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NetEA Tournament Pack

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.

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This document is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL ublishing, Blood Angels, Blood!uest, Blood Bowl, the Blood Bowl logo, The Blood Bowl "pike #e$ice, %adian, %atachan, the %haos de$ice, %ityfight, the %haos logo, %itadel, %itadel #e$ice, %ity of the #amned, %ode&, #aemonhunters, #ark Angels, #ark 'ldar, #ark Future, the #ouble()eaded*+mperial 'agle de$ice, ,'a$y -etal, 'ldar, 'ldar symbol de$ices, 'pic, 'ye of Terror, Fanatic, the Fanatic logo, the Fanatic ++ logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden #emon, Gorkamorka, Great .nclean /ne, the )ammer of "igmar logo, )orned 0at logo, +nferno, +n!uisitor, the +n!uisitor logo, the +n!uisitor de$ice, +n!uisitor1%onspiracies, 2eeper of "ecrets, 2hemri, 2horne, 2root, Lord of %hange, -arauder, -ordheim, the -ordheim logo, 3ecromunda, 3ecromunda stencil logo, 3ecromunda late logo, 3ecron, 3urgle, /rk, /rk skull de$ices, "isters of Battle, "ka$en, the "ka$en symbol de$ices, "laanesh, "pace )ulk, "pace -arine, "pace -arine chapters, "pace -arine chapter logos, Talisman, Tau, the Tau caste designations, Tomb 2ings, Trio of Warriors, Twin Tailed %omet Logo, Tyranid, Tyrannid, T4eentch, .ltramarines, Warhammer, Warhammer )istorical, Warhammer /nline, Warhammer 56k #e$ice, Warhammer World logo, Warmaster, White #warf, the White #warf logo, and all associated marks, names, races, race insignia, characters, $ehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 56,666 uni$erse are either 7, T- and*or 8 %opyright Games Workshop Ltd 9666(96:9, $ariably registered in the .2 and other countries around the world. .sed without permission. 3o challenge to their status intended. All 0ights 0eser$ed to their respecti$e owners.

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

NetEA Tournament Pack 2013-08-07

1.0 E ic )ame -ules

-./ EPI( #A*E +0)E'


;+t is the purest folly to belie$e that an indi$idual can sa$e Armageddon. Wars are not won by heroes, they are won by firepower and force, and the application of strategy and tactics.< %ommissar =arrick Cn t"e #ollowing ages (ou will #ind t"e core rules #or t"e E ic game s(stem! co&ering all o# t"e *asic mec"anics o# t"e E ic game. T"e core rules descri*e "ow units ?t"at%s to sa( an( kind o# in#antr( or armoured &e"icles@ mo&e and #ire on eac" ot"er and artici ate in assaults. 2cattered t"roug" t"e rules (ou will occasionall( #ind 2 ecial -ule *o'es. Bost s ecial rules are descri*ed in rules sections 2.04.0! *ut some rules (ou reall( need to know a*out earlier on and *ecause o# t"is we%&e included t"em wit" t"e core rules. 1ou will also #ind 9esign 7once t *o'es t"at e' lain certain #undamental rinci les o# t"e rules. $e%&e ut t"ese o## to one side rat"er t"an include t"em in t"e rules ro er in order to sa&e re etition! and also to allow us to e' lain in rat"er more detail t"e conce ts and "iloso "( *e"ind t"e rules. T"e aut"or #eels 8uite strongl( t"at dis utes or misinter retation o# t"e rules can *e minimised i# (ou understand w"( a rule is written t"e wa( it is. $e "ig"l( recommend t"at (ou la( se&eral games using t"e core rules *e#ore #ig"ting *attles using t"e #ull range o# E ic scale &e"icle and in#antr( miniatures t"at use t"e s ecial rules. <n order to "el wit" t"is we%&e included a num*er o# Otraining scenarios% at t"e end o# t"e core rules t"at will allow (ou to tr( t"e rules out 8uickl( and easil(. -./.What 1ou Will Need To Pla <n order to la( (ou will need to get "old o# E ic scale miniatures. T"ese miniatures are a&aila*le #rom )ames $orks"o stores and 9irect 2ales as well as inde endent s ecialist "o**( s"o s. 1ou will also need a small amount o# gaming terrain. 1ou can use t"e "ills and trees made #or $ar"ammer or $ar"ammer 40!000 and a&aila*le #rom t"e same laces as E ic miniatures i# (ou don%t "a&e an( E ic scale terrain! or +ust la( a clot" o&er some *ooks to create rolling! "ill( terrain. .orge $orld sells a wide arra( o# detailed resin terrain ieces to e' and t"e *oundaries o# (our *attle settings. <n addition to models! a suita*le *attle#ield! and la(ers (ou%ll need a #ew more essential items to *egin la(,

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:

1.0 E ic )ame -ules

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.

-.-

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.

NetEA Tournament Pack 2013-08-07

1.0 E ic )ame -ules

-.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

+esult =nit "uppressed .ormation Broken

Effect Ba( not s"oot $it"draw

&E'I#N (4N(EPT 3last *arkers


Blast markers are an attempt to show in a simple and playable manner that the psychological effect of fire is e$ery bit as important, if not more important, than the actual number of casualties caused. Blast markers represent a whole range of personal disasters occurring to the units in a formation1 things being damaged, s!uads being scattered, breaking or fleeing, and so on. They are a $ital part of 'pic so don,t o$erlook their importance. The rules for Blast markers reflect the fact that most troops will tend to grind to a halt and seek co$er when they come under e$en !uite a small amount of fire >that,s why a single sniper can slow down many times his own number of enemy troops?, but will only withdraw when a combination of casualties and sustained enemy pressure con$inces them that their position is untenable and they should withdraw >which is why a single sniper will rarely dri$e the enemy off?. -.9.9 Initiative 8alues Eac" #ormation "as an initiati$e $alue t"at re resents "ow well trained and moti&ated it is. T"e lower a #ormation%s initiati&e &alue is! t"e *etter ?e.g.! an initiati&e o# 1 is *etter t"an an initiati&e o# 2@. .ormations wit" good initiati&e &alues are more likel( to carr( out orders! and will rall( more 8uickl( t"an #ormations wit" worse initiati&e &alues. 1ou will #ind t"at a #ormation%s initiati&e &alue is one o# its most im ortant c"aracteristics. 2ome e'am le initiati&e &alues are s"own *elow, 6ormation Initiative 8alue 2 ace Barine 1M <m erial )uard 2M Crk 3M 3

1.0 E ic )ame -ules

NetEA Tournament Pack 2013-08-07

-.;

'E<0EN(E 46 P)A1

-.?

T@E 'T+ATE#1 P@A'E

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.

&E'I#N (4N(EPT Ties


+n the case of a tie or any situation where the rules allow both players to do something at the same time, the player with the ne&t birthday gets to go first unless the rules specifically say otherwise.

'PE(IA) +0)E -.;.9 Abilities 0sed At 'tart 4f Turn!Action


"ome units ha$e special abilities that are specified as taking effect at the beginning of the turn. These effects are resol$ed before the "trategy roll. "imilarly, abilities that are used at the start of an action can be taken before the +nitiati$e roll is made or the action chosen. +f both players ha$e effects for the beginning of the turn, take turns resol$ing them starting with the player with the higher "trategy rating, alternating between players for each subse!uent effect until all effects are resol$ed.
3

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.

NetEA Tournament Pack 2013-08-07

1.0 E ic )ame -ules

-.A

T@E A(TI4N P@A'E

<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.

1.0 E ic )ame -ules

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.

EBA*P)E 46 P)A1 Actions


After setting up their forces, the /rk player >-att? and the +mperial Guard player >Bill? both roll a dice and add their strategy rating. The +mperial Guard player rolls a @, to which he adds his strategy rating of 9 for a total of A. The /rk player rolls a B on the dice, plus his strategy rating of B, gi$ing him a total of @. The +mperial Guard player hence wins the strategy phase and may choose whether to go first or second. )e chooses to go first. The action phase now begins and the +mperial Guard player nominates the formation with which he will attempt his first action. )e picks a "teel Legion -echanised +nfantry %ompany out on the left flank and declares that they are going to attempt a double action. The chosen formation are members of the +mperial Guard, and therefore ha$e an initiati$e rating of 9C. The player rolls the dice and scores a 5 D the action is successful and the formation makes its chosen action >in this case, mo$ing twice up the flank. They then ha$e the option to shoot but can,t see any enemy so the formation,s action is at an end?. The +mperial Guard player then decides he is going to try to retain the initiati$e. )e nominates a "teel Legion "uper )ea$y Tank %ompany on the other side of the battlefield and declares that they are also going to attempt a double action. The player rolls a dice and scores a 9 D the action fails, since the formation has an +nitiati$e of 9, and suffers (: to its dice roll for retaining the initiati$e. The formation recei$es a Blast marker and must take a hold action instead of taking the double 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.

NetEA Tournament Pack 2013-08-07

1.0 E ic )ame -ules

-.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(.

1.0 E ic )ame -ules

NetEA Tournament Pack 2013-08-07

'PE(IA) +0)E -.C.? Transport 8ehicles


-any formations include transport $ehicles that can be used to carry other units that belong to the same formation. The number and type of units that can be carried will be listed on the transport $ehicle,s datasheet. Transport $ehicles may only carry units from their own formation. Transport $ehicles can pick up and carry units as part of the transport $ehicle,s mo$e. The $ehicle simply mo$es into base contact with the unit to be picked up, and then carries on with its mo$e as normal. 3ote that the transported unit is not allowed to mo$e themsel$es during the mo$e when they are picked up. Transported units may disembark at the end of any mo$e after the mo$e in which is it was picked up. This happens after any o$erwatch shots >see :.:6? but before the mo$ing formation shoots or assaults. #isembarking units may be placed within Ecms of the transport $ehicle. +f the formation has engage orders then they may be placed in base contact with an enemy unit. /therwise they may not be placed within an enemy unit,s 4one of control. 3ote that units do not ha$e to disembark, and may remain in their transport if they prefer. .nits may not be picked up and disembark as part of the same mo$e, though a formation making multiple mo$es as part of a march or double action could pick up units in one mo$e and drop them off as part of a subse!uent mo$e. .nits may embark or disembark as part of a counter(charge mo$e >see :.:9.5?, unless the transport $ehicle carrying them is already in base contact with two enemy units D in which case they must stay on board >they are trapped insideF?. .nits being transported may not shoot unless the transport $ehicle,s datasheet specifically says otherwise. Transported units are counted towards the number of units in the formation for all rules purposes >ie, when working out the number of units in$ol$ed in an assault or if the formation is broken by Blast markers, etc?. +f the transport unit is destroyed, then any transported units may make their normal armour sa$e /0 make a @C co$er sa$e. "ee 9.9.@ if a transport is destroyed by a macro(weapon. lease note that a transport $ehicle that is being transported cannot transport other units itself >ie, the G0ussian #oll, tactic is not allowedF?.
K

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.

NetEA Tournament Pack 2013-08-07

1.0 E ic )ame -ules

-.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.

&E'I#N (4N(EPT Terrain (onventions


+t is possible to ha$e all kinds of arguments about whether terrain partially or fully blocks the line of fire to a target. Because of this, you should discuss the terrain on your gaming table with your opponent before a game starts and make sure you both agree on how it will work with regard to this and any of the other terrain rules. )owe$er, the (: to hit modifier should be generously applied, and if in any doubt it should be counted rather than ignored. -.E.9 (over To @it *odifiers =nits t"at are in terrain t"at is tall enoug" to at least artiall( o*scure t"em #rom an attacker%s &iew recei&e a -1 to "it modi#ier w"en *eing s"ot at ?see 1.K.I@. T"e to "it modi#ier also a lies i# inter&ening terrain o*scures t"e target artiall( #rom &iew. -.E.: Infantr (over 'aves 7ertain terrain is noted as gi&ing in#antr( a co&er sa&e. $"ile in suc" terrain! t"e in#antr( recei&e t"e co&er sa&e listed on t"e Terrain ta*le in addition to t"e -1 to "it modi#ier #or *eing in co&er. T"e co&er sa&e can *e used instead o# t"eir normal armour sa&e w"ene&er t"e( "a&e to take an armour sa&e. Note t"at t"e( can use one or t"e ot"er o# t"ese sa&es against a "it! not *ot".

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.

1.0 E ic )ame -ules

NetEA Tournament Pack 2013-08-07

'PE(IA) +0)E -.E.; Terrain Effects


6ortifications2 .nits in fortifications recei$e the (: to hit modifier for being in co$er and may ignore the (: sa$e modifier for being caught in a crossfire, though they still recei$e the e&tra blast marker >see :.:: %rossfire?. +n addition, infantry in fortifications recei$e a BC co$er sa$e. Fortifications are normally impassable terrain for $ehicles unless they are specifically designed to hold them >eg, tank emplacements?. @ills2 .nits on hills will benefit from better lines of sight to enemy units, as they will be high enough to see o$er some terrain features >see :.H.9 Line of Fire?. This aside, units on hills count as being in open ground >or whate$er other type of terrain they occupy that is also on the hill, such as roads, woods or buildings?. 4pen #round2 +nfantry count as being in co$er >(: to hit modifier? and recei$e a EC co$er sa$e if they are on /$erwatch in /pen Ground. This represents the fact that stationary infantry are $ery hard to see. 3ote that the sa$e will be lost after the infantry shoot and the /$erwatch marker is remo$ed. +oads2 .nits that spend a whole mo$e on a road may add Ecms to their mo$e. +n addition, if all of the units in a formation are on a road at the start of their action, you may declare they will make a road march. The formation takes a march action, and automatically passes the Action test. )owe$er, all of the units in the formation must remain on the road for the entire three mo$es. Armoured 8ehicles2 +nfantry count as being in co$er and recei$e the (: to hit modifier >but no co$er sa$e? if they are touching an armoured $ehicle or war engine, to represent their ability to take co$er from enemy fire by crouching behind the $ehicle.
Terrain Effects Table

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.

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-.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.

'PE(IA) +0)E Weapon 6ire Arcs


-ost weapons can be fired in any direction >ie, the unit does not ha$e to be pointing at the target?. )owe$er, in some cases, a weapon will be noted as ha$ing a limited weapon arc. Weapons that are noted on the data sheet as firing to the forward ha$e a :A6I arc of fire to the unit,s front, while weapons noted as firing to the rear ha$e a :A6I arc of fire to the unit,s rear. Weapons with a left fire arc may fire in the :A6I arc to the unit,s left side, while weapons with a right fire arc can fire :A6I to the unit,s right. Finally, weapons that are noted as fi&ed forward firing can only fire on targets that lie within 5EI of either side of the direction that the unit is facing.

-.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.

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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.

&E'I#N (4N(EPT 'hooting (onventions


The following principles apply to shooting1 *easuring +anges2 =ou must decide with your opponent how you will measure the range between two models during a game. The method used by the author >and the default you should use if you can,t agree to an alternati$e? is that a weapon is in range if any bit of the attacking weapon is within range of any part of the target model >or at least one of the models on a target stand?. )ines of 6ire2 +n 'pic, the terrain and the models are assumed to be the same scale, so if you want to check a difficult line of sight between two units, all you need to do is bend o$er and get a ,model,s eye $iew, to see if they are in each others line of fire. PreGmeasuring2 =ou must decide with your opponent if you are allowed to pre(measure distances during a game of 'pic, or if you must declare charges or shooting attacks before measuring. For e&ample, you must decide if you can measure to make sure a unit is within range of the enemy before deciding who it will shoot at, etc. 'ach method has its own distinct ad$antages, which boil down to pre(measuring being more precise and tactical, and not allowing pre(measuring being more characterful and e&citing. +f you cannot agree on which method to use then use the author,s method, which is to allow pre(measuring. -.F.: 'hooting Procedure-: T"is is a summar( o# t"e s"ooting rocedure. $e%ll work t"roug" it ste P*(Pste in t"e rules t"at #ollow. I > Place one 6last marker on t"e target #ormation. II > -oll to "it. III > Allocate "its! make sa&ing t"rows and remo&e casualties. I8 > Place additional 6last markers #or casualties and c"eck to see i# t"e enem( #ormation is *roken. -.F.; Place 3last *arker T"e target #ormation automaticall( recei&es a 6last marker as long as at least one attacking unit can s"oot at t"e #ormation. An additional 6last marker is recei&ed #or eac" unit t"at is destro(ed. A #ormation recei&es a 6last marker #or coming under #ire e&en i# none o# t"e attackers can cause an( damage ?e.g.! armoured &e"icles coming under "ea&( *olter #ire@.

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.

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'PE(IA) +0)E Needing CH To @it


+f to hit modifiers result in a re!uired score of J or more to hit then it is still possible to score a hit, though $ery unlikely. As it is impossible to roll a J on a #@ >go on, try if you don,t belie$e us?, you will first need to roll a @, and then, for each dice rolling a @, you will need to roll a further score as shown on the chart below. "o, for e&ample, to roll an A you must roll a @ followed by a E or @.

Target 7 8 K 10

&A rolls needed D #ollowed *( 4! I or D D #ollowed *( I or D D #ollowed *( D Ba( not *e "it

-.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.

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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.

EBA*P)E 46 P)A1 'hooting


A "pace -arine #e$astator #etachment in 0hinos has Kust made an ad$ance action >to get within range of the enemy?. All units ha$e made their mo$e, and now are permitted to shoot. They decide to shoot at an /rk warband nearby. The "pace -arine player measures the range >which is within the #e$astators, range and line of fire? and places a Blast marker. There are four #e$astator units in the formation, each with two missile launchers, making for a total of eight shooting attacks. All the units in the target formation are infantry, so the #e$astators elect to shoot using their A $alue, which is A EC. The player controlling the #e$astators then rolls eight dice, scoring :, 9, 9, 5, 5, E, @ and @ D making for a total of B hits. The nearest units in the enemy formation are all /rk Boy4 stands, three of whom suffer a hit. The /rk player then attempts to make sa$es for these three units, rolling one dice for each. The /rk player fails to roll any @s, meaning that all three units are destroyed. A further three Blast markers are placed on the warband, taking the total number of Blast markers up to four D not enough to break the warband >since it has more than four units remaining?.

<# (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.

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'PE(IA) +0)E -.F.E 3arrages


-any artillery pieces, rocket launchers and some other weapons fire a barrage of shots causing mass destruction on the enemy. When these guns or launchers are grouped together in an attack they always fire a single barrage at the same target. /n their datasheets, these weapons ha$e no to hit rolls D instead they ha$e a number of barrage points >B s?. The main difference between a barrage and a normal attack is that the barrage co$ers a substantial area and so may hit se$eral units. To fire a barrage, first take a Barrage template >see :.6.:? and place it on the table where you want the barrage to land. 'ach weapon contributing to the barrage must be within range and ha$e a line of fire to at least one unit under the template. Weapons that are not in range or do not ha$e a line of fire to an enemy unit that falls under the template may not fire at all this turn. =ou are allowed to place templates o$er your own units, or units from se$eral enemy formations if you wish but all units under the templates D friend and foe alike D are attacked. Any formation that is attacked recei$es a Blast marker for Gcoming under fire, >see :.H.5?. 3e&t, refer to the data sheet to work out the total number of Barrage points. The whole formation fires at once, so the number of Barrage points for each weapon that is in range and has a line of fire is added together. When you ha$e worked out the total number of barrage points refer to the barrage table below. 3ote that a formation may only fire one barrage per turn D a single formation may not fire separate barrages at different targets. The Barrage table lists the hit roll re!uired to hit each unit under the Barrage template. 0oll to hit all units >friend or foe? under the template with the appropriate to hit $alues. +n order to speed dice rolling we recommend rolling to hit all units of e&actly the same type together, and then remo$ing any casualties from those closest to the enemy first. 3arrage Table

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

EJtra 3last *arkers


None None None None Cne Cne Two T"ree .our

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

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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.

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-.-/ 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.

EBA*P)E 46 P)A1 4verwatch


As his first action for the turn, the +mperial Guard player chooses to try to put one of his "teel Legion -echani4ed +nfantry %ompanies onto o$erwatch. )e passes the Action test and the unit goes onto o$erwatch. 3earby, an /rk formation chooses a sustained fire action and shoots at a nearby Titan. The /rk formation doesn,t mo$e, so can,t trigger the formation on o$erwatch to fire. Their o$erwatch goes onL Later in the same turn, another /rk formation chooses a double action and mo$es across in front of the +mperial Guard on o$erwatch. At the end of their first mo$e, the /rks are within line of fire of the +mperial Guard detachment, but the player decides not to shoot at them since their second mo$e will take them closer to another unit with which he can shoot them anyway. The o$erwatch is not triggered and still goes onL A new turn begins and the /rk player wins the "trategy phase, enabling him to go first. The first thing the /rk player does is begin an engage action with a 2ult of "peed, which begins tearing towards the +mperial Guard. At the end of their mo$e, they are $ery close to the +mperial Guard formation, but before the assault is resol$ed, the +mperial Guard player announces that he is going to trigger the formation,s o$erwatch and shoot at the 2ult of "peed. The shooting is resol$ed normally, and in all likelihood will pro$ide a massi$e aid to the +mperial Guard in the coming assault. After the effects of the shooting ha$e been resol$ed, the assault is resol$ed normally.

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.

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-.-- (+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.

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EBA*P)E 46 P)A1 (rossfire


The Land 0aiders ha$e taken an ad$ance action and mo$ed to the position shown in the photograph below. The "pace -arine player is able to draw a line of fire less than 5Ecms long to a unit in the "pace -arine Tactical formation, and so is able to claim the crossfire bonus when shooting on the /rks. The Land 0aiders, lascannon are ineffecti$e against the /rk infantry, but their hea$y bolters inflict three hits. The (: sa$e modifier means that it is impossible for the /rks to make their armour sa$e so three units are remo$ed as casualties. Fi$e Blast markers are inflicted on the /rks1 one for coming under fire, two for the first casualty caused by the hea$y bolter fire, and two more for the remaining two casualties. There are only fi$e units left in the /rk warband, so the fi$e Blast markers inflicted by the Land 0aiders are Kust enough to break the warband.

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-.-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.

&E'I#N (4N(EPT Assaults


The rules for assaults that follow are a crucial part of the 'pic rules, and so it,s important to understand what they represent. .nlike most wargames, where assaults only really co$er hand(to(hand combat, in 'pic an assault co$ers e$erything that happens when a formation is ordered to assault an enemy formation. To put this another way, if you think of an assault as co$ering e$erything that happens in a typical 5(@ turn game of Warhammer 56,666, then you won,t go too far wrongF This means that while hand(to(hand combat >called close combat in 'pic? can be a part of what happens in an assault, it is by no means e$erything that happens. =ou will find it !uite common for assaults to be resol$ed without any units making it into close combat at all, Kust as games of Warhammer 56,666 can be resol$ed without any close combat taking place. /ne final point that needs to be made here is that an assault only occurs if a formation takes an engage action. This means it is possible for enemy formations to end up $ery close to each other >less than :Ecms? without ha$ing to fight an assault. This reflects your troops, natural inclination to get under co$er when they are close to the enemy unless they are ordered to attack. Bake t"e mo&e normall(! as descri*ed in t"e mo&ement rules gi&en re&iousl(. Cnce t"e mo&e is com lete! t"e engaging #ormation must "a&e at least one unit wit"in 1Icms o# a unit #rom t"e target #ormation. <# t"is is not t"e case t"en t"e assault does not take lace and t"e action ends. T"is ca&eat aside! units #rom t"e c"arging #ormation ma( mo&e in an( direction and do not "a&e to "ead towards t"e enem(. =nits making a c"arge mo&e are allowed to enter enem( 5ones o# control in order to mo&e into *ase contact wit" an enem( unit #rom t"e target #ormation. Bo&ing into *ase contact allows t"e unit to #ig"t wit" its close com*at &alue rat"er t"an its #ire#ig"t &alue! as descri*ed *elow. T"is is t"e onl( time a unit ma( enter an enem( 5one o# control. 2ee t"e rules #or 5ones o# control ?1.7.3@. Note t"at c"arging units ma( not enter t"e 5one o# control o# enem( units #rom anot"er #ormation t"at is not t"e target o# t"e assault. A ma'imum o# two units ma( mo&e into *ase contact wit" eac" de#ender. 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 entered. Cnce a unit "as *een contacted it loses its 5one o# control #or t"e rest o# t"e assault! allowing ot"er units to mo&e ast it. <t%s im ortant to note t"at all (ou "a&e to do is get one unit wit"in 1Icms o# t"e enem( c"osen as t"e target o# t"e assault. T"ere is no need #or an( units to get into *ase-to-*ase contact wit" t"e enem( unless (ou want t"em to.

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.

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&E'I#N (4N(EPT Assault Weapons and 'mall Arms


-any unit datasheets include weapons that are noted as being either assault weapons or small arms. The term assault weapons co$ers all of the di$erse close combat weapons of the 5:st -illennium, including chainswords, power weapons and /rk choppas. The effect of these weapons is included in a unit,s %lose %ombat $alue and so they can only be used during an assault. For e&ample, Assault -arines with chainswords ha$e the effect of these weapons included in their %lose %ombat $alue of BC. The term Gsmall arms, co$ers a di44ying array of short(range weapons used by units in the 5:st -illennium. '&amples include lasguns, bolters and /rk shootas. The effect of these weapons is included in a unit,s Firefight $alue and can only be used during an assault. For e&ample, Tactical -arines with boltguns ha$e the effect of these weapons included in their Firefight $alue of 5C. An assault is the only time that units get to use their Gsmall arms, such as bolters or lasguns, although these weapons ha$e a nominal range of :Ecm on the unit datasheets. This represents the limited amounts of ammo carried for such weapons, and also that in combat most soldiers will keep their heads down and only shoot when the situation is really desperateF 3either of these problems generally apply to hea$y weapons teams, which is why these weapons get to shoot all of the time. -.-9.? +esolve Attacks99 All units "a&e two assault &alues, a close com*at &alue and a #ire#ig"t &alue. =nits t"at are in *ase-to-*ase contact wit" t"e enem( use t"e close com*at &alue! w"ile units t"at are not in *ase contact *ut are wit"in 1Icm and "a&e a line o# #ire to t"e
22 -.-9.? +esolve Attacks /, <n an Assault! can (ou allocate "its to units in a #ormation t"at are not wit"in 1Icm o# an enem( unitQ A, No. Lits in an Assault can onl( *e allocated to units t"at are wit"in 1Icm o# an enem( unit. /, 9o t"e 7o&er 2a&e and 7o&er to-"it modi#ier a l( in AssaultsQ A, 9e#enders in an Assault get t"e 7o&er 2a&e #rom an( terrain t"e( are in *ut attackers ne&er get a 7o&er 2a&e #rom terrain. T"e -1 to-"it modi#ier is not a lied as t"ere are ne&er an( modi#iers to attack rolls in Assaults. /, 7an t"e cross#ire *onus *e used in an assaultQ A, No. <t is almost im ossi*le to create cross#ire rules #or an assault t"at can%t *e e' loited in some wa(. < re#er to use t"e rules as t"e( are and assume t"at t"e cross#ire makes t"e assault easier *ecause #ormations can so#ten u t"e de#enders *( s"ooting at t"em wit" t"e cross#ire *onus *e#ore t"e assault goes in! making li#e easier #or t"e assaulting troo s. Note! su orting #ormations in osition to cross#ire can *e close enoug" t"at t"e( re&ent t"e o onent #rom e##ecti&el( counter-c"arging ?i# t"e su ort #ormation is closest! t"e o onent%s unit "as to c"arge t"e su ort #ormation and ma( t"ere#ore not *e in range to counter-attack t"e engaging #ormation@. $"ile t"e results o# t"is mec"anic are not necessaril( intuiti&e! t"e result can *e a su*stantial disad&antage #or t"e de#ender com ara*le to a cross#ire. /, <# units are assaultedFengaged w"ile in co&er! do enem( attacking wit" .. &alues get a -1 modi#ier ?co&er@ to "itQ A, No. Bodi#iers ne&er a l( to a unit%s .. or 77 &alues w"en determining i# t"e( "it in an Assault. /, 9o units in co&er in an Assault get a 7o&er 2a&eQ A, Cnl( t"e 9e#ender. .rom 1.12.I E<n#antr( units #rom #ormations undertaking an Engage action ma( not take 7o&er 2a&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(G. /, 7an a s8uad o# in#antr( in#lict a "it or cause damage to a He"icle or $ar Engine in an AssaultQ A, 1es.

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.

1.0 E ic )ame -ules

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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NetEA Tournament Pack 2013-08-07

-.-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.

-.-: +E#+40PIN# I 3+4,EN 64+*ATI4N'


.ormations t"at take a mars"al action are allowed to regrou in order to remo&e 6last markers and attem t to a&oid *ecoming *roken. .ormations are *roken once t"e( "a&e recei&ed a num*er o# 6last markers e8ual to t"e num*er o# units in t"e #ormation! or i# t"e( lose an assault. 6roken #ormations ma( not *e selected to take an action in t"e Action "ase. -.-:.- +egrouping .ormations t"at take a mars"al action ma( regrou . -oll 29D and remo&e a num*er o# 6last markers e8ual to t"e "ig"est roll. Note t"at t"e dice are not added toget"erR instead t"e score o# t"e "ig"er dice is used. -.-:.9 3ecoming 3roken9E 7"eck to see i# a #ormation is *roken a#ter it recei&es an( 6last markers ?eit"er #rom #ailing an Action test! s"ooting or winning an assault@. .ormations t"at lose an assault are automaticall( *roken. 1ou s"ould com letel( resol&e an assault or an attacking #ormation%s s"ooting *e#ore c"ecking to see i# t"e target #ormation *reaks ?i.e.! don%t *reak a #ormation t"at comes under #ire until all o# t"e s"ooting "as *een resol&ed@. -emo&e all o# t"e 6last markers #rom a #ormation w"en it *reaks! and mark it in some wa( to s"ow t"at it is *roken. 1ou can mark a *roken #ormation in an( manner (ou likeR some la(ers sim l( remem*er! ot"ers turn units in a *roken detac"ment awa( #rom t"e enem(! or (ou can use t"e Crder 9ice or 6attle Barkers roduced *( )ames $orks"o . At t"e end o# t"e da(! as long as (ou remem*er w"ic" #ormations are *roken and w"ic" are not t"en an( met"od will do.

'PE(IA) +0)E -.-9.-/ Intermingled 6ormations


/ccasionally an attacker will wish to attack a position where units from two enemy formations are intermingled together. When a player declares the target for a charging formation he can choose, if he wishes, to include any enemy formations that are intermingled with the target formation as being part of the target of the charge. Two formations are intermingled if they ha$e any units within Ecm of each other. +f there are two or more formations within Ecm of the target formation, then the attacker can choose to include one or more of them as the target, he does not though ha$e to include any of them. For the purposes of the assault, the intermingled formation is treated as being a single formation. All of the intermingled formations are allowed to make counter charges, and hits may be allocated to all of the formations in$ol$ed. /nce casualties ha$e been worked out, a 9#@ roll is used to resol$e the assault. Add together all of the Blast markers on the intermingled formations when working out the result of the assault. +f the defender loses then each formation is broken and must withdraw. +f the defender wins then each formation recei$es a number of Blast markers e!ual to the number of casualties it suffered in the combat >ie, if one defending formation lost two units and then another one, then the first would get two Blast markers and the other would recei$e one Blast marker?.
27

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.

1.0 E ic )ame -ules

-.-:.; 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

1.0 E ic )ame -ules

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.

'PE(IA) +0)E +ounding


+n 'pic, all fractions are rounded up unless the rules specifically say otherwise. Generosity rules where @mm soldiers are concernedF

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

NetEA Tournament Pack 2013-08-07

1.0 E ic )ame -ules

-.-? (4+E +0)E' T+AININ# '(ENA+I4'


;/nly faith in the 'mperor and the training + am going to gi$e you will sa$e you on the battlefield.< Peteran "ergeant 2esser 1ou "a&e now read all (ou need to know in order to tr( out t"e #ollowing training scenarios. A scenario is *asicall( a set o# notes! telling (ou all (ou need to know a*out t"e *attle (ou are going to #ig"t. <t will tell (ou w"at #orces are in&ol&ed! w"at &e"icles eac" la(er "as! w"at eac" side%s o*+ecti&es are! and so on. <n order to la( t"e core rules training scenarios (ou will need to get "old o# a cou le o# do5en units o# E ic scale 2 ace Barines. <t will "el i# (ou can track down some Predator 9estructors and -"inos too! *ut t"ese are not &ital. T"ere is a #ree downloada*le #ile on t"e NetEA we*site at "tt ,FFwww.netarmageddon.orgF ageFgame-aids w"ic" "as a set o# counters #or t"e 2 ace Barine units and &e"icles used in t"e scenarios! so i# (ou "a&e access to t"e internet (ou can tr( out t"e #irst two scenarios e&en i# (ou don%t "a&e t"e correct models. 9atas"eets #or t"e units can *e #ound in t"e .orces section ?see I.0@. <n order to la( t"e scenarios t"at #ollow! (ou will also need a small amount o# gaming terrain. 1ou can use $ar"ammer or $ar"ammer 40!000 "ills and trees i# (ou don%t "a&e an( in E ic scale! or +ust la( a clot" o&er some *ooks to create rolling! "ill( terrain. Note2 T"e datas"eets #or t"ese #i&e scenarios are in section I.0. -.-?.- 3asic Training 'cenario E&en 2 ace Barines need to ractise t"eir tactics and strateg(. T"is *asic training scenario is *ased on one o# t"ese e'ercises and its 2 ace Barines #rom t"e same 7"a ter against eac" ot"er in a sim le training e'ercise. T"e o*+ect is to take and "old an o*+ecti&e. 6orce Alpha2 Two #ormations eac" wit" si' 2 ace Barine Tactical 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. 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( D0-K0cm 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@. &eplo ment2 <# one la(er set 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 roll 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 t"e o*+ecti&e and "old it #or one #ull game turn.

-.-?.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

1.0 E ic )ame -ules

NetEA Tournament Pack 2013-08-07

'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@.

&E'I#N (4N(EPT +ules <uestions


Tabletop wargaming is an imprecise science and can often generate rules !uestions. The sheer number of $ariables thrown up by the rules, army lists and $aried tabletop terrain pretty much guarantees that at some point during any game you and your opponent will ha$e a discussion about how e&actly to deal with a situation that has occurred, or you will find that you play the game using slightly different methods or con$entions. .sually, you will be able to o$ercome these differences by simply chatting about them with your opponent, but occasionally you will find that you each feel a rule or situation should be interpreted in a diametrically opposed way. "uch a situation can lead to a $ery heated debate that might spoil your enKoyment of the game, and because of this, when these situations occur try not to argue about the rules, and instead simply smile and say ;/kay, let,s play it your wayF< Trust me, you,ll find that this method of play is much more rela&ing and fun than bickering about rules, and you may find that you actually prefer your opponent,s method to your own. +t,s also the mature approach, which + think is rather appropriate for a game like 'pic, which when all is said and done is designed for e&perienced wargamers rather than e&perienced rules lawyers. ,3uff said, + hopeF

28

NetEA Tournament Pack 2013-08-07

2.0 2 ecialist =nits 0 $ea ons

9./ 'PE(IA)I'T 0NIT' I WEAP4N'


;We,re safe Gere Gobbit4. There,s no way da beakies can get to us at the top of dis cliffL< Last words of Gibli the Gretchin before being o$errun by "pace -arine Assault troops from the "alamanders %hapter T"e *attle#ields o# t"e 41st Billennium are "ome to a &ast arra( o# e'traordinar( units and wea ons. T"ese can range #rom in#antr( units e8ui ed wit" +um acks t"at allow t"em to #l( t"roug" t"e air! t"roug" to "ea&il( armoured &e"icles e8ui ed wit" "uge macro-wea ons so ower#ul t"e( make a mocker( o# all *ut t"e &er( t"ickest armour. T"ese kinds o# units "a&e s ecial a*ilities t"at o#ten *reak t"e core game rules in some wa( P troo s wit" +um acks can lea o&er im assa*le terrain! #or e'am le! w"ile units "it *( macro-wea ons do not get an armour sa&e! and so on. T"ese rules are not articularl( com le' and (ou can start using t"em more or less straig"t awa(. $e "a&e sim l( se arated t"em o## "ere so t"at t"e( do not clutter u t"e core game rules. 2 ecialist a*ilities re resent uni8ue attri*utes #or a unit or wea on. 6ecause o# t"is! a*ilities are not trans#era*le to ot"er units or wea ons in t"e same #ormation. .or e'am le! Terminators are allowed to tele ort onto t"e *attle#ield and t"is a*ilit( is listed in t"eir ro#ile in t"e .orces section o# t"e rule*ook. Lowe&er! an( ot"er non- Terminator units in t"e same #ormation would not "a&e t"is a*ilit(. 2ometimes situations will occur w"ere some units "a&e a s ecial a*ilit( and ot"ers do not! raising t"e 8uestion o# w"et"er t"e a*ilit( ma( *e used. .or e'am le! some units in a #ormation ma( *e a*le to #ire a *arrage t"at ignores co&er or "as t"e macrowea on e##ect! w"ile ot"er wea ons taking art in t"e *arrage do not. <# suc" a situation occurs in a *attle t"en (ou ma( onl( use t"e a*ilit( i# all o# t"e units taking art can use it P so t"e *arrage would onl( ignore co&er or count as a macro- wea on i# all o# t"e units artici ating in t"e *arrage "ad t"ese a*ilities. .inall(! unless t"e rules s eci#icall( state ot"erwise t"en an( s ecial a*ilities can *e used *( units *elonging to a *roken #ormation. T"us a su reme commander! #or e'am le! could still use "is s ecial a*ilities e&en i# "e was *roken.

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

2.0 2 ecialist =nits 0 $ea ons

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@

30

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.

2.0 2 ecialist =nits 0 $ea ons

;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.

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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.

2.0 2 ecialist =nits 0 $ea ons

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.

'PE(IA) +0)E +eGrolls


"ometimes the rules will allow you to re(roll a dice if you don,t like the first score you rolled. 0e(rolls always apply to single dice rolls D if you rolled more than one dice then the re(roll will only allow you to re(roll one of them unless the rules specifically say otherwise. 3o dice may be re( rolled more than once >you can,t re(roll a re( roll? and you must accept the result of the second roll. 9.-.-F 'low and 'tead 2ome s acecra#t units are noted as *eing slow and steady. T"e( ma( not *e used on t"e #irst two turns o# a *attle unless t"e scenario s eci#icall( sa(s ot"erwise. 9.-.9/ 'upport (raft;E 2u ort 7ra#t are muc" like a "(*rid *etween a 2kimmer and an Aircra#t. T"e( remain "ig" u in t"e air! "o&ering o&er t"e *attle#ield! #iring o&er inter&ening terrain w"en ossi*le. 2u ort 7ra#t #unction identicall( to a 2kimmer unit t"at is alwa(s O o ed u %. 2u ort 7ra#t #ire and are #ired at normall( ?i.e. anti- aircra#t a*ilit( is not re8uired@. <n an assault! 2u ort 7ra#t automaticall( #orce a #ire#ig"t in t"e same manner 2kimmers ma( c"oose. <t is assumed t"at 2u ort 7ra#t trans orts or t"e troo s t"e( carr( are a ro riatel( e8ui ed to em*ark and disem*ark troo s as normal. 9.-.9- 'elf Planetfall;F 2el# Planet#all is lotted e'actl( as Planet#all in section 4.4 o# t"e 7ore rules. 6ot" t"e turn in w"ic" t"e #ormation arri&es and t"e landing location is lotted. T"e onl( e'ce tion is t"at! *ecause t"ese units are muc" smaller t"an or*iting s acecra#t! t"e( ma( *e lotted to arri&e in t"e same turn t"at an enem( s acecra#t is resent. Cn t"e designated turn t"e 2el# Planet#alling unit is acti&ated in t"e normal acti&ation se8uence! as wit" 2 acecra#t. Nominate t"e action #or t"e #ormation and roll to acti&ate. <# t"e unit #ails to acti&ate its arri&al is dela(ed to t"e ne't #ollowing
48 9.-.9/ 'upport (raft /, < t"oug"t su ort cra#t could draw a line o# sig"t to an( unit on t"e *oard like aircra#t. $"at c"angedQ A, T"e rule c"anged. ;ike man( t"ings in E ic t"e rules are la(tested! e&aluated! and occasionall( c"anged #or *alance and la( ur oses. T"e su ort cra#t is now designed more closel( to t"e skimmer t"an to t"e aircra#t. /, Low do (ou determine "ow "ig" t"e unit is o ed u Q A, -emem*er t"at t"e unit is counted as O o ed u % #or line-o#-sig"t ur oses onl(. <t is an a*stract conce t t"at allows su ort cra#t to #ire o&er inter&ening terrain as long as t"at terrain is closer to t"e su ort cra#t t"an to t"e target. <t also re&ents t"e su ort cra#t #rom *eing unrealisticall( targeted #rom *e"ind *uildings ?see 7ore -ules 2.1.13 and a&aila*le .A/s@. /, .or trans ort ur oses! w"at is t"e ma'imum distance a trans orted unit can disem*arkQ A, Icm #or all unit t( es. 2u ort cra#t are not aircra#t and do not *ene#it #rom t"e skimmerF+um ack 1Icm disem*ark rules. 4K 9.-.9- 'elf Planetfall /, $"at is t"e di##erence *etween sel# lanet#all and #ree lanet#allQ A, E##ecti&el( not"ing. T"e name was c"anged in order to more accuratel( re#lect t"e s ecial a*ilit( and t"e rules re&iew done *( t"e NetE-7 ?NetE ic -ules 7ommittee@.

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

2.0 2 ecialist =nits 0 $ea ons

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@.

34

NetEA Tournament Pack 2013-08-07

2.0 2 ecialist =nits 0 $ea ons

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.

3I

2.0 2 ecialist =nits 0 $ea ons

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.

3D

NetEA Tournament Pack 2013-08-07

2.0 2 ecialist =nits 0 $ea ons

9.:

'PE(IA)I'T T+AININ# '(ENA+I4'

;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.

37

NetEA Tournament Pack 2013-08-07

3.0 $ar Engines

:./ WA+ EN#INE'


;)ow much like a god he is, that ancient machine, primal of all his kindF )is mighty fists, massi$e like two towers of destruction, laden with the doom of mankind,s bitter foes. )e watches o$er us now as battle Koins, and in his shadow we shall ad$ance upon our enemies and defeat them.< T"e *attle#ields o# t"e 41st Billennium are "ome to some awesomel( large &e"icles! man( o# w"ic" tower "ig" a*o&e t"e *attle#ield and carr( wea ons *atteries o# terri#(ing otenc(. Bost #amous o# all o# t"ese are t"e Titans created *( t"e Ade tus Bec"anicus o# t"e <m erium! *ut t"ere are man( ot"ers including t"e )argants #ielded *( Crk armies and t"e li&ing *io-Titans #ielded *( t"e T(ranids. All o# t"ese creations are re#erred to as war engines in t"e E ic rules. $ar engines include all &er( large mac"ines! suc" as Crk )argants! <m erial Titans! <m erial )uard 6ane*lades and 2 ace Barine T"under"awk )uns"i s. 6ecause o# t"eir "uge si5e and awesome toug"ness! war engines are &er( di##erent to ot"er units! and *ecause o# t"is man( o# t"e core game rules are modi#ied w"en it comes to war engines. T"at said! t"e main di##erence *etween a war engine and a normal &e"icle is t"at t"e war engine "as a damage capacity ?a**re&iated 97@ t"at s"ows "ow man( Okills% t"e war engine can a*sor* *e#ore it is destro(ed. .or e'am le! a $arlord Titan "as a 97 o# 8! and it t"ere#ore takes eig"t Okills% to destro( it. .or most rules ur oses! a war engine counts as *eing Owort"% a num*er o# units e8ual to its starting damage ca acit(! so a war engine%s starting damage ca acit( is also used to work out "ow man( dice it rolls in an assault! "ow eas( it is to in and so on. T"is and all o# t"e ot"er modi#ications to t"e core game rules are descri*ed in detail as #ollows.

:.-

WA+ EN#INE *48E*ENT

$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(.

3K

3.0 $ar Engines

NetEA Tournament Pack 2013-08-07

#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@.

:.9

WA+ EN#INE '@44TIN#?F

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.

40

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.

3.0 $ar Engines

:.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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3.0 $ar Engines

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(.

42

NetEA Tournament Pack 2013-08-07

3.0 $ar Engines

:.:

WA+ EN#INE A''A0)T'A:

$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(.

43

3.0 $ar Engines

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.

:.;

WA+ EN#INE T+AININ# '(ENA+I4

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.

44

NetEA Tournament Pack 2013-08-07

4.0 Aeros ace C erations

;./ AE+4'PA(E 4PE+ATI4N'


;2rukfang pushed the control stick forward and steered #effblasta down into a straffing run. The words of Gobstikk came back to him from when the -ekaniak had been teaching the young 2rukfang how to fly. Long, uncontrolled bursts the cle$er -ek had taught himL< ;Fighta(Bommer< by Ga$ Thorpe, from +mperial Armour ++ Bost E ic armies are su orted *( aerial units t"at eit"er o erate in t"e atmos "ere or #rom or*it in s ace. T"ese units range #rom small #i'ed-wing aircra#t wit" a single crewman! to gigantic s acecra#t manned *( t"ousands or e&en tens o# t"ousands o# crew. Aeros ace units are &er( di##erent to an( ot"er unit in E ic. T"e( are &er( #ast com ared to t"e ground units descri*ed so #ar! *eing er#ectl( ca a*le o# #l(ing onto and o## t"e largest gaming ta*le in a single turn. T"is s"eer s eed means t"at onl( s ecialised ground units or ot"er aeros ace units are ca a*le o# engaging t"em. <n addition! aeros ace units o#ten carr( an arsenal o# "ig"l( destructi&e wea ons w"ic" w"en com*ined wit" t"eir "ig" s eed allows t"em to unleas" de&astating attacks at almost an( oint on t"e *attle#ield. ;ast! *ut not least! some aeros ace units are ca a*le o# trans orting ground units! "urtling onto t"e *attle#ield and deli&ering t"eir cargo w"ere&er t"e( ma( *e needed. T"e rules #or aeros ace o erations are one o# t"e most com licated sections o# t"e E ic rule*ook. 6ecause o# t"is we recommend la(ing a #ew games wit"out aeros ace units *e#ore (ou tr( t"em out! and t"at (ou limit eac" side to &er( small num*ers o# aeros ace units #or t"e #irst #ew games t"at (ou do la( wit" t"e rules. 9i&ing in t"e dee end and using aircra#t! dro ods and s acecra#t in (our #irst game is not recommended:

;.-

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

4.0 Aeros ace C erations

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.

4.0 Aeros ace C erations

;.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.

47

4.0 Aeros ace C erations

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.

4.0 Aeros ace C erations

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

4.0 Aeros ace C erations

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.

4.0 Aeros ace C erations

;.;

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

4.0 Aeros ace C erations

NetEA Tournament Pack 2013-08-07

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.

;.?

AE+4'PA(E T+AININ# '(ENA+I4'

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.

4.0 Aeros ace C erations

I3

NetEA Tournament Pack 2013-08-07

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

?./.- EPI( A+*A#E&&4N +E6E+EN(E '@EET


3last *arker Table 3last *arkers +esult Eac" 6last Barker =nit "uppressed Cne er unit .ormation Broken Actions Advance2 Bake one mo&e and t"en s"oot. Engage2 Bake one Oc"arge% mo&e and t"en #ig"t an assault. &ouble2 Bake two mo&es and t"en s"oot wit" a -1 modi#ier. *arch2 Bake t"ree mo&es. *arshal2 2"oot wit" a -1 modi#ier and t"en regrou ! or make one mo&e and t"en regrou . 4verwatch2 Enter o&erwatc". 'ustained 6ire2 2"oot wit" a M1 modi#ier. @old2 Bake one mo&e or s"oot or regrou . Action Test Table .ormation "as at least one 6last marker .ormation is tr(ing to retain t"e initiati&e To @it *odifier Table Target is in co&er Attacker is carr(ing out a dou*le or mars"al action Attacker is carr(ing out a sustained #ire action -1 -1

Effect Ba( not s"oot $it"draw

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

EJtra 3last *arkers


None None None None Cne Cne Two T"ree .our

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

'PA(E *A+INE 64+(E'C:


+AN#E ?*c@ ?*c@ ?1Icm@ ?*c@ ?*c@ ?1Icm@ ?1Icm@ 4Icm 30cm 4Icm 30cm ?*c@ 30cm 1Icm ?1Icm@ 30cm 30cm 4Icm 30cm 4Icm 4Icm ?*c@ 30cm D0cm 4Icm 30cm 4Icm 4Icm 4Icm 30cm 30cm 4Icm ?1Icm@ 30cm 4Icm 6I+EP4WE+ Assault $ea ons! EA?M1@! B$ Assault $ea ons! EA?M1@! B$ 2mall Arms! EA?M1@! B$ Assault $ea ons! EA?M1@! B$ Assault $ea ons! EA?M1@! B$ 2mall Arms 2mall Arms APIMFATDM APIM APIMFATDM APIMFATIM Assault $ea ons! EA?M1@! B$ APIM B$IM 2mall Arms! B$ APIMFATIM APIM AP3MFATIM APIM APIMFATDM AT4M Assault $ea ons! EA?M1@! B$ APIMFATIM AT4MFAA4M AT4M AP4M AT4M ATIM APIMFATDM APIM AP4M AT4M 2mall Arms AP3MFAT4M! <7 16P! <nd N4TE' %ommander. +n$ulnerable "a$e, Leader +nspiring, +n$ulnerable "a$e, Leader +n$ulnerable "a$e, Leader +n$ulnerable "a$e, "upreme %ommander Qump acks -ounted +nfiltrators, "couts 0einforced Armour, Teleport, Thick 0ear Armour

"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

30cm 2Icm 30cm 30cm 30cm 30cm 2Icm 30cm

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

2' Twin ;ascannon 3' Twin Lea&( 6olter

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

7Icm 30cm 1Icm 1Icm nFa

AP4MFAT4M! .'. AP4MFAAIM! .'. AP4MFAAIM! ;e#t AP4MFAAIM! -ig"t 146P! B$

#%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

'PE(IA) +0)E ?.-.- The 'hall ,now No 6ear


"pace -arines are renowned for their tenacity and bra$ery. This is represented by the following rules1 +t takes 9 Blast markers to suppress a "pace -arine unit or kill a unit in a broken formation >ignore any lefto$er Blast markers?. "pace -arine formations are only broken if they ha$e 9 Blast markers per unit in the formation. "pace -arines formations only count half their number of Blaster markers in assault resolution >rounding down D note that assault resolution will not recei$e C: for ha$ing no Blast markers if the formation has : Blast marker before rounding down?. )al$e the number of e&tra hits suffered by a "pace -arine formation that loses an assault, rounding down in fa$our of the "pace -arines. When a broken "pace -arine formation rallies, it recei$es a number of Blast markers e!ual to the number of units, rather than half this number. "pace -arines with the Leader special ability remo$e 9 Blast markers instead of :.

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'

I*PE+IA) #0A+& 64+(E'C?


+AN#E ?*c@ 4Icm 4Icm ?1Icm@ ?*c@ ?1Icm@ ?*c@ 30cm 1Icm 4Icm 4Icm ?*c@ 30cm 120cm 120cm 30cm 4Icm 30cm 30cm 30cm =nlimited 30cm 30cm 30cm 30cm 30cm 4Icm 30cm 7Icm 4Icm 30cm 30cm 4Icm 30cm 6I+EP4WE+ Assault $ea ons! EA?M1@! B$ APIMFATDM APIMFATDM 2mall Arms Assault $ea ons! EA?M1@! B$ 2mall Arms Assault $ea ons! EA?M1@! .2 APIM APIMFATIM APIMFATDM APIMFATDM Assault $ea ons! EA?M1@! B$ APIMFATDM AP4MFAT4M 16P! <nd APIM 26P! <7! <nd! 2lw APIM APIMFATDM APIM B$2M! <nd! 22! T>?9D@ APIM 16P! <nd APIM AP3M! <7 APIM AP4MFATIMFAAIM APIM AP4MFAT4M ATIM APIM AP3MFAT4M! <7 ATIM AP4MFAT4M! 2lw N4TE' Fearless, +nspiring, Leader %ommander /ne unit in e$ery two has an Autocannon.

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

6om*ard 7"imera 9eat"strike )ri##on Lell"ound L(dra ;eman -uss

AH AH AH AH AH AH AH

20cm 30cm 20cm 30cm 30cm 30cm 20cm

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

;eman -uss 9emolis"er

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.

ressed as long as t"e( "a&e a

;eman -uss Han8uis"er

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'

I*PE+IA) NA81 64+(E'


+AN#E nFa nFa nFa 4Icm 1Icm 1Icm 1Icm 30cm 30cm 6I+EP4WE+ 86P! B$ 36P! B$ B$2M! T>?93@ AT4MFAA4M! .'. 36P! .'. AAIM AP4MFAAIM! .'. APIMFATDMFAAIM! .'. AT4M! .'. N4TE' "low and "teady

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

TITAN )E#I4N 64+(E'


+AN#E D0cm D0cm 6I+EP4WE+ 4' APIMFAT3M! .wA 36P! .'. N4TE' 5 Poid "hields, #%@, Fearless, 0einforced Armour, Walker. -ay step o$er units and pieces of terrain that are lower than the unit,s knees and less than 9cm wide. %ritical )it 'ffect1 The unit,s plasma reactor has been breached. 0oll a #@ for each breach on the unit in the end phase of each turn. /n a roll of : the unit is destroyed and all units within Ecm suffer a hit on a roll of EC, and on a roll of 5(@ the breach has been repaired. Any breach not repaired causes one point of damage. 9 Poid "hields, #%B, Fearless, 0einforced Armour, Walker. -ay step o$er units and pieces of terrain that that are lower 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. @ 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 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 5C, and on a roll of 5(@ the breach has been repaired. Any breach not repaired causes one point of damage.

$ar"ound 7lass Titan

$E

30cm

IM

4M

4M

Hulcan Bega-6olter Plasma 6lastgun )atling 6laster Holcano 7annon 2' Tur*olaser

4Icm 4Icm D0cm K0cm D0cm

4' AP3MFATIM! .wA 2' B$2M! .wA! 2lw 4' AP4MFAT4M! .wA B$2M! .wA! T>?93@ 4' APIMFAT3M! .'.

$arlord 7lass Titan

$E

1Icm

4M

2M

3M

'PE(IA) +0)E ?.;.- Imperial 8oid 'hields


+mperial Titans are protected by $oid shield generators. The number of $oid shields each Titan has is noted on the Titan,s datasheet. 'ach $oid shield will automatically stop one point of damage and then go down. #o not make armour sa$es for damage stopped by $oid shields, nor allocate Blast markers. /nce all of the shields ha$e been knocked down, the Titan may be damaged normally and you may make sa$ing throws against any hits that are scored. )its from close combat ignore $oid shields but units using their firefight $alues must first knock down any shields before they can damage the Titan. Poid shields that ha$e been knocked down can be repaired. 'ach Titan can repair one downed $oid shield in the end phase of each turn. +n addition, if a Titan regroups it can use the dice roll to either repair the $oid shield or remo$e Blast markers >eg, if you rolled a 9 you could repair 9 shields, remo$e 9 Blast markers or repair : shield and remo$e : Blast marker?.
7D

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.

.ig"ta 6ommer ;anda

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

6attlekroo5er >ill >roo5er

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?

'PE(IA) +0)E ?.?.- *ob +ule


/rks belie$e that as long as there,s a bunch of them still fighting together >slightly more than they can count up to is idealF? then there,s always a chance that they,ll pre$ail, no matter the odds. To represent this, /rk formations with more than fi$e units >ie, too many to count on the fingers of one hand?, not including Gretchin or Big Gun4 units, recei$e a C: modifier to any rally rolls they make, and formations with more than :6 such units recei$e a C9 modifier. For the purposes of this rule war engine,s count each point of starting damage capacity as a unit.

'PE(IA) +0)E ?.?.9 Power of the WaaaghL


/rks are not noted for their organisational abilities, and thus usually ha$e a pretty low initiati$e rating. )owe$er, if there is one thing that will gal$anise an /rk warband, it,s the thought of a good punch(upF Because of this, /rk formations that are attempting to take engage or double actions recei$e a C9 modifier to their action test roll. /rk flyboy4 similarly relish the chance to shoot things up, and recei$e a C9 modifier to their action test roll when attempting to carry out interception or ground attack actions >see 5.6?.

'PE(IA) +0)E ?.?.: Power 6ields


"ome /rk war engines are protected by banks of power fields. The number each war engine has is noted on its datasheet. ower fields work in e&actly the same manner as +mperial Poid "hields >see E.5.:?, with the sole e&ception that they may not be repaired once they ha$e been knocked down by a hit, and will instead remain down for the remainder of the battle.

?.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

%ommander, Farsight, +n$ulnerable "a$e

-ounted, "kimmers "couts, "nipers -ounted, "kimmers

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

Pulse ;aser 2catter ;aser Prism 7annon .irestorm 6atter(

4Icm 30cm D0cm 4Icm

2' AT4M APIMFATIM AP4MFAT2M! ; 2' APIMFATIMFAA4M

.ire Prism .irestorm

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

$a&e 2er ent

AH

3Icm

IM

DM

4M

Twin 2"uriken 7annon

30cm

AP4M

$rait"lord A&atar

AH $E

1Icm 1Icm

4M 3M

3M 2M

4M 4M

6rig"t ;ance Power .ists $ailing 9oom and

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

2cor ion 2torm 2er ent

$E $E

2Icm 2Icm

IM IM

DM DM

IM 4M

Hoid 2 inner $arlock Titan

$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

D0cm 30cm ?1Icm@ 7Icm 30cm ?1Icm@ ?*c@ 4Icm

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

Nig"twing <nterce tor P"oeni' 6om*er

A7 A7

.ig"ter .ig"ter6om*er 6om*er

4M IM

nFa nFa

nFa nFa

Ham ire -aider

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

30cm 30cm 30cm 4Icm 1Icm 4Icm 30cm

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

86P! B$ B$2M! T>?93@ 46P! B$ B$2M! T>?93@

#%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.

'PE(IA) +0)E ?.A.- 6arsight


'ldar Farseers are able to partially unra$el the threads of time, allowing them to foresee e$ents that may affect his army, and act to counter them. To represent this, any 'ldar formation that includes a unit with Farsight may ignore the (: Action test penalty when they try to retain the initiati$e. +n addition, once per turn the 'ldar player may attempt to retain the initiati$e twice in a row >i.e. the 'ldar player can retain the initiati$e and take another action after ha$ing successfully retained the initiati$e once already?. Any 'ldar formation may be chosen, including those that do not include a unit with Farsight, but at least one unit with Farsight must still be in play and on the battlefield. The formation must still pass an initiati$e test in order to carry out the action, and will suffer the (: modifier for retaining the initiati$e unless it includes a unit with Farsight. /nce the action has been taken the initiati$e returns to the opposing player.

'PE(IA) +0)E ?.A.9 @it I +un Tactics


The 'ldar are a dying race, and any loss is deeply mourned. Because of this they ha$e de$eloped tactics that, when combined with their highly ad$anced technology, allows them to attack the enemy and then !uickly retire in order to a$oid any return fire. This special ability is reflected by the following special rules, which apply to all formations in an 'ldar army. 'ldar formations that take ad$ance or double actions may choose to shoot either before or after each mo$e. )owe$er, they may still only shoot once during the action. For e&ample, an 'ldar formation taking an ad$ance action could shoot and then mo$e or mo$e and then shoot, while a formation taking a double action could shoot and mo$e twice, mo$e twice and then shoot, or mo$e then shoot and then mo$e again. +n addition 'ldar formations that wins an assault are allowed to mo$e any distance up to their speed $alue when they consolidate, rather than being limited to a mo$e of Ecms as would normally be the case.
7K

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.

'PE(IA) +0)E ?.A.: Eldar Technolog


The 'ldar are a technologically sophisticated race that make use of a number of de$ices that ha$e capabilities far in ad$ance of anything used by the other races in the gala&y. These technological ad$antages are represented in 'pic by the following special rules1 @olofield2 'ldar Titans are protected by a )olofield that is proKected from special wing(like structures on the Titan,s carapace. These fracture the image of the Titan making it appear as a swirling cloud of coloured motes to the naked eye, while at the same time disrupting any targeting de$ices attempting to lock onto the Titan. The o$erall result is to make the Titan a $ery hard target to hitF )olofields pro$ide Titans with a special BC sa$ing throw that can be taken instead of the Titan,s normal sa$ing throw. This sa$e may always be taken, e$en against hits in an assault or against Titan 2iller or -acro(weapons attacks. -ake a single sa$ing against weapons with the Titan 2iller ability, rather than a separate sa$e for each point of damage. +f a $ehicle with a )olofield also has 0einforced Armour, then it is allowed to re(roll its sa$ing throw unless hit by Lance, -acro(weapon or Titan 2iller attacks, but the re(roll must be made using the units armour sa$e rather than the )olofield sa$e. 3o Blast markers are placed for hits that are sa$ed by a )olofield. )ance2 A Lance uses a highly concentrated beam of laser energy to destroy hea$ily armoured targets. A unit with 0einforced Armour that is hit by a Lance weapon is not allowed to re(roll its sa$ing throw. Webwa Portal2 Webway portals are used by the 'ldar to safely tra$el through the Warp. 'ach Webway ortal included in the army allows the 'ldar player to pick up to three other formations, and keep them back on the %raftworld. Any formation,s that are kept on the %raftworld may enter play $ia the Webway ortal, by taking an action that allows them to make a mo$e, and then measuring their first mo$e from the position that a Webway ortal occupies on the tabletop. 3ote that the formation may appear through any Webway ortal, not Kust the one that was Gused, to allow the formation to be kept off(board. 3o more than one formation may tra$el through each Webway ortal each turn. +n the 'pic Tournament Game 0ules formations in reser$e with multiple deployment options must ha$e a designated deployment method during setup >e.g. Webway ortal, air transport or teleport?.
80

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

1Icm 10cm 0cm 1Icm 0cm 1Icm 30cm

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"

Infantr 3M 7o&er 2a&e 4M 7o&er 2a&e


9angerous 4M 7o&er 2a&e

8ehicle 9angerous IM 7o&er 2a&e


No E##ect 9angerous

War Engine <m assa*le No E##ect


No E##ect No E##ect

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

6E+A) 4+, 64+(E'


6I+EP4WE+ B$IMFAAIM! B$ 2mall Arms 2mall Arms 16P! 9 APDMFATDM APIMFATIM APIMFATDM Assault $ea ons! EA?M93@! B$ APIMFATIM APIMFATDM Assault $ea ons! EA?M93@! B$ Assault $ea ons! EA?M1@! T>?93@ 26P! B$ Assault $ea ons! EA?M1@! T>?93@ B$IMFAAIM! B$ N4TE' +nfiltrators, -ounted Fearless

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

'PE(IA) +0)E ?.E.- *ob +ule


/rks belie$e that as long as there,s a bunch of them still fighting together >slightly more than they can count up too is ideal? then there,s always a chance that they,ll pre$ail, no matter the odds. To represent this /rk formations with more than fi$e units >ie, too many to count on the fingers of one hand?, not including Grot4 or "!uig 2atapult4 units, recei$e a C: modifier to any 0ally rolls they make, and formations with more than :6 such units recei$e a C9 modifier. For the purposes of this rule War 'ngines count each point of starting damage capacity as a unit.

'PE(IA) +0)E ?.E.9 Power 4f The WaaaghL


/rks are not noted for their organisational abilities, and thus usually ha$e a pretty low +nitiati$e rating. )owe$er, if there is one thing that will gal$anise an /rk warband, it,s the thought of a good punch(up. Because of this /rk formations that are attempting to take %harge or #ouble actions recei$e a C9 modifier to their Action test roll.

?.F
NA*E $"ite 2cars 6ike T1PE <N. 'PEE& 3Icm A+*40+ 4M (( 3M 66 4M WEAP4N' Twin 6olters +AN#E ?1Icm@

W@ITE '(A+ 64+(E'


6I+EP4WE+ 2mall Arms N4TE' -ounted, Walker. %ounts as a Bike unit for the purposes of being transported.

?.-/ 'PEE& 6+EE, 64+(E'


NA*E Bek*o( 6ad Crk 6iker*o( T1PE <N. 'PEE& 40cm A+*40+ IM (( 4M 66 IM WEAP4N' 2awn-C## 7ustom 6lasta and 7"o a 6lades 2' 6ig 2"oota 6ig 7"o as >ustom >annon +AN#E 1Icm ?1Icm@ ?*c@ 30cm ?*c@ 6I+EP4WE+ B$IM 2mall Arms! EA?M1@! B$ Assault $ea ons! EA?M1@! B$ APDMFATDM Assault $ea ons! EA?M1@ N4TE' +n$ulnerable "a$e, -ounted, "upreme %ommander. %ounts as a Warbikes unit for the purposes of being transported. Leaders, -ounted. %ounts as a Warbikes unit for the purposes of being transported. Transport >one of the following units1 Big Gun4, Boy4, Grot4, 3ob4?. With the e&ception of Big Gun4, units being transported may shoot. #B ower Fields

No* $ar*ikes Trukk Bek*o( 2 eedsta

<N. ;H AH

3Icm 3Icm 3Icm

4M IM IM

3M DM DM

IM IM

4Icm

B$4M

?.-- 3)A(, )E#I4N 64+(E'


NA*E 7"am ion o# 7"aos T1PE 7L 'PEE& nFa A+*40+ nFa (( nFa 66 nFa WEAP4N' 0-1' 9aemon Arti#act 0-1' 9aemon 6olt 9aemon $ea on $ar 6olt 6olt Pistols Lell*lades Autocannon Twin 6olters Autocannon 2' -ea er Autocannon Power $ea ons $ar 6last Possessed $ea on .lames o# T5eentc" 2' Autocannon 6lastmaster 3' 6od( $ea ons 6olters Plague o# .lies 6olt Pistols 6olters Twin Autocannon Power .ist 2' Twin ;ascannon Twin Lea&( 6olter Twin ;ascannon 2' Lea&( 6olters 7om*i-6olter +AN#E ?*c@ ?1Icm@ ?*c@ 6I+EP4WE+ Assault $ea ons! EA?M1@! .2 2mall Arms! EA?M1@! .2 Assault $ea ons! EA?M1@! B$ N4TE' Augmented "ummoning >C9#B?, +n$ulnerable "a$e. %hampion of %haos added to a formation that belongs to 2horne, 3urgle or %haos .ndi$ided ha$e a #aemon Artifact weapon. %hampion of %haos added to a formation that belongs to "laanesh or T4eentch ha$e a #aemon Bolt weapon. %ommander, Leader, +n$ulnerable "a$e "upreme %ommander #aemonic Focus, Leader, +n$ulnerable "a$e %ommander, Leader, +n$ulnerable "a$e Fearless '&pendable, +n$ulnerable "a$e. %osts one point to summon. -ounted "couts 0einforced Armour, Teleport, Thick 0ear Armour %ommander, Fearless, Leader, 0einforced Armour, Teleport. A #aemon rince may ha$e wings, the unit gains the Qump ack ability and a mo$e of B6cm, while it,s armour $alue is reduced to 5C. '&pendable, First "trike, +n$ulnerable "a$e. %osts one point to summon. '&pendable, +nfiltrators, +n$ulnerable "a$e. %osts one point to summon '&pendable, +n$ulnerable "a$e. %osts one point to summon. Fearless Fearless, 0einforced Armour, Teleport, Thick 0ear Armour Fearless '&pendable, +n$ulnerable "a$e. %osts one point to summon. Qump acks Fearless, 0einforced Armour Fearless, Walker 0einforced Armour, Thick 0ear Armour, Transport >one %haos "pace -arine TerminatorsR or two of the following units1 Ber4erkers, %haos "pace -arines, %haos "pace -arine %hosen, )a$ocs, 3oise -arines, lague -arines, Thousand "ons?

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

7L 7L 7L 7L <N. <N. <N. <N. <N. <N. <N.

nFa nFa nFa nFa 1Icm 1Icm 1Icm 3Icm 1Icm 1Icm 1Icm ?30cm@ 1Icm 20cm 1Icm 1Icm 1Icm 1Icm 1Icm 1Icm 30cm 1Icm 1Icm 2Icm

nFa nFa nFa nFa 4M 4M 4M 4M 4M 4M 3M ?4M@ 4M 4M IM 4M 4M 4M 3M 3M 4M 4M 3M 4M

nFa nFa nFa nFa 2M 4M 4M 3M 4M 3M 3M

nFa nFa nFa nFa IM 4M 4M 4M 3M 3M

?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

7"aos Predator 7"aos -"ino

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>

Fearless, +nfiltrator, +n$ulnerable "a$e, Walker

@ 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.

)reat =nclean Cne

$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

9oom*urner 2' 9eat" 2torm 6attle"ead Tail and

Lar*inger

A7F $E

6om*er

4M

nFa

nFa

Lell 6lade Lell Talon

A7 A7

.ig"ter .ig"ter6om*er nFa

DM IM

nFa nFa

nFa nFa

9es oiler 7lass 6attles"i

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

30cm 1Icm 1Icm 1Icm 1Icm 1Icm 4Icm 4Icm -

AP4MFATDMFAAIM! .'. AP4MFATDMFAAIM! ;e#t AP4MFATDMFAAIM! -ig"t D6P! .'.! <7 AP4MFATDMFAAIM! .'. 26P! .'. AT4MFAA4M! .'. APIMFATDM! .'. 36P! B$ B$2M! T>?93@

#%5. %ritical )i 'ffect1 The unit is destroyed.

9e&astation 7lass 7ruiser

27

nFa

nFa

nFa

nFa

Cr*ital 6om*ardment Pin- oint Attack

36P! B$ B$2M! T>?93@

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.

'PE(IA) +0)E ?.--.- Augmented 'ummoning


"ome chaos units are noted as ha$ing Augmented "ummoning >C&?. .nits with this ability add a number of summoning points e!ual to ;&< when the formation they are in summons daemons >see @.::.B?. For e&ample, a unit noted as ha$ing Augmented "ummoning >C9#B? would allow a formation with a #aemonic act to roll 5#B for summoning points as opposed to the usual 9#B.

'PE(IA) +0)E ?.--.9 &aemonic 6ocus


%ertain %haos units are noted as ha$ing #aemonic Focus. .nits with this ability may keep any or all summoned units that belong to the formation in play. "ummoned units do not $anish back into the warp after the formation has attempted to rally. %haos units with daemonic Focus may not be used to keep summoned units in play if the formation is broken.
83

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.

?.-9 (@A4' (0)TI'T 64+(E'


NA*E Arc"-Leretic <con 6earer 6ig Butants 6loodletters 7"aos Lounds 7"aos Barine As iring 7"am ion 7"aos 2 awn 7ultists 9aemon Prince T1PE 7L 7L <N. <N. <N. <N. <N. <N. <N. 'PEE& nFa nFa 1Icm 1Icm 30cm 1Icm 1Icm 1Icm 1Icm ?30cm@ A+*40+ nFa nFa 3M 4M DM 4M 3M 3M ?4M@ (( nFa nFa 4M 4M 4M 4M 3M IM 3M 66 nFa nFa 4M 4M DM 3M WEAP4N' nFa nFa 2' Lea&( 2tu**er 6ig $ea ons Lell*lades Lea&( $ea ons 9aemon $ea on Lorri#ic Butations Lea&( $ea ons $ar 6last Possessed $ea on Lea&( $ea ons Arcane Powers 9aemon $ea on .lames o# T5eentc" .irearms Plague o# .lies Lea&( $ea ons +AN#E nFa nFa 30cm ?*c@ ?*c@ 30cm ?*c@ ?*c@ 30cm ?1Icm@ ?*c@ 6I+EP4WE+ nFa nFa APDM Assault $ea ons! EA?M1@! B$ Assault $ea ons! EA?M1@ APDMFATDM Assault $ea ons! EA?M1@! B$ Assault $ea ons! EA?M93@ APDMFATDM 2mall Arms! EA! B$ Assault $ea ons! EA! B$ N4TE' "upreme %ommander #aemonic Focus, +n$ulnerable "a$e, Leader -ay count as /gryns for the purposes of being transported. '&pendable, +n$ulnerable "a$e. %osts one point to summon. -ay count as an +nfantry unit for the purposes of being transported. %ommander, +n$ulnerable "a$e, Leader. -ay count as an +nfantry unit for the purposes of being transported. +n$ulnerable "a$e, Fearless. -ay count as /gryns for the purposes of being transported. -ay count as an +nfantry unit for the purposes of being transported. %ommander, Fearless, Leader, 0einforced Armour, Teleport. A #aemon rince may ha$e wings, the unit gains the Qump ack ability and a mo$e of B6cm, while it,s armour $alue is reduced to 5C. -ay count as /gryns for the purposes of being transported. '&pendable, First "trike, +n$ulnerable "a$e. %osts one point to summon. '&pendable, +nfiltrators, +n$ulnerable "a$e. %osts one point to summon Augmented "ummoning >C9#B?, +n$ulnerable "a$e. -ay count as an +nfantry unit for the purposes of being transported. '&pendable, +n$ulnerable "a$e. %osts one point to summon. -ay count as an +nfantry unit for the purposes of being transported. Fearless, +nfiltrators, Teleport '&pendable, +n$ulnerable "a$e. %osts one point to summon. Transport >two of the following units1 Big -utants, %haos )ounds, %haos -arine Aspiring %hampion, %haos "pawn, %ultists, #aemon rince, #emagogue, -utants, "upport "!uadR Big -utants, %haos "pawn and #aemon rinces count as two units each? Fearless, +n$ulnerable "a$e Fearless, +nfiltrator, +n$ulnerable "a$e, Walker

9aemonettes 9aemonic 6easts 9emagogue

<N. <N. <N.

1Icm 20cm 1Icm

4M 4M DM

3M 3M IM

IM

.lamers Butants Plague Jom*ies Plague*earers ;and Trans orter

<N. <N. <N. <N. ;H

1Icm 1Icm 10cm 1Icm 30cm

IM DM IM 3M IM

IM 4M DM 3M DM

4M DM IM DM

30cm 30cm ?*c@ ?1Icm@ ?1Icm@ ?1Icm@ 30cm

APDMFATDM B$DM Assault $ea ons! EA?M1@! B$ 2mall Arms! EA?M1@ 2mall Arms 2mall Arms APDMFATDM

7ontagion Tower 9e#iler

AH AH

1Icm 20cm

IM 4M

IM 4M

IM 3M

9aemonic Assault Engines 9aemon >nig"t Lell#ire 7annon 2il&er Tower

AH AH AH AH

2Icm 30cm 1Icm 20cm

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@

Assault $ea ons! EA?M3@! T>

7"aos Altar

$E

1Icm

4M

4M

4M

Arcane Tec"nolog(

4Icm

93' AP4MFAT4MFAA4M

)reat =nclean Cne

$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

Plague Bortar 2' 6attle 7annon -ot 7annon

/uestor

$E

3Icm

IM

IM

3M

2' 7astigator 7annon 2' 6attle 7annon

4Icm 7Icm

3' AP3MFATIM AP4MFAT4M

2u*+ugator

$E

3Icm

IM

3M

IM

2' 6attle 7annon Lell*lades

7Icm ?*c@

AP4MFAT4M Assault $ea ons! EA! T>?93@

9oomwing .irelord

A7 A7

.ig"ter 6om*er

DM 4M

nFa nFa

nFa nFa

.lame 7annon .lame 7annon Twin ;ascannon .irestorm 6om*s

1Icm 1Icm 4Icm 1Icm

AP4MFATIMFAAIM! .'.! <7 AP4MFATIMFAAIM! .'.! <7 AT4MFAA4M! .'. 936P! .'.! <7

?.-: &A+, E)&A+ 64+(E'E;


NA*E Arc"on 9racon 2(*arite )rotes8ues Laemonculi Lellions <ncu*i Bandrakes -ea&ers 2courges $ar 6easts $arriors $(c"es -aider T1PE 7L 7L 7L <N. <N. <N. <N. <N. <N. <N. <N. <N. <N. ;H 'PEE& nFa nFa nFa 1Icm 1Icm 30cm 1Icm 1Icm 40cm 30cm 1Icm 1Icm 1Icm 3Icm A+*40+ nFa nFa nFa IM 4M IM 4M IM 4M DM ?IM@ ?IM@ 4M (( nFa nFa nFa 3M 3M 4M 3M 4M 4M DM 3M IM 3M DM 66 nFa nFa nFa IM IM DM DM IM 4M 4M DM IM WEAP4N' Agoni5er Agoni5er Punis"er Arcane Terrors Lellglai&es Tormentor Lelms Punis"ers 2 linter Pistols 2 linter -i#les 9ark ;ance 2 linter -i#les Teet" and 7laws 2 linter 7annon 2 linter Pistols 9ark ;ance Lorror#e' 2' 9ark ;ance 9isintegrator Lorror#e' Paral(5er Talos 7laws 2' 9ark ;ance ;ong-6arrel 2 linter 7annon 9esolator +AN#E ?*c@ ?*c@ ?*c@ 1Icm ?1Icm@ ?1Icm@ ?*c@ ?1Icm@ ?1Icm@ 30cm ?1Icm@ ?*c@ 1Icm ?1Icm@ 30cm 1Icm 30cm 30cm 1Icm 1Icm ?*c@ 30cm 4Icm 30cm 6I+EP4WE+ Assault $ea ons! EA?M1@! B$ Assault $ea ons! EA?M1@! B$ Assault $ea ons! EA?M1@ AP3M! 9 2mall Arms 2mall Arms Assault $ea ons! EA?M1@ 2mall Arms 2mall Arms ATIM! ; 2mall Arms! EA?M1@ Assault $ea ons! EA?M1@ APIM 2mall Arms ATIM! ; APDM! 9 ATIM! ; AP4MFATDM APDM! 9 APIM! 9 Assault $ea ons! B$ ATIM! ; APIM 26P! 9 N4TE' +nspiring, +n$ulnerable "a$e, "upreme %ommander %ommander, +n$ulnerable "a$e, Leader Leader Fearless Fearless, Leader Qump acks, "couts

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

Talos 6arge o# Pleasure

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'ecutor ;anding Bodule

$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

>as"narak Perditor Tormentor Titan

$E $E $E

20cm 1Icm 3Icm

4M 4M IM

3M 3M 3M

4M 4M

Hessel o# Pain

$E

30cm

4M

IM

4M

-a&en .ig"ter -a5orwing 6om*er

A7 A7

.ig"ter .ig"ter6om*er 6om*er

4M 4M

nFa nFa

nFa nFa

2la&e*ringer Assault 6oat

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.

7orsair 7lass Escort Torture 7lass 7ruiser

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.

'PE(IA) +0)E ?.-:.- @it I +un Tactics


The #ark 'ldar are piratical raiders from the depths of the #ark %ity and the treacherous e&panses of space. #ue to their limited population, losses simply cannot be sustained at length. Because of this they ha$e de$eloped tactics that when combined with their highly ad$anced technology allows them to attack the enemy and then !uickly retire in order to a$oid any return fire. This ability is reflected by the following special rules, which apply to all formations in a #ark 'ldar army1 #ark 'ldar formations that take ad$ance or double actions may choose to shoot either before or after each mo$e. )owe$er, they may still only shoot once during the action. For e&ample, a #ark 'ldar formation taking an ad$ance action could shoot and then mo$e or mo$e and then shoot, while a formation taking a double action could shoot and mo$e twice, mo$e twice and then shoot, or mo$e then shoot and then mo$e again. +n addition, a #ark 'ldar formation that wins an assault is allowed to mo$e up to their full mo$ement when they consolidate, rather than being limited to a mo$e of Ecms as would normally be the case.

'PE(IA) +0)E ?.-:.9 6leet of 6oot


With eons in which to practice pirating techni!ues upon the mon(keigh of the gala&y, the #ark 2in ha$e honed the skill of s!uee4ing e$ery bit of ad$antage from a lightning style attack. To represent this, #ark 'ldar formations do not incur the typical penalties that other races would after taking a -arch action. #ark 'ldar formations that ha$e marched may lend support in assaults, help claim a crossfire bonus, and e$en fire flak shots.

'PE(IA) +0)E ?.-:.: &ark Eldar Technolog


Webwa Portals2 These smallish portals are used by the #ark 'ldar as much as the 'ldar. Allowing safe tra$el through the Warp, each Webway portal included in the army allows the #ark 'ldar player to keep up to three formations back in %ommorragh. Any of these reser$e formations may enter play $ia a Webway portal by taking an action that allows them to mo$e, then measuring its first mo$e from the portal on the tabletop. 3o more than one formation may tra$el through a single portal each turn. Wraithgate use is limited to formations made up e&clusi$ely of infantry, light $ehicles, and armored $ehicles with the walker ability >The feared 2ashnarak is the e&ception to the rule?. 'hadowfields2 #ark 'ldar war engines are shrouded in light absorbing energy fields which ser$e as a powerful defence against the massed guns of their cornered prey. 'ach shadowfield will absorb one successful hit before going downR no blast markers are caused for this hit >this includes firefight but not close combat?. A war engine with at least one shadowfield remaining automatically regains an additional field at the end of the rally phase of each turn. +f the shadowfields are completely knocked out, they will not return for the remainder of the game. The war engine can ne$er ha$e more shadowfields than originally allotted. +n addition an acti$e "hadowfield always counts as being in co$er >apply (: co$er modifier?. This has no effect on their engagements, howe$er, either in close combat or firefight.
8I

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.

?.-; *INE+8AN TAN, )E#I4N 64+(E'


NA*E 7ommissar 2u reme 7ommander <n#antr( 2torm Troo ers 6asilisk T1PE 7L 7L <N. <N. AH 'PEE& nFa nFa 1Icm 1Icm 20cm A+*40+ nFa nFa IM IM (( nFa nFa DM IM DM 66 nFa nFa IM 4M IM WEAP4N' = graded )uns = graded )uns Autocannon Plasma )uns Eart"s"aker or 6om*ard 7"imera AH AH 20cm 30cm DM IM DM DM IM IM Lea&( 6olter 2iege Bortar Lea&( 6olter 0-1' Bultilaser 0-1' Lea&( 6olter 0-1' Lea&( .lamer and Lea&( 6olter 9eat"strike Bissile Lea&( 6olter ;aser 9estro(er Lea&( Bortar Lea&( 6olter <n#erno 7annon Lea&( 6olter 2' Twin L(dra Autocannon Lea&( 6olter 6attle 7annon ;ascannon 2' Lea&( 6olter 7on8ueror 7annon ;ascannon 9emolis"er ;ascannon 2' Plasma 7annon Plasma 9estro(er ;ascannon Twin Autocannon ;ascannon 2' Lea&( 6olter Han8uis"er ;ascannon 2' Lea&( 6olter -ocket ;aunc"er Lea&( 6olter +AN#E ?1Icm@ ?1Icm@ 4Icm 1Icm 120cm 120cm 30cm 4Icm 30cm 30cm 30cm 1Icm ?1Icm@ 30cm =nlimited 30cm 7Icm 30cm 30cm 30cm 30cm 4Icm 30cm 7Icm 4Icm 30cm 4Icm 4Icm 30cm 4Icm 30cm D0cm 4Icm 4Icm 4Icm 30cm 7Icm 4Icm 30cm 1I0cm 30cm 6I+EP4WE+ 2mall Arms! EA?M1@ 2mall Arms! EA?M1@ APIMFATDM APIMFATIM AP4MFAT4M 16P! <nd APIM 26P! <7! <nd! 2lw APIM APIMFATDM AP4M AP4M! <7 2mall Arms! <7 APIM B$2M! <nd! 22! T>?9D@ APIM AT4M! T> 16P! <nd APIM AP3M! <7 APIM AP4MFATIMFAAIM APIM AP4MFAT4M ATIM APIM APIMFATIM ATIM AP3MFAT4M! <7 ATIM APIMFATIM B$4M ATIM AP4MFATIM ATIM APIM AP4MFAT2M ATIM APIM 26P! 9! <nd! 2lw APIM N4TE' Fearless, +nspiring, Leader "upreme %ommander /ne unit in e$ery two has an Autocannon. "couts

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.

9eat"strike 9estro(er Tank Lunter )ri##on Lell"ound L(dra ;eman -uss

AH AH AH AH AH AH

20cm 20cm 30cm 30cm 30cm 20cm

DM 4M DM 4M DM 4M

DM DM DM DM DM DM

IM DM IM 3M IM 4M

0einforced Armour

0einforced Armour

;eman -uss 7on8ueror ;eman -uss 9emolis"er

AH AH

30cm 20cm

4M 4M

DM DM

IM 3M

0einforced Armour 0einforced Armour

;eman -uss E'ecutioner ;eman -uss E'terminator

AH AH

20cm 20cm

4M 4M

DM DM

IM 3M

0einforced Armour 0einforced Armour

;eman -uss Han8uis"er

AH

20cm

4M

DM

4M

0einforced Armour

Banticore

AH

20cm

DM

DM

IM

Bedusa 2alamander 7ommand

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

2alamander 2cout T"underer Halk(rie

AH AH AH

3Icm 20cm 3Icm

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

%ommander, Leader, "cout

"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.

?.-? NE(+4N 64+(E'


NA*E Necron ;ord 9estro(ers .la(ed Cnes Lea&( 9estro(ers <mmortals Necron $arriors Paria"s $rait"s Bonolit" C*elisk Tom* 2 (der T1PE 7L <N. <N. <N. <N. <N. <N. <N. AH AH AH 'PEE& nFa 2Icm 1Icm 2Icm 1Icm 1Icm 1Icm 30cm 1Icm 30cm 1Icm A+*40+ nFa 4M 4M 4M 4M 4M 4M 4M 4M IM 4M (( nFa DM 3M DM 4M IM 3M 4M DM DM IM 66 nFa 3M 4M 3M 4M 3M IM IM IM WEAP4N' 2ta## o# ;ig"t or 2' )auss 7annon Lea&( )auss 7annon )auss 6lasters )auss .la(ers $ar 2c(t"es and 7laws Particle $"i )auss .lu' Arc Particle .lail 2cara* 2warm and or 7laws 3' 2cara* 2warm and or Lar&esters 2olar .lare or 9es air 7laws ;ig"tning Arc )a5e o# 9eat" 2c(t"e Particle Accelerator and $ar*ar8ue $E 20cm 4M DM 4M )auss .lu' Arc 2' Particle 7annon 2' $ar 7annon 2' )auss 7annon )auss .lu' Arc Cr*ital 6om*ardment 2' Pin-Point Attack +AN#E ?1Icm@ ?*c@ 30cm 30cm 1Icm 1Icm 1Icm ?*c@ ?*c@ 30cm ?1Icm@ 4Icm 30cm ?1Icm@ ?*c@ ?*c@ 30cm ?1Icm@ ?*c@ ?*c@ K0cm K0cm 4Icm ?*c@ 30cm ?*c@ ?*c@ 120cm K0cm ?1Icm@ D0cm 30cm 30cm ?1Icm@ nFa nFa 6I+EP4WE+ 2mall Arms! EA?M1@ Assault $ea ons! EA?M1@! B$ AP4MFATDM AT3M AP4MFATDM APIMFATDM AP4MFATDM Assault $ea ons! EA?M1@! B$ Assault $ea ons! EA?M1@ AP4MFAT4M 2mall Arms! EA?M2@ AP4MFAT4M APIMFATIM! <7 2mall Arms! EA?M1@! <7 Assault $ea ons! EA?M1@! <7 Assault $ea ons! B$ APIMFATIM! <7 2mall Arms! EA?M1@! <7 Assault $ea ons! EA?M1@! <7 Assault $ea ons! EA?M2@! T>?93@ B$3M! T>?9D@ 126P 46P! 9 Assault $ea ons! EA?M2@! T> B$4M EA?M2@! B$ EA?M2@! T>?93@ B$4M! T>?93@ AA4M! T> 2mall Arms! EA?M2@ APIMFAT3M AT4M AP4MFATDM 2mall Arms! EA?M2@ 46P! B$ B$2M! T>?93@ N4TE' Leader, +n$ulnerable "a$e -ounted, 3ecron, "kimmers +nfiltrators, 3ecron, "couts, Teleport -ounted, 3ecron, "kimmers 3ecron 3ecron +nspiring First "trike, +n$ulnerable "a$e, Qump acks, 3ecron Fearless, Li$ing -etal, ortal, "kimmer, Teleport, Thick 0ear Armour Fearless, 0einforced Armour, "kimmer, Teleport, Thick 0ear Armour Fearless, Leader, "kimmer, Walker

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

2c(t"e 7lass Lar&ester

27

nFa

nFa

nFa

nFa

'PE(IA) +0)E ?.-?.- Necron Technolog


Necron2 3ecron technology allows many of its units to repair themsel$es at an accelerated rate. This is reflected as the 3ecron ability in a unit,s datasheet. .nits with the 3ecron ability that ha$e been destroyed can regenerate. Formations can return one pre$iously destroyed 3ecron unit in the end phase of each turn either on or off the board. +n addition, if a formation regroups on board it can use the dice rolls to either return units with the 3ecron ability to play or to remo$e blast markers or both >e.g., if you rolled a G9, you could return 9 units to play, remo$e 9 blast markers, or return : unit and remo$e : blast marker?. Formations off board are restricted to using their regroup function to remo$e blast markers only. Portals2 3ecron ortals are the primary means by which the 3ecron forces are transported across the gala&y. Any formation that is in the reser$es, either because it has not entered play or has left the board for any reason, may enter play $ia a portal as part of any acti$ation that allows mo$ement. -easure their mo$ement using the portal as the starting point. Additionally, formations may lea$e the board by entering a portal, taking them into the reser$es. 3ote that once in the reser$es they can either re(enter play immediately $ia another portal, pro$ided they ha$e mo$ement, or remain in the reser$es. 3ecron ortals can only be used by Armoured Pehicles with the walker ability, +nfantry, or Light Pehicles. 'ach portal can be used only once per turn for either entering or e&iting the battlefield, not for both. Thus a Formation may enter one portal with part of their mo$ement, and e&it from a second, unused portal, continuing their mo$ement from that portal. +f, at the end of the mo$ement, a unit is out of formation it is destroyed >see core rule :.J.5?. '&ample1 if you mo$ed a formation of four units through one portal and out another and two units were unable to make the full mo$ement >i.e. get through the second portal?, the 3ecron player would ha$e to choose which units were to be destroyed, the two that mo$ed through the portal or the two that didn,t. )iving *etal2 .nits made of li$ing metal recei$e a 0einforced Armor sa$ing throw against normal weapons, lance weapons, and e$en macro(weapons. +n addition, their sa$e is not reduced by sniper abilities. Any Titan 2iller attacks are automatically reduced to Titan 2iller >:? when resol$ing hits against Li$ing -etal units, and Li$ing -etal units are permitted a single armor sa$e. "ee the chart below.
8D

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.

'PE(IA) +0)E ?.-?.9 Implacable Advance


The 3ecron are an offensi$e army, always on the ad$ance, stopping only to eliminate enemy positions before mo$ing on to har$est others. While subKect to disruption from losses and enemy fire, the mechanical nature of the 3ecron permits them to easily reorgani4e to maintain the offensi$e momentum. 3ecron formations recei$e a C: bonus to -arshal Actions. #ue to their steady, deliberate, nature 3ecron formations cannot take a -arch action.

'PE(IA) +0)E ?.-?.: Phase 4ut


When a 3ecron formation becomes broken, it does not Kust fall back, but also $anishes from the battlefield without lea$ing any proof of its e&istence. +n the end phase of the turn, remo$e the formation from the board into the reser$es, but keep it away from any destroyed units. The formation will roll to rally in the end phase, handling blast markers as per the core rules >see :.:5?. +t may re(enter by teleporting, or through a portal. +f there are not enough portals to deal with all the off(table formations, then the formation must remain off the table until a portal is a$ailable for it to use. +f the rally roll fails, the formation must remain in the reser$es until it rallies. 3ote that with the e&ception of the %,tan, no 3ecron War 'ngines may phase out.
87

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.

?.-A &EAT@ ,4+P' 46 ,+IE# 64+(E'


NA*E 7ommissar 7ommander Engineers .ire 2u ort )renadiers Lea&( Bortar <n#antr( /uad ;aunc"er -oug" -iders 2u reme 7ommander 7entaur Eart"s"aker Plat#orm Lea&( AA Plat#orm L(dra Plat#orm Bedusa Plat#orm 6om*ard Lell"ound ;eman -uss T1PE 7L <N. <N. <N. <N. <N. <N. <N. <N. <N. ;H ;H ;H ;H ;H AH AH AH 'PEE& nFa 1Icm 1Icm 1Icm 1Icm Icm 1Icm Icm 20cm 1Icm 3Icm ?20cm@ 0cm 0cm 0cm 0cm 20cm 30cm 20cm A+*40+ nFa DM IM IM IM IM DM DM DM DM DM DM 4M 4M (( nFa 4M 4M IM IM DM IM DM 4M 4M DM DM DM DM DM DM DM DM 66 nFa IM IM 4M 4M DM IM IM DM IM DM DM DM DM DM IM 3M 4M WEAP4N' Power $ea on Twin Lea&( 2tu**er Bole ;aunc"er Twin Lea&( 2tu**er Autocannon Lea&( .lamer and Lea&( Bortar ;asguns /uad ;aunc"er Power ;ance Twin Lea&( 2tu**er Power $ea on Lea&( 2tu**er Eart"s"aker or Lea&( AA )un 2' L(dra Autocannon Bedusa 2iege )un or 2iege Bortar Lea&( 6olter <n#erno 7annon Lea&( 6olter 6attle 7annon ;ascannon 2' Lea&( 6olter 9emolis"er ;ascannon 2' Plasma 7annon 9emolis"er 7annon Han8uis"er ;ascannon 2' Lea&( 6olter Lea&( 6olter +AN#E ?*c@ 30cm 30cm 4Icm 4Icm 1Icm ?1Icm@ 30cm ?1Icm@ 4Icm ?*c@ 30cm ?*c@ 30cm 120cm 120cm D0cm 4Icm 30cm D0cm 4Icm 30cm 30cm 30cm 7Icm 4Icm 30cm 30cm 4Icm 30cm 30cm 7Icm 4Icm 30cm 30cm 6I+EP4WE+ Assault $ea ons! EA?M1@! B$ APIM APIM! <7 APIM APIMFATDM AP4M! <7 2mall Arms! <7 16P! <nd 2mall Arms 2' AP4M! <nd Assault $ea ons! .2 APIM Assault $ea ons! EA?M1@! B$ APDM AP4MFAT4M 16P! <nd APIMFATIMFAAIM AP4MFATIMFAAIM B$4M! <7 16P! 9! <7! <nd 26P! <7! <nd! 2lw APIM AP3M! <7 APIM AP4MFAT4M ATIM APIM AP3MFAT4M! <7 ATIM AP4MFAT4M! 2lw AP3MFAT4M! <7 AP4MFAT2M ATIM APIM APIM N4TE' Fearless, +nspiring, Leader %ommander

"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

;eman -uss 9emolis"er

AH

20cm

4M

DM

3M

0einforced Armour

;eman -uss T"underer ;eman -uss Han8uis"er

AH AH

20cm 20cm

4M 4M

DM DM

IM 4M

0einforced Armour, Thick 0ear Armour 0einforced Armour

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

9eat"strike 2ilo )orgon

$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.

Barauder Lea&( 6om*er

A7F $E 2 ecial

6om*er

IM

nFa

nFa

#%9. %ritical )it 'ffect1 The unit destroyed.

Lades 6reac"ing 9rill

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

Terrain 6unker )un Em lacement


Trenc"

Infantr 3M 7o&er 2a&e 4M 7o&er 2a&e


4M 7o&er 2a&e

8ehicle 9angerous IM 7o&er 2a&e


9angerous

War Engine <m assa*le No E##ect


No E##ect

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".

?.-C 'A)A*AN&E+ 64+(E'


NA*E 2alamander 9e&astator 2alamander Tactical 2alamander Terminator T1PE <N. <N. <N. 'PEE& 1Icm 1Icm 1Icm A+*40+ 4M 4M 4M (( IM 4M 3M 66 4M IM 3M WEAP4N' 2' Bulti-melta and Bulti-melta and 2' Lea&( .lamers and 2alamander Attack 6ike ;and -aider Lelios ;and -aider Promet"eus ;H AH AH 3Icm 2Icm 2Icm 4M 4M 4M IM DM DM IM IM 4M T"under Lammers Bulti-melta and 2' Twin ;ascannon $"irlwind 4' Twin Lea&( 6olter +AN#E 1Icm ?1Icm@ 1Icm ?1Icm@ 1Icm ?1Icm@ ?*c@ 1Icm ?1Icm@ 4Icm 4Icm 30cm 6I+EP4WE+ B$IM 2mall Arms! B$ B$IM 2mall Arms! B$ AP4M! <7 2mall Arms! <7 Assault $ea ons! EA?M1@! B$ B$IM 2mall Arms! B$ AT4M 16P! <nd AP4M N4TE' %ounts as a #e$astator unit for the purposes of being transported. %ounts as a Tactical unit for the purposes of being transported. 0einforced Armour, Teleport, Thick 0ear Armour. %ounts as a Terminator unit for the purposes of being transported. %ounts as an Attack Bike for the purposes of being transported. 0einforced Armour, Thick 0ear Armour, Transport >one of the following units1 #e$astator, Tactical?. %ounts as a Land 0aider for the purposes of being transported. 0einforced Armour, Thick 0ear Armour, Transport >one Terminator unitR or two of the following units1 #e$astator, Tactical?. Any unit in the same formation as this unit may ignore the Ecm restriction when using the %ommander ability. %ounts as a Land 0aider for the purposes of being transported. 0einforced Armour, Thick 0ear Armour, Transport >one Terminator unitR or two of the following units1 #e$astator, Tactical?. %ounts as a Land 0aider for the purposes of being transported. %ounts as a redator #estructor for the purposes of being transported.

;and -aider -edeemer

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.

?.-E '(I4N' 46 I+4N 64+(E'


NA*E ;and -aider 7rusader T1PE AH 'PEE& 2Icm A+*40+ 4M (( IM 66 IM WEAP4N' 2' Lurricane 6olters Twin Assault 7annon 2' Twin ;ascannon $"irlwind 4' Twin Lea&( 6olter +AN#E ?1Icm@ 30cm 4Icm 4Icm 30cm 6I+EP4WE+ 2mall Arms! EA?M1@ AP4MFAT4M AT4M 16P! <nd AP4M N4TE' 0einforced Armour, Thick 0ear Armour, Transport >three of the following units1 #e$astator, Tactical, TerminatorR Terminators count as one and a half units each, rounding up?. %ounts as a Land 0aider for the purposes of being transported. 0einforced Armour, Thick 0ear Armour, Transport >one of the following units1 #e$astator, Tactical?. %ounts as a Land 0aider for the purposes of being transported. 0einforced Armour, Thick 0ear Armour, Transport >one Terminator unitR or two of the following units1 #e$astator, Tactical?. Any unit in the same formation as this unit may ignore the Ecm restriction when using the %ommander ability. %ounts as a Land 0aider for the purposes of being transported. #%9, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed.

;and -aider Lelios ;and -aider Promet"eus

AH AH

2Icm 2Icm

4M 4M

DM DM

IM 4M

T"under"awk 7lose Air 2u

ort

A7F $E

6om*er

4M

nFa

nFa

T"under"awk 2aturation 6om*er

A7F $E

6om*er

4M

nFa

nFa

T"under"awk Trans orter

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, 0einforced Armour. %ritical )it 'ffect1 The unit is destroyed.

#%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.

?.-F TA0 64+(E'


NA*E Et"ereal T1PE 7L 'PEE& nFa A+*40+ nFa (( nFa 66 nFa WEAP4N' Lonour 6lade +AN#E ?*c@ 6I+EP4WE+ Assault $ea ons! EA?M1@ N4TE' +n$ulnerable "a$e, Leader. All units in a formation Koined by an 'thereal become Fearless. +f the 'thereal is killed then all these units lose Fearless and the formation breaks automatically. %oordinated Fire, Leader %oordinated Fire, Leader. 'ach "has,o character in the army allows a player to re(roll one failed initiati$e test >of any type? once per turn. +n$ulnerable "a$e, Tau Qet acks

2"as%el 2"as%o 7risis 6attlesuits

7L 7L <N.

nFa nFa 20cm

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

<N. <N. <N. <N. <N. <N. <N. <N. ;H ;H ;H AH AH

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

Transport >three units of Gun #rones?

Tiger 2"ark AW-1-0

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

7ustodian 7lass 6attles"i

27

nFa

nFa

nFa

nFa

Protector 7lass 7ruiser

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?

'PE(IA) +0)E ?.-F.- (oordinated 6ire


"ome units are noted as being able to call in coordinated fire. These units can order up to two other formations within :Ecm that ha$e not taken an action this turn, and which are not broken, to follow their own formation when they take an ad$ance, double or sustained fire action. -ake a single initiati$e roll for all formations, counting a single (: modifier if any ha$e blast markers. +f the test is failed then the original formation >containing the unit calling for coordinated fire? recei$es a Blast marker and must take a hold action, but the other formations are unaffected >and may take an action later in the turn?. +f the test is passed then all formations concerned are allowed to take either an ad$ance, double or sustained fire action. There is no obligation for all formations to take the same action, and these actions may be resol$ed in any order, but they must all fire at the same target formation. The formations don,t ha$e to stay within a gi$en distance of each other and will complete their actions one after the other. 'ach formations action is declared and resol$ed >including testing to see if the target formation is broken? before mo$ing on to the ne&t Tau formation. 3ote that units with this ability confer the %oordinated Fire ability to any formation that they Koin. For e&ample, a athfinder upgrade purchased to be added to a Fire Warrior %adre, adds the %oordinated Fire ability to all units in the %adre.

'PE(IA) +0)E ?.-F.9 Tau Technolog


&eflector 'hield2 Tau deflector shields work like an in$ulnerable sa$e in all respects, e&cept that this in$ulnerable sa$e is always at EC. #uided *issiles2 Guided -issiles may only be fired at a target formation that is marked, but Guided -issiles may be fired without Line of Fire if the target is marked. A Tau formation may not mark an enemy formation if it has used the -arch order during the turn, or if it is broken. *arkerlights2 All enemy formations with at least one unit within B6cm range and Line of Fire >L/F? of at least one Tau unit with the markerlights ability is considered to be marked. When shooting at a marked formation, all ranged firepower attacks add C: to their to(hit roll. This bonus for shooting at a marked enemy may not be used when making Anti(Aircraft attacks. Tau Ket Packs2 Tau Qet acks follow all the rules for Qump acks. Additionally, units with Tau Qet acks are allowed to make an additional mo$e of :6cm at the end of an ad$ance, double or march order. The e&tra mo$e is allowed whether or not the unit fires and takes place after any firing. This e&tra mo$e may be in any direction and follows all the normal mo$ement rules, so unit coherency and 4ones of control must be adhered to as usual. 3o e&tra mo$ement is allowed on any orders other than ad$ance, double or march. +n formations where only some of the units ha$e Tau Qet acks, the units without Tau Qet acks are not allowed the e&tra mo$e.

?.9/ A)AIT4( E)&A+ 64+(E'


NA*E Pat"#inders T1PE <N. 'PEE& 20cm A+*40+ IM (( DM 66 IM WEAP4N' ;ong -i#les +AN#E 30cm 6I+EP4WE+ APIM N4TE' +n$ulnerable "a$e, "couts, "nipers, Teleport. %ounts as a 0angers unit for the purposes of being transported.

NetEA Tournament Pack 2013-08-07

D.0 E ic )aming

A./ EPI( #A*IN#


;-yriad are the ways of war. The lightning strike, the tenacious defence, the cunning ruseR all ha$e their time and place, oft as not dictated by the lie of the land or balance of forces that you find at your disposal. The art of war is learning how to bind the tactics, terrain and forces at your command to your ad$antage.< +mperium Tactica Tournament games are t"e single most o ular #orm o# E ic game. T"is is mainl( *ecause it is t"e easiest wa( to la( E ic. All (ou "a&e to do is use t"e arm( lists to collect an arm(! sa#e in t"e knowledge t"at (ou can use it to la( an e&en and *alanced game e&en against a com lete stranger! somet"ing t"at is sim l( not ossi*le wit" scenarios or cam aigns. <n order to ac"ie&e t"is "a ( state o# a##airs! tournament games re8uire t"ree t"ings, army lists! points $alues! and a set o# tournament game rules. An arm( list! as its name im lies! is a list o# units and #ormations t"at can *e used *( an arm(. $"at sets it a art #rom a sim le order o# *attle! suc" as t"e #orces included in t"e training scenarios resented earlier in t"is rule*ook! is t"at it is a list o# t"ings (ou can use in (our arm( rat"er t"an a list o# t"ings (ou must use. 2o! #or e'am le! a 2 ace Barine arm( list would sa( somet"ing along t"e lines o#, E1ou ma( "a&e t"e #ollowing t"ings in (our arm(, 2 ace Barine Tactical detac"ments! 2 ace Barine Assault detac"ments! 2 ace Barine Terminator detac"mentsSG and so on. Arm( lists usuall( #ocus on one arm(! #or e'am le 2 ace Barines! or <m erial )uard! or Crks! t"oug" some co&er com*ined or allied #orces. <n addition! arm( lists can eit"er *e Ogeneric% and co&er all armies o# t"at t( e! or Os eci#ic% and co&er a articular arm( or #amous regiment. .or e'am le! a generic 2 ace Barine arm( list would allow (ou to collect an( 7"a ter! w"ile a 6lood Angels arm( list would onl( allow 6lood Angel units to *e used. T"e ad&antage o# s eci#ic lists is t"at t"e( can include more interesting and c"aracter#ul units! w"ile a generic list lacks t"is le&el o# detail *ut gi&es t"e la(er more #reedom in terms o# ainting and modelling. C# course! i# la(ers were sim l( allowed to ick an( units or #ormations t"e( liked #rom an arm( list t"en t"ere is no wa( t"at tournament games could *e #air P t"e la(er wit" t"e largest collection o# models would alwa(s "a&e a *ig ad&antage: 6ecause o# t"is! eac" #ormation and unit in an arm( list is gi&en a oints &alue T"e oints &alue s"ows "ow e##ecti&e t"e unit or #ormation is w"en it is used in a tournament game. 2o! #or e'am le! a mig"t( 6ane*lade tank would cost man( more oints t"an a "um*le ;eman -uss! as t"e 6ane*lade will "a&e a muc" greater im act on t"e course o# t"e game. Pla(ers are t"en gi&en t"e #reedom to c"oose troo s #rom t"eir arm( list to a set oints &alue. .or e'am le! la(ers mig"t agree to la( a 2!000 oint game! in w"ic" case eac" could ick troo s wort" 2!000 oints #rom t"eir own arm( list. As long as t"e arm( lists "a&e *een worked out ro erl(! t"en an( two armies wit" t"e same oints &alue will "a&e an e8ual c"ance o# winning! alt"oug" t"e actual com osition o# eac" arm( ma( *e radicall( di##erent! e&en i# *ot" are c"osen #rom t"e same list. -eturning to our rior e'am le! one la(er mig"t c"oose to take a #ew 6ane*lades! w"ile "is o onent c"ooses to take a "orde o# ;eman -uss! *ut as long as t"e oints &alues #or t"e two units "a&e *een worked out ro erl( t"en eac" la(er will "a&e t"e same c"ance o# winning t"e game.

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.-

EPI( T40+NA*ENT #A*E +0)E'EE

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

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<# 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

T40+NA*ENT A+*1 )I'T'

;#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@.

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&E'I#N (4N(EPT Tournament Terrain


The tournament game rules will work on any type of terrain. )owe$er, especially dense or e&tremely sparse terrain will fa$our some armies or troop choices o$er others. An /rk army with a lot of Boy4 will do well on a table co$ered with lots of terrain, for e&ample, while an /rk army with lots of buggies and gunwagons will do better on a table with sparse terrain. +n addition, certain terrain features can fa$our one army o$er another. )a$ing a ri$er running the length of the table will fa$our an army with a lot of skimmers and aircraft. =ou get the idea, +,m sure. Because of this, we recommend you use the following guidelines when setting up terrain for tournament games. These are not a set of hard and fast rules, but if they are used will ensure a well(balanced game no matter what army or units are taken. We recommend the use of terrain features when playing tournament games in preference to modular terrain >see the Appendices for a more detailed description of the two types of terrain?. Terrain features can be of pretty much any type, but should be roughly :E(B6cm across. )ills can be up to twice this si4e. "ee below for a note of how to deal with ri$ers and roads. #i$ide the table into @6cm >9 foot? s!uare areas. The total number of terrain features placed should be e!ual to twice the number of @6cm s!uare areas. For e&ample, if you were playing on a :96cm by :A6 cm, you would ha$e si& areas and should place :9 terrain features. Within the limits abo$e, place between 6(5 features in each @6cm s!uare. The terrain may include one ri$er. 0i$ers count as a terrain feature for each area that they run through. They need to enter on one table edge and lea$e from another, and should not be greater in length than the shortest table edge. For e&ample, on a :96cm by :A6cm table, the ri$er should not be more than :96cm long. There should be a bridge or ford e$ery B6cm along the ri$er. 0oads may be added after all terrain features ha$e been placed. Any number of roads may be used. They need to enter on one table edge and either e&it from another or end at a terrain feature.

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&E'I#N (4N(EPT A.9.- The O(ounts As +ule


=ou may if you wish decide that certain units in your army Gcount as, something else from the army lists that is of roughly the same si4e and function. This is especially useful if you are using old models that are no longer in the range and therefore not co$ered in the army lists, or you are using models that are painted differently. For e&ample, you might ha$e managed to lay your hands on some of the old metal /rk "!uigoth models that we made many years ago but that are now no longer in the range. 0ather than lea$ing these models languishing on the shelf you could simply decide that they Gcount as, /rk Battlewagons, which are roughly the same si4e as a "!uigoth and ha$e a similar function. Alternati$ely, you may ha$e decided to use the "teel Legion army list to represent a different +mperial Guard regiment with a $ery different colour scheme. Again, it would be a great shame not to be able to use your gorgeously painted army, and the Gcounts as, rule will allow you to do so. )owe$er, if you decide to use the Gcounts as, rule, then there are three $ery important things to bear in mind1 First of all, before the game starts you must tell your opponent that you ha$e decided to use the Gcounts as, rule, and you must let him know what counts as what. "econdly, this rule is here to allow you to use all the models in your collection, not as a method of fine(tuning your army for e$ery game that you play. Therefore you may not use the Gcounts as, rule for units that are actually co$ered in the army lists. For e&ample, if you ha$e a model of a Land "peeder, then you must use it as a Land "peeder and pay the points for a Land "peederR you could not use it as a Land "peeder Tornado, or a redator, or any other unit for that matter. By the same token, a Land "peeder Tornado must be used as a Land "peeder Tornado and can,t stand in for any other units. This rule is included to pre$ent confusion and keep game play as e$en and balanced as possible. 3ote that you can paint the unit in any way you like, you Kust can,t count it as a different unit from the list. Finally, if you decide that any unit in your army Gcounts as, something else, then all of that type of unit in your army must count as the same thing. For e&ample, if you decided that your old "!uigoth model was a Battlewagon, then all the "!uigoths in your army would ha$e to be Battlewagons D you couldn,t ha$e one "!uigoth as a Battlewagon, one as a Gunwagon, and so on.

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.

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A.:

(4&EB A'TA+TE' 'PA(E *A+INE A+*1 )I'T

;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@.

lies to all 2 ace Barine

'PE(IA) +0)E A.:.- 'pace *arine Transports


The "pace -arines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough 0hino transport $ehicles to transport it and any upgrades that ha$e been taken. #etermine the number of 0hinos needed after all upgrades ha$e been purchased. The number of 0hinos will always be the minimum needed to carry the formation, you can,t take e&tras along to co$er any lossesF 3ote that many formations don,t recei$e 0hinos, usually because they can,t fit into them. #etachments that come with 0hinos will be noted as ha$ing Gplus transport, in the units section of the army list opposite. Also note that you don,t ha$e to take 0hinos if you don,t want to. +f you,d rather field the formation on foot instead, so it can act as a garrison for e&ample, or be transported in a Thunderhawk Gunship, then you may do so. +n addition, you may choose to replace a detachment,s 0hinos with #rop ods. +f you do this then the detachment will enter play in a #rop od using the rules for planetfall >see section 5.5?. 3ote that if you choose to do this you will also re!uire at least one "pace -arine "trike %ruiser or Battle Barge to deploy the drop pods from. %hoosing transport options is part of the army selection process. ortions of a formation may be left behind during deployment >to garrison, for e&ample? and the decision to e&change options, e$en free ones, must be determined when the army list is determined.
K2

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.

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(4&EB A'TA+TE' 'PA(E *A+INE A+*1 )I'T


7ode' Astartes 2 ace Barine armies "a&e a strateg( rating o# I. All 2 ace Barine detac"ment and Titan ;egion *attlegrou #ormations "a&e an initiati&e rating o# 1M. <m erial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. T"e They "hall 2now 3o Fear rule a lies to all 2 ace Barine detac"ment #ormations ?I.1.1@. 'PA(E *A+INE &ETA(@*ENT'
64+*ATI4N Assault 6ike 9e&astator ;and -aider ;and 2 eeder ;anding 7ra#t Predator 2cout 0-1 2trike 7ruiser Tactical Terminator T"under"awk Hindicator $"irlwind 0NIT' .our Assault units An( #i&e o# t"e #ollowing units, Attack 6ike! 6ike .our 9e&astator units lus trans ort .our ;and -aiders An( #i&e o# t"e #ollowing units, ;and 2 eeder! ;and 2 eeder Tornado Cne ;anding 7ra#t An( #our o# t"e #ollowing units, Predator Anni"ilator! Predator 9estructor .our 2cout units lus trans ort Cne 2trike 7ruiser 2i' Tactical units lus trans ort .our Terminator units Cne T"under"awk )uns"i .our Hindicators .our $"irlwinds 0P#+A&E' A))4WE& 7ommander! Hindicators 7ommander 7ommander! 9readnoug"ts! Lunter! ;and -aiders! -a5or*acks 7ommander! Lunter! Hindicators 7ommander! T( "oons None 7ommander! Lunter! Hindicators 7ommander! -a5or*acks! 2ni er 6attle 6arge 7ommander! 9readnoug"ts! Lunter! ;and -aiders! -a5or*acks! Hindicators 7ommander! 9readnoug"ts! ;and -aiders! Hindicators None 7ommander! Lunter 7ommander! Lunter (4'T 17I oints 200 oints 2I0 oints 32I oints 200 oints 3I0 oints 2I0 oints 1I0 200 27I 3I0 200 22I 300 oints oints oints oints oints oints oints

'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

TITAN )E#I4N 3ATT)E#+40P'


64+*ATI4N -ea&er $ar"ound $ar"ound Pack $arlord 0NIT' Cne -ea&er 7lass Titan Cne $ar"ound 7lass Titan Two $ar"ound 7lass Titans Cne $arlord 7lass Titan (4'T DI0 27I I00 82I oints oints oints oints

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A.;

A+*A#E&&4N 'TEE) )E#I4N I*PE+IA) #0A+& A+*1 )I'T

;"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.

'PE(IA) +0)E A.;.- (ommissars


An +mperial Guard army may include one %ommissar character per E66 points, or part thereof, in the army. The %ommissars do not cost any points. %ommissar units may be added to the army at the start of the battle before either side sets up. +f the army includes a "upreme %ommander than the first %ommissar must be attached to the "upreme %ommander,s formation. Any further %ommissars may be attached to any other formations. =ou may not include more than one %ommissar per formation. =ou may not add a %ommissar to an +mperial Ally formation. +f you ha$e more %ommissars than formations any e&cess is lost.
K3

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.

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'TEE) )E#I4N I*PE+IA) #0A+& A+*1 )I'T


2teel ;egion <m erial )uard armies "a&e a strateg( rating o# 2. All 2teel ;egion com anies and su ort #ormations as well as <m erial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. Titan ;egion *attlegrou #ormations "a&e an initiati&e rating o# 1M. 'TEE) )E#I4N (4*PANIE'
64+*ATI4N Artiller( 7om an( <n#antr( 7om an( Bec"ani5ed <n#antr( 7om an( 0-1 -egimental L/ 2u er-"ea&( Tank 7om an( Tank 7om an( 0NIT' An( nine o# t"e #ollowing units, 6asilisk! Banticore Cne 7ommander unit and twel&e <n#antr( units Cne 7ommander unit! twel&e <n#antr( units and se&en 7"imera Cne 2u reme 7ommander unit! twel&e <n#antr( units and se&en 7"imera An( t"ree o# t"e #ollowing units, 6ane*lade! 2"adowsword Ten ;eman -uss ?re lace one ;eman -uss wit" a ;eman -uss Han8uis"er@ (4'T DI0 oints 2I0 400 I00 I00 oints oints oints oints

DI0 oints ?.ree@

'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

;unar 7lass 7ruiser Em eror 7lass 6attles"i

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

TITAN )E#I4N 3ATT)E#+40P'


64+*ATI4N -ea&er $ar"ound $ar"ound Pack $arlord 0NIT' Cne -ea&er 7lass Titan Cne $ar"ound 7lass Titan Two $ar"ound 7lass Titans Cne $arlord 7lass Titan (4'T DI0 27I I00 82I oints oints oints oints

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A.?

#@AD#@,0)) *A# 0+0, T@+A,A' 4+, WA+ @4+&E A+*1 )I'T

;+,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(@.

'PE(IA) +0)E A.?.- 4rk Warlords


'$ery /rk army must include a "upreme %ommand character called a Warlord. The Warlord character is free, you don,t ha$e to pay any points for it. +f the army includes any Great Gargants, then the Warlord must be placed in one of them. +f there are no Great Gargants in the army then the Warlord will Koin a 3ob4 or a Gargant unit.
K4

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.

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#@AD#@,0)) *A# 0+0, T@+A,A' 4+, WA+ @4+&E A+*1 )I'T


)"a5g"kull Bag =ruk T"raka%s Crk $ar Lorde armies "a&e a strateg( rating o# 3. All Crk #ormations "a&e an initiati&e rating o# 3M! *ut recei&e modi#iers de ending on t"e action c"osen w"en taking an action test! or t"e si5e o# t"e #ormation w"en rall(ing ?see I.I.1 and I.I.2@. 4+, 64+*ATI4N'
T1PE 6lit5 6rigade (4+E 0NIT' An( #our o# t"e #ollowing units, 9et" >o ta! .lakwagon! )unwagon (4'T N4+*A) 3I# 1I0 2I0 0#E 3I0 EBT+A 0NIT' Add an( num*er o# t"e #ollowing units #or M2I oints eac", 2korc"a. $ar*ikes! $ar*ugg( Add an( num*er o# t"e #ollowing units #or M3I oints eac", 9et" >o ta! .lakwagon! )unwagon Add u to one )un#ortress #or M12I oints Add u to one Cdd*o( c"aracter to a )un#ortress or )unwagon unit #or MI0 oints -e lace t"e >ill >roo5er wit" a 6attlekroo5er #or MI0 oints Add an( num*er o# t"e #ollowing units #or M2I oints eac", 2korc"a. $ar*ikes! $ar*ugg( Add an( num*er o# t"e #ollowing units #or M3I oints eac", 9et" >o ta! .lakwagon! )unwagon Add u to one Cdd*o( c"aracter to a )unwagon unit #or MI0 oints Add an( num*er o# 6ig )un5 #or M2I oints eac" Add an( num*er o# t"e #ollowing units #or M3I oints eac", 6attlewagon! .lakwagon Add u to one No*5 #or M3I oints Add u to one Cdd*o( c"aracter to a 6ig )un5 unit #or MI0 oints Add an( num*er o# >ill >ans #or M2I oints eac" Add an( num*er o# t"e #ollowing units #or M3I oints eac", 9readnoug"t! .lakwagon Add an( num*er o# 2tom as #or M7I oints eac" Add u to one 2u a-2tom a #or M27I oints Add an( num*er o# t"e #ollowing units #or M2I oints eac", >ommandos! 2korc"a. 2torm*o(5! $ar*ikes! $ar*ugg( Add an( num*er o# 9et" >o tas #or M3I oints eac" Add an( num*er o# t"e #ollowing units #or M2I oints eac", 6ig )un5! 6o(5 and an o tional )rot5! >illa >an! >ommandos! 2korc"a. 2torm*o(5! $ar*ikes! $ar*ugg( Add an( num*er o# t"e #ollowing units #or M3I oints eac", 6attlewagon! 9et" >o ta! 9readnoug"t! .lakwagon! )unwagon Add u to two No*5 #or M3I oints eac" Add an( num*er o# 2tom as #or M7I oints eac" Add an( num*er o# 6attle#ortresses #or M11I oints eac" Add an( num*er o# )un#ortresses #or M12I oints eac" Add u to one Cdd*o( c"aracter to a 6ig )un5! )un#ortress or )unwagon unit #or MI0 oints

0-1 >ill >roo5er >ult C# 2 eed

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*

.i&e 6ig )un5

12I

22I

32I

Bek*o( 2tom amo*

T"ree 2tom as

22I

400

I7I

2torm*o(5 $ar"orde

2i' 2torm*o(5

1I0

nFa

nFa

$ar*and

Two No*5! si' 6o(5 and two )rot5

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

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A.A

E)&A+ 3IE)GTAN (+A6TW4+)&F? A+*1 )I'T

'pecial +ules T"e )it V 0un Tactics rule a

lies to all Eldar #ormations ?I.D.2@.

;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.

'PE(IA) +0)E A.A.- *a Not #arrison


The 'ldar are a highly mobile army, and rarely ha$e enough forces to try to take and hold ground. Because of this, instead of maintaining a hea$ily garrisoned front line, they will usually rely on a screen of 0angers and War Walkers to warn of the approach of any enemy forces. -eanwhile the bulk of the highly mobile 'ldar army will be held back in reser$e, where it will be ready to mo$e !uickly to any threatened sector. This tactic allows the 'ldar to hold large areas of ground with relati$ely few troops. To represent these tactics, only 'ldar 0angers and War Walkers are allowed to garrison obKecti$es in the 'pic tournament game scenario.

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

NetEA Tournament Pack 2013-08-07

E)&A+ 3IE)GTAN (+A6TW4+)& A+*1 )I'T


Eldar 6iel-Tan 7ra#tworld armies "a&e a strateg( rating o# 4. A&atar! As ect $arrior $ar"ost! P"antom! -e&enant and $arlock #ormations "a&e an initiati&e rating o# 1M. All ot"er #ormations "a&e an initiati&e rating o# 2M. T"e )it V 0un Tactics rule a lies to all Eldar #ormations ?I.D.2@. 3IE)GTAN (+A6TW4+)& IN&I8I&0A)' >.p to one of each type of indi$idual may be taken per army.?
T1PE 0-1 Autarc" 0-1 A&atar N4TE' Add one Autarc" c"aracter to an( in#antr( unit in an As ect $arrior $ar"ost #ormation. T"e Autarc" counts towards t"e limit o# E'arc" c"aracters t"e #ormation ma( take. <n t"e 2trateg( P"ase o# an( turn lace t"e A&atar wit"in 1Icm o# a #ormation t"at contains a unit wit" t"e Farsight a*ilit( *e#ore making a strateg( roll. T"e A&atar counts as its own #ormation and ma( onl( enter la( in t"is manner. <n t"e End P"ase o# t"at turn remo&e t"e A&atar *e#ore rall(ing #ormations. Cnce t"e A&atar "as *een remo&ed it ma( not return. Add one 7ourt o# t"e 1oung >ing c"aracter to t"e A&atar. At t"e start o# t"e game nominate one o*+ecti&e on (our "al# o# t"e ta*le as a $rait"gate *e#ore setting u s acecra#t and garrisons. T"e $rait"gate #unctions *ot" as a Webway ortal and as an o*+ecti&e #or t"e rules ur oses. <t ma( not *e destro(ed. Cnl( #ormations consisting com letel( o# in#antr( units! lig"t &e"icle units or armoured &e"icles units wit" t"e Walker a*ilit( ma( use t"e $rait"gate to enter la(. (4'T M7I oints .ree

0-1 7ourt o# t"e 1oung >ing 0-1 $rait"gate

.ree MI0 oints

3IE)GTAN (+A6TW4+)& WA+@4'T'


64+*ATI4N As ect $arrior 0NIT' An( eig"t 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 Cne .arseer unit and se&en )uardian units 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 two E'arc" c"aracters to in#antr( units #or M2I oints eac" -e lace u to t"ree )uardian units wit" an e8ual num*er o# Lea&( $ea on Plat#orm units #or #ree Add t"ree 2u ort $ea on Plat#orm units #or MI0 oints Add *etween two and t"ree $rait"guard units #or MI0 oints eac" Add t"ree $rait"lords #or M17I oints Add #our $a&e 2er ents to a #ormation consisting o# onl( .arseer! )uardian or Lea&( $ea on Plat#orm units #or M200 oints (4'T 300 oints

)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

$ar $alker $indrider

2i' $ar $alkers An( si' o# t"e #ollowing units, Net*ikes! H( er

200 oints 200 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

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A.C

3A+AN 'IE#E*A'TE+' I*PE+IA) #0A+& A+*1 )I'TFA

;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@.

'pecial +ules T"e %ommissars rule a )uard armies ?D.4.1@.

lies to 6aran 2iegemasters <m erial

'PE(IA) +0)E A.C.- +egimental @<s


When playing 'pic tournament games, a "iegemaster army must include a 0egimental )N. The enemy count as ha$ing achie$ed the GBreak Their "pirit, $ictory condition by destroying this formation or by destroying the most e&pensi$e formation in the army >see @.:.J in the 'pic1 Armageddon rulebook?.

'PE(IA) +0)E A.C.9 6ortified Positions


A "iege 0egiment army regiment is allowed to purchase one set of fortified positions for its troops to occupy for each 0egimental )N or +nfantry company included in the army. Fortified positions must be set up after /bKecti$es, but before "pacecraft and Garrisons are deployed. They may be set up anywhere a $ehicle may deploy in the "iegemasters half of the table. =ou may split up a set of fortified positions as desired, as long as the rules for formation coherence are adhered to. For e&ample, you could split up trenches into se$eral lines, as long as there are Ecm Glinks, between the different parts of the position. Fortified positions count as ha$ing a mo$e of 4ero, and may Ggarrison, >eg, they can be set up in positions that garrison units can be set up in?. +t goes without saying that they may not be transported, and any players that were considering transporting them onto the table should be deeply ashamed of themsel$esF /nce set up fortified positions may be used by any unit, not Kust the units they were purchased for. They may be captured and used by enemy units too.
K7

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

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3A+AN 'IE#E*A'TE+' I*PE+IA) #0A+& A+*1 )I'T


6aran 2iegemaster <m erial )uard armies "a&e a strateg( rating o# 1. 6aran 2iegemaster #ormations and <m erial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. 3A+AN 'IE#E*A'TE+ (4*PANIE'
64+*ATI4N <n#antr( 7om an( 1 -egimental L/ 0NIT' Cne 7ommander unit and nine 2iege <n#antr( units Cne 2u reme 7ommander unit and nine 2iege <n#antr( units (4'T 17I oints 22I oints

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

2u er-"ea&( Tank Platoon

200 oints

3A+AN 'IE#E*A'TE+ 64+TI6I(ATI4N' >/ne may be fielded per each company.?


T1PE .orti#ied Positions N4TE' = to I0cm o# trenc"es and I0cm o# ra5or wire! lus u to si' o# t"e #ollowing, )un Em lacements! 6unkers (4'T M7I 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

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A.E

WA+)4+& 'NA##A 'NA##A' 6E+A) 4+, @4+&E A+*1 )I'T

;"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

'PE(IA) +0)E A.E.- 6eral 4rk Epic Tournament 'pecial +ules


'$ery /rk army must include a "upreme %ommand character called a Warlord. The Warlord character is free, you don,t ha$e to pay any points for it. The Warlord will Koin the formation with the most units in the army. War 'ngines count their starting #amage %apacity towards the formation si4e. +f there is a tie you may choose which warband the Warlord will Koin. /rkeosaurus that are part of a warband may only transport units from their own formation. Feral /rk armies are allowed to field a Trappa formation. This formation represents /rk Wildboy4 using their skills to scout ahead of the main army. Because of this all units in the formation count as being "couts.

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NetEA Tournament Pack 2013-08-07

WA+)4+& 'NA##A 'NA##A' 6E+A) 4+, @4+&E A+*1 )I'T


$arlord 2nagga 2nagga%s .eral Crk Lorde armies "a&e a strateg( rating o# 3. All Crk #ormations "a&e an initiati&e rating o# 3M! *ut recei&e modi#iers de ending on t"e action c"osen w"en taking an action test! or t"e si5e o# t"e #ormation w"en rall(ing ?see I.8.1 and I.8.2@. 4+, 64+*ATI4N'
T1PE 6oar*o(5 Lorde Nunka 6rigade (4+E 0NIT' .i&e 6oar*o(5 2i' 6o(5 and si' Nunkatrukks (4'T N4+*A) 3I# 100 17I 17I 300 0#E 2I0 nFa EBT+A 0NIT' Add an( num*er o# 6oar*o(5 #or M2I oints eac" Add u to one $(rd*o( c"aracter to an( unit #or MI0 oints Add an( num*er o# 6o(5 wit" a Nunkatrukk #or M2I oints eac" Add u to one No*5 wit" a Nunkatrukk #or MI0 oints Add u to one $(rd*o( c"aracter to an( unit #or MI0 oints Add u to si' Bad*o(5 #or M1I oints eac" Add u to t"ree $(rd*o( c"aracters to an( unit?s@ #or MI0 oints eac" None Add u to one No*5 #or M3I oints Note2 All units in t"e #ormation count as "a&ing t"e "couts a*ilit(. Add an( num*er o# t"e #ollowing units #or M2I oints eac", 6oar*o(5! 6o(5 wit" an o tional )rot5! two $ild*o(5 Add an( num*er o# 28uiggot"s #or MI0 oints eac" Add u to t"ree 28uig >ata ults #or M2I oints eac" Add u to one No*5 #or M3I oints Add u to one $(rd*o( c"aracter to an( unit #or MI0 oints Add u to one Crkeosaurus #or M17I oints Add an( num*er o# t"e #ollowing units #or M2I oints eac", 6oar*o(5! two $ild*o(5 Add an( num*er o# 28uiggot"s #or MI0 oints eac" Add u to t"ree 28uig >ata ults #or M2I oints eac" Add u to one No*5 #or M3I oints Add u to one $(rd*o( c"aracter to an( unit #or MI0 oints Add u to one Crkeosaurus #or M17I oints

0-1 Bad*o(5 Lorde 0-1 2team )argant Tra as $ar*and

2i' Bad*o(5 Cne 2team )argant 2i' $ild*o(5 Two No*5! si' 6o(5 and two )rot5

100 200 1I0 200

nFa 3I0 nFa 3I0

nFa I00 nFa I00

$ild*o(5

Two No*5 and si' $ild*o(5

12I

22I

32I

114

NetEA Tournament Pack 2013-08-07

D.0 E ic )aming

A.F

W@ITE '(A+' 'PA(E *A+INE A+*1 )I'T

>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@.

lies to all $"ite 2car

'PE(IA) +0)E A.F.- White 'cars Transport


The "pace -arines are a highly mobile army. Because of this the points cost of a detachment usually includes enough transport $ehicles to transport it and any upgrades that ha$e been taken. The number of $ehicles will always be the minimum needed to carry the formation, you can,t take e&tras along to co$er any lossesF The transport $ehicles will be Land 0aiders if the detachment is Terminators, 0hinos for any other form of detachment. 3ote that many formations don,t recei$e transports, usually because they can,t fit into them. #etachments that come with $ehicles will be noted as ha$ing ;plus transport< in the .nits section of the detachment list below. White "cars detachments must take the transport $ehicles for a detachment D you cannot lea$e them behind in order to use the unit as a garrison. =ou can only choose to ignore this if the detachment is instead to be deployed from a Thunderhawk gunship. +n addition you may choose to replace a detachment,s $ehicles with drop pods. +f you choose to do this, all transported detachments in the army must deploy from drop pods D you can,t ha$e some in transport $ehicles and some deploying from drop pods. +f you do choose to use drop pods, then the affected detachments will enter play in drop pods using the rules for lanetfall >see section 5.5?. 3ote that you will re!uire at least one "pace -arine strike cruiser or battle barge to deploy the drop pods from.

11I

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NetEA Tournament Pack 2013-08-07

W@ITE '(A+' 'PA(E *A+INE A+*1 )I'T


$"ite 2cars 2 ace Barine armies "a&e a strateg( rating o# I. All $"ite 2car detac"ment and Titan ;egion *attlegrou #ormations "a&e an initiati&e rating o# 1M. <m erial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. T"e They "hall 2now 3o Fear rule a lies to all $"ite 2car detac"ment #ormations ?I.1.1@. W@ITE '(A+ &ETA(@*ENT'
64+*ATI4N Assault 6ike ;and 2 eeder ;anding 7ra#t Predator 2cout 0-1 2trike 7ruiser Tactical Terminator T"under"awk $"irlwind 0NIT' .our Assault units An( eig"t o# t"e #ollowing units, Attack 6ike! $"ite 2cars 6ike An( #i&e o# t"e #ollowing units, ;and 2 eeder! ;and 2 eeder Tornado Cne ;anding 7ra#t An( #our o# t"e #ollowing units, Predator Anni"ilator! Predator 9estructor .our 2cout units lus trans ort Cne 2trike 7ruiser 2i' Tactical units lus trans ort .our Terminator units lus trans ort Cne T"under"awk )uns"i .our $"irlwinds 0P#+A&E' A))4WE& 7ommander 7ommander 7ommander! T( "oons None 7ommander! Lunter! Hindicators 7ommander! -a5or*acks! 2ni er 6attle 6arge 7ommander! -a5or*acks 7ommander None 7ommander! Lunter! Hindicators (4'T 17I oints 37I oints 200 oints 3I0 oints 2I0 oints 1I0 200 27I DI0 200 300 oints oints oints oints oints oints

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

TITAN )E#I4N 3ATT)E#+40P'


64+*ATI4N $ar"ound $ar"ound Pack 0NIT' Cne $ar"ound 7lass Titan Two $ar"ound 7lass Titans (4'T 27I oints I00 oints

11D

NetEA Tournament Pack 2013-08-07

D.0 E ic )aming

A.-/ 30+NIN# &EAT@ 'PEE& 6+EE,' A+*1 )I'T


Below was some sort of )umie supply dump, with stacks of crates and barrels, and +mperial Guardsmen scuttling around dousing fires. "kargrim grinned and sounded the Waaagh(horn before kicking his dri$er to go faster. Around him, the massed $ehicles of the "peed 2ult raced down towards the shocked )umies at full throttle. Warbuggies $ied with bikes and Traks to co$er the ground the fastest, Trukks packed with Boy4 careened against each other as they fought to get ahead, the greenskins, shouts inaudible o$er the thunder of engines. The column of ramshackle, bellowing $ehicles snaked and twisted like a li$ing thing as it con$erged on its prey. 6orces T"e 6urning 9eat" 2 eed .reeks Arm( ;ist uses t"e Crk datas"eets #rom section I.I and t"e 2 eed .reek datas"eets #rom section I.10. 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. EJtras2 An Crk #ormation ma( include an( o# t"e e'tra units listed in t"e E'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 Bek*o( 2 eedsta! 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. 3attle 6ortresses I #un 6ortresses2 <n tournament games! t"ese units ma( onl( trans ort units #rom t"eir own #ormation ?ie! 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 #ormations ?I.I.1 and I.I.2 res ecti&el(@.

l( to all Crk

'PE(IA) +0)E A.-/.- 'peed 6reek Epic Tournament 'pecial +ules


'$ery "peed Freek /rk army must include a -ekboy Bad /rk Bikerboy unit. The unit is free, you don,t ha$e to pay any points for him, and it can be added to any formation in the army. '$ery unit in a "peed Freek army must either ha$e a speed of B6cms plus, or be transported in a unit with a speed of B6cm plus. +n other words, formations may not include units with a speed of less than B6cm unless they also ha$e a transport $ehicle capable of carrying the unit around. Burning #eath "peed Freek armies are allowed to field a Warbike /utriders formation. All units in the formation count as being "couts.

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30+NIN# &EAT@ 'PEE& 6+EE,' A+*1 )I'T


6urning 9eat" 2 eed .reeks armies "a&e a strateg( rating o# 3. All 2 eed .reek #ormations "a&e an initiati&e rating o# 3M! *ut recei&e modi#iers de ending on t"e action c"osen w"en taking an action test! or t"e si5e o# t"e #ormation w"en rall(ing ?see I.I.1 and I.I.2@. 4+, 64+*ATI4N'
T1PE 6lit5 6rigade (4+E 0NIT' An( #our o# t"e #ollowing units, 9et" >o ta! .lakwagon! )unwagon N4+*A) 1I0 (4'T 3I# 2I0 @0#E 3I0 EBT+A 0NIT' Add an( num*er o# t"e #ollowing units #or M2I oints eac", 6o(5! 2korc"a. $ar*ikes! $ar*ugg( Add an( num*er o# t"e #ollowing units #or M3I oints eac", 9et" >o ta! .lakwagon! )unwagon Add u to one o# t"e #ollowing units #or M3I oints eac", No*5! No* $ar*ikes Add u to one Bek*o( 2 eedsta #or MI0 oints Add an( num*er o# )un#ortresses #or M12I oints eac" Add an( num*er o# 6o(5 #or M2I oints eac" Add an( num*er o# .lakwagons #or M3I oints eac" Add u to one o# t"e #ollowing units #or M3I oints eac", No*5! No* $ar*ikes Add an( num*er o# 6attle#ortresses #or M11I oints eac" Add an( num*er o# )un#ortresses #or M12I oints eac" -e lace t"e >ill >roo5er wit" a 6attlekroo5er #or MI0 oints Add an( num*er o# t"e #ollowing units #or M2I oints eac", 2korc"a. $ar*ikes! $ar*ugg( Add an( num*er o# t"e #ollowing units #or M3I oints eac", 9et" >o ta! .lakwagon! )unwagon Add u to one Bek*o( 2 eedsta #or MI0 oints Add an( num*er o# t"e #ollowing units #or M2I oints eac", 6ig )un5! 6o(5 and a Trukk! 2korc"a. 2torm*o(5! $ar*ikes! $ar*ugg( Add an( num*er o# t"e #ollowing units #or M3I oints eac", 6attlewagon! 9et" >o ta! .lakwagon! )unwagon Add u to one No*5 #or M3I oints Add u to one Bek*o( 2 eedsta #or MI0 oints -e lace an( num*er o# No*5 wit" an e8ual num*er o# No* $ar*ikes #or #ree None Note2 All units in t"e #ormation count as "a&ing t"e "couts a*ilit(.

.ortress Bo*

An( two o# t"e #ollowing units, 6attle#ortress! )un#ortress

27I

47I

D7I

0-1 >ill >roo5er >ult C# 2 eed

Cne >ill >roo5er An( eig"t o# t"e #ollowing units, 2corc"a! $ar*ikes! $ar*ugg(

1I0 200

nFa 3I0

nFa I00

2 eed .reeks $ar*and

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

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A.-- -:T@ 3)A(, (+0'A&E 3)A(, )E#I4N A+*1 )I'T


Ten thousand years ago, the +mperium of -an was beset by a de$astating ci$il war known as the )orus )eresy. "e$eral "pace -arine Legions rebelled against the ;False 'mperor< under the persuasi$e(yet( corrupt leadership of Warmaster )orus, a former lieutenant of the 'mperor who fell under %haos, sway. "pace -arine fought brother "pace -arine, culminating in a final battle at the +mperial alace on )oly Terra. Though the forces of the +mperium were $ictorious, the 'mperor of -ankind was mortally wounded and encased in the Golden Throne to sustain his life. -eanwhile, the sur$i$ing rebel "pace -arines fled for the 'ye of Terror, a massi$e Warp storm on the northeastern edge of the gala&y. )ere, warpspace mi&ed with realspace and the #aemons of %haos could manifest themsel$es. The traitor "pace -arines took refuge in the 'ye of Terror, launching raids and Black %rusades from their maelstrom base. These %haos "pace -arines became an endless plague upon the +mperium, wreaking ha$oc in the name of their %haos Gods. %haos "pace -arines ha$e most of the capabilities of regular "pace -arines, though they also ha$e %haos abilities and gear that make them uni!ue. 'ach of the four %haos Gods ha$e %haos "pace -arines de$oted to their cult, be they 3oise -arines in ser$ice of "laanesh to lague -arines in ser$ice of 3urgle. They can unleash untold horrors on their opponents, from #aemon acks to %haos #efilers. They can be organi4ed in an infinite number of ways, which is appropriate because %haos embodies disorder itself. +n the end, %haos "pace -arine armies are feared opponents that are seen as highly unpredictable by those who fight them. 6orces T"e 13t" 6lack 7rusade 6lack ;egion Arm( ;ist uses t"e 6lack ;egion datas"eets #rom section I.11. 0sing the Arm )ist T"e #ollowing arm( list allows (ou to #ield a 7"aos 2 ace Barine arm( *ased on A**adon%s 6lack ;egion. <t can also *e used as a Ostand in% arm( list #or ot"er Traitor ;egions! suc" as t"e 9eat" )uard! $orld Eaters! Nig"t ;ords and <ron $arriors. 6lack ;egion #ormations come in t"ree t( es, retinues! elite #ormations and su ort #ormation. Eac" retinue (ou include in t"e arm( allows (ou to #ield an( one elite #ormation and an( two su ort #ormations. Alt"oug" (ou can onl( take an elite or su ort #ormation is (ou #irst take a retinue! t"e( are treated as se arate inde endent #ormations during t"e *attle and do not "a&e to mo&e around toget"er. Eac" #ormation is made u o# one or more units! and ma( also include a num*er o# e'tra units called u grades. T"e #ormation 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 a #ormation! w"at u grades it is allowed! and its oints cost. .or e'am le! a 6lack ;egion -etinue consists o# eig"t 7"aos 2 ace Barines! one wit" a 7"aos ;ord or 2orcerer ;ord c"aracter! #or 27I oints! and ma( include a num*er o# u grades at an additional cost in oints. Eac" u grade t"at is taken adds to t"e cost o# t"e #ormation! 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. Note t"at t"ese will sometimes re lace units in t"e #ormation t"e( are taken #or! and sometimes take t"e #orm o# additional units #or t"e #ormation. Eac"

#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.

'PE(IA) +0)E A.--.- 6ickle *asters


The %haos owers are !uick to punish or reward their champions. +n the strategy phase if the %haos player rolls a @ they are rewarded for their tactical acumen with an additional :#B daemon to add to the #aemon ool >see @.::.B?. +f the %haos player rolls : their patron owers withdraw their support and the %haos player must remo$e #B daemons from the #aemon ool. +f the %haos player has no remaining daemons in their #aemon ool then there is no further effect.

'PE(IA) +0)E A.--.9 6actions


'ach formation in an army of chaos belongs to a faction that owes allegiance to one of the gods of chaos >2horne, 3urgle, "laanesh or T4eentch?, or to %haos .ndi$ided. =ou must decide which faction each formation in your army belongs to before the battle and note it down on your army list. With the e&ception of those formations that Worship %haos .ndi$ided, the different factions do not get along well and some factions hold millennia(old hatred of each other. Although the factions will often unite under a powerful Warlord to fight a common enemy, their enmity can cause problems during a battle. This is represented by the following rules1 Formations dedicated to a specific %haos god hate formations dedicated to any other %haos god. Formations dedicated to %haos .ndi$ided do not suffer from hatred and are not hated by other Factions. A formation that has no units from a hated formation within :Ecm of any of its units recei$es a C: modifier to its +nitiati$e test. +f e$en one hated unit is within :Ecm then this bonus is lost. This modifier only e$er applies to units that are on the battlefieldR aircraft, spacecraft and any other formations that are not in play ne$er recei$e the modifier.

11K

D.0 E ic )aming

NetEA Tournament Pack 2013-08-07

'PE(IA) +0)E A.--.: 'ummoned 0nits


Formations that purchase the #aemonic act upgrade >see army lists in @.:: and @.:9? are able to summon daemons to the battlefield. +n order to summon daemons, a player must first purchase a single #aemon ool from which all formations with the #aemonic act upgrade will summon. #aemons in the #aemon ool are purchased and noted only as being lesser or greater daemons, not by their faction. The summoning formation,s faction dictates what types of daemons may be summoned >see below?. layers should either write down the contents of their #aemon ool or use tokens to indicate the number of each lesser and greater daemon they ha$e a$ailable to summon during a game. The %haos player,s opponent is always able to $iew the number of lesser and greater daemons remaining in the #aemon ool. The #aemon ool is kept off the board and daemons are remo$ed from it as formations summon daemons onto the board. At the start of that formation,s action, before the action test dice roll is made, the formation may summon daemonic units from the #aemon ool. "ummoning allows you to call 9#B summoning points worth of daemonic units to the battlefield >the number of summoning points it costs to summon a unit will be listed on its data sheet, but as a general rule greater daemons cost A summoning points and all other units cost : summoning point each?. "ummoning points must be used to summon daemonic units from the #aemon ool and summoned units are brought into play immediately. +f for any reason any summoning points generated are not used, they are lost and may not be carried o$er into subse!uent turns. =ou may only summon as many daemons as you ha$e left in your #aemon ool. Left o$er daemonic units may be summoned during a later turn. #aemonic units that are destroyed are remo$ed from play and are not put back into the #aemon ool. Broken formations or formations that ha$e not bought a #aemonic act may not summon daemons. layers may only ha$e one greater daemon of a gi$en faction in the army on the board at one time. For e&ample, if you already ha$e a summoned Bloodthirster on the board you are not allowed to summon another Bloodthirster until that first greater daemon has been remo$ed from play. "ummoned units must be set up with their base within Ecm of any non(daemonic unit from their formation, >i.e. you cannot place a Gchain, of summoned units?. They may not be set up in the Sone of %ontrol of an enemy unit or in impassable terrain. The type of unit that can be summoned depends on the summoning formation,s faction, as follows1

6action >"orne Nurgle 2laanes" T5eentc" An( .action

&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.

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-:T@ 3)A(, (+0'A&E 3)A(, )E#I4N A+*1 )I'T


13t" 6lack 7rusade 6lack ;egion armies "a&e a strateg( rating o# 4. All #ormations "a&e an initiati&e rating o# 2M! *ut! wit" t"e e'ce tion o# 7"aos Na&( #ormations! recei&e a modi#ier de ending on t"e ro'imit( o# ot"er #ormations ?see D.11.2@. 3)A(, )E#I4N +ETIN0E'
64+*ATI4N -etinue 0NIT' Eig"t 7"aos 2 ace Barines! one wit" a 7"aos ;ord or 2orcerer ;ord c"aracter 0P#+A&E' A))4WE& All (4'T 27I oints

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

(@A4' WA+ EN#INE'


64+*ATI4N 6anelord 9eat"w"eel 28uadron .eral -a&ager 0NIT' Cne 6anelord Titan = to t"ree 9eat"w"eels Cne .eral Titan Cne -a&ager Titan (4'T 800 oints 27I oints eac" 27I oints DI0 oints

9aemonic Pact 9e#ilers 9readclaws

M2I oints M7I oints eac" MI oints er unit

&AE*4N P44)
0NIT )reater 9aemon ;esser 9aemon (4'T M7I oints eac" M20 oints eac"

9readnoug"ts La&ocs <con 6earer ;and -aiders C*literators -"inos Hindicators

MI0 oints eac" M1I0 oints MI0 oints M7I oints eac" M8I oints eac" M10 oints eac" M3I oints eac"

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A.-9 T@E 'TI#*AT0' (48ENANT (@A4' (0)TI'T A+*1 )I'T


'$en on worlds where the +mperial %ult is rigidly adhered to, there are some who are lured by the power of %haos. "ecret cabals spring up on hundreds of planets e$en as the +n!uisition ruthlessly purges sects and hidden organi4ations across the +mperium. Led by an Arch )eretic and his secret co$en of manipulators, assassins and iconoclasts, the %ult co$ertly spreads the doctrines of %haos. +mperial citi4ens from e$ery strata of societyWsoldiers, factory workers, clerks, e$en high(ranking officialsWall are enticed with the promises of power, $engeance, and a better world. The Arch )eretic will lead his followers in secret rites, summoning hideous daemons to aid them in their insane !uest for domination. -utants and beasts, the children of %haos, are accepted as brethren and swell the ranks of the cult. Whole companies of planetary defense force troops swear allegiance to the %haos Gods or are manipulated to fight unknowingly for %haos. When the time is right, these insidious groups rise up in bloody re$olt, attempting to oust the rightful rulers of the planet and throw their world at the feet of the %haos Gods. -any are disco$ered and swiftly e&ecuted by the Adeptus Arbites and +n!uisition, but there are always others willing to trade their soul for alluring promises of power and immortality. #uring Abaddon,s Thirteenth Black %rusade, a large uprising of chaos cultists occurred on the gate world of %adia. A horde of mutants from the notorious "tigmatus %o$enant numbering almost ten thousand assaulted positions held by the +mperial Fists "pace -arine chapter. While the hated ser$ants of the false emperor e$entually dro$e back the besieging cultists, at the height of the assault on the walls of 2asr Pasan, a group of se$eral hundred cultists o$erwhelmed the +mperial Fist,s company commander, %aptain Tialo. The cultists breached the wall and inflicted great damage on the defenders of the +mperium. 6orces T"e 2tigmatus 7o&enant 7"aos 7ultist Arm( ;ist uses t"e <m erial )uard datas"eets #rom section I.2! t"e <m erial Na&( datas"eets #rom section I.3 and t"e 7"aos 7ultist datas"eets #rom section I.12.

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(@.

'PE(IA) +0)E A.-9.- 'tigmatus (ovenant Epic Tournament 'pecial +ules


'$ery "tigmatus %o$enant %haos %ultist army must include an Arch( )eretic character. The Arch()eretic character is free, you don,t ha$e to pay any points for it, and may be added to any #emagogue of %haos -arine Aspiring %hampion unit. lague Sombie +nfestation formations may contest, but not control, obKecti$es.

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T@E 'TI#*AT0' (48ENANT (@A4' (0)TI'T A+*1 )I'T


2tigmatus 7o&enant 7"aos 7ultist armies "a&e a strateg( rating o# 2. T5eentc" 9oomwing! T5eentc" .irelord and Traitor Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M! all ot"er #ormations "a&e an initiati&e rating o# 3M *ut recei&e a modi#ier de ending on t"e ro'imit( o# ot"er #ormations ?see D.11.2@. 'TI#*AT0' (48ENANT (48EN'
64+*ATI4N 2tigmatus 7o&enant 7o&en 0NIT' Cne 9emagogue or 7"aos Barine As iring 7"am ion and an( ele&en o# t"e #ollowing units, 7ultists! Butants (4'T 200 oints

'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"

M10 oints eac" M2I 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+ 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 64+*ATI4N Armoured 7om an( Artiller( 6atter( -oug" -ider Platoon 2entinel 28uadron

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

P)A#0E D4*3IE IN6E'TATI4N'


64+*ATI4N 0-2 Plague Jom*ie <n#estations =nits 3M29D Plague Jom*ies (4'T 17I oints 0NIT )reater 9aemon ;esser 9aemon

&AE*4N P44)
(4'T M7I oints eac" M20 oints eac"

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A.-: ,A3A) 46 PAIN' WA1 &A+, E)&A+ A+*1 )I'T


+n the depths of the #ark %ity, in the dark $acuums of the gulf between the stars and the recesses of the Webway, the Lords of the #ark 2in attend to their courts. Flanked by the insidious +ncubi, the Lords attend their duties. The delicacy of choirs of tortured souls, the feasting upon innumerable sla$es, the slaughter of populationsWtheir undertaking is tireless. 6orces T"e >a*al o# Pain%s $a( 9ark Eldar Arm( ;ist uses t"e 9ark Eldar datas"eets #rom section I.13. 0sing the Arm )ist >a*al o# Pain%s $a( 9ark Eldar #ormations come in t"ree t( es! t"e #irst two are ka*als and artisans. Eac" ka*al (ou include in t"e arm( allows (ou to #ield an( two artisan #ormations. Alt"oug" (ou can onl( take a artisan #ormation i# (ou #irst take a ka*al! 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! ka*als and artisans ma( *e gi&en u grades. $"ic" u grades a #ormation ma( *e gi&en are listed in t"e O= grades% column. = grades are added to t"e #ormation and are not a se arate #ormation. Eac" u grade t"at is taken adds to t"e cost o# t"e #ormation! as s"own on t"e u grade c"art. Note t"at (ou ma( ne&er e'ceed more t"an eig"t in#antr( units in a #ormation. T"e t"ird t( e o# #ormation are 9ark Eldar Aircra#t! 2 acecra#t and Ct"er Lorror #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(! 9ark Eldar <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.

'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(@.

'PE(IA) +0)E A.-:.- ,abal of Pains Wa Epic Tournament 'pecial +ules


#ark 'ldar forces are raiders by nature and rarely ha$e an interest in holding ground. The swiftness of their $ehicles and the deadly nature of their attacks are re$ealed !uickly to their $ictims who watch the #ark 'ldar disappear as !uickly as they came. To represent these tactics, the #ark 'ldar are forbidden from garrisoning any formations in the 'pic tournament game scenario. %orsair %lass 'scorts form a single s!uadron and act in the same manner as a single spacecraft. They may combine their /rbital Bombardments into a single strike, or fire separately >templates may not o$erlap?.

'PE(IA) +0)E A.-:.9 &ark Eldar Transport


Any #ark 'ldar formation that includes ;plus transport< may choose from the #ark 'ldar Transport section. =ou may only take as many transport units as are re!uired to carry the entire formation, including upgrades, with no e&tra spaces if possible. =ou may select no transport at all if desired. The "la$ebringer is an independent war engine that must be assigned to a specific #ark 'ldar formation during army creation. A Talos "warm may only be transported in a "la$ebringer.

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'PE(IA) +0)E A.-:.: ,ashnarak


The 2ashnarak is a massi$e, enraged animal that s!uee4es through a Webway portal and is set loose on the battlefield at the beginning of any turn the #ark 'ldar desire >before strategy roll? and acts as a Gthird, player. +t will always attempt a barging, close combat assault on the closest formation>s?, e$en #ark 'ldar formationsF +f unable to reach base( to(base contact, the beast will march toward the closest formation, to its ma&imum mo$ement. +f it reaches an enemy 4one of control, the beast stops its mo$e. %onsolidation mo$es are also toward the closest formation. From then on, it is the first acti$ation of subse!uent turns, before the strategy roll or teleport, following the model abo$e. A broken 2ashnarak will remain in place on the board and will not attempt a mo$e until it rallies. The e&ceptions are when in the presence of a Wych unit. +f within :Ecm of a Wych unit at the beginning of the 2ashnarak acti$ation >see abo$e?, its assault or mo$e may be directed by the #ark 'ldar player. This includes a Wych unit within :Ecm of the 2ashnarak,s Webway portal. +n addition, the 2ashnarak will ne$er mo$e toward or assault a Wych formationR instead it will choose the ne&t closest formation. These directed actions still take place prior to the strategy roll for the turn. 0egardless of its actions, the 2ashnarak is not considered part of the #ark 'ldar force for the purposes of placing formations, holding obKecti$es, calculating crossfire, or determining $ictory conditions and tie(breaker calculations. +t neither counts toward #ark 'ldar acti$ations nor does it count toward Webway ortal use. +t does not benefit from )it V 0un tactics. The 2ashnarak can contest obKecti$es for both the #ark 'ldar >e&cept when within :Ecm of a Wych unit? and their opponents.
FF

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.

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,A3A) 46 PAIN' WA1 &A+, E)&A+ A+*1 )I'T


>a*al o# Pain%s $a( 9ark Eldar armies "a&e a strateg( rating o# 3. 9ark Eldar >a*als! Tormentor and E'ecutor #ormations "a&e an initiati&e rating o# 1M. All ot"er #ormations "a&e an initiati&e rating o# 2M. T"e )it V 0un Tactics and Fleet of Foot rules a lies to all 9ark Eldar #ormations ?I.13.1 and I.13.2 res ecti&el(@. &A+, E)&A+ IN&I8I&0A)' >.p to one of each type of indi$idual may be taken per army.?
T1PE 0-1 Arc"on 0-1 >as"narak 0-1 $e*wa( Portal N4TE' -e lace one 9racon c"aracter wit" an Arc"on c"aracter. <n t"e 2trateg( P"ase o# an( turn lace t"e >as"narak wit"in Icm o# a $e*wa( Portal! it *e"a&es according to t"e >as"narak rule ?D.13.3@. At t"e start o# t"e game nominate one o*+ecti&e on (our "al# o# t"e ta*le as a $e*wa( Portal *e#ore setting u s acecra#t and garrisons. T"e o*+ecti&e #unctions *ot" as a Webway ortal and as an o*+ecti&e #or t"e rules ur oses. <t ma( not *e destro(ed. Cnl( #ormations consisting com letel( o# in#antr( units! lig"t &e"icle units or armoured &e"icles units wit" t"e Walker a*ilit( ma( use t"e $e*wa( Portal to enter la(. (4'T MI0 oints MI0 oints MI0 oints

&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+ 0P#+A&E'


0P#+A&E 9racon Laemonculi Lellions <ncu*i Bandrakes Perditors -a&ager -ea&ers 2courges 2(*arite Talos Hessel o# Pain $ar 6easts $arriors $(c"es 0NIT' Add a ma'imum o# one 9racon c"aracter to an( unit in t"e #ormation Add one Laemonculi unit and one )rotes8ues unit! lus trans ort Add two Lellions Add two <ncu*i lus trans ort Add two Bandrakes Add u to two Perditors Add one -a&ager Add two -ea&ers Add two 2courges Add a ma'imum o# one 2(*arite c"aracter to an( unit in t"e #ormation Add u to two Talos Add a ma'imum o# one Hessel o# Pain Add two $ar 6easts Add two $arriors lus trans ort Add two $(c"es lus trans ort (4'T MI0 oints M1I0 oints M100 oints M12I oints M12I oints M1I0 oints eac" MI0 oints M100 oints M12I oints M2I oints MI0 oints eac" M2I0 oints M100 oints M100 oints M100 oints T1PE 6arge o# Pleasure -aider 2la&e*ringer

&A+, E)&A+ T+AN'P4+T


0NIT' Add u to two 6arge o# Pleasures Add u to #our -aiders Cne 2la&e*ringer Assault 6oat (4'T M12I oints eac" .ree 200 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

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A.-; *INE+8AN TAN, )E#I4N I*PE+IA) #0A+& A+*1 )I'T-//


;The enemy before you is no differnet than any other we ha$e faced. Trust in the 'mperor, hold the line, and guard yourself against weakness. They will break upon our wall of steel like wa$es against a cliff, and then we will punish them without mercy.< %olonel #errick "kautt, -iner$an Legion 6orces T"e Biner&an Tank ;egion <m erial )uard Arm( ;ist uses t"e <m erial Na&( datas"eets #rom I.3! t"e Titan ;egion datas"eets #rom I.4 and t"e Bin&er&an Tank ;egion datas"eets #rom I.14. 0sing The Arm )ist T"e #ollowing arm( list allows (ou to #ield an <m erial )uard arm( t"at is *ased on an Biner&an Tank ;egion regiment. <t can also *e used as a Ostand in% arm( list #or ot"er armoured <m erial )uard regiments! suc" as t"e 9nie r Tank 7or s! >onig Armoured or Teutonian Lea&( Tank! among man( ot"ers. Biner&an Tank ;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. <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(. = 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. Note t"at (ou ma( take an( t( e o# u grade #or an( t( e o# com an(. Tank com anies! latoons and s8uadrons ma( *e com rised o# di##erent ;eman -uss &ariants. T"e num*er o# &ariants! along wit" t"e ma'imum num*er o# rare &ariants! is listed in t"e Ounits% column. T"e &ariants t"emsel&es are listed in t"e ;eman -uss &ariant and ;eman -uss rare &ariant c"arts. Eac" &ariant taken adds to t"e cost o# t"e #ormation or u grade. Biner&an Tank ;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.
100 A.-; *inervan Tank )egion Imperial #uard Arm )ist /, $"( do < "a&e to a( e'tra oints #or standard ;eman -uss tanksQ 2"ouldn%t t"e( *e #ree like t"e( are in t"e 2teel ;egion listQ A, T"e ;eman -uss 7om an( is actuall( t"e same oint cost as a t( ical 2teel ;egion com an(. $it" a *ase cost o# 42I oints! nine ;eman -uss tanks at 20 oints would cost an additional 180 oints! and one Han8uis"er would cost anot"er 4I oints. T"is totals DI0 oints w"ic" is identical to t"e 2teel ;egion list. Point costs were sim l( reorgani5ed #or t"is list to accommodate t"e &ariant tanks a&aila*le to t"e Biner&ans. /, <n t"e original -aiders *ook! t"e c"art was done di##erentl( w"ere t"e ;eman -uss was #ree. La&e t"e oints c"angedQ A, No. T"e original c"art was eliminated to a&oid su*traction during arm( *uilding. T"at c"art is still a&aila*le *elow ?see -aiders 2.0 A endi' 6@. /, $"( are t"ere no data#a' *o'es #or t"e Titan ;egions or <m erial Na&(Q Aren%t t"e( allowed in t"e listQ A, T"e data#a' *o'es and unit descri tions can *e #ound in t"e E ic, Armageddon *ook and in t"e #ree download a&aila*le #rom t"e )ames$orks"o we*site. T"e( were not included in t"is *ook #or sim licit(%s sakeR "owe&er a 8uick re#erence c"art "as *een added in t"e E ic, -aiders 2.0 &ersion #or (our con&enience.

'pecial +ules T"e %ommissars rule a )uard armies ?D.4.1@.

lies to Biner&an Tank ;egion <m erial

'PE(IA) +0)E A.-;.- Amphibious


The Armoured Legions of -iner$a are able to con$ert many of their $ehicles on the fly to amphibious use. For e$ery :666 points, the -iner$an player may designate one Armored %ompany as Amphibious. Amphibious companies ignore the Terrain 'ffects of -arshes, and 0i$ers count as #angerous Terrain >instead of +mpassable?. The designation of specific formations as Amphibious must be made prior to placing any units on the game table.

12K

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*INE+8AN TAN, )E#I4N I*PE+IA) #0A+& A+*1 )I'T


Biner&an Tank ;egion <m erial )uard armies "a&e a strateg( rating o# 2. All Biner&an Tank ;egion com anies and su ort #ormations as well as <m erial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. Titan ;egion *attlegrou #ormations "a&e an initiati&e rating o# 1M. *INE+8AN TAN, )E#I4N (4*PANIE'
64+*ATI4N Artiller( 7om an( 2u er-"ea&( Tank 7om an( Tank 7om an( 0NIT' An( nine o# t"e #ollowing units, 6asilisk! Banticore An( t"ree o# t"e #ollowing units, 6ane*lade! 2"adowsword! 2torm*lade! 2torm"ammer! 2tormsword An( ten ;eman -uss &ariants! u to two o# w"ic" ma( *e rare &ariants (4'T DI0 oints I00 oints 42I oints

*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

;unar 7lass 7ruiser Em eror 7lass 6attles"i

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

)E*AN +0'' 8A+IANT'


0NIT ;eman -uss ;eman -uss 7on8ueror ;eman -uss 9emolis"er ;eman -uss E'terminator T"underer (4'T M20 M10 M20 M10 .ree oints oints oints oints 0NIT

)E*AN +0'' +A+E 8A+IANT'


(4'T M70 oints M20 oints M4I oints 9estro(er Tank Lunter ;eman -uss E'ecutioner ;eman -uss Han8uis"er

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

TITAN )E#I4N 3ATT)E#+40P'


64+*ATI4N -ea&er $ar"ound $ar"ound Pack $arlord 0NIT' Cne -ea&er 7lass Titan Cne $ar"ound 7lass Titan Two $ar"ound 7lass Titans Cne $arlord 7lass Titan (4'T DI0 27I I00 82I oints oints oints oints

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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.

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'(A+A3 (4N6)I(T NE(+4N A+*1 )I'T


2cara* 7on#lict Necron armies "a&e a strateg( rating o# 2. All #ormations "a&e an initiati&e rating o# 1M. T"e +mplacable Ad$ance and hase /ut rules a l( to all Necron #ormations ?I.1I.2 and I.1I.3 res ecti&el(@. NE(+4N IN&I8I&0A)' >.p to one of each type of indi$idual may be taken per army.?
T1PE 0-1 7%tan 0-1 Tom* 7om le' N4TE' T"e 7%tan counts as its own #ormation o# eit"er t"e 9ecei&er or t"e Nig"t*ringer. <t is t"e onl( war engine t"at is a##ected *( t"e hase /ut rule ?I.1I.3@. = 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. T"e #irst o*+ecti&e t"e Necron la(er laces on t"eir own ta*le edge #unctions *ot" as a ortal and as an o*+ecti&e #or t"e rules ur oses. <t ma( not *e destro(ed. .ormations using t"e ortal s"ould measure #rom t"e edge o# t"e *oard as t"e #ormation%s starting oint. (4'T 300 oints M7I oints

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

2i' .la(ed Cnes

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

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A.-A &EAT@ ,4+P' 46 ,+IE# I*PE+IA) #0A+& A+*1 )I'T


;We shall fall upon them as an endless wa$eR they shall drown beneath our dead.< -aKor General Qeridan, EAJHth #eath 2orps 0egiment 6orces T"e 9eat" >or s o# >rieg <m erial Arm( ;ist uses t"e <m erial Na&( datas"eets #rom I.3! t"e Titan ;egion datas"eets #rom I.4 and t"e 9eat" >or s o# >rieg datas"eets #rom I.1D. 0sing The Arm )ist T"e #ollowing arm( list allows (ou to #ield an <m erial )uard arm( t"at is *ased on a 9eat" >or s o# >rieg siege regiment. 9eat" >or s o# >rieg #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. A ma'imum o# one 9eat" -ider 7om an( ma( *e #ielder #or e&er( #ull 1!I00 oints o# t"e arm(. <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(. = 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. Note t"at (ou ma( take an( t( e o# u grade #or an( t( e o# com an(. Tank latoons and s8uadrons ma( *e com rised o# di##erent ;eman -uss &ariants. T"e num*er o# &ariants is listed in t"e Ounits% column. T"e &ariants t"emsel&es are listed in t"e ;eman -uss &ariant c"art. Eac" &ariant taken adds to t"e cost o# t"e #ormation or u grade. 9eat" >or s o# >rieg <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.

'pecial +ules T"e %ommissars rule a ?D.4.1@.

lies to 9eat" >or s o# >rieg armies

'PE(IA) +0)E A.-A.- Trenchworks


#eath 2orps of 2rieg +mperial Guard armies are allowed to purchase one set of Trenchworks for its use for each 0egimental )N or +nfantry %ompany included in the army. Trenchworks must be set up after /bKecti$es, but before "pacecraft and Garrisons are plotted and deployed. They may be set up anywhere in the #eath 2orps deployment 4one, or alternati$ely they may ;garrison< as if they were a formation of units >see @.:.E?. 3ote that each set of Trenchworks must maintain coherency with itself when it is placed on the table. Trenchworks may be used by any eligible unit, not Kust the units that purchased them, e$en enemy units may make use of your Trenchworks if they manage to capture them during the gameF

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NetEA Tournament Pack 2013-08-07

&EAT@ ,4+P' 46 ,+IE# I*PE+IA) #0A+& A+*1 )I'T


9eat" >or s o# >rieg <m erial )uard armies "a&e a strateg( rating o# 2. All 9eat" >or s o# >rieg com anies and su ort #ormations as well as <m erial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. Titan ;egion *attlegrou #ormations "a&e an initiati&e rating o# 1M. &EAT@ ,4+P' 46 ,+IE# (4*PANIE'
64+*ATI4N 0-1 9eat" -ider 7om an( er 1I00 oints <n#antr( 7om an( 0-1 -egimental L/ 0NIT' Twel&e -oug" -iders Cne 7ommander unit and nineteen <n#antr( units Cne 2u reme 7ommander unit and nineteen <n#antr( units (4'T 2I0 oints 300 oints 400 oints

&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

)E*AN +0'' 8A+IANT'


0NIT ;eman -uss ;eman -uss 9emolis"er ;eman -uss Han8uis"er T"underer (4'T M20 oints M20 oints M4I oints .ree

&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

TITAN )E#I4N 3ATT)E#+40P'


64+*ATI4N -ea&er $ar"ound $ar"ound Pack $arlord 0NIT' Cne -ea&er 7lass Titan Cne $ar"ound 7lass Titan Two $ar"ound 7lass Titans Cne $arlord 7lass Titan (4'T DI0 27I I00 82I oints oints oints oints

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A.-C 'A)A*AN&E+' 'PA(E *A+INE A+*1 )I'T


;+nto the fires of battle, unto the an$il of warF< Battle %ry of the "alamanders %hapter 6orces T"e 2alamanders 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 2alamander datas"eets #rom I.17. 0sing the Arm )ist T"e #ollowing arm( list allows (ou to #ield an arm( *ased on one o# t"e 2alamanders 2 ace Barine 7"a ter t"at #oug"t in t"e T"ird $ar #or Armageddon. 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 2alamanders 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. 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. 2alamander 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 and 2alamander restricted #ormations. 'pecial +ules T"e They "hall 2now 3o Fear rule a lies to all 2alamander detac"ment and 2alamander restricted #ormations ?I.1.1@. T"e "pace -arine Transports rule a lies to t"e 2alamander armies ?D.3.1@.

13I

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NetEA Tournament Pack 2013-08-07

'A)A*AN&E+' 'PA(E *A+INE A+*1 )I'T


2alamanders 2 ace Barine armies "a&e a strateg( rating o# I. All 2alamander detac"ment! Titan ;egion *attlegrou and 2alamander restricted #ormations "a&e an initiati&e rating o# 1M. <m erial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. T"e They "hall 2now 3o Fear rule a lies to all 2alamander detac"ment and 2alamander restricted #ormations ?I.1.1@. 'A)A*AN&E+ &ETA(@*ENT'
64+*ATI4N 9e&astator ;and -aider ;anding 7ra#t Predator 0-1 2trike 7ruiser Tactical Terminator T"under"awk Hindicator $"irlwind 0NIT' .our 9e&astator units lus trans ort .our ;and -aiders Cne ;anding 7ra#t An( #our o# t"e #ollowing units, Predator Anni"ilator! Predator 9estructor Cne 2trike 7ruiser 2i' Tactical units lus trans ort .our 2alamander Terminator units Cne T"under"awk )uns"i .our Hindicators .our $"irlwinds 0P#+A&E' A))4WE& 7lose 2u 7lose 2u None 7lose 2u ort! 7ommander! 9e&astators! 9readnoug"ts! -a5or*acks ort! 7ommander! Lelios ort! 7ommander (4'T 2I0 32I 42I 2I0 200 27I 32I 2I0 22I 300 oints oints oints oints oints oints oints oints oints oints

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

'A)A*AN&E+ 0P#+A&E' >'ach upgrade may be taken once per detachment.?


0P#+A&E Attack 6ike 6attle 6arge 7lose 2u ort 0NIT' -e lace an( num*er o# 6ikes wit" an e8ual num*er o# 2alamander Attack 6ikes -e lace t"e 2trike 7ruiser wit" a 6attle 6arge Add an( two o# t"e #ollowing units, Predator <ncinerator Lunter! ;and -aider or ;and -aider -edeemer ;and -aider Promet"eus 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 two 2alamander 9e&astator units Add u to two 2alamander 9readnoug"ts Add an( #our o# t"e #ollowing units, ;and -aider! ;and -aider -edeemer -e lace an( num*er o# ;and -aiders wit" an e8ual num*er o# ;and -aider Lelios 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 two 2alamander Tactical units (4'T .ree M12I oints MI0 oints eac" M7I oints eac" M8I oints eac" MI0 oints M100 oints M100 oints MI0 oints eac" M32I oints M2I oints eac" M2I oints eac" MI0 oints M7I oints

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

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

TITAN )E#I4N 3ATT)E#+40P'


64+*ATI4N -ea&er $ar"ound $ar"ound Pack $arlord 0NIT' Cne -ea&er 7lass Titan Cne $ar"ound 7lass Titan Two $ar"ound 7lass Titans Cne $arlord 7lass Titan (4'T DI0 27I I00 82I oints oints oints oints

13D

NetEA Tournament Pack 2013-08-07

D.0 E ic )aming

A.-E '(I4N' 46 I+4N 'PA(E *A+INE A+*1 )I'T


;They called us weak, betrayers and traitors. But they were wrong. +t was not us that were lost and had left the path, but themsel$es. For they had forgotten the pride of -arines. We are enhanced already. We are the beacon of mankind and should not be hide away but lead in front. "o we turned and walked away from them. 3ot because we were betraying the chapter, but because by staying we would betray the 'mperor. They call us traitor. but remember that we call them brothers. For us, all the -arines are the 'mperor,s chosen. For us, all the -arines are united as 'mperor,s di$ine instruments. For us, all -arines are brothers.< Book of Accounts, Polume + by %haplain )ael 6orces T"e 2cions o# <ron 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 2cions o# <ron datas"eets #rom I.18. 0sing the Arm )ist T"e #ollowing arm( list allows (ou to #ield an arm( *ased on one o# t"e 2cions o# <ron 2 ace Barine 7"a ter t"at #oug"t during t"e <n&asion o# Telgar H<. 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 2cions o# <ron 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. 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. 2cions o# <ron armies ma( *e su orted *( <m erial Na&( aircra#t and Titan ;egion *attlegrou s. No more t"an two o# eac" o# t"ese #ormations ma( *e included in t"e arm(. <n addition 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 and 2cions o# <ron aircra#t #ormations.

'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@.

'PE(IA) +0)E A.-E.- 'cions of Iron Transports


The "pace -arines are a highly mobile army. Because of this, the points cost of a detachment usually includes enough 0hino transport $ehicles to transport it and any upgrades that ha$e been taken. #etermine the number of 0hinos needed after all upgrades ha$e been purchased. The number of 0hinos will always be the minimum needed to carry the formation, you can,t take e&tras along to co$er any lossesF 3ote that many formations don,t recei$e 0hinos, usually because they can,t fit into them. #etachments that come with 0hinos will be noted as ha$ing Gplus transport, in the units section of the army list opposite. Also note that Terminators must take either Teleport or ha$e Land 0aiders. They may not start the game as foot infantry.

'PE(IA) +0)E A.-E.9 Thunderhawk Transporter


The entire Thunderhawk Transporter detachment is counted as a single war engine for the purposes of war engine transport >see B.:.B?, e.g. a Thunderhawk Transporter detachment can carry units from another formation, as long as the entire formation can fit inside the Thunderhawk Transporters .

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'(I4N' 46 I+4N 'PA(E *A+INE A+*1 )I'T


2cions o# <ron 2 ace Barine armies "a&e a strateg( rating o# I. All 2cions o# <ron detac"ment! Titan ;egion *attlegrou and 2cions o# <ron aircra#t #ormations "a&e an initiati&e rating o# 1M. <m erial Na&( aircra#t #ormations "a&e an initiati&e rating o# 2M. T"e They "hall 2now 3o Fear rule a lies to all 2cions o# <ron detac"ment and 2cions o# <ron aircra#t #ormations ?I.1.1@. '(I4N' 46 I+4N &ETA(@*ENT'
64+*ATI4N 6ike Lea&( Tactical Lelios ;and -aider ;anding 7ra#t Predator 2cout 0-1 2trike 7ruiser Tactical 0NIT' An( #our o# t"e #ollowing units, Attack 6ike! 6ike .our Tactical units and an( two o# t"e #ollowing units, ;and -aider! ;and -aider 7rusader .our ;and -aider Lelios .our ;and -aiders Cne ;anding 7ra#t An( #our o# t"e #ollowing units, Predator Anni"ilator! Predator 9estructor .our 2cout units lus trans ort Cne 2trike 7ruiser .our Tactical units lus trans ort! and an( two o# t"e #ollowing units, Predator Anni"ilator! Predator 9estructor! Hindicator .our Terminator units Two T"under"awk Trans orters .our Hindicators .our $"irlwinds 0P#+A&E' A))4WE& 7ommander! ;and 2 eeders 7ommander! Lunter! ;and -aiders 7ommander! Lunter 7ommander! Lunter! ;and -aiders None Armour! 7ommander! Lunter 7ommander! ;and 2 eeders! -a5or*acks! 2ni ers 6attle 6arge Armour! 7ommander! Lunter! -a5or*acks! Tacticals (4'T 17I oints 32I oints 42I 32I 3I0 2I0 oints oints oints oints

1I0 oints 1I0 oints 300 oints

Terminator T"under"awk Trans orter Hindicator $"irlwind

7ommander! ;and -aiders T"under"awk Trans ort Armour! 7ommander! Lunter 7ommander! Lunter

3I0 2I0 22I 300

oints oints oints oints

'(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

/G9 I*PE+IA) NA81 AI+(+A6T


64+*ATI4N 0-2 Barauder 28uadron 0-2 T"under*olt 28uadron 0NIT' Two Barauder 6om*ers Two T"under*olt .ig"ters (4'T 2I0 oints 17I oints

/G9 TITAN )E#I4N 3ATT)E#+40P'


64+*ATI4N 0-2 -ea&er 0-2 $ar"ound 0-2 $ar"ound Pack 0-2 $arlord 0NIT' Cne -ea&er 7lass Titan Cne $ar"ound 7lass Titan Two $ar"ound 7lass Titans Cne $arlord 7lass Titan (4'T DI0 27I I00 82I oints oints oints oints

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A.-F TA0 T@I+& P@A'E EBPAN'I4N A+*1 )I'T


;We are not here to bring death and destruction to you, Gue,la. '$en though your armed forces ha$e laid waste to our systems, bombarded our cities and slaughtered my fellow Tau, we are not here for re$enge. We are here to offer you to share our culture and profit from our technology and protection. We are not here to take your homes, your families and your beliefs away from you. =ou can e$en continue to worship your 'mperor(god if you want, you must only swear fealty to the ad$ancement of the Greater Good, which will benefit all members of the empire alike. We are not here to turn you all into soldiers and demand of you to fight against your former kin. "ome of you will be asked to Koin our armed forces, in return for the protection that we grant to your planet. But if you are unwilling to fight against )umans from the +mperium, you will not be deployed against them. We are not here to ensla$e you, but to welcome you into our empire, the empire of the Tau.< or,$re #al,yth Qishu,iro, Addressing the human population of Goron -inor 6orces T"e Tau T"ird P"ase E' ansion Arm( ;ist uses t"e Tau datas"eets #rom section I.1K. 0sing the Arm )ist Tau #ormations come in two t( es, cadres and su ort #ormations. Eac" cadre (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 cadre! 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 #ormations t"at ma( *e taken in a Tau T"ird P"ase E' ansion 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 #ormations! w"at u grades t"e( are allowed! and t"eir oints cost. <n addition! #ormations ma( *e gi&en u to t"ree u grades. Eac" u grade t"at is taken adds to t"e cost o# t"e #ormation! 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. Eac" u grade ma( *e taken once er #ormation. Tau T"ird P"ase E' ansion armies ma( *e su orted *( Air 7aste #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.

'PE(IA) +0)E A.-F.- Tiger 'hark #un &rones


Tiger "hark "!uadrons may be gi$en a Gun #rone formation to transport. Transported Gun #rone formations may be split across multiple Tiger "harks as an e&ception to the normal aircraft transport rules. The Tiger "harks cannot land, make an 'ngagement, or embark units, but can disembark transported Gun #rones after an approach mo$e. The Gun #rone formation may shoot when it disembarks as normal >see 5.9.E?, and counts as ha$ing acti$ated for that turn. After this initial deployment the Gun #rones are a completely independent formation. Gun #rones being transported by Tiger "harks do not generate blast markers for being destroyed until after they are disembarked.

13K

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NetEA Tournament Pack 2013-08-07

TA0 T@I+& P@A'E EBPAN'I4N A+*1 )I'T


Tau T"ird P"ase E' ansion armies "a&e a strateg( rating o# 3. 7risis 6attlesuit 7adre and Banta 9ro s"i #ormations "a&e an initiati&e rating o# 1M. All ot"er #ormations "a&e an initiati&e rating o# 2M. TA0 (A&+E'
64+*ATI4N 7risis 6attlesuit 7adre .ire $arrior 7adre 0NIT' .our 7risis 6attlesuits 7"oose one o# t"e #ollowing o tions, Eig"t .ire $arriors 2i' .ire $arriors and t"ree 9e&il#is" 0P#+A&E' A))4WE& 7ommander! 7risis 2uits! )un 9rones 6onded Team! 6roadsides! Et"ereal! .ire $arriors! )un 9rones! Lammer"eads! Pat"#inders! Piran"as! 2k(ra( (4'T 2I0 oints 22I oints

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

Protector 7lass 7ruiser 7ustodian 7lass 6attles"i

140

NetEA Tournament Pack 2013-08-07

D.0 E ic )aming

A.9/ E)&A+ A)AIT4( (+A6TW4+)& A+*1 )I'T


;There is no corner of the gala&y that has not felt the eagle(keen ga4e of Alaitoc.< 'lari!ue "wiftblade, Autarch of Alaitoc 6orces T"e Eldar Alaitoc 7ra#tworld Arm( ;ist uses t"e Eldar datas"eets #rom section I.D and t"e Alaitoc Eldar datas"eets #rom section I.20. 0sing The Arm )ist Eldar Alaitoc 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 Alaitoc 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(! Alaitoc 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.

'pecial +ules T"e )it V 0un Tactics rule a

lies to all Eldar #ormations ?I.D.2@.

'PE(IA) +0)E A.9/.- Trail 3laNing


/nly Alaitoc 'ldar athfinders, 0angers and War Walkers are allowed to garrison obKecti$es in the 'pic tournament game scenario. Alaitoc 0anger units count as Guardians for the purposes of transport.

141

D.0 E ic )aming

NetEA Tournament Pack 2013-08-07

E)&A+ A)AIT4( (+A6TW4+)& A+*1 )I'T


Eldar Alaitoc 7ra#tworld armies "a&e a strateg( rating o# 4. A&atar! As ect $arrior Trou e! P"antom! -e&enant and $arlock #ormations "a&e an initiati&e rating o# 1M. All ot"er #ormations "a&e an initiati&e rating o# 2M. T"e )it V 0un Tactics rule a lies to all Eldar #ormations ?I.D.2@. A)AIT4( (+A6TW4+)& IN&I8I&0A)' >.p to one of each type of indi$idual may be taken per army.?
T1PE 0-1 Autarc" 0-1 A&atar N4TE' Add one Autarc" c"aracter to an( in#antr( unit in an As ect $arrior Trou e #ormation. T"e Autarc" counts towards t"e limit o# E'arc" c"aracters t"e #ormation ma( take. <n t"e 2trateg( P"ase o# an( turn lace t"e A&atar wit"in 1Icm o# a #ormation t"at contains a unit wit" t"e Farsight a*ilit( *e#ore making a strateg( roll. T"e A&atar counts as its own #ormation and ma( onl( enter la( in t"is manner. <n t"e End P"ase o# t"at turn remo&e t"e A&atar *e#ore rall(ing #ormations. Cnce t"e A&atar "as *een remo&ed it ma( not return. At t"e start o# t"e game nominate one o*+ecti&e on (our "al# o# t"e ta*le as a $rait"gate *e#ore setting u s acecra#t and garrisons. T"e $rait"gate #unctions *ot" as a Webway ortal and as an o*+ecti&e #or t"e rules ur oses. <t ma( not *e destro(ed. Cnl( #ormations consisting com letel( o# in#antr( units! lig"t &e"icle units or armoured &e"icles units wit" t"e Walker a*ilit( ma( use t"e $rait"gate to enter la(. (4'T M7I oints .ree

0-1 $rait"gate

MI0 oints

A)AIT4( (+A6TW4+)& WA+@4'T'


64+*ATI4N )uardian 0NIT' Cne .arseer unit and se&en )uardian units EBT+A' -e lace u to t"ree )uardian units wit" an e8ual num*er o# Lea&( $ea on Plat#orm units #or #ree Add t"ree 2u ort $ea on Plat#orm units #or MI0 oints Add *etween two and t"ree $rait"guard units #or MI0 oints eac" Add t"ree $rait"lords #or M17I oints Add #our $a&e 2er ents to a #ormation consisting o# onl( .arseer! )uardian or Lea&( $ea on Plat#orm units #or M200 oints -e lace #our -anger units wit" t"ree $ar $alkers #or #ree or #our .alcons #or M200 oints (4'T 1I0 oints

-anger

Eig"t -anger units

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

Engine o# Haul Nig"t 2 inner Pat"#inder 2words o# Haul

2I0 oints 17I oints 200 oints 2I0 oints

$ar $alker $indrider

.our $ar $alkers An( si' o# t"e #ollowing units, Net*ikes! H( er

1I0 oints 200 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

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