e"icles rel( on s eed and agilit( to rotect t"em #rom enem( #ire! and *ecause o# t"is t"eir sa&ing t"row is *ased on t"ese #actors rat"er t"an t"e t"ickness o# an( armour t"e( ma( carr(. T"is aside! t"eir sa&ing t"row works in e'actl( t"e same manner as t"e sa&ing t"row o# an( ot"er unit! and will *e ignored *( macro-wea ons! can *e used against *arrages! and so on. 9.-.-/ *ounted 2ome in#antr( units are noted as *eing mounted! and will eit"er ride on *ikes or li&ing creatures suc" as "orses. Bounted units count as &e"icles #or terrain e##ects! and as in#antr( units #or all ot"er ur oses. 9.-.-- +einforced Armour;9 =nits wit" reinforced armour are rotected *( armour man( times t"icker t"an t"at #ound on most armoured &e"icles and "a&e e'tremel( ro*ust internal construction too. 6ecause o# t"is t"e( still take t"eir sa&ing t"row w"en "it *( macro-wea ons ?see 2.2.D@. <n addition! t"e( ma( re-roll a #ailed sa&e against an( nonmacro-wea on "it! including t"ose in#licted during an assault. 9.-.-9 'couts;: 2ome units are noted as *eing scouts. T"ese units are trained to o erate on t"eir own! scouting a"ead o# t"eir #ormation to seek out t"e enem(. 2cout units onl( "a&e to remain wit"in 20cm o# anot"er unit #rom t"eir #ormation! rat"er t"an Icm as would normall( *e t"e case. <n addition! scouts are trained to s read out so t"e( can co&er a wide area! and so "a&e a 10cm 5one o# control. Note t"at t"ese a*ilities onl( a l( to scout units and cannot *e trans#erred to ot"er units in t"e same #ormation or trans ort units carr(ing t"e scouts.
38 9.-.? Inspiring /, <# an <ns iring unit su lies su orting #ire ?&ia rule 1.12.D@ to an assault! is it Ein&ol&edG ?t"e term used in rule 2.1.I@ in t"e assaultQ A, No. Cnl( t"e #ormations actuall( #ig"ting as attacker and de#ender are considered directl( in&ol&ed. 3K 9.-.A Invulnerable 'aves /, Are "ackdown "its a*le to *e sa&ed *( an <n&ulnera*le 2a&eQ A, No. /, 9oes 7ross#ire or t"e 2ni er a*ilit( a##ect an <n&ulnera*le 2a&eQ A, T"e <n&ulnera*le 2a&e is not modi#ied *( an( modi#iers or s ecial e##ects. 40 9.-.E )eaders /, $"en (ou -all( ?1.14.1@ do (ou remo&e one 6last marker er unit wit" t"e ;eader a*ilit( or can (ou onl( remo&e one 6last marker in total regardless o# t"e num*er o# units in t"e #ormation t"at "a&e t"e ;eader a*ilit(Q A, 1ou can remo&e one 6last marker #or e&er( unit in t"e #ormation t"at "as t"e ;eader a*ilit(. 41 9.-.F )ight 8ehicles /, <n section 2.1.K it states ET"e onl( di##erence *etween lig"t &e"icles and armoured &e"icles is t"at lig"t &e"icles can *e a##ected *( AP #ire as well as AT #ireG. 9oes t"is mean t"at ;H units ro&ide co&er in t"e same #as"ion as AH unitsQ A, No. T"e onl( &e"icles t"at ro&ide co&er are $E and AH units as listed in t"e Terrain Ta*le in section 1.8.4.
42 /, A, /, A, 43 /,
A,
/, A, /, A,
9.-.-- +einforced Armour 9oes -ein#orced Armour allow me to reroll an <n&ulnera*le 2a&eQ No. 9oes -ein#orced Armour allow me to reroll a 7o&er 2a&eQ 1es. Lowe&er! t"e reroll is made using t"e unit%s own Armour 2a&e &alue! not t"e 7o&er 2a&e &alue. 9.-.-9 'couts <t%s ossi*le to lace a 2cout unit +ust *e"ind anot"er #riendl( unit! so t"at t"e 2couts 10cm JC7 co&ers t"e #riendl( unit too. <# t"is "a ens! can < c"arge t"e non-2cout unitQ T"e rules sa( < can%t enter a JC7 unless <%m c"arging t"e unit it *elongs to. 1ou are! o# course! allowed to c"arge t"e unit: <# an e' lanation is needed! t"en let%s sa( t"at t"e rule #or mo&ing into *ase contact wit" t"e enem( takes recedence o&er t"e rule #or not entering anot"er unit%s JC7. Lowe&er! an( la(er w"o "as attem ted to use t"is tactic to sto a c"arge s"ould "ang t"eir "ead in s"ame: 2"ould 2cout units count as *eing Ointermingled% i# a #riendl( unit is wit"in 10cm! rat"er t"an Icm as would normall( *e t"e caseQ No. Low does #ormation co"erenc( work i# t"ere are 2cout and non-2cout units in t"e same #ormation. T"e 2cout units ma( *e u to 20cm #rom t"e ot"er units in t"e #ormation! *ut t"e non-2cout units must still remain wit"in Icm o# one ot"er unit. .or e'am leS 2 U scout unit! T U trans ort! P U IcmR t"ese would *e an acce ta*le Ec"ainG #or ur oses o# maintaining t"e #ormation, 2PTPPPP2PT 2PPPPTPTPPPP2
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NetEA Tournament Pack 2013-08-07 A skimmer ma( declare t"at it is o ing u at t"e start o# an( action t"at it takes! including w"en t"e skimmer goes into o&erwatc". A skimmer ma( not o u as art o# a sustained #ire action or a mars"al action! *ut ma( o -u w"en it goes onto o&erwatc". Po ing u counts as mo&ement #or t"e ur oses o# triggering #iring *( enem( units on o&erwatc". A skimmer t"at "as o ed u ! O o s down% at t"e conclusion o# t"e action. 2kimmers on o&erwatc" do not o down until a#ter t"e( make t"eir o&erwatc" attack. 2kimmers wit" a trans ort ca acit( ma( not em*ark or disem*ark units w"ile t"e( are o ed u ! and i# t"e( are destro(ed w"ile t"e( are o ed u t"en an( units on *oard will *e destro(ed wit" no sa&e. A skimmer t"at "as o ed u is assumed to *e #l(ing "ig" enoug" t"at near*( inter&ening terrain t"at is closer to t"e skimmer t"an t"e target does not *lock t"e line o# #ire. To c"eck i# t"e line o# #ire is *locked! sim l( measure t"e distance *etween t"e skimmer and t"e terrain! and t"en measure t"e distance *etween t"e terrain and t"e target unit. <# t"e skimmer is nearer to t"e inter&ening terrain t"en t"e line o# #ire is not *locked. <# t"e skimmer is #urt"er #rom t"e terrain! t"en work out t"e line o# #ire normall(. <# t"e distance is is e8ual! t"en *ot" t"e skimmer and t"e target unit can #ire at eac" ot"er! *ut t"e( *ot" count as *eing in co&er and t"e co&er to "it modi#ier will a l(. 2kimmers ma( alwa(s c"oose to use t"eir #ire#ig"t &alue in an assault! e&en i# t"ere are enem( units in *ase contact wit" t"e skimmer. <# t"e( do t"is t"en t"e enem( must use t"eir #ire#ig"t &alue also. T"is re resents t"e skimmer li#ting o## t"e ground out o# reac" o# enem( ground units. 9.-.-; 'niper;? 2ome in#antr( units are noted as *eing snipers. -oll se aratel( w"en attacking wit" a sni er unit. <# t"e( "it! t"e attacker can c"oose w"ic" enem( unit is "it #rom t"ose wit"in range and in t"e line o# #ire o# t"e sni er unit. <n addition t"e target su##ers a -1 sa&e modi#ier.
9.-.-: 'kimmers;; 2ome units are noted as *eing skimmers. T"ese units are e8ui ed wit" de&ices t"at allow t"em to "o&er a s"ort distance a*o&e t"e ground! so t"at t"e( can #l( o&er terrain t"at would slow ot"er units down. Note t"at skimmers do not #ollow an( o# t"e rules #or aircra#t in section 4.0. 2kimmers ma( ignore dangerous or im assa*le terrain as t"e( mo&e. T"e( ma( not land on im assa*le terrain! and i# t"e( land in dangerous terrain t"e( must take a dangerous terrain test. 2kimmers ma( also mo&e o&er ot"er #riendl( units as t"e( mo&e! *ut ma( not land on t"em. Enem( units and 5ones o# control a##ect skimmers normall(.
44 9.-.-: 'kimmers )eneral 7ommentar(, T"e skimmer rules and .A/s "a&e *een addressed a num*er o# times. Lowe&er! t"e( remain a source o# con#usion as eac" iteration o# t"e rules "a&e "ad wording t"at! taken literall(! does note accuratel( re#lect t"e intent. T"ere are two criteria #or +udging t"e intended e##ects o# t"e skimmer rule, 1@ Po ing u counts as mo&ement ?wit" t"e e'ce tion o# going onto C$@. 2@ 2kimmers w"ic" get t"e *ene#its o# *eing EinG t"e terrain are re8uired to take terrain c"ecks. .or V1! i# (ou can mo&e! (ou can o u . T"is includes mo&es t"at aren%t actuall( during an action! like counterc"arges. .or V2! t"is means t"at i# (ou are loading troo s or claiming an( sort o# co&er modi#ier (ou "a&e to enter t"e terrain and make a ro riate terrain c"ecks. /, 7an a 2kimmer #ormationFunit do a o -u attack as art o# t"eir 2ustained .ire actionQ A, No. T"e unit ma( not mo&e and t"ere#ore ma( not o u . /, $"at "a ens i# < want to em*ark a 6ans"ee unit in ruins ?9angerous Terrain@ in a $a&e 2er ent ?2kimmer unit@ w"ic" *egins and ends its mo&ement in normal terrain *ut em*arks t"e 6ans"ee in 9angerous TerrainQ 2"ould < consider t"at t"e 2kimmer "as to sto in 9angerous Terrain w"ile t"e 6ans"ees are em*arking and t"en roll a dice as er section 1.8.1 o# t"e rule*ookQ A, A Trans ort 2kimmer will need to take a 9angerous Terrain test i# it em*arks units t"at are in 9angerous Terrain. /, 9oes a skimmer t"at starts a mo&e in a iece o# dangerous terrain *ut t"en mo&es out and ends its mo&e in terrain t"at isn%t dangerous "a&e to take a dangerous terrain testQ A, 1es it does. /, <# a 2kimmer uses its a*ilit( to #orce units in *ase-to-*ase contact wit" it to use t"eir .. a*ilit( are t"e units considered to *e no longer in *ase-to-*ase contactQ A, No. T"e a*ilit( does not c"ange t"e status o# t"e units. 2o e&en i# t"e 2kimmer uses its .. &alue in t"e assault t"e 2kimmer and an( units t"at were in *ase-to-*ase wit" it are still considered to *e in *ase-to-*ase. /, <# during an Assault Bo&e during an Engage Action a 2kimmer mo&es into *ase contact wit" an enem( 2kimmer! can t"e de#ending 2kimmer #orce t"em to use t"eir .ire#ig"t &aluesQ A, 1es. <# eit"er la(er c"ooses! *ot" skimmers use t"eir .. ?it can *e imagined t"at t"e( enter a Eskimmer dog#ig"tG@. /, 7an a 2kimmer w"ic" #ails its action and decides to #ire as art o# its Lold Action o -u and #ireQ A, No. T"e #ormation ma( not mo&e and t"ere#ore ma( not o u . /, 7an a skimmer see #urt"er into woods t"an ot"er unitsQ A, No! t"e limitation o# "a&ing line o# #ire t"roug" at most 10 cm o# wooded terrain to a unit in t"e wood is unc"anged #or skimmers. T"e skimmer line o# #ire rule is used to determine w"et"er a skimmer can see an enem( unit on t"e ot"er side o# t"e wood. /, 7an a skimmer o u to gain ;C2 during an assaultQ A, 2kimmers directl( in&ol&ed in t"e assault can o u during c"arge and counter c"arge mo&es *( t"eir #ormations! *ut a skimmer in a su orting #ormation would not *e allowed to o u ! since o ing u is onl( allowed
during mo&ement. /, $"( can skimmers o -u w"en t"e( go on o&erwatc"! w"en (ou can%t mo&e w"en (ou go on o&erwatc"Q A, C&erwatc" is t"e onl( e'ce tion to t"e E o u wit" mo&ementG conce t. T"e rule s eci#icall( states (ou ma( o u on o&erwatc". T"e designer%s intent was to allow modern "elico ter-like o u attacks *( skimmers. /, $"at "a ens w"en a unit is in *ase-to-*ase wit" two enem( units, one ground unit and one skimmerQ 7an t"e unit still #orced to #ire#ig"t *( t"e skimmer! e&en t"oug" it%s in close com*at range o# anot"er targetQ T"e skimmer ma( onl( #orce a unit to use its #ire#ig"t &alue w"en attacking t"e skimmer itsel#. <# t"e attacking unit "as anot"er &ia*le target to use its close com*at &alue against t"en it will use its close com*at attack as it is #orced to engage t"e non-skimmer unit. T"e skimmer ma( still c"oose to use its #ire#ig"t &alue as normal. 4I 9.-.-; 'niper /, 7an t"e 2ni er a*ilit( *e used in an assaultQ A, =nless s eci#icall( noted on t"e datas"eet ?#or e'am le! *( addition to a small arms wea on@! 2ni er a*ilit( does not a l( to attacks in assaults. /, T"e 2ni er rule! 2.1.14! states t"at t"e la(er can allocate 2ni er "its to an( unit in range and ;C.. 9oes t"is mean t"at (ou can allocate 2ni er "its to units t"at "a&e alread( *een allocated a "itQ A, 1es. T"e la(er wit" t"e 2ni er s"ould *e allowed to allocate t"at "it #reel(! *e#ore or a#ter t"e ot"er "its are allocated. /, 9oes 7ross#ire or t"e 2ni er a*ilit( a##ect an <n&ulnera*le 2a&eQ A, T"e <n&ulnera*le 2a&e is not modi#ied *( an( modi#iers or s ecial e##ects.
32
NetEA Tournament Pack 2013-08-07 9.-.-? 'upreme (ommanders;A "upreme %ommanders re resent "ig"-le&el command units. T"e( count as commanders and leaders ?see 2.1.2 and 2.1.8 res ecti&el(@. <n addition! eac" su reme commander unit in t"e arm( allows a la(er to re-roll one #ailed initiati&e test ?o# an( t( e@ once er turn. 9.-.-A Thick +ear Armour 2ome armoured units are noted as "a&ing thick rear armour. T"ese &e"icles "a&e e8uall( t"ick armour all round! and so ignore t"e -1 sa&e modi#ier w"en t"e( are caug"t in a cross#ire. 9.-.-C Teleport;C =nits wit" t"e teleport a*ilit( can a ear suddenl( on t"e *attle#ield! eit"er *ecause t"e( "a&e access to tec"nological or arcane de&ices t"at allow t"em to *e instantaneousl( mo&ed #rom one lace to anot"er! or *ecause t"e( are ca a*le o# "iding e'tremel( well and t"en suddenl( a ear Oas i# #rom now"ere%. .ormations w"ere all o# t"e units "a&e t"is a*ilit( ma( *e ke t o## t"e ta*le! and can a ear at t"e start o# an( turn. 2im l( lace t"e unit an(w"ere (ou like on t"e ta*le at t"e start o# an( turn! *e#ore determining w"o wins t"e strateg( roll. T"e unit must *e laced wit"in Icms o# anot"er unit #rom its own #ormation i# t"ere are an( alread( in la(. 2o! #or e'am le! i# a w"ole #ormation tele orted into la( t"en t"e #irst unit could *e laced an(w"ere! *ut an( ot"er units would need to *e laced wit"in Icms o# a unit t"at "ad alread( *een laced. All units must *e laced outside enem( 5ones o# control. <# laced in dangerous terrain t"en a dangerous terrain test must *e taken w"en t"e unit is laced on t"e ta*le. Tele orting is an in"erentl( dangerous *usiness! and doesn%t alwa(s go as lanned. To re resent t"is roll a 9D #or eac" unit t"at tele orts into la(. Cn a roll o# a 1 t"e #ormation t"at t"e unit *elongs to recei&es a 6last marker. 2.1.18 $alkers 2ome &e"icle units are noted as *eing walkers. T"e( are a*le to negotiate dangerous terrain more easil( t"an ot"er &e"icles. To re resent t"is t"e( ma( re-roll an( #ailed dangerous terrain tests.
9.-.-E Walkers 2ome &e"icle units are noted as *eing walkers. T"e( are a*le to negotiate dangerous terrain more easil( t"an ot"er &e"icles. To re resent t"is t"e( ma( re-roll an( #ailed dangerous terrain tests.
4D 9.-.-? 'upreme (ommanders /, 1ou state t"at each su reme commander in an arm( can W1J. T"at im lies t"at t"ere can *e more t"an one! *ut t"ere is no ro&ision #or more t"an one su reme commander in t"e arm( listsQ A, T"e game rules and t"e arm( lists are two com letel( se arate t"ings. T"e core rules need to co&er games w"ere la(ers create t"eir own scenarios and w"ere t"ere could *e two or more su reme commanders on t"e same side. Cn t"e ot"er "and! t"e arm( lists are designed to create *alanced O ick-u % games! and t"ere#ore limit access to some units to create e&en games. /, <s it sa#e to sa(! as #ar as t"e E2u reme 7ommanderG a*ilit( is counted! t"at a #ailed -all( roll is one o# t"e initiati&e rolls t"at are a lica*leQ A, 1es. 47 9.-.-C Teleport /, 7an < tele ort units in to a #ormation at a later oint in t"e gameQ .or e'am le! i# < "a&e a detac"ment o# Terminators wit" a ;and raider u grade can < lace t"e ;and -aiders on t"e *oard and t"en tele ort t"e Terminators in at t"e start o# a later turnQ A, No. T"e E ic rules do s eci#icall( state t"at onl( #ormations w"ere all o# t"e units can tele ort ma( *e ke t o##-ta*le. /, 7an a unit wit" Tele ort and 2cout tele ort onto t"e *oard and set u wit"in 20cm #rom eac" ot"erQQ A, No. T"e #ormation tele orting must *e laced wit"in Icm o# anot"er unit +ust as Tele ort sa(s. $"en t"e #ormation mo&es it can t"en mo&e out to 20cm awa( #rom units in t"e #ormation.
33
NetEA Tournament Pack 2013-08-07 9.-.9: Tunnelers .ormations w"ere all o# t"e units "a&e Tunneler ?or are trans orted in units t"at "a&e t"e a*ilit(@ ma( *e ke t o## t"e ta*le and can a ear at t"e start o# t"e second turn or a#ter. 2et u t"e units touc"ing t"eir own side%s ta*le edge *e#ore t"e *attle starts at t"e same time t"at s acecra#t are setu ?see EA 4.3.1@. An( units trans orted in t"e tunneler s"ould *e laced to one side at t"is time too. 2ecretl( write down t"e location w"ere t"e tunneler will sur#ace at t"e same time and in t"e same manner t"at (ou record t"e coordinates o# a dro 5one ?see EA 4.3.1@. 1ou must also secretl( record w"en t"e tunneler will sur#ace. <# it is going to sur#ace in (our "al# o# t"e ta*le it ma( arri&e #rom t"e second turn onwards. <# it is going to sur#ace in t"e o osing "al# o# t"e ta*le! it ma( arri&e #rom turn t"ree onwards. 2et u t"e tunneler at t"e start o# t"e stated turn! *e#ore lacing units wit" tele ort! at t"e location (ou wrote down. An( units *eing trans orted are allowed to disem*ark immediatel( u on sur#acing. 2ur#acing does not count as mo&ement #or t"e ur oses o# triggering o&erwatc" #ire. 9isem*arking triggers o&erwatc" #ire as normal. <# t"e tunneler sur#aces on terrain t"at is im assa*le #or it! under a #riendl( unit! or in an enem( 5one o# control t"en it is assumed t"at on-*oard sensor e8ui ment will di&ert it towards anot"er entr( oint. T"e unit s"ould *e mo&ed *( t"e o osing la(er to t"e nearest area w"ere it can sur#ace. .ormations o# multi le tunnelers need onl( record one location w"ere t"e( will sur#ace. Place a unit at t"is location! or wit"in Icm o# anot"er unit t"at "as alread( *een laced! so long as all units are laced wit"in 1Icm o# t"e location and on t"e a ro riate "al# o# t"e ta*le. Tunnelers! and an( units *eing trans orted in t"em! ma( take an action on t"e turn t"e( a ear.
turn. <# t"e acti&ation is success#ul! lace t"e #ormation at t"e lotted landing 5one and determine scatter according to 7ore -ules 4.4 as i# it were a normal Planet#all! including loaded units disem*arking u to Icm. T"e #ormation%s action roceeds as normal in all res ects #rom t"at oint. <n ot"er words! t"e #ormation gets t"e E#ree mo&eG #rom Planet#all lacement at t"e *eginning o# its action *ut in all ot"er wa(s acti&ates as normal. Note, T"e action is c"osen at acti&ation! *e#ore scatter is determined. 7"oose t"e action care#ull( as a oor scatter role could render some actions ine##ecti&e. 9.-.99 EJpendable 2ome units are seen *( t"eir allies as a*lati&e or +ust lain dis osa*le. T"is ma( *e *ecause t"e units are s eci#icall( created to sacri#ice t"emsel&es! *ecause t"e units are sim l( not &alued! or #or a num*er o# ot"er reasons. A #ormation does not recei&e a 6last marker w"en a unit wit" E' enda*le is destro(ed! t"is includes t"e e'tra 6last marker #rom t"e #irst casualt( o# a cross#ire and #or units destro(ed #or *eing out o# #ormation a#ter a mo&e. <# an e' enda*le unit is "it *( a wea on wit" 9isru t it does not in#lict a 6last marker. <# a #ormation is com rised com letel( o# e' enda*le units t"en t"e( do not *ene#it #rom an( o# t"e rules a*o&e. E' enda*le units killed in an assault count #or t"e ur oses o# working out its result ?see EA 1.12.7@.
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9.9
'PE(IA)I'T WEAP4N'
2ome e'otic or ower#ul wea ons "a&e s ecial a*ilities to re resent t"eir uni8ue ro erties. An( s ecial a*ilities t"at a l( to a wea on will *e noted in t"e line #or t"e wea on on a unit%s datas"eet. 9.9.AntiGaircraft Weapons 2ome o# t"e wea ons used in E ic are used in dog#ig"ts or to de#end against aircra#t. T"ese wea ons are collecti&el( known as anti-aircra#t wea ons in t"e rules. Anti-aircra#t wea ons "a&e an OAA% #ire ower &alue! in addition t"e( ma( also "a&e AP or AT #ire ower &alues. .or e'am le! t"e 2 ace Barine Lunter "as a .ire ower &alue o# AT4MFAA4M. T"e rules #or carr(ing out AA s"ooting are descri*ed in #ull in t"e rules #or Aeros ace C erations ?see 4.0@. 9.9.9 &isrupt?/ 7ertain wea ons are designed to disru t enem( #ormations as muc" as kill enem( troo s. To re resent t"is wea ons noted as "a&ing t"e disru t a*ilit( in#lict a 6last marker on an enem( #ormation #or eac" "it t"e( in#lict instead o# #or eac" kill t"e( in#lict. Note t"at t"e "its in#licted *( disru tor wea ons are sa&ed #or normall(. An( units t"at #ail t"eir sa&e are remo&ed as casualties *ut do not cause a second 6last marker to *e laced on t"e target #ormation. 9.9.: EJtra Attacks 2ome assault and close com*at wea ons are noted as "a&ing e&tra attacks >C&?. =nits armed wit" t"ese wea ons recei&e a num*er o# e'tra attacks e8ual to O'% during an assault. .or e'am le! an assault wea on noted as "a&ing Oe'tra attacks ?M2@% would allow t"e unit using it to make two e'tra close com*at attacks in an assault. 2ometimes t"e entr( will s eci#( a dice roll rat"er t"an a #i'ed num*er. .or e'am le! a wea on t"at "ad Oe'tra attacks ?93@% would attack 93 times eac" time it attacked. E'tra attacks can a l( to s"ooting attacks! close com*at attacks! and #ire#ig"t attacks.
9.9.; 6irst 'trike?$ea ons wit" t"e #irst strike a*ilit( attack #irst in an assault. -esol&e t"e attack and in#lict damage #or t"e wea on *e#ore an( enem( units make t"eir attacks. T"is ma( result in some enem( units *eing destro(ed *e#ore t"e( can attack. <# t"e a*ilit( is noted #or a wea on wit" e'tra attacks ?see 2.2.3@ t"en onl( t"e e'tra attacks gets t"e #irst strike a*ilit(R ot"erwise it will count #or all close com*at attacks i# noted #or an assault wea on! or all #ire#ig"t attacks i# noted #or small arms. <# o osing units *ot" "a&e #irst strike wea ons t"en all #irst strike attacks are resol&ed simultaneousl( and t"eir results a lied to *ot" sides *e#ore ot"er attacks are resol&ed. 9.9.? Ignore (over 2ome wea ons are noted as *eing a*le to ignore co&er. T"ese wea ons are designed to negate t"e e##ects o# co&er! eit"er *( *lasting it a art or sim l( *( assing it altoget"er. T"ese wea ons ignore co&er to "it modi#iers! and negate in#antr( co&er sa&es. 9.9.A *acroGWeapons?9 2ome o# t"e wea ons used in E ic are a*solutel( "uge. T"ese wea ons are collecti&el( known as macro(weapons in t"e rules. Cnl( units wit" rein#orced armour or in&ulnera*le sa&es recei&e a sa&ing t"row against "its #rom a macro-wea on ?see 2.1.D and 2.1.11@. An( ot"er t( e o# target t"at is "it does not get a sa&ing t"row at all. T"e #ollowing rules e' lain in detail "ow t"is works! *ut as long as (ou *ear in mind t"e rinci le t"at macrowea ons cancel sa&es t"en (ou won%t go too #ar wrong. 'hooting Attacks2 Bacro-wea ons t"at can *e used #or s"ooting attacks do not "a&e AP or AT #ire ower &alues. <nstead t"e( "a&e a Omacro-wea on% &alue ?a**re&iated to B$@. .or e'am le! t"e &olcano cannon mounted on an <m erial $arlord Titan "as a #ire &alue o# B$ 2M. 1ou s"ould roll to "it normall( w"en #iring a macro-wea on. Bacro-wea ons can a##ect an( t( e o# target! so t"e &olcano cannon mentioned a*o&e would "it an( t( e o# target on a roll o# 2M. Cnl( units wit" rein#orced armour or in&ulnera*le sa&es recei&e a sa&ing t"row against "its #rom a macro-wea on ?see 2.1.D and 2.1.11@. An( ot"er t( e o# target t"at is "it does not get a sa&ing t"row. 7o&er sa&es are also negated! alt"oug" t"e -1 to "it modi#ier does a l(. =nits on *oard a trans ort &e"icle destro(ed *( a macro-wea on onl(
I1 9.9.; 6irst 'trike /, Low does .irst 2trike a l( to units wit" E'tra AttacksQ A, 2 ecial A*ilities t"at a ear in t"e Notes section #or a wea on onl( a l( to t"at wea on! w"ile 2 ecial A*ilities t"at a ear in t"e Notes section #or t"e unit ?t"e one at t"e *ottom o# t"e s"eet@ a l( to all attacks t"e unit makes. 2o i# a $ea on "as E'tra Attacks ?M'@ and .irst 2trike t"en t"e .irst 2trike a*ilit( a lies onl( to t"e E'tra Attacks added *( t"at wea on. 6ut i# t"e unit "as .irst 2trike in its Notes section t"en all attacks! including an( added *( a s eci#ic wea on! would *e .irst 2trike. /, <# a unit "as a wea on t"at "as t"e .irst 2trike a*iliti( and is a 2mall Arms wea on can it use t"e .irst 2trike a*ilit( i# it is ro&iding 2u orting .ire in an AssaultQ A, Tec"nicall(! (es. Lowe&er! as su ort #ire does not occur until all t"e directl( engaged unit attacks "a&e *een resol&ed! #irst strike #rom a su ort unit will ne&er actuall( re&ent a unit #rom attacking. I2 9.9.A *acroGWeapons /, <# a unit ?wit" an B$ attack@ in an Assault is killed *( a "it generated *( an .. or 77 attack *e#ore its B$ "its are allocated are t"ose B$ "its discardedQ A, No. All attacks in assault are simultaneous. E&en t"oug" t"e B$ attack is allocated in a se arate EroundG o# allocation! t"e "it was caused rior to t"e destruction o# t"e unit.
I0 9.9.9 &isrupt /, <# an <m erial )uard Artiller( 7o. contains 6asilisks and Banticores ?wit" t"e 9isru t a*ilit(@ does a *arrage #ired #rom t"is #ormation use t"e 9isru t rules since not all o# t"e units in it "a&e t"e 9isru t a*ilit(Q A, 2 ecial $ea on a*ilities are onl( used i# all t"e units #iring "a&e t"em. 2o i# (ou wanted to use t"e 9isru t a*ilit( in t"is case (ou could onl( #ire wit" t"e Banticores. A *arrage t"at used *ot" t( es o# units would not "a&e t"e 9isru t a*ilit(. /, 9o "its sto ed *( 2"ields still cause an additional 6B i# t"e wea on "ad t"e 9isru t a*ilit(Q 2imilarl( do "its on )rot units *( 9isru t wea ons cause an additional 6BQ A, 2"ields and )rots negate t"e 6B caused *( t"eir destruction. T"is means t"at t"e( do negate t"e 6B in#licted *( 9isru t wea ons. T"e same would "old true #or an( unit or e##ect! suc" as 7"aos daemons! t"at re&ent a 6last marker w"en a target is destro(ed. /, 9o t"e e##ects o# t"e 9isru t a*ilit( a l( to "its generated as a result o# a Trans ort *eing destro(ed *( t"e 9isru t wea onQ 2o i# < destro( a -"ino wit" a Nig"ts inner and it contained two Barine units do t"e otential "its on t"e Barines count as "a&ing t"e 9isru t a*ilit(Q A, No. T"e 9isru t a*ilit( does not a l( to damage in#licted on trans orted units w"en t"eir Trans ort is destro(ed.
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NetEA Tournament Pack 2013-08-07 9.9.-/ Indirect 6ire?A 2ome wea ons t"at can #ire *arrages are noted as "a&ing t"e indirect fire a*ilit(. =nits armed wit" indirect #ire wea ons are allowed to #ire indirectl( i# t"eir #ormation takes a sustained #ire action. =nits *elonging to a #ormation t"at #ails t"e action test ma( s"oot normall( as art o# t"eir "old action! *ut ma( not #ire indirectl(. =nits #iring an indirect *arrage recei&e t"e M1 modi#ier #or taking a sustained #ire action. <n addition! no line o# #ire is re8uired #or an indirect *arrage! as it is assumed t"at t"e *arrage is #ired "ig" in t"e air so t"at t"e s"ots rain down on t"e target and ignore an( inter&ening terrain. 7o-ordinates #or t"e *arrage are ro&ided *( Os otters% t"at are eit"er in ot"er #riendl( #ormations t"at do "a&e a line o# #ire! or #rom or*iting s ( satellites or lanes. .inall(! t"e "ig" tra+ector( used *( wea ons #iring indirectl( greatl( increases t"eir range! *ut means t"e( cannot #ire at targets t"at are too close *(. To re resent t"is! wea ons #iring indirectl( dou*le t"eir range! *ut "a&e a minimum range o# 30cms.
recei&e a sa&e i# t"e( would "a&e one were t"e( "it *( t"e macrowea on directl(. 3arrages2 $ork out t"e macro-wea on%s *arrage normall(! e'ce t t"at an( units "it do not recei&e a sa&ing t"row unless t"e( "a&e rein#orced armour or an in&ulnera*le sa&e. Assaults2 <n an assault! some small arms and assault wea ons t"at are allowed e'tra attacks can "a&e t"e macro-wea on a*ilit( as well. <n t"is case t"e macro- wea on a*ilit( only a lies to t"e e'tra attacks. Allocating @its2 <# an attacking #ormation scores "its *ot" wit" normal wea ons and wea ons wit" t"e macro- wea on a*ilit(! t"en t"e o osing la(er must allocate and make an( sa&es #or t"e normal "its #irst! and t"en allocate and make an( sa&es #or t"e macro-wea on "its. Lits #rom macro-wea ons can onl( *e a lied to units t"at are in a osition to *e "it *( a macrowea on. 9.9.C 'ingle 'hot?: 2ome wea ons are noted as *eing single shot. T"ese wea ons ma( *e used once er *attle and ma( not t"en *e #ired again. 1ou ma( want to record w"ic" single s"ot wea ons "a&e *een #ired on a iece o# scra a er. 9.9.E 'low 6iring?; 2ome wea ons are noted as *eing slow firing . T"ese wea ons must take one turn to reload a#ter t"e( "a&e #ired. T"is means t"at i# t"e( #ire on one turn t"e( ma( not #ire during t"e ne't. $e "a&e #ound t"at t"e *est wa( o# remem*ering t"is is sim l( to turn t"e unit around to #ace awa( #rom t"e enem( w"en it #ires! and t"en turn it *ack again w"en t"e #ormation is acti&ated again ne't turn! *ut (ou can use an( met"od (ou re#er. 9.9.F Titan ,illers?? 2ome wea ons are noted as *eing Titan 2illers. Enem( units "it *( suc" wea ons ma( not take a co&er or armour sa&e! e&en i# t"e( "a&e rein#orced armour. <n addition! #urt"er s ecial rules a l( i# t"e target unit is a war engine ?see 3.0@. <n all ot"er wa(s! Titan killers are treated as macro-wea ons.
I3 9.9.C 'ingle 'hot /, 9o 2ingle 2"ot wea ons t"at "a&e #ired count #or 2u ression ur osesQ A, T"e( can count #or 2u ression. All (ou need is to *e in range and "a&e an ;o.. Actuall( *eing a*le to s"oot is not a re8uirement. I4 9.9.E 'low 6iring /, Are 2low-#iring units t"at #ired in t"e re&ious turn eligi*le #or 2u ression e&en i# t"e( are una*le to #ire t"is turnQ A, 1es. /, <# a 2low .iring unit o# artiller( attem ts a 2ustained .ire and t"en disco&ers t"at it is! in #act! out o# range does it count as "a&ing #ired t"at turnQ A, No. No #iring is considered to "a&e taken lace. /, 7an (ou decide to #ire a single s"ot #rom a $ar"ound Titan%s 6lastgun eac" turn or must (ou wait a turn #or Erec"argingG i# (ou #ire +ust a single s"ot #rom itQ A, 1ou can #ire one e&er( turn i# (ou wis". II 9.9.F Titan ,illers /, Low do <n&ulnera*le 2a&es a##ect Titan >iller wea onsQ 9o (ou sa&e once or #or eac" "itQ A, According to 2.2.K and 3.2.I Titan >iller "its t"at otentiall( do multi le oints o# damage onl( roll #or multi le "its against $ar Engines. Against a normal unit! t"at means t"ere is onl( one T> "it to sa&e against and a single <n&ulnera*le sa&ing t"row would t"ere#ore rotect t"e unit. .or a $ar Engine! eac" oint o# damage is sa&ed against as i# it were a se arate "it.
ID 9.9.-/ Indirect 6ire /, 2.2.10 allows a #ormation com rising entirel( o# units wit" Eindirect #ireG to sustain #ire ?gaining M1@ at a target *e"ind a "ill *ecause it does not need ;ine o# .ire. Lowe&er! does t"e target also *ene#it #rom 1.8.2 co&er to "it modi#ier ?-1@ *( *eing *e"ind t"e "ill as Et"e inter&ening terrain artiall( o*scures t"e target #rom &iewG t"us negating t"e sustain #ire *onusQ A, .rom 2.2.10! indirect #ire Eignores an( inter&ening terrainG w"ic" means t"at inter&ening terrain doesn%t ro&ide an( *ene#its - t"e "ill would not ro&ide co&er. T"e( would "owe&er get co&er modi#iersFsa&es i# t"e( were in co&er! suc" as a wood.
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;Why, if it isn,t Brother -arius. The inKuries from the last training e&ercise ha$e healed well + see. And that new bionic eye should pro$e most useful for this ne&t e&ercise. Tell me, how many hours ha$e you had on Land "peeders up to nowM< Peteran "ergeant 2esser T"ere are a "uge num*er o# s ecialist units and wea ons co&ered *( t"e E ic rules! #ar too man( to *e co&ered in a single training scenario. Lowe&er! t"e #ollowing &ariant o# t"e 7om*ined Arms training scenario can gi&e (ou a taste o# w"at e##ect s ecialist units can "a&e on t"e game. <n order to la( t"e scenario (ou will need access to t"e models (ou used #or t"e 7om*ined Arms scenario! lus models #or t"e units s"own on t"e datas"eet section *elow. Note2 T"e datas"eets #or t"is scenario are in section I.0.
9.:.'pecialist Training 'cenario 2 ace Barines are organised into com anies led *( "ugel( e' erienced and res ected commanders! and *acked u wit" "ea&il( armoured ;and -aiders and "ig"l( agile ;and 2 eeders. T"ese s ecialised units allow a #orce to *e tailored to carr( out an( mission t"e com an( ma( *e called u on to undertake. 6orce Alpha2 Two #ormations eac" wit" si' 2 ace Barine Tactical units and t"ree -"inos! lus one #ormation o# #our ;and -aiders and one #ormation o# #i&e ;and 2 eeders. Cne Tactical #ormation ma( include a 2 ace Barine 7ommander and t"e ot"er ma( include a 2 ace Barine 9readnoug"t. T"e #orce "as a strateg( rating o# I and all #ormations "a&e an initiati&e &alue o# 1M. 6orce 3eta2 Two #ormations eac" wit" si' 2 ace Barine Tactical units and t"ree -"inos! lus one #ormation o# #our ;and -aiders and one #ormation o# #i&e ;and 2 eeders. Cne Tactical #ormation ma( include a 2 ace Barine 7ommander and t"e ot"er ma( include a 2 ace Barine 9readnoug"t. T"e #orce "as a strateg( rating o# I and all #ormations "a&e an initiati&e &alue o# 1M. #aming Area2 2et u a la(ing area a ro'imatel( K0-120cm s8uare. 2et u an( scener( (ou "a&e in a mutuall( agreea*le manner. 1ou can set u as muc" or as little scener( as (ou like! *ut tr( to make sure t"at (ou "a&e at least a cou le o# "ills and eit"er a *uilt-u area or some woods #or t"e troo s to "ide *e"ind or take co&er in. Place an Oo*+ecti&e counter% in t"e &er( centre o# t"e *attle#ield ?a coin will do +ust #ine@. T"en eac" la(er must set u anot"er o*+ecti&e 4Icms awa( #rom an( ot"er o*+ecti&e. T"ere s"ould *e a total o# t"ree o*+ecti&es once t"e( "a&e all *een set u . &eplo ment2 <# one la(er sets u t"e scener( t"en "is o onent can c"oose w"ic" ta*le edge to de lo( on. <# (ou set u t"e scener( toget"er t"en dice to see w"o gets t"e c"oice o# edge. T"e ot"er la(er sets u on t"e o osite ta*le edge. 1ou must de lo( all o# (our units wit"in 1Icms o# (our ta*le edge. 'pecial +ules2 All 2 ace Barine units ma( use t"e They "hall 2now 3o Fear s ecial rule ?I.1.1@. 8ictor (onditions2 1ou ca ture t"e o*+ecti&e i# (ou "a&e a unit wit"in 1Icms o# it in t"e end "ase and (our o onent does not. To win t"e game (ou must ca ture two o*+ecti&es and "old t"em *ot" #or one #ull game turn.
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$ar engines #ollow t"e same mo&ement rules as an( ot"er unit. $ar engines t"at #ail a dangerous terrain test su##er a "it ?see t"e damage rules *elow@. :.-.War Engine 6ormations?C $ar engines are so large t"e( usuall( o erate as single units. Alt"oug" onl( one unit! t"e war engine is still a se arate #ormation! and all o# t"e rules t"at a l( to #ormations a l( to it also. 2ome smaller war engines like 6ane*lades o erate in #ormations o# more t"an one unit. $ar engines count as *eing wit"in #ormation co"erenc( distance i# t"e( are wit"in a distance e8ual to t"eir starting damage ca acit( ' Icm o# anot"er unit #rom t"e #ormation. .or e'am le! a 6ande*lade "as a starting damage ca acit( o# 3! and so will *e in #ormation as long as it is wit"in ?3XI@ U 1Icm o# anot"er unit. :.-.9 War Engine Dones 4f (ontrol $ar engines "a&e a 5one o# control like an( ot"er unit. <n an assault t"e( onl( lose t"eir 5one o# control once t"e( "a&e *een c"arged *( a num*er o# units e8ual to t"eir starting damage ca acit(. :.-.: Transport?E $ar Engines 2ome war engines are ca a*le o# trans orting ot"er units. T"ese war engines are an e'ce tion to t"e rule t"at trans ort &e"icles ma( onl( carr( units #rom t"eir own #ormation. <nstead a war engine trans ort &e"icle can carr( units
I7 :.-.- War Engine 6ormations /, Now! t"e sim le 8uestion, <# a #ormation consists o# a $E wit" starting 97 OA% and a Non-$E unit w"at is t"e ro er distance to remain in co"erenc(Q A, T"e $E can *e 97'Icm awa( #rom ot"er units to remain in co"erenc(. T"e in#antr( "as to remain wit"in Icm o# anot"er unit. 2o a *attle#ortress can *e u to 1Icm awa( #rom an Crk *o(5 stand as long as t"at stand is wit"in Icm o# anot"er unit in t"e same #ormation ?ot"erwise t"e *o(5 would *e out o# co"erenc( *ut t"e #ortress wouldn%t@. .or e'am leS C U ork stand! 6. U 6attle #ortress! - U Icm C-C---6.---6.-C-C-C---6.-C would *e an acce ta*le Ec"ainG. /, <# war engines are included in a #ormation wit" normal units! #or e'am le a 6attle .ortress! is it allowed to *e u -to 1Icms ?I' 2tarting damage@ #rom t"e rest o# its #ormationQ <# it is allowed to *e so is it also allowed to *e carr(ing troo s at t"is distanceQ A, 1es to *ot" 8uestions. I8 :.-.: Transport /, 7an a $ar Engine Trans ort carr( more t"an one #ormationQ A, 1es! as long as all t"e units o# eac" #ormation can *e #ull( contained wit"in t"e we trans ort. .or e'am le, a 2 ace Barine T"under"awk can carr( eig"t units. T"at means t"at it could carr( two se arate Assault #ormations ?#our units eac" #or a total o# eig"t units@ *ut (ou couldn%t s lit #ormations across multi le $E trans orts. /, 7an a #ormation o# $ar Engines wit" Trans ort ca a*ilit( s lit a #ormation o# troo s amongst eac" $EQ A, No. 2ection 3.1.3 o# t"e rules is 8uite e' licit a*out t"isR a $ar Engine Trans ort &e"icle can carr( units #rom anot"er #ormation! as long as t"e entire #ormation can #it inside t"e $ar Engine. 2o t"e #ormation *eing carried *( a single $E "as to *e a*le to *e #ull( contained in t"at $E. <# a single $E #rom a #ormation o# multi le $Es cannot #it t"e entire #ormation ?*eing trans orted@ wit"in its Trans ort ca acit( t"en (ou can not s read t"e e'cess units #rom t"e #ormation to anot"er $E. /, Are troo s tra ed inside a $E Trans ort i# it is in *ase-to-*ase contact wit" two enem( unitsQ A, Troo s are tra ed inside a $ar Engine Trans ort i# it is contacted *( two or more enem( units er oint o# starting 9amage 7a acit(.
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#rom anot"er #ormation! as long as t"e entire #ormation can #it inside t"e war engine! and as long as t"e entire #ormation mounts u as art o# t"e same mo&e. Note t"at a war engine ma( carr( ot"er units #rom its own #ormation using t"e normal rules ?see 1.7.I@. .or a #ormation to mount u in t"is wa( t"e units t"at are getting on *oard must *e a*le to mo&e into *ase contact wit" t"e war engine during t"eir action. T"e war engine is allowed to "a&e taken an action *e#ore t"e ot"er #ormation mounts u ! *ut ma( not take an action a#ter t"e( "a&e done so. $"ile *eing trans orted t"e units ma( not s"oot or carr( out an( ot"er actions e'ce t to rall( in t"e end "ase ?see 1.14.1@. Cnce t"e units *eing trans orted "a&e mounted u ! t"e war engine can mo&e o## wit" t"em inside as art o# one o# its own actions in a su*se8uent turn. <t can dismount t"e trans orted units at t"e end o# a mo&e in t"e same wa( as a normal trans ort &e"icle ?i.e.! t"e units are laced wit"in Icms o# t"e trans ort at t"e end o# a mo&e@. .ormations t"at dismount in t"is wa( ma( not take an action in t"e turn t"e( dismount! *ut are allowed to eit"er s"oot or #ig"t in an assault i# t"e war engine t"at was trans orting it is a*le to s"oot or assault. <n *ot" cases! t"e war engine and t"e trans orted units are treated as a single #ormation until t"e s"ooting attack or assault "as *een resol&ed. T"e war engine and t"e #ormation t"at disem*arked are treated as *eing se arate #ormations once t"e war engine "as com letel( resol&ed its action. .or e'am le! a war engine could take a dou*le action and disem*ark an( troo s it was carr(ing at t"e end o# its mo&e. T"e war engine and t"e disem*arked units could t"en s"oot toget"er at a target #ormation! *ut all s"ooting would su##er t"e -1 modi#ier #or s"ooting w"ile taking a dou*le action. Alternati&el( a war engine could take an engage action and dismount an( trans orted units at t"e end o# its c"arge mo&e. <t and t"e disem*arking units would *e treated as a single #ormation #or t"e ur oses o# resol&ing t"e assault! as i# t"e( were making a com*ined assault ?see 2.1.2! aragra " 3@.
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T"e #ollowing s ecial rules a l( w"en s"ooting eit"er at or wit" war engines. <n general! war engines are treated in t"e same manner as armoured &e"icle targets ?i.e.! an( "it t"at would a##ect an armoured &e"icle can a##ect a war engine@. An( e'ce tions to t"is are noted *elow. :.9.Allocating @its To War EnginesA/ Normall(! (ou ma( onl( allocate one "it to a unit in a #ormation until all units in t"e #ormation "a&e *een allocated one "it eac". T"is doesn%t a l( to war engines. <nstead! t"e de#ender allocates a num*er o# "its e8ual to t"e war engine%s starting damage ca acit( *e#ore "e allocates an( "its to ot"er units.
IK :.9 War Engine 'hooting .or Hoid 2"ield 8uestions! see I.4.1. /, <s it onl( Titan >iller and Bacro $ea on attacks t"at can "urt a TitanQ A, Titans and ot"er $ar Engines ma( *e a##ected *( AT attacks. B$ and T> wea ons are +ust more e##ecti&e against t"e massi&e armours o# most Titans and $ar Engines. D0 :.9.- Allocating @its to War Engines /, $"en lacing a *arrage tem late on a #ormation t"at contains $ar Engine?s@ and ot"er units does t"e $ar Engine count as a single unit or do (ou count its starting 97 w"en determining i# (ou "a&e t"e most units under a tem late as er 1.K.8Q .or e'am le, a #ormation wit" a 6ane*lade ?97 3@ and 10 <m erial )uard <n#antr( in it is attacked *( a *arrage t"at "as a single tem late. <# t"e tem late is laced o&er t"e 6ane*lade does it count as one unit or t"ree units ?#rom its starting 97 o# 3@Q A, T"e $E s"ould count it%s starting 97 w"en working out w"ere to lace *arrage tem lates. 2o in t"e e'am le t"e 6ane*lade would count as t"ree EunitsG to determine t"e lacement o# t"e *arrage tem late /, 9oes a war engine t"at is under two or more tem lates #rom t"e same *arrage su##er "its #rom eac" tem lateQ .or e'am le! i# it were under t"e centre o# one tem late and artiall( co&ered *( a second! would it take "its e8ual to "al# its 97! or "al# its 97M1Q A, <t%s onl( a##ected *( one o# t"e tem lates. 6( t"e same token! a normal unit t"at "a ens to *e artiall( co&ered *( two tem lates ?ie! "al# o# t"e unit under one tem late and t"e ot"er "al# under a second tem late@ will onl( *e attacked once. /, 9oes a 2LT 7om an( ?$E@ *lock ;C2F;C. o# a Titan t"at is *e"ind t"em and Hice-HersaQ According to t"e -ules t"ere is onl( mentioned t"at t"e( *lock ;C2 and #urt"er re#ereing to 2ection 3.0 $ar Engines. 6ut < didn%t #ind an(t"ing com ara*le! so < decided t"e( *lock! alt"oug" it seems not logic t"at a Titan can%t see o&er a 2LT. A, 2ince $ar Engines *lock line o# sig"t t"e( do so like an( ot"er terrain. E$ea ons "ig"er u can o#ten see o&er an( terrain t"at is lower down.G 2o a $arlord%s wea ons would likel( see o&er a *ane*lade! unless t"e enem( is rig"t *e"ind it. T"e *est wa( to see is sim l( to get a Emodel%s-e(e-&iewG #rom eac" wea on to determine ;C.. /, <%&e la(ed a game wit" 6attle#ortress and Crk $ar*and making u a #ormation. <n t"e game t"ere was a 6attle#ortress and 10 in#antr(. < ended u in two engages during t"e *attle wit" t"e mo*. 2o m( 8uestion is. Low do < gi&e out t"e "itsQ A, 1ou allocate as normal! closest to #art"est. $"en t"e allocation se8uence reac"es a $E it is allocated a num*er o# "its e8ual to its 97! t"en (ou mo&e to t"e ne't unit to *e allocated. /, <n t"e case o# a #ormation consisting o# two $ar"ounds ?#or e'am le@ must (ou s lit (our OL<T2% *etween t"e two o# t"emQ ?once t"e 97 o# one "as *een reac"ed@Q A, 1es (ou would. .or e'am le! i# a $ar"ound #ormation took #i&e "its! t"e #irst t"ree would *e allocated to t"e nearer mac"ine! t"e second two to t"e #urt"er mac"ine. /, $"at o# a #ormation! suc" as an Crk war*and! w"ic" includes se&eral 6attle .ortressesQ A, T"e same would a l(R w"en (ou got to a 6attle .ortress (ou would allocate a num*er o# "its e8ual to its 97 *e#ore mo&ing on to t"e ne't unit in t"e #ormation.
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NetEA Tournament Pack 2013-08-07 <# a #ormation includes *ot" war engines and non-war engine units t"en an attacker must state w"et"er an( attacks "e makes on t"e #ormation will *e directed at t"e war engines or t"e ot"er units in t"e #ormation. Attacks directed at t"e war engines can onl( *e allocated against war engines i# t"e( "it! w"ile attacks directed at ot"er units ma( not *e allocated to t"e war engines in t"e #ormation. 2 ecial rules a l( to war engines t"at are attacked *( wea ons t"at use tem lates ?see 1.K.8@. Normall( t"ese wea ons attack eac" unit t"at #alls under t"e tem late once eac". Lowe&er! due to its "uge si5e i# a war engine lies directl( under t"e centre o# a tem late! t"en it is su*+ected to a num*er o# attacks e8ual to "al# its starting damage ca acit(! rounding #ractions u . .or e'am le! a 6ane*lade ?973@ caug"t under t"e centre o# a tem late would *e attacked twice. 1ou ma( wis" to make sure t"at (our *arrage tem lates "a&e a small "ole in t"e centre so t"at (ou can see i# a war engine su##ers t"e #ull e##ect o# t"e *om*ardment or is onl( attacked once. :.9.9 War Engine &amage (apacit =nlike normal &e"icles! war engines are a*le to a*sor* more t"an one "it *e#ore t"e( are destro(ed. T"e num*er o# "its a war engine can take is s"own *( its damage ca acit(. Eac" "it t"at is not sa&ed will reduce t"e war engine%s damage ca acit( *( 1 oint! and t"e war engine is onl( destro(ed once its damage ca acit( is reduced to 0. Place one 6last marker on t"e war engine%s #ormation #or eac" oint o# damage t"at it su##ers.
:.9.: (ritical @itsAT"e wea ons used in E ic are so destructi&e t"at t"e( "a&e t"e a*ilit( to destro( or damage e&en t"e largest target i# t"e( "it t"e rig"t lace. To re resent t"is! an( "it on a war engine ?no matter "ow it was in#licted@ "as a c"ance o# causing critical damage. -oll a 9D #or eac" "it scored on a war engine. Cn a roll o# 1-I t"e target su##ers normal damage and its damage ca acit( is reduced *( 1 oint. Cn a roll o# a D t"e "it "as caused critical damageR t"e war engine still loses one oint o# damage ca acit(! *ut in addition su##ers a critical "it. T"e e##ect o# a critical "it is listed on t"e war engine%s datas"eet and will &ar( #rom one t( e o# war engine to anot"er. .or e'am le! <m erial Titans are &ulnera*le to "its on t"eir dangerousl( unsta*le lasma reactors! w"ile Crk )argants are renowned #or catc"ing #ire! and so on. <# a war engine su##ers more t"an one critical "it t"en t"e e##ects o# all o# t"e "its are cumulati&e. :.9.; 3last *arkersA9 E&er( time a war engine loses a oint o# damage t"en t"e #ormation it is art o# recei&es one 6last marker. <# a war engine is destro(ed *( t"e e##ect o# a critical "it t"en t"e #ormation it *elongs to recei&es a num*er o# e'tra 6last markers e8ual to t"e
D1 :.9.: (ritical @its. /, i# a Titan loses an additional oint o# 97 due to t"e e##ect o# a 7ritical Lit in t"e End P"ase! will t"is lace a 6B andFor can t"is loss o# 97 in#lict #urt"er critical damageQ 7an t"is loss o# 97 *e a&oided *( s"ieldsQQ A, Additional damage in#licts 6Bs and can cause 7ritical Lits normall(. 2uc" damage ma( not *e a&oided *( s"ields. /, 7an damage #rom a critical e##ect cause more critical "its! ossi*l( causing a c"ain reactionQ A, 1es. An( time a $E takes damage! roll #or a critical "it. 7ritical "it e##ects resol&ed in t"e end "ase are onl( resol&ed once #or eac" $ar Engine. Additional critical e##ects w"ic" call #or an end "ase resolution will onl( *e resol&ed on t"e #ollowing turn. 1ou do not Erec(cleG t"e war engine to t"e *eginning o# t"e critical resolution to resol&e new "its. .or e'am le! a )reat )argant "as a #ire and w"en rolling #or it! t"e #ire s reads. T"e )reat )argant takes 2 oints o# damage! one #or t"e original #ire and one #or t"e new #ire. Cne o# t"ose oints o# damage causes a new critical! resulting in a t"ird #ire. T"e )reat )argant "as alread( rolled t"e resolution o# its criticals! t"oug"! so t"ere would *e no roll #or t"e t"ird #ire until t"e end "ase o# t"e #ollowing turn ?w"en all 3 #ires would *e resol&ed@. /, <n t"e rule*ook in section 3.2.3 it sa(s to roll #or a 7ritical Lit #or e&er( "it made on a $ar Engine. 9o (ou actuall( roll #or eac" "it or #or eac" oint o# damage t"at t"e $E takesQ A, -oll #or a 7ritical Lit #or eac" oint o# damage not #or eac" "it. Cnl( damage to a $E can otentiall( cause a 7ritical Lit! not +ust "itting t"e $ar Engine wit" #ire. /, <# a $E e' lodes due to a critical and causes "its on ot"er #ormations near it! do t"ose #ormations get a *last marker #or Ecoming under #ireGQ A, No. T"e ot"er #ormations aren%t Ecoming under #ireG er se. /, <# a $E e' lodes due to a critical during an assault and t"at e' losion in#licts kills on ot"er #ormations in&ol&ed in t"e assault are t"ose kills counted #or com*at resolutionQ A, 1es. All casualties in#licted on #ormations in&ol&ed in t"e assault #rom an( source count towards resolution. D2 :.9.; 3last *arkers /, Low man( 6Bs does a #ormation get i# (ou manage to destro( a $E wit" a critical "it. .or e'am le! (ou "a&e t"ree 2"adowswords in a "ea&( tank com an(. Cne unit takes one oint o# damage! and t"is damage generates a 7ritical Lit and it *lows u . 9oes t"e #ormation take two 6B%s ?one #or *eing s"ot! one #or t"e oint o# damage@ or #our ?one #or *eing s"ot and t"ree #or total 97 on t"e $E@Q A, T"e #ormation recei&es one 6B #or *eing s"ot! one 6B #or eac" oint o# damage caused! and one 6B #or eac" oint o# 97 remaining on a we t"at was destro(ed *( a critical "it ?e.g. #our in t"e e'am le stated a*o&e@.
/, A #ormation o# two $ar"ounds Titans is "it *( two T> "its *ot" o# w"ic" do 9D Tk 9amage. 6ot" o# t"em "it do t"e(R 1@ 6ot" "it t"e #irst $ar"ound ?as it is 973@ and t"en roll 2dD damage. or 2@ -oll t"e dD damage and allocate t"e #irst 3 oints to war"ound 1 and an( e'cess to $ar"ound 2. A, T"e intent o# t"e T> rule is t"at (ou allocate t"e "it! and t"en roll #or multi le damage *e#ore allocating t"e ne't "it. An( model t"at su##ers enoug" "its to destro( it is remo&ed! wit" an( e'cess "its *eing lost. <n e##ect t"is means t"at a T> wea on rolls randoml( to see "ow man( "its it in#licts on a target! *ut can onl( "it a single target unit. 2o in t"is instance (ou would allocate one T> to t"e #irst $ar"ound. <# it sur&i&ed ?ie (ou rolled less t"an 3 oints o# T> damage@ t"en (ou would allocate t"e second "it to t"e same $ar"ound. <# t"e #irst $ar"ound was destro(ed *( t"e #irst T> "it t"en t"e second T> "it would *e allocated to t"e second $ar"ound *ut an( e'cess damage #rom t"e #irst "it would *e lost. /, $"at "a ens to a $ar Engine w"ic" sustains multi le critical "itsQ Are t"e( cumulati&e or are t"e additional critical "its ignoredQ A, T"e e##ects o# t"e critical "its are cumulati&e. 2ee 3.2.3 #or #urt"er discussion on resol&ing critical "its.
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NetEA Tournament Pack 2013-08-07 :.9.? Titan ,iller Weapons 2ome units are armed wit" wea ons t"at are noted as *eing Titan >illers ?see 2.2.K@. Ban( o# t"ese wea ons are ca a*le o# taking down a war engine wit" a single s"ot. Enem( units "it *( suc" wea ons ma( not take a co&er or armour sa&e! e&en i# t"e( "a&e rein#orced armour. Note t"at co&er to "it modi#iers do a l(. <n addition! Titan >iller wea ons will usuall( "a&e a dice roll noted in *rackets on t"eir data s"eet. .or e'am le! t"e Holcano 7annon mounted on an <m erial )uard 2"adowsword is noted as *eing a Titan >iller ?93@ wea on. <# suc" a wea on "its a war engine t"en t"e war engine su##ers damage e8ual to t"e roll o# t"e a ro riate sort o# dice. Eac" oint o# damage will reduce t"e war engine%s damage ca acit( *( 1 oint. -oll #or critical "its #or eac" oint o# damage in#licted. Titan >iller wea ons t"at do not "a&e a dice roll in *rackets onl( in#lict one oint o# damage. $"en allocating Titan killer "its t"at ma( cause multi le oints o# damage! roll #or damage immediatel( a#ter allocating t"e "it. T"e $ar Engine counts as "a&ing *een allocated a num*er o# "its e8ual to t"e damage rolled. T"is is solel( #or ur oses o# allocation. 9amage is a lied as normal! onl( a#ter all "its "a&e *een allocated. E'am le, A #ormation o# 2"adowswords scores 3 Titan >iller ?d3@ "its against a air o# $ar"ounds. T"e #irst "it is allocated and t"e roll #or damage is 2. T"e #irst $ar"ound counts as "a&ing 2 "its allocated to it. 6ecause it "as 3 9amage 7a acit(! t"e #ront $ar"ound can still *e allocated an additional "it. T"e second Titan >iller "it is t"ere#ore a lied to t"e #ront $ar"ound. T"e die is again a 2. Bulti le Titan >iller "its don%t Es ill o&erG to ot"er units in t"e #ormation! so t"e lead $ar"ound will take all 4 "its. As t"e num*er o# "its allocated e'ceeds t"e 9amage 7a acit( o# t"e lead $ar"ound! t"e #inal Titan >iller "it will *e allocated to t"e second $ar"ound. Note t"at e&en i# t"e lead $ar"ound "ad *een damaged and t"e 2 oints o# Titan >iller damage #rom t"e #irst s"ot would *e enoug" to destro( it! damage is onl( a lied a#ter allocation. T"e $ar"ound would remain in la( until all "its were allocated e'actl( as a*o&e. Cnce allocation was com lete! t"e damage would *e a lied and t"e $ar"ound remo&ed.
damage ca acit( t"e war engine would "a&e "ad remaining were it not destro(ed. .or e'am le! i# a re&iousl( undamaged 6ane*lade in a 2u er Lea&( Tank 7om an( were destro(ed *( a single critical "it t"en t"e com an( would recei&e t"ree 6last markers. <t re8uires a num*er o# 6last markers e8ual to a war engine%s starting damage ca acit( to su ress or *reak a war engine. Add t"e starting damage ca acit( o# an( #unctioning war engines in a #ormation toget"er in order to #ind out "ow man( 6last markers are re8uired to *reak t"e #ormation. <# t"e #ormation includes units t"at are not war engines! t"en add t"e starting damage ca acit( o# an( #unctioning war engines in t"e #ormation to t"e num*er o# ot"er non-war engine units to #ind t"e #ormation%s *reak oint. .or e'am le! an Crk #ormation wit" a 6attle#ortress ?973@ and si' 6o(5 would *e *roken *( 3MD U K 6last markers. $ar engines rall( using t"e normal rules. A *roken war engine is assumed to "a&e a num*er o# 6last markers e8ual to its starting damage ca acit( #or all rules ur oses. <# t"ere are an( enem( units wit"in 1Icms o# t"e war engine a#ter it makes a wit"drawal t"en it su##ers one e'tra oint o# damage ?no sa&e allowed@ #or eac" enem( unit t"at is wit"in 1Icms. Additional "its caused *( losing an assault or recei&ing 6last markers w"ile *roken cause one oint o# damage eac". -oll #or critical "its #rom t"ese e'tra "its as (ou would normall(.
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:.:
$ar engines can *e de&astating in an assault! w"ic" is re#lected *( t"e #ollowing s ecial rules. :.:.(harge *oves $"en a war engine c"arges it is allowed to O*arge% an( non-war engine units *elonging to t"e target #ormation out o# t"e wa( and carr( on wit" its c"arge mo&e. Bo&e t"e war engine as #ar as desired! and t"en lace an( units t"at were *arged out o# t"e wa( as close as (ou can to t"eir starting oint! w"ile still touc"ing t"e *ase o# t"e war engine t"at so rudel( us"ed t"em aside. T"e ma'imum num*er o# units a war engine can *arge aside in t"is manner is two er oint o# its starting damage ca acit(. Note t"at war engines ma( not *arge ot"er war engines out o# t"e wa(. T"e rule t"at no more t"an two units ma( mo&e into *ase contact wit" an enem( unit w"en t"e( c"arge does not a l( to war engines. <nstead a war engine ma( *e c"arged *( u to two enem( units er oint o# its% starting damage ca acit( ?i.e.! a 6ane*lade wit" a 97 o# 3 could *e contacted *( u to si' enem( units@. :.:.9 (lose (ombat and 6irefight Attacks <nstead o# rolling a single "it dice #or eac" war engine in an assault! roll a num*er o# "it dice e8ual to t"e war engine%s starting damage ca acit(. 1ou ma( c"oose to s lit t"ese *etween close com*at rolls and #ire#ig"t rolls as (ou see #it! *ut close
D3 :.: War Engine Assaults /, <s a $ar Engine Trans ort t"at is carr(ing a *roken #ormation allowed to make an AssaultQ A, 1es. Lowe&er! an( *roken #ormations on *oard t"e $ar Engine are not allowed to disem*ark to take art in t"e Assault ?t"e( remain cowering inside instead:@. <# #orced to disem*ark *ecause t"e $ar Engine is destro(ed during t"e Assault t"en t"e( are automaticall( destro(ed wit" no sa&ing t"rows o# an( kind allowed. Also! note t"at t"e 6last markers on t"e trans orted #ormation are counted w"en working out t"e result o# t"e Assault ?i.e. #or w"o "as t"e most 6last markers! etc@. /, 7an $ar Engines *arge units out o# t"e wa( in a 7ounter 7"arge A, 1es. /, Assaults P (ou sa( t"at war engines can *arge units out o# t"eir wa(. <# m( $ar"ound is c"arging a #ormation t"at is 2Icm awa(! *ut *etween t"e $ar"ound and t"e target is anot"er #ormation! can t"e $ar"ound *arge t"e ot"er detac"ment out o# t"e wa( on it%s wa( inQ A, No. /, 7an < *arge a unit and run awa( so t"at onl( one or a #ew o# t"e target #ormation units can attackQ 7an < *arge a unit out o# #ormationQ A, Tec"nicall(! (es. Lowe&er! *arging onl( allows t"e $E to mo&e enem( units. T"e ot"er restrictions on mo&ement remain in e##ect. A c"arging $E must still mo&e to *ase contact wit" a unit i# it enters its Jone o# 7ontrol! w"ic" in most cases means it will *e #orced to *arge dee er into t"e target #ormation. ;ikewise! a counterc"arging $E must still counterc"arge towards t"e closest unengaged enem( unit and cannot run awa(. /, 7an a $ar Engine *arge an enem( #ormation and drag units out o# co"erenc(Q <# so! does t"e #ormation su##er automatic casualties #or *eing out o# #ormation! as in 1.7.4Q A, <n most cases t"is is not ossi*le *ecause t"e $E "as to #ollow t"e c"arge rules. T"at means it must mo&e towards an( enem( w"ose Jone o# 7ontrol it enters. )enerall(! t"is #orces t"e $E dee er into t"e target #ormation and would not allow it to gra* a unit and drag it o##. <n t"e rare case w"ere it is ossi*le #or a $ar Engine to isolate a unit or units! t"e target #ormation is not su*+ect to #ormation co"erenc( under 1.7.4 until t"e #ormation mo&es ?counterc"arges@. <t ma( sim l( c"oose not to counterc"arge i# it would result in *eing out o# #ormation. 2o *arging cannot! *( itsel#! cause casualties due to loss o# #ormation ?1.7.4@. <n an( case! dragging a art an enem( #ormation is somet"ing t"at was ne&er intended under t"e rules. Attem ting it is 8uestiona*le #rom a s ortsmans"i oint o# &iew.
com*at rolls will onl( "it enem( units in *ase contact! w"ile #ire#ig"t rolls will onl( "it units wit"in 1Icm t"at are not in *ase contact. :.:.: +esult +olls $"en working out t"e result o# an assault t"at includes a war engine! count eac" oint o# damage in#licted on a war engine as a Ocasualt(%. Eac" sur&i&ing war engine counts as a num*er o# units e8ual to its starting damage ca acit( w"en working out i# one side outnum*ers t"e ot"er. <# a war engine loses an assault! t"en it takes one e'tra oint o# damage #or eac" oint it lost t"e assault *(. -oll #or critical "its normall(.
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NetEA Tournament Pack 2013-08-07 #ormation consisting o# #our ;and -aiders. T"e #orce "as a strateg( rating o# I and all #ormations "a&e an initiati&e &alue o# 1M. T"e T"e( 2"all >now No .ear s ecial rule a lies to all 2 ace Barine #ormations ?see 1.1I.1@. #aming Area2 2et u t"e la(ing area a ro'imatel( K0-120cm s8uare! including t"e #eatures s"own on t"e accom an(ing ma . 2et u an( #urt"er scener( (ou "a&e in a mutuall( agreea*le manner. T"e 2 ace Barine la(er must set u two communication *unkers w"en "e de lo(s. T"ese are t"e o*+ecti&es o# t"e Crk attack. T"e( ma( *e set u an(w"ere on t"e ta*le t"at is at least 1Icm #rom a ta*le edge.
:.;
T"e #ollowing training scenario will allow (ou to 8uickl( and easil( tr( out war engines #or t"e #irst time. $e "ig"l( recommend la(ing t"e scenario *e#ore including war engines in an( normal games! as so man( s ecial rules a l( to war engines t"at including t"em in a #ull si5ed game wit"out an( ractice will slow t"ings down to a crawl. <# (ou la( >or s )rinda -eturns twice! once as eac" side! t"en (ou will gain a good gras o# t"e war engine rules and will easil( *e a*le to incor orate t"em into t"e games t"at (ou la(. Note2 T"e datas"eets #or t"is scenario are on t"e ne't age and in section I.0. #ogards )ast 'tand $arlord )ogard led an ill-ad&ised in&asion o# t"e <m erial lanet o# 6elle Al "a a*out ten (ears *e#ore t"e 6attle .or Armageddon. Tra ed *( 6lood Angels 2 ace Barine rein#orcements! and wit" most o# "is *o(5 dead or d(ing! )ogard *oarded "is trust( )argant 2orps Grinda and set o## #or one last suicidal attack on t"e "ated O*eakies%. )ogard%s attack came as a com lete sur rise to t"e 6lood Angels! w"o onl( managed to damage t"e )reat )argant *e#ore *eing #orced to retreat #rom t"e awesome #ire ower o# t"e war engine. )ogard carried on until "e reac"ed t"e main <m erial de#ence line. Lere t"e <m erial de#enders were muc" *etter re ared and raked t"e )argant wit" "ea&( wea ons #ire as it ad&anced. T"e )argant krew struggled to contain t"e #ires raging inside t"e war engine! and were a*le to do so +ust long enoug" to allow 2orps Grinda to cause immense destruction to t"e de#enders *e#ore a massi&e e' losion in t"e "ull destro(ed t"e )argant and $arlord )ogard once and #or all. )ogard%s last #utile *attle and glorious demise is a tale o#ten retold around Crk cam #ires! wit" t"e result t"at a num*er o# Crk )argants on Armageddon are named 2orps Grinda or a &ariation on t"e name ?"e(! no*od( said t"at Crks were original:@ :.;.,orps #rinda +eturnsL <n a strange 8uirk o# #ate! one o# t"e )argants named 2orps Grinda ++ #ound itsel# surrounded and cut o## #ar *e"ind <m erial lines! and was le#t wit" no o tion ot"er t"an to tr( to in#lict as muc" damage as ossi*le *e#ore it was destro(ed. T"e stage was set #or a re rise o# )ogard%s ;ast 2tand: 4rk 6orces2 Cne #ormation consisting o# 2orps Grinda ++! a )reat )argant ?t"e datas"eet is at t"e end o# section I.I@ T"e #orce "as a strateg( rating o# 3 and all #ormations "a&e an initiati&e &alue o# 3M. T"e Bo* -ule and Power o# t"e $aaag" s ecial rules a l( to 2orps Grinda ++. 'pace *arine 6orces2 Cne #ormation consisting o# a 2 ace Barine 7ommander! si' 2 ace Barine Tactical units and t"ree -"inos! lus one #ormation consisting o# a 2 ace Barine 7ommander and #our 2 ace Barine 9e&astator units! and one
&eplo ment2 T"e 2 ace Barine la(er sets u #irst. Cne #ormation is de lo(ed on t"e ta*le! eit"er in or touc"ing t"e ruined *uildings *( t"e O1% +unction. T"e remaining two 2 ace Barine #ormations enter la( an(w"ere along t"e 2 ace Barine ta*le edge ?including t"e roads@ on t"e #irst turn o# t"e *attle. T"e 2 ace Barine la(er must de lo( one unit #rom eac" o# t"ese #ormations on t"e ta*le edge to s"ow w"ere t"e( will enter la(. T"eir mo&e on t"e #irst turn must *e measured #rom t"is oint. Cnce t"e 2 ace Barines "a&e de lo(ed! t"e Crk )reat )argant ma( *e set u as s"own on t"e de lo(ment ma . 8ictor (onditions2 T"e game carries on until 2orps Grinda ++ is destro(ed or *ot" o*+ecti&es "a&e *een demolis"ed. <# t"e 2 ace Barines destro( 2orps Grinda ++ wit"out losing eit"er *unker t"en t"e( win t"e game. <# one *unker is destro(ed t"en t"e game is a draw! and i# t"e Crks destro( *ot" *unkers t"en t"e( win.
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AE+4'PA(E 0NIT'
<n E ic t"ere are two t( es o# aeros ace unit, Aircraft2 T"e unit t( e includes all O#i'ed wing% aircra#t t"at can o erate in a lanet%s atmos "ere. Bost aircra#t are owered *( ower#ul +et engines and are ca a*le o# carr(ing "ea&( a(loads and o# #l(ing at t"ousands o# kilometres an "our. Aircra#t can range in si5e #rom small single-seat #ig"ters to "uge trans ort landers t"at can carr( entire #ormations o# troo s. Aircra#t *elong to one o# t"ree manoeu&re classes t"at determine "ow easil( t"e( can turn w"en t"e( mo&e! as descri*ed *elow. T"e t"ree classes are, Fighters! Bombers! and Fighter(Bombers. An aircra#t%s manoeu&re class is noted instead o# its s eed on its data s"eet. 'pacecraft2 T"is categor( includes all o# t"e interstellar s acecra#t used *( armies to mo&e #rom one star s(stem to anot"er. T"ese cra#t can &ar( in si5e #rom small escorts to "uge *attles"i s armed wit" enoug" #ire ower to le&el a "i&e cit(: <n E ic t"e( are assumed to *e o erating #rom low or*it w"ere t"e( can land dro ods and ro&ide long-range su ort #or ground troo s. ;.-.Aerospace 6ormationsA; Aeros ace units are organised into #ormations +ust like an( ot"er unit. Lowe&er! alt"oug" aeros ace #ormations do recei&e 6last markers! t"e( cannot *e *roken or su ressed. <n addition! t"e( can%t *e assaulted! lend su ort to an assault or *e used *( anot"er #ormation to claim a cross#ire! etc.! w"ile in t"e air. Cnce landed! an aeros ace unit ma( *e assaulted and *e used in a cross#ire! and is a##ected *( 6last markers normall(.
D4 ;.-.- Aerospace 6ormations /, 7an (ou draw a 7ross#ire to or #rom an Aeros ace #ormationQ A, 1es and No. An Aeros ace #ormation in #lig"t cannot claim a 7ross#ire *onus ?see section 4.2.2@ and it cannot *e used *( anot"er #ormation to generate a 7ross#ire *onus ?see section 4.1.1@. 6ut an Aeros ace #ormation t"at was landed is considered to *e a ground unit and could *ot" claim t"e 7ross#ire *onus and also *e used *( ot"er #ormations to generate t"e 7ross#ire *onus.
4I
NetEA Tournament Pack 2013-08-07 A #ormation on com*at air atrol ma( c"oose to carr( out an interce tion action in reaction to an enem( ground attack. No initiati&e test is re8uired to carr( out t"e interce tion. <t takes lace a#ter t"e enem( ground attack #ormation "as made its a roac" mo&e! *ut *e#ore #lak is #ired at t"e ground attackers or t"e( make t"eir own attack. .ormations t"at are on 7AP remain on 7AP until t"e( make an interce tion. <# t"e( "a&en%t made an <nterce tion *( t"e end o# t"e turn! t"en t"e( can eit"er stand down and return to *ase normall(! or remain on 7AP into t"e #ollowing turn. No more t"an one #ormation t"at is on 7AP ma( interce t a #ormation t"at makes a ground attack mission. <n e##ect 7AP allows (ou to interru t an enem( ground attack action and O*ounce% t"e enem( aircra#t *e#ore t"e( make t"eir attack. T"e interce tion #ollows t"e normal rules! e##ecti&el( *eing an Oaction wit"in an action%. A#ter t"e interce tion "as *een carried out la( returns to t"e ground attack action. 'tand &own2 T"e #ormation ma( do not"ing t"is turn. An aircra#t #ormation t"at #ails its action test must c"oose to take a stand down action. ;.9.Aircraft Approach *oves Aircra#t carr(ing out an interce tion or ground attack action are set u touc"ing t"eir own side%s ta*le edge ?c"oose an edge randoml( i# (our side doesn%t "a&e a ta*le edge in t"e scenario *eing la(ed@. A#ter t"e #ormation is set u it carries out an a roac" mo&e. Aircra#t making an a roac" mo&e ma( tra&el an unlimited distance o&er t"e ta*leto w"en t"e( mo&e. Aircra#t are assumed to *e tra&elling "ig" enoug" a*o&e t"e ground to #l( o&er terrain! 5ones o# control! and ot"er units ?in ot"er words t"e( ignore all t"ree t"ings:@ 6( t"e same token! ot"er units ma( ignore aircra#t and aircra#t 5ones o# control w"en t"e( mo&e. Note t"at aircra#t ma( not assault ot"er units. Aircra#t must generall( tra&el straig"t a"ead in t"e direction t"e( are #acing! and can onl( c"ange direction *( turning. Aircra#t *elong to one o# t"ree manoeu&re classes t"at determine "ow easil( t"e( can turn w"en t"e( mo&e! as descri*ed *elow. T"e t"ree classes are, .ig"ters! 6om*ers! and .ig"ter-6om*ers. An aircra#t%s manoeu&re class is noted instead o# its s eed on its data s"eet. 6ighters2 .ig"ters ma( make one turn o# u to K0Y a#ter mo&ing at least 30cm. Cnce t"e #ig"ter "as made a turn it must mo&e anot"er 30cm *e#ore it can turn again. 3ombers2 6om*ers ma( make one turn o# u to 4IY a#ter mo&ing at least 30cm. Cnce t"e *om*er "as made a turn it must mo&e anot"er 30cm *e#ore it can turn again. 6ighterG3ombers2 .ig"ter-*om*ers manoeu&re as *om*ers w"en making an a roac" mo&e i# t"e( are carr(ing out a ground attack action ?*ecause t"e( are laden down wit" *om*s or rockets@! and *e"a&e like #ig"ters under an( ot"er circumstances. ;.9.9 Aircraft AttacksAA A#ter aircra#t "a&e made t"eir a roac" mo&e t"e( are allowed to attack. Aircra#t carr(ing out a ground attack action ma( attack an enem( ground #ormation. Aircra#t carr(ing out an interce tion
DD ;.9.9 Aircraft Attacks /, 9o aircra#t t"at attack ground #ormations su##er to "it modi#iers #or co&erQ /, 1es.
;.9
AI+(+A6TA?
Aircra#t #ormations are not set-u wit" ot"er units. T"e( are ke t o## ta*le ?w"ere it can *e imagined t"e( are in or*it or stationed at a near*( air*ase@ *ut can *e set u on t"e *oard w"en t"e( take an action. Aircra#t t"at are ca a*le o# trans orting ot"er units ma( *e set u wit" t"e t"ese units alread( on *oard. T"e aircra#t ? lus an( units t"e( are trans orting@ ma( onl( enter la( using t"e #ollowing rules. Aircra#t #ormations can onl( take t"e #ollowing actions, <nterce tion! )round Attack! 7om*at Air Patrol or 2tand 9own. Aircra#t #ormations t"at #ail an action test must take a stand down action rat"er t"an a "old action. Interception2 Cnl( #ig"ters and #ig"ter-*om*ers can c"oose t"is action. Take an action test #or t"e #ormation and i# it asses set u t"e #ormation touc"ing (our ta*le edge. T"e #ormation ma( t"en make an a roac" mo&e and t"en attack enem( aircra#t units. <n t"e end "ase! t"e #ormation must make a disengagement mo&e and e'it t"e ta*le. #round Attack2 Take an action test #or t"e #ormation and i# it asses set u t"e #ormation touc"ing (our ta*le edge. T"e #ormation ma( t"en make an a roac" mo&e and t"en attack enem( ground units. <n t"e end "ase! t"e #ormation must make a disengagement mo&e and e'it t"e ta*le. (ombat Air Patrol 5(AP72 Cnl( #ig"ters and #ig"ter- *om*ers can c"oose t"is action. Take an action test #or t"e #ormation and i# it asses set u t"e #ormation touc"ing (our own side%s ta*le edge to s"ow w"ere it will enter la(.
DI ;.9 Aircraft /, 9ue to t"e e'tremel( #le'i*le nature o# t"e aircra#t rules it is ossi*le #or an aircra#t to end its mo&e in t"e middle o# an enem( #ormation! in order to ensure t"at a s eci#ic target is allocated "its *e#ore ot"er models. <s t"is legalQ A, T"is tactic is sometimes re#erred to as OAircra#t 2ni ing% and alt"oug" not against t"e letter o# t"e rules it is against t"eir intent. 6ecause o# t"is it%s a tactic t"at la(ers s"ould a&oid i# t"e( want to la( t"e game in t"e rig"t s irit. <nstead o# a detailed ?and rat"er com le'@ rule to get round t"e ro*lem! we recommend t"at i# an aircra#t ends its mo&e wit"in an enem( #ormation t"en an( #ire is treated as coming #rom t"e direction o# a roac" rat"er t"an its #inal osition. /, <# < "a&e multi le T"under*olt #ormations on 7AP < can onl( send one to interce t an enem( ground attack! correctQ A, 1es. .rom section 4.2 o# t"e rules, No more t"an one #ormation t"at is on ca ma( interce t a #ormation t"at makes a ground attack mission. /, 7an aircra#t on 7AP interce t air assaults as well as ground attacksQ A, 1es! air assaults and landing are considered s ecial t( es o# ground attacks. /, 7an more t"an one #ormation on 7AP engage an enem(! or can < counter attack a #ormation on 7AP orders wit" m( own 7AP #ormationQ A, No and no. /, <s it allowed #or an aircra#t to c"oose a stand down actionQ A, 1es! i# (ou want to take a 2tand 9own action (ou can! it%s on t"e list o# actions under 4.2. /, 9o aircra#t get a 6B #or #ailing an acti&ationQ A, No ?t"e( lose all 6B a#ter acti&ating ass or #ail an(wa(@ /, <# an aircra#t "as tra&elled more t"an 30cm during its a roac" mo&e *ut not made a turn can it t"en turn immediatel( w"en it does its disengagement mo&eQ A, No. T"e aircra#t%s mo&ement does not carr( o&er a#ter t"e a roac" mo&e. <n t"is case t"e aircra#t would "a&e to mo&e t"e minimum 30cm during its disengagement mo&e *e#ore it could turn again. /, $"en an air #ormation *egins its disengagement mo&e! would < *e rig"t in t"inking t"at t"e #ormation "as to mo&e again before making its #irst turn. A, 1es.
4D
NetEA Tournament Pack 2013-08-07 mission ma( attack an enem( aircra#t #ormation. Aircra#t are assumed to *e #l(ing "ig" enoug" in t"e air to ignore an( terrain t"at mig"t *lock t"e line o# sig"t w"en t"e( s"oot at an( targets! and t"e cross#ire rule does not a l( to aircra#t attacks. T"is aside! resol&e t"e attack using t"e normal s"ooting rules. A#ter t"e aircra#t #ormation "as made an attack! its action is o&er. <t remains in la( until t"e end "ase! at w"ic" time it must make a disengagement mo&e and e'it t"e ta*le ?see 4.2.D@. ;.9.: AntiGaircraft AttacksAC 2ome wea ons "a&e an anti-aircra#t &alue ?AA@ t"at can *e used to attack aircra#t! and onl( aircra#t. Aircra#t can s"oot at ot"er aircra#t eit"er w"en making a #lak attack ?see 4.2.4@ or w"en attacking as art o# an interce tion action. )round units ma( only s"oot at aircra#t w"en making a #lak attack! and ma( not c"oose to s"oot at aircra#t #ormations as art o# one o# t"eir actions ?t"is rule sto s ground units Orus"ing o&er% to attack aircra#t *e#ore t"e( can disengage@. -oll to "it using t"e wea on%s AA &alue. <# a "it is scored t"en t"e aircra#t must make a sa&ing roll to see i# it is destro(ed. T"e cross#ire rule does not a l( to aircra#t. Aircra#t t"at are carr(ing out a 7AP or <nterce t action ma( add M1 to all o# t"eir to "it rolls. .ig"ters and #ig"ter-*om*ers can c"oose to O+ink% w"en t"e( "a&e to make a sa&ing t"row. Ninking re resents t"e ilot des eratel( swer&ing "is lane to one side in order to tr( and dodge t"e enem( attack. All o# t"e aircra#t in a #ormation must +ink! or none at all. Aircra#t t"at +ink recei&e a 4M sa&ing t"row instead o# t"eir normal armour sa&e *ut lose t"eir attack i# t"e( "a&e not alread( taken it ?t"e( are concentrating on dodging enem( *ullets@. Place a suita*le marker on t"e aircra#t as a reminder it can%t s"oot.
;.9.; 6lak AttacksAE AA wea ons are designed to #ire de#ensi&el( against an attacking enem( aircra#t! and ma( t"ere#ore s"oot immediatel( a#ter an enem( aircra#t #ormation makes an a roac" mo&e *ut *e#ore it makes its attack. T"is is called a flak attack. Note t"at aircra#t carr(ing out a ground attack mission t"at are armed wit" AA wea ons ma( s"oot at enem( interce tors t"at #all wit"in t"e AA wea on%s #ire arc. Baking a #lak attack does not remo&e o&erwatc" status #rom a ground #ormation. .lak attacks ma( not *e carried out *( units *elonging to a #ormation t"at is marc"ing or *roken. T"is aside! #lak attacks are a O#ree% or *onus attack! and making a #lak attack does not sto t"e unit attacking again later in t"e same turn. $"at%s more! a #lak wea on can make an( num*er o# #lak attacks er turn
D8 ;.9.; 6lak Attacks /, <# a #ormation "as 6last markers and wants to #ire its AA wea on?s@ at an enem( air #ormation! *ut t"e onl( unit t"at "as t"e range or t"e ;C. to t"at enem( is t"e AA unit! is t"e AA unit su ressedQ A, All ground units are considered to "a&e an ;o. to air units so all t"e units in t"e #ormation! not +ust t"e AA unit! would *e considered to "a&e an ;o. to t"e aircra#t #ormation. <# t"e AA unit is t"e onl( unit in t"e #ormation t"at is in range o# t"e aircra#t t"en it would *e su ressed. <# ot"er units in t"e #ormation were in range t"en t"e( could *e considered &alid 2u ression targets! not +ust t"e AA unit. Note t"at a unit can *e su ressed w"en #iring at an aircra#t e&en i# it "as no AA attack &alue. /, <# an <) <n#antr( 7om an( wit" a L(dra u grade "as one 6last marker! can t"e L(dra #ire at aircra#tQ A, T"e normal 2u ression rules a l( w"en making .lak attacks. Lowe&er! lease note t"at an( units in t"e #ormation ma( *e su ressed! e&en i# t"e( don%t "a&e AA wea ons! +ust so long as t"e( are wit"in range and ;o. o# t"e aircra#t unit wit" at least one wea on. A l( su ression O#rom *ack to #ront% as normal. /, 2u ression is a lied #rom t"e rear o# t"e #ormation relati&e to t"e AF7 ?t"e #urt"est unit #rom t"e aircra#t@ irres ecti&e o# w"et"er t"at unit "as AA ca a*ilit( or not! is t"at rig"tQ A, 7orrect! as long as t"e( "a&e range and ;C.. /, Crk .ig"ta 6ommers make a ground attack. $"en m( L(dra *atter( #ires its .lak attack onl( one o# t"e t"ree L(dras are in range o# t"e .ig"ta 6ommers . < s"oot wit" t"at one. $"en t"e .ig"ta 6ommers disengage at t"e end o# t"e turn t"e aircra#t come wit"in range o# t"e ot"er two L(dras in t"e #ormation. Am < ermitted to #ire t"e ot"er two L(dras *ecause t"ose units did not re&iousl( s"oot at t"at enem( #ormationQ A, 1es. T"e rules in 4.2.4 s eci#( t"at a unit cannot #ire on an aircra#t more t"an once so in t"is case t"e ot"er two L(dra units would *e allowed to #ire i# t"e aircra#t came into range w"en t"e( disengaged *ut not t"e #irst L(dra w"ic" "ad alread( #ired on t"em during t"e a roac" mo&e /, A #ormation o# Crk .ig"ta 6ommers attacks a #ormation t"at "as a L(dra attac"ed to it. T"e .ig"ta 6ommers are also interce ted *( two T"under*olts. $"at is t"e order o# #ire #or t"e T"under*olts! L(dras! .ig"ta 6ommers AA and .ig"ta 6ommers ground attackQ A, Eac" #ormation is allowed to make its .lak attacks a#ter eac" new air unit "as #inis"ed its a roac" mo&e. T"e attacks would t"en *e resol&ed in t"e re&erse order t"at t"e( were initiated #ollowing t"e rule o# a roac"! #lak! attack. 2o t"e .ig"ta 6ommers would get a .lak attack at t"e end o# t"e T"under*olts a roac" mo&e! t"e T"under*olts would get t"eir air attack! t"e remaining .ig"ta 6ommers would t"en take #ire #rom t"e L(dras and t"en t"e .ig"ta 6ommers would #inis" t"eir ground attack. T"e order o# aircra#t and #lack attacks is summarised "ere, 1@ Attacking air units acti&ate and mo&e into osition. 2@ 9e#ending la(er ma( Eun-7APG u to one aircra#t #ormation on atrol and mo&e it into osition. 3@ Attacker%s unit ground #lak #ires at 7AP ?i# a lica*le@. 4@ Attacking aircra#ts% de#ensi&e AA #ires ?i.e. not +ust ground #lak@ I@ 9e#ender%s ground #lak #ires at attacking air units ?i# a lica*le@. D@ 7AP #ormation #ires at attacking air units ?i# a lica*le@. 7@ Attacking air units er#orm ground attack or assault.
D7 ;.9.: AntiGAircraft Attacks .or .l(er trans ort $ar Engine rules see also 3.2.1 /, <# an air Trans ort gets attacked *( .lak during an Air Assault can it still +ink and still artici ate in t"e AssaultQ A, 1es. T"e rule #or +inking ?4.2.3@ does not s eci#( an( ot"er e##ect o# +inking ot"er t"an t"e aircra#t losing its attack so t"ere would *e no ot"er e##ect o# +inking ot"er t"an t"is. Also! note t"at most air trans orts are *om*ers and cannot +ink. /, Low are landed aircra#t attacked *( ot"er unitsQ 7an (ou use AA wea ons against t"emQ A, No. $"ile landed! t"e aircra#t counts #or all rules ur oses as a ground unit! not an aircra#t. /, $"at "a ens to units t"at are in a landed aircra#t w"en it is destro(edQ T"e rele&ant rule "rase, O<# t"e trans ort is destro(ed w"ile carr(ing units! t"en an( trans orted troo s are lost wit" it ?no sa&es in t"is case:@% A, T"e re&ious answer would a l( P w"ile landed it doesn%t count as a aircra#t.
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NetEA Tournament Pack 2013-08-07 ;.9.? Transporting #round 0nitsAF Aircra#t wit" a trans ort ca acit( are known as trans ort aircra#t and are allowed to ick u and dro o## ground units. Troo s *eing trans orted are ke t o##-*oard em*arked on t"e trans ort aircra#t until it is de lo(ed. An( units t"at are icked u and trans orted o## t"e ta*le ma( later return to la( in t"e same trans ort aircra#t. An aircra#t must carr( out a ground attack action in order to trans ort units. Trans ort aircra#t are treated in t"e same manner as war engine trans ort &e"icles! and are onl( allowed to trans ort units #rom anot"er #ormation as long as t"e w"ole #ormation can #it inside t"e trans ort aircra#t ?see 3.1.3@. <# a trans ort aircra#t is destro(ed w"ile carr(ing ground units! t"en an( trans orted troo s are lost wit" it ?no sa&es in t"is case:@
against di##erent aircra#t #ormations! as long as it does not attack t"e same aircra#t #ormation more t"an once in a turn. .lak units in #ormations w"ic" "a&e taken a mo&e action during t"e turn #ire wit" a -1 to-"it modi#ier during t"e end "ase. No line o# #ire is re8uired w"en #iring at aircra#t! as it is assumed t"at t"e( are "ig" enoug" a*o&e an( terrain #eatures to *e seen *( all units. Bake #lak attacks one unit at a time! in an( order (ou like. )round units t"at are armed wit" AA wea ons can s"oot at enem( aircra#t as t"e( mo&e ast t"em. To re resent t"is! t"e( ma( s"oot at an aircra#t #ormation t"at mo&ed wit"in t"eir wea on range during t"eir a roac" or disengagement mo&e! e&en i# t"e aircra#t is no longer wit"in wea on range w"en t"e attack is made. Attacks made against disengaging aircra#t are resol&ed w"en t"e aircra#t reac"es t"e edge o# t"e ta*le! *e#ore it is remo&ed to O#l( *ack to *ase%. =nits t"at s"ot at an aircra#t #ormation as it a roac"ed ma( not s"oot at t"em again as t"e( disengage.
/, 9oes t"e mo&ement "a&e e##ect on #lakQ Eg. <# < dou*le a unit wit" AA do < get -1 to "itQ A, No modi#iers #or mo&ement during t"e action "ase! it%s +ust a #ree attack. Lowe&er! a #ormation t"at mo&ed in t"e action "ase #ir wit" a -1 to-"it modi#ier during t"e end "ase. T"e onl( #ormation statuses t"at a##ects #lak #ire are marc"ing or *eing *roken! w"ic" negate t"e attack entirel(.
DK ;.9.? Transporting #round 0nits /, 7an an aircra#t land in an enem( Jo7Q A, Cnl( i# t"e( are making an Air Assault. <n suc" a situation t"e aircra#t could land rig"t in t"e middle o# a #ormation! and! assuming it was a $ar Engine! it could *arge enem( units out o# t"e wa( in order to make s ace in w"ic" to land. /, 9o troo s "eld o## *oard in an aircra#t Trans ort "a&e to *e de lo(ed on t"e #irst turnQ Cr can t"e( come on w"ate&er turn (ou wis"Q A, T"e( can *e de lo(ed on an( turn. /, T"e rules sa( t"e #ollowing a*out units t"at are icked u *( Trans ort aircra#t, EAn( units t"at are icked u and trans orted o## t"e ta*le ma( later return to la( in t"e same trans ort aircra#tG. <# t"e unit "ad t"e Tele ort a*ilit( could it c"oose to return to la( *( tele orting insteadQ A, No. /, 7an aircra#t like Barauders landQ A, No. Cnl( aircra#t wit" t"e Trans ort a*ilit( can land. .rom section 4.2.I ;anding, Aircra#t wit" a Trans ort ca a*ilit( can land a#ter making t"eir a roac" mo&e and "a&ing *eing #ired u on *( an( enem( #lak. /, <# (ou "a&e a landed T"under"awk ?or indeed an( trans ort aircra#t@ t"at didn%t lea&e t"e ta*le can it conduct an( normal action on t"e turn a#ter ?ie! take o##! #l( along a *it t"en ground attack somet"ingQ@ or are t"e( onl( allowed to make a disengagement mo&e. A, T"e crucial art o# t"e rules in m( mind is 4.2.I ?;anding su*"eading P 2nd aragra "@, ECnce landed! t"e aircra#t is treated in all wa(s as a ground unit wit" a s eed o# 0SG T"is means t"at t"e aircra#t can! assuming it started t"e turn on t"e *oard ?or enters *( lanet#all@! er#orm an( action t"at a ground unit can ?i.e. Ad&ance! Engage! 9ou*le! Barc"! Bars"al! C&erwatc"! 2ustained .ire and Lold@. C*&iousl( wit" a mo&e o# 0! some o# t"ese are ointless. <t ma( NCT make an aircra#t action! it doesn%t count as an aircra#t until t"e end o# t"e turn! at w"ic" oint it ma( make a disengagement mo&e as normal. /, $"at "a ens to .earless aircra#t t"at lose an assaultQ A, .earless aircra#t are immune to t"e automatic destruction and are instead treated as an( .earless ground unit. /, <t is ossi*le #or an aircra#t to assault into a #ormation w"ic" is com letel( co&ered *( t"e Jones o# 7ontrol o# a #ormation o# 2cout units. T"at would #orce t"e dismounting troo s to enter t"e Jo7 o# t"e scout #ormation! w"ic" is not allowed. Low s"ould t"is workQ A, <n general! treat t"is as i# t"e unloading #ormation is starting a mo&e in enem( Jo7. T"e( are alread( Engaging t"e target #ormation! so t"at re8uirement is met. T"e ot"er re8uirement is t"at t"e( must attem t to mo&e out o# t"e enem( Jo7. >ee in mind t"at as enem( units are contacted! t"e( lose t"eir Jone o# 7ontrol. <# t"e dismounting troo s enter a target%s Jo7! t"e( must attem t to reac" *ase contact wit" t"at unit! er t"e c"arge rules. <# t"e dismounting troo s can mo&e out o# all enem( Jo7 ?a&oiding t"e target%s Jo7 entirel( and esca ing t"e screening Jo7@! t"e( ma( c"oose to do so instead o# c"arging to *ase contact. <# t"e dismounting troo s cannot esca e all enem( Jones o# 7ontrol! t"e( must attem t to reac" *ase contact wit" t"e target #ormation.
48
NetEA Tournament Pack 2013-08-07 Trans ort aircra#t can ick u and dro o## t"eir cargo in two wa(s, *( landing or making an air assault. )anding2 Aircra#t wit" a trans ort ca a*ilit( can land a#ter making t"eir a roac" mo&e and "a&ing *eing #ired u on *( an( enem( #lak. <# t"e aircra#t lands in dangerous terrain it must take a dangerous terrain test. A#ter t"e aircra#t "as landed! an( units *eing trans orted ma( disem*ark and are laced wit"in Icms o# t"e trans ort aircra#t ?skimmers and units wit" +um acks can *e laced wit"in 1Icms! to re resent t"em dro ing #rom t"e aircra#t as it comes in to land@. Alternati&el(! t"e aircra#t ma( ick u an( #riendl( units wit"in Icms! assuming t"e( will #it on *oard o# course. A#ter em*arking or disem*arking an( units! t"e aircra#t ma( carr( out its ground attack. Note t"at t"e limitations t"at a l( to units disem*arking #rom a war engine trans ort &e"icle also a l( to units disem*arking #rom an aircra#t ?i.e.! t"e( can%t take an action on t"e turn t"e( disem*ark *ut can s"oot wit" t"e aircra#t P see 3.1.3@. Cnce landed! t"e aircra#t is treated in all wa(s as a ground unit wit" a s eed o# 0 ?i.e.! it ma( not mo&e@ <t ma( not carr( out an action on t"e turn it lands. <# it is in&ol&ed in an assault and loses t"en it is automaticall( destro(ed. Cnce landed! t"e aircra#t ma( make a disengagement mo&e and e'it t"e ta*le in t"e end "ase o# an( turn! including t"e one it landed in. Air Assault2 Trans ort aircra#t ma( c"oose to land as descri*ed a*o&e! and t"en it and an( units t"at disem*ark are allowed to #ig"t an assault instead o# s"ooting. <# t"is o tion is c"osen t"en t"e aircra#t and an( units t"at disem*ark ma( enter enem( 5ones o# control as i# t"e( were c"arging. T"e aircra#t and an( units t"at disem*ark are treated as a single #ormation #or t"e duration o# t"e assault! in t"e same manner as units disem*arking #rom a war engine taking an engage action ?see 3.1.3@. <# t"e aircra#t loses t"e assault it is destro(ed! *ut an( units t"at "a&e disem*arked ma( wit"draw normall(. ;.9.A &isengagement *oves <n t"e end "ase! all aircra#t t"at t"at "a&e not landed must e'it t"e ta*le. Aircra#t t"at "a&e landed ma( c"oose to e'it t"e ta*le. Aircra#t ma( e'it along AN1 ta*le edge. 2im l( mo&e t"e aircra#t as (ou did w"en it made its a roac" mo&e! until it reac"es a ta*le edge. T"is is called t"e disengagement mo$e! and it takes lace at t"e start o# t"e end "ase *e#ore an( ground #ormations rall(. ;.9.C 3last *arkers Aircra#t collect 6last markers in a similar manner to ot"er units! *ut are a##ected *( t"em rat"er di##erentl(. T"e #ollowing #airl( sim le rules re#lect t"e time it takes to rearm and re#uel aircra#t a#ter a mission. Aircra#t in a #ormation t"at "as come under "ea&( attack and t"ere#ore "a&e a lot o# 6last markers will take longer to get read(! and so t"ere is an increased c"ance t"at t"e( ma( not get to carr( out a mission. Aircra#t #ormations collect 6last markers under t"e #ollowing circumstances, An( aircra#t #ormation t"at su##ers an( attacks ?#rom ground #lak or *eing interce ted@ recei&es one 6last marker #or Ocoming under #ire%. T"e #ormation can onl( recei&e one 6last marker during t"e a roac" mo&e and anot"er 6last marker during t"e disengagement mo&e! no matter "ow man( di##erent units #rom "owe&er man( di##erent #ormations attack it. T"e aircra#t recei&es one 6last marker #or eac" aircra#t unit t"at is s"ot down or oint o# damage t"at is su##ered i# it is a war engine.
T"e aircra#t recei&es an e'tra 6last marker i# it e'its #rom an( ta*le edge ot"er t"an its own ta*le edge! to re resent t"e ossi*ilit( o# it *eing attacked w"ile #l(ing *ack o&er enem( territor(. Aircra#t are not su ressed or *roken *( 6last markers! *ut are not allowed to rall( in t"e end "ase eit"er. <nstead! t"e ne't time t"at (ou want to take an action wit" t"e #ormation! take t"e action test as *e#ore! *ut a l( a -1 modi#ier #or eac" 6last marker on t"e #ormation ?t"is modi#ier re laces t"e modi#ier #or "a&ing one or more 6last markers@. All o# t"e 6last markers are remo&ed #rom t"e #ormation immediatel( a#ter it takes t"e action test! w"et"er it asses t"e test or not. <# it asses t"e test! it ma( carr( out an action! and i# it #ails it ma( not. Aircra#t t"at land are a##ected *( an( 6last makers t"e( "a&e icked u normall(! and are allowed to rall( in t"e end "ase. An( additional 6last markers t"e( ick u will *e %carried o## % wit" t"em i# t"e( later take o## again.
4K
NetEA Tournament Pack 2013-08-07 la(ers "a&e s acecra#t! t"e( s"ould take turns in setting t"em u ! starting wit" t"e la(er wit" t"e "ig"er strateg( rating. 2 acecra#t are set u touc"ing t"eir own side%s ta*le edge ?c"oose an edge randoml( i# (our side doesn%t "a&e a ta*le edge in t"e scenario *eing la(ed@! #acing in an( direction. As eac" s acecra#t is set u ! t"e la(er must declare out loud on w"ic" turn t"e s"i will arri&e. Note t"at t"e turn t"e s acecra#t will arri&e is not a secret P t"e( are #ar too large to sneak u on t"e enem(: 1ou ma( c"oose an( turn! #rom t"e #irst turn onwards. Lowe&er! (ou ma( not c"oose a turn t"at "as alread( *een taken *( anot"er s acecra#t! and no more t"an one s acecra#t can tra&el o&er t"e *attle#ield on t"e same turn. <n addition to sa(ing w"en t"e s acecra#t will arri&e! (ou must secretl( record t"e dro 5one #or units entering la( using t"e lanet#all a*ilit(! ?see 4.4@ and also w"ere an( or*ital *om*ardments will #all. Eac" la(er needs to do t"is in turn w"ile t"e ot"er la(er is not looking. 2im l( write down on a iece o# a er t"e coordinates o# t"e dro 5one andFor *om*ardment in relation to t"e osition o# t"e s ace cra#t model. T"e coordinates (ou lot will determine t"e centre oint o# t"e dro 5one and an( or*ital *om*ardment (our s acecra#t #ires. .or e'am le (ou mig"t write Em( dro 5one will *e D0cm u ! 30cm rig"t! and m( or*ital *om*ardment will come down 4Icm u and 30cm le#tG. T"is would mean t"at t"e dro 5one would *e located D0cm u and 30cm to t"e rig"t o# t"e s acecra#t model! w"ile t"e or*ital *om*ardment would "it a oint 4Icm and 30cm to t"e le#t o# t"e model. ;.:.9 (arr ing 4ut The 4peration 2 acecra#t o erations take lace in t"e action "ase o# t"e turn. 2im l( take an action test #or t"e s acecra#t as (ou would #or an( ot"er #ormation. <# t"e test is assed! t"e s acecra#t ma( make or*ital *om*ardments! in- oint attacks! and carr( out a lanet#all as descri*ed in t"e sections t"at #ollow ?see 4.3.3! 4.3.4 0 4.4@. A#ter an( attacks or landings "a&e taken lace! t"e s acecra#t model is remo&ed. <# t"e test is #ailed t"en t"e s acecra#t "as *een dela(ed and #ails to arri&e t"is turnR (ou ma( roll #or it again ne't turn as long as no ot"er s acecra#t are sc"eduled to arri&e t"at turn. <# t"e ne't turn "as *een taken! t"en t"e dela(ed s acecra#t will arri&e in t"e #irst a&aila*le #ree turn. ;.:.: 4rbital 3ombardmentsC<# a s acecra#t can carr( out an or*ital *om*ardment t"is will *e noted on its datas"eet. Cr*ital *om*ardments co&er an area considera*l( larger t"an an artiller( *om*ardment! and so re8uire a *arrage tem late t"at is 12cm across. 6( a remarka*le stroke o# good #ortune t"is "a ens to *e t"e same si5e as t"e Crdnance tem late used in $ar"ammer 40!000! and i# (ou "a en to "a&e an( o# t"ese we
71 ;.:.: 4rbital 3ombardments /, 9o #ormations t"at are under an Cr*ital 6om*ardment tem late recei&e a 6last marker #or *eing s"ot atQ A, 1es. /, =nder section 4.3.3 o# Cr*ital 6om*ardments it states, ETake one o# t"e tem lates and lace it wit" its centre at t"e co-ordinates (ou recorded at t"e start o# t"e *attle. Place t"e two ot"er tem lates so t"e( are touc"ing t"e #irst oneSG 9oes t"is mean t"at t"e minimum num*er o# tem lates #or an or*ital *om*ardment is t"ree and can go u to #i&e de ending on t"e si5e o# t"e *om*ardmentQ A, No. T"e( get t"e same num*er o# tem lates as it sa(s on t"e 6arrage Ta*le in section 1.K.8.
;.:
'PA(E(+A6TC/
Bost armies "a&e access to s acecra#t t"at can *e used to land *allistic entr( &e"icles and unleas" otentiall( de&astating or*ital attacks. Eac" t( e o# s acecra#t an arm( can use "as its own datas"eet wit" details o# t"e dro ods and wea ons carried *( t"e s acecra#t. T"e s acecra#t o# t"e 41st Billennium are "uge. E&en a small <m erial ;unar class 7ruiser would *e o&er I metres long i# we made an E ic scale model o# it. 6ecause o# t"is neit"er side is allowed to include more t"an one s acecra#t in t"eir arm(. 2 acecra#t can carr( out or*ital *om*ardments! in- oint attacks and land units wit" t"e lanet#all a*ilit( w"en t"e( take an action. T"e( ma( carr( out all t"ree o# t"ese t"ings as art o# t"e same action i# t"e( "a&e t"e a*ilit( P t"eir "uge crew allows t"em to carr( out a multitude o# tasks. ;.:.Planning 'pacecraft 4perations <n order to carr( out s acecra#t o erations (ou will need a 6attle#leet )ot"ic model re resenting t"e or*iting s acecra#t. 2 acecra#t o erations must *e lanned well in ad&ance! and *ecause o# t"is an( s acecra#t models must *e set u rig"t at t"e start o# t"e *attle *e#ore an( ground units are de lo(ed. <# *ot"
70 ;.: 'pacecraft /, 9o 2 acecra#t count #or t"e 6reak T"eir 2 irit goal i# t"e( are t"e most e' ensi&e #ormation in an arm(Q A, No. 2 acecra#t ?or an( o##-*oard units or #ormations@ do not count towards goals. /, T"e s aces"i and dro od 9eat"wind rules are somew"at con#using wit" res ect to w"at constitutes a E#iring actionG and "ow 6Bs #or Ecoming under #ireG would *e laced. Low does 2 acecra#t and dro od #ire workQ A, 2 acecra#t attacks generate a single E6B #or coming under #ireG +ust as i# an( ot"er multi-attack unit "its a target. <t%s analogous to a titan w"ic" #ired *ot" a *arrage wea on and direct #ire. T"e rules #or 9ro Pods state e' licitl( t"at eac" #ormation creates a 6B #or Ecoming under #ireG #or all enem( #ormations in range o# t"e 9eat"wind! e'actl( as i# t"e attacks come #rom a se arate #ormation. Note! t"is means a #ormation "it *( a s acecra#t *arrage and 2 9eat"wind attacks will recei&e 3 6Bs #or coming under #ire! lus an( additional 6Bs #or casualties. T"ere is no clear rules answer a*out w"en to a l( 6Bs and c"eck #or *roken #ormations! *ut t"e *est analog( is t"e *onus 6Bs #or a massi&e *arrage. $it" t"at a roac"! all #ire ?s acecra#t and all 9eat"wind attacks@ woudl *e treated as a single! mass E#iring action.G A l( all 6Bs generated *( all #ire as directed! t"en c"eck #or *roken #ormations onl( a#ter all #iring is com lete. /, T"e order o# resolution #or dro ods can make a di##erence! e.g. i# a scout unit is killed *( a 9eat"wind attack! t"e loss o# Jone o# 7ontrol mig"t clear t"e area #or a di##erent dro od to land. $"at is t"e order o# resolution #or s acecra#t and dro od attacksQ A, T"e s acecra#t rules state t"at Planet#all occurs a#ter t"e s acecra#t #ires. Eac" #ormation is laced and scattered ?and an( dismounting decisions made@ *e#ore mo&ing to t"e ne't lanet#all #ormation. T"e 2B 9ro Pod rules state t"at t"e 9eat"wind attacks occur a#ter t"e #ormation "as *een laced *ut *e#ore t"e marines dismount! so t"ose attacks would Einterrru tG t"e lacement order. 9ro Pods are laced se8uentiall( a#ter t"e re&ious od and deat"wind "a&e *een resol&ed. 2o t"at%s 1@ 2 acecra#t attacks! 2@ Place and scatter 9ro Pod! 3@ 9eat"wind attacks! -e eat 2 and 3 as needed. T"e s acecra#t la(er ma( c"oose t"e order in w"ic" t"e lanet#alling #ormations are resol&ed. Note! t"is does allow a certain le&el o# E eeling t"e onionG as 9eat"wind attacks can clear t"e wa( #or #ollow-on #ormations. >ee in mind t"e e##ects o# casualties and 6Bs are resol&ed at t"e end o# t"e s acecra#t%s acti&ation! i.e. #ormations do not *reak in t"e middle o# a wa&e o# dro od attacks. $"ile t"is kee s a #ormation #rom *eing a*le to retreat! it also means t"at t"e Barine la(er ma( not use t"eir dro od lacement to tr( to catc" *roken #ormations in order to get t"e E"ackdownG kills #rom *last markers on *roken #ormations.
I0
NetEA Tournament Pack 2013-08-07 recommend (ou use t"em ?< know! it%s almost like we lanned it! isn%t it@ <# not t"en make (our own tem lates #rom card or acetate. Take one o# t"e tem lates and lace it wit" its centre at t"e coordinates (ou recorded at t"e start o# t"e *attle. Note t"at (ou don%t need to ass a second initiati&e test in order to carr( out t"e *om*ardment P t"e one (ou assed earlier on allows t"e *om*ardment to take lace. Cnce t"e osition o# t"e or*ital *om*ardment is known! attack an( units under t"e tem lates +ust as (ou would #or an artiller( *arrage ?see 1.K.8@. Cr*ital *om*ardments ne&er *ene#it #rom t"e cross#ire rule. ;.:.; PinGPoint Attacks Pin- oint attacks ma( *e made on enem( war engines ?war engines are t"e onl( t"ings *ig enoug" #or a s acecra#t to ick out on t"e *attle#ield@. Pick a target an(w"ere on t"e ta*le and t"en attack it wit" an( in- oint attacks t"e s acecra#t ma( "a&e. 1ou ma( target di##erent war engines wit" eac" in- oint attack i# (ou wis"! or concentrate all o# t"e attacks on a single target. Note t"at (ou do not need to record t"e co-ordinates o# inoint attacks.
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P)ANET6A))C9
2ome armies are allowed to land ground units #rom or*iting s acecra#t in s eciall( modi#ied &e"icles. T"ese &e"icles are mainl( used to carr( troo s #rom or*iting s acecra#t to t"e lanet *elow. Bost are more like manned missiles t"an aircra#t! and are designed to *e #ired at e'tremel( "ig" s eeds into t"e lanet%s atmos "ere. At t"e last moment! ower#ul +ets slow t"e descent o# t"e &e"icle allowing it and its cargo to land sa#el( on t"e lanet%s sur#ace. T"e "ig" s eeds t"at t"e &e"icles tra&el at makes it almost im ossi*le #or wea ons to engage t"em *e#ore t"e( "a&e landed. T"is is known as making a planetfall. An( unit ca a*le o# making a lanet#all will "a&e t"is noted on its datas"eet. T"e datas"eets #or a s acecra#t will note t"e t( e and num*er o# units it ma( carr( t"at can make lanet#all. <t is assumed t"at a s acecra#t can also carr( an( cargo t"at will *e trans orted in t"e unit wit" t"e lanet#all a*ilit(. =nits entering la( *( lanet#all and t"eir cargo ?i# an(@ s"ould *e ke t o## t"e ta*le until t"e( "a&e landed. 1ou can make a lanet#all on t"e turn t"e s acecra#t trans orting t"e units enters la(. 7arr( out t"e lanet#all a#ter carr(ing out an( *om*ardments andFor in- oint attacks. Take one o# t"e units wit" t"e lanet#all a*ilit( and lace it an(w"ere on t"e ta*le
72 ;.; Planetfall /, 9o t"e 2 ace Barine and 7"aos 2 ace Barine 9ro Pod #igures re resent an actual unit or are t"e( +ust a marker to indicate a landing locationQ A, T"e( are +ust used to re resent t"e location o# t"e Planet#all. /, ;et%s sa( < "a&e a 6attle >roo5er. < also "a en to "a&e #our Crk ;andas. 9o all "a&e to land wit"in 1Icm o# t"e same dro 5one marker or is it ossi*le to set u multi le dro 5onesQ Cr is t"e onl( wa( to "a&e multi le dro 5one markers to get multi le s acecra#tQ A, Eac" trans ort #ormation ma( "a&e its own dro 5one. <n t"is e'am le t"ere could *e u to #our dro 5ones! one #or eac" ;anda. <# (ou use multi le dro 5ones! (ou will need to record clearl( w"ic" ;anda is allocated to eac" dro 5one. /, 7an .lak attacks *e made against units using Planet#allQ A, No. /, 7an units trans orted *( Planet#all ?#or e'am le Assault troo s in a T"under"awk@ disem*ark as soon as t"e trans orting unit landsQ A, T"e intent o# t"e Planet#all rule is t"at units landing &ia Planet#all get to land #or #ree earl( in t"e turn! and t"en #unction as i# t"e( "ad *een on t"e ta*le since t"e start o# t"e turn. T"is means t"at t"e( can take t"eir action later in t"e turn! as t"e( won%t "a&e used it u (et P t"e( are literall( counted as "a&ing done not"ing during t"e current turn. =nits on *oard $E or ot"er trans ort can c"oose to disem*ark immediatel( w"en t"e( land or t"e( can remain on *oard. <# t"e( c"oose to remain loaded t"e( act as a normal mounted #ormation. -egardless o# t"e c"oice to disem*ark or remain em*arked! t"e #ormation ma( take an action on t"e turn it lands! as t"e rocess o# landing and disem*arking is #ree P in ot"er words! +ust a wa( to get t"e units onto t"e ta*le as art o# t"e s acecra#t%s acti&ation. Note i# a #ormation c"ooses to remain em*arked on a $ar Engine trans ort! 3.1.3 will a l( as normal. /, <# a #ormation #ails to acti&ate and t"e( are still in a &e"icle t"at entered la( using t"e rules #or lanet#all! can t"e( de lo( in a c"ain u to 1Icm #rom t"e &e"icle and t"en make a mo&e ?as art o# t"e Lold Action t"e( can take@ or can t"e( onl( mo&e as er t"e regular acti&ationForder rulesQ A, T"ere is one critical oint to make *e#ore < answer t"e 8uestion, t"e s ecial rules t"at a l( to 2 ace Barine dro ods do not a l( to ot"er units using t"e lanet#all rulesR t"e( onl( a l( to dro ods. =nits in dro s ods ma( not c"oose to sta( on *oard ?t"e( must disem*ark on landing@ and onl( units in dro ods get to de lo( u to 1Icms #rom t"e unit t"e( landed inR units disem*arking #rom ot"er lanet#all &e"icles must disem*ark normall(! using t"e normal rules. /, 9oes Planet#all trigger C&erwatc"Q A, ;anding does not count as mo&ement #or t"e ur oses o# triggering enem( o&erwatc" #ire. 9isem*arking triggers o&erwatc" #ire as normal.
I1
t"at is wit"in 1Icms o# t"e dro 5one co-ordinates recorded at t"e start o# t"e game ?see 4.3.1@. T"e unit t"en scatters 29Dcms in a random direction ?we recommend using a )ames $orks"o scatter dice to determine t"e direction! *ut an( mutuall( agreea*le met"od will do@. An( units *eing trans orted are allowed to disem*ark immediatel( on landing! or sta( on *oard and disem*ark later. ;anding does not count as mo&ement #or t"e ur oses o# triggering enem( o&erwatc" #ire. 9isem*arking triggers o&erwatc" #ire as normal. 7arr( on doing t"is until all o# t"e units wit" t"e lanet#all a*ilit( t"at are on t"e s acecra#t "a&e landed. =nits t"at end u out o# #ormation due to scattering as t"e( land must mo&e *ack into a legal #ormation w"en t"e( ne't take an action ?see 1.2.1 and 1.D.1@. =nits entering la( *( lanet#all are destro(ed i# t"e( land o## t"e ta*le. <# t"e unit lands on terrain t"at is im assa*le or dangerous #or it! or on to o# an( sort o# unit ?#riend or #oe@! or in an enem( 5one o# control! t"en it is assumed t"at on-*oard automatic guidance s(stems will di&ert it towards a sa#e landing oint and t"e unit is mo&ed *( t"e o osing la(er to t"e nearest area o# clear ground w"ere it can land. =nits t"at land *( lanet#all ma( take an action later in t"e turn. <n e##ect t"e units land #rom t"e s acecra#t w"en t"e s acecra#t takes its action! and can take an action o# t"eir own later in t"e same turn. -emem*er t"at an( #ormations t"at "a&e landed *( lanet#all and scattered out o# #ormation must mo&e *ack into a legal #ormation w"en t"e( take an action. Aircra#t t"at land *( lanet#all are treated in t"e same manner as a landed aircra#t ?see 4.2.I@! and t"e( ma( take o## again later in t"e game.
;.?
EToda( "ad *een a good da( #or >ruk#angR lent( o# #iring! lent( o# s eed.G T"e rules #or aeros ace o erations! like t"e war engine rules t"at receded t"em! are #airl( long and com le'! and #or t"is reason it is *est to learn "ow to use t"em *( la(ing t"e #ollowing training scenarios *e#ore (ou use t"em in #ull-si5ed games. T"e training scenarios concentrate on t"e aircra#t rules e'clusi&el(! as t"ese are *ot" t"e most com le' and t"e most commonl( used. Note2 T"e datas"eets #or t"ese two scenarios are on t"e ne't age and in section I.0. ;.?.&eath 6rom The 'kiesL <n t"e sul "ur-(ellow skies a*o&e Armageddon! Crk #ig"ta*ommers *attle wit" <m erial Na&( T"under*olts and Barauders in a deadl( dance o# deat". T( ical o# t"ese engagements was t"e Crk aerial attack on <m erial 7ommand 6unker 7om le' 17c! "ome to t"e Lead8uarters o# t"e <m erial )uard 2nd Asgardian -angers regiment. Bore t"an "al# a do5en Crk #ig"ta- *ommers #rom Lart"ag%s 9e##*lasta%s .l(*o(5 28wadron attacked t"e com le'! and were interce ted *( elements o# t"e <m erial Na&(%s 222nd <nterce tor 2trike $ing. T"e air com*at t"at un#olded is considered *( man( to *e one o# t"e classic aerial engagements o# t"e Armageddon wars. 4rk 6orces2 Two #ormations eac" consisting o# #our Crk .ig"ta-6ommers. T"e #orce "as a strateg( rating o# 3 and all #ormations "a&e an initiati&e &alue o# 3M. Imperial 6orces2 Cne #ormation consisting o# t"ree <m erial Na&( T"under*olt .ig"ters! lus two #ormations eac" consisting o# one 7ommand 6unker and one L(dra AA &e"icle! and one #ormation consisting o# t"ree 6asilisk artiller( &e"icles and one L(dra. T"e #orce "as a strateg( rating o# 2 and all #ormations "a&e an initiati&e &alue o# 2M. #aming Area2 2et u a la(ing area a ro'imatel( K0-120cm s8uare. 2et u an( scener( (ou "a&e in a mutuall( agreea*le manner. 1ou can set u as muc" or as little scener( as (ou like! *ut tr( to make sure t"at (ou "a&e at least a cou le o# "ills and eit"er a *uilt-u area or some woods #or t"e troo s to "ide *e"ind or take co&er in. &eplo ment2 T"e <m erial la(er sets u #irst! and must set u all o# t"e ground #ormations in "is #orce an(w"ere "e likes on t"e ta*le. 6ot" sides% aircra#t are o## t"e ta*le at t"e start o# t"e *attle. 'pecial +ules2 2ee section I.I.2 #or ower of the WaaaghF 8ictor (onditions2 T"e Crk la(er "as t"ree turns in w"ic" to destro( *ot" 7ommand 6unkers and all t"ree 6asilisks. <# "e succeeds "e wins! i# not t"e <m erial la(er wins.
I2
NetEA Tournament Pack 2013-08-07 ;.?.9 Thunderhawk &own Ac"eron Li&e #ell wit"out warning on t"e #i#t" da( o# t"e in&asion o# Armageddon! t"e &ictim o# treac"er( *( none ot"er t"an e'-<m erial )o&ernor Lerman &on 2tra*. <ntelligence re orts indicated t"at &on 2tra* was located in a ca tured command *unker +ust outside t"e "i&e cit(. A small #orce o# Terminators #rom t"e 2alamanders 7"a ter were des atc"ed in a T"under"awk )uns"i in a *id to ca ture t"e traitor. T"e Terminators landed +ust outside t"e *unkers and 8uickl( o&erran t"e com le'! *ut #ound t"at &on 2tra* "ad alread( le#t. T"ings started to go wrong w"en Crk .ig"ta-6ommers am*us"ed t"e T"under"awk sent to e&acuate t"e Terminators. Cnl( t"e T"under"awk%s legendaril( sturd( construction and t"e timel( assistance o# some <m erial Na&( T"under*olt #ig"ters allowed it to sur&i&e and ick u t"e Terminators. $"en t"e T"under"awk returned to *ase onl( one engine was still #unctioning! all o# its crew "ad eit"er *een wounded or killed! and *ullet "oles caused *( o&er 2I0 *ig s"oota s"ell "its were counted on its "ull. All o# t"e Terminators sent on t"e mission were e&acuated sa#el(. Imperial 6orces2 Cne T"under"awk )uns"i ! lus one #ormation consisting o# #our 2 ace Barine Terminator units! and one #ormation consisting o# t"ree <m erial Na&( T"under*olt #ig"ters. T"e #orce "as a strateg( rating o# I. All 2 ace Barine #ormations "a&e an initiati&e &alue o# 1M! and t"e T"under*olts "a&e an initiati&e &alue o# 2M. 4rk 6orces2 Two #ormations eac" consisting o# t"ree Crk .ig"ta-6ommers! and two #ormations eac" consisting o# one 7ommand 6unker and one ?traitor@ <m erial )uard L(dra AA &e"icle. T"e #orce "as a strateg( rating o# 2. Traitor )uard #ormations "a&e an initiati&e &alue o# 2M! and t"e Crk .ig"ta6ommer5 "a&e an initiati&e &alue o# 3M. #aming Area2 2ame as 4.I.1. &eplo ment2 T"e Crk la(er sets u #irst! and must set u all o# t"e ground #ormations in "is #orce an(w"ere "e likes on t"e ta*le. All remaining #ormations are o## t"e ta*le at t"e start o# t"e *attle. T"e 2 ace Barine la(er ma( tele ort t"e Terminators into *attle i# "e wis"es to ?see 2.1.17@. 'pecial +ules2 2ee section I.I.2 #or ower of the WaaaghF and section I.1.1 #or They "hall 2now 3o Fear. 8ictor (onditions2 T"e <m erial la(er wins i# "e destro(s *ot" *unkers wit" close com*at attacks! and t"en manages to e'it at least one Terminator unit o## t"e ta*le in a T"under"awk )uns"i . T"e <m erial la(er gets a draw i# "e destro(s *ot" *unkers. An( ot"er result is a win #or t"e Crk la(er.
I3
I.0 .orces
?./ 64+(E'
T"is section o# t"e E ic rules includes datas"eets #or eac" o# t"e armies! lus a re#erence s"eet t"at grou s all o# t"e game ta*les toget"er into one lace. T"e #ollowing a**re&iations are used on t"e datas"eets, A( > Aircraft A8 > Armoured 8ehicle 5bc7 > 5base contact7 3P > 3arrage Points (( > (lose (ombat (@ > (haracter & > &isrupt &( > &amage (apacit EA5HJ7 > EJtra Attacks 5HJ7 66 > 6irefight 6' > 6irst 'trike 6wA > 6orward 6ire Arc 6J6 > 6iJed 6orward 6ire Arc #* > #uided *issile I( > Ignore (over Ind > Indirect 6ire IN6 > Infantr ) > )ance )eft > )eft 6ire Arc )8 > )ight 8ehicle *W > *acroGweapon +ight > +ight 6ire Arc +rA > +ear 6ire Arc '( > 'pacecraft 'lw > 'low 6iring ' > 'niper '' > 'ingle 'hot T,5J7 > Titan ,iller 5J7 WE > War Engine
II
Needing CH to @it Target &A rolls needed 7 D #ollowed *( 4! I or D 8 D #ollowed *( I or D K D #ollowed *( D 10 Ba( not *e "it Assault *odifiers .or eac" kill (ou "a&e in#licted 1ou "a&e more units 1ou "a&e more t"an twice as man( units 1our #ormation "as no 6last markers T"e o osing #ormation "as more 6last markers .or eac" unit wit" t"e +nspiring a*ilit( +all Test *odifiers .ormation is *roken T"ere are enem( units wit"in 30cms 8ictor (onditions 'ummar 6lit5 6T2 9T. T0L T2NP 7a ture t"e o*+ecti&e on (our o onent%s *oard edge 9estro( t"e enem( #ormation wort" t"e most oints 7ontrol all t"ree o*+ecti&es in (our ta*le "al# 7a ture two o*+ecti&es in (our o onent%s ta*le "al# No un*roken enem( #ormations in (our ta*le "al# -2 -1 M1 M1 M1 M1 M1 M1
-1 -1 M1
3arrage Table 3arrage Points 1 2 3 4-I D-7 8-K 10-12 13-1I 1D-18 Terrain Effects Table
EJtra Templates
None None None Cne Cne Two Two Two Two
To @it +olls AP AT DM DM IM DM 4M IM 4M IM 4M IM 4M IM 4M IM 4M IM 4M IM War Engine <m assa*le <m assa*le <m assa*le 9angerous 9angerous No E##ect No E##ect 2ee rules 9angerous No E##ect 9angerous
Terrain 6uildings 7li##s .orti#ications Nungle Bars" C en )round! Lill 2lo es -i&er -oads -uins! -u**le 2cru* $oods
Infantr 4M 7o&er 2a&e <m assa*le 3M 7o&er 2a&e ?see rules@ 4M 7o&er 2a&e DM 7o&er 2a&e! 9angerous No E##ect DM 7o&er 2a&e! 9angerous 2ee rules 4M 7o&er 2a&e DM 7o&er 2a&e IM 7o&er 2a&e
8ehicle <m assa*le <m assa*le 2ee rules <m assa*le 9angerous No E##ect <m assa*le 2ee rules 9angerous No E##ect 9angerous
?.NA*E 7a tain 7"a lain ;i*rarian 2u reme 7ommander Assault 6ike 9e&astator 2cout Tactical Terminator Attack 6ike ;and 2 eeder ;and 2 eeder Tornado ;and 2 eeder T( "oon 9readnoug"t T1PE 7L 7L 7L 7L <N. <N. <N. <N. <N. <N. ;H ;H ;H ;H AH 'PEE& nFa nFa nFa nFa 30cm 3Icm 1Icm 1Icm 1Icm 1Icm 3Icm 3Icm 3Icm 3Icm 1Icm A+*40+ nFa nFa nFa nFa 4M 4M 4M IM 4M 4M 4M 4M 4M 4M 3M (( nFa nFa nFa nFa 3M 3M IM 4M 4M 3M IM DM DM DM 4M 66 nFa nFa nFa nFa IM 4M 3M IM 4M 3M IM IM IM IM 4M WEAP4N' Power $ea on Power $ea on 2mite Power $ea on Power $ea on 6olt Pistols Twin 6olters 2' Bissile ;aunc"er Lea&( 6olter Bissile ;aunc"er 2' Assault 7annon Power $ea ons Lea&( 6olter Bulti-melta
"kimmer, "cout "kimmer, "cout "kimmer, "cout Walker. Armed with either a -issile Launcher and Twin Lascannon, or a ower Fist and Assault %annon.
and Assault 7annon Lea&( 6olter Twin T( "oon Bissile Lea&( 6olter 0-1' Bissile ;aunc"er 0-1' Twin ;ascannon 0-1' Power .ist 0-1' Assault 7annon Lunter->iller 2' Twin ;ascannon Twin Lea&( 6olter Twin ;ascannon 2' ;ascannon Autocannon 2' Lea&( 6olter 0-1' Twin Lea&( 6olter 0-1' Twin ;ascannon 2torm 6olter 9emolis"er $"irlwind
Lunter ;and -aider Predator Anni"ilator Predator 9estructor -a5or*ack -"ino Hindicator $"irlwind
AH AH AH AH AH AH AH AH
IM 4M 4M 4M IM IM 4M IM
DM DM DM DM DM DM DM DM
DM 4M IM 3M IM DM 4M IM
0einforced Armour, Thick 0ear Armour, Transport >one Terminator unitR or two of the following units1 #e$astator, Tactical?
Transport >one of the following units1 #e$astator, "cout, Tactical?. Armed with either a Twin )ea$y Bolter or a Twin Lascannon. Transport >two of the following units1 #e$astator, "cout, Tactical? Walker
73 ?.- 'pace *arine 6orces /, 7an a 2 ace Barine ;i*rarian use "is 2mite a*ilit( in an Assault i# "e is in *ase-to-*ase contact wit" an enem( unitQ A, No. T"e 2mite a*ilit( is listed as *eing a 2mall Arms wea on. 2mall Arms wea ons are used in Assaults w"en t"e unit is not in *ase-to-*ase contact. Note t"at as a 2 ace Barine 7"aracter! t"e ;i*rarian does "a&e a B$ 77 attack.
;anding 7ra#t
A7F $E
6om*er
4M
IM
3M
4Icm 1Icm
AT4M AP4MFAAIM
T"under"awk )uns"i
A7F $E
6om*er
4M
DM
4M
6attle 7annon 2' Twin Lea&( 6olter Twin Lea&( 6olter Twin Lea&( 6olter Cr*ital 6om*ardment
#%5, Fearless, lanetfall, 0einforced Armour, Transport >twel$e of the following units1 Assault, Attack Bike, Bike, #e$astator, #readnought, "cout, Tactical, TerminatorR Terminators and #readnoughts count as two units eachR plus si& of the following units1 )unter, Land 0aider, redator Annihilator, redator #estructor, 0a4orback, 0hino, Pindicator, WhirlwindR Land 0aiders count as one and a half units each, rounding up?. %ritical )it 'ffect1 The unit and all units on board are destroyed. All units within Ecm suffer a hit. #%9, lanetfall, 0einforced Armour, Transport >eight of the following units1 Assault, Attack Bike, Bike, #e$astator, #readnought, "cout, Tactical, TerminatorR Terminators and #readnoughts count as two units each?. %ritical )it 'ffect1 The unit and all units on board are destroyed. "low and "teady, Transport >@6 of the following units1 Assault, Attack Bike, Bike, #e$astator, #readnought, "cout, Tactical, TerminatorR plus @6 of the following units1 )unter, Land 0aider, redator Annihilator, redator #estructor, 0a4orback, 0hino, Pindicator, WhirlwindR plus nine Thunderhawk Gunships and enough #rop ods or Landing %raft to transport any other units on board? Transport >96 of the following units1 Assault, Attack Bike, Bike, #e$astator, #readnought, "cout, Tactical, TerminatorR plus 96 of the following units1 )unter, Land 0aider, redator Annihilator, redator #estructor, 0a4orback, 0hino, Pindicator, WhirlwindR plus si& Thunderhawk Gunships and enough #rop ods or Landing %raft to transport any other units on board? lanetfall, Transport >one formation of only the following units1 #e$astator, #readnought, Tactical?. #eathwind1 After the drop pod lands, its #eathwind attacks all enemy units within :Ecm. 'ach enemy formation attacked recei$es a Blast marker for coming under fire, and an e&tra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within Ecm of the drop pod or within Ecm of another unit from the same formation that has already landed, so long as all units are placed within :Ecm of the drop pod. #rop pod models should be remo$ed from the board once the formation they transport has disembarked.
6attle 6arge
27
nFa
nFa
nFa
nFa
2trike 7ruiser
27
nFa
nFa
nFa
nFa
Cr*ital 6om*ardment
nFa
I6P! B$
9ro Pod
2 ecial
nFa
nFa
nFa
nFa
9eat"wind
1Icm
APIMFATIM
74 /, A, /, A, /, A,
?.-.- The 'hall ,now No 6ear 9o *roken 2 ace Barine units count as "a&ing one 6B er unit or one-"al# 6B er unit in Assault resolutionQ Cne 6B er unit. $"en *roken 2 ace Barines #ormations are s"ot at! one unit is killed #or eac" 2 6last markers as er ET"e( 2"all >now No .earG 2 ecial -ule. $"at i# an odd num*er o# 6last markers is generated! or onl( oneQ An( e'tra 6last markers are ignored. .rom t"e ET"e( 2"all >now No .earG 2 ecial -ule, <t takes two 6last markers to su ress a 2 ace Barine unit or kill a unit in a *roken #ormation ?ignore an( le#t o&er 6last markers@. <# < s"oot two times on a *roken 2 ace Barine #ormation ?killing no units@ do < generate 2 se arate 6last markersQ No. 6roken units do not retain 6last markers. 2o in t"is case t"e 2 ace Barines would ignore t"e one 6last marker (ou lace eac" time and would not lose an( units. 1ou would "a&e to lace two or more 6last markers on a *roken 2 ace Barine #ormation *e#ore it loses a unit.
?.9
NA*E 7ommissar 7ommander <n#antr( Cgr(ns -oug" -iders 2ni ers 2torm Troo ers 2u ort 28uad 2u reme 7ommander 2entinel 6asilisk T1PE 7L <N. <N. <N. <N. <N. <N. <N. <N. ;H AH 'PEE& nFa 1Icm 1Icm 1Icm 20cm 1Icm 1Icm 1Icm 1Icm 20cm 20cm A+*40+ nFa DM 3M DM IM IM DM IM (( nFa IM DM 4M 4M DM IM DM 4M DM DM 66 nFa IM IM IM DM IM 4M 4M IM IM IM WEAP4N'
Power $ea on Autocannon Autocannon -i er )uns Cgr(n 7om*at $ea ons ;as istols Power ;ance 2ni er -i#les Plasma )uns 2' Autocannon Autocannon Power $ea on Bultilaser Eart"s"aker or Lea&( 6olter 2iege Bortar Lea&( 6olter Bultilaser Lea&( 6olter 9eat"strike Bissile Lea&( 6olter Lea&( Bortar Lea&( 6olter <n#erno 7annon Lea&( 6olter 2' Twin L(dra Autocannon Lea&( 6olter 6attle 7annon ;ascannon 2' Lea&( 6olter 9emolis"er ;ascannon 2' Plasma 7annon
+nfiltrators, -ounted, "couts "couts, "nipers "couts "upreme %ommander "cout, Walker
AH AH AH AH AH AH AH
DM IM DM DM 4M DM 4M
DM DM DM DM DM DM DM
IM IM IM IM 3M IM 4M
Transport >one /gryns unitR or two of the following units1 %ommander, +nfantry, "nipers, "torm Troopers, "upport "!uad, "upreme %ommander?
0einforced Armour
AH
20cm
4M
DM
3M
0einforced Armour
7I ?.9 Imperial #uard 6orces /, Low do (ou determine t"e num*er o# Autocannon s"ots an <m erial )uard in#antr( #ormation "as i# units in it are su ressedQ A, $ork out 2u ression #or <m erial )uard in#antr( *e#ore working out t"e num*er o# Autocannon s"ots. An( )uardsman wit"in 4Icm o# t"e enem( is assumed to *e in range and ma( t"ere#ore *e su ;ine o# .ire. 7ount t"e num*er o# remaining )uard units and "al&e t"is total! rounding u ! to #ind t"e num*er o# Autocannon s"ots (ou ma( take. Anot"er wa( to t"ink a*out t"is is t"at eac" <) unit "as Z o# an attack. Nust as a 6B su resses all t"e s"ots o# a single unit! it su resses t"e Z s"ot o# t"e single <) in#antr( unit.
AH
20cm
4M
DM
4M
Banticore Halk(rie
AH AH
20cm 3Icm
DM IM
DM DM
IM IM
Hulture
AH
3Icm
IM
DM
IM
6ane*lade
$E
1Icm
4M
DM
4M
2"adowsword
$E
1Icm
4M
DM
IM
Han8uis"er ;ascannon 2' Lea&( 6olter -ocket ;aunc"er Lea&( 6olter Bultilaser 2' Lea&( 6olter 2' -ocket Pod Lea&( 6olter Twin Autocannon 2' Lellstrike 6ane*lade 6attle 7annon Autocannon 9emolis"er 2' ;ascannon 3' Twin Lea&( 6olter Holcano 7annon 2' Lea&( 6olter
7Icm 4Icm 30cm 1I0cm 30cm 30cm 30cm 30cm 30cm 4Icm 120cm 7Icm 4Icm 30cm 4Icm 30cm K0cm 30cm
AP4MFAT2M ATIM APIM 26P! 9! <nd! 2lw APIM APIMFATDM APIM 16P! 9! 22 APIM AP4MFATIM AT2M! 22 AP3MFAT3M APIMFATDM AP3MFAT4M! .'.! <7 ATIM AP4M B$2M! .'.! T>?93@ APIM
0einforced Armour
"cout, "kimmer, Transport >one /gryns unitR or two of the following units1 %ommander, +nfantry, "nipers, "torm Troopers, "upport "!uad, "upreme %ommander? "cout, "kimmer
#%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C.
#%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C.
?.:
NA*E Em eror 7lass 6attles"i ;unar 7lass 7ruiser Barauder 6om*er T1PE 27 27 A7 'PEE& nFa nFa 6om*er A+*40+ nFa nFa 4M (( nFa nFa nFa 66 nFa nFa nFa WEAP4N'
T"under*olt .ig"ter
A7
.ig"ter6om*er
DM
nFa
nFa
Cr*ital 6om*ardment Cr*ital 6om*ardment Pin-Point Attack Twin ;ascannon 6om* -acks 2' Twin Lea&( 6olter 2torm*olters Bultilaser =nderwing -ockets
?.;
NA*E -ea&er 7lass Titan T1PE $E 'PEE& 20cm A+*40+ 4M (( 3M 66 3M WEAP4N' 2' Tur*olaser -ocket ;aunc"er
$E
30cm
IM
4M
4M
Hulcan Bega-6olter Plasma 6lastgun )atling 6laster Holcano 7annon 2' Tur*olaser
4' AP3MFATIM! .wA 2' B$2M! .wA! 2lw 4' AP4MFAT4M! .wA B$2M! .wA! T>?93@ 4' APIMFAT3M! .'.
$E
1Icm
4M
2M
3M
7D /, A, /, A, /, A, /, A, /, A, /, A, /, A,
?.;.- 8oid 'hields $e did "a&e some con#usion o&er t"e interaction o# &oid s"ieldsF ower #ields and 6last markers. 9oes "a&ing 6last markers re&ent "a&ing &oid s"ieldsQ No. T"e idea is t"at downed &oid s"ields can *e re aired instead o# remo&ing 6last markers w"en (ou regrou . 2o i# (ou regrou (ou could use eac" i o# t"e dice roll to eit"er re air one s"ield or remo&e one 6last marker. <# a $ar Engine wit" Hoid 2"ields is "it *( a wea on causing multi le oints o# damage! will an( oints le#t o&er a#ter knocking down s"ields carr( o&er to t"e $ar Engine itsel# Q 1es! t"e( will carr( o&er to damage t"e $ar Engine $"en Hoid 2"ields rec"arge in #ormations wit" multi le units is one dice rolled #or t"e #ormation or one dice #or eac" unitQ $"en regrou ing roll two dice and take t"e "ig"est as normal. Eac" i can *e used to remo&e one 6last marker or rec"arge one s"ield on e&er( unit in t"e #ormation t"at "as Hoid 2"ields. $"en does a TitanF$ar Engine get Hoid 2"ields *ackQ T"e Hoid 2"ields 2 ecial -ule in section I.4.1 de#ines w"en a Titan or $ar Engine can regenerate Hoid 2"ields. 6asicall( a Titan or $ar Engine gets one Hoid 2"ield *ack in t"e End P"ase o# eac" turn ?i# t"e( "a&e lost an( Hoid 2"ields@. As well! i# a Titan or $ar Engine takes a Bars"all action t"e( can use t"e result o# t"e -egrou dice roll ?see 1.13.1@ to re air Hoid 2"ields. 9oes AP #ire take down a Hoid 2"ieldQ No. Cnl( AT! B$ or T> #ire can a##ect a Hoid 2"ield. Note t"at .. attacks in an Assault will damage a Titan%s Hoid 2"ields. Also remem*er t"at t"e Titan or $E will also recei&e a 6last marker #or coming under #ire e&en i# it can%t a##ect t"e Titan or damage its Hoid 2"ield. Low does allocation work wit" Hoid 2"ields in #ormations wit" multi le $EsQ 9o (ou treat t"em as *eing art o# t"e $Es damage ca acit(! and continue allocating "its to t"e one $E u to its com*ined s"ield and 97 &alueQ T"e Hoid 2"ields are not considered as art o# t"e $ar Engine%s 9amage 7a acit( w"en allocating "its to t"e we. 2o w"en allocating "its to a $ar Engine t"at "as Hoid 2"ields! or e&en Power .ields! onl( consider t"e $E%s starting 9amage 7a acit( and not an( ot"er #actors. <# a Titan wit" Hoid 2"ields gets "it *( a T>93 wea on do (ou remo&e 1 Hoid 2"ield or 93 Hoid 2"ieldsQ 93. T"e T> s"ot is assigned to a unit. Cnce all t"e "its "a&e *een asssigned t"e results o# t"ose "its are resol&ed. <# t"e unit "ad #ewer Hoid s"ields t"an damage t"e e'tra damage would carr( o&er into t"e unit.
?.?
NA*E Cdd*o( $arlord 6ig )un5 6o(5 )rot5 >ommandos No*5 2torm*o(5 $ar*ikes 9et" >o ta 2korc"a $ar*ugg( 6attlewagon 9readnoug"t .lakwagon )unwagon >illa >an 2tom a T1PE 7L 7L <N. <N. <N. <N. <N. <N. <N. ;H ;H ;H AH AH AH AH AH AH 'PEE& nFa nFa 10cm 1Icm 1Icm 1Icm 1Icm 30cm 3Icm 3Icm 3Icm 3Icm 30cm 1Icm 30cm 30cm 1Icm 1Icm A+*40+ nFa nFa nFa DM DM 4M DM IM 4M IM IM IM 4M IM IM IM 4M (( nFa nFa DM 4M DM 4M 3M 4M 4M DM DM IM DM 4M IM IM IM 4M 66 nFa nFa IM DM DM DM IM DM DM IM 4M IM IM IM IM IM DM 4M WEAP4N' 0-1' 2u a-J5a -)un 0-1' 2oo agun 6ig 7"o a 6ig )un 6ig 2"oota 2"ootas 6ig 2"oota 2' 6ig 2"oota 6ig 7"o as 2"ootas Twin 2awn-C## 6ig 2"oota Twin 6ig 2"oota 2korc"a Twin 6ig 2"oota 2' Twin 6ig 2"oota 2' 6ig 2"oota >om*at >laws .lak )un 6ig )un 6ig 2"oota >om*at >laws 2-3' 6ig )un 0-1' >om*at %Ammer and 6attle#ortress $E 30cm 4M 4M 4M 4' Twin 6ig 2"oota 6ig )un +AN#E D0cm D0cm ?*c@ 4Icm 30cm ?1Icm@ 30cm 30cm ?*c@ ?1Icm@ 1Icm 30cm 1Icm 30cm 30cm 30cm ?*c@ 30cm 4Icm 30cm ?*c@ 4Icm 30cm ?*c@ 30cm 4Icm
4+, 64+(E'CC
6I+EP4WE+ B$3M! T>?93@ 26P! B$ Assault $ea ons! EA?M1@! B$ APIMFATIM APDMFATDM 2mall Arms APDMFATDM APDMFATDM Assault $ea ons! EA?M1@ 2mall Arms APIMFATIM APIMFATDM AP4M! <7 APIMFATDM APIMFATDM APDMFATDM Assault $ea ons! EA?M1@! B$ 2' APDMFATDMFAADM APIMFATIM APDMFATDM Assault $ea ons! EA?M1@! B$ APIMFATIM APIMFATDM Assault $ea ons! EA?M1@! B$ APIMFATDM APIMFATIM N4TE' 0eplace one Big Gun weapon with either a "upa(S4ap(Gun or a "oopagun. "upreme %ommander
'&pendable. Formations that include at least one /rk unit don,t count Grot units that are lost in an assault when working out who has won the combat. +nfiltrators, "couts Leaders Qump acks, "couts -ounted "kimmer
Transport >two of the following units1 Big Gun4, Boy4, Grot4, 2ommandos, 3ob4R only one of the two units may be a Big Gun4R plus one unit of Grot4? Walker Transport >one of the following units1 Big Gun4, Boy4, Grot4, 2ommandos, 3ob4? Transport >one of the following units1 Big Gun4, Boy4, Grot4, 2ommandos, 3ob4? Walker 0einforced Armour, Walker. Armed with either three Big Guns, or two Big Guns and a 2ombat ,Ammer. #%B, Transport >eight of the following units1 Big Gun4, Boy4, Grot4, 2ommandos, 3ob4R only one of the eight units may be a Big Gun4R plus four units of Grot4? %ritical )it 'ffect1 -o$e the unit #@cm in a random direction, all units under it suffer a hit. The unit is destroyed, all units on board are destroyed unless they roll a @C.
?.? 4rk 6orces T"e #ree Crk $arlord 7"aracter u grades t"e a*ilities o# a single unit in t"e mo*! correctQ 1es. T"is also includes t"e )argant or )reater )argant i# t"e $arlord is added to eit"er o# t"ose units. $"ere are t"e stats #or t"e Crk 6ig 6oss 7"aracterQ T"e 6ig 6oss unit was remo&ed #rom t"e arm( list *ut some re#erences to it still e'ist. Nust ignore an( re#erence to it. 6ig )un5! since t"e( are crewed *( )rot5! "a&e no sa&e and do not count as art o# t"e Bo*-= rule. but! do (ou accumulate a *last marker #or killing oneQ <# so! t"at would *e a rat"er *ig negati&e to taking t"em. 1ou get all o# t"e minuses and none o# t"e luses. A, T"e s ecial rules in t"e E)rot5G datas"eet a l( onl( to E)rot5G units! so (es (ou do get 6B #or killing 6ig )un5. Cn t"e ot"er "and! )rot5 and 6ig )un5 are s eci#icall( mentioned in t"e Bo* = rule. ?Alt"oug" it actuall( re#ers to E)retc"inG! it s"ould read E)rot5G@.
77 /, A, /, A, /,
)argant
$E
1Icm
4M
3M
3M
)a5e o# Bork 2-3' 2oo agun 0-1' 2u a-J5a -)un 0-1' Bega-7"o a and )a5e o# Bork 2' 6ig )un 2oo agun 2-3' Twin 2oo agun 0-1' ;i#ta-9ro a and I' Twin 6ig 2"oota 3' 6ig )uns )a5e o# Bork 2-3' 2oo agun 0-1' Bega-7"o
)reat )argant
$E
1Icm
4M
3M
3M
)un#ortress
$E
30cm
4M
4M
4M
30cm D0cm D0cm 4Icm ?*c@ 30cm 4Icm D0cm D0cm D0cm ?*c@ 30cm 4Icm 30cm D0cm 4Icm ?*c@ 1Icm 30cm 1Icm 30cm nFa nFa
B$4M! T> 26P! .'.! B$ B$3M! .'.! T>?93@ APIMFATIM! .'. Assault $ea ons! EA?M1@! T>?93@ B$4M! T> APIMFATIM 26P! .'.! B$ 36P! .'.! B$ B$3M! .'.! T>?93@ Assault $ea ons! EA?M1@! T>?93@ APIMFATDM APIMFATIM B$4M! T> 26P! .'.! B$ APIMFATIM! .'. Assault $ea ons! EA?M1@! T>?93@ APIMFAAIM AT4M 9DM3' APIMFAADM AT4M! .'. 9DM36P! B$ 9DM16P! B$
#BCB ower Fields, #% A, Fearless, 0einforced Armour, Walker. Armed with either three "oopaguns, or two "oopaguns and one of the following1 -ega(%hoppa, "upa(S4ap(Gun. %ritical )it 'ffect1 The unit catches fires. 0oll a #@ for each fire burning on the unit in the end phase of each turn. /n a roll of : a second fire starts, and on a roll of E(@ the fire is put out. Any fires not put out cause one point of damage. #@C@ ower Fields, #% :9, Fearless, 0einforced Armour, Walker. Armed with either two Twin "oopaguns, or a Twin "oopagun and Lifta(#roppa. %ritical )it 'ffect1 The unit catches fires. 0oll a #@ for each fire burning on the unit in the end phase of each turn. /n a roll of : a second fire starts, and on a roll of E(@ the fire is put out. Any fires not put out cause one point of damage.
2u a-2tom a
$E
1Icm
4M
4M
4M
a and
#%B, Transport >four of the following units1 Big Gun4, Boy4, Grot4, 2ommandos, 3ob4R only one of the four units may be a Big Gun4R plus two units of Grot4? %ritical )it 'ffect1 -o$e the unit #@cm in a random direction, all units under it suffer a hit. The unit is destroyed, all units on board are destroyed unless they roll a @C. #B ower Fields, #% 5, Fearless, 0einforced Armour, Walker. Armed with either three "oopaguns, or two "oopaguns and a -ega(%hoppa. %ritical )it 'ffect1 The unit suffers a (: to hit modifier for the rest of the game. "ubse!uent critical hits cause an e&tra point of damage.
A7 A7F $E
.ig"ter6om*er 6om*er
DM IM
nFa DM
nFa 4M
Lea&( 2"ootas Tank*usta -okkits )un Turrets 2' Tank*usta -okkits Cr*ital 6om*ardment Cr*ital 6om*ardment
27 27
nFa nFa
nFa nFa
nFa nFa
nFa nFa
#%B, lanetfall, 0einforced Armour, Transport >ten of the following units1 Boy4, #readnought, Grot4, 2illa 2an, 2ommandos, 3ob4, "korcha, "tormboy4, Warbikes, WarbuggyR plus four units of Grot4, Light Pehicles and #readnoughts count as two units each?. %ritical )it 'ffect1 The unit and all units on board are destroyed. "low and "teady, Transport >twel$e Landas and the units being transported on them?
?.A
NA*E Autarc" 7ourt o# t"e 1oung >ing E'arc" T1PE 7L 7L 7L 'PEE& nFa nFa nFa A+*40+ nFa nFa nFa (( nFa nFa nFa 66 nFa nFa nFa WEAP4N'
E)&A+ 64+(E'CE
+AN#E ?1Icm@ ?*c@ ?*c@ ?1Icm@ ?*c@ 4Icm ?1Icm@ ?1Icm@ ?*c@ 1Icm ?1Icm@ ?1Icm@ 30cm ?1Icm@ ?*c@ ?1Icm@ 30cm ?1Icm@ ?*c@ 30cm ?1Icm@ ?*c@ ?1Icm@ ?1Icm@ 1Icm ?1Icm@ 30cm 30cm 30cm 6I+EP4WE+ 2mall Arms! EA?M1@ Assault $ea ons! EA?M1@! B$ Assault $ea ons! EA?M1@! B$ 2mall Arms! EA?M1@ Assault $ea ons! EA?M1@ 2' APIM 2mall Arms! EA?M1@ 2mall Arms Assault $ea ons! EA?M1@! B$ B$IM 2mall Arms! B$ 2mall Arms APIMFATIM 2mall Arms Assault $ea ons! .2 2mall Arms APIM 2mall Arms Assault $ea ons! ; B$IM 2mall Arms Assault $ea ons! EA?M1@ 2mall Arms 2mall Arms 2' B$IM 2mall Arms! EA?M1@! B$ APIMFATIM APIMFATIM ATIM! ; N4TE' +nspiring, +n$ulnerable "a$e, "upreme %ommander
Autarc" -anged $ea on Autarc" 7lose 7om*at $ea on Ancient $ea ons 0-1' E'arc" -anged $ea on 0-1' E'arc" 7lose 7om*at $ea on -ea er Bissile ;aunc"ers 2"uriken 7ata ults 2"uriken Pistols $itc" 6lades .usion )uns and 2"uriken 7ata ults 2catter ;aser 2"uriken Pistols 6ans"ee Basks Twin 2"uriken 7ata ults ;ong -i#les Twin 2"uriken 7ata ults Power ;ances 9-7annon 2"uriken Pistols Bandi*lasters ;as*lasters 9eat" 2 inner $rait"cannons and 2catter ;aser 2catter ;aser 6rig"t ;ance
+nspiring. '&archs added to units of #ire A$engers, )owling Banshees, "hining "pears or "triking "corpions ha$e an '&arch %lose %ombat weapon. '&archs added to a unit of #ark 0eapers, Fire #ragons, "wooping )awks or Warp "piders ha$e an '&arch 0anged Weapon.
9ark -ea ers 9ire A&engers .arseer .ire 9ragons )uardians Lea&( $ea on Plat#orm Lowling 6ans"ees Net*ikes -angers 2"ining 2 ears 2u ort $ea on Plat#orm 2triking 2cor ions 2woo ing Lawks $ar 2 iders $rait"guard H( er $ar $alker
<N. <N. <N. <N. <N. <N. <N. <N. <N. <N. <N. <N. <N. <N. <N. ;H ;H
1Icm 1Icm 1Icm 1Icm 1Icm 1Icm 1Icm 3Icm 1Icm 3Icm 1Icm 1Icm 3Icm 1Icm 1Icm 3Icm 20cm
IM IM 4M IM IM IM IM 4M 4M IM 4M 4M 4M DM
DM IM 4M IM DM DM 2M DM DM 4M DM 4M IM IM 4M DM IM
3M 4M IM 4M 4M IM IM 4M IM IM DM IM 4M 4M 4M IM IM
Qump acks, "couts, Teleport First "trike, +nfiltrators, Qump acks Fearless, 0einforced Armour "kimmer 0einforced Armour, "cout, Walker
78 ?.A Eldar 6orces /, Pla(ed a game a #ew weeks ast and we "ad an interesting Assault. B( o onent "ad "is A&atar in t"e assault and it was killed *( a critical w"en resol&ing t"e 77 and .. "its *ut *e#ore we resol&ed t"e B$ attacks #rom t"e A&atar and t"e 71>. T"ere#ore t"e A&atar ne&er got to take t"ose attacks since it was dead &ia t"e e##ect o# t"e critical. ;egalQ A, No. B$ "its in#licted *( t"e A&atar were generated *e#ore it was destro(ed ma( still *e a lied to enem( units t"at were in *ase contact wit" t"e A&atar w"en it was killed. /, 7an a 2torm 2er ent carr( out a Barc" action and use we* ortalQ A, 1es. /, 7an (ou use a $e*wa( Portal on a destro(ed 2torm 2er entQ A, No. ;ike all ot"er s ecial a*ilities! i# t"e model isn%t t"ere t"en t"e s ecial a*ilit( isn%t t"ere. $"ile t"e $rait"gate cannot *e attacked! t"e 2torm 2er ent can. /, Eldar E'arc"s, i# < add an E'arc" to a .ire 9ragon unit! is t"e E'arc"%s e'tra attack B$Q And i# < add it to a $ar 2 ider unit! is t"e E'arc"%s additional attack #irst strike tooQ A, T"e .ire 9ragon B$ attack is associated wit" t"eir wea on! so t"e e'tra attack #rom t"e E'arc" is a se arate attack and so doesn%t get t"e B$ *onus. T"e $ar 2 iders! "owe&er! "a&e .irst 2trike in t"e notes section! and it t"ere#ore a lies to all o# t"eir attacks! including additional E'arc" attacks.
.alcon
AH
3Icm
IM
DM
4M
AH AH
3Icm 3Icm
IM IM
DM DM
IM 4M
Nig"t 2 inner
AH
3Icm
IM
DM
IM
Nig"t 2 inner
4Icm
16P! 9! <nd
AH
3Icm
IM
DM
4M
30cm
AP4M
$rait"lord A&atar
AH $E
1Icm 1Icm
4M 3M
3M 2M
4M 4M
30cm ?*c@ 30cm ?*c@ 30cm 4Icm 30cm 7Icm 30cm ?1Icm@ ?*c@ 4Icm 4Icm 4Icm D0cm 30cm 4Icm 30cm
ATIM! ; Assault $ea ons! EA?M1@! B$ B$IM Assault $ea ons! EA?M1@! B$ 26P! .'.! T>?93M1@ APIMFATDMFAADM APIM 2' B$3M! T> D' AP4MFAT4M 2mall Arms! EA?M3@ Assault $ea ons! EA?M2@! T>?93@ AP4MFATIMFAAIM 2' B$3M APIMFATDMFAADM 2' B$2M APIM 2' AT3M APIMFATIM
"kimmer, Transport >one of the following units1 #ark 0eapers, #ire A$engers, Farseer, Fire #ragons, Guardians, )ea$y Weapon latform, )owling Banshees, "triking "corpions? "kimmer "kimmer, Transport >one of the following units1 #ark 0eapers, #ire A$engers, Farseer, Fire #ragons, Guardians, )ea$y Weapon latform, )owling Banshees, "triking "corpions? "kimmer, Transport >one of the following units1 #ark 0eapers, #ire A$engers, Farseer, Fire #ragons, Guardians, )ea$y Weapon latform, )owling Banshees, "triking "corpions? 0einforced Armour, "kimmer, Transport >one Wraithguard unitR or two of the following units1 #ark 0eapers, #ire A$engers, Farseer, Fire #ragons, Guardians, )ea$y Weapon latform, )owling Banshees, "triking "corpions? Fearless, 0einforced Armour, Walker #%B, %ommander, Fearless, +nspiring, +n$ulnerable "a$e, Walker. %ritical )it 'ffect1 The unit is destroyed. All 'ldar formations with a unit with a line of fire to the A$atar recei$e a Blast marker. #%B, "kimmer, 0einforced Armour. The %obra #(%annon has the +gnore %o$er ability when used against War 'ngines. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C. #%@, Fearless, )olofield, Leader, 0einforced Armour, Walker. Armed with either two Titan ulsars, or a Titan ulsar and ower Fist. -ay step o$er units and pieces of terrain that are lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 The unit loses the )olofield ability sa$e for the rest of the game. "ubse!uent critical hits cause an e&tra point of damage. #%B, Fearless, )olofield, Qump ack, Walker. -ay step o$er units and pieces of terrain that are lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 The unit loses the )olofield ability sa$e for the rest of the game. "ubse!uent critical hits destroy the unit. #%B, "kimmer, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C. #%B, "kimmer, 0einforced Armour, Webway ortal. /nly formations consisting completely of infantry units, light $ehicle units or armoured $ehicles units with the walker ability may use the "torm "erpent,s Webway ortal to enter play. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C. #%B, "kimmer, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C. #%@, Farsight, Fearless, )olofield, +nspiring, Leader, 0einforced Armour, Walker. Armed with a sychic Lance, and either a Titan ulsar or ower Fist. -ay step o$er units and pieces of terrain that are lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 The unit loses the )olofield ability sa$e for the rest of the game. "ubse!uent critical hits cause an e&tra point of damage.
7o*ra
$E
2Icm
IM
DM
IM
P"antom Titan
$E
2Icm
IM
3M
3M
7o*ra 9-7annon Eldar Bissile ;aunc"er 2"uriken 7annon 1-2' Titan Pulsar 0-1' Power .ist and or
-e&enant Titan
$E
3Icm
IM
4M
4M
2' Twin Eldar Bissile ;aunc"er 2' -e&enant Pulse ;aser 2' Eldar Bissile ;aunc"er 2cor ion Twin Pulsar 2"uriken 7annon 2torm 2er ent Pulse ;aser 2catter ;aser
$E $E
2Icm 2Icm
IM IM
DM DM
IM 4M
$E $E
2Icm 2Icm
IM IM
DM 3M
IM 3M
Hoid 2 inner Arra( Ps(c"ic ;ance and 0-1' Titan Pulsar 0-1' Power .ist and or 2' Twin Eldar Bissile ;aunc"er
36P! 9! <nd 36P! 9! <7! T>?93@ 2mall Arms! EA?M2@! T>?93@ 2' B$3M! T> D' AP4MFAT4M 2mall Arms! EA?M3@ Assault $ea ons! EA?M2@! T>?93@ AP4MFATIMFAAIM
A7 A7
4M IM
nFa nFa
nFa nFa
A7F $E
IM
DM
4M
Twin 2"uriken 7annon Twin 6rig"t ;ance Twin 2"uriken 7annon Pulse ;aser Nig"t 2 inner 2' Pulse ;aser 2catter ;aser
AP4MFAAIM! .'. AT4MFAAIM! .'.! ; AP4MFAAIM! .'. 2' AT4M! .'. 16P! 9! .'. 2' AT4M! .'. APIMFATIMFAAIM! .'.
0einforced Armour
9ragons"i $rait"s"i
27 27
nFa nFa
nFa nFa
nFa nFa
nFa nFa
0-1' Cr*ital 6om*ardment 0-1' 2' Pin-Point Attack 0-1' Cr*ital 6om*ardment 0-1' Pin-Point Attack
#%9, lanetfall, 0einforced Armour, Transport >eight of the following units1 #ark 0eapers, #ire A$engers, Farseer, Fire #ragons, Guardians, )ea$y Weapon latform, )owling Banshees, 0angers, "triking "corpions, "upport Weapon latform, "wooping )awks, Warp "piders, WraithguardR Wraithguard count as two units each?. %ritical )it 'ffect1 The unit and all units on board are destroyed. Transport >twel$e Pampire 0aiders and the units being transported on them?. Armed with either an /rbital Bombardment or two in( oint Attacks. Armed with either an /rbital Bombardment or in( oint Attack.
7K /, /, /, A,
?.A.9 @it I +un Tactics <n an Eldar mo&eFs"ootFmo&e ?dou*le mo&e@ can trans orted in#antr( *e unloaded a#ter t"e #irst mo&e! s"oot and get t"en icked u as art o# t"e second mo&eQ 1es <# < use Eldar and t"eir Lit 0 -un s ecial rule t"at allows t"em to #ire *e#ore or a#ter < make t"e mo&e and < s"oot once and t"en mo&e twice! would < still recei&e a -1 modi#ier to "itQ 1es. A dou*le action is a dou*le action P t"e -1 a lies w"ic"e&er order t"e mo&esFs"ooting is made in.
80 /, A, /, A, /, A, /, A, /, A,
?.A.: Eldar Technolog $"en do < decide w"at met"od Eldar reser&e #ormations will use to enter la(Q <n t"e )T scenario reser&e #ormations wit" multi le de lo(ment o tions must *e designated as to de lo(ment met"od during setu P we*wa(! air trans ort or tele ort.. 9o Eldar "olo #ields work in 77 1es. "olo #ields work against all #orms o# attack! including 77 attacks and 6arrages. 9oes t"e -ein#orced Armour a*ilit( o# Eldar Titans allow (ou to re-roll a #ailed "olo #ield 2a&eQ Cnl( against AT #ire or "its in an Assault. T"e -ein#orced Armour sa&e does not a l( to B$ #ire. Note! t"e -ein#orced Armor reroll a#ter a Lolo#ield sa&e uses t"e unit%s armor &alue. Are Lolo .ields e##ected *( 7ross#ire 1es. 9o (ou "a&e to c"oose w"et"er to use a Titan%s Lolo .ield 2a&e or an Armour 2a&e or do (ou use *ot"Q T"e Lolo .ield sa&e is taken instead o# t"e unit%s normal sa&e. 1ou don%t get t"e Lolo .ield sa&e and t"e units Armour 2a&e! (ou ick w"ic" to use. Lowe&er! i# t"e unit #ails it%s Lolo .ield sa&e and "as -ein#orced armour! t"en it is allowed a re-roll #or AT "its or "its #rom an Assault. No -ein#orced Armour reroll is allowed #or B$ "its ?or T> "its #or t"at matter@. <n t"is case! t"oug"! it "as to use it%s Armour &alue #or t"e re-roll not t"e Lolo .ield sa&e. T"e -ein#orced Armour a*ilit( is used! i# a lica*le! e&en i# t"e la(er c"ose to use t"e Lolo .ield sa&e and not t"e Armour sa&e.
?.C
NA*E -a ier ;aser 9estro(er 2a ers T1PE <N. <N. 'PEE& 10cm 1Icm A+*40+ DM (( IM 66 IM IM
3A+AN 'IE#E*A'TE+ 64+(E'E+AN#E 4Icm 1Icm ?1Icm@ ?*c@ 30cm 4Icm D0cm 30cm K0cm D0cm 30cm 30cm 6I+EP4WE+ APDMFAT4M AP4M! <7 2mall Arms! <7 Assault $ea ons! EA?M1@! B$ APDM AP4MFATDM! <nd APDMFATIMFAAIM APDM 16P! <nd AP4MFAT4M APDM APIMFATDM N4TE' Walker
WEAP4N' -a ier ;aser 9estro(er Lea&( .lamer and Belta 6om*s Lea&( 2tu**er T"udd )un 6lit5en 7annon Lea&( 2tu**er Lowit5er -agnarok 6attlecannon 2' Lea&( 2tu**er Bultilaser
2iege <n#antr( T"udd )un 6lit5en AA )un 6ruen"ilde )[tterd\mmerung Lowit5er -agnarok Lea&( Tank 2ieg#ried ;ig"t Tank
<N. <N. ;H ;H ;H AH AH
DM 4M IM
DM DM DM
IM IM DM DM DM 4M IM
Transport >one of the following units1 Blit4en AA Gun, GTtterdUmmerung )owit4er, 0apier Laser #estroyer, Thudd Gun? 0einforced Armour, Walker "cout
?.C.- 6ortified PositionsE9 Terrain 6unker )un Em lacement -a5or $ire Trenc"
Notes 7ounts as Fortifications ?see 1.8.4@. 7an "old t"ree units. Pro&ides &e"icles wit" a 7o&er 2a&e t"at works in t"e same manner as an in#antr( 7o&er 2a&e ?see 1.8.3@. 7an "old one unit.
7an "old one in#antr( unit er 4cm o# lengt".
81 ?.C 3aran 'iegemaster 6orces .or 0cm mo&e units! see section 1.7 a*o&e. 82 ?.C.- 6ortified Positions /, $"at is a #orti#ied ositionQ A, <n t"e rules t"is term re#ers onl( to t"e O#orti#ied ositions% (ou *u( #rom t"e #orti#ied ositions entr( on t"e arm( list. /, 9o t"e( work against #ire #rom all directionsQ A, 1es! all directions. /, .or ra5or wire! onl( lengt" is gi&en. Low *road can a *ase "olding ra5or wire *eQ A, -egardless o# widt" assume it is under Icm ?i.e. can *e crossed in one Ocautious% mo&e as descri*ed in 1.8.1@. /, 9o #orti#ications ?es eciall( *unkers! *ut also trenc"esFsiege lines@ *lock ;C.Q A, No. 2uc" t"ings are designed to *e uno*trusi&e and i# ro erl( constructed mostl( *elow ground: /, <# a &e"icle attacks a unit in a trenc" in 77 does t"e #act it "as attacked me in 77 mean it "as to take a testQ A, <# t"e &e"icle contacts art o# t"e stand t"at is wit"in co&er it "as to take a dangerous terrain test! i# it contacts a art o# t"e stand t"at is not wit"in co&er ?sa( t"e unit is "al# wit"in a wood@ it would not and #inall( i# t"e stand were wit"in a *unker! *uilding or ot"er #eature im assa*le to t"e &e"icle it would not *e a*le to enter 77 at all. /, 9o (ou roll dangerous terrain tests #or going o&er (our own *ar*ed wireQ A, 1es.
?.E
NA*E $(rd*o( 6oar*o(5 Bad*o(5 28uig >ata ult $ild*o(5 Nunkatrukk 28uiggot" T1PE 7L <N. <N. <N. <N. ;H ;H 'PEE& nFa 20cm 1Icm 10cm 1Icm 2Icm 20cm A+*40+ nFa IM DM DM IM 4M (( nFa 4M 4M DM 4M IM 4M 66 nFa DM DM IM DM IM WEAP4N' .ist o# )ork 2"ootas 2"ootas 28uig >ata ult 6ig 2"oota 6ig )un 2' Twin 6ig 2"oota Teet" and Lorns 2' 6ig )un 4' Twin 6ig 2"oota )oring Tusks or 0-2' 2oo agun 0-2' Bega-7"o a .ist o# )ork +AN#E 4Icm ?1Icm@ ?1Icm@ 4Icm 30cm 4Icm 30cm ?*c@ 4Icm 30cm ?*c@ ?*c@ D0cm ?*c@ 4Icm
Transport >one of the following units1 Boy4, Grot4, 3ob4?. .nits being transported may shoot. 0einforced Armour, Thick 0ear Armour, Transport >four of the following units1 Boy4, Grot4, 3ob4, Wildboy4R plus two units of Grot4? #%@, 0einforced Armour, Thick 0ear Armour, Transport >twel$e of the following units1 Boy4, Grot4, 3ob4, Wildboy4R plus si& units of Grot4?. %ritical )it 'ffect1 -o$e the unit B#@cm in a random direction. +f it mo$es into impassable terrain it stops and is destroyed. +f it mo$es into another unit it stops and that unit suffers a macro(weapon hit. #%5, Fearless, 0einforced Armour, Walker. Armed with any two of the following weapons1 "oopagun, -ega(%hoppa. %ritical )it 'ffect1 The unit is destroyed. All units within 9#@cm suffer a hit.
Crkeosaurus
$E
1Icm
4M
4M
IM
2team )argant
$E
1Icm
4M
4M
4M
?.F
NA*E $"ite 2cars 6ike T1PE <N. 'PEE& 3Icm A+*40+ 4M (( 3M 66 4M WEAP4N' Twin 6olters +AN#E ?1Icm@
<N. ;H AH
4M IM IM
3M DM DM
IM IM
4Icm
B$4M
7"aos ;ord 7"aos $arlord <con 6earer 2orceror ;ord 6er5erkers 6loodletters 7"aos 2 ace Barines 7"aos 2 ace Barine 6ikes 7"aos 2 ace Barine 7"osen 7"aos 2 ace Barine Terminators 9aemon Prince
nFa nFa nFa nFa 1Icm 1Icm 1Icm 3Icm 1Icm 1Icm 1Icm ?30cm@ 1Icm 20cm 1Icm 1Icm 1Icm 1Icm 1Icm 1Icm 30cm 1Icm 1Icm 2Icm
?1Icm@ ?1Icm@ ?*c@ 4Icm ?1Icm@ 4Icm 30cm ?*c@ ?1Icm@ ?*c@
2mall Arms! EA?M1@! B$ 2mall Arms Assault $ea ons! EA?M1@ APIMFATDM 2mall Arms APIMFATDM AP4MFATDM Assault $ea ons! EA?M1@! B$ 2mall Arms! EA?M1@! B$ Assault $ea ons! EA?M2@! B$
9aemonettes 9aemonic 6easts .lamers La&ocs Noise Barines C*literators Plague Barines Plague*earers -a tors T"ousand 2ons 7"aos 9readnoug"t 7"aos ;and -aider
<N. <N. <N. <N. <N. <N. <N. <N. <N. <N. AH AH
3M 3M IM IM 4M 3M 3M 3M 3M IM 4M DM
4M 3M 3M 2M 4M IM 4M 4M 4M 4M
?1Icm@ 4Icm 30cm 4Icm ?1Icm@ ?1Icm@ ?1Icm@ ?1Icm@ 4Icm ?*c@ 4Icm 30cm 4Icm 30cm ?1Icm@
2mall Arms! EA?M1@ APIMFATDM APIMFATDM! 9 APIMFATIMFAADM 2mall Arms 2mall Arms 2mall Arms 2mall Arms AP4MFATIM Assault $ea ons! EA?M1@! B$ AT4M AP4M AT4M APIM 2mall Arms
AH AH
30cm 30cm
4M IM
DM DM
4M DM
7"aos Hindicator
AH
2Icm
4M
DM
4M
9emolis"er
30cm
AP3MFAT4M! <7
Transport >two of the following units1 Ber4erkers, %haos "pace -arines, %haos "pace -arine %hosen, )a$ocs, 3oise -arines, lague -arines, Thousand "ons? Walker
9e#iler
AH
20cm
4M
4M
3M
6anelord Titan
$E
1Icm
4M
2M
4M
6attle 7annon -ea er Autocannon Twin Lea&( .lamer 6attle 7laws Lellstrike 7annon 9oom#ist and D' La&oc Bissiles 6attle"ead Tail and
6loodt"irster
$E
30cm
4M
3M
A'e o# >"orne
7Icm 30cm 1Icm ?*c@ D0cm 30cm ?*c@ D0cm ?1Icm@ 7Icm ?*c@ ?*c@
AP4MFAT4M AP4MFATDM AP3M! <7 Assault $ea ons! EA?M1@! B$ 36P! .'.! <7! B$ 4' AP4MFAT4M! .wA Assault $ea ons! EA?M2@! T>?93@ 26P! .wA! <nd! 22 2mall Arms! EA?M2@ AP4MFAT4M Assault $ea ons! EA?M1@ Assault $ea ons! EA?M3@! T>
@ Poid "hields, #%A, Fearless, 0einforced Armour, Thick 0ear Armour, Walker. -ay step o$er units and pieces of terrain that are lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 -o$e the unit B#@cm in a random direction. +f it mo$es into impassable terrain or another unit it can,t mo$e o$er it will stop and suffer one point of damage. All units it mo$es into or o$er suffer a hit on a roll of 5C.
9eat"w"eel
$E
30cm
4M
IM
3M
9ecimator
$E
1Icm
4M
4M
4M
.eral Titan
$E
30cm
IM
4M
IM
2' -ea er Autocannon 2' -ea er Autocannon 6attle 7annon 6attle 7annon 9ecimator 7annon 2' Twin -ea er Autocannon 2' Twin -ea er Autocannon 9eat" 2torm Lellmout" 6attle"ead
30cm 30cm 7Icm 7Icm 4Icm 30cm 30cm 4Icm 30cm ?1Icm@
AP4MFATDM! ;e#t AP4MFATDM! -ig"t AP4MFAT4M! ;e#t AP4MFAT4M! -ig"t 36P! .'.! <7! B$ AP3MFATIM! ;e#t AP3MFATIM! -ig"t 4' AP4MFAT4M! .wA 36P! .wA! <7 2mall Arms! EA?M2@
#%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, Qump ack, 0einforced Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit is destroyed, all summoned units within Ecm are destroyed on a roll of @C. 9 Poid "hields, #%5, 0einforced Armour, Fearless. %ritical )it 'ffect1 -o$e the unit B#@cm in a random direction. +f it mo$es into impassable terrain or a war engine unit it will stop. All units it mo$es into or o$er suffer a hit. The unit is destroyed. #%B, 0einforced Armour, Fearless. %ritical )it 'ffect1 %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C. 9 Poid "hields, #%B, Fearless, 0einforced Armour, Walker. -ay step o$er units and pieces of terrain that are lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 -o$e the unit #@cm in a random direction. +f it mo$es into impassable terrain or another unit it can,t mo$e o$er it will stop and suffer one point of damage. All units it mo$es into or o$er suffer a hit on a roll of @C. #%5, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, 0einforced Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit is destroyed, all summoned units within Ecm are destroyed on a roll of @C. #%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, 0einforced Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit is destroyed, all summoned units within Ecm are destroyed on a roll of @C. #%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, Qump ack, 0einforced Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit is destroyed, all summoned units within Ecm are destroyed on a roll of @C. 5 Poid "hields, #%@, Fearless, 0einforced Armour, Walker. -ay step o$er units and pieces of terrain that are lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 The unit,s plasma reactor has been breached. 0oll a #@ for each breach on the unit in the end phase of each turn. /n a roll of : the unit is destroyed and all units within Ecm suffer a hit on a roll of EC, and on a roll of 5(@ the breach has been repaired. Any breach not repaired causes one point of damage.
$E
1Icm
4M
4M
4M
2tream o# 7orru tion and Nurgling 2warm )a5e o# 2laanes" and ;as" o# Torment $it"ering )a5e and 6edlam 2ta##
>ee er o# 2ecrets
$E
1Icm
4M
3M
4M
;ord o# 7"ange
$E
30cm
4M
IM
3M
1Icm ?1Icm@ ?*c@ 30cm ?1Icm@ ?*c@ 4Icm ?1Icm@ ?*c@ 4Icm 4Icm ?1Icm@ 7Icm ?*c@
36P! <7 2mall Arms! EA?M1@! <7 Assault $ea ons! EA?M1@ 3' B$4M 2mall Arms! EA?M1@! .2! B$ Assault $ea ons! EA?M1@! .2! B$ 2' B$3M 2mall Arms! EA?M1@! B$ Assault $ea ons! EA?M1@! B$ B$2M! .'.! <7! T>?93@ 4' AP4MFAT4M! .wA 2mall Arms! EA?M2@! .'. AP4MFAT4M Assault $ea ons! EA?M1@
-a&ager Titan
$E
20cm
4M
3M
4M
Lar*inger
A7F $E
6om*er
4M
nFa
nFa
A7 A7
DM IM
nFa nFa
nFa nFa
27
nFa
nFa
nFa
-ea er Autocannon -ea er Autocannon -ea er Autocannon <ncendiar( 6om*s 2' -ea er Autocannon 6om*s Twin ;ascannon La&oc ;aunc"er Cr*ital 6om*ardment 3' Pin- oint Attack
AP4MFATDMFAAIM! .'. AP4MFATDMFAAIM! ;e#t AP4MFATDMFAAIM! -ig"t D6P! .'.! <7 AP4MFATDMFAAIM! .'. 26P! .'. AT4MFAA4M! .'. APIMFATDM! .'. 36P! B$ B$2M! T>?93@
27
nFa
nFa
nFa
nFa
9readclaw
2 ecial
nFa
nFa
nFa
nFa
nFa
nFa
nFa
"low and "teady, Transport >56 of the following units1 Ber4erkers, %haos #readnought, %haos "pace -arines, %haos "pace -arine %hosen, %haos "pace -arine Terminators, #aemon rince, )a$ocs, 3oise -arines, /bliterators, lague -arines, Thousand "onsR plus enough #readclaws to transport any other units on board? Transport >96 of the following units1 Ber4erkers, %haos #readnought, %haos "pace -arines, %haos "pace -arine %hosen, %haos "pace -arine Terminators, #aemon rince, )a$ocs, 3oise -arines, /bliterators, lague -arines, Thousand "onsR plus enough #readckaws to transport any other units on board? lanetfall, Transport >one formation of only the following units1 Ber4erkers, %haos #readnought, %haos "pace -arines, %haos "pace -arine %hosen, %haos "pace -arine Terminators, #aemon rince, )a$ocs, 3oise -arines, /bliterators, lague -arines, Thousand "ons?. The #readclaw does not scatter 9d@cm after being placed within :Ecm of the drop 4one co(ordinates recorded at the start of the game >see 5.5?. Any troops carried in the #readclaw must disembark within Ecm of the #readclaw or within Ecm of another unit from the same formation that has already landed, so long as all units are placed within :Ecm of the #readclaw. #readclaw models should be remo$ed from the board once the formation they transport has disembarked.
83 ?.--.9 &aemonic 6ocus /, <# a #ormation "as a 9aemonic .ocus! can < &oluntaril( allow summoned daemons to return to t"e war in t"e end "aseQ <t mig"t *e desira*le to summon t"em to a di##erent #ormation. A, 1es. T"e 9aemonic .ocus a*ilit( sa(s (ou Ema(G kee t"em wit" t"e #ormation. <t is not a re8uirement.
4M 4M DM
3M 3M IM
IM
IM DM IM 3M IM
IM 4M DM 3M DM
4M DM IM DM
APDMFATDM B$DM Assault $ea ons! EA?M1@! B$ 2mall Arms! EA?M1@ 2mall Arms 2mall Arms APDMFATDM
AH AH
1Icm 20cm
IM 4M
IM 4M
IM 3M
AH AH AH AH
4M 4M 4M 4M
3M IM DM DM
IM 4M 4M 4M
Plague 7ata ult Homit 7annon 6attle 7annon -ea er Autocannon Twin Lea&( .lamer 6attle 7laws 6lood 7annons 9aemons 6ladesF2 ikes 7astigator 7annon Lell#ire 7annon Arcane 7annons 6eam o# Power
4Icm 30cm 7Icm 30cm 1Icm ?*c@ 30cm ?*c@ 4Icm 7Icm 4Icm D0cm
16P! 9! <nd AP4MFATDM! <7 AP4MFAT4M AP4MFATDM AP3M! <7 Assault $ea ons! EA! B$ 2' AP4MFATIM Assault $ea ons! EA ?M93@ 3' AP3MFATIM B$4M 3' AP4MFAT4M B$IM
Fearless, 0einforced Armour Fearless, +n$ulnerable "a$e, "cout, Walker Fearless, +n$ulnerable "a$e Fearless, +n$ulnerable "a$e, "kimmer
6loodt"irster
$E
30cm
4M
3M
A'e o# >"orne
?*c@
7"aos Altar
$E
1Icm
4M
4M
4M
Arcane Tec"nolog(
4Icm
93' AP4MFAT4MFAA4M
$E
1Icm
4M
4M
4M
>ee er o# 2ecrets
$E
1Icm
4M
3M
4M
;ord o# 6attle
$E
2Icm
4M
2M
4M
2tream o# 7orru tion and Nurgling 2warm )a5e o# 2laanes" and ;as" o# Torment 7"ain .ist 9eat" 2torm 2' 6attle 7annon $it"ering )a5e and 6edlam 2ta##
1Icm ?1Icm@ ?*c@ 30cm ?1Icm@ ?*c@ ?*c@ 4Icm 7Icm 4Icm ?1Icm@ ?*c@ D0cm 7Icm K0cm
36P! <7 2mall Arms! EA?M1@! <7 Assault $ea ons! EA?M1@ 3' B$4M 2mall Arms! EA?M1@! .2! B$ Assault $ea ons! EA?M1@! .2! B$ Assault $ea ons! EA?M3@! B$ 4' AP4MFAT4M AP4MFAT4M 2' B$3M 2mall Arms! EA?M1@! B$ Assault $ea ons! EA?M1@! B$ 3M936P! 9! .'. AP4MFAT4M AP3MFATIM! .'.! <7
#%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, Qump ack, 0einforced Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit is destroyed, all summoned units within Ecm are destroyed on a roll of @C. #%B, Augmented "ummoning >C9?, #aemonic Focus, Fearless, +nspiring, +n$ulnerable "a$e, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a macro(weapon hit on a roll of @C. #%5, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, 0einforced Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit is destroyed, all summoned units within Ecm are destroyed on a roll of @C. #%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, 0einforced Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit is destroyed, all summoned units within Ecm are destroyed on a roll of @C. #%@, Fearless, +n$ulnerable "a$e, 0einforced Armour, Thick 0ear Armour. %ritical )it 'ffect1 -o$e the unit B#@cm in a random direction. +f it mo$es into impassable terrain or another unit it can,t mo$e o$er it will stop and suffer one point of damage. All units it mo$es into or o$er suffer a hit on a roll of 5C. #%B, '&pendable, Fearless, +nspiring, +n$ulnerable "a$e, Qump ack, 0einforced Armour, Walker. %osts eight point to summon. %ritical )it 'ffect1 The unit is destroyed, all summoned units within Ecm are destroyed on a roll of @C. #%@, Fearless, +n$ulnerable "a$e, 0einforced Armour, Transport >two of the following units1 Big -utants, %haos )ounds, %haos -arine Aspiring %hampion, %haos "pawn, %ultists, #aemon rince, #aemonic Beasts, #emagogue, Great .nclean /ne, -utants, laguebearers, "upport "!uadR Big -utants, %haos "pawn, #aemon rinces and Great .nclean /nes count as two units each? %ritical )it 'ffect1 The unit takes a point of damage and #B units of the player,s choice that are being transported are destroyed. 9 Poid "hields, #%B, Fearless, 0einforced Armour, Walker. -ay step o$er units and pieces of terrain that are lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 -o$e the unit #@cm in a random direction. +f it mo$es into impassable terrain or another unit it can,t mo$e o$er it will stop and suffer one point of damage. All units it mo$es into or o$er suffer a hit on a roll of @C. 9 Poid "hields, #%B, Fearless, 0einforced Armour, Walker. -ay step o$er units and pieces of terrain that are lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 -o$e the unit #@cm in a random direction. +f it mo$es into impassable terrain or another unit it can,t mo$e o$er it will stop and suffer one point of damage. All units it mo$es into or o$er suffer a hit on a roll of @C. +n$ulnerable "a$e +n$ulnerable "a$e
;ord o# 7"ange
$E
30cm
4M
IM
3M
Plague Tower
$E
1Icm
4M
4M
4M
/uestor
$E
3Icm
IM
IM
3M
4Icm 7Icm
2u*+ugator
$E
3Icm
IM
3M
IM
7Icm ?*c@
9oomwing .irelord
A7 A7
.ig"ter 6om*er
DM 4M
nFa nFa
nFa nFa
AP4MFATIMFAAIM! .'.! <7 AP4MFATIMFAAIM! .'.! <7 AT4MFAA4M! .'. 936P! .'.! <7
First "trike, +nfiltrators, Teleport -ounted, "kimmers Qump acks, Teleport First "trike, +nfiltrators. +n an assault the unit counts as ha$ing an armour $alue of EC. First "trike, +nfiltrators. +n an assault the unit counts as ha$ing an armour $alue of EC. "kimmer, Transport >two of the following units1 Grotes!ues, )aemonculi, +ncubi, -andrakes, Warriors, WychesR plus one units of -andrakes?. .nits being transported may shoot, and use their firefight $alue in an assault or to lend supporting fire. "kimmer
-a&ager
;H
3Icm
4M
DM
3M
AH $E
1Icm 30cm
4M IM
4M IM
IM 4M
Fearless, 0einforced Armour, Walker 9 "hadowfields, #%B, "kimmer, Transport >four of the following units1 Grotes!ues, )aemonculi, +ncubi, -andrakes, Warp Beasts, Warriors, WychesR plus two units of -andrakes?. .nits being transported may shoot, and use their firefight $alue in an assault or to lend supporting fire. %ritical )it 'ffect1 The unit looses all of its weapons and has no close combat and firefight $alues. "ubse!uent critical hits destroy the unit.
84 /, A, /, A, /, A,
?.-: &ark Eldar 6orces 7an t"e s ecial armor &alue #or t"e $(c"es and $ar 6easts *e a lied to t"em i# t"eir assault c"arge triggers an o&erwatc" #ireQ No. T"e s ecial armor &alue o# IM onl( works during t"e assault itsel# and not during t"e c"arge mo&e. 7an m( trans orted units take co&er ne't to t"eir -aidersQ No. -aiders are lig"t &e"icles and units cannot claim t"e -1 co&er modi#ier *( *eing in *ase-to-*ase contact as t"e( do wit" armored &e"icles! nor can t"e( *lock line o# sig"t. 7ertain units lose t"eir a*ilit( to #ire w"en t"e( take a success#ul critical "it. 7an! #or e'am le! 6arges o# Pleasure and E'ecutors still claim and contest o*+ecti&es w"en t"eir wea on s(stems are downQ 1es.
$E
2Icm
IM
DM
4M
9isintegrator Arra( Lea&( P"antom ;ance Twin 9esolators Lail o# 2 linters and Bassi&e 7laws 0 Teet" $idowmaker Perditor 7laws 2' P"antom ;ances Lail o# 2 linters and Tormentor 6lades 2' P"antom ;ances 2' ;ong-6arrel 2 linter 7annon 9esolator 9ark ;ances ;ong-6arrel 2 linter 7annon -a5or ;ances 2' ;ong-6arrel 2 linter 7annon Lorror#e' 2' Twin 9ark ;ances Turreted 2 linter 7annons Cr*ital 6om*ardment Pin- oint Attack Cr*ital 6om*ardment 2' Pin- oint Attack
$E $E $E
4M 4M IM
3M 3M 3M
4M 4M
Hessel o# Pain
$E
30cm
4M
IM
4M
A7 A7
4M 4M
nFa nFa
nFa nFa
A7F $E 27 27
4M
DM
IM
D0cm D0cm 30cm 4Icm ?1Icm@ ?*c@ 30cm ?*c@ 4Icm 4Icm ?1Icm@ ?*c@ 4Icm 4Icm 30cm 30cm 30cm 30cm 30cm 1Icm 30cm 30cm nFa nFa nFa nFa
2' AA4M B$3M! .'.! T>?93@ 46P! 9! .wA 3' AP4MFATDM EA?M2@ Assault $ea ons! EA?M2@! B$ 26P! 9! <nd Assault $ea ons! EA?M1@! B$ B$3M! T> 3' AP4MFATDM EA?M2@ Assault $ea ons! EA?M3@! T> B$3M! T> APIM 26P! 9 AT4MFAAIM! .'.! ; APIM FAAIM! .'. B$3M! .'.! 2lw! T> APIMFAAIM! .'. APDM! 9 AT4MFAAIM! .'.! ; APIMFAAIM 26P! B$ B$2M! T>?93@ D6P! B$ B$2M! T>?93@
5 "hadowfields, #%@, Fearless, 0einforced Armour, "elf lanetfall, "upport %raft, Transport >eight armoured $ehicle, light $ehicle or war engine unitsR war engines count as a number of units e!ual to their starting damage capacityR plus :@ infantry units?, Webway ortal. %ritical )it 'ffect1 The unit looses all of its weapons, has no close combat $alue and a firefight $alue of @C. "ubse!uent critical hits cause one point of damage. #%5, Fearless, +nfiltrator, +nspiring, "cout, Walker #%9, Fearless, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. B "hadowfields, #%5, Fearless, Qump ack, 0einforced Armour, Walker. %ritical )it 'ffect1 The unit,s speed $alue is reduced to 9Ecm and it loses the Qump ack ability. "ubse!uent critical hits cause one point of damage.
9 "hadowfields, #%B, "kimmer. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of EC.
nFa nFa
nFa nFa
nFa nFa
nFa nFa
: "hadowfield, #%9, lanetfall, Transport >eight of the following units1 Grotes!ues, )aemonculi, )ellions, +ncubi, -andrakes, "courges, Talos, Warp Beasts, Warriors, WychesR Talos count as two units eachR plus four units of -andrakes?. The in( oint Attack may be forfeited to gain Transport >three "la$ebringer Assault Bolts and one '&ecutor Landing -odule plus the units being transported on them?. Transport >three "la$ebringer Assault Boats and an '&ecutor Landing -odule plus the units being transported on them?. Both in( oint Attacks may be forfeited to transport an additional four "la$ebringer Assault Boats and two '&ecutor Landing modules plus the units being transported on them.
8I ?.-:.: &ark Eldar Technolog /, $"at "a ens w"en a unit wit" s"adow#ields is struck *( an ignore co&er wea onQ A, T"e -1 modi#ier normall( a lied to t"e unit wit" s"adow#ields is ignored as descri*ed in 2.2.I in t"e 7ore -ules.
Transport >one /gryns unitR or two of the following units1 %ommander, +nfantry, "nipers, "torm Troopers, "upport "!uad, "upreme %ommander?. Armed with either a -ultilaser, )ea$y Bolter or )ea$y Flamer.
AH AH AH AH AH AH
DM 4M DM 4M DM 4M
DM DM DM DM DM DM
IM DM IM 3M IM 4M
0einforced Armour
0einforced Armour
AH AH
30cm 20cm
4M 4M
DM DM
IM 3M
AH AH
20cm 20cm
4M 4M
DM DM
IM 3M
AH
20cm
4M
DM
4M
0einforced Armour
Banticore
AH
20cm
DM
DM
IM
AH AH
20cm 3Icm
DM DM
DM DM
IM IM
Bedusa 2iege )un Lea&( 6olter Lea&( .lamer and Lea&( 6olter Autocannon Lea&( 6olter 9emolis"er Bultilaser 2' Lea&( 6olter 2' -ocket Pod Lea&( 6olter Twin Autocannon 2' Lellstrike 6ane*lade 6attle 7annon Autocannon 9emolis"er 2' ;ascannon 3' Twin Lea&( 6olter Holcano 7annon 2' Lea&( 6olter Plasma 6lastgun Lea&( 6olter 2' ;ascannon 2' Twin Lea&( 6olter 2' Twin 2tu* 6attle 7annon 4' Twin Lea&( 6olter 2iege 7annon Lea&( 6olter 2' Lea&( .lamer 2' Twin Lea&( 6olter
AH AH AH
DM 4M IM
DM DM DM
IM IM IM
Hulture
AH
3Icm
IM
DM
IM
6ane*lade
$E
1Icm
4M
DM
4M
2"adowsword 2torm*lade
$E $E
1Icm 1Icm
4M 4M
DM DM
IM IM
2torm"ammer 2tormsword
$E $E
1Icm 1Icm
4M 4M
DM DM
3M 4M
30cm 30cm 1Icm ?1Icm@ 30cm 4Icm 30cm 30cm 30cm 30cm 30cm 30cm 4Icm 120cm 7Icm 4Icm 30cm 4Icm 30cm K0cm 30cm 4Icm 30cm 4Icm 30cm 4Icm 30cm 4Icm 30cm 1Icm 30cm
B$4M! <7 APIM AP4M! <7 2mall Arms! <7 APIM APIMFATDM APIM AP3MFAT4M! <7 APIMFATDM APIM 16P! 9! 22 APIM AP4MFATIM AT2M! 22 AP3MFAT3M APIMFATDM AP3MFAT4M! .'.! <7 ATIM AP4M B$2M! .'.! T>?93@ APIM 2' B$2M! .'.! 2lw APIM ATIM AP4M AP3MFAT3M AP4M 36P! 9! .'.! <7 APIM AP4M! <7 AP4M
"cout 0einforced Armour "cout, "kimmer, Transport >one /gryns unitR or two of the following units1 %ommander, +nfantry, "nipers, "torm Troopers, "upport "!uad, "upreme %ommander? "cout, "kimmer
#%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C.
#%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C. #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C.
#%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C. #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C.
A*attoir
$E
20cm
4M
2M
4M
#%A, Fearless, +nfiltrator, Li$ing -etal, ortal, "kimmer, Thick 0ear Armour. %ritical )it 'ffect1 The unit and all units within Ecm of the unit suffer a titan killer hit on a roll of 5C.
Aeonic Cr*
$E
20cm
4M
3M
T"e 9ecei&er
$E
1Icm
4M
4M
4M
T"e Nig"t*ringer
$E
1Icm
4M
3M
IM
#%@, Fearless, Li$ing -etal, "kimmer, Thick 0ear Armour. %ritical )it 'ffect1 %enter the barrage template that is :9cm across on the unit and resol$e the effect as if it were a BB macro(weapon barrage. #%B, Fearless, +nspiring, Li$ing -etal, "kimmer, "upreme %ommander, Teleport, Walker. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a macro(weapon hit on a roll of 5C. #%B, Fearless, +nspiring, Li$ing -etal, "kimmer, "upreme %ommander, Teleport, Walker. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a macro(weapon hit on a roll of 5C. #%9, Fearless, Li$ing -etal, Teleport, Thick 0ear Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of 5C. #%B, %ommander, Fearless, Li$ing -etal, ortal, "kimmer, Teleport, Thick 0ear Armour. %ritical )it 'ffect1 The unit looses the ortal ability. "ubse!uent critical hits destroy the unit.
P(lon
$E
<mmo*ile
4M
4M
27
nFa
nFa
nFa
nFa
8D ?.-?.- Necron Technolog /, $"at "a ens i# < "a&e a P"alan' o## *oard t"at #ails its acti&ation rollQ A, T"e #ormation is le#t wit" limited o tions t"roug" t"e "old action. 2ince s"ooting is not ossi*le o## *oard and regrou ing is not allowed o##-*oard! t"e P"alan' would onl( *e a*le to mo&e t"roug" an a&aila*le ortal or c"oose not to acti&ate. /, 9oes t"is mean t"at m( units wit" t"e Necron a*ilit( can%t regenerate o## *oardQ A, 1es and No. As er t"e Necron a*ilit( rules! #ormations wit" Necron units ma( regenerate one unit at t"e end o# t"e turn regardless o# t"eir location. Lowe&er! #ormations o## *oard are restricted #rom using t"eir regrou ing to regenerate additional Necron units. /, <# m( P"alan' #ormation #ails to acti&ate! can < c"oose to regrou o##-*oard as o osed to +ust mo&ing onto t"e *oardQ A, No. A #ormation in reser&es ma( onl( take actions w"ic" in&ol&e mo&ing onto t"e *oard. <# it is re&ented #rom mo&ing onto t"e *oard t"e #ormation loses its action. A #ormation t"at is una*le to mo&e onto t"e *oard ma( take no actions at all. .ormations in reser&e resol&e e##ects t"at do not in&ol&e acti&ation! suc" as end-o#-turn rallies or critical "it resolutions! as normal. E'am le, A Necron #ormation tries to Engage t"roug" a ortal *ut #ails to acti&ate. T"e enem( #ormation%s Jone o# 7ontrol co&ers t"e gate! re&enting t"e #ormation #rom entering t"e *oard. T"e Necron #ormation would take a *last marker #or t"e #ailed acti&ation. 2ince it ma( not enter t"e *oard using t"e LoldFBo&e o tion! it loses t"e action. T"e #ormation ma( attem t to rall( in t"e end "ase. /, 7an a Necron #ormation mars"al on t"e *oard! mo&e o## t"e *oard! and t"en regenerate unitsQ A, No! since t"e #ormation was regenerating units o## t"e *oard t"is would *e restricted under t"e Necron rule! e&en t"oug" it *egan its mo&e on t"e *oard. /, 7an a Necron #ormation er#orm a mars"al action o## t"e *oard! mo&e onto t"e *oard! and t"en regenerate unitsQ A, 1es! since t"e regeneration o# t"e units would take lace on t"e *oard t"is would *e allowed! e&en t"oug" t"e mo&e *egan o## *oard. /, 9oes a leader #unction allow additional units to regenerate under t"e Necron ruleQ A, 1es! a unit wit" a leader a*ilit( could add an additional unit wit" t"e Necron a*ilit( to regenerate *ack into its original #ormation! or remo&e an additional 6last marker as er t"e core rules. Nust as wit" regular leader units! t"is #unction is cumulati&e. /, 7an a Bonolit" t"at is art o# a *roken #ormation still use its ortalQ A, 1es! as long as it "as not *een used alread( during t"e current turn. T"e same rule a lies to A*attoirs and $ar*ar8ues and t"eir res ecti&e ortals. /, 7an a Necron ortal *e *lockedQ A, As wit" Eldar ortals! t"ere are di##ering &iew oints on "ow to "andle *locked ortals. T"e current NetE-7 ruling is t"at i# a ortal is co&ered *( an enem(%s Jone-o#-7ontol! t"e #ormation e'iting t"e ortal would *e #orced to assault t"at enem(! mo&ing into *ase-to-*ase contact! and t"en resol&ing t"e attack. Tacticalwargames.net "as an acti&e E ic communit( w"ere rules 8uestions are osed and discussed. <t is our recommendation t"at (ou co&er t"is su*+ect wit" (our o onent during t"e warm- u "ase o# (our game.
87 ?.-?.: Phase 4ut /, B( P(lon tele orts onto t"e *oard like a Bonolit"R can it "ase out like a Bonolit" as wellQ A, No! it ma( not. As er I.1I.3! t"e P(lon is a war engine and! as suc"! is not allowed to "ase out.
"couts
+nfiltrators, -ounted "upreme %ommander Transport >one of the following units1 Grenadiers, )ea$y -ortar, Nuad Launcher?. +f transporting a )ea$y -ortar or Nuad Launcher the unit,s speed is reduced to 96cm.
0einforced Armour
AH
20cm
4M
DM
3M
0einforced Armour
AH AH
20cm 20cm
4M 4M
DM DM
IM 4M
Tro+an
AH
20cm
DM
DM
DM
Transport >one of the following units1 'arthshaker latform, )ea$y AA latform, )ydra latform, -edusa latform?
6ane*lade
$E
1Icm
4M
DM
4M
$E $E
<mmo*ile 20cm
4M 4
DM DM
4M DM ?IM@
6ane*lade 6attle 7annon Autocannon 9emolis"er 2' ;ascannon 3' Twin Lea&( 6olter 9eat"strike Bissile 2' Twin Lea&( 2tu**ers 0-1' )orgon Bortars 0-1' Twin Lea&( 6olters 2' 6attlecannon 2' Lea&( 6olters Twin Lea&( 2tu**er 0-1' 2' Han8uis"er 0-1' Hulcan Bega*olter 2' Lea&( 6olters Twin Lea&( 2tu**er Holcano 7annon 2' Lea&( 6olter Plasma 6lastgun Lea&( 6olter 2' ;ascannon 2' Twin Lea&( 6olter 2iege 7annon Lea&( 6olter 2' Lea&( .lamer 2' Twin Lea&( 6olter 6om* -acks Twin ;ascannon 2' Twin Lea&( 6olter -
7Icm 4Icm 30cm 4Icm 30cm =nlimited 30cm 30cm 30cm 7Icm 30cm 30cm 7Icm 4Icm 30cm 30cm K0cm 30cm 4Icm 30cm 4Icm 30cm 4Icm 30cm 1Icm 30cm 1Icm 4Icm 1Icm
AP3MFAT3M APIMFATDM AP3MFAT4M! .'.! <7 ATIM AP4M B$2M! <nd! 2lw! T>?9D@ APIM 26P! .wA! <nd! 22 2' AP4M AP4MFAT4M APIM APIM AP4MFAT2M 4' AP3MFATIM APIM APIM B$2M! .'.! T>?93@ APIM 2' B$2M! .'.! 2lw APIM ATIM AP4M 36P! 9! .'.! <7 APIM AP4M! <7 AP4M 36P! .'. AT4M! .'. AAIM
#%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C.
Bac"arius
$E
1Icm
4M
DM
4M
#%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a macro(weapon hit on a roll of 5C. #%B, 0einforced Armour, Transport >ten infantry units?, Walker. The unit is armed with either Gorgan -ortars or two Twin )ea$y Bolter. +f armed with two Twin )ea$y Bolter the unit,s firefight $alue is EC. %ritical )it 'ffect1 The unit is immobili4ed. "ubse!uent critical hits destroy the unit. #%9, 0einforced Armour. %ritical )it 'ffect1 The unit destroyed.
Bac"arius 7ommand
$E
1Icm
4M
DM
4M
#%9, 0einforced Armour. Armed with either a Pulcan -egabolter or two Pan!uisher. %ritical )it 'ffect1 The unit destroyed.
2"adowsword 2torm*lade
$E $E
1Icm 1Icm
4M 4M
DM DM
IM IM
#%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C. #%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C.
2tormsword
$E
1Icm
4M
DM
4M
#%B, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed. All units within Ecm suffer a hit on a roll of @C.
A7F $E 2 ecial
6om*er
IM
nFa
nFa
nFa
nFa
nFa
nFa
Tunneler, Transport >eight 'ngineers?. 3ote that the )ades Breaching #rill is not a unit and so may not be shot at nor ha$e hits applied to it. +t is in all respects simply a marker, to be used in a similar manner to "pace -arine #rop ods. 3o Blast marker is generated for its parent formation lea$ing the )ades Breach #rill behind during the game.
?.-A.- Trenchworks
Notes 7ounts as Fortifications ?see 1.8.4@. 7an "old t"ree units. Pro&ides &e"icles wit" a 7o&er 2a&e t"at works in t"e same manner as an in#antr( 7o&er 2a&e ?see 1.8.3@. 7an "old one unit. 7an "old one in#antr( unit er 4cm o# lengt".
AH
2Icm
4M
IM
3M
Predator <ncinerator
AH
30cm
4M
DM
4M
2alamander 9readnoug"t
AH
1Icm
3M
4M
4M
2' .lamestorm 7annon and Twin Assault 7annon Autocannon 2' Lea&( .lamers and 0-1' Bissile ;aunc"er 0-1' Twin ;ascannon 0-1' Power .ist 0-1' Bulti-melta and
1Icm ?1Icm@ 30cm 4Icm 1Icm ?1Icm@ 4Icm 4Icm ?*c@ 1Icm ?1Icm@
AP3M! <7 2mall Arms! <7 AP4MFAT4M APIMFATDM AP4M! <7 2mall Arms! <7 APIMFATDM AT4M Assault $ea ons! EA?M1@! B$ B$IM 2mall Arms! B$
Walker. Armed with either a -issile Launcher and Twin Lascannon, or a ower Fist and -ulti(melta. %ounts as a #readnought for the purposes of being transported.
AH AH
2Icm 2Icm
4M 4M
DM DM
IM 4M
ort
A7F $E
6om*er
4M
nFa
nFa
A7F $E
6om*er
4M
nFa
nFa
A7F $E
6om*er
IM
DM
IM
Tur*olaser 2' Twin Lea&( 6olter Twin Lea&( 6olter Twin Lea&( 6olter 2' -ockets 6attle 7annon 2' Twin Lea&( 6olter Twin Lea&( 6olter Twin Lea&( 6olter 6om*s 2' Twin Lea&( 6olter
4Icm 30cm 1Icm 1Icm 30cm 7Icm 30cm 1Icm 1Icm 1Icm 1Icm
2' APIMFAT3M! .'. AP4MFAAIM! .'. AP4MFAAIM! ;e#t AP4MFAAIM! -ig"t AT4M! .'. AP4MFAT4M! .'. AP4MFAAIM! .'. AP4MFAAIM! ;e#t AP4MFAAIM! -ig"t 26P! .'.! <7 AP4MFAAIM
#%9, lanetfall, 0einforced Armour, Transport >one Land 0aider or two of the following units1 )unter, redator Annihilator, redator #estructor, 0a4orback, 0hino, Pindicator, WhirlwindR plus the units being transported on them?. %ritical )it 'ffect1 The unit and all units on board are destroyed. %ounts as a Landing %raft for the purposes of being transported.
7L 7L <N.
nFa nFa 3M
nFa nFa IM
nFa nFa IM
Plasma -i#le E' erimentaal $ea ons Bissile Pods Twin Plasma -i#les Twin .usion 6lasters Pulse -i#les Pulse 7ar*ines Twin Pulse 7ar*ines .angs >root ri#les Bercenar( $ea ons >root ri#les >root )uns 7laws -ail -i#les Pulse 7ar*ines 2ilenced 6urst 7annons Twin -ailguns 2mart Bissile 2(stem 6urst 7annon and 9rones 2eeker Bissiles Tetra Pulse -i#les 6urst 7annon and )un 9rones 2eeker Bissiles 2mart Bissile 2(stem 2eeker Bissiles 0-1' -ailgun 0-1' <on 7annon 0-1' Twin .usion 7annon 2mart Bissile 2(stem 2' Lunter Bissiles 2' 2eeker Bissiles <on 7annon Twin 6urst 7annons Twin Bissile Pods Twin <on 7annons Twin 6urst 7annons Twin Bissile Pods
30cm 30cm 4Icm 30cm 1Icm 30cm 1Icm 1Icm ?*c@ ?1Icm@ ?*c@ ?1Icm@ 4Icm ?*c@ 30cm 1Icm 1Icm 7Icm 30cm 1Icm K0cm 30cm 1Icm K0cm 30cm K0cm 7Icm D0cm 30cm 30cm D0cm K0cm 30cm 1Icm 4Icm 30cm 1Icm 4Icm
APIM AP4M APIMFATDM AP4M B$4M AP4M APIM! 9 AP4M! 9 Assault $ea ons 2mall Arms Assault $ea ons! EA?M1@ 2mall Arms APIMFATDM Assault $ea ons! EA?M1@ APIM! 2 APIM! 9 AP4M! 9 AT3M APIM! <7 APIM ATDM! )B APDM APIM ATDM! )B APIM! <7 ATDM! )B APIMFAT4M AP4MFATIM B$4M APIM! <7 AAIM ATDM! )B AP4MFATIMFAAIM! .'. AADM APIMFATDM! .'. AP3MFAT4MFAA4M! .'. AADM APIMFATDM! .'.
.ire $arriors )un 9rones >root Lounds >root Baster 2"a ers >root $arriors >rooto' Pat"#inders 2tealt" 6attlesuits 6roadside 6attlesuit Piran"a Tetra 9e&il#is" Lammer"ead
1Icm 20cm 20cm 1Icm 1Icm 1Icm 1Icm 20cm 1Icm 3Icm 3Icm 30cm 30cm
IM IM DM 4M IM IM 4M IM IM IM 4M
DM DM 3M 4M 4M 4M DM DM DM DM DM DM DM
IM IM IM IM 4M IM IM IM DM DM DM IM
Tau Qet acks +nfiltrators, "couts +nfiltrators, Leaders, "couts +nfiltrators, "couts
%oordinated Fire, -arkerlights, "couts First "trike, -arkerlights, 0einforced Armour, "couts, Tau Qet acks, Teleport 0einforced Armour, Walker "kimmer %oordinated Fire, -arkerlights, "cout, "kimmer "kimmer, Transport1 >two units of Fire Warriors or athfinders? "kimmer. Armed with either a 0ailgun, +on %annon or Twin Fusion %annon.
2k(ra(
AH
30cm
IM
DM
IM
-arkerlights, "kimmer
6arracuda
A7
.ig"ter
DM
nFa
nFa
Tiger 2"ark
A7
6om*er
4M
nFa
nFa
A7
6om*er
4M
nFa
nFa
Banta
$E
20cm
IM
4M
Twin -ail 7annons Twin 6urst 7annons Twin Bissile Pods Aircra#t 2eeker Bissiles Twin Lea&( -ail 7annons 3' Lea&( <on P"alan' 4' Twin Banta 6urst 7annons Twin Bissiles Pods 2' 2eeker Bissiles Twin 6urst 7annons Twin Bissile Pods Aircra#t 2eeker Bissiles )ra&itic Tracer 2al&o Pin-Point Attack 2' Pin-Point Attack
4Icm 1Icm 4Icm 4Icm K0cm 7Icm 30cm 4Icm K0cm 1Icm 4Icm 4Icm nFa nFa nFa
B$3M! T>?93@! .'. AADM APIMFATDM! .'. ATDM! )B B$2M! T>?93@! .'. AP3MFAT4M! .'. APIMFAADM APIMFATDM! .'. ATDM! )B AADM ATIMFATDM ATDM! )B 3' B$4M! )B B$2M! T>?93@ B$2M! T>?93@
Crca
$EF A7
6om*er
4M
DM
DM
27
nFa
nFa
nFa
nFa
27
nFa
nFa
nFa
nFa
#%A, Fearless, -arkerlights, lanetfall, 0einforced Armour, "upport %raft, Tau #eflector "hield, Transport >96 of the following units1 %risis Battlesuits, Fire Warriors, Gun #rones, 2root )ounds, 2root -aster "hapers, 2root Warriors, 2rooto&, athfinders, "tealth Battlesuits, Broadside BattlesuitsR plus four of the following units1 #e$ilfish, )ammerhead, iranha, "kyray, TetraR Tetra count as one(third of a unit each, rounding up?. %ritical )it 'ffect1 The unit looses the Tau #eflector "hield ability. "ubse!uent critical hits cause an e&tra point of damage. #%9, lanetfall, Transport >twel$e of the following units1 %risis Battlesuits, Fire Warriors, Gun #rones, 2root )ounds, 2root -aster "hapers, 2root Warriors, athfinders, "tealth Battlesuits, Broadside BattlesuitsR %risis Battlesuits count as two units each?. %ritical )it 'ffect1 The unit and all units on board are destroyed. Transport >:A of the following units and the units being transported on them1 /rca, -antaR -antas count as thee units each?. The two Gra$itic Tracer "al$os may be fired at a marked formation of any type. Transport >si& of the following units and the units being transported on them1 /rca, -antaR -antas count as thee units each?
D.0 E ic )aming
T"e #inal iece o# t"e +igsaw is t"e tournament game rules. <n order to create a #air and *alanced contest! tournament games need to "a&e a met"od o# setting u t"e terrain! de lo(ing t"e armies! and determining t"e winner t"at is as e&en as ossi*le #or *ot" sides. T"ese are known as t"e tournament game rules! and t"e( need to *e set out in ad&ance along wit" t"e arm( lists! so t"at a la(er can c"oose "is arm( knowing w"at sort o# *attle "e will *e #ig"ting. 6ecause o# t"e desire to create an e&en contest! tournament game rules tend to *e 8uite sim le. Terrain will usuall( *e ke t to a minimum and not include too man( e'otic #eatures! and *ot" armies will usuall( de lo( in a Oset-u 5one% near t"eir own ta*le edge. Hictor( conditions can *e 8uite com le'! *ut will almost alwa(s *e t"e same #or *ot" sides ?a rocess called Omirroring%@. A &er( common set o# tournament game &ictor( conditions is to la( #or a certain num*er o# turns! and t"en #or eac" la(er to count u t"e oints &alue o# destro(ed enem( units to see w"o "as won. A &ariation on t"is t"eme is #or eac" la(er to lace a certain num*er o# Oo*+ecti&e markers% in t"e o osing "al# o# t"e ta*le! wit" t"e winner *eing t"e la(er t"at "as ca tured t"e most o*+ecti&es at t"e end o# t"e game. Pre&ious &ersions o# E ic "a&e used a com*ination o# t"ese two met"ods! wit" la(ers winning oints #or destro(ing t"e enem( and ca turing o*+ecti&es! to determine t"e winner. Lowe&er! w"ate&er rules are actuall( used! t"e aim is alwa(s to create as e&en a contest as ossi*le *etween t"e two armies icked #rom t"e arm( lists! and t"is usuall( leads to #airl( straig"t- #orward Oline u and #ig"t% *attles wit" a minimum o# terrain and mirrored &ictor( conditions #or *ot" sides. T"e o&erall e##ect o# t"is is to create a game t"at is ideal #or O ick-u % games *etween two la(ers t"at "a&e not met eac" ot"er *e#ore. Tournament games allow t"e la(er to sim l( go a"ead and collect an arm(! c"oosing w"ic"e&er models t"e( like wit"in t"e constraints o# t"e arm( list! and t"en turn u at a clu* or gaming e&ent! #ind an o onent! and la( knowing t"at t"e game will *e as #air and e&en as ossi*le.
K7
D.0 E ic )aming
NetEA Tournament Pack 2013-08-07 .ire Arcs on units. Pre-measuring. Tem lates and i# units are Oin or out%. Terrain #eatures P w"at do t"e( count as on t"e terrain c"art! w"en are units Oin% terrain. Low (ou will s"ow i# a #ormation is *roken! in o&erwatc" or "as marc"ed t"is turn.
A.-
T"e E ic tournament game rules are designed to *e used in con+unction wit" t"e E ic tournament arm( lists. T"e( will allow two la(ers to #ig"t an e&enl( *alanced *attle wit" little or no re aration. T"e( are ideal #or ick-u games at clu*s or s"ows! and ro&ide an e&enl( *alanced contest in tournaments. <n man( wa(s! tournament games re resent t"e most O*asic% #orm o# game la(! and are designed to *e as eas( and accessi*le as ossi*le in order to allow E ic la(ers to la( games wit" t"e minimum o# #uss. 6ecause o# t"is! t"e tournament rules re8uire little or no re aration ot"er t"an icking #orces #rom t"e arm( lists! w"ile t"e arm( lists are designed to work wit" t"e ackaged range o# E ic miniatures roduced *( )ames $orks"o ! making it eas( #or la(ers to ut toget"er an arm(. ;ater sections include rat"er more ad&anced rules and guidelines t"at will allow e' erienced la(ers to design t"eir own uni8ue #ormations and units #or use in scenarios or cam aigns o# t"eir own de&ising. A.-.6orces 6ot" la(ers ick armies to an agreed oints total *etween 2!000 to I!000 oints using t"e tournament arm( lists. <t is ossi*le to la( games using t"e tournament rules #or larger or smaller games t"an t"is! *ut lease note t"at t"e arm( lists "a&e *een *alanced assuming t"at armies will #all wit"in t"is range! and t"is means t"at larger or smaller games ma( *e slig"tl( un*alanced. A.-.9 'etGup 2et u t"e terrain #or t"e game in an( mutuall( agreea*le manner. <# one la(er sets u t"e terrain t"en "is o onent ma( c"oose w"ere to de lo(. <# (ou set u t"e terrain as a +oint e##ort or it was set u *( a tournament organiser t"en t"e la(er wit" t"e "ig"er strateg( rating ma( c"oose t"e ta*le edge "e sets u on. <# *ot" la(ers "a&e t"e same strateg( rating! t"en dice to see w"o gets t"e c"oice o# ta*le edge. 1ou can ick a long edge! or a corner ?"al# wa( u eac" long and s"ort edge@. T"e o onent sets u on t"e o osite edge or corner. T"e tournament game rules "a&e *een designed to *e la(ed on ta*les t"at are K0-1I0cm wide *( 1I0-240cm long ?t"at%s 3-I #eet *( I-8 #eet #or (ou non-metric t( es:@ T"e ideal si5e is rounda*out 120cm *( 180cm ?4 #eet *( D #eet@. <t is ossi*le to la( games on ta*les t"at are wider or longer t"an t"is! *ut t"is ma( #a&our certain armies and could lead to an un*alanced game. A.-.: The 6ive *inute Warm 0p Ta*leto miniatures wargaming is not an e'act science. Cne erson%s line o# sig"t is anot"er%s *locked line o# #ire! some eo le lo&e re-measuring! ot"ers "ate it! and so on. 6ecause o# t"is a#ter (ou "a&e set u t"e terrain #or a game (ou s"ould s end #i&e minutes going t"roug" t"ings like "ow t"e line o# #ire rules will work! "ow t"e terrain #eatures used will work! and so on. Lere are some o# t"e t"ings (ou ma( want to discuss, T"e O7ounts As% -ule ?see D.2.1@. ;ines o# 2ig"t and ;ines C# .ire.
An(t"ing else (ou can t"ink o#: A.-.; Place 4bMective *arkers Take it in turns! starting wit" t"e la(er wit" t"e "ig"er strateg( rating! to lace one o*+ecti&e marker on t"e ta*le. <# *ot" la(ers "a&e t"e same strateg( rating t"en dice to see w"o laces t"e #irst o*+ecti&e marker. T"e #irst o*+ecti&e a la(er sets u must *e laced on t"eir own ta*le edge. T"e remaining two o*+ecti&es must *e set u in t"eir o onent%s "al# o# t"e ta*le! at least 30cm awa( #rom t"e o onent%s ta*le edge and 30cm awa( #rom an( ot"er o*+ecti&es t"at "a&e alread( *een laced. >ee lacing o*+ecti&es until si' o*+ecti&e markers "a&e *een laced on t"e ta*le in total. 1ou can use an(t"ing as an o*+ecti&e marker *ut we would suggest using terrain ieces to re resent t"em i# (ou can. <n our games! we%&e #ound t"at *attling o&er an actual *unker or #uel dum is #ar more a ealing t"an "a&ing (our #orces sell t"eir li&es #or a card*oard counter: 1ou ca ture an o*+ecti&e i# (ou "a&e a unit wit"in 1Icms o# it in t"e end "ase and (our o onent does not. An o*+ecti&e is contested i# *ot" sides "a&e a unit wit"in 1Icms o# it in t"e end "ase. =nits #rom *roken #ormations or #rom #ormations t"at "a&e rallied t"at end "ase can not ca ture or contest o*+ecti&es. Aircra#t w"ic" "a&e landed ma( not ca ture an o*+ecti&e on t"e same turn t"at it lands. Lowe&er! a landed aircra#t ma( immediatel( contest an o*+ecti&e. 7"eck at t"e end o# eac" turn to see "ow man( o*+ecti&es (ou control. C*+ecti&es do not "a&e a Omemor(% and (ou will lose control o# an( (ou "a&e ca tured i# t"ere are no #riendl( units wit"in 1Icms o# t"em at t"e end o# an( su*se8uent turn. A.-.? 'etup 'pacecraft I #arrisons <# eit"er la(er is using s acecra#t t"en t"e( are set u now *e#ore an( ot"er units ?see 4.3@. =nits entering la( &ia lanet#all s"ould *e laced to one side at t"is time too ?see 4.4@. Cn-ta*le garrison units are set u a#ter s acecra#t "a&e *een set u . T"e #ollowing t( es o# #ormations ma( *e set u on t"e ta*le as Ogarrisons% at t"e start o# t"e game, .ormations w"ere "al# or more o# t"e units ?rounding u @ are scouts C.ormations w"ere no more t"an one o# t"e units "as a mo&e greater t"an 1Icms! and w"ere none o# t"e units are war engines C-
88 A.- Epic Tournament #ame +ules /, 2ince a landed trans ort aircra#t is a 0cm mo&e $ar Engine! is it ossi*le to garrison a loaded one! suc" as a Barine ;anding 7ra#t or Crk ;andaQ A, No. 4.2 s eci#icall( states t"at aircra#t must start o##-*oard. /, 7an a $E garrisonQ A, Cnl( i# it "as a mo&e o# 0cm or is art o# a #ormation w"ere o&er "al# t"e units are scouts.
An( #ormations t"at include units wit" a s eed o# 0 ?5ero@. Pla(ers take it in turns to set u one garrison at a time! starting wit" t"e la(er wit" t"e "ig"er strateg( rating. )arrisons must *e set u so t"at t"e( "a&e at least one unit wit"in 1Icm o# an o*+ecti&e in t"e la(er%s own "al# o# t"e ta*le. No units ma( *e set u in t"e o onent%s "al# o# t"e ta*le or in im assa*le
K8
NetEA Tournament Pack 2013-08-07 terrain. =nits ma( *e set u in dangerous terrain ?it%s assumed t"at t"e( took t"eir time getting into osition in order to do so sa#el(:@ Eac" la(er ma( start u to two o# t"eir garrisoned #ormations on C&erwatc". T"ese #ormations re resent sentries de lo(ed as a tri wire and to ro&ide securit( at t"e o*+ecti&es. T"e( are assumed to "a&e gone on C&erwatc" in t"eir re&ious Action "ase. T"at C&erwatc" is Ocarried o&er% into t"e #irst turn. A.-.A 'etGup +emaining 6ormationsEF All o# t"e remaining #ormations in t"e la(ers% armies must *e set u wit"in 1Icms o# t"eir own side%s ta*le edge or *e ke t *ack Oin reser&e%. T"e la(ers take it in turn to set u t"ese #ormations one at a time! starting wit" t"e la(er wit" t"e "ig"er strateg( rating. =nits ke t in reser&e must eit"er aircra#t! or *e going to enter la( in a trans ort aircra#t or *( tele ortation. -eser&e #ormations entering la( in aircra#t or *( tele ortation s"ould *e laced aside wit" units t"at will enter la( &ia lanet#all. T"ese #ormations are not Osecret% and (our o onent ma( ins ect t"em at an( time. =nits *eing trans orted must start t"e game alread( loaded into t"e trans ort &e"icle t"at will *ring t"em into la( ?i.e.! an aircra#t or unit wit" t"e lanet#all a*ilit(@. .ormations entering la( in aircra#t or #rom s acecra#t can do so on an( turn! #ollowing t"e rules #or trans ort aircra#t and lanet#all ?see 4.2.I 0 4.4@ .ormations t"at are in reser&e ma( not carr( out any game #unctions or use s ecial a*ilities t"e( ma( "a&e.
D.0 E ic )aming
A.-.C 8ictor (onditionsF/ 1ou must c"eck to see i# eit"er la(er "as won at t"e end o# t"e t"ird and #ourt" game turns. <# neit"er la(er "as won at t"e end o# t"e #ourt" turn t"en t"e Otie*reaker% rule is used to determine t"e winner. Eac" la(er is tr(ing to ac"ie&e #i&e t"ings known as goals. 1ou win i# (ou "a&e ac"ie&ed two o# t"ese goals in t"e end "ase o# turns t"ree or #our! and (ou "a&e ac"ie&ed more goals t"an (our o onent. T"e #i&e goals are, Blit4krieg ! Break Their "pirit! #efend The Flag ! Take And )old! and They "hall 3ot ass. 3litNkrieg2 1ou ac"ie&e t"is goal *( ca turing t"e o*+ecti&e t"at was set u on t"e o onent%s ta*le edge at t"e start o# t"e game ?i.e.! t"e #irst o*+ecti&e eac" la(er set u @. 3reak Their 'pirit2 1ou ac"ie&e t"is goal *( destro(ing ?not *reaking@ t"e #ormation wort" t"e most oints in t"e o osing arm(. <# se&eral #ormations are tied #or t"e most oints! (ou ac"ie&e t"is goal *( destro(ing an( one o# t"em. &efend To 6lag2 1ou ac"ie&e t"is goal i# (ou control all t"ree o*+ecti&es in (our "al# o# t"e ta*le. Take And @old2 1ou ac"ie&e t"is goal *( ca turing a total o# two o*+ecti&es in (our o onent%s "al# o# t"e ta*le. The 'hall Not Pass2 1ou ac"ie&e t"is goal i# t"ere are no un*roken enem( #ormations in (our "al# o# t"e ta*le. <# neit"er la(er "as won at t"e end o# t"e #ourt" or an( su*se8uent turn t"en *ot" la(ers roll a 9D to see i# t"e game carries on anot"er turn or ends in a tie*reak. <# *ot" la(ers roll t"e same num*er t"en t"e game carries on #or anot"er turn and t"e la(ers must roll again at t"e end o# t"e ne't turn to see i# t"e game ends or carries on anot"er turn! and so on.
K0 A.-.C 8ictor (onditions /, To sto an o onent #rom claiming t"e OT"e( 2"all Not Pass% goal do (ou need a w"ole #ormation in t"e o onents ta*le "al# or will an( art o# t"e #ormation! e&en a single unit! sto (our o onent #rom claiming t"e goalQ A, An( art o# t"e #ormation in (our o onent%s "al# o# t"e ta*le will sto t"em #rom claiming t"e goal. T"e condition is meant to *e 8uite di##icult to ac"ie&e. /, 9oes a unit t"at was *roken and rallies in t"e end "ase re&ent t"e gaining o# t"e OT"e( 2"all Not Pass% Hictor( 7onditionQ A, 1es. /, T"ere "a&e *een se&eral clari#ications regarding t"e )eneral Tournament 2cenario setu rocedure. 7an we get a list o# t"e setu se8uence #or t"e )T similar to t"e 2e8uence o# Pla( c"artQ A, 2ure. #T PreG#ame 'etup )ist Lig"est strateg( rating acts #irst during setu . 1@ 7"oose *oard sides. 2@ Place o*+ecti&es. 3@ 9e lo( #orti#ications. 4@ 9ecide w"en s acecra#t arri&e. Plot targets ?secretl(@. .ormations wit" an o tion to de lo( &ia lanet#all must declare at t"is oint w"et"er t"e( will use lanet#all. I@ Place garrisons! alternating la(ers. .ormations wit" an o tion to de lo( as a garrison declare at t"is oint. Cnce a la(er states t"e( "a&e no #urt"er garrisons to de lo(! t"e( ma( not de lo( an( more garrisons! i.e. no E assingG on lacement. )arrisons are declared to *e on C&erwatc" as t"e( are de lo(ed. D@ 9eclare w"ic" unde lo(ed #ormations will remain in -eser&es! alternating la(ers. An( reser&es wit" de lo(ment o tions must c"oose t"e met"od o# de lo(ment at t"is oint. .or e'am le! Eldar reser&es must decide w"et"er t"e( will Tele ort or use a $rait"gate. 7@ 2et u remaining #ormations on t"e ta*le in t"e de lo(ment 5one! alternating la(ers.
8K A.-.A 'et 0p +emaining 6ormations /, $"en are reser&e #ormations c"osenQ A, 9esignate reser&es *e#ore de lo(ing an( remaining #ormations and set t"em aside. T"e la(ers take it in turn to set u non-reser&e #ormations on t"e ta*le one at a time
KK
D.0 E ic )aming
<# t"e la(ers roll di##erent num*ers t"en t"e game ends in a tie*reak. Eac" la(er scores a num*er o# $ictory points e8ual to t"e #ull oints &alue o# an( enem( #ormations t"at "a&e *een com letel( destro(ed! lus t"e #ull oints &alue o# an( enem( #ormations t"at are *roken and "a&e *een reduced to "al# strengt" or less! lus "al# t"e &alue o# an( #ormation reduced to "al# strengt" or less *ut is not *roken! lus "al# t"e &alue o# an( #ormation t"at is *roken *ut is a*o&e "al# strengt". $"oe&er "as t"e "ig"er oints score is t"e winner. .or t"e ur ose o# t"is rule! a #ormation%s Ostrengt"% is e8ual to t"e num*er o# units in t"e #ormation lus t"e ?remaining@ damage ca acit( o# an( war engines.
A.9
;#o not throw your forces blindly into battle. Before committing your forces, e&amine the situation. 0e$iew your own strength, and that of your enemy. 0emember your own obKecti$es, and try to anticipate those of your opponent. Then select those of your troops best suited to the task in hand.< +mperium Tactica T"e #ollowing arm( lists are designed to work wit" t"e range o# models roduced *( )ames $orks"o #or E ic! and will roduce a closel( *alanced game w"en used along wit" t"e tournament game rules ?see D.1@. Alt"oug" eac" arm( list is *ased on one articular #ig"ting #orce! t"e( are t( ical o# man( ot"er similar armies! and so all o# t"ese lists can *e used as Ostand in% lists #or la(ers t"at ma( alread( "a&e collected an E ic arm( #rom a re&ious edition o# t"e rules. <n order to use t"e arm( lists! (ou and (our o onent must agree u on a oints total #or t"e game t"at (ou will la(! and t"en select #ormations #rom t"e arm( lists t"at are e8ual to or less t"an t"is &alue. .or e'am le! (ou mig"t agree to la( a 3!000 oint game! in w"ic" case (ou would *ot" ick #ormations w"ose oints &alue comes to 3!000 oints or less. T"e attac"ed arm( lists ro&ide oints &alue #or all o# t"e models a&aila*le in t"e E ic range. T"e Ocounts as% rule o osite will make it eas( #or (ou to use non-standard models in (our games! and t"e a endices at t"e end o# t"is *ook include sections on "ow to use models t"at are no longer in roduction #rom older &ersions o# E ic in (our games too. Cur aim is to make it as eas( as ossi*le #or la(ers to use all o# t"e models in t"eir collection wit"out recei&ing an un#air ad&antage *( so doing! and as long as (ou use t"e rules in t"is s irit (ou will #ind (our games all t"e *etter #or it. Eac" arm( list is *roken down into #our arts, 6orces2 T"is section tells (ou w"ic" datas"eets to use #rom section I.0. 0sing The Arm )ist2 T"is section tells (ou "ow to use t"e arm( list! and co&ers t"e di##erent t( es o# #ormation used *( t"e arm( and "ow t"e( can *e selected #rom t"e list. 'pecial +ules2 T"e s ecial rules t"at a l( to t"e arm( list. The Arm )ist2 T"e arm( list descri*es t"e #ormations t"at can *e used in t"e arm(! t"e units t"at make u eac" #ormation! and gi&es a oints &alue #or eac" #ormation. <t also includes t"e arm(%s strateg( rating and t"e initiati&e rating #or an( #ormations in t"e arm(. T"e datas"eets #or all o# t"e units in t"e armies can *e #ound in t"e .orces section ?see I.0@.
100
D.0 E ic )aming
101
D.0 E ic )aming
K1
K1 A.9.- The O(ounts As +ule /, T"e $12<$1) rule con#uses me a *it! es eciall( regarding in#antr( ?&e"icles are ok! < guess@. 6ecause o# t"is rule! <%m su osed to "a&e one Bissile ;aunc"er er 2 ace Barine Tactical unit! at least #or Tournament la(! correctQ ?/ continues *elow@ A, No! w"at t"e $12<$1) rule means is t"at i# (ou use t"e 2 ace Barine Tactical units t"at we make in a Tournament game! t"en t"e( must *e used as 2 ace Barine Tactical units rat"er t"an Assault units! 9e&estators etc. 6asicall(! i# (ou "a&e a model o# somet"ing t"at is included in t"e arm( lists! t"en (ou can%t sa( t"e model Ocounts as% an(t"ing else. /, None o# m( Oold% Barine rectangular stands onl( "a&e a missile launc"er model on e&er( ot"er stand! w"ile "al# +ust "a&e #i&e Barines wit" *olters. 9oes t"is mean a rules-law(ering o onent could re&ent "al# o# m( Barines units #rom #iring in s"ooting "aseQ A, T"e Ocounts as% rule would a l( in t"is case. 1ou%d sim l( tell (our o onent OT"ese stands wit" #i&e Barines armed wit" *olters count as tactical units%. 2im le! and directl( co&ered *( t"e tournament rules. <%&e ut t"is rule in to ena*le and encourage t"e use o# older models! rat"er t"an restrict t"eir use. /, 2ome &e"icles% Trans ort Notes mention t"at t"e( can carr( articular troo s *ut t"e arm( list doesn%t allow me to add t"at &e"icle as an u grade to all t"e troo t( es it can carr(. $"( is t"atQ A, T"e &e"icle%s Note list all t"e troo s a &e"icle could carr( not necessaril( t"e troo s t"at it can ossi*l( carr( as descri*ed in t"e arm( list. T"e arm( lists are intended #or tournaments or oint-*ased gaming *ut i# (ou are "a&ing a #riendl( game or (ou are designing a s ecial scenario t"e ossi*le units a &e"icle can carr( allows (ou to la( games t"at aren%t *ound *( t"e )T arm( lists.
102
D.0 E ic )aming
A.:
;The %ode& Astartes is the holy tome of these loyal Battle Brothers. The wisdom of the ancients is both scripture and the unbending rod by which they are measured. +n war, they are fierce and as steadfast as those of old who stood beside the 'mperor and broke the Legions of )orus. +n faith and $alour they are unmatched. The torches of their chapels burn bright with flames whose holy fire has shone upon an unchanging brotherhood for a hundred centuries. +n their li$es and in war, the %ode& Astartes is their guide.< 6orces T"e 7ode' Astartes 2 ace Barine Arm( ;ist uses t"e 2 ace Barine datas"eets #rom section I.1! t"e <m erial Na&( datas"eets #rom I.3 and t"e Titan ;egion datas"eets #rom I.4. 0sing the Arm )ist T"e #ollowing arm( list allows (ou to #ield an arm( *ased on one o# t"e 2 ace Barine 7"a ters t"at closel( #ollows t"e teac"ings o# t"e 7ode' Astartes. <t can also *e used as a Ostand in% arm( list #or ot"er 2 ace Barine 7"a ters t"at do not #ollow t"e 7ode' Astartes! suc" as t"e 6lood Angels! 9ark Angels and 2 ace $ol&es. 2 ace Barines are organised into small #ormations called detachments. Eac" detac"ment is made u o# one or more units! and ma( also include a num*er o# e'tra units called upgrades. T"e detac"ments t"at ma( *e taken in a 7ode' Astartes arm( are s"own on t"e c"art t"at #ollows. T"e c"art also s"ows w"at units com rise t"e detac"ment! w"at u grades are allowed! and its oints cost. .or e'am le! an Assault detac"ment consists o# #our 2 ace Barine Assault units #or 17I oints! and ma( include t"e 7ommander and Hindicator u grades at an additional cost in oints. Eac" u grade t"at is taken adds to t"e cost o# t"e detac"ment! as s"own on t"e upgrade chart. T"e u grade c"art also lists t"e units t"at make u t"e u grade. Note t"at t"ese will sometimes re lace units in t"e detac"ment t"e( are taken #or! and sometimes takes t"e #orm o# additional units #or t"e detac"ment. Eac" u grade ma( *e taken once er #ormation. .or e'am le! an Assault detac"ment could include one 7ommander and one Hindicator. <# *ot" were taken it would cost 17I M I0 M7I U 300 oints. 7ode' Astartes 2 ace Barine armies ma( *e su orted *( <m erial Na&( aircra#t and Titan ;egion *attlegrou s. A ma'imum o# u to a t"ird o# t"e oints a&aila*le to t"e arm( ma( *e s ent on t"ese #ormations.
'pecial +ules T"e They "hall 2now 3o Fear rule a detac"ment #ormations ?I.1.1@.
K2 A.:.- 'pace *arine Transports /, Low and w"en are 2 ace Barine trans ort o tions selectedQ A, 7"oosing trans ort o tions is art o# t"e arm( selection rocess. Portions o# a #ormation ma( *e le#t *e"ind during de lo(ment ?to garrison! #or e'am le@ t"e decision to e'c"ange o tions! e&en E#reeG ones! must *e made w"en t"e arm( list is determined. /, T"e -a5or*ack u grade in t"e 2 ace Barine arm( list states E-e lace an( num*er o# -"inos wit" 1 or 2 -a5or*acks eac".G <# < take 3 -a5or*acks "ow do < determine "ow man( -"inos < "a&e le#t in t"e #ormationQ A, 1ou%d take t"e minimum num*er o# -"inos to carr( t"e units not *eing trans orted in -a5or*acks. T"is mig"t lea&e one -"ino wit" one s are s ace in it *ut t"at is oka( as long as (ou don%t take -"inos in e'cess o# t"e trans ortation needs o# t"e #ormation. /, 9oes t"e ;and -aider u grade a&aila*le to t"e 9e&astator #ormation re lace t"at #ormation%s -"inosQ And i# so "ow do (ou add -a5or*acks to t"e #ormation i# t"e( doQ A, A 9e&astator #ormation can *e gi&en u to #our ;and -aiders. Lowe&er! including ;and -aiders in t"is wa( will mean t"at t"e num*er o# #ree -"inos t"e #ormation will recei&e will *e reduced to t"e minimum num*er needed to carr( an( 9e&astator stands t"at can%t #it inside t"e ;-s. T"en! once t"e num*er o# -"ino%s needed #or t"e #ormation is known! (ou ma( re lace eac" remaining -"ino wit" 1-2 -a5or*acks. To summarise, 1. Add an( ;-s to t"e #ormation. 2. Add enoug" -"inos to carr( an( 9e&astators t"at won%t #it into t"e ;-s. 3. 7on&ert an( -"inos to -a5or*acks.
103
D.0 E ic )aming
'PA(E *A+INE 0P#+A&E' >'ach upgrade may be taken once per detachment.?
0P#+A&E 6attle 6arge 7ommander 9readnoug"ts Lunter ;and -aiders -a5or*acks 2ni er T( "oons Hindicators 0NIT' -e lace t"e 2trike 7ruiser wit" a 6attle 6arge Add an( one o# t"e #ollowing c"aracters to an( unit in t"e 7a tain! 7"a lain! ;i*rarian #ormation, 0-1 2u reme 7ommander er arm( Add u to two 9readnoug"ts Add one Lunter Add u to #our ;and -aiders Add an( num*er o# -a5or*acks! u to t"e num*er re8uired to trans ort t"e #ormation )i&e one 2cout unit t"e "nipers a*ilit( -e lace an( num*er o# ;and 2 eeders wit" an e8ual num*er o# ;and 2 eeder T( "oons Add u to two Hindicators (4'T M1I0 oints MI0 oints M100 oints MI0 oints eac" M7I oints M7I oints eac" M2I oints eac" M2I oints M2I oints eac" MI0 oints eac"
I*PE+IA) A))1 64+*ATI4N' >.p to a third of the points a$ailable may be spent on these formations.? I*PE+IA) NA81 AI+(+A6T
64+*ATI4N Barauder 28uadron T"under*olt 28uadron 0NIT' Two Barauder 6om*ers Two T"under*olt .ig"ters (4'T 2I0 oints 17I oints
104
D.0 E ic )aming
A.;
;"trike fast and suddenly. Attack without warning. "ecure $ictory before the foe is aware of his danger. 0emember always, a war is easily won if your enemy does not know he is fighting.< Lord General "olar -acharius 6orces T"e Armageddon 2teel ;egion <m erial )uard Arm( ;ist uses t"e <m erial )uard datas"eets #rom section I.2! t"e <m erial Na&( datas"eets #rom I.3 and t"e Titan ;egion datas"eets #rom I.4. 0sing The Arm )ist T"e #ollowing arm( list allows (ou to #ield an <m erial )uard arm( t"at is *ased on an Armageddon 2teel ;egion regiment. <t can also *e used as a Ostand in% arm( list #or ot"er <m erial )uard regiments! suc" as 7adian 2"ock Troo s! Bordian <ron )uard or Hal"allen <ce $arriors! among man( ot"ers. Note t"at we "a&e *ased t"e num*er o# units in t"e in#antr( #ormations on w"at will *e #ound in a t( ical #ield #ormation! rat"er t"an w"at is #ound in a #ull-strengt" com an( w"en #irst enlisted. 2teel ;egion #ormations come in two t( es, com anies and su ort #ormations. Eac" com an( (ou include in t"e arm( allows (ou to #ield an( two su ort #ormations. Alt"oug" (ou can onl( take a su ort #ormation i# (ou #irst take a com an(! t"e( are treated as se arate inde endent #ormations during a *attle and do not "a&e to mo&e around toget"er. .or e'am le! taking a 2teel ;egion Tank 7om an( would entitle (ou to take two #ormations #rom t"e su ort #ormation c"art. <# (ou decided to take an artiller( *atter( t"en it and t"e tank com an( would o erate as two se arate #ormations. <n addition! com anies ma( *e gi&en u to t"ree com an( u grades. Eac" t( e o# u grade can onl( *e taken once *( a com an( ?i.e.! an in#antr( com an( could "a&e an Cgr(n and a 2ni er u grade! *ut not two 2ni er u grades@. = grades are added to t"e com an( and are not a se arate #ormation. 2u ort #ormations ma( not *e gi&en com an( u grades. Eac" u grade t"at is taken adds to t"e cost o# t"e com an(! as s"own on t"e u grade c"art. .or e'am le! i# (ou took a Tank 7om an( and added a mec"anised in#antr( latoon to it as an u grade! t"en t"e cost o# t"e tank com an( would *e DI0 M 100 M7I ?#or t"e 7"imera@ U 82I oints. Note t"at (ou ma( take an( t( e o# u grade #or an( t( e o# com an(R so! #or e'am le! i# (ou want to include a latoon o# ;eman -uss tanks in an in#antr( com an( or sni ers in a Tank 7om an( t"en (ou ma( do so. Armageddon 2teel ;egion <m erial )uard armies ma( *e su orted *( <m erial Na&( aircra#t and Titan ;egion *attlegrou s. A ma'imum o# u to a t"ird o# t"e oints a&aila*le to t"e arm( ma( *e s ent on t"ese #ormations.
K3 A.;.- (ommissars /, 7an 7ommissars *e laced in Titans or e&en 2 acecra#t i# t"e( are included in a 2teel ;egion arm(Q A, No! (ou cannot add 7ommissars to <m erial Na&( aircra#t or Titan ;egion *attlegrou #ormations.
10I
D.0 E ic )aming
'TEE) )E#I4N (4*PAN1 0P#+A&E' >.p to three company upgrades may be taken once per company.?
0P#+A&E .ire 2u ort PlatoonT .lak )ri##on 6atter( Lell"ound 28uadron <n#antr( PlatoonT Cgr(nsT 2ni ersT Tank 28uadron 0NIT' Add #our 2u ort 28uad units Add one L(dra Add t"ree )ri##ons Add t"ree Lell"ounds Add si' <n#antr( units Add two Cgr(ns Add u to two 2ni ers Add t"ree ;eman -uss or ;eman -uss 9emolis"ers (4'T M100 oints MI0 oints M7I oints M12I oints M100 oints MI0 oints M2I oints eac" M17I oints
T T"ese u grades ma( add u to one 7"imera er eac" o# t"eir units #or M2I oints eac". All in#antr( units in t"e #ormation must *e trans orted in 7"imera i# an( are taken. 'TEE) )E#I4N '0PP4+T 64+*ATI4N' >Any two support formations may be fielded per each company.?
64+*ATI4N Artiller( 6atter( 0-1 9eat"strike 6atter( .lak 6atter( 0-1 Cr*ital 2u ort -oug" -ider Platoon 2entinel 28uadron 2torm Troo er Platoon 2u er-"ea&( Tank Platoon Hulture 28uadron 0NIT' T"ree 6asilisks! 6om*ards or Banticores Two 9eat"strikes T"ree L(dras An( one o# t"e #ollowing units, 2i' -oug" -iders .our 2entinels Eig"t 2torm Troo ers ?add #our Halk(ries@ Cne 6ane*lade or 2"adowsword .our Hultures (4'T 2I0 oints 200 oints 1I0 oints 1I0 oints 300 oints 1I0 oints 100 oints 200 oints ?M1I0 oints@ 200 oints 300 oints
I*PE+IA) A))1 64+*ATI4N' >.p to a third of the points a$ailable may be spent on these formations.? I*PE+IA) NA81 AI+(+A6T
64+*ATI4N Barauder 28uadron T"under*olt 28uadron 0NIT' Two Barauder 6om*ers Two T"under*olt .ig"ters (4'T 2I0 oints 1I0 oints
10D
D.0 E ic )aming
A.?
;+,m da hand of Gork and -ork, dey sent me to rouse up da boy4 to crush and kill Gcos da boy4 forgot what dere ,ere for. + wo4 one of da boy4 till da god4 smashed me in da ,ead an, + Gmembered dat /rks is meant to con!uer and make sla$es of e$eryfing they don,t kill. +,m da profit of da Waaagh an, whole worlds burn in my boot prints. /n Armour(Geddem, + led da boy4 through da fire deserts and smashed da humies, metal cities to scrap. + fought =arik, old one(eye at Tarturus, an, he fought good but we smashed i4 city too. +,m death to anyfing dat walks or crawls, where + go nothin, stands in my way. We crushed da stunties on Golgotha, an, we caught old one(eye when da speed freeks blew da humies, big tanks ta bits. + let Gim go ,cause good enemies i4 ,ard to find, an /rks need enemies ta fight like they need meat ta eat an, grog ta drink. + i4 more cunnin, than a grot an, more killy than a dread, da boy4 dat follow me can,t be beat. /n issenah we Kumped da marine( boy4 an, our bosspoles was co$ered in da helmets we took from da dead Guns. We burned dere port an, killed dere bosses an, left nothin, but ruins behind. +,m Warlord Gha4ghkull -ag .ruk Thraka an, + speak wi$ da word of da gods. We i4 gonna stomp da Gooni$erse flat an, kill anyfing that fights back. We i4 gonna do this co4, we,re /rks an, we was made ta fight an, winF< Graffiti on Warlord Titan wreckage found by #ark Angels at Westerisle, iscina +P 6orces T"e )"a5g"kull Bag =ruk T"raka%s Crk $ar Lorde Arm( ;ist uses t"e Crk datas"eets #rom section I.I. 0sing The Arm )ist =nlike t"e &er( rigid #ormations used *( t"e <m erium! Crk #ormations &ar( widel( in *ot" si5e and com osition. T"e rules #or creating Crk #ormations re#lect t"is. T"e most common t( e o# Crk #ormation is t"e war*and. Ct"er more s ecialised #ormations do e'ist! suc" as >ults o# 2 eed and 6lit5 6rigades. T"e di##erent t( es o# Crk #ormation (ou ma( c"oose are s"own on t"e arm( list t"at #ollows. T"e arm( list includes t"e #ollowing in#ormation, T pe2 T"e name o# t"e #ormation. (ore 0nits2 T"e units t"at make u t"e #ormation. An Crk la(er can c"oose to dou*le or tri le t"e num*er o# units in t"e #ormation i# "e wis"es. A #ormation wit" dou*le t"e normal num*er o# units is called a *ig #ormation! and a #ormation wit" t"ree times t"e normal num*er o# units is called a %uge #ormation. (ost2 Bost Crk #ormations "a&e t"ree &alues. T"e #irst &alue is t"e cost #or t"e *asic #ormation! t"e second is its cost i# it is a *ig #ormation! and t"e t"ird &alue is its cost i# it is a %uge #ormation. <# t"e #ormation onl( "as one cost t"en it ma( not *e increased in si5e. = to one t"ird o# t"e oints a&aila*le to an Crk arm( can *e s ent on aircra#t and )argants. EJtra 0nits2 An Crk #ormation ma( include an( o# t"e e'tra units listed in t"e OE'tras% column. 1ou ma( include an( num*er o# e'tra units in a #ormation unless it is s eci#icall( noted ot"erwise. <# t"ere is a limitation t"en t"e limit is dou*led #or a *ig #ormation and tri led #or a %uge #ormation. .or e'am le! a normal si5ed >ult o# 2 eed can include 0-1 Cdd*o(! a *ig >ult o# 2 eed can include 0-2! and a %uge >ult o# 2 eed can include
0-3. All o# t"e core! e'tra! and #ree units in an Crk #ormation count as *eing art o# one large #ormation. T"e di##erent units ma( not mo&e o## on t"eir own. 3attlefortresses I #unfortresses2 <n tournament games! t"ese units ma( onl( trans ort units #rom t"eir own #ormation ?i.e.! t"e rules #or $ar Engine trans orts do not a l( to t"em w"en using t"e tournament arm( lists@. 'pecial +ules T"e -ob 0ule and ower of the WaaaghF rules a l( to all Crk #ormations ?I.I.1 and I.I.2 res ecti&el(@.
K4 A.?.- 4rk Warlords /, 7an t"e Crk $arlord +oin an( Crk unit i# (ou do not "a&e a )argant in (our arm(Q A, T"e Crk $arlord "as to +oin a )reater )argant i# (ou are #ielding one. <# t"ere is not a )reater )argant in t"e arm( t"en t"e $arlord 7"aracter can *e added to an( No*5 or )argant unit. 7oncei&a*l( i# (our arm( "as no No*5 or )argant units t"en it could +oin an( Crk unit. /, T"e #ree Crk $arlord c"aracter u grades t"e a*ilities o# a single unit in t"e mo*! correctQ A, 1es. T"is also includes t"e )argant or )reater )argant i# t"e $arlord is added to eit"er o# t"ose units.
107
D.0 E ic )aming
Cne >ill >roo5er An( eig"t o# t"e #ollowing units, 2corc"a! $ar*ikes! $ar*ugg(
1I0 200
nFa 3I0
nFa I00
Bek*o( )un5mo*
12I
22I
32I
T"ree 2tom as
22I
400
I7I
2torm*o(5 $ar"orde
2i' 2torm*o(5
1I0
nFa
nFa
$ar*and
200
3I0
I00
4+, AI+(+A6T AN& #A+#ANT 64+*ATI4N' >.p to a third of the points a$ailable may be spent on these formations.?
T1PE .ig"ta 28wadron )argant )reat )argant ;anda (4+E 0NIT' T"ree .ig"ter-6om*ers Cne )argant Cne )reat )argant Cne ;anda (4'T N4+*A) 3I# 1I0 DI0 8I0 200 nFa nFa nFa nFa 0#E nFa nFa nFa nFa EBT+A 0NIT' Add u to si' .ig"ter-6om*ers #or MI0 oints eac" None None None
108
D.0 E ic )aming
A.A
;There is no art more beautiful and di$erse than the art of #eath.< Laconfir of Biel(Tan 6orces T"e Eldar 6iel-Tan 7ra#tworld Arm( ;ist uses t"e Eldar datas"eets #rom section I.D. 0sing The Arm )ist Eldar 6iel-Tan 7ra#tworld #ormations come in t"ree t( es! t"e #irst two are war"ost and trou e #ormations. Eac" war"ost (ou include in t"e arm( allows (ou to #ield an( t"ree trou e #ormations. Alt"oug" (ou can onl( take a trou e #ormation i# (ou #irst take a war"ost! t"e( are treated as se arate inde endent #ormations during a *attle and do not "a&e to mo&e around toget"er. T"e t"ird t( e o# #ormation are 6iel-Tan 7ra#tworld 2 acecra#t! Aircra#t 0 Titan #ormations. A ma'imum o# u to a t"ird o# t"e oints a&aila*le to t"e arm( ma( *e s ent on t"ese #ormations. .inall(! 6iel-Tan 7ra#tworld <ndi&iduals includes s ecial c"aracters! #ormations and o*+ecti&e o tions. Eac" indi&idual ma( onl( *e taken once *( t"e arm(. T"e rules #or using eac" indi&idual are listed in t"e ONotes% column. T"e arm( list includes t"e #ollowing in#ormation, 6ormation2 T"e name o# t"e #ormation. 0nits2 T"e core units t"at make u t"e #ormation. EJtras2 An Eldar #ormation ma( include an( o# t"e e'tra units listed in t"e OE'tras% column. 1ou ma( include an( num*er o# e'tra units in a #ormation unless it is s eci#icall( noted ot"erwise. All o# t"e core and e'tra units in a #ormation count as *eing art o# one #ormation. T"e di##erent units ma( not mo&e o## on t"eir own. (ost2 T"e oints &alue o# t"e #ormation.
KI A.A Eldar 3ielGTan (raftworld- Arm )ist /, Nust wonderingS As ect $ar"ostS can (ou actuall( "a&e di##erent As ect warriors in t"is war"ostQ A, 1es! mi' and matc". /, Are Engines o# Haul included in t"e 1F3 oint limit #or Titans and $ar EnginesQ A, No. T"ere are no restrictions on t"e urc"ase o# Engines o# Haul ot"er t"an t"e #act t"at t"e( are trou es and (ou must "a&e urc"ased a $ar"ost #or e&er( t"ree trou es in (our arm(. /, T"is came u in an Crk &. Eldar game tonig"t. T"ere were no .arseers on t"e *oard at t"e start o# t"e t"ird turn. T"e Eldar la(er used t"e $rait"gate to *ring on some )uardians and a .arseer. T"en! *ased on t"e .arseer now *eing on t"e *oard "e *roug"t in "is A&atar rig"t a#ter! during t"e same "ase. <s t"at legalQ A, No. T"e A&atar is summoned at t"e start o# t"e turn ?see t"e notes in t"e 6iel-Tan 7ra#tworld <ndi&iduals@! i.e. *e#ore t"e 2trateg( P"ase. =nits entering t"oug" a $rait"gate do so in t"e Action P"ase. 2o t"e .arseer would "a&e to *e resent on t"e *oard at t"e &er( start o# t"e turn to summon t"e A&atar.
10K
D.0 E ic )aming
)uardian
1I0 oints
3IE)GTAN (+A6TW4+)& T+40PE' >'ach warhost you include in the army allows you to field any three troupes.?
64+*ATI4N Engine o# Haul Nig"t 2 inner -anger 2words o# Haul 0NIT' An( one o# t"e #ollowing units, 7o*ra! 2cor ion! 2torm 2er ent! Hoid 2 inner T"ree Nig"t 2 inners .our -anger units .i&e .alcons EBT+A' Add u to an( two o# t"e #ollowing units #or M2I0 oints eac", 7o*ra! 2cor ion! 2torm 2er ent! Hoid 2 inner None Add u to #our -anger units #or M2I oints eac" Add u to one .alcon #or MI0 oints -e lace u to two .alcons wit" an e8ual num*er o# .irestorms #or #ree -e lace an( num*er o# .alcons wit" an e8ual num*er o# .ire Prisms #or M1I oints eac" None None (4'T 2I0 oints 17I oints 100 oints 2I0 oints
3IE)GTAN (+A6TW4+)& 'PA(E(+A6T" AI+(+A6T I TITAN' >.p to a third of the points a$ailable may be spent on these formations.?
64+*ATI4N Nig"twings P"antom P"oeni' -e&enants 0-1 2 acecra#t Ham ire 0-1 $arlock 0NIT' T"ree Nig"twing <nterce tors Cne P"antom Titan T"ree P"oeni' 6om*ers Two -e&enant Titans An( one o# t"e #ollowing units, Cne Ham ire -aider Cne $arlock Titan (4'T 300 7I0 400 DI0 1I0 300 200 8I0 oints oints oints oints oints oints oints oints
$rait"s"i 9ragons"i
110
D.0 E ic )aming
A.C
;We,$e been Gclaiming, this damned planet for the +mperium all of my life, and all of my father and grandfathers li$es before that. + Kust wish someone would get round to telling those damned /rks to get off our damned landF< Anon 6orces T"e 6aran 2iegemasters <m erial )uard Arm( ;ist uses t"e <m erial )uard datas"eets #rom section I.2! t"e <m erial Na&( datas"eets #rom I.3 and t"e 6aran 2iegemaster datas"eets #rom section I.7. 0sing The Arm )ist T"e #ollowing arm( list allows (ou to #ield an <m erial )uard arm( t"at is *ased on a 2iege regiment o# t"e t( e t( i#ied *( t"e 6aran 2iegemasters. <t can also *e used as a Ostand in% arm( list #or ot"er <m erial )uard 2iege regiments! ot"er kinds o# static de#ence regiment! as well as *eing an e'cellent arm( list to use to re resent t"e lanetar( de#ence #orces #ielded *( <m erial )o&ernors all across t"e <m erium. 2iege regiment #ormations come in two t( es, com anies and su ort #ormations. Eac" com an( (ou include in t"e arm( allows (ou to #ield an( two su ort #ormations! lus one set o# .orti#ied Positions. Alt"oug" (ou can onl( take su ort #ormations i# (ou #irst take a com an(! t"e( are treated as se arate inde endent #ormations during a *attle and do not "a&e to mo&e around toget"er. <n addition com anies ma( *e gi&en u to t"ree com an( u grades. A com an( can onl( take eac" t( e o# u grade once. Eac" u grade t"at is taken adds to t"e cost o# t"e com an(! as s"own on t"e u grade c"art. 2u ort #ormations ma( not *e gi&en com an( u grades. = to a 8uarter o# t"e oints a&aila*le to t"e arm( ma( *e s ent on <m erial Na&( aircra#t #ormations. Titan ;egion #ormations ma( not *e used as art o# a 2iege -egiment arm( ?Titans are not used in a static de#ence role e'ce t under e'traordinar( circumstances@.
KD A.C 3aran 'iegemasters Imperial #uard Arm )ist /, Low are sa ers added as u grade #or ur oses o# &ictor( oints and esta*lis"ing t"e 6T2 goalQ A, Eac" sa er unit adds 30 oints to a #ormations &alue. T"e sa ers are counted in all wa(s as art o# t"e #ormation t"e( are added to.
K7 A.C.9 6ortified Positions /, 9o (ou "a&e to de lo( all o# a #orti#ied osition ?i.e. must < de lo( all *unkers! *ar*ed wire etc t"at < *u(@Q A, No! not all o# a osition "as to *e de lo(ed. /, 9o (ou "a&e to de lo( t"e gun em lacements t"at can come wit" artiller( and #lak #ormations immediatel( a#ter o*+ecti&es as wit" all ot"er #orti#ied ositionsQ A, No! #orti#ications t"at come as art o# a #ormation ?e.g. #or Lowit5ers@ are de lo(ed wit" t"e rest o# t"e #ormation. /, Are a set o# em lacement u grades art o# t"e #ormation t"e( are u gradingQ ?2o im lications #or co"erenc( and similar.@ A, No. T"e( are terrain #eatures not com*at units! *ut t"e( must *e de lo(ed wit"in co"erenc( distance o# a unit #rom t"e #ormation w"en t"e( are set u . /, 9o units wit" em lacement u grades "a&e to de lo( in t"emQ A, No t"e( do not! *ut t"e( must *e de lo(ed wit"in co"erenc( distance o# t"e #ormation t"e( "a&e *een urc"ased #or. /, Low do 2iegemaster #orti#ications contri*ute to an o onents HP total! i# at allQ A, No HPs are awarded in an( wa( #or t"em
111
D.0 E ic )aming
3A+AN 'IE#E*A'TE+ (4*PAN1 0P#+A&E' >.p to three company upgrades may be taken once per company.?
0P#+A&E )ri##on 6atter( Lell"ound 28uadron -a ier Platoon 2iege <n#antr( Platoon 2ni ers T"udd )un Platoon 0NIT' Add t"ree )ri##ons Add t"ree Lell"ounds Add t"ree -a ier ;aser 9estro(er units Add si' 2iege <n#antr( units Add u to two 2ni ers Add t"ree T"udd )un units (4'T M7I oints M12I oints M7I oints M7I oints M2I oints eac" M7I oints
3A+AN 'IE#E*A'TE+ '0PP4+T 64+*ATI4N' >Any two support formations may be fielded per each company.?
64+*ATI4N Artiller( 6atter( Artiller( 7om an( 6om*ard 6atter( 0-1 9eat"strike 6atter( .lak 6atter( Lea&( Tank Platoon ;ig"t Tank Platoon -oug" -ider Platoon 0-1 2a er Platoon 0NIT' T"ree )[tterd\mmerung Lowit5ers and t"ree 6ruen"ilde Nine )[tterd\mmerung Lowit5ers and nine )un Em lacements T"ree 6om*ards Two 9eat"strikes T"ree 6lit5en AA )uns and eit"er t"ree 6ruen"ilde or t"ree )un Em lacements 2i' -agnarok Lea&( Tanks 2i' 2ieg#ried ;ig"t Tanks 2i' -oug" -ider units Eig"t 2a ers ?T"e units ma( *e s lit u and added to one or more com anies in t"e arm(! or #ielded as a single #ormation in t"eir own rig"t.@ Cne 6ane*lade or 2"adowsword (4'T 1I0 42I 2I0 200 100 300 1I0 1I0 2I0 oints oints oints oints oints oints oints oints oints
200 oints
I*PE+IA) NA81 AI+(+A6T >.p to a !uarter of the points a$ailable may be spent on these formations.?
64+*ATI4N Barauder 28uadron T"under*olt 28uadron 0NIT' Two Barauder 6om*ers Two T"under*olt .ig"ters (4'T 2I0 oints 1I0 oints
112
D.0 E ic )aming
A.E
;"ome says we,4 Feral, nomad4 they calls u4. + Kust say we,4 always marching, konkering we i4L< Warlord "nagga "nagga 6orces T"e $arlord 2nagga 2nagga%s .eral Crk Lorde Arm( ;ist uses t"e Crk datas"eets #rom section I.I and t"e .eral Crk datas"eets #orm section I.8. 0sing The Arm )ist =nlike t"e &er( rigid #ormations used *( t"e <m erium! Crk #ormations &ar( widel( in *ot" si5e and com osition. T"e rules #or creating Crk #ormations re#lect t"is. T"e most common t( e o# Crk #ormation is t"e war*and. T"e di##erent t( es o# war*and (ou ma( c"oose are s"own on t"e arm( list *elow. T"e arm( list includes t"e #ollowing in#ormation, T pe2 T"e name o# t"e #ormation. (ore 0nits2 T"e units t"at make u t"e #ormation. An Crk la(er can c"oose to dou*le or tri le t"e num*er o# units in t"e #ormation i# "e wis"es. A #ormation wit" dou*le t"e normal num*er o# units is called a *ig #ormation! and a #ormation wit" t"ree times t"e normal num*er o# units is called a %uge #ormation. (ost2 Bost Crk #ormations "a&e t"ree &alues. T"e #irst &alue is t"e cost #or t"e *asic #ormation! t"e second is its cost i# it is a *ig #ormation! and t"e t"ird &alue is its cost i# it is a %uge #ormation. <# t"e #ormation onl( "as one cost t"en it ma( not *e increased in si5e. EJtra 0nits2 An Crk #ormation ma( include an( o# t"e e'tra units listed in t"e OE'tras% column. 1ou ma( include an( num*er o# e'tra units in a #ormation unless it is s eci#icall( noted ot"erwise. <# t"ere is a limitation t"en t"e limit is dou*led #or a *ig #ormation and tri led #or a %uge #ormation.
'pecial +ules T"e -ob 0ule and ower of the WaaaghF rules a #ormations ?I.8.1 and I.8.2 res ecti&el(@.
l( to all Crk
113
D.0 E ic )aming
2i' Bad*o(5 Cne 2team )argant 2i' $ild*o(5 Two No*5! si' 6o(5 and two )rot5
$ild*o(5
12I
22I
32I
114
D.0 E ic )aming
A.F
>nown and #eared t"roug"out t"e <m erium #or t"eir "ig" mo*ilit(! t"e 2 ace Barines o# t"e $"ite 2cars are t"e masters o# t"e lig"tning strike met"od o# attack! a*le to tear into t"eir #oes and &anis" *e#ore t"e( can res ond. .ierce warriors! *earing t"e ritual scars o# *ra&er(! t"e( #ig"t wit" all t"e tri*al sa&ager( o# t"eir "omeworld and *rings swi#t deat" all enemies o# t"e <m erium. 6orces T"e $"ite 2cars 2 ace Barine Arm( ;ist uses t"e 2 ace Barine datas"eets #rom section I.1! t"e <m erial Na&( datas"eets #rom I.3! t"e Titan ;egion datas"eets #rom I.4 and t"e $"ite 2car datas"eets #rom I.K. 0sing the Arm )ist T"e #ollowing arm( list allows (ou to #ield an arm( *ased on a $"ite 2cars 2 ace Barine arm(. <t can also *e used as a Ostand in% arm( list #or an( o# t"e $"ite 2cars% successor c"a ters. T"e $"ite 2cars are organised into small #ormations called detac"ments. Eac" detac"ment is made u o# se&eral units! and ma( also include a num*er o# e'tra units called upgrades. T"e detac"ments t"at ma( *e taken are s"own on t"e c"art *elow. T"e c"art also s"ows w"at units com rise t"e detac"ment! w"at u grades are allowed! and its oints cost. .or e'am le! an Assault detac"ment consists o# #our 2 ace Barine Assault units #or 17I oints! and ma( include t"e 7ommander u grade at an additional cost in oints. Eac" u grade t"at is taken adds to t"e cost o# t"e detac"ment! as s"own on t"e upgrade chart. T"e = grade c"art also lists t"e units t"at make u t"e u grade. Note t"at t"ese will sometimes re lace units in t"e detac"ment t"e( are taking! and sometimes take t"e #orm o# additional units #or t"e detac"ment. Eac" u grade ma( *e taken once er #ormation. $"ite 2cars 2 ace Barine armies ma( *e su orted *( <m erial Na&( aircra#t and Titan ;egion *attlegrou s. A ma'imum o# u to a t"ird o# t"e oints a&aila*le to t"e arm( ma( *e s ent on t"ese #ormations.
'pecial +ules T"e They "hall 2now 3o Fear rule a detac"ment #ormations ?I.1.1@.
11I
D.0 E ic )aming
W@ITE '(A+ 0P#+A&E' >'ach upgrade may be taken once per detachment.?
0P#+A&E 6attle 6arge 7ommander Lunter -a5or*acks 2ni er T( "oons Hindicators 0NIT' -e lace t"e 2trike 7ruiser wit" a 6attle 6arge Add an( one o# t"e #ollowing c"aracters to an( unit in t"e 7a tain! 7"a lain! ;i*rarian #ormation, 0-1 2u reme 7ommander er arm( Add one Lunter Add an( num*er o# -a5or*acks! u to t"e num*er re8uired to trans ort t"e #ormation )i&e one 2cout unit t"e "nipers a*ilit( -e lace an( num*er o# ;and 2 eeders wit" an e8ual num*er o# ;and 2 eeder T( "oons Add u to two Hindicators (4'T M1I0 oints MI0 oints M100 oints M7I oints M2I oints eac" M2I oints M2I oints eac" MI0 oints eac"
I*PE+IA) A))1 64+*ATI4N' >.p to a third of the points a$ailable may be spent on these formations.? I*PE+IA) NA81 AI+(+A6T
64+*ATI4N Barauder 28uadron T"under*olt 28uadron 0NIT' Two Barauder 6om*ers Two T"under*olt .ig"ters (4'T 2I0 oints 17I oints
11D
D.0 E ic )aming
'pecial +ules T"e -ob 0ule and ower of the WaaaghF rules a #ormations ?I.I.1 and I.I.2 res ecti&el(@.
l( to all Crk
117
D.0 E ic )aming
.ortress Bo*
27I
47I
D7I
Cne >ill >roo5er An( eig"t o# t"e #ollowing units, 2corc"a! $ar*ikes! $ar*ugg(
1I0 200
nFa 3I0
nFa I00
Cne No*5! t"ree 6o(5 and #our Trukks! lus an( #our o# t"e #ollowing units, 2corc"a! $ar*ikes! $ar*ugg(
200
37I
II0
$ar*ike Cutriders
.i&e $ar*ikes
1I0
2I0
3I0
'PEE& 6+EE, AI+(+A6T 64+*ATI4N' >.p to a third of the points a$ailable may be spent on these formations.?
T1PE .ig"ta 28wadron ;anda (4+E 0NIT' T"ree .ig"ter-6om*ers Cne ;anda N4+*A) 1I0 200 (4'T 3I# nFa nFa @0#E nFa nFa EBT+A 0NIT' Add u to si' .ig"ter-6om*ers #or MI0 oints eac" None
118
D.0 E ic )aming
#ormation can onl( take a ma'imum o# #our u grades. Eac" u grade ma( onl( *e taken once er #ormation. 6lack ;egions armies ma( *e su orted *( 7"aos Na&( and $ar Engine #ormations. = to a t"ird o# t"e oints a&aila*le to t"e arm( ma( *e s ent on t"ese #ormations.
11K
D.0 E ic )aming
&aemons 6loodt"irster! 6loodletters )reat =nclean Cne! Plague*earers >ee er o# 2ecrets! 9aemonettes ;ord o# 7"ange! .lamers 9aemonic 6easts
"ummoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. "ummoned units are '&pendable, but they are otherwise counted as normal units, and are included when working out if a formation outnumbers an opponent in an assault or is broken by Blast markers, etc. 3ote that #aemons that are killed in an assault do count towards the number of units killed by the enemy when working out modifiers for assault resolution. +f a formation loses an assault >see :.:9.A? remo$e e&tra hits from the formation before it is broken and all the remaining summoned units are then remo$ed. "ummoned units remain on the battlefield until the end phase of the turn in which they are summoned. +n the end of the rally phase, after formations ha$e attempted to rally, all summoned units in the formation are remo$ed from the board and placed back into the #aemon ool unless the formation has a unit with #aemonic Focus >see E.::.9?. Greater #aemons that are returned to the #aemon ool keep the same #% they had when they left the battlefield. They do not heal back to full #%, so when summoned again they will ha$e that same #%. "ummoned units that are destroyed are not put back into the #aemon ool. 3ote 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 ha$e been remo$ed. 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 #aemon ool.
K8 A.--.: 'ummoned 0nits /, At w"ic" oint in acti&ating a #ormation is t"e decision to summon daemons madeQ 7an < summon daemons and t"en declare w"ic" action a #ormation will makeQ A, T"e decision to summon daemons is made *etween 2te << o# acti&ating a #ormation ?declare w"ic" action it will carr( out@ and 2te <<< ?t"e #ormation must t"en ass an action test to see i# it carries out t"e action success#ull(@. 2o (ou must declare t"e action *e#ore (ou summon daemons. /, <# < take no Pact! w"at "a ens wit" strateg( roll o# DQ A, 1ou recei&e t"e *onus daemons in t"e 9aemon Pool as normal! *ut will "a&e no wa( to summon t"em to t"e *attle#ield. /, 7an (ou urc"ase daemons e&en i# t"ere is no Pact in t"e arm(Q A, 1es. Lowe&er! t"e daemons ma( not *e summoned to t"e *attle#ield wit"out a Pact so t"e utilit( will likel( *e 8uite limited. /, 7an < urc"ase a 9aemonic Pact *ut not 9aemons #or t"e 9aemon Pool in t"e "o es o# a OD% strateg( rollQ A, 1es. /, <# a #ormation wit" daemons loses an assault! do (ou kill o## t"e daemons t"at return to t"e war before assessing t"e e'tra casualties caused *( losing t"e assaultQ A, No. T"e e'tra casualties go on *e#ore t"e loser *reaks. T"e daemons onl( disa ear once t"e #ormation is *roken. /, 7an < summon 9aemons into an enem(%s Jo7Q A, No.
120
D.0 E ic )aming
3)A(, )E#I4N E)ITE 64+*ATI4N' >Any one elite formation may be fielded per each retinue.?
64+*ATI4N 7"aos Terminators 0NIT' 6etween #our and si' 7"aos 2 ace Barine Terminators! one wit" a 7"aos ;ord or 2orcerer ;ord c"aracter .our 7"aos 2 ace Barine 7"osen = to t"ree 9ecimators 0P#+A&E' A))4WE& 7"aos 7"am ion! 7"aos $arlord! 9aemon Prince! 9aemonic Pact! 9e#ilers! 9readclaws! 9readnoug"ts! <con 6earer! ;and -aiders! C*literators 9aemonic Pact! 9readclaws! 9readnoug"ts! -"inos 9e#ilers (4'T 27I oints #or #our MDI oints er e'tra 12I oints 22I oints eac"
7"osen 9ecimators
3)A(, )E#I4N '0PP4+T 64+*ATI4N' >Any two support formations may be fielded per each retinue.?
64+*ATI4N Armoured 7om an( 6ike 7om an( 9e#iler Assault Pack -a tor 7ult 0NIT' 6etween #our and eig"t o# an( o# t"e #ollowing units, 7"aos Predator! 7"aos ;and -aider Eig"t 7"aos 2 ace Barine 6ikes! one wit" a 7"aos ;ord or 2orcerer ;ord c"aracter .our 9e#ilers 6etween #our and eig"t -a tors! one wit" a 7"aos ;ord or 2orcerer ;ord c"aracter 0P#+A&E' A))4WE& 9e#ilers! Hindicators 9aemonic Pact! <con 6earer None 9aemonic Pact (4'T I0 oints eac" er 7"aos Predator 7I oints eac" er 7"aos ;and -aider 300 oints 27I oints 17I oints #or #our M3I oints er e'tra
3)A(, )E#I4N 0P#+A&E' >.p to four upgrades may be taken once per formation.?
0P#+A&E 7"aos 7"am ion 0-1 7"aos $arlord 7ult Barines 0NIT' Add one 7"am ion o# 7"aos c"aracter Add one 7"aos $arlord c"aracter er arm( to a 9aemon Prince or a unit wit" a 7"aos ;ord c"aracter Add #our 6er5erkers! Noise Barines! Plague Barines or T"ousand 2ons to a #ormation t"at *elongs to >"orne! 2laanes"! Nurgle or T5eentc" res ecti&el( -e lace a unit wit" a 7"aos ;ord c"aracter wit" a 9aemon Prince ?A ma'imum o# one 9aemon Prince ma( *e included er eac" #action resent in t"e arm(@ T"e #ormation ma( summon daemons #rom t"e 9aemon Pool Add u to t"ree 9e#ilers Trans ort a #ormation containing onl( in#antr( units and 7"aos 9readnoug"ts in 9readclaws Add u to t"ree 7"aos 9readnoug"ts Add #our La&ocs Add one <con 6earer c"aracter Add u to #our 7"aos ;and -aiders Add u to t"ree C*literators Add one 7"aos -"ino #or e&er( two in#antr( units Add u to t"ree 7"aos Hindicators (4'T MI0 oints M2I oints
(@A4' NA81 AN& WA+ EN#INE 64+*ATI4N' >.p to a third of the points a$ailable may be spent on these formations.? (@A4' NA81
64+*ATI4N Lar*inger Lell 6lades Lell Talons 0-1 2 acecra#t 0NIT' Cne Lar*inger T"ree Lell 6lades Two Lell Talons Cne 9e&astation 7lass 7ruiser or one 9es oiler 7lass 6attles"i (4'T 42I 200 2I0 1I0 2I0 oints oints oints oints or oints
M1I0 oints
9aemon Prince
MI0 oints
&AE*4N P44)
0NIT )reater 9aemon ;esser 9aemon (4'T M7I oints eac" M20 oints eac"
MI0 oints eac" M1I0 oints MI0 oints M7I oints eac" M8I oints eac" M10 oints eac" M3I oints eac"
121
D.0 E ic )aming
0sing the Arm )ist T"e #ollowing arm( list allows (ou to #ield a 7"aos 7ult arm( *ased on t"e 2tigmatus 7o&enant 7ult t"at arose in t"e Backan s(stem during A*addon%s 13t" 7rusade. <t can also *e used as a Ostand in% arm( list #or ot"er 7ult armies. T"e #ollowers o# t"e 2tigmatus 7o&enant 7ult are organi5ed into #ormations called co&ens. Eac" 7ultist co&en ma( also include a num*er o# e'tra units called u grades. T"e c"arts *elow s"ows w"at units com rise a 7ultist co&en! w"at u grades are allowed! and t"eir oints cost. Eac" u grade t"at is taken adds to t"e cost o# t"e co&en! as s"own on t"e u grade c"art. T"e u grade c"art also lists t"e units t"at make u t"e u grade. Eac" u grade ma( onl( *e taken once er #ormation. Eac" 2tigmatus 7ultist co&en included in t"e arm( allows t"e la(er to take one 2tigmatus 7o&enant 2u ort 7o&en. 7"aos 9aemon Engine co&ens must *elong to 7"aos =ndi&ided or t"e same #action as t"e 7ultist co&en associated wit" it. .or e'am le! i# t"e arm( included two >"orne 2tigmatus 7ultist co&ens t"e arm( could include two >"orne daemon engines co&ens or one >"orne and one undi&ided daemon engine co&en. .inall(! eac" 2tigmatus 7o&enant arm( ma( #ield u to two Plague Jom*ie <n#estations. 'pecial +ules T"e Fickle -asters! Factions and "ummoned .nits rules a l( to 2tigmatus 7o&enant 7"aos 7ultist armies ?see D.11.1! D.11.2 and D.11.3 res ecti&el(@. <n addition some units use t"e Augmented "ummoning and #aemonic Focus a*ilities ?see I.11.1 and I.11.2 res ecti&el(@.
123
D.0 E ic )aming
'TI#*AT0' (48ENANT 0P#+A&E' >'ach upgrade may be taken once per co$en.?
0P#+A&E 6ig Butants 7"aos Altar 7"aos Lounds 7"aos 2 awn 7ultists or Butants 9aemon Prince 9aemonic Pact <con 6earer Traitor .ire 2u ort Traitor .lak Traitor )ri##on 6atter( Traitor Lell"ound 28uadron Traitor Tank 28uadron Trans orts 0NIT' -e lace u to si' Butants wit" an e8ual num*er o# 6ig Butants Add one 7"aos Altar Add u to t"ree 7"aos Lounds Add one 7"aos 2 awn unit Add an( eig"t o# t"e #ollowing units, 7ultists! Butants -e lace a 9emagogue or 7"aos Barine As iring 7"am ion wit" a 9aemon Prince ?A ma'imum o# one 9aemon Prince ma( *e included er eac" #action resent in t"e arm(.@ T"e #ormation ma( summon daemons #rom t"e 9aemon Pool Add one <con 6earer c"aracter Add u to #our 2u ort 28uad units Add u to two L(dras Add u to t"ree )ri##ons Add u to t"ree Lell"ounds Add u to an( t"ree o# t"e #ollowing units, ;eman -uss! ;eman -uss 9emolis"ers Add +ust enoug" o# an( o# t"e #ollowing units to ;and Trans orter trans ort t"e entire #ormation, 7"imera (4'T M20 oints eac" M1I0 oints M10 oints eac" M2I oints M1I oints eac" MI0 oints M2I MI0 M2I MI0 M3I MI0 M70 oints oints oints eac" oints eac" oints eac" oints eac" oints eac"
'TI#*AT0' (48ENANT '0PP4+T (48EN' >Any one support co$en may be fielded per each co$en. #aemon 'ngine formations must belong to %haos .ndi$ided or the same faction as this co$en.? &AE*4N EN#INE'
64+*ATI4N 7"aos =ndi&ided 9e#ilers 7"aos =ndi&ided Lell#ire 7annons >"orne 9aemonic Assault Engines >"orne ;ord o# 6attles Nurgle 7ontagion Towers Nurgle Plague Towers 2laanes" 9aemon >nig"ts 2laanes" 9aemon 2cout Titans T5eentc" 9oomwings T5eentc" .irelords T5eentc" 2il&er Towers 0NIT' .our 9e#ilers .our Lell#ire 7annons .our 9aemonic Assault Engines = to two ;ord o# 6attles .our 7ontagion Towers = to t"ree Plague Towers .our 9aemon >nig"ts = to an( two o# t"e #ollowing units, T"ree 9oomwings = to t"ree .irelords .our 2il&er Towers (4'T 2I0 200 300 400 32I 32I 27I 27I 22I 1I0 1I0 32I oints oints oints oints eac" oints oints eac" oints oints eac" oints eac" oints oints eac" oints
/uestor 2u*+ugator
T+AIT4+ '0PP4+T
0NIT' 2i' ;eman -uss .our 6asilisks 2i' -oug" -ider units .our 2entinels (4'T 400 32I 1I0 100 oints oints oints oints
&AE*4N P44)
(4'T M7I oints eac" M20 oints eac"
124
D.0 E ic )aming
'pecial +ules T"e )it V 0un Tactics and Fleet of Foot rules a l( to all 9ark Eldar #ormations ?I.13.1 and I.13.2 res ecti&el(@.
12I
D.0 E ic )aming
KK /, A, /, A, /, A, /, A, /, A, /, A,
/, A, /, A,
A.-:.: ,ashnarak 9oes t"e >as"narak need to roll to acti&ateQ 1es. T"e >as"narak still needs to roll a 2M to acti&ate and is su*+ect to t"e -1 modi#ier w"en it "as a *last marker like a normal #ormation. $"at "a ens i# t"e >as"narak #ails to acti&ateQ <t still continues on its mission o# deat"! c"oosing to mo&e #or its "old action and mo&ing toward t"e closest #ormation. 9oes t"e >as"narak a&oid dangerous terrainQ Not unless directed to do so *( a $(c" unit. <t will mo&e in a straig"t line! taking dangerous terrain tests as descri*ed in t"e core rules. 9oes t"e >as"narak a&oid im assa*le terrainQ T"e unit will take t"e s"ortest at" around an( im assa*le terrain t"at *rings it closer to t"e determined target #ormation. <# two di##erent at"s around im assa*le terrain are o# e8ual lengt"! t"e la(er w"ose #ormation is *eing ursued ma( c"oose w"ic" at" it takes. 9oes t"e >as"narak a&oid o&erwatc" #ireQ Not unless directed to do so *( a $(c" unit. <t will mo&e in a straig"t line! taking #ire as descri*ed in t"e core rules. 7an t"e >as"narak er#orm intermingled assaultsQ 1es! as long as t"e units *eing *arged are t"e closest units to t"e >as"narak. As an e'am le! i# t"e >as"narak is c"arging a Tactical 2 ace Barine #ormation t"at "a ens to *e intermingled wit" 6ikes! it will c"arge toward t"e closest unit! and t"en t"e ne't closest! and t"en t"e ne't! until it reac"es a ma'imum o# eig"t units ?see core rules 3.3.1@. <# an( o# t"ese units are *ikes! it will *e considered an intermingled assault. 7an t"e >as"narak *e directed *( a $(c" unit t"at is art o# an u grade o# a non-$(c" #ormationQ 1es! as long as a $(c" unit is wit"in 1Icm o# t"e >as"narak or its starting oint at t"e *eginning o# t"e turn! t"e 9ark Eldar la(er ma( direct t"e *east as t"e( see #it. 7an a $(c" unit direct t"e >asn"arak e&en i# it is art o# a *roken #ormationQ 1es. ;ike ot"er unit #unctions like t"e su reme commander re-roll! t"e a*ilit( to direct t"e >as"narak is not a##ected *( its *roken status! unit co"erenc(! or 5ones o# control.
12D
D.0 E ic )aming
&A+, E)&A+ ,A3A)' >'ach formation may ne$er e&ceed more than eight infantry units.?
64+*ATI4N 0-1 >a*al 7oterie >a*al .lotilla >a*al 2(ndicate 0NIT' .our <ncu*i! one wit" a 9racon c"aracter! lus trans ort .our or si' -a&agers 2i' $arriors lus trans ort 0P#+A&E' Laemonculi! <ncu*i! Bandrakes! -a&ager! 2courges! 2(*arite! $arriors! $(c"es 9racon! 2(*arite! Hessel o# Pain 9racon! Laemonculi! Bandrakes! -a&ager! 2courges! 2(*arite! $arriors! $(c"es (4'T 2I0 oints 2I0 or 3I0 oints 200 oints
&A+, E)&A+ PA+TI'AN' >'ach kabal you include in the army allows you to field any two partisans. 'ach formation may ne$er e&ceed more than eight infantry units.?
64+*ATI4N Laemonculi 7o&en Lea&( 6arges Lellion Burder Bandrake T"rong -ea&er )ang 2courge .lig"t Talos 2warm $(c" 7ult 0NIT' Two Laemonculi and #our )rotes8ues! lus trans ort = to two Hessels o# Pain 2i' Lellions 2i' Bandrakes 2i' -ea&ers 2i' 2courges .our Talos lus trans ort 2i' $(c"es lus trans ort 0P#+A&E' Laemonculi! Perditors! 2(*arite! Talos None Lellions! 2(*arite Bandrakes -ea&ers! 2(*arite 2courges! 2(*arite Perditors! Talos Lellions! -ea&ers! 2(*arite! $ar 6easts! $(c"es (4'T 2I0 2I0 200 22I 200 22I 200 200 oints oints eac" oints oints oints oints oints oints
&A+, E)&A+ AI+(+A6T" 'PA(E(+A6T AN& 4T@E+ @4++4+' >.p to a third of the points a$ailable may be spent on these formations.?
64+*ATI4N E'ecutor -a&ens -a5orwings 0-1 2 acecra#t Tormentor 0NIT' Cne E'ecutor ;anding Bodule Two to t"ree -a&en .ig"ters Two to t"ree -a5orwing 6om*ers Cne Torture 7lass 7ruiser or u to t"ree 7orsair 7lass Escorts Cne Tormentor Titan (4'T 7I0 100 12I 300 1I0 I00 oints oints eac" oints eac" oints or oints eac" oints
127
D.0 E ic )aming
12K
D.0 E ic )aming
*INE+8AN TAN, )E#I4N (4*PAN1 0P#+A&E' >.p to three company upgrades may be taken once per company.?
0P#+A&E .lak )ri##on 6atter( Lell"ound 28uadron 2alamander 7ommand 0-1 2u reme 7ommander Tank 28uadron 0NIT' Add u to two L(dra Add t"ree )ri##ons Add t"ree Lell"ounds Add one 2alamander 7ommand Add one 2u reme 7ommander c"aracter to an( unit in t"e #ormation Add an( t"ree ;eman -uss &ariants! none o# w"ic" ma( *e a rare &ariant (4'T MI0 oints eac" M7I oints M12I oints M2I oints M100 oints M140 oints
*INE+8AN TAN, )E#I4N '0PP4+T 64+*ATI4N' >Any two support formations may be fielded per each company.?
64+*ATI4N Artiller( 6atter( Assault )un 6atter( 0-1 9eat"strike 6atter( .lak 6atter( Bec"anised Platoon 0-1 Cr*ital 2u ort 0NIT' T"ree 6asilisks! 6om*ards or Banticores T"ree Bedusas Two 9eat"strikes T"ree L(dras Ten <n#antr( units and #i&e 7"imera ?add one 2alamander 7ommand@ An( one o# t"e #ollowing units, (4'T 2I0 oints 1I0 oints 200 oints 1I0 oints 300 oints ?M2I oints@ 1I0 oints 300 oints 100 oints ?M2I oints@ 200 oints ?M1I0 oints@ 200 oints 280 oints 300 oints
2alamander 2cout Platoon 2torm Troo er Platoon 2u er-"ea&( Tank Platoon Tank Platoon Hulture 28uadron
T"ree 2alamander 2couts ?add one 2alamander 7ommand@ Eig"t 2torm Troo ers ?add #our Halk(ries@ Cne 6ane*lade! 2"adowsword! 2torm*lade! 2torm"ammer or 2tormsword An( si' ;eman -uss &ariants! u to one o# w"ic" ma( *e a rare &ariant .our Hultures
I*PE+IA) A))1 64+*ATI4N' >.p to a third of the points a$ailable may be spent on these formations.? I*PE+IA) NA81 AI+(+A6T
64+*ATI4N Barauder 28uadron T"under*olt 28uadron 0NIT' Two Barauder 6om*ers Two T"under*olt .ig"ters (4'T 2I0 oints 1I0 oints
130
D.0 E ic )aming
A.-? '(A+A3 (4N6)I(T NE(+4N A+*1 )I'T-/The 3ecron are an ancient race whose origins are a mystery to the scholars of the +mperium. What precious little information has been learned from interrogations of 'ldar who themsel$es only ha$e stories that ha$e become little more than legends. 2nown to the 'ldar as the =ngir, the 3ecron are the remnants of an ancient race called the 3ecrontyr. 6orces T"e 2cara* 7on#lict Necron Arm( ;ist uses t"e Necron datas"eets #rom section I.1I. 0sing the Arm )ist 2cara* 7on#lict Necron #ormations come in t"ree t( es! t"e #irst two are "alan'es and su ort #ormations. Eac" "alan' (ou include in t"e arm( allows (ou to #ield an( t"ree su ort #ormations. Alt"oug" (ou can onl( take a su ort #ormation i# (ou #irst take a "alan'! t"e( are treated as se arate inde endent #ormations during a *attle and do not "a&e to mo&e around toget"er. T"e t"ird t( e o# #ormation are Lar&estors. A ma'imum o# u to a t"ird o# t"e oints a&aila*le to t"e arm( ma( *e s ent on t"ese #ormations! t"e 7%tan and P(lons. .inall(! Necron <ndi&iduals includes s ecial #ormations and o*+ecti&e o tions. Eac" indi&idual ma( onl( *e taken once *( t"e arm(. T"e rules #or using eac" indi&idual are listed in t"e ONotes% column. T"e arm( list includes t"e #ollowing in#ormation, 6ormation2 T"e name o# t"e #ormation. 0nits2 T"e core units t"at make u t"e #ormation. EJtras2 A Necron #ormation ma( include an( o# t"e e'tra units listed in t"e OE'tras% column. 1ou ma( include an( num*er o# e'tra units in a #ormation unless it is s eci#icall( noted ot"erwise. All o# t"e core and e'tra units in a #ormation count as *eing art o# one #ormation. T"e di##erent units ma( not mo&e o## on t"eir own. (ost2 T"e oints &alue o# t"e #ormation.
'pecial +ules T"e +mplacable Ad$ance and hase /ut rules a #ormations ?I.1I.2 and I.1I.3 res ecti&el(@.
l( to all Necron
'PE(IA) +0)E A.-?.- 'carab (onflict Necron Arm Epic Tournament 'pecial +ules
Necron +eserves Any 3ecron formation may be held back ;in reser$e< >with the e&ception of the Xonic /rb and Abattoir? if you are playing the 'pic Tournament scenario. 3ote that formations that do not ha$e the Teleport ability will only be able to enter play through ortals. Any 3ecron formation in the reser$es for any reason >either because it has not yet entered play or it is broken? is considered destroyed for the purpose of tiebreak, or the Break Their "pirit $ictory condition. #arrisons The 3ecron typically act in an offensi$e manner and as such, their formations may not garrison in the 'pic Tournament scenario unless fielding a Tomb %omple& 3ecron +ndi$idual. To represent that a Tomb may contain acti$e 3ecron, the player may choose to garrison up to two halan& formations at the Tomb %omple&.
101 A.-? 'carab (onflict Necron Arm )ist /, Low *ig can m( Tom* 7om le' *eQ A, T"e ma'imum si5e o# an o*+ecti&e is not clearl( de#ined in t"e game o# E ic. Pla(ers ma( *e tem ted to model larger terrain-like ieces #or t"e Tom* 7om le'. Cne suggestion is t"at! i# (our o*+ecti&e is larger t"an a t( ical o*+ecti&e sold *( )$! (ou and (our o onent s"ould agree to take measurements #rom t"e center oint o# t"e o*+ecti&es rat"er t"an t"e edge. As long as t"is is discussed during t"e warm-u it s"ould ro&ide neit"er la(er wit" an un#air ad&antage. 1ou s"ould also remind (our o onent t"at! des ite t"e o*+ecti&e *eing large or detailed! it does not *lock mo&ement or line o# sig"t in a tournament scenario as er t"e core rules.
131
D.0 E ic )aming
NE(+4N P@A)ANBE'
64+*ATI4N <n#antr( P"alan' 0NIT' 2i' Necron $arriors and one Necron ;ord c"aracter EBT+A' Add u Add u Add u Add u to t"ree <mmortals #or M40 oints eac" to t"ree Tom* 2 (ders #or MI0 oints eac" to t"ree $rait"s #or MI0 oints eac" to one unit o# Paria"s #or MD0 oints (4'T 22I oints
NE(+4N '0PP4+T 64+*ATI4N' >'ach phalan& you include in the army allows you to field any three support formations.?
64+*ATI4N Armoued P"alan' E8ues Bani le Bonolit" Bani le Bonolit" P"alan' P(lon 0NIT' 2i' C*elisks An( si' o# t"e #ollowing units, 9estro(ers! Lea&( 9estro(ers Cne Bonolit" and two C*elisks T"ree Bonolit"s Cne P(lon EBT+A' None Add u to one Necron ;ord c"aracter to an( unit in t"e #ormation #or M2I oints Add u to t"ree $rait"s #or MI0 oints eac" Add u to one C*elisk #or MI0 oints Add u to one Bonolit" #or M7I oints Add u to t"ree C*elisks #or MI0 oints eac" None Note2 = to a t"ird o# t"e oints a&aila*le ma( *e s ent on t"e 7%tan! Lar&ester #ormations and P(lons. Add u to one Necron ;ord c"aracter to an( unit in t"e #ormation #or M2I oints Add u to t"ree Tom* 2 (ders #or MI0 oints eac" Add u to t"ree $rait"s #or MI0 oints eac" Add u to one unit o# Paria"s #or MD0 oints (4'T 300 oints 3I0 oints 200 oints 27I oints 200 oints
Henator Bani le
200 oints
NE(+4N @A+8E'TE+' >.p to a third of the points a$ailable may be spent on these formations, the %,tan and ylons.?
64+*ATI4N 0-1 Lar&ester Engine 0-1 2 acecra#t 0-2 $ar*ar8ue 0NIT' Cne o# t"e #ollowing units, A*attoir! ]onic Cr* Cne 2c(t"e 7lass Lar&ester Cne $ar*ar8ue EBT+A' None None <# a 7%tan is not #ielded t"en one $ar*ar8ue in t"e arm( ma( *e gi&en t"e "upreme %ommander a*ilit( #or MI0 oints (4'T 7I0 oints 3I0 oints 300 oints
132
D.0 E ic )aming
133
D.0 E ic )aming
&EAT@ ,4+P' 46 ,+IE# (4*PAN1 0P#+A&E' >.p to three company upgrades may be taken once per company.?
0P#+A&E .ire 2u ort 6atter( )orgon 2iege Trans orters Lea&( Tank Lell"ound 28uadron <n#antr( Platoon Tank 28uadron 0NIT' Add #our .ire 2u ort units Add two )orgons ?ma( not *e added to a 9eat" -ider 7om an(@ Add one Bac"arius Add t"ree Lell"ounds Add ten <n#antr( units ?add one )orgon@ Add an( t"ree ;eman -uss &ariants! none o# w"ic" ma( *e a ;eman -uss Han8uis"er (4'T M7I oints M12I oints M12I oints M12I oints M17I oints ?MI0 oints@ M140 oints
&EAT@ ,4+P' 46 ,+IE# '0PP4+T 64+*ATI4N' >Any two support formations may be fielded per each company.?
64+*ATI4N Artiller( 2u ort 7om an( 0NIT' Nine Eart"s"aker Plat#orms and nine o# t"e #ollowing, )un Em lacements! Tro+ans Cne 9eat"strike 2ilo 2i' -oug" -iders Note2 All units in t"e #ormation count as "a&ing t"e "couts a*ilit(. Eig"t Engineers and a Lades 6reac"ing 9rill Eig"t )renadiers ?add one )orgon or eig"t 7entaurs@ Cne o# t"e #ollowing o tions and An( t"ree o# t"e #ollowing, Lea&( AA Plat#orm! L(dra Plat#orm t"ree o# t"e #ollowing, T"ree Eart"s"aker Plat#orms )un Em lacements! Tro+ans T"ree Bedusa Plat#orms Cne Bac"arius 7ommand and two Bac"arius .our Lea&( Bortars or /uad ;aunc"ers! and eit"er #our 7entaurs or 20cm o# Trenc"es T"ree 6om*ards Cne 6ane*lade! 2"adowsword! 2torm*lade or 2tormsword An( t"ree o# t"e #ollowing units, 6ane*lade! 2"adowsword! 2torm*lade! 2tormsword Add an( si' ;eman -uss &ariants! u to one o# w"ic" ma( *e a ;eman -uss Han8uis"er (4'T D00 oints 2I0 oints 1I0 oints 300 oints 22I oints ?M7I oints@ M12I oints M200 oints M27I oints 3I0 oints 200 oints 2I0 oints 200 oints I00 oints 280 oints
0-1 9eat"strike 2ilo 9eat" -ider 2cout Platoon Engineers Platoon )renadiers Platoon Lea&( 2u ort 6atter(
Lea&( Tank Platoon ;ig"t 2u ort 6atter( 2el#-Pro elled Lea&( 2u ort 2u er-Lea&( Tank Platoon 2u er-Lea&( Tank 2u ort 7om an( Tank Platoon
&EAT@ ,4+P' 46 ,+IE# T+EN(@W4+,' >/ne may be fielded per each each 0egimental )N or +nfantry %ompany.?
T1PE Trenc"works N4TE' .our 6unkers and 80cm o# Trenc"es (4'T M7I oints
I*PE+IA) A))1 64+*ATI4N' >.p to a third of the points a$ailable may be spent on these formations.? I*PE+IA) NA81 AI+(+A6T
64+*ATI4N Lea&( Barauder T"under*olt 28uadron 0NIT' Cne Lea&( Barauder 6om*er Two T"under*olt .ig"ters (4'T 2I0 oints 1I0 oints
134
D.0 E ic )aming
13I
D.0 E ic )aming
6attle 6arge 7lose 2u ort! 7ommander! 9readnoug"ts! -a5or*acks! Tacticals 7lose 2u ort! 7ommander! 9readnoug"ts! ;and -aiders! Lelios None 7lose 2u ort! 7ommander 7lose 2u ort! 7ommander! Lelios
7ommander 9e&astators 9readnoug"ts ;and -aiders Lelios -a5or*acks 2ni ers Tacticals
I*PE+IA) NA81" TITAN )E#I4N AN& 'A)A*AN&E+ +E'T+I(TE& 64+*ATI4N' >.p to a third of the points a$ailable may be spent on these formations.? 'A)A*AN&E+ +E'T+I(TE& 64+*ATI4N'
64+*ATI4N 0-1 Assault 0-1 .ast Attack 2cout 0NIT' .our Assault units .i&e 6ike units or ;and 2 eeders .our 2cout units lus trans ort 0P#+A&E' A))4WE& 7lose 2u ort! 7ommander Attack 6ike! 7ommander 7ommander! -a5or*acks! 2ni ers (4'T 17I oints 200 oints 1I0 oints
13D
D.0 E ic )aming
'pecial +ules T"e They "hall 2now 3o Fear rule a lies to all 2cions o# <ron detac"ment and aircra#t #ormations ?I.1.1@.
137
D.0 E ic )aming
7ommander! ;and -aiders T"under"awk Trans ort Armour! 7ommander! Lunter 7ommander! Lunter
'(I4N' 46 I+4N 0P#+A&E' >'ach upgrade may be taken once per detachment.?
0P#+A&E Armour 6attle 6arge 7ommander 0NIT' Add u to an( two o# t"e #ollowing units, Predator Anni"ilator! Predator 9estructor! Hindicator -e lace t"e 2trike 7ruiser wit" a 6attle 6arge 7"oose one o# Add an( one o# t"e #ollowing c"aracters to an( unit in t"e #ormation, 7a tain! 7"a lain! ;i*rarian t"e #ollowing 0-1 o# one o# t"e #ollowing o tions er arm(, o tions, )i&e a ;and -aider t"e "upreme %ommander a*ilit( -e lace a Predator 9estructor wit" a ;and -aider Promet"eus wit" t"e "upreme %ommander a*ilit( -e lace a Hindicator wit" a ;and -aider Promet"eus wit" t"e "upreme %ommander a*ilit( -e lace a ;and -aider wit" a ;and -aider Promet"eus wit" t"e "upreme %ommander a*ilit( Add one Lunter Add u to an( #our o# t"e #ollowing units, ;and -aider or ;and -aider 7rusader ;and -aider Lelios Add u to an( t"ree o# t"e #ollowing units, ;and 2 eeder or ;and 2 eeder Tornado ;and 2 eeder T( "oon Add an( num*er o# -a5or*acks! u to t"e num*er re8uired to trans ort t"e #ormation )i&e all 2cout units t"e "nipers a*ilit( Add u to two T"under"awk Trans orters (4'T MI0 oints eac" M1I0 oints MI0 oints M100 oints M12I oints M12I oints M100 oints M7I oints M7I oints eac" M100 oints eac" M3I oints eac" MD0 oints eac" M2I oints eac" MI0 oints M100 oints eac"
Lunter ;and -aiders ;and 2 eeders -a5or*acks 2ni ers T"under"awk Trans ort
I*PE+IA) NA81" TITAN )E#I4N AN& '(I4N' 46 I+4N AI+(+A6T 64+*ATI4N' >.p to a third of the points a$ailable may be spent on these formations.? '(I4N' 46 I+4N AI+(+A6T 64+*ATI4N'
64+*ATI4N T"under"awk 7A2 T"under"awk 26 0NIT' Cne T"under"awk 7lose Air 2u ort Cne T"under"awk 2aturation 6om*er 0P#+A&E' A))4WE& None None (4'T 2I0 oints 2I0 oints
138
D.0 E ic )aming
13K
D.0 E ic )aming
TA0 '0PP4+T 64+*ATI4N' >Any three support formations may be fielded per each core formation.?
64+*ATI4N Armour 2u ort )rou 6roadside )rou >root >indred Pat"#inder )rou -econ 2kimmer )rou 2k(swee 2u ort )rou 2tealt" )rou 0NIT' .our Lammer"eads 2i' 6roadside 6attlesuits Cne unit o# >root Baster 2"a ers and nine >root $arriors .our Pat"#inders and two 9e&il#is" An( si' o# t"e #ollowing units, Piran"a! Tetra T"ree 2k(ra(s 2i' 2tealt" 6attlesuits 0P#+A&E' A))4WE& Lammer"eads! 2k(ra( )un 9rones >root! >root Lounds! >rooto' )un 9rones! Piran"as )un 9rones! Piran"as None )un 9rones (4'T 200 32I 17I 200 17I 2I0 22I oints oints oints oints oints oints oints
TA0 0P#+A&E' >.p to three upgrades may be taken once per formation.?
0P#+A&E 6onded Team 6roadsides 7ommander 7risis 2uits 0-1 Et"ereal .ire $arriors )un 9rones Lammer"eads >root >root Lounds >rooto' Pat"#inders Piran"as 2k(ra( 0NIT' )i&e one unit o# .ire $arriors t"e Leader a*ilit( Add t"ree 6roadside 6attlesuits Add an( one o# t"e #ollowing c"aracters to a unit o# 7risis 2"as%el 6attlesuits, 0-1 2"as%o er arm( Add u to #our 7risis 6attlesuits Add one Et"eral c"aracter er arm( to a unit o# .ire $arriors Add an( one o# t"e #ollowing o tions, .our .ire $arriors .our .ire $arriors and two 9e&il#is" Add two )un 9rones Add two Lammers"eads Add #i&e >root $arriors Add t"ree >root Lounds Add t"ree >rooto' Add two Pat"#inders and one 9e&il#is" Add t"ree Piran"as Add one 2k(ra( (4'T M2I oints M1I0 oints M2I oints M100 oints MI0 oints eac" MI0 oints eac" M100 oints M12I oints M2I oints M100 oints M7I oints MI0 oints M7I oints M100 oints M7I oints M100 oints
AI+ (A'TE 64+*ATI4N' >.p to a third of the points a$ailable may be spent on these formations.?
64+*ATI4N 6arracuda 28uadron Banta 9ro s"i Crca 9ro s"i 0-1 2 acecra#t Tiger 2"ark 28uadron Tiger 2"ark AW-1-0 28uadron 0NIT' Two 6arracudas Cne Banta Cne Crca An( one o# t"e #ollowing units, Two Tiger 2"arks ?add a )un 9rone #ormation o# si' )un 9rones@ Two 2"ark AW-1-0s (4'T 1I0 oints D7I oints 1I0 oints 200 oints 2I0 oints 17I oints ?M100 oints@ 37I oints
140
D.0 E ic )aming
141
D.0 E ic )aming
0-1 $rait"gate
MI0 oints
-anger
200 oints
A)AIT4( (+A6TW4+)& T+40PE' >'ach warhost you include in the army allows you to field any three troupes.?
64+*ATI4N As ect $arrior 0NIT' An( si' o# t"e #ollowing units, 9ark -ea ers! 9ire A&engers! .ire 9ragons! Lowling 6ans"ees! 2"ining 2 ears! 2triking 2cor ions! 2woo ing Lawks! $ar 2 iders An( one o# t"e #ollowing units, 7o*ra! 2cor ion! 2torm 2er ent! Hoid 2 inner T"ree Nig"t 2 inners .our Pat"#inders .i&e .alcons EBT+A' Add +ust enoug" $a&e 2er ents or .alcons to trans ort all units e'ce t 2"ining 2 ears! 2woo ing Lawks and $ar 2 iders #or MI0 oints eac" Add u to one E'arc" c"aracter to an in#antr( unit #or M2I oints eac" Add u to an( two o# t"e #ollowing units #or M2I0 oints eac", 7o*ra! 2cor ion! 2torm 2er ent! Hoid 2 inner None Add u to two Pat"#inder units #or MI0 oints eac" Add u to one .alcon #or MI0 oints -e lace u to two .alcons wit" an e8ual num*er o# .irestorms #or #ree -e lace an( num*er o# .alcons wit" an e8ual num*er o# .ire Prisms #or M1I oints eac" Add u to two $ar $alkers #or M2I oints eac" None (4'T 22I oints
A)AIT4( (+A6TW4+)& 'PA(E(+A6T" AI+(+A6T I TITAN' >.p to a third of the points a$ailable may be spent on these formations.?
64+*ATI4N Nig"twings P"antom P"oeni' -e&enants 0-1 2 acecra#t Ham ire 0-1 $arlock 0NIT' T"ree Nig"twing <nterce tors Cne P"antom Titan T"ree P"oeni' 6om*ers Two -e&enant Titans An( one o# t"e #ollowing units, Cne Ham ire -aider Cne $arlock Titan (4'T 300 7I0 400 DI0 1I0 300 200 8I0 oints oints oints oints oints oints oints oints
$rait"s"i 9ragons"i
142