Epic40000 ArmiesBook II PDF
Epic40000 ArmiesBook II PDF
Epic40000 ArmiesBook II PDF
Imperial Guard
Necrons Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Army List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Necron Monolith . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Elysian Drop Troopers . . . . . . . . . . . . . . . . . . . . . . . 37
Army List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Capitol Imperialis . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Chaos
Warpsmiths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
ARMIES BOOK II
Addendums
Two types of army lists are provided in the book; addendum lists and army lists. An addendum list should be merged
with the original army list from Epic 40,000 Armies. New units or options will be inserted to provide more choices.
The army lists are complete sets of detachment options based on one army or organization.
"To follow any path other than the Tau'va is to doom us all. Only together, and with courage and discipline, shall
we stand victorious. Fight with fire and courage, and nothing can stand against us." -- Commander Shadowsun.
SPECIAL RULES
SUMMARY
INFANTRY
Unit Speed Range Firepower Assault Armour Special
Kroot 10cm 30cm 1 2 3+
Shaper As Kroot + Hero
Master Shaper As Kroot + Hero, Commander
Stalkers As Kroot + Infiltrate
Vultures As Kroot + Jump Packs
Kroot Hounds 20cm n/a 0 3 3+ Cavalry
Krootox 10cm 45cm 2 3 4+
Fire Warriors 10cm 30cm 1 1 4+ Rapid Fire
Pathfinders 10cm 15cm 1 1 4+ Rapid Fire, Infiltrate
Ethereal 10cm 15cm 1 1 4+ Commander
Stealth Team 10cm 30cm 2 2 5+ Infiltrate, Jump Packs
Gun Drones 10cm 15cm 1 1 4+ Skimmer
Missile Drones 10cm 15-30cm 1 1 4+ Skimmer, Artillery
Heavy Gun Drones 10cm 15cm 2 1 3+ Skimmer
Shield Drones 10cm n/a 0 0 5+ Skimmer, Save
Defensive Weapons n/a 30 2 0 4+ Rapid Fire, Close Support
Tau Axiliaries 10cm 30cm 1 1 3+
Human Auxiliaries As Tau Auxiliaries + Rapid Fire
Vespid Squad As Tau Auxiliaries + Jump Packs, Assault
Nagi Axiliaries 15cm n/a 0 0 3+ Medic, Psyker
Galg Necalli As Tau Auxiliaries + Jump Packs, Heavy Weapons
SUMMARY
VEHICLES
FLYERS
Various weapon options for Tau armour provides tanks for each and every battlefield.
TAU MANTA
The Manta Missile Destroyer is a super-heavy vessel used by the Tau Empire for the transportation of whole Hunter Cadres. On the
borderline between an Attack Craft and a full starship, these small spacecraft are useful in a variety of roles. In space they are used to
attack enemy starships and are a match for entire squadrons of Imperial starfighters, while during planetary assaults they function as
drop ships and heavy fire support for Tau ground forces. ( Cost: 674 points )
WEAPON TABLE
WEAPONS FIRE ARC RANGE FIREPOWER NOTES
2 Heavy Railguns Front 60cm (2) 2 x Death Ray
2 Ion Cannon Batteries All Around 45cm 3 each -
Burst Cannon Turrets All Around 45cm 4 Flak. Flak special orders only prevent this
weapon to be fired in the shooting phase. It
does not prevent movement of the Manta.
Seeker Missiles Front 30-90cm heavy barrage Artillery
** Crisis Battlesuits, Broadsides, Piranha and Tetra Speeders only use of vehicle transport space each. (Thus allowing transport of up to 8 units.)
TAU ARMY LIST
KROOT KINDRED
Command
Choose a commander.
0-1 Master Shaper . . . 50 points
Consists of 1 Kroot unit (Commander, Hero)
Chain of Command: Master Shaper > Stalker > Carnivore Squad > any other unit
Main Force
Make up to 10 choices from the following list.
Sun Shark Bomber* . . . 35 points per unit
Orca Dropship . . . 52 points per unit * See Cluster Cadres special rules
Kroot Carnivore Squad . . . 7 points per unit Riptide . . . 42 points per unit
Consists of 1 to 4 Kroot units
Pathfinders Team . . . 14 points per unit
Gun Drones unit . . . 7 points per unit Consists of 1 Pathfinder unit
Extra cost to:
Consists of 1 Gun Drone unit Mount in a Devilfish* . . . +12 pts
Upgrade to Tetra Speeders* . . . Free
(* Choose one option only)
Hammerhead unit
Extra cost to:
Equip with Railgun* . . . +31 pts
Equip with Ion Cannons* . . . +29 pts
Equip with Burst Cannons* . . . +29 pts
Upgrade to Stingray* . . . +29 pts
Upgrade to Sky Ray* . . . +29 pts
(* Choose only one mandatory option)
Chain of Command: Ethereal > Tau Commander > Crisis Battlesuit > any other unit
TAU AUXILIARIES
Command
You must choose a commander.
1 Detachment HQ . . . +25 points
Main Force
Make up to 5 choices from the following list.
Chain of Command: HQ > Any Galg unit > Any other unit
SUPREME COMMANDER
Command
You must choose at least 1 unique commander.
(The special ability Unique allows only one unit with the same name per game.)
SPECIAL RULES
Chapter HQ: The Space Marine Addendum lists are using the Chapter HQ rules. A detachment HQ can optionally be upgraded to a named
chapter. This option unlocks new units that can be chosen in this detachment only. The new units will have a special ability with the name of a
chapter.
i.e. The Cyberwolf unit can only be chosen in a detachment with a Space Wolves HQ.
FLYERS
INFANTRY
VEHICLES
Chain of command: Chapter HQ > Wolf Lord > Captain > ...
SPACE MARINE ARMOUR DETACHMENT ADDENDUM
Support
Following units are new optional choices for the Support list.
Check chapter membership requirements in the unit summary.
Detachment HQ
Extra cost to:
Upgrade to Chapter HQ*
Upgrade to Blood Angels HQ . . . +15 points
Upgrade to Ultramarines HQ . . . +15 points
Upgrade to Space Wolves HQ . . . +15 points
Upgrade to Grey Knights HQ . . . +15 points
Upgrade to Dark Angels HQ . . . +15 points
Main Force
Following units are new optional choices for the Main Force list.
Check chapter membership requirements in the unit summary.
Stormraven . . . 80 points
Chain of command: Chapter HQ > HQ > Any other unit in the detachment
NECRONS
Necrons are implacable, emotionless and terrifying soldiers - the inexorable emissaries of death itself. What
Necron Warriors lack in intuition they more than make up for in determination and durability. Once orders have
been received, they are completely single-minded and will follow commands through to conclusion without
question. Even wounds that would prove fatal to other races are not enough to stop a Necron Warrior from
achieving their goal as they can often repair themselves as quickly as they are damaged.
SPECIAL RULES
Strategy Rating: Necrons have a strategy rating of 3.
Implacable Advance: The Necron are an offensive army, always on the advance, stopping only to eliminate enemy positions before moving on
to harvest others. While subject to disruption from losses and enemy fire, the mechanical nature of the Necrons permits them to easily
reorganize to maintain the offensive momentum. All vehicles in Necron detachments receive Stubborn. Due to their steady, deliberate nature,
Necron and Necron Commander detachments cannot take a March order.
NECRON SUMMARY
INFANTRY
FLYERS
VEHICLES
Dormant Necron tombworlds are spread across the galaxy, waiting to be awoken.
NECRON MONOLITH
Nothing is so emblematic of Necron implacability than the Monolith. Energy beams are absorbed and dispersed, whilst tank-busting missiles simply
ricochet of the Monolith's armored hide. Indeed, the only way to truly halt the advance of a Monolith is to target it with a sustained period of focused
fire, though few enemies have the discipline to bring it down, especially when the Monolith brings its own firepower to bear in return. Armed with the
tank-shattering particle whip it can turn enemy tanks into smoldering wrecks in a split second, or reduce infantrymen into molecular vapor. Those lucky
enough to survive this ferocious attack will find themselves caught within the Monolith's gauss flux arcs - a pre-programmed defense system that can pre-
empt even the random movements of panicked foes. Yet these weapons are nothing compared to the eternity gate. This shimmering energy field is
nothing less than a captive wormhole, bound into the very heart of the Monolith, and those who stray to close could well disappear forever.
WEAPON TABLE
WEAPONS FIRE ARC RANGE FIREPOWER NOTES
Particle Whip Front 60cm (1) Mega Cannon Super Heavy Weapon
2 x Gauss Flux Arcs All Around 45cm (10) 5 x Anti-Personnel each
NECRON COMMANDER
Command
You must choose 1 or 2 commanders.
Up to one Ctan Shard . . . . . . . . . . . . . . . . . . 60 points Up to one Necron Overlord . . . . . . . . . . . . . . . 50 points
Consists of 1 Ctan Shard unit Consists of 1 Necron Elites unit (Hero, Commander)
Bodyguard
You may choose up to 4 bodyguards for a commander.
Necron Lychguard squad . . . . . . . . . . . . . . . . . 16 points
Necron Warriors . . . . . . . . . . . . . . . . 15 points per unit Consists of 1 Lychguard unit
Consists of 1 or 2 Necron Warriors units
Extra cost to: Necron Praetorians squad . . . . . . . . . . . . . . . . 21 points
Include a Scarab Swarm in up to one unit (Disrupt) . . . Free
Mount in a Ghost Ark . . . +20 points Consists of 1 Praetorians unit
Chain of command: C'tan Shard > Necron Overlord > Lychguard unit > Any other Bodyguard unit.
NECRON FLEET
Command
You must choose a commander.
Main Force
Make up to 10 choices from the following list.
Destroyer . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . 25 points
Chain of command: Destroyer Lord > Lord > Any Destroyer unit > Any Necron Warriors unit > Any unit.
NECRON GUARDIANS
Command
You must choose a commander.
1 Detachment HQ (See notes) +25 points
Main Force
Make up to 5 choices from the following list.
Necron Praetorians squad . . . . . . . . . . . . . . . . 21 points
Sentry Pylon . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 points Consists of 1 Praetorians unit
Obelisk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 points
Chain of command: Any Preatorians unit > Obelisk > Any Stalker > Any unit.
NECRON WAR ENGINES
Command
You must choose a commander.
Main Force
Make up to 5 choices from the following list.
Necron Monoliths are massive war machines able to cripple entire armies.
SISTERHOOD ORDER MILITANT
The Sisterhood is an all-female subdivision of the religious organisation known as the Ecclesiarchy or Ministorum.
The Sisterhood's Orders Militant serve as the Ecclesiarchy's fighting arm, mercilessly rooting out corruption and
heresy within humanity and every organisation of the Adeptus Terra.
SPECIAL RULES
SISTERHOOD SUMMARY
INFANTRY
VEHICLES
SISTERHOOD COMMANDER
Command
You must choose 1 or 2 commanders.
Up to one Abbess . . . . . . . . . . . . . . . . . . . . . . . 50 points Up to one Ministorum Priest . . . . . . . . . . . . . 45 points
Consists of 1 Canoness unit (Commander) Consists of 1 Sisters of Battle unit (Commander)
Extra cost to:
Extra cost to: Mount in a Rhino . . . +7 points
Mount in a Rhino . . . +7 points Mount in a Immolator . . . +15 points
Mount in a Immolator . . . +15 points
Up to one Ordo Hereticus Inquisitor . . . . . . . 60 points
Up to one Saint Celestine . . . . . . . . . . . . . . . . 54 points Consists of 1 Space Marine unit (Hero, Commander, Psyker)
Consists of 1 Abbess unit (Jump Packs) Extra cost to:
Mount in a Land Raider . . . +45 points
Bodyguard
You may choose up to 1 bodyguard.
Celestians Battle Squad . . . . . . . . . . . . . . . . . . 32 points
Angelic Host . . . . . . . . . . . . . . . . . . . . 15 points per unit Consists of 2 Celestians units
Consists of 1 to 4 Seraphim units
Extra cost to:
Upgrade both units to Assaulters (Assault)* . . . +2 points
Upgrade both units to Defenders (Assault, Stubborn)* . . +4 points
Mount in a Rhino . . . +7 points
(*Choose only one upgrade)
Chain of command: Saint > Inquisitor > Abbess > Priest > Celestians unit > Seraphim unit.
Onslaught Miniatures.
SISTERS OF BATTLE DETACHMENT
Command
You must choose a commander.
1 Detachment HQ (See notes) +25 points Up to one Canoness . . . . . . . . . . . . . . . . . . . . . 17 points
Consists of 1 Sisters of Battle unit (Hero)
Extra cost to:
Mount in a Rhino . . . +7 points
Mount in a Immolator . . . +15 points
To some Eldar the Exodites are the groundwork of a new Eldar Empire on the edge of the galaxy, composed of the
descendants of those far-sighted and strong-willed enough to escape the touch of Slaanesh.
Biel-Tan and Iyanden are known to be chief proponents of the Exodite potential, and will often mobilise their
forces in defence of one of the scattered worlds. The following special rules apply to Exodite armies.
SPECIAL RULES
Strategy Rating: Exodites have a strategy rating of 4.
Dying Race: Exodites suffer the same rules as Eldar Craftworld armies regarding morale.
Hit and Run: Airwing detachments can always make a retreat move after a close combat or
firefight, even if they win. This enables them to attack the enemy and then withdraw to safety
to avoid an unfavorable assault or firefight from other enemy detachments close by. Note
that if they choose to make a retreat move they will be destroyed as normal if they end their
move within 15cm of the enemy.
Allied Fleet: An Exodite army may include up to one Eldar Fleet from the Craftworld army list.
This allied fleet can only contain Night Wing Interceptors and Nightshades. This allied
detachment does not use the Dying Race special rules, but when brought to half strength then
subtract twice the morale value of this allied detachment from the Exodite army's total
morale value.
EXODITES SUMMARY
INFANTRY
Unit Speed Range Firepower Assault Armour Special
Exodites 15 15 2 1 3+
Worldsinger As Exodites + Psyker
Dragon Prince As Exodites + Hero
Dragon King As Exodites + Hero, Commander
Dragon Singer As Exodites + Hero, Commander, Psyker
Dragon Rider As Exodites + Cavalry
Kindred Guard As Exodites + Assault
Storm Guardians 15 15 1 4 4+
Raptor Pack 20 n/a 0 3 3+ Cavalry
Megasaur 10 30 1 4 4+ Cavalry, Rampage, Transport (1)
VEHICLES
Unit Speed Range Firepower Assault Armour Special
Drover 20 45 2 0 6+ Walker
Pterosaur Drake Wing 35 30 1 1 4+ Skimmer, Flak, Hit and Run
Pterosaur Queens Wing 35 30 2 x anti-tank 1 4+ Skimmer, Hit and Run
Eldar Knight 25 45 2 4 5+ Save, Psyker
EXODITES ARMY LIST
EXODITES COMMANDER
Command
You must choose 1 or 2 commanders.
Up to one Dragon King . . . . . . . . . . . . . . . . . . 40 points Up to one Dragonsinger . . . . . . . . . . . . . . . . . 50 points
Consists of 1 Exodites unit (Hero, Commander) Consists of 1 Exodites unit (Hero, Commander, Psyker)
Extra cost to: Extra cost to:
Upgrade to a Megasaur (Hero, Commander) . . . +15 points Mount on a Megasaur . . . + variable points*
Upgrade to an Eldar Knight (Hero, Commander) . . . +43 points (*See Exodite Tribe detachment for options)
Bodyguard
You may choose up to 4 bodyguards.
Chain of command: Commander > Dragon Rider Unit > Storm Guardian Unit > Any other Bodyguard unit.
EXODITES AIRWING
Command
You must choose a commander.
Main Force
Make up to 5 choices from the following list.
Chain of command: Queens Wing unit > Any Drake Wing unit.
EXODITES TRIBE
Command
You must choose a commander.
1 Detachment HQ (See notes) +25 points Up to one Dragon Prince . . . . . . . . . . . . . . . . . 15 points
Consists of 1 Exodites unit (Hero)
Extra cost to:
Upgrade to a Dragon Rider* unit (Hero) . . . +2 points
Upgrade to an Eldar Knight* unit (Hero) . . . +43 points
(*Choose only one upgrade.)
Drovers . . . . . . . . . . . . . . . . . . . . . . . . 24 points per unit Eldar Guardian Squad . . . . . . . . . . . 8 points per unit
Consists of 1 or 2 War Walkers Consists of 1 Eldar Guardian unit
Chain of command: Dragon Prince > Any unit including a Baron > Any unit including a Psyker > Any unit.
DARK ELDAR
As a direct result of foul depravity, a new Chaos God was spawned, Slaanesh, formed mainly by the Eldar's lusts and desires. Years before,
the Eldar race had been plagued with the images of the sleeping entity. The Eldar slew each other and feasted on the corpses of their fellow
kin, while the worlds around them burned. As Slaanesh was born, there was not a single Eldar who did not feel the pain.
SPECIAL RULES
Strategy Rating: Dark Eldar have a strategy rating of 5.
Harlequins: A Dark Eldar army may include up to one Harlequins detachment from the Craftworld army list.
Scaling Nets: Dark Eldar infantry units can hitch a lift on Barges and Venoms by hanging on to the outside of the vehicle. Dark Eldar cant move on their own in
the same phase if they hitch a lift, but the vehicles move is unaffected. Units hitching a lift in this manner are simply picked up and dropped down as the vehicle
makes its move. A unit of Dark Eldar can only hitch a lift once per phase. Venoms and Ravager Barges can carry one unit, Raider Barges can carry up to two.
INFANTRY
Unit Speed Range Firepower Assault Armour Special
Kabalite Warriors 15 15 1 2 3+
Slayer Wyches As Kabalite Warriors + Assault
Scourges As Kabalite Warriors + Assault, Jump Packs
Mandrakes As Kabalite Warriors + Assault, Infiltrators
Carving Wracks As Kabalite Warriors + Assault, Rampage
Incubi As Kabalite Warriors + Assault, Save
Hell Banshees As Kabalite Warriors + Fast, Cavalry
Daemonettes 15 n/a 0 4 4+ Psyker, Save
Grotesques 15 n/a 0 3 5+ Rampage, Save
Warp Beasts 20 n/a 0 3 3+ Rampage, Cavalry
Razorwing Flock 20 n/a 0 3 3+ Rampage, Jump Packs
VEHICLES
Unit Speed Range Firepower Assault Armour Special
Reaver 40 15 2 1 4+ Skimmer
Venom 35 15 2 1 4+ Skimmer, Close Support, Lift (1)
Raider Barge 35 30 1 1 4+ Skimmer, Lift (2)
Ravager Barge 35 30 3 1 5+ Skimmer, Close Support, Lift (1)
Talos Pain Rig 15 30 2 5 6+ Rampage
FLYERS
Unit Speed Range Firepower Assault Armour Special
Razorwing Jetfighter Flyer 15 2 4/2 5+
Slavebringer Flyer 30 Heavy Barrage 2/3 5+ Transport (4), Save
Voidraven Bomber Flyer 30 6 3/1 5+ Save
DARK ELDAR ARMY LIST
Bodyguard
You may choose up to 4 bodyguards for a commander.
Chain of command: Commander > Any Incubi Unit > Any other Bodyguard unit.
Main Force
Make up to 5 choices from the following list.
Chain of command: Any Slavebringer > Any Voidraven Bomber > Any Razorwing Jetfighter.
DARK ELDAR KABAL
Command
You must choose a commander.
1 Detachment HQ (See notes) +25 points Up to one Haemonculus . . . . . . . . . . . . . . . . . 50 points
Consists of 1 Kabalite Warriors unit (Hero, Psyker)
Up to one Dracon . . . . . . . . . . . . . . . . . . . . . 40 points
Extra cost to:
Consists of 1 Kabalite Warriors unit (Hero) Upgrade to a Ravager Barge* (Hero, Psyker) . . . +24 points
Mount on a Venom* . . . +17 points
Extra cost to:
Upgrade to a Ravager Barge* (Hero) . . . +24 points
Mount on a Venom* . . . +17 points
Chain of command: Dracon > Haemonculus > Any Kabalite Warrior unit > Any unit.
ELDAR CORSAIRS
Eldar Corsairs are bands of piratical Eldar Outcasts. They are a constant threat to merchant shipping. There are many bands of
so-called Corsairs scattered across the galaxy, and all are savage and deadly raiders. Outcasts from the strict confines of the
Craftworlds, the Corsairs live in self-imposed exile, seeking to explore the galaxy and experience the full gamut of emotion
and sensation accessible to the Eldars sensitive psyche.
SPECIAL RULES
Hit and Run: Corsair detachments can always make a retreat move after a close combat or firefight, even if they win. This enables them to
attack the enemy and then withdraw to safety to avoid an unfavorable assault or firefight from other enemy detachments close by. Note that
if they choose to make a retreat move they will be destroyed as normal if they end their move within 15cm of the enemy.
Jetpacks: If a Corsair detachment consists entirely of infantry units and/or walkers then it may be deployed in drop pods.
Lift: Corsair infantry units can hitch a lift on Venoms by hanging on to the outside of the vehicle. Corsairs cant move on their own in the same
phase if they hitch a lift, but the vehicles move is unaffected. Units hitching a lift in this manner are simply picked up and dropped down as the
vehicle makes its move. A unit of Corsairs can only hitch a lift once per phase.
CORSAIRS SUMMARY
INFANTRY
VEHICLES
CORSAIR COMMANDER
Command
You must choose 1 commander.
Up to one Prince / Princess . . . . . . . . . . . . . . . 40 points
Consists of 1 Corsairs unit (Hero, Commander)
Extra cost to:
Include a Void Dreamer (Psyker) . . . +15 points
Mount in a Falcon . . . +30 points
Bodyguard
You may choose up to 4 bodyguards for a commander.
Corsair Jetbike Squad . . . . . . . . . . . . 17 points per unit Blade Sworn Retinue . . . . . . . . . . . . . 15 points per unit
Consists of 1 or 2 Corsair Jetbike units Consists of 1 or 2 Blade Sworn units
Extra cost to:
Mount in a Falcon . . . +30 points
Chain of command: Commander > Any Blade Sworn unit > Any other Bodyguard unit
CORSAIR FLEET
Command
You must choose a commander.
Main Force
Make up to 5 choices from the following list.
Corsair Squad . . . . . . . . . . . . . . . . . . . 13 points per unit Corsair Heavy Weapons Squad . . . . . . . . . . . . 23 points
Consists of 1 or 2 Corsairs units Consists of 1 Corsairs unit (Heavy Weapons)
Extra cost to: Extra cost to:
Mount in a Falcon* . . . +30 points Mount in a Falcon . . . +30 points
(* One per squad)
Venom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 points
Hornet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 points
Wasp Assault Walker Squadron . . . 29 points per unit
Consists of 1 to 3 Wasp units Venom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 points
Falcon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 points
Chain of command: Felarch > Any Corsair Squad unit > Any other unit
The Eldar Corsairs strike fast with hit and run tactics and deadly air support.
CRAFTWORLD ELDAR
SPECIAL RULES
Recovery: If recovery units are in play, any vehicle that are lost due to dangerous terrain are turned on their side. A unit with the recovery
ability may move in contact with them. During the rally phase roll one D6. On a roll of 4-6, the vehicle is recovered and may move as normal in
the following turn. On a roll of 1-3 the vehicle is lost to the dangerous terrain.
Craftworld HQ: The Eldar Addendum lists are using the Craftworld HQ rules. A detachment HQ can optionally be upgraded to a named
craftworld. This option unlocks new units that can be chosen in this detachment only. The new units will have a special ability with the name of
an Eldar craftworld. i.e. Shadow Spectres infantry units can only be chosen in a detachment with a Mymeara HQ.
SUMMARY
INFANTRY
VEHICLES
FLYERS
Detachment HQ
Extra cost to:
Upgrade to Craftworld HQ*
Upgrade to Yme-Loc HQ . . . +15 points
Upgrade to Biel-tan HQ . . . +15 points
Upgrade to Mymeara HQ . . . +15 points
(*An HQ can have only one Craftworld upgrade)
Main Force
Following unit is a new optional choice for the Main Force list.
Detachment HQ Farseer
Extra cost to: Consists of 1 Guardian unit (Hero, Psyker)
Upgrade to Craftworld HQ* Extra cost to:
Upgrade to Saim-Hann HQ . . . +1 point Upgrade to a Wild Rider Jetbike unit . . . Free
Upgrade to Alaitoc HQ . . . +15 points (Hero, Psyker, Saim-Hann)**
Upgrade to Altansar HQ . . . +15 points
Upgrade to Biel-tan HQ . . . +15 points
Upgrade to Il-Kaithe HQ . . . +15 points
Upgrade to Iyanden HQ . . . +15 points
Upgrade to Mymeara HQ . . . +15 points
Upgrade to Ulthw HQ . . . +15 points
(*An HQ can have only one Craftworld upgrade)
Farseer . . . 23 points
Consists of 1 Guardian unit (Hero, Psyker, Ulthw)
Extra cost to:
Mount in a Falcon* . . . +29 points
Mount in a Wave Serpent* . . . +28 points
(* Choose one only)
Chain of command:
Farseer > Warlock unit > Bonesinger unit > Exarch unit > Aspect Warrior unit > Any other unit
ELDAR COMMANDER ADDENDUM
Commanders
Following Commanders options are added to the Eldar Commander Detachment.
Bodyguard
Following units are new optional choices for the Bodyguard list.
Autarchs, the supreme commanders of the Eldar warhost, master the art of war.
IMPERIAL GUARD
SPECIAL RULES
Cluster Cadres: If a detachment contains Lightnings and/or Lightning Strikes then you cannot take Thunderbolts in that
detachment. If a detachment contains Thunderbolts then you cannot take Lightnings and/or Lightning Strikes in that
detachment.
Legends: The legendary status of the Elysian Drop Troopers increases the Imperial Guard Strategy Rating to 4 if you include at
least one detachment in your army. Elysian Drop Troopers detachments may use the rules for deployment by drop pods.
Astra Militarum: The Taurox Prime may replace the Chimera anywhere it appears in the army lists, at the same cost.
SUMMARY
INFANTRY
Unit Speed Range Firepower Assault Armour Special
Bullgryns 10cm 15cm 1 4 5+ Save
Elysian Drop Troopers 10cm 15cm 2 3 4+ Rapid Fire, Infiltrators, Close Support, Stubborn
Storm Troopers 10cm 30cm 1 1 3+ Assault
VEHICLES
Unit Speed Range Firepower Assault Armour Special
Taurox Prime 25cm 45cm 1 1 5+ Transport (2)
Tauros Assault Vehicle 30cm 15cm 1 1 3+ Infiltrators
Elysian Drop Sentinel 20cm 30cm 1 1 5+ Walker
Valkyrie Assault Carrier 30cm 30cm 1 0 5+ Skimmer, Transport (2), Infiltrators
FLYERS
Unit Speed Range Firepower Assault Armour Special
Marauder Bomber Flyer 30-60 5 2/2 5+
Marauder Destroyer Flyer 30cm 5 2/2 5+
Valkyrie Vulture Gunship Flyer 30cm 2 2/1 5+
Lightning Flyer 45cm 2 3/2 5+
Lightning Strike Flyer 45cm anti-tank 3/2 5+
IMPERIAL GUARD ARMY LIST
Main Force
Following units are new optional choices for the Main Force list.
Chain of command: Chapter HQ > HQ > Any other unit in the detachment
IMPERIAL GUARD TANK DETACHMENT ADDENDUM
Support
Following units are new optional choices for the Support list.
WEAPON TABLE
WEAPONS FIRE ARC RANGE FIREPOWER NOTES
Mega Cannon Front 60cm (1) Mega Cannon Super Heavy Weapon
2 x Turret Batteries All Around 45cm 2x4 -
SPECIAL RULES
Age of Rediscovery: You can choose one Specialist Battlecar for each normal Battlecar type. Land Trains with at least one
Specialist Battlecar can pull up to seven Battlecars because they add extra power to the engine.
LAND TRAIN
WEAPON TABLE
WEAPONS FIRE ARC RANGE FIREPOWER NOTES
Fire Shield Battlecar - - - Specialist Battlecar. Adds 2 to void shields in
addition to the regular 1 increase.
Iron Eagle Battlecar - - - Specialist Battlecar. One Stronghold or Artillery
detachment may take a single Iron Eagle as
support for no points cost. This Iron Eagle counts
as part of that detachment (when calculation half
strength etcetera) and may exceed the support
choice limit.
Skyhammer Battlecar All Around 45cm 2 Specialist Battlecar, Flak
Chain of Command: NA
ORKS
SUMMARY
FLYERS
Unit Speed Range Firepower Assault Armour Special
Landa Flyer 30 4 1/4 6+ Transport (10)
Main Force
Choose up to 3 Landaz.
ORKEOSAURUS
Gargantuan Squiggoths, or Orkeosauruses, are monsterous creatures the size of a small Imperial Titan, bred from the finest secret feed-
formulas of the Snake Bites Clan. These beasts are high on fungi and highly experimental. ( Cost: 315 points )
WEAPON TABLE
MAIN WEAPON (Pick 1) FIRE ARC RANGE FIREPOWER NOTES
Twin Big Shootas All Around 30cm 8 -
Big Guns All Around 30-60cm barrage Artillery. Firepower = 1 in firefights.
Razor Claws Front - - Close Combat Weapon.
SUPPORT WEAPON (Pick 1) FIRE ARC RANGE FIREPOWER NOTES
Goring Tusks Front - - Close Combat Weapon.
Massive Jaws Front - - Assault +6.
The shot enrages the Orkeosaurus. It immediately rampages 3D6cm in a random direction, stopping immediately if it encounters
impassable terrain or another unit or once the move has finished. If it stops because it moved into another unit, then the unit suffers a hit
that counts as having been inflicted by a Close Combat Weapon. If it crashes into impassable terrain then the Orkeosaurus is killed.
CHAOS
SPECIAL RULES
Warpsmiths:
One Chaos Space Marine unit in each Chaos Space Marine Armoured Detachment may include a Warpsmith for +1
point. This unit gains Recovery.
Chaos Mounts:
All Chaos Space Marine units gain the following upgrade options:
In addition all existing Juggernauts of Khorne upgrades in the army lists gain Rampage for no extra cost.