Warhammer 40,000/Xenos in 30k: Difference between revisions

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==== Militarum Tempestus ====
==== Militarum Tempestus ====
Militarum Tempestus can use the Solar Auxilia list (''Horus Heresy Book Four Conquest'').
Militarum Tempestus can use the Solar Auxilia list (''Horus Heresy Book Four Conquest'').
Don't do that - Do Militia with Survivors of a Dark Age, it's cheaper, and closer to what you want.


==== Inquisition ====
==== Inquisition ====

Revision as of 10:53, 22 October 2017

Xenos IN SPAAAAC… er, in 30k.

Forge World’s popular Horus Heresy expansion for Warhammer 40,000 is great for marines vs. marines, but some players of non-Imperial armies are feeling a little left out and many Marine players want to recreate some of the battles of the Great Crusade using the Age of Darkness ruleset.

Since Forge World have explicitly stated that their Horus Heresy is not for the Great Crusade and they won’t make any rules for 40k xenos in 30k, here’s what we’ve come up with ourselves.

Battle Reports and gameplay feedback are welcome on the Talk page if you find in your experience that something is pretty far off what it should be. Having said that, extensive debate might be better carried out in one of the Horus Heresy Generals on /tg/ or your favorite message board.

Keep in mind, the people who play 30k usually think kitbashes and proxies are more than fine as long as the models are cool, and always appreciate effort made to ensure that options and differences are clearly represented on your models. Suggestions and examples of model customization are equally as welcome as playtesting.

Remember, 30k is for the cool kids; be excellent to each other (that goes for updates to this wiki too).

Orks in 30k

As mankind’s worlds were cleaved from each other during the Age of Strife, and the Eldar’s concerns shifted dramatically from the galaxy at large back to their own surviving domains exclusively, thousands upon thousands of Ork empires thrived amid the anarchy of a galaxy filled with powerful, but isolated, foes.

The adjustments for Orks is mostly to “scale-up” their forces to fit into 30k; Non-specialized units have much bigger maximum model counts. Don’t underestimate the difference that larger model counts alone makes to the performance of common Ork units, and don’t forget about 30k-specific rules that change the way you play and build lists more than you’d think just from looking at these changes here. For example, the War Machine Detachment/Monstrous Horde types of Lords of War – you can take two Kill Krushas/Kill Burstas/Kill Blastas, or two Gargantuan Squiggoths, as a single Lords of War choice, and the points cost makes actually doing this plausible.

Playtesting Status

More playtesting data wanted!

Existing Sources

All existing units are allowed, except for those with the Unique subtype:

  • Death From the Skies (7th Edition/2016)
    • Fast Attack
      • Blitza-bommers
      • Burna-bommers
      • Dakkajets
      • Wazbom Blastajets
  • Codex Orks (7th Edition/2014)
    • HQ
      • Warboss
      • Weirdboy
      • Mek
      • Big Mek
      • Painboy
    • Troops
      • Boyz
      • Gretchin
    • Elites
      • Burna Boyz
      • Tankbustas
      • Nobz
      • Meganobz
      • Kommandos
    • Fast Attack
      • Trukk
      • Stormboyz
      • Deffkoptas
      • Warbikers
      • Warbuggies
    • Heavy Support
      • Mek Gunz
      • Battlewagon
      • Deff Dread
      • Killa Kans
      • Gorkanaut
      • Morkanaut
      • Lootas
      • Flash Gitz
    • Lords of War
      • Stompa
  • White Dwarf Issue 21 (7th Edition/2014-06-21)
    • Heavy Support
      • Looted Wagon
  • Imperial Armour Apocalypse (6th Edition/2013)
    • Fast Attack
      • Grot Mega-tank
    • Heavy Support
      • Mega Dread
      • Kustom Meka-Dread
      • Lifta Wagon
      • Big Squiggoth
    • Lords of War
      • ‘Kustom’ Battle Fortress
      • Kill Krusha Tank
      • Kill Bursta
      • Kill Blasta
  • Warhammer 40,000 Apocalypse (6th Edition/2013)
    • Lords of War
      • Gargantuan Squiggoth
    • Apocalypse
      • Stompa
      • Big Mek Stompa
      • Skullhamma Battle Fortress
  • Imperial Armour Aeronautica (6th Edition/2012)
    • Fast Attack
      • Fighta-Bommer
      • Attak Fighta
    • Heavy Support
      • Flakk Trukk
      • Flakk Trakk
    • Apocalypse
      • Flakk Battle Fortress
  • Imperial Armour Apocalypse Second Edition (5th Edition/2011)
    • Elites
      • Grot Tank Battle Mob
    • Heavy Support
      • Grot Bomm Launcha
    • Apocalypse
      • Tanka Mob
  • Imperial Armour Volume Eight Raid on Kastorel-Novem (5th Edition/2010)
    • Elites/Dedicated Transport
      • Mekboy Junka
    • Heavy Support
      • Big Trakk
      • Gun Wagon
    • Lords of War
      • Kustom Stompa
    • Apocalypse
      • ‘Dethrolla’ Battle Fortress
      • Ork Bommer
      • Ork Blasta Bommer
  • Warhammer 40,000 Apocalypse Reload (5th Edition/2009)
    • Apocalypse
      • Goff Klawstompa
      • Ork Pulsa Rokkit
  • White Dwarf August 2008 (UK 344/US 343) (5th Edition/2008)
    • Apocalypse
      • Ork Submersible
  • Download (5th Edition/2008)

Note: only the most recent source is given, but many units also exist unchanged in Imperial Armour Volume Eight: Raid on Kastorel-Novem. Furthermore, some units are for Apocalypse, where included these were updated to be Lords of War by Forge World.

Special Rules

The following special rules apply to Ork detachments:

Back fer anuvver go!

Even when Orks flee in momentary panic due to a sufficiently shocking burst of ferocity from their opponents, during a large Waaagh! it isn’t long before their instinctive drive to get to grips with their enemy kicks back in, especially if they can see other Orks who are doing just that.

For each 10 models in the unit, it gains a cumulative bonus of +1 to its Leadership, up to a maximum of 10.

Additionally, when taking a Regroup test, as long as a unit can draw Line of Sight to at least one unbroken Ork unit containing the same number or more models than it does itself, any roll of any double is treated as an Insane Heroism! result. However, after using any movement required to re-establish unit coherency, the unit must always use the remainder of its consolidate move to move closer to the nearest enemy infantry unit that it can draw line of sight to, if any.

No, you won’t get your old Mob Rule back, and here is why: Firstly, this isn’t so much an attempt to rebalance an entire codex as it is just to make it fit better in the 30k environment. Secondly, in 30k, Fearless units are extremely rare and, for overall balance reasons, must remain so. Remember that the much larger unit sizes (and cheaper per-model costs in maximum-sized infantry units) in Horus Heresy help to make Mob Rule less of a problem. For example, a 60 model Boyz unit costs less than 70% more than a 30-model Boyz unit in standard 40k, but even without a character it counts its Leadership as 10 until it has lost half its model count, and it has to lose 45 models to shooting before Mob Rule even kicks in from non-pinning losses.

Hold on Tight!

Despite their success as a race, Orks are not inclined to consider their personal safety — and certainly not anyone else’s — as being a particularly important concern under even their most tractable dispositions. When excitement intensifies, any modicum of caution that they may have otherwise entertained is thrown to the winds as they are gripped with an unrestrainable compulsion to join in with if not outdo any Ork nearby, whether that means siezing onto the nearest improvised grabhold of an overloaded vehicle as it hurtles by, or some other madness.

The number of models in a unit that can be embarked upon Open-Topped Transports can exceed the Transport Capacity if every model from the embarked unit can literally physically fit on the actual transport model. If this is done, and the vehicle moves further than 6" in any one player turn, then the embarked unit rolls a D6 for every model over the nominal Transport Capacity. For each roll of a 1, the unit suffers a S6 hit — armor and cover saves may not be taken against these hits. Hits may be allocated by the owning player.

You have to demonstrate placement of the actual models from the embarked unit onto the actual transport model to claim use of this rule, although the embarked models can be piled, hooked, balanced or otherwise arranged in any way (however precariously). Note that you don't have to leave the models on their transports in-game unless you want to (since it might damage the models or paintwork) — you just have to be prepared to prove this capability to your opponent if they ask (ideally, before the game starts where possible). You are also encouraged to scratch-build your own models for this purpose, to make Trukks that are increasingly large and dangerous for the Boyz. The only requirement for trukks made like this, is that they appear "Sufficiently Orky".

But muh Feel no Pain! Muh Kustom Force Fields! Unlike most other 30k lists, the option to take a larger number of Painboyz and Big Meks than normal deliberately hasn’t been included. Playtesting so far has found that the increased unit sizes, lowered per-model cost in max-size units, and other benefits (such as the new special rules), made it unnecessary to achieve parity with other 30k lists in this regard (“Boyz before Toys” applies well to 30k generally). Just think of how devastating 40 Nobz on Warbikes with Feel no Pain would be, or 40 Meganobz with a 5+ invulnerable save (in fact you can still do this; just not more than once or twice). Unlike other 30k examples, these units have not been made Support Officers, so in practice you can take an additional HQ from an allied detachment too, totaling four HQs if you bring three troops (the only reason they weren’t made Support Officers, considering what they can do to the massive-model-count units in 30k, is because legion lists can access Sniper Veterans, and to a lesser extent Recon Squads and Seeker Squads. Other Lists may have a harder time getting reliable Precision Shot, so this still may be the subject of further rebalancing efforts).

Unit Changes

The following changes apply:

Boyz — 70pts for 15 Boyz. Boyz have the same profile and Special Rules as in Codex Orks, but are armed only with a single Choppa as standard.

  • May add up to 45 additional Boyz for 4pts/model
  • All models in the mob may:
    • exchange a choppa for a slugga 30 pts
    • exchange a choppa for a big choppa 120 pts
    • gain a Cybork body 90 pts
    • be equipped with stikkbombz 10 pts
    • be equipped with an additional bow 30 pts
    • be equipped with an additional choppa 30 pts
    • be equipped with an additional slugga 60 pts
    • be equipped with an additional shoota 60 pts
    • be equipped with ’eavy armor 120 pts
  • For every 10 full models in the unit, one model may exchange one weapon other than their only choppa, for one of the following:
    • Big Shoota 5 pts
    • Rokkit Launcha 5 pts
  • One model may take a War Instrument 5 pts
  • One model may be upgraded to a Boss Nob 10 pts
    • A Boss Nob may take items from the Ranged Weapons and/or Melee Weapons lists.
  • One model may take a Bosspole 5 pts
  • The unit may take a Trukk as a Dedicated Transport.

Gretchin — Runtherdz gain the Immunity special rule. This unit is a non-compulsory Troops choice. All other options from Codex Orks remain unchanged.

Burna Boyz — 100pts for 5 Burna Boyz. May add up to 10 additional Burna Boyz for 13pts/model. Gains the Tank Hunters special rule. All other options from Codex Orks remain unchanged.

Tankbustas — 80pts for 5 Tankbustas. May add up to 10 additional Tankbustas for 11pts/model. All other options from Codex Orks remain unchanged.

Nobz — 160pts for 9 Nobz and 1 Boss Nob. Nobz have the same profile and Special Rules as in Codex Orks, plus ’eavy Armour is included for free, but are armed only with a single Choppa as standard.

  • May add up to 30 additional Nobz for 14pts/model.
  • All models in the mob may:
    • exchange a choppa for a slugga for 40 pts
    • exchange a choppa for a big choppa for 90 pts
    • gain a Cybork body for 80 pts
    • be equipped with stikkbombz for 10 pts
    • be equipped with an additional choppa for 20 pts
    • be equipped with an additional slugga for 40 pts
    • be equipped with an additional shoota for 40 pts
  • Any model may take items from the Ranged Weapons and/or Melee Weapons lists.
  • Any model may take an Ammo Runt for 3 pts/model
  • Any model may take a Bosspole for 5 pts/model
  • Any model may take a War Instrument for 5 pts/model
  • One model may take a Waaagh! Banner for 20 pts
  • The entire mob may take Warbikes, or the entire mob may take Cyboars for 27 pts/model
    • Cyboar Nobz/Boss Nobz gain +1 Toughness and the Bulky, Rage, Jink, and Outflank special rules, and change their type to Cavalry; a Boss Nob becomes Cavalry (Character).
  • If it does not take Warbikes or Warboars, the unit may take a Trukk or Battlewagon as a Dedicated Transport.

Meganobz — 250pts for 10 Nobz. May add up to 30 additional Nobz for 18pts/model. All models may gain a Cybork body for 100pts. Any model may replace their twin-linked Shoota and Power Claw with two Killsaws or Killchoppas for free. One Nob may take a Waaagh! banner 30pts. All other options from Codex Orks remain unchanged.

Why are Meganobz so drastically cheaper than in 40k? Because in the 30k environment, AP2 weapons are much, much more common (and it isn’t particularly hard to get S8 AP2 weapons that can hit a lot of models either, which will cause Instant Death), and unlike pricier Terminators, Meganobz do not have Invulnerable saves to fall back on. Furthermore, even basic weight-of-fire is much higher than what is usually expected from armies in the 40k environment, and even with twice as many wounds and more attacks, I3 and the lack of Sweeping Advance makes them significantly inferior to much more common Terminator units (which are themselves cheaper than 40k Meganobz) unless they outnumber them significantly. It is acknowledged that this is a drastic difference, but it is an example of how different 30k games can be at certain extremes. Conversely, being able to be taken in such a large unit makes it possible for them to earn their points back even in the face of incredible amounts of high-strength AP2 shooting – just five or six surviving to charge a Spartan will tear it to pieces, and ten should be a more than even match for any Knight.

Some idle maths on the cost: It’s 820pts for a 40-model squad with a Waaagh! Banner; it’s 820pts for 10 Justaerin Terminators with Combi-Weapons and Power Fists, plus Abaddon. The simplified math on that fight (if the Justaerin charge, all models on both sides get to strike and be struck by all opposing models, and Look Out, Sir! always works), is that the Terminators kill about half the Orks, the Orks kill every terminator but score no wounds on Abaddon, and then Abaddon sweeps the remaining Orks. That ultimate outcome (if not the exact details of the combat) is exactly what happened in the fluff between identical forces, and it’s a knife-edge; if the Orks charge or roll higher or lower than average, or the Sons of Horus have any additional survivors (preventing Abaddon from sweeping) or roll lower than average, or if Abaddon fails a Look Out, Sir! Or Sweeping Advance roll, the battle could very easily go the other way. So they’re what you could call an even match. That particular math has become obsolete with the release of Age of Darkness Legions. Still.

Kommandos — 60pts for 5 Kommandos. May add up to 10 additional Kommandos for 8pts/model. All other options from Codex Orks remain unchanged.

Stormboyz — 55pts for 5 Stormboyz. May add up to 25 additional Stormboyz for 7pts/model. All other options from Codex Orks remain unchanged.

Warbikers — 65pts for 3 Warbikers. May add up to 17 additional Warbikers for 15pts/model. Gains the Gotta Go Fasta special rule. All other options from Codex Orks remain unchanged.

Deffkoptas — Gains the Gotta Go Fasta special rule. All other options from Codex Orks remain unchanged.

Deff Dreads — may add up to 2 additional Deff Dreads at the listed points cost. These do not form a Vehicle Squadron and are considered separate for all rules purposes.

Lootas — 70pts for 5 Lootas. May add up to 10 additional Lootas for 13pts/model. Gains the Tank Hunters special rule. All other options from Codex Orks remain unchanged.

Flash Gitz — 250pts for 9 Flash Gitz and 1 Kaptin. May add up to 30 additional Flash Gitz for 18pts/model. Each model has one ammo runt at no additional cost. Any model may replace their Snazzgun with a Bubble Blasta for free. All other options from Codex Orks remain unchanged.

Gorkanaut — Is an Assault Vehicle. All other options from Codex Orks remain unchanged.

Morkanaut — Is equipped with a Kustom Force Field for free. All other options from Codex Orks remain unchanged.

Big Squiggoths — may add up to 2 additional Big Squiggoths at the listed points cost. These do not form a unit and are considered separate for all rules purposes.

Stompa — 580pts. All other options from Codex Orks remain unchanged.

The points drop is quite large, but other Lords of War much more potent than this exist in 30k for those points, and I don’t want to make any other changes to it. This seems to be about right given the playtesting that has been done so far.

Yes, I know that Orks built Gargants in imitation of human Titans. But Titans have their origins far back in the mythical Dark Age of Technology. There’s no reason that Orks wouldn’t have seen Titans many millennia before the Great Crusade. The exact same arguments apply to Dreadnoughts and they’re not going to be left out of all Ork lists on the possibility that some warbands maybe hadn’t encountered them before.

It is a fact that the first Gargants were built after the Horus Heresy, but nothing suggests that all sorts of idol-warmachines from dreadnoughts to Stompas weren’t commonplace for as long as their human, Eldar or Squat counterparts had been known (with human-style Dreadnoughts in particular being truly ancient STC tech originating so far back in the Dark Age of Technology that it’s unbelievable that the Orks wouldn’t have copied them by the time of the Great Crusade).

Gargantuan Squiggoth — 395pts. All other options from Apocalypse (2014) remain unchanged.

Wargear Changes

Wreckin’ Ball — Gains the Wrecker special rule.

Claw of Gork (or possibly Mork) — Gains the Wrecker and Sunder special rules.

Ammo Runt — for simple reasons of sanity, this rule simply provides a number of re-rolls, for shooting attacks, to a unit, for each model in that unit with an Ammo Runt (i.e. no real change, but you don't have to keep track of each model's Ammo Runt individually). While this does make it possible for one model (such as a model with a weapon upgrade) to use the re-roll provided by the wargear of another model, and just generally allowing models which had previously made re-rolls, to make re-rollls again by using the wargear of other models who are currently out-of-range or otherwise inelligible to make a re-roll at that time, and so on, the simplicity of applying the re-roll to the unit instead of each individual model outweighs this very minor benefit.

New Units

Ogryn Mercenaries

Ogryn Mercenaries are employed by humans (both Imperial forces and also rebels, private armies, and local security details), but also by Orks and several other kinds of xenos – anyone who will pay them, really, as Orgyns do not care who they fight for (or against) or why. ‘Payment’ is something of a misnomer; ‘appeasement’ would be more accurate, as Ogryn mercenaries are not professional enough to keep a detailed account of their dues, and instead indulge constantly in food, entertainment and fighting, which is all that keeps them from simply wandering away. Clients who cannot provide a steady (and fairly even) flow of all three of these base desires may find themselves on the business end of an Ogryn’s weaponry (or fists), more to end the monotony than to settle any feeling of backstabbing. Orks however have no trouble with supplying this in abundance (whether they have enemies to fight or not!) and, in turn, find Ogryns to be – even if not truly Orky – most welcome company.

These are the same as the Auxilia Ogryn Brute Squad from the Imperial Militia & Cults Army List (Horus Heresy Book Five Tempest).


Big Nobz

Big Nobz are Orks who achieve such massive proportions that their raw, unarmored girth can exceed an Astartes in full terminator plate. These Orks have the physical might and ruthless cunning to lead their own empire; the only reason why they don’t is because – obviously – there is another Ork even more intimidating than them! In accordance with the unconsciously simple but inescapably rigid structure of greenskin society, rough equals will band together, usually lead by one who is… at least slightly more equal than the others.

Elites 160pts

WS BS S T W I A Ld Sv
Big Nobz 5 2 5 5 3 4 4 9 4+
Big Boss 5 2 5 5 3 4 4 9 4+


UNIT TYPE

Big Nobz are Infantry, a Big Boss is Infantry (Character).

UNIT COMPOSITION

2 Big Nobz and 1 Big Boss.

WARGEAR:

  • Choppa
  • ’eavy Armour

SPECIAL RULES:

  • ’Ere We Go!
  • Furious Charge
  • Mob Rule
  • Bulky

OPTIONS:

  • May add up to 7 additional Big Nobz for 34pts/model.
  • All models in the mob may:
    • exchange a choppa for a slugga for 20 pts
    • exchange a choppa for a big choppa for 50 pts
    • gain a Cybork body for 140 pts
    • be equipped with stikkbombz for 20 pts
    • be equipped with an additional choppa for 20 pts
    • be equipped with an additional slugga for 30 pts
    • be equipped with an additional shoota for 40 pts
  • Alternatively, all models may replace any choppas, sluggas, shootas, or big choppas that they are equipped with, for Mega Armor, a twin-liniked Shoota and a power klaw, and replace their Bulky special ruled with the Very Bulky special rule, for 135 pts
  • Any model may take items from the Ranged Weapons and/or Melee Weapons lists.
  • Any model may take an Ammo Runt for 3 pts/model
  • Any model may take a Bosspole for 5 pts/model
  • Any model may take a War Instrument for 5 pts/model
  • One model may take a Waaagh! Banner for 20 pts
  • The entire mob may take Warbikes, or the entire mob may take Cyboars, for 33 pts/model. Cyboar Big Nobz/Big Boss gains +1 Toughness and the Very Bulky, Rage, Jink, and Outflank special rules, and change their type to Cavalry; a Big Boss becomes Cavalry (Character).
  • If it does not takes Warbikes or Warboars, the unit may take a Trukk or Battlewagon as a Dedicated Transport.

Madboyz Mob

While many Orks seems to spontaneously obtain knowledge in specialized fields, such as Meks who intuitively understand mechanics and science, Painboyz who gain innate insight into anatomy and pharmacology, or Runtherdz who instinctively grasp husbandry and genetics, there are a few Orks whose heads are filled with bizarre information that they cannot process or apply. Sometimes these are genius-savants who can conceive incredible technological or engineering miracles, and are cursed with the inability to imagine the use of such wonders – or to convince other Orks of their merit. But sometimes, they are simply mad, with clashing or incomplete data encoded into their minds. In either case, while respected by other boyz for their apparent favor of the Ork gods, they are disruptive and often morose elements that just cannot be tolerated for long in Ork society, and so they usually tend to gather together away from large established camps. When a Waaagh! begins they feel compelled to participate in battle as all Orks do, but sadly their scatter-brained klutziness leads them inevitably to a quick end – unless they’ve managed to find a renegade Warphead. Warpheads (who are borderline Madboyz themselves) are prodigiously powerful Weirdboyz that are addicted to the thrill of the near-suicidal use of their powers, and the minds of Madboyz resonate with clarity in their presence – just as Ork machines gain mind-boggling function through the unconscious application of Ork psychic energy, so too are interconnections made and missing details filled in inside the brains of Madboyz when saturated with enough ambient Orkish power. Madboyz in turn act as a focus for a Warphead’s power, and each will do their utmost to protect them from assailants.

Elites 175pts

WS BS S T W I A Ld Sv
Madboyz 4 2 3 4 1 2 2 7 6+
Warphead 4 2 4 4 3 3 3 9 6+


UNIT TYPE

Mayboyz are Infantry, a Warphead is Infantry (Character)

UNIT COMPOSITION

1 Warphead and 9 Madboyz

WARGEAR:

  • Wierdboy Staff (Warphead only)
  • Choppa (Madboyz only)

SPECIAL RULES:

  • ’Ere We Go!
  • Furious Charge
  • Mob Rule
  • Psyker (Mastery Level 3) (Warphead only)
  • Adamantium Will (Warphead only)
  • Fearless (Warphead only)

Waaagh! Overload — For each unit of Orks with at least one model within 12" of a Warphead at the start of each Ork player’s Psychic phase, the Warphead gains an additional Warp Charge point which can be used only by them. Each of these additional points not used by the end of that same phase must be allocated to any unit of Orks with at least one model within 12" of a Warphead (including the Warphead’s own unit if desired). For each point allocated, the unit suffers D6 S2 hits. Additionally, the Warphead suffers a single S2 hit for each point so allocated – this can be reallocated with a Look Out, Sir! Roll, as it represents feedback that can be earthed out through the Madboyz.

Herald of Gork and Mork — While their Warphead is alive, Madboyz are Fearless, can issue and accept Challenges as if they were characters, and automatically pass Look Out, Sir! Rolls made to reallocated hits from their Warphead.

Psychic Lightningrod — All units with at least one model within 12" of a Warphead at the start of the Psychic phase benefit from his Adamantium Will special rule.

Mad Skillz — For every ten models in the unit, the Warphead gains +1 BS when rolling To-Hit with Psychic powers.

PSYKER:

Warpheads automatically know all of the Powers of the Waaagh!, and may use any number of them as many times as they wish in their Psychic phase.

OPTIONS:

  • May add up to 10 additional Madboyz for 7pts/model.
  • All models in the mob may:
    • exchange a choppa for a slugga for 20 pts
    • exchange a choppa for a big choppa for 45 pts
    • gain a Cybork body for 40 pts
    • be equipped with stikkbombz for 10 pts
    • be equipped with an additional choppa for 10 pts
    • be equipped with an additional slugga for 20 pts
    • be equipped with an additional shoota for 20 pts
    • be equipped with ’Eavy armour 40 pts
  • The Warphead may exchange their Wierdboy Staff for a Force Sword or Force Axe for free.
  • The Warphead may replace his Wierdboy Staff with Mega Armour, twin-linked Shoota and Power Klaw for 20pts.
  • The Warphead may take items from the Ranged Weapons, Melee Weapons, Runts & Squigs and/or Orky Know-wots lists.

Cyboar Boarboyz

While bikes and buggies are popular both for being noisy and fast, and a source of wonder for those who like to tinker with their workings, some Orks prefer the old-fashioned warboar. Boar-like Squigs are bred by Runtherdz or Pigdoks for their nasty tempers and equally nasty flatulence, and Ork camps traditionally get immense entertainment out of impromptu rodeos where competitors would attempt to break in the bucking creatures — and subsequently jostle each other while mounted on their wild steeds in arenas or around racetracks. For many warbands, this truly Orky pastime is enhanced further by Meks who cyber-mechanically augment the boars to include armor plating, drug injectors, steel-sheathed tusks, spike-studded hoofs, or other, stranger augmentations, resulting in a Cyboar, which is ridden into battle by the most enthusiastic Orks.

Fast Attack 90pts

WS BS S T W I A Ld Sv
Cyboar Boarboyz 4 2 4 5 1 2 1 7 4+
Cyboar Boss Nob 4 2 4 5 2 2 2 7 4+


UNIT TYPE

A Cyboar Boarboy is Cavalry, a Cyboar Boss Nob is Cavalry (Character).

UNIT COMPOSITION

4 Cyboar Boarboyz and 1 Cyboar Boss Nob.

WARGEAR:

  • Choppa

SPECIAL RULES:

  • ’Ere We Go!
  • Furious Charge
  • Mob Rule
  • Bulky
  • Rage
  • Jink
  • Outflank
  • Immunity

OPTIONS:

  • May add up to an additional 25 Cyboar Boarboyz for 16pts/model.
  • All models in the mob may:
    • exchange a choppa for a slugga 15 pts
    • exchange a choppa for a big choppa 60 pts
    • gain a Cybork body 45 pts
    • be equipped with stikkbombz 10 pts
    • be equipped with an additional bow 15 pts
    • be equipped with an additional choppa 15 pts
    • be equipped with an additional slugga 30 pts
    • be equipped with an additional shoota 30 pts
  • The Cyboar Boss Nob may take items from the Melee Weapons list.
  • The Cyboar Boss Nob may take a bosspole for 5pts.

Overlord

In a society where might makes right, the leaders are the strongest, toughest, and most dangerous of their kind. Growing to massive proportions and becoming terribly powerful, Orks that reach the position of Overlord (a human term that they adopt purely because it sounds impressive) are titans of angry green muscle that can easily pummel some of the greatest warriors of the Legiones Astartes by virtue of nothing but sheer belligerent force — of course an “’uge pointy fing” is considered a favourite as well. Any other useful qualities that a proper leader might possess – intelligence, adaptability, generalship – are not required, though in some rare individuals they do serve to make an Overlord an even greater threat.

0-1 HQ 250pts

WS BS S T W I A Ld Sv
Overlord 6 2 6 5 5 4 6 10 4+


UNIT TYPE

The Overlord is Infantry (Character)

UNIT COMPOSITION

1 Overlord

WARGEAR:

  • Slugga
  • Choppa
  • Stikkbombs
  • ’eavy Armour

SPECIAL RULES:

  • ’Ere We Go
  • Furious Charge
  • Independent Character
  • Mob Rule
  • Waaagh!
  • Very Bulky
  • Fear
  • Hammer of Wrath
  • It Will Not Die!
  • Smash
  • Ded ’Ard
  • ’Eadbuttz
  • Colossal Charge
  • Big Boss ov da Waaagh!

’Eadbuttz — when making a Smash attack in a Challenge, the Strength is increased from S10 to S D.

Colossal Charge — This model’s Hammer of Wrath attacks have the Concussive special rule. Note that this bonus does not apply to Hammer of Wrath attacks where this model is embarked on a Chariot.

Ded ’Ard — All shooting attacks against models with this special rule are resolved at -1 Strength.

Big Boss ov da Waaagh! — Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single mob of Nobz, Meganobz, or Flash Gitz, can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit can choose to accept and issue Challenges as if they were characters.

OPTIONS:

  • The Overlord may replace his Slugga, Choppa, and ’Eavy Armour with Mega Armour, twin-linked Shoota and Power Klaw for 20pts.
  • The Overlord may take items from the Ranged Weapons, Melee Weapons, Runts & Squigs and/or Orky Know-wots lists.
  • May have the Planetary Overlord special rule for 20pts.
  • May take a Squiggolossus as a Dedicated Transport.

He’s no Primarch, although if he gets a Wound on Hammer of Wrath, and then a Deathblow when he Smashes, he could theoretically beat almost anything before it could even strike back. There’s less than a 1.5% of chance of that happening against most Primarchs, but that’s kinda the point – he’s not meant to be a match for a Primarch, but is meant to be a threat to Primarchs. Notably, his chances of beating Roboute plummet to tiny fractions of a percent since he has to survive a full round almost entirely by luck because Roboute ignores Concussive. Horus is almost as well-off, ignoring Concussive on a 3+. Keep in mind, while he won’t frighten a Primarch, he’s still powerful enough to annihilate practically anything else that can’t kill him before he gets to strike, and even Primarchs that let him get to his Initiative step will feel it.

Oh, and stop it with the “There were Orks equal to Primarchs” idea. Even the biggest Ork, while perhaps exceeding their overall girth, never approached the power level of a Primarch – at least, not Horus:

“Horus faced Urlakk himself. The Overlord was an enormous Ork. But he was simply no match for the Primarch’s skill and unnatural power.”

Squiggolossus

Yet another bizarre variant of Squig, these massive creatures develop diamond-hard hides, muscular bodies, multitudes of wickedly sharp spines and teeth, and even membranous wings. Rarely seen in any but the longest established Ork settlements, their precise role in the orkoid ecosystem remains a mystery. Nevertheless, Ork Bosses that want the status of having a massive squiggly-beast at their command — and the satisfaction of subduing it himself, rather than having it reared by one of the Runtherdz — can do little better than to conquer one of these behemoths. However, though they seem to enjoy crushing enemies as much as their Boss, and obedience can be temporarily assured by a steel-shod kick to the back of the head, they certainly aren't ever tame - even those rare Bosses with the raw physical strength to subdue one of these mighty beasts, will still be chewed up as easily as a careless grot the instant that he fails to respect the incredible power he has shackled.

Dedicated Transport 180pts

WS BS S T W I A Ld Sv
Squiggolossus 3 2 8 7 6 2 4 5 3+


UNIT TYPE

The Squiggolossus is a Jump Monstrous Creature

UNIT COMPOSITION

1 Squiggolossus

WARGEAR:

  • Close combat weapon

SPECIAL RULES:

  • Concussive
  • Extremely Bulky
  • Fearless
  • Furious Charge
  • Vector Strike
  • Monstrous Chariot
  • Destructive Bulk

Monstrous Chariot — A model with this special rule counts as a Chariot for the purposes of being a Dedicated Transport for its rider. It follows all the usual rules for Chariots, with the following exceptions:

  • The Squiggolossus may fight in close combat using its own profile as though it was a seperate model from its rider. Opponents in close combat will strike either the Squiggolossus or its rider, as per the normal rules for Chariots.
  • References to Hull Points refer to the Wounds characteristic of the Squiggolossus
  • References to Armor Penetration refer to To Wound rolls against the Squiggolossus
  • References to Glancing Hits and Penetrating Hits refer to unsaved Wounds against the Squiggolossus
  • Ignore references to Armor Facing
  • Ignore references to Immobilised results and other Damage Table results

Destructive Bulk — The Squiggolossus may make Vector Strikes during the movement phase even though it will never be Swooping or Zooming, but may not Charge on a turn in which it makes a Vector Strike attack. A Squiggolossus's Hammer of Wrath and Vector Strike attacks are treated as being S D. In addition, a Squiggolossus may choose not to attack at its initiative step (it still makes its Pile In move at its own initiative step), and instead make a Stomp attack, comprising a single Stomp rather than D3 Stomps, at the Initiative 1 step.

Honestly, this is just an excuse for those players who are buying (and optionally, converting) Age of Sigmar Orruks, to be able to use their Maw-Krushas.


New Wargear

Killchoppa

Killchoppas have the same profile as Killsaws, and are available in place of Killsaws in any case where Killsaws are taken. Essentially, this just means that you can model things with killsaws as having big, savage – but static – blades instead.

War Instrument

In traditional Ork societies, War Instruments are crude drums, gongs, blowhorns, Squigpipes, or any other loud but simple-to-use instrument. More technologically advanced tribes will frequently use airhorns, sirens, vox-amplifiers – or occasionally even crude, overdriven guitars! Though their intended purpose is to help the Warboss to coordinate different mobs over the din of battle, in reality the operators blare out whatever sound they want without regard to any supposed strategy. That is not to say that they are ineffective, however – no matter how they sound, they invariably sound Orky, and like the siren’s lure, are an irresistable beacon for all Orks to throw themselves headlong into the fighting.

If a unit has a model with a War Instrument, and the unit is not itself broken, then it always counts as a larger unit when any broken unit uses them to invoke the Back fer anuvver go! rule.

Bow

A primitive weapon, the bow can be used to incredible effect in expert hands — Ork hands, however, never qualify as ‘expert’ in the context of projectile weapons. Nevertheless, some of the more traditional (or simply luckless) boyz may end up with no other option but the humble weapons of their savage origins. Very occasionally, slings or blowdarts may also be used to similar effect, or else a shortage of ammunition or low-quality working scrap may result in similarly reduced effectiveness.
Range S AP Type
Bow 18" 3 - Assault 1


Bubble Blasta

These unusual weapons, closely related to the large-scale bubble-chukka, fire streams of small, invisible force-field bubbles which scatter over a wide area. While rarely very harmful, they create a kind of minefield where every step is like walking over large marbles. Individual bubbles burst at random, making traversal even more uneven, and creating tiny but powerful vacuum-implosions with the force to knock a person over, pop rivets out of armored plates, rupture seals and valves, or splinter armorglass lenses. In spite of this curious effectiveness, its wielders most commonly use the weapons off the battlefield, to torment grots for their own entertainment.
Range S AP Type
Bubble Blasta 18" 2 2 Assault 2, Concussive, Haywire, Ignores Cover, Strikedown


Exceptional Wargear

This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)

Kustom Power Field — Orks only (35 points)

Power Field projectors normally require generators so massive that they cannot be transported other than aboard vehicles. This particular one however, while still extremely bulky, has been made incredibly compact for its output, allowing it to project an Ork-sized Power Field while being small enough to carry (albeit with some difficulty). However it was not built with rigorous safety protections in mind, and when under excessive load, both the one carrying it and anyone nearby are constantly subjected to steaming jets of overheating coolant, showers of sparks, and occasional contained plasma flares.

This provides a 4+ invulnerable save. For each invulnerable save that is rolled but not successful, the model, and all models in base contact with that model, each suffer D3 automatic hits with a strength equal to the roll of a D6 (roll once for all models). Models equipped with this wargear cannot claim an extra attack for being armed with an additional close combat weapon.

New Special Rules

Immunity

Some creatures are so adapted to venomous predators or toxic environments, that they have developed resilience to all but the most potent doses.

Attacks with the Sniper special rule only cause a Wound on a roll of 6. Attacks with the Poisoned special rule only cause a Wound on a roll of 6 (unless the attack’s Strength would cause a Wound on a lower roll). Any other Wound caused on a fixed roll, rather than rolling To Wound based on the model's Toughness characteristic, only cause a Wound on a roll of 6 (unless the attack’s Strength would cause a Wound on a lower roll). Unsuccessful Toughness characteristic tests may be re-rolled.

Additionally, Rad Grenades and the effects of the Rad Furnace special rule, only take effect on or from the next turn after they are used — so Rad Grenades will only have an effect on the second round of combat, and a Rad Furnace will only have an effect from the second round of combat. Rad missiles and other rad weaponry are unaffected.

Gotta Go Fasta

Some Orks, thanks to plenty of practice on account of their instinctive drive to do whatever they’re doing at top speed, learn to sharpen their reflexes and hold their footing better than their clumsy appearance suggests.

Models with the Gotta Go Fasta special rule can re-roll failed Dangerous Terrain checks.

Green Horizon

The Great Crusade encountered Orks at their most numerous, hordes so large they could be seen as from orbit as green stains on the surface of worlds below.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Green Horizon detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Ork army.

Effects:

  • Green Muscle and Scrap Metal — Boyz units numbering 20 models or less may take a Battlewagon as a Dedicated Transport.
  • Made ta Fight an’ Win — Boyz mobs may pay an additional 50pts, and, when the unit has been destroyed, an identical unit may placed into Ongoing Reserves.
  • Deez Boyz iz Made fer Krumpin! — Deff Dreads may be selected as non-compulsory Troops choices.

Limitations:

  • At least half of the total number of units must be units of Boyz.

Green Storm

Orks grow stronger on a diet of conflict and violence, and the Orks at the heart of the biggest Waaaghs! can achieve massive proportions after centuries of non-stop warfare. When they spearhead a Waaagh!, they can hit with the speed – and force – of a thunderbolt.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Green Storm detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Ork army.

Effects:

  • Green Gale — The following adjustments apply to unit selections:
    • Nobz may be selected as Troops choices.
    • Meganobz may be selected as Heavy Support choices in addition to being available as Elites choices.
    • Flash Gitz may be selected as Elites choices in addition to being available as Heavy Support choices.
    • Units eligible to take any kind of Dedicated Transport may take a single Big Squiggoth per unit as a Dedicated Transport.
  • Green Lightning
When Waaagh! energy peaks among planet-scale congregations or Orks, their pent-up vigor ensures that they can run at top speed for days, overtaking and surrounding foes with speed not believed to be possible, even when most of the force is on foot.
All Orks with the ’Ere We Go! rule may charge in the Assault Phase, even if they are beyond the range that it is possible to succeed in that charge, as long as they would otherwise be eligible to do so. They must still select a target and may still suffer overwatch from that target; however, as long as they survive and do not fail any resulting Morale Check that they are forced to take, they may move their full charge distance directly towards their chosen target, even if it turns out that they cannot reach it this assault phase. If the required charge distance is known to exceed 12", then this can only be used when charging the closest infantry unit that the unit can draw line of sight to. Template weapons fired on overwatch do not benefit from the Wall of Death special rule unless the unit firing overwatch will be within 12" of their target after it has been moved (calculated at the time that the template weapons are fired).
  • Green Thunder
When a wave of Orks crashes down into an enemy force, it is essential that the defenders can hold the line long enough to siphon off the crushing momentum, or else they are guaranteed to be swept away by the onrushing tide of warriors. This is something that the Legiones Astartes were capable of – sometimes – where other human forces frequently failed.
All Orks gain the Hammer of Wrath special rule whenever the number of models in their unit exceeds the number rolled for their charge distance (regardless of the actual distance moved and any modifiers). Furthermore, Orks that win the combat on the turn they Charge can roll an additional D6 for their Sweeping Advance distance and choose the dice they want to accept as their roll. Finally, if an Ork unit charges into combat and, at the end of the combat on that turn, they would lose the combat resolution, but the number of Ork models outnumber the enemy models (count Bulky models as two models, Very Bulky models as three models, and Extremely Bulky models as five models), the Ork player may add an additional D6 to their combat resolution score – in this case it will change a loss to a draw if the adjusted combat resolution equals or exceeds the opponent’s combat resolution score, however, the Ork unit can never win the combat resolution if they make this roll.

Limitations:

  • Gretchin units may not be selected (vehicles or weapon emplacements which are crewed by Gretchin are not restricted).
  • There is a limit of one Mek Gunz selection per Runtherdz selection.
  • Fortifications may not be selected.
  • You cannot have more vehicles with the Flyer type than you have without the Flyer type.

This is for people who want to run a force of bigger-than-average Orks, where units of Nobz can completely replace Boyz, and the Overlord can completely replace the Warboss (or reduce him to a strictly unnecessary role). Also, for those who want to run an Snakebitez or Feral Ork-style force, Boarboyz can be used in place of bikes, Big Squiggoths can be used in place of all other transports and several other Heavy Support choices, and Gargantuan Squiggoths can be used for the Lords of War (yes, plural, they have only 8 wounds so you can take two for every Lords of War slot if the points limit allows it).

Age of Darkness Theme: Clan Supremacy

Age of Darkness Themes are a means of gathering together several different elements into a new or unusual way of fielding an army inspired by a particular setting or event from the grand milieu that is the Horus Heresy. An Age of Darkness Theme might combine units from different army lists, present new Force Organisation charts, Warlord Traits, wargear and character options or modify victory conditions or other mission special rules. The use of Age of Darkness ‘Themes’ are optional and require the agreement of both players to use.

The Age of Darkness Theme that follows represents an Ork force more common to a large, established empire, where the majority of the Boyz, plus a disproportionate percentage of the specialists, will be of the same Clan as the Warboss. While smaller or more nomadic Ork populations, or those that are readjusting due to frequent changes in leadership, tend to have a fairly even representation of the Clans (and the Oddboyz that are more common to specific Clans), very large populations of Orks sometimes skew the balance towards the same Clan as that of its leaders. This is rarely a matter of deliberate policy; more commonly it simply reflects that the bosses’ own similarities of interest and temperament make them (somewhat) more tolerant of the eccentricities common to those in their own clan. While this does not lead to strong feelings of disenfranchisement such as a marginalized human population would experience, it nevertheless has the effect of causing many Orks from different Clans to seek their fortunes elsewhere, either as Freebooters or simply as migrants to another population with a different Clan mix. While a Waaagh! (or, to a lesser extent, any conflict) will quickly reverse this process, as Clan distinctions are forgotten in the rush for a good scrap, the effect will again begin to reassert itself over time if a large population is faced with sufficient monotony.

Building a Clan Supremacy Army

  • A Clan Supremacy Army is chosen from Codex Orks.
  • A Clan Supremacy Army may not take special Ork Detachments; it may only use the standard Age of Darkness detachments, or optional detachments by agreement, or the standard detachments that apply to the mission that you are playing.
  • A single Clan may be chosen for the army, and a number of additional restrictions can be applied, to gain a benefit to units of Boyz (and sometimes other units as well). The benefits and restrictions for each Clan are as follows:
    • Goffs
      • The number of Warboss units must equal or exceed the number of any other kind of HQ unit.
      • The number of Boyz units must equal or exceed the number of any other kind of Troops unit.
      • The number of Nobz units must equal or exceed the number of any other kind of Elites unit.
      • Any units of Gretchin, Stormboz, Kommandos, or Killa Kans, do not benefit from the Back fer anuvver go! special rule.
      • All models in each unit of Boyz gain a +1 bonus to their Strength characteristic.
    • Bad Moons
      • The number of Weirdboyz units must equal or exceed the number of any other kind of HQ unit.
      • The number of Flash Gits units must equal or exceed the number of any other kind of Heavy Support unit.
      • All models in each unit of Boyz gain an Ammo Runt at no additional cost.
    • Deathskulls
      • The number of Meks units must equal or exceed the number of any other kind of HQ unit.
      • The number of Lootas units must equal or exceed the number of any other kind of Heavy Support unit.
      • All models in each unit of Boyz gain the Tank Hunters special rule.
    • Blood Axes
      • The number of Stormboyz and/or Kommandos units (combined) must equal or exceed the number of any other kind of Troops unit.
      • The number of Deffkoptas units must equal or exceed the number of any other kind of Elites unit.
      • Any units of Meganobz do not benefit from the Back fer anuvver go! special rule.
      • All models in each unit of Boyz gain the Infiltrate special rule.
    • Snakebites
      • The number of Painboyz units must equal or exceed the number of any other kind of HQ unit.
      • The number of Gretchin units must equal or exceed the number of any other kind of Troops unit.
      • The number of Boarboyz units must equal or exceed the number of any other kind of Fast Attack unit.
      • The number of Big Squiggoth units must equal or exceed the number of any other kind of Heavy Support unit.
      • The number of Gargantuan Squiggoth units must equal or exceed the number of any other kind of Lords of War unit.
      • Any units of Warbikes do not benefit from the Back fer anuvver go! special rule.
      • All models in each unit of Boyz and Gretchin gain the Immunity special rule.
    • Evil Sunz
      • The number of Big Meks units must equal or exceed the number of any other kind of HQ unit.
      • The number of Warbikes units must equal or exceed the number of any other kind of Fast Attack unit.
      • Any units of Boarboyz do not benefit from the Back fer anuvver go! special rule.
      • All models in each unit of Boyz gain the Gotta Go Fasta special rule.

Necrons in 30k

Very few Necron Tombworlds had awoken before the end of the Great Crusade, and few of those were active or otherwise drawing attention to themselves. Nevertheless there were documented encounters between Necrons and the Legiones Astartes (most commonly, the Blood Angels and Ultramarines), and several unexplained reports which, in retrospect, had many of the hallmarks of an awakening Tomb World.

Minor changes have been made to some units to encourage larger infantry model counts, and to make winning or losing an assault more decisive; but more fundamentally, to fit with the “theme” of 30k, very old lore and the mechanics of previous editions has been drawn upon to portray the army as a sinister and mysterious force of cyber-revenants and possibly insane techno-puppetmasters, as opposed to the hammy space-Tomb Kings of more modern incarnations.

Playtesting Status

More playtesting data wanted!

Existing Sources

All existing units are allowed, except for those with the Unique subtype:

Note: Trazyn the Infinite may still be selected as a HQ choice, as he has claimed to have awakened just before the dawn of the Great Crusade, and some evidence of this exists.

  • Death From the Skies (7th Edition/2016)
    • Fast Attack
      • Night Scythes
    • Heavy Support
      • Doom Scythes
  • Codex Necrons (7th Edition/2015)
    • HQ
      • Overlord
      • Lord
      • Cryptek
      • Destroyer Lord
      • Trazyn the Infinite, Archeovist of the Solemnace Galleries
      • Catacomb Command Barge
    • Troops
      • Warriors
      • Immortals
    • Elites
      • Lychguard
      • Deathmarks
      • Flayed One Pack
      • Triarch Praetorians
      • Triarch Stalkers
      • C'Tan Shard of the Nightbringer
      • C'Tan Shard of the Deceiver
    • Fast Attack
      • Ghost Ark
      • Canoptek Wraiths
      • Canoptek Scarabs
      • Tomb Blades
      • Destroyers
    • Heavy Support
      • Heavy Destroyers
      • Canoptek Spyders
      • Monolith
      • Annihilation Barge
      • Doomsday Ark
      • Transcendent C'tan
    • Lords of War
      • Tesseract Vault
      • Obelisk
  • Warhammer 40,000 War Zone Damnos (6th Edition/2013)
    • Lords of War
      • Pylon (AKA Gauss Pylon)
  • Imperial Armour Apocalypse (6th Edition/2013)
    • Heavy Support
      • Tesseract Ark
      • Sentry Pylon
    • Fortification
      • Necron Tomb Citadel
      • Necron Tomb Fortress
  • Imperial Armour Volume Twelve The Fall of Orpheus (6th Edition/2013)
    • Elites
      • Canoptek Tomb Stalker
    • Fast Attack
      • Canoptek Acanthrites
    • Heavy Support
      • Canoptek Tomb Sentinel
      • Night Shroud Bomber

Special Rules

The following special rules apply to Necron detachments:

Awakening from Oblivion

As the Necrons stir from a slumber lasting longer than the lifetime of some stars, the higher echelons splinter and struggle; their first free acts are to drive out those who have been compromised by their long stasis, and then to squabble over who should inherit control of that which was theirs. All of this is inconsequential to the majority of Necrons though, who wait, silent and immobile, for the commands of their master.

Units of Warriors and Immortals gain Slow and Purposeful, unless they are led by a Character, in which case this changes to Relentless.

This helps blocks of Warriors and Immortals keep up with Fury of the Legion and the general increase in number of shots in 30k games (it doesn’t give them any more shots, just makes it easier to justify using them in ways that make them more likely to be in the position to Rapid-Fire where they wouldn’t have under other circumstances). It also encourages larger blocks of infantry, to spread the benefit of the HQs further, and encourages HQ builds that boost troops instead of creating absurd beatsticks. Finally it encourages assault as it makes firing Rapid-Fire and then charging possible. This makes getting close and assaulting a reasonable option, combined with the rule below, which gives a similar threat in place of Sweeping Advance, which is an important part of the 30k design as it discourages tarpits and keeps combat decisive and the flow of the game going.

Undying Majesty

Most Necrons have only the smallest sliver of self-awareness, and virtually no memories that they can recognize as being their own. Though they obey their orders mindlessly, a glimpse of their masters striding fearlessly towards enemy champions fills them, for an instant, with a drive for the glory of old times that they once felt each moment they lived.

On any turn that a Necron character issues or accepts a Challenge (regardless of whether they actually fight in one), all Warriors and Immortals in that same combat gain Preferred Enemy for the remainder of the Fight sub-phase.

The purpose of this quite powerful rule is to encourage Necron characters to participate in challenges. As the above and below rules depend upon a living character in the unit, and characters are rare and expensive already, because of the limited number of HQ slots, there would otherwise be the temptation to shield characters as much as possible. The desire to or benefit of protecting characters is not inherently bad, but it can make combat less decisive, which is something that 30k’s design tries to avoid (and is more similar to earlier editions of 40k).

Expulsion Protocols

Necrons will advance after vanquished foes slowly but without hesitation when given the command to do so, however, without such a command their surviving instincts are inherently defensive and they will halt at the edge of their deployed range, firing after their foes instead.

If eligible to make a Sweeping Advance after a victorious assault, as an alternative, units of Warriors, Immortals, and Triarch Praetorians can instead choose to make a shooting attack against the squad falling back away from them in combat. However, they must use their Initiative value in place of their Ballistic Skill when rolling To Hit. This is done before any falling back models are moved, and casualties are selected just as in assault.

This doesn't require Snap Shots like the Medusan Immortal’s version of this rule, although having to use Initiative instead of Ballistic Skill is similarly limiting. Though not as good as a Sweeping Advance, the potency of Necron shooting weapons is high and in many cases a unit worth Sweeping will be beaten only by an even bigger unit, meaning a lot of shots. This helps increase the value of them as assault units, encouraging large numbers, aggressive positioning, and decisive combat, which is in keeping with the 30k design.

Unit Changes

The following changes apply:

Warriors — 220pts for 15 Warriors. May add up to 15 additional Warriors for 12pts/model. All other options from Codex Necrons remain unchanged.

Immortals — 200pts for 10 Immortals. May add up to 10 additional Immortals for 16pts/model. All other options from Codex Necrons remain unchanged.

Triarch Praetorians — 165pts for 5 Triarch Praetorians. May add up to 10 additional Triarch Praetorians for 24pts/model. All other options from Codex Necrons remain unchanged.

Flayed One Pack — 75pts for 5 Flayed Ones. May add up to 10 additional Flayed Ones for 12pts/model. All other options from Codex Necrons remain unchanged.

A Necron Tomb Citadel or Necron Tomb Fortress may be taken as Fortification choices in Age of Darkness games.

New Units

Phaeron

Phaerons are the highest rank within their own Dynasty, subservient only to the Silent King, and, in theory, his agents. In most cases they are also excellent commanders, and if ever they take to war, it is with the full military might of their domains at their backs.

0-1 HQ 280pts

WS BS S T W I A Ld Sv
Phaeron 5 5 5 5 3 4 3 10 2+


UNIT TYPE

A Phaeron is Infantry (Character)

UNIT COMPOSITION

1 Phaeron

Infantry (Character),

WARGEAR:

  • Staff of Light
  • Phase Shifter
  • Phylactery

SPECIAL RULES:

  • Independent Character
  • Reanimation Protocols
  • Relentless
  • Fear
  • Eternal Warrior
  • Lord of the Dynasty

Lord of the Dynasty — Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single unit of Immortals, Lychguard, Triarch Praetorians, or Flayed Ones, can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit can choose to accept and issue Challenges as if they were characters.

OPTIONS:

  • May take items from the Melee Weapons, Ranged Weapons, and/or Technoarcana lists.

Pariah

Those born with the Pariah gene are frequently doomed to a brutally short life without ever being able to experience the kinship that they observe in all other members of their own kind. Those that survive, however, many eventually realize that their curse is, to some, a treasure beyond price. One of the best-known – though by no means well-known – organizations that welcome Pariahs is the temple of the Culexus Assassins, who will embrace them for what they are, and offer them purpose in the service of the Emperor if only they can meet their exacting requirements. But another, more sinister offer is sometimes made by a mysterious agent, promising a new body and adoption into an eternal family of beings like what they will become, and asking only that they bring ruin to those that rejected them – an appealing option to a dispossessed exile. If they are especially fortunate, those who accept such an offer will annihilate their former kin with such relish that they never realize that they have lost any choice but to do so forever…

HQ 150pts

WS BS S T W I A Ld Sv
Pariah 4 4 5 5 2 5 2 10 3+


UNIT TYPE

A Pariah is Infantry (Character)

UNIT COMPOSITION

1 Pariah

WARGEAR:

  • Close combat weapon
  • Phase shifter

SPECIAL RULES:

  • Fear
  • Fearless
  • Hatred (Everything)
  • Instant Death*
  • Psychic Abomination

*This rule applies to all of this model’s melee attacks only, regardless of the weapon being used and in addition to any weapon special rules.

Psychic Abomination

The mere presence of a Pariah inspires panic and revulsion in those nearby. For those who are sensitive to the Immaterium, it causes physical agony and maddening terror. But when this is amplified by the augmentations of the C’tan and driven by malevolent resentment, it becomes a weapon lethal to all life.

Psykers, friend or foe, within 12" of a Pariah have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning player’s Warp Charge pool in the Psychic phase) and only harness Warp Charge points on a 6. A Pariah can never be targeted by psychic powers – other units in the Pariah’s vicinity that are hit by beam or nova powers, or by witchfire powers that use templates, are hit/affected normally. Any blessing or malediction psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12" of a Pariah or vice versa.

OPTIONS:

  • May exchange their Close combat weapon for a Warscythe with a built-in Gauss Blaster for 30pts.

Exceptional Wargear

This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)

Spy Scarabs — Necrons only (40 points)

These specialised variants of the sentry scarabs sometimes seen guarding high-ranking Necrons, instead seek out and monitor enemy forces. They identify the most skilled fighters and analyze their every movement, building a profile of their physical limits and personal fighting style, which is transmitted to the mind of their master. Thus can even the mightiest enemies be brought low, forced to fight against a foe who is not just ancient, tireless, and powerful, but who knows their every weakness.

The bearer gains Preferred Enemy (Characters) and +1I when in a Challenge.

Even Death May Die

As the Crusade Fleets touch down on worlds not inhabited by sentient beings for millennia, some Tomb Worlds begin the process of stirring their inhabitants to life, to repel the invaders of their domains as their first act towards reclaiming their old empire. Before being fully awakened, Tomb Worlds are vulnerable, so it often falls to the Triarch Praetorians and Canoptek sentries to stall as much of the enemy as possible, while the Tomb World's gradually awakening forces are continually recalled as they take damage to ensure that they provide optimal resistance. Over and over again the same Necrons will be destroyed, but they always return; embodying death, yet transcending it themselves.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as an Even Death May Die detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Necron army.

Effects:

  • Death’s Defenders — The following adjustments apply to unit selections:
    • Triarch Praetorians — Count as Troops choices, may add up to 15 additional Triarch Praetorians rather than 10. All other options from Codex Necrons remain unchanged.
    • Warriors — Unchanged, except to note that they are non-compulsory Troops choices.
    • Immortals — Unchanged, except to note that they are non-compulsory Troops choices.
    • Triarch Stalkers — Unchanged, except to note that they are non-compulsory Troops choices.
    • Canoptek Tomb Sentinel — Unchanged, except that they may add up to 2 additional Canoptek Tomb Sentinels at the listed points cost.
    • Canoptek Tomb Stalker — Unchanged, except that they may add up to 2 additional Canoptek Tomb Stalkers at the listed points cost.
    • A Necron City of the Dead may be taken as a Fortification choice in Age of Darkness games of 3,000 points or greater.
    • For each unit of Necron Warriors which comprises 30 models, a single Monolith can be taken as part of the same selection on the Force Organisation Chart. However, Monoliths selected in this way never count as scoring units.
  • We’ll Be Back
When closest to the immense repair facilities and high-powered teleportation matrices that comprise their Tomb cities, Necrons can teleport away from the battlefield and return almost instantly, completely restored.
Necron Phaerons, Overlords, Lords, Crypteks, Destroyer Lords, Warriors, Immortals, Lychguard, Deathmarks, Flayed One Packs, Destroyers, Heavy Destroyers, and Trazyn the Infinite, may, at the end of any phase, be removed if that unit had suffered at least one wound but not a total number wounds equal to or greater than 75% of the total that they began the game with, and place an identical unit with all wounds restored, into Ongoing Reserves. The Dedicated Transports of these units, if any, are unaffected by this rule. If a unit does this, it counts as destroyed for the purpose of Victory points where this is relevant. If a unit does this while engaged in assault, and the unit(s) they are engaged with are no longer engaged in assault once the Necron unit has been removed, they may immediately consolidate.
  • Phase Out
In many cases where a Necron Tomb World is encountered as it begins to awaken, the Necron style of defence is to disengage from unfavorable confrontations and allow their heavier assets to stand against the invaders instead.
Necron Phaerons, Overlords, Lords, Crypteks, Destroyer Lords, Warriors, Immortals, Lychguard, Deathmarks, Flayed One Packs, Destroyers, Heavy Destroyers, and Trazyn the Infinite, may, at the end of any phase, be removed if that unit had suffered a total number wounds equal to or greater than 75% of the total that they began the game with. The Dedicated Transports of these units, if any, are unaffected by this rule. If a unit does this, it does not count as destroyed for the purpose of Victory points where this is relevant. If a unit does this while engaged in assault, and the unit(s) they are engaged with are no longer engaged in assault once the Necron unit has been removed, they may immediately consolidate.

Limitations:

  • At least half of the Elites selections taken from this detachment must be Canoptek Tomb Stalkers.
  • At least half of the Heavy Support selections taken from this detachment must be Canoptek Tomb Sentinels.
  • Only one Fast Attack slot may be used.
  • Dedicated Transports may not be selected for any unit in this detachment.
  • You may not take an allied detachment with a Faction other than Necrons.

Remember, you can ally with yourself (so to speak), and your other detachments are not subject to the restrictions of this detachment. Therefore, in exchange for one more mandatory HQ and Troops each, you could take a single Elites and/or Heavy Support selection without requiring that you take any Canoptek Tomb Stalkers or Canoptek Tomb Sentinels, if you feel the need to do so.

Targeted for Termination

In their endless effort to remove obstacles to the re-emergence of the Necron Dynasties, Triarch Praetorians may even turn to some of the more unusual legacies of their former C’tan masters, such as the unconventional biotransference of the rare Pariahs. Understanding and hating life in equal measure with a clarity that even the most perfectly unimpaired Necron Lord can no longer manage, Pariahs know exactly where to begin looking for concealed communities, camps, and muster points, and Flayed Ones and Destroyers quickly realize the merit of their instincts, as jackals learn to follow the lion.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Targeted for Termination detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Necron army.

Effects:

  • Death’s Delegates — The following adjustments apply to unit selections:
    • Flayed One Pack — Count as Troops choices. May add up to 15 additional Flayed Ones rather than 10. All other options from Codex Necrons remain unchanged.
    • Warriors — Unchanged, except to note that they are non-compulsory Troops choices.
    • Immortals — Unchanged, except to note that they are non-compulsory Troops choices.
    • Triarch Praetorians — Unchanged, except to note that they are non-compulsory Troops choices.
    • Destroyers — Unchanged, except to note that they are non-compulsory Troops choices.
    • Heavy Destroyers — Unchanged, except to note that they are non-compulsory Troops choices.

Limitations:

  • Only Pariahs may be selected as compulsory HQ choices.
  • Only one Heavy Support choice may be selected in this detachment.
  • You may never have more units with the Vehicle or Super-heavy Vehicle type than you have with the Infantry (Including Jump or Jet Pack Infantry) type in this detachment.
  • You may not take a fortification detachment.

Age of Darkness Theme: Burried and Forgotten

Age of Darkness Themes are a means of gathering together several different elements into a new or unusual way of fielding an army inspired by a particular setting or event from the grand milieu that is the Horus Heresy. An Age of Darkness Theme might combine units from different army lists, present new Force Organisation charts, Warlord Traits, wargear and character options or modify victory conditions or other mission special rules. The use of Age of Darkness ‘Themes’ are optional and require the agreement of both players to use.

The Age of Darkness Theme that follows represents a Necron force suddenly awakening and arising from directly beneath the feet of an intruding force. One commander spoke of a host clawing its way up from beneath the ashen desert sands, the harsh sun glinting off their metal hides. Another told of how their secured perimiter, at the center of ancient ruins that were avoided by the local populace for millennia on account of being believed haunted, was suddenly surrounded by the baleful glow of thousands of pairs of eyes. All such reports are the same in one particular - that they enemy appeared as if from nowhere, and kept coming no matter how quickly they were destroyed.

Building a Burried and Forgotten Army

  • A Burried and Forgotten Army is chosen from Codex Necrons.
  • A Burried and Forgotten Army may not take special Necron Detachments; it may only use the standard Age of Darkness detachment, or optional detachments by agreement, or the standard detachments that apply to the mission that you are playing.
  • All units in a Burried and Forgotten Army gain the Deep Strike special rule, but must begin the game in reserve.
  • In addition to the normal process for arriving from reserves, each turn a number of units can arrive from reserve automatically, without rolling. The number of units that can arrive in this way is equal to the current turn number: one on the first turn, two on the second turn, etc. Units which arrive automatically and which Deep Strike will not scatter when they are placed. If they suffer a Deep Strike Mishap, they automatically return to Ongoing Reserves.
  • Only Snap Shots may be made against units from a Burried and Forgotten Army which arrive by Deep Strike more that 12" from any enemy unit. Units from a Burried and Forgotten Army which arrive by Deep Strike less that 12" from any enemy unit gain the Fear special rule for the game turn which they enter play.
  • Allies may not be taken. Fortifications may be taken, but these must still follow the same rules the rest of the Burried and Forgotten Army.
  • The rules for Sudden Death Victory are not used until at least four full game turns have been played (or a player concedes).

Tyranids in 30k (Megarachnids Proxy)

Any number of species encountered during the Great Crusade that, from a human perspective, look like large Terran insects or arachnids. Most are native to their single home planet and dominate life there, with very few having any capability to spread from their world of origin.

Unlike the Orks which have been simply scaled up, or the Necrons who have been re-imagined based on older material to match the older timepoint in the setting, the Tyranids – who were not known as they now are – have instead been reworked to represent threats that did exist during the Great Crusade – various insectoid aliens such as the Megarachnids, and Genestealer-focused forces specially designed for the kind of scenarios where they actually would show up.

It’s funny, Nids were terrible for a while, and really most of their problems (of external balance, at least) didn’t take a lot more than a drop pod (and a dash for Forge World love) to fix. But the problem here is, Fearless is so powerful in 30k on large units, that it’s borderline broken. But Instinctive Behavior (at least for now) is even more devastating to larger units. Even moreso than in 40k, expect Synapse units to be targeted with extreme prejudice; at least you’re getting a few tools that let you make your Synapse units a bit more survivable if that’s how you choose to field them. Anyway, both rules would have to be re-though from scratch to fit in perfectly, but Tyranids would be practically unrecognizable if that was done. So for now, what’s here should work, though it is unavoidably stronger against some armies (e.g. Legiones Astartes) than others (e.g. Mechanicum).

Playtesting Status

More playtesting data wanted!

Existing Sources

All existing units are allowed, except for those with the Unique subtype.

  • Warhammer 40,000 Shield of Baal Leviathan (7th Edition/2014)
    • Elites
      • Toxicrene
      • Zoanthropes
    • Troops
      • Mucolid Spore
    • Heavy Support
      • Maleceptor
      • Sporocyst
      • Tyrannocyte
  • Imperial Armour Volume Four Second Edition – The Anphelion Project (7th Edition/2014)
    • HQ
      • Malanthrope Brood
    • Fast Attack
      • Dimachaeron
      • Meiotic Spore Brood
    • Heavy Support
      • Stone Crusher Carnifex Brood
    • Lords of War
      • Hierophant Bio-titan
      • Scythed Hierodule
      • Barbed Hierodule
      • Harridan
  • Warhammer 40,000 Codex Tyranids (6th Edition/2014)
    • HQ
      • Hive Tyrant
      • Tyrant Guard Brood
      • Tervigon
      • Tyranid Prime
    • Troops
      • Tyranid Warrior Brood
      • Genestealer Brood
      • Termagant Brood
      • Hormagaunt Brood
      • Ripper Swarm Brood
    • Elites
      • Hive Guard Brood
      • Lictor Brood
      • Venomthrope Brood
      • Haruspex
      • Pyrovore Brood
    • Fast Attack
      • Tyranid Shrike Brood
      • Ravener Brood
      • The Red Terror
      • Sky-slasher Swarm Brood
      • Gargoyle Brood
      • Harpy
      • Hive Crone
      • Spore Mine Cluster
    • Heavy Support
      • Carnifex Brood
      • Biovore Brood
      • Trygon
      • Trygon Prime
      • Mawloc
      • Exocrine
      • Tyrannofex

Special Rules

The following special rules apply to Tyranid detachments:

No-one is Safe!

Some creatures have instincts optimized for remaining hidden, able to cause surprise carnage whenever the foe thinks they’ve cleared the last of them once and for all.

Lictors and Genestealer Broods have the Implacable Advance special rule.

Take Down the Big Ones!

Even though it would not become formal tactica until the Tyranids were faced thousands of years later, it was frequently recognized that among little-understood xenos, bigger creatures were frequently leaders or specialists that were more important to the enemy’s forces – and also that they were more dangerous and challenging foes, and more glorious to defeat.

When multiple different kinds of Tyranid models are engaged in the same combat, non-Tyranid models gain Precision Strike with the restriction that it can only be used to re-allocate hits to the largest eligible Tyranid models (as determined by base size). The Tyranid player can choose which equally-eligible models among the equally-largest models are hit. Ripper Swarms, Sky-Slasher Swarms, and Spore Mines are exceptions and are always considered to be the smallest eligible models, and are equally as small as each other.

Can’t really do anything else to make up for the lack of Challenges that hasn’t already been done with the Alpha Bioform rules.

Unit Changes

The following changes apply:

Tyranid Prime — 85pts. Have the same profile, Special Rules, and options as in Codex Tyranids, plus the following options:

  • May gain Secondary Organs for 21pts
  • May gain a Bonded Exoskeleton for 15pts
  • May gain a Reinforced Carapace for 27pts
  • May gain a Voltage Field for 23pts
  • May gain Regeneration for 29pts

Tyrant Guard Brood — have the same profile, Special Rules, and options as in Codex Tyranids, plus the following options:

  • All models in the unit may:
    • gain Secondary Organs for 20pts/model
    • gain Hopfoot for 20pts/model
  • One model may purchase the Alpha Bioform upgrade for 10pts

Tyranid Warrior Brood — have the same profile, Special Rules, and options as in Codex Tyranids, plus the following options:

  • All models in the unit may:
    • gain Secondary Organs for 11pts/model
    • gain a Bonded Exoskeleton for 8pts/model
    • gain a Reinforced Carapace for 14pts/model
    • gain a Voltage Field for 12pts/model
    • gain Regeneration for 15pts/model

The cost of each upgrade is extremely deliberate, any one upgrade is great and they just get better as they’re combined, but buying all of them, while creating an extremely fearsome unit, will cost as much (or more) as just buying three times as many. What this does is give you options to play the way you want to play. If you want super-elite troops, you can have that, if you want survivability to battle cannons (or even just heavy flamers, kthx), you can have that. Heck, half the problems with Synapse (and therefore Instinctive Behavior) across the whole army is the result of the extreme inflexibility of traditional Tyranid Warriors. These are your dudes, after all, and Tyranid Warriors especially should be the core of most Tyranid forces, not just another overcosted borderline-joke unit in a long list of overcosted borderline-joke units.

Termagant Brood — 90pts for 20 Termagants. May add up to 30 additional Termagants for 3pts/model. One model may purchase the Alpha Bioform upgrade for 5pts. All other options from Codex Tyranids remain unchanged. Note: The Scuttling Swarm special rule should be read to require broods of at least 30 Termagants, but otherwise remains unchanged.

Hormgaunt Brood — 105pts for 20 Hormgaunts. May add up to 30 additional Hormgaunts for 4pts/model. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged.

Mucolid Spores — Gains the Support Squad special rule.

Hive Guard Brood — May include up to 5, rather than 2, additional Hive Guard at the listed points cost. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged.

Lictor Brood — Immediately before deployment, each Lictor in the Brood may be separated from the rest of the Brood and operate independently, counting as separate units for all rules purposes. All other options from Codex Tyranids remain unchanged.

Zoanthrope Brood — Zoanthrope Broods containing a Neurothrope may gain the Vortex of Doom psychic power from the Daemonology (Sanctic) psychic discipline, for 59pts, instead of generating an additional power from the Powers of the Hive Mind discipline. The Vortex of Doom psychic power acquired by this unit in this way, counts as a Powers of the Hive Mind psychic power and not a Daemonology (Sanctic) power in all respects. This power is lost if the Neurothrope is removed. All other options from Codex Tyranids remain unchanged.

Venomthrope Brood — Immediately before deployment, each Venomthrope in the Brood may be separated from the rest of the Brood and operate independently, counting as separate units for all rules purposes. All other options from Codex Tyranids remain unchanged.

Maleceptor — The Maleceptor costs 135pts. May include up to 2 additional Maleceptors at the listed points cost. All other options remain unchanged.

Haruspex — May include up to 2 additional Haruspex at the listed points cost. One model may purchase the Alpha Bioform upgrade for 20pts. All other options from Codex Tyranids remain unchanged, although all models must purchased the same options if any options are chosen.

Pyrovore Brood — May include up to 5, rather than 2, additional Pyrovores at the listed points cost. Pyrovores have the Unit Type: Beasts. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged.

Tyranid Shrike Brood — All models in the unit may take Secondary Organs for 14pts/model. All models in the unit may take a Bonded Exoskeleton for 5pts/model. All models in the unit may take a Reinforced Carapace for 16pts/model. All models in the unit may take a Voltage Field for 18pts/model. All models in the unit may take a Regeneration for 15pts/model. All other options from Codex Tyranids remain unchanged.

Ravener Brood — One model may purchase the Alpha Bioform upgrade for 15pts. All other options from Codex Tyranids remain unchanged.

Gargoyle Brood — One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged.

Toxicrene — May include up to 2 additional Toxicrenes at the listed points cost. One model may purchase the Alpha Bioform upgrade for 5pts. All other options remain unchanged, although all models must purchased the same options if any options are chosen.

Carnifex Brood — One model may purchase the Alpha Bioform upgrade for 20pts. All other options from Codex Tyranids remain unchanged.

Biovore Brood — May include up to 5, rather than 2, additional Biovores at the listed points cost. One model may purchase the Alpha Bioform upgrade for 5pts. All other options from Codex Tyranids remain unchanged.

Trygon — May include up to 2 additional Trygons at the listed points cost. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged, although all models must purchased the same options if any options are chosen.

Trygon Prime — Gains a Voltage Field at no additional cost. All other options from Codex Tyranids remain unchanged.

Mawloc — May include up to 2 additional Mawlocs at the listed points cost. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged, although all models must purchased the same options if any options are chosen.

Stone Crusher Carnifex Brood — One model may purchase the Alpha Bioform upgrade for 20pts. All other options remain unchanged.

Wargear Changes

Strangleweb — If fired on Overwatch against a unit, and it causes at least one unsaved wound, the unit containing the model armed with the Strangleweb gains the Counter-Attack special rule and counts as being armed defensive grenades for the remainder of the Assault phase.

New Units

Bioqueen

At the centre of any colony or hive sits the queen, and in large-scale planetary lifeforms that dominate their ecosystem, they are frequently not pure breeders but super-intelligent administrators, directing and marshaling the individual members with, cold, regimented precision. This alien logistical ability translates directly into strategic insight and sometimes even to tactical acumen, and in cases where they themselves possess powerful or deadly bodies, they can boost their efficiency as commanders further by accompanying their forces to the warzone.

0-1 HQ 235pts

WS BS S T W I A Ld Sv
Bioqueen 9 4 6 6 5 6 4 10 3+


UNIT TYPE

The Bioqueen is Monstrous Creature (Character)

UNIT COMPOSITION

Bioqueen

WARGEAR:

  • Two pairs of Scything Talons

SPECIAL RULES:

  • Psyker (Mastery Level 2)
  • Shadow in the Warp
  • Synapse Creature
  • Race Mother
  • Brain Bug

Race Mother

Even where there is a wide biological difference between individual specialists across dozens or maybe hundreds of generations, their genetic history traces them back to one dynasty of life forms, the heart of the planet-sized bionetwork, where every other family member are their eyes, ears, and limbs.

Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single brood of Tyrant Guard can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit can choose to accept and issue Challenges as if they were characters.

Brain Bug

The most intelligent lifeforms in hive societies are critical nodes in the effective functioning of their highly coordinated societies, and their loss — while survivable — impairs their efficiency until a new leader can be raised.

The Price Of Failure secondary objective applies to the Bioqueen as if it was a Lords of War selection. As the Bioqueen has less than 9 wounds as standard, this means that the death of a single Bioqueen will only surrender a single additional victory point in most cases.

PSYKER:

The Bioqueen generates its psychic powers from the Powers of the Hive Mind, Biomancy, Pyromancy, Telepathy and Telekinesis disciplines.

OPTIONS:

  • May take items from the Monstrous Bio-cannons, Melee Bio-weapons, Biomorphs, and Tyranid Bio-artefacts lists.
  • May take Flesh Hooks for 5pts, or items from the Thorax Biomorphs list.
  • May take any of the following upgrades:
    • Indescribable Horror 10pts
    • Old Adversary 15pts
    • Hive Commander 20pts
    • Alien Cunning 25pts
    • Swarm Leader 30pts
    • Planetary Overlord 20pts
    • Psyker (Mastery Level 3) 30pts
    • Wings 35pts
    • Psychic Nexus 40pts
  • May take up to two of the following Tail biomorphs:
    • Prehensile Pincer 10pts
    • Toxinspike 10pts
    • Thresher Scythe 10pts
    • Bone Mace 15pts

This entry basically makes the Swarmlord customizable to a similar degree to a Hive Tyrant. In fact, no, really it’s just a Hive Tyrant with the equivalent of Master of the Legion and a couple of extra options and buffs, which is what a Swarmlord should be. Brain Bug discourages you from taking two, but does not prohibit it outright.


Dactylis

The Dactylis, or Propriocaptus Dactylis Majoris to give its full classification by the Magos Biologis, is the largest of a class of Tyranid battlefield creatures that use extremely powerful arm-like limbs to pitch or throw immense ordnance across large distances, often at fast-moving targets, with alarming accuracy. These are not clumsy catapult-like stumps, but highly sophisticated multi-jointed limbs socketed into a creature that seems to serve three functions; a great mass just to stabilize the massive forces involved in swinging its arms, a complex but highly focused neurovestibular system and spatial-tuned brain to calculate and coordinate throwing angles and targeting moving objects, and finally an oversized feeder gland which cultivates giant tic-like Bile Pods. These are detached and thrown as ammunition, and are so massive that, rather than penetrating heavily-armored targets like a traditional munition, they knock them out of position, spoiling targeting and disrupting the careful formation of mechanized assaults. Of course the force alone will easily destroy lighter vehicles and weapon batteries, and the acidic bile in the tic’s bodies is devastating to infantry.

Lords of War 710pts

WS BS S T W I A Ld Sv
Dactylis 3 4 10 8 6 3 2 10 3+


UNIT TYPE

A Dactylis is a Gargantuan Creature

UNIT COMPOSITION

1 Dactylis

WARGEAR:

  • 2 Bile Pod Catapults
  • Toxic Miasma

Broodlord Prime

Deadliest of their kind, Broodlords command and direct other Genestealers to reproduce by infecting other species, and to defend their nests by coordinating their attacks against any trespassers. While not believed to be sentient, they undoubtedly possess a formidable intellect and can learn not just from direct experience, but from observation of others. They are also known to be capable of advanced problem-solving, and in the confines of their own territory are a tactical match for any commander.

HQ 90pts

WS BS S T W I A Ld Sv
Broodlord Prime 7 2 5 5 3 7 4 10 3+


UNIT TYPE

A Broodlord Prime is Infantry (Character)

UNIT COMPOSITION

1 Broodlord Prime

WARGEAR:

  • Two pairs of Rending Claws

SPECIAL RULES:

  • Very Bulky
  • Fleet
  • Hit and Run
  • Independent Character
  • Move Through Cover
  • Precision Strike
  • Psyker (Mastery Level 1)
  • Alien Intelligence

Alien Intelligence

So intelligent are some Genestealers that they develop psychic powers, and these combined with their control over their Brood, allows them to all move and fight as if they were as single, multi-bodied creature, possessing the same coordination between each individual as each one has over their own limbs.

Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single brood of Alpha Genestealers can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit models in any such unit can choose to accept and issue Challenges as if they were characters.

OPTIONS:

  • May take items from the biomorphs list.
  • May upgrade to a Mastery Level 2 psyker for 30pts.
  • May upgrade to have Psychic Nexus for 40pts.

Alpha Genestealer Brood

Alpha Genestealers are those who, whether by a quirk of genetics or, perhaps, the mysterious guidance of an unknown force, develop exceptional attributes even by the standards of their own curiously mutable biology. This makes them stronger, faster, or in some other way more lethal to their prey, and this in turn elevates them above the rest of them kind, clustering together to attack the most dangerous and well-protected targets.

Elites 110pts

WS BS S T W I A Ld Sv
Alpha Genestealers 6 2 4 4 2 6 3 10 4+


UNIT TYPE

Alpha Genestealers are Infantry

UNIT COMPOSITION

3 Alpha Genestealers

WARGEAR:

  • Two pairs of Rending Claws

SPECIAL RULES:

  • Bulky
  • Fleet
  • Hit and Run
  • Move Through Cover
  • Precision Strike
  • Stealth

OPTIONS:

  • All models may take the Adrenal glands biomorph for 5 pts/model.
  • All models may take the Toxin sacs biomorph for 5 pts/model.
  • All models may take the Flesh Hooks biomorph for 4 pts/model.
  • All models may take the Acid Blood biomorph for 10 pts/model.
  • All models may take the Regeneration biomorph for 11 pts/model.
  • All models may take the Secondary Organs biomorph for 8 pts/model.
  • All models may take the Bonded Exoskeleton biomorph for 6 pts/model.
  • All models may take the Reinforced Carapace biomorph for 9 pts/model.
  • All models may take the Voltage Field biomorph for 7 pts/model.
  • May upgrade to Brotherhood of Psykers for 50 pts.

Ymgarl Genestealer Brood

The Ymgarl strain of Genestealers are among the oldest known to Humanity, yet their origins and the source of their marked differences to other Genestealers is a mystery. It has been argued that they must provide some kind of benefit, if not to the Tyranids then at least to other Genestealers that they are sometimes found amongst. However, there is little consensus on what benefit that might be. In the context of their interactions with other Genestealer broods, it has been theorised that, perhaps, they act as sentries, since they are only found hibernating at the furthest edges of a nest; or that they may be scouts, since they have to venture to feed often. But possibly they are parasites to Genestealers as much as Genestealers are to other life, and are as readily abandoned by a migrating Genestealer brood as by the hive fleets they seek.

Fast Attack 110pts

WS BS S T W I A Ld Sv
Ymgarl Genestealers 6 0 4 4 1 6 2 10 4+


UNIT TYPE

Ymgarl Genestealers are Infantry

UNIT COMPOSITION

5 Ymgarl Genestealers

WARGEAR:

  • Rending Claws
  • Scything Talons

SPECIAL RULES:

  • Concealed Hibernation
  • Deep Strike
  • Infiltrate
  • Ymgarl Factor

Concealed Hibernation

Ymgarl Genestealers have such a voracious metabolism that any time when prey is not readily available, they must enter a kind of hibernation. Undetectable to most sensors and frequently even the naked eye at any sort of distance, they can nevertheless reanimate themselves almost instantly if they detect prey nearby.

If the Ymgarl Genestealer Brood Deep Strikes, it will not scatter. Units that fire at Ymgarl Genestealers between the Player Turn that the unit performs their Deep Strike and the end of the following Player Turn can only fire Snap Shots with weapons that do not have the Template type. As this represents a unit that was already in place but undetected, it may Deep Strike in Zone Mortalis missions.

OPTIONS:

  • May add an additional 5 Ymgarl Genestealers for 19pts/model.

Buster Genestealer Brood

What appear to be bizarre mutations of the common Genestealer, Busters (as they have been named by members of the Solar Auxilia) have a highly acidic and extremely unstable ichor circulating through their body. As this often results in its own death, it raises uneasy questions as to how the exact same mutation is observed in unconnected colonies, as it flies in the face of natural selection.

Heavy Support 85pts

WS BS S T W I A Ld Sv
Buster Genestealers 4 0 4 3 1 4 2 10 5+


UNIT TYPE

Buster Genestealers are Infantry

UNIT COMPOSITION

3 Buster Genestealers

WARGEAR:

  • Two pairs of Rending Claws

SPECIAL RULES:

  • Acid Blood
  • Poison
  • Slow and Purposeful
  • Volatile Biochemistry

Volatile Biochemistry

When shocked, the acidic blood of the Buster undergoes an extreme chemical reaction which results in the Buster literally exploding, and causing a chain reaction which detonates the other Busters around them. Able to blast apart heavy armor and fortifications that even a Genestealer’s superlative claws cannot rend, it is a wonder how such a creature can exist, as the Buster itself clearly does not benefit from such a physiology.

After the Initiative 1 step of combat, but before combat resolution has been calculated, the Genestealer Infestation player may elect to remove all models as casualties. Place a Large Blast marker over any of the Buster Genestealers. Every other unit (friend or foe) under the blast marker suffers D3 hits if at least one model is partly under the blast marker. The Strength of these hits is equal to 4, but is increased by 1 for each additional Buster Genestealer remaining after the Initiative 1 step, to a maximum of Strength 10. These hits are resolved at AP2 and ignore cover saves, and have the Armourbane and Wrecker special rules. Once all hits have been resolved, remove all models in the Buster Genestealer Brood as casualties.


New Wargear

Bile Pod Catapult

Bile Pods are actually the bloated bodies of massive tic-like Tyranid creatures. The incredible muscle power of the Dactylis hurtles them forward at supersonic speeds like enormous solid cannonballs – any target that they don’t pulverize instantly or flip over will at least be knocked out of position, and the sonic shockwave in their wake creates a concussive wave which can even send aircraft tumbling from the sky. Though this is the most dangerous aspect of the ammunition, there is still the secondary consequence of corrosive acid being sprayed everywhere, which is lethal enough to lighter vehicles and infantry.
Range S AP Type
Bile Pod Catapult 80" 7 2 Primary Weapon 1, Barrage, Impact Shock, Massive Blast, Sonic Boom, Strikedown


Sonic Boom — After firing the bile pod, draw a straight line between the Dactylis and the central hole of the Massive Blast marker. Roll a dice for each Flyer, Flying Monstrous Creature, or Flying Gargantuan Creature model crossed by this line. On a roll of 1, an Flyer will Crash and Burn, while a Flying Monstrous Creature or Flying Gargantuan Creature will take D3 wounds with no saving throws allowed.

Impact Shock — After adjusting for scatter, any model covered at least partially by the central hole of the Massive Blast marker takes a single S10 AP1 hit with the Concussive and Sunder special rules (this is instead of the normal hit for this weapon). Any vehicle (including Super-heavy vehicles) that suffer a Penetrating hit result from this hit may only fire Snap Shots in the following game turn. After this hit is resolved, any non-fortification model (including vehicles which are immobile) is moved D6" directly away from the Dactylis (without changing their facing if they are vehicles), and vehicles automatically counts as Tank Shocking or Ramming any other models (friend or foe) in their path, without regard to the usual restrictions, while non-vehicle models stop within 1" of any other unit they encounter but cause a single automatic hit against that unit at their own unmodified Strength value (using the same rules as for Hammer of Wrath hits).

New Biomorphs

The following are options for all Tyranids which can select from the Biomorphs section of the Codex Tyranids Wargear list.

Secondary Organs 25pts

Some creatures have secondary organs to make them faster at peak activity but which can, if only for a short time, stand in for trauma or even complete destruction of one or several of their primary organs.

This model gains the Feel no Pain special rule.

Bonded Exoskeleton 25pts

Sometimes the exoskeleton of an organism has evolved to have each segmented section fused together to form a much stronger natural defense than usual.

Models with this biomorph improve the value of their armor save by 1, so a 6+ armor save becomes a 5+ armor save, a 5+ armor save becomes a 4+ armor save, etc. This cannot be used to improve an armor save to become better than 2+, and models that do not have an armor save count as having a 6+ armor save after applying this upgrade.

Reinforced Carapace 30pts

In some creatures, layer upon layer of chitinous plates are interspersed with resin-like secretions which disperse kinetic impacts and attenuate heat and other radiation, providing exceptional resilience even to direct hits from advanced weaponry.

All shooting attacks against models with this biomorph are resolved at -1 Strength. This does affect the Instant Death threshold.

Voltage Field 30pts

Some creatures have a physiology that allows them to amplify their own bioelectric currents in a similar fashion to some ancient Terran eels. At extremes this has been observed as the ability to project a series of concentric electrical loops around them which obliterates small objects that pass through too many of the loops too quickly, and a more active challenging of raw electricity along their limbs when they strike.

Models with this biomorph gain a 5+ invulnerable save, and all of this model’s melee attacks gain the Haywire special rule, regardless of the weapon being used and in addition to any weapon special rules. However, when any roll on the Haywire table is made due to a strike from a model with this biomorph (that did not have the Haywire rule already from another source), the result is reduced by -1. When striking units with an armor value, models may choose to either use the Strength of the attack to penetrate normally, or to apply the Haywire rules.

There’s a lot more armor in 30k games, and for Tyranids, only a select few ways of dealing with it. Carnifexes are the only efficient way, but have low mobility and are easily singled out by high-powered weapons. The high points totals common to 30k games lets you take more, but the scaled-up offensive weaponry more than compensates for this, and Tyranids don’t have much corresponding weaponry of their own. The solution is to stick with the Tyranid theme and allow them more ways for medium-threat units to hurt vehicles in assault, and for high-threat units to be more efficient at it. Also, invulnerable saves are extremely rare, but unfortunately all of the Tyranids which need protection are Monstrous Creatures and cannot use Look Out, Sir! or “ablative wounds” strategies to stay alive, and can rarely benefit from cover while also doing their job properly. This puts them at a serious disadvantage in 30k games with powerful weaponry and very large blobs of infantry, which is why a means of getting at least a basic invulnerable save is fair.

Hopfoot 25pts

These creatures have fin-like stabilizing spines and amazingly taut backsprung hind legs which allow them to launch themselves through the air like enormous fleas – or at their foes like spiny cannonballs.

May only be chosen by models with the Infantry type. The models change their type to Jump Infantry. When they use their Jump ability to charge into assault, they gain D3 Hammer of Wrath hits instead of 1 (roll once for all models in the same unit).

Mostly this is an attempt to make Tyrant Guard useful(ish) by allowing them to keep up with a Flying Hive Tyrant, sorta. Preliminary playtesting indicates that this hasn’t really worked in practice (nobody takes Flyrants for 12" of non-flying movement, they take it for Jink and Snap Shots to hit while Swooping) and probably needs to be re-thought completely.

Exceptional Wargear

This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)

Hyperactive Metabolism — Tyrandis only (50 points)

The swollen hormone glands of this creature drive its metabolism into such an overload that it can regrow damaged limbs and organs, and purge poisons and tumors, with astonishing speed.

The bearer may re-roll It Will Not Die! or Regeneration rolls. Attacks with the Sniper special rule only wound it on a 6; attacks with the Poison special rule only wound it on a 6 (unless the attack’s Strength would cause a wound on a lower result), and attacks with the Fleshbane special rule that successfully roll to wound must be re-rolled. Finally, a D6 may be rolled when they suffer an effect which causes a temporary reduction to their statistics; on a 4+, the statistic reduction (but not other consequences of the effect, if any) is ignored.

New Special Rules

Alpha Bioform

Alpha bioforms are those with the natural instinctive leadership among their particular strain of creature that, when the direction of the Hive Mind is weak, they can briefly command those of their kind through a leading example or, maybe, a sufficiently impressive roar.

Models with the Alpha Bioform special rule have a +1 bonus to their standard Leadership (up to a maximum of 9) and a unit containing a model with the Alpha Bioform special rule may make one re-roll when it rolls on the Instinctive Behavior table. Finally, they may accept and issue Challenges as if they were characters, but suffer no penalty if they do not do either. Models with this special rule should always be modeled or painted appropriately to be visually distinct from those without this special rule.

Psychic Nexus

For those races with a shared psychic link, those that sit at the center of the racial web will have a formidable consciousness that is capable of drawing upon experience older than their own lives.

Units with this special rule may select, rather than randomly roll for, their Psychic powers.

Bug Planet

Unlike the Tyranid scourge nearly ten thousand years later, the bio-beast armies that the Legions faced were not invaders adapting as they arrived, but instead were natives that were already perfectly integrated within their ecosystem over thousands if not millions of years.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Bug Planet detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Tyranid army.

Effects:

  • Without Number
With thousands of lesser creatures for every apex predator, some battles can go on for days as massive swarms gather to gain victory by attrition if nothing else.
Termagant Broods may pay an additional 50pts, and, when the unit has been destroyed, an identical unit be may placed into Ongoing Reserves.
  • Stratoformers
While many species of xenos display significant adaptation to their environment (whether this is engineered or evolutionary), some are also known, like humans, to adapt their environment to suit their biology. In extreme cases, this capability is seen evident on a wide scale, changing the land or the atmosphere to make not just the native life but the entire world a weapon against invasion.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Stratoformers detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Tyranid army.

Effects:

    • The opposing force suffers a +1 or -1 penalty to their score to determine who chooses who deploys first, who has the First Turn, and/or for Scout Redeployment where this is relevant to the mission being played, chosen by the Tyranid player.
    • The opposing force suffers a +1 or -1 penalty to bring units in from Reserves (including Deep Strike Reserves and Ongoing Reserves) where this is relevant to the mission being played, chosen by the Tyranid player. This has no effect where the no roll is made or it is automatically successful.
    • The opposing force suffers a +1 or -1 penalty to rolls on the Deep Strike Mishap table, chosen by the Tyranid player.
    • The opposing force suffers a +1 or -1 penalty to rolls for Outflank, chosen by the Tyranid player.
    • Each game turn, the first time any model in an opposing force tries to make use of any special rule or benefit conferred by the possession of any Nunci-vox, they must roll a D6 – if they roll a 1-3 then the Nuncio-vox possessed by this model is inoperative for this turn. Roll separately for each Nuncio-vox possessed by each different model at the time their individual rules are invoked.
    • Drop Pod units (of any kind) with the Inertial Guidance System special rule lose the benefit of that special rule. Instead, if their final position would result in a Deep Strike Mishap, they may re-roll their scatter result in an attempt to avoid a Deep Strike Mishap (but may not re-roll a scatter result which does not result in a Deep Strike Mishap).
    • All models in this detachment gain a 4+ cover save against shots from Bombardment, Focused Bombardment, or Orbital Bombardment weapons.

Limitations:

  • This detachment must take one additional Compulsory Troops choice in addition to that normally required by the Force Organisation Chart.
  • This detachment may not have more Elites and HQ selections in total than they have Troops selections in the detachment.
  • Compulsory Troops choices for this detachment must be made of Termagant units.
  • Each Termagant Brood must purchase a Ripper Swarm as part of the same selection on the Force Organisation Chart. Each Gargoyle Brood must purchase a Sky-Slasher Swarm as part of the same selection on the Force Organisation Chart. These additional units must purchase a minimum of two extra bases for each full ten additional models that are purchased for their corresponding unit. For example, a Termagant Brood containing 30 models requires the purchase of a Ripper Swarm comprising at least six bases.

Royal Guard

For xenocide campaigns during the Great Crusade, the deciding battle usually involved the destruction of the controlling 'head' - an extremely dangerous undertaking in the case of many xenos empires, as they were inevitably surrounded by the strongest and fittest bodyguards that they could produce.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Royal Guard detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Tyranid army.

Effects:

  • Elite Guard Tyrant Guard units in this detachment may take up to 5 additional models, and may also take the following additional options:
    • gain a Bonded Exoskeleton for 15pts/model
    • gain a Reinforced Carapace for 25pts/model
    • gain a Voltage Field for 22pts/model
    • gain Regeneration for 27pts/model
  • Alpha-Plus Tyranid Primes and Tyranid Warrior units in this detachment gain +1 Toughness. Furthermore, any Tyranid Warrior unit purchased may be lead by a Tyranid Prime as part of the same Troop selection on the Force Organisation Chart. Finally, any Tyranid Warrior unit may take the following additional options:
    • May upgrade to Brotherhood of Psykers for 95 pts, generating powers from the Biomancy discipline only.
  • Royal Family The Price of Failure secondary objective for destroying a Bioqueen in this detachment is only earned by an opposing army if the Bioqueen is the Warlord. This does not interact with any other way of earning the Price of Failure Secondary Objective (for example, by destroying a Lord of War, or by destroying a Bioqueen from another Detachment).
  • Titanic Bulk Any unit in this detachment may choose to gain additional wounds per model, at a cost per model equal to their starting number of Wounds on their profile (before wargear or options, etc. but including any added by previous purchases of Titanic Bulk), times 10 points, per wound. For example, adding a single wound to a Tyrant Guard unit would cost 20 points per Tyranid Guard in the unit; adding yet another wound (for a total of 4) would cost another 30 points.

Limitations:

  • Tyranid Warrior units become Troops and must be fieled in all compulsory Troops selections.
  • Tyranid Warrior units are the only scoring Troops units (other units may be scoring units if they are not Troops, and all units remain Denial units).

Age of Darkness Theme: Genestealer Infestation

Age of Darkness Themes are a means of gathering together several different elements into a new or unusual way of fielding an army inspired by a particular setting or event from the grand milieu that is the Horus Heresy. An Age of Darkness Theme might combine units from different army lists, present new Force Organisation charts, Warlord Traits, wargear and character options or modify victory conditions or other mission special rules. The use of Age of Darkness ‘Themes’ are optional and require the agreement of both players to use.

The Age of Darkness Theme that follows represents an established colony of Genestealers (or something rather like them), either an effort to exterminate the colony, or their counter-attack against a stalled offensive. Though it would be many more millennia before they would be recognized as scouts of the later Tyranids, Genestealers had been a menace to humans since they first visited the moons of Ymgarl during the Dark Age of Technology, and some of the most hazardous “Zone Mortalis” engagements of the Great Crusade were clearing caverns, Hive Cities, and Space Hulks of Genestealer colonies.

Building a Genestealer Infestation Army

  • A Genestealer Infestation Army is chosen from Codex Tyranids.
  • A Genestealer Infestation Army may only be used when playing a Zone Mortalis game. A Genestealer Infestation Army will therefore use a standard Zone Mortalis Detachment and will not use any special Tyranid Detachments or optional detachments, except by agreement.
  • A Genestealer Infestation Army may only select Genestealer units (Broodlord Prime, Genestealers, Alpha Genestealers, Ymgarl Genestealers, Buster Genestealers).
  • The opposing force gains a free Spearhead Sentry Gun (see the Isstvan III Zone Mortalis Stratagems from Horus Heresy Book One Betrayal) for every 1,000 points in your force, or part thereof. This is true even if that optional special rule is not being used in the mission.
  • “They mostly come out at night… mostly.” — Genestealer Broods may choose the following options:
    • Genestealer Broods may upgrade every model to have the Hit and Run special rule for 6pts/model.
    • Genestealer Broods may upgrade every model to have the Move Through Cover special rule for 3pts/model.
    • Genestealer Broods may upgrade every model to have the Stealth (Zone Mortalis) special rule for 3pts/model.
    • Genestealer Broods may pay an additional 50pts, and, when the unit has been destroyed, an identical unit may placed into Ongoing Reserves.
  • “What do you mean, ‘They cut the power’?” — The Genestealer Infestation player can always elect to use the Night Fighting rules.
  • “Nuke the site from orbit. It’s the only way to be sure.” — The Genestealer Infestation player’s opponent may always elect to use the Attrition optional special rule in Zone Mortalis games.
  • “That can’t be; that’s inside the room.” — The Genestealer Infestation player can always elect to use the Enemy Unknown optional special rule in Zone Mortalis games. Additionally, Genestealer Units can move through locked doors if they pass an Initiative test (this does not open the door, it simply allows them to move through it, representing the use of a duct or similar means to bypass it altogether).
  • “They’re coming outta the goddamn walls!” — If, when a Genestealer unit nominates a unit that will charge, the distance in inches of all models in the Genestealer unit to any model from the unit that they’re charging, is equal to or greater than the double the highest Initiative score of the target unit, then the Genestealers may take an Initiative test (a roll of 6 always fails). If this test is passed, they gain the Jink special rule for the Assault phase.
  • “What the hell are we supposed to use, man?” — If the Cold Void & Poisoned Air optional special rule is in effect, any ranged weapon with the Melta, Shred, or Rending special rule but without the Template range or Pistol type, plus any Missile type weapons, gain the Gets Hot! special rule, and non-Genestealer units gain no benefit from Assault or Defensive Grenades, to represent the Genestealers making deliberate use of volatile and precarious accessways to discourage ranged attack with high-powered weaponry.
  • “They’re all around us, man!” — If more than one Genestealer unit charges into the same combat on the same Charge sub-phase, all Genestealer units in that combat count as having Assault Grenades.
  • “Maybe they don’t show up on infra-red at all.” — Units gain no benefit from the Night Vision special rule when targeting Genestealer units, and Genestealer units gain Feel No Pain (4+) against any weapon with the Ignores Cover special rule, unless they have the Template range.
  • “Game over, man! Game over!” — Genestealer units cause Fear.

Eldar in 30k (Eldar Craftworlds, Dark Eldar, Eldar Harlequins, and Eldar Corsairs)

Despite the once-mighty Eldar's uncontested reign over a galactic empire lasting millions of years evaporating overnight towards the end of the Age of Strife, the multitudinous individual forces that remain – massive space arks, starfleets, settled worlds, and the unknown origin of raiders who seem to pop out from another dimension – are all still forces with the might to challenge the Legiones Astartes at times.

The Eldar and Dark Eldar (and Harlequins and Corsairs) have needed some serious realignment to fit into 30k. Moreso than any other faction here, playing the various Eldar armies with this 30k list is completely unlike playing them in 40k – not just to rebalance them, but to fit with the 30k theme. The Great Crusade immediately followed the Fall and the Eldar subcultures hadn’t really solidified yet. Sure, the Craftworld Eldar were clinging to the Eldar race’s past, the Dark Eldar to its recent preset, while the Exodites rejected both and the Harlequins were always different to them all, with Corsairs fitting in somewhere between every other Eldar subfaction. But as the Aspects were still very new and the Path was in its formative stages, life on Craftworlds was not nearly as spartan as it would inevitably become; nor were they yet beginning to resemble tombs as much as cities, as they were still new and did not exhibit derelict collapse, untamed overgrowth, and the ever-increasing reanimation of the souls of its dead. Commorragh hadn’t consolidated nearly as much of the territory that it would come to do over the next ten millennia, and many living within still wielded (or at least could wield) psychic powers – if they dared to. The Harlequins, as a warrior-society of chaos-hunters, would have foreseen the inevitability of the Fall and been carefully positioned to survive it, and then been everywhere at once to stem the tide once the old empire collapsed. As for the Exodites, they were always isolationist even from their own kind; and yet, as those escaping the Fall sought out Maiden Worlds and old colonies to claim – or nearby worlds to raid – it turned out to be unavoidable that they would get drawn into the various conflicts of their kin.

Playtesting Status

More playtesting data wanted!

More than any other list here, expect really poor balance even compared to itself, let alone other xenos lists and especially to “normal” 30k lists. Eldar Craftworlds are too strong, Dark Eldar are too weak, Eldar Harlequins are too weird, and Eldar Corsairs are too much of an unhelpful mix of the other three. It’s going to be a very complex process to tweak this.

Existing Sources

The following existing units are allowed:

Note: Eldrad Ulthran may still be selected as a HQ choice, as he is known to have played an active role in the Great Crusade and in particular the subsequent Horus Heresy. Although several others are known to have been alive at the time, they did not interact with humans before the end of the Horus Heresy (e.g. Asdrubael Vect, Urien Rakarth), or were young and unremarkable individuals at this juncture (e.g. Asdrubael Vect, Bel-Annath).

  • Death From the Skies (7th Edition/2016)
    • Fast Attack
      • Crimson Hunters
      • Hemlock Wraithfighters
      • Razorwing Jetfighters
    • Heavy Support
      • Voidraven Bombers
  • Imperial Armour The Doom of Mymeara (7th Edition/2015)
    • HQ
      • Corsair Prince
      • Corsair Void Dreamer
      • Corsair Baron
      • Eldar Wraithseer
    • Troops
      • Corsair Reaver Band
      • Corsair Ghostwalker Band
      • Corsair Cloud Dancer Band
    • Dedicated Transport
      • Corsair Venom
      • Corsair Falcon
    • Elites
      • Corsair Voidstorm Band
      • Corsair Malevolent Band
      • Corsair Wasp Squadron
      • Eldar Wasp Assault Walker
    • Fast Attack
      • Corsair Vyper Squadron
      • Corsair Nightwing
      • Corsair Phoenix
      • Corsair Hornet Squadron
      • Shadow Spectres
      • Eldar Hornet Squadron
      • Eldar Nightwing
      • Eldar Phoenix Bomber
    • Heavy Support
      • Corsair Balestrike Band
      • Corsair Lynx
      • Corsair Warp Hunter Squadron
      • Corsair Night Spinner
      • Corsair Fire Storm
      • Corsair Fire Prism
      • Eldar Lynx
      • Eldar Warp Hunter Squadron
    • Lords of War
      • Vampire Raider
      • Eldar Cobra
      • Eldar Scorpion
      • Eldar Vampire Raider
      • Eldar Skathach Wraithknight
      • Revenant Titan
      • Phantom Titan
  • Warhammer 40,000 Codex Eldar Craftworlds (7th Edition/2015)
    • HQ
      • Eldrad Ulthran, High Farseer of Ulthwé
      • Autarch
      • Farseer
      • Warlock Conclave
      • Spiritseer
    • Troops
      • Guardian Defenders
      • Storm Guardians
      • Windriders
      • Rangers
      • Dire Avengers
    • Elites
      • Howling Banshees
      • Striking Scorpions
      • Fire Dragons
      • Wraithguard
      • Wraithblades
    • Fast Attack
      • Wave Serpent
      • Swooping Hawks
      • Warp Spiders
      • Shining Spears
      • Vyper Squadron
    • Heavy Support
      • Dark Reapers
      • Vaul's Wrath Support Battery
      • Falcons
      • Fire Prisms
      • Night Spinners
      • War Walkers
      • Wraithlords
    • Lords of War
      • Wraithknight
      • Avatar of Khaine
  • Warhammer 40,000 Codex Eldar Harlequins (7th Edition/2015)
    • Troops
      • Troupe
    • Elites
      • Death Jester
      • Shadowseer
      • Solitaire
    • Fast Attack
      • Skyweaver
      • Starweaver
    • Heavy Support
      • Voidweaver
  • Warhammer 40,000 Codex Dark Eldar (7th Edition/2014)
    • HQ
      • Archon
      • Court of the Archon
      • Succubus
      • Haemonculus
    • Troops
      • Kabalite Warriors
      • Wyches
    • Elites
      • Incubi
      • Mandrakes
      • Wracks
      • Grotesques
    • Fast Attack
      • Beastmasters
      • Raider
      • Venom
      • Reavers
      • Hellions
      • Scourges
    • Heavy Support
      • Talos
      • Cronos
      • Ravager
  • Imperial Armour Apocalypse (7th Edition/2014)
    • Dedicated Transport
      • Tantalus
    • Heavy Support
      • Warp Hunter
      • Tantalus
      • Reaper
    • Lords of War
      • Vampire Hunter
  • Imperial Armour Aeronautica (6th Edition/2012)
    • Fast Attack
      • Raven Strike Fighter

Special Rules

The following special rules apply to Eldar detachments:

The Hundred Swords

Most units from Codex Eldar Craftworlds, Codex Dark Eldar, Codex Eldar Harlequins, Imperial Armour The Doom of Mymeara Second Edition, and any other current volume with units belonging to the factions in those books, may be intermixed in any fashion; however, all units are 0-1 choices except as explicitly modified by subsequent rules. This includes units selected as Dedicated Transports! For units that are upgraded to become other units with different Battlefield Roles (e.g. Kabalite Trueborn or Hekatrix Bloodbrides, but not, say, upgrading an Autarch to an Autarch Skyrunner), each different configuration is considered a different type of unit.

No matter which units are chosen, they still only have their own special rules and options and can only choose wargear from their own Codex’s Wargear lists, except as modified by subsequent rules.

Note: Not all units will be the literal same type of Eldar unit as found in their respective forces of 10,000 years hence, they may be employing unique or simply exotic tactics and technologies that, from a gameplay point-of-view, have very similar effects to something codified and standardized at a later time.

Balancing this is insane, and not just because it's four codexes mashed together with enough new units to create a fifth. In particular, the Eldar Craftworlds codex is the most mature non-Imperial codex (outranked only by Space Marines and, maybe, Imperial Guard), with loads of units to cover almost every playstyle. And it's already highly specialized, making it hard to mess with in terms of limiting options or even adjusting points or model counts. The first step is to restrict spammability as much as possible, and to fix some of the most egregious offenses.

Archetype of Legend

All aspects of Eldar life reference their mythology, including the military, political and civilian structures of their society. This does not create some kind of stricture that prevents anyone from utilizing whichever methods work best; simply that those whose experiences resonate with a particular mythical figure are likely to think in terms of that being’s actions, and the lessons to be learned from their specific role in mythology. Where a variety of perspectives exists, there can be great flexibility and power; however, there can also be conflict. This fact more than any other has begun to polarize various concentrations of Eldar into distinct subcultures, and this division will, over thousands of years, do as much to threaten their continued existence as any battles they fight.

Up to three Archetypes of Legend may be purchased for the listed points costs. You may ignore the 0-1 restriction against units corresponding to an Archetype of Legend that has been purchased. You may still take any other units as 0-1 choices, no matter which Archetypes of Legend you purchase, if any.

The first three Archetypes of Legend cover forces that are wild and refuse to slow down for other elements, representing primarily the Harlequins and also those who identify with rapid maneuvers and striking head-on.

  • Conspirators of Cegorach 25pts
    • Troops
      • Harlequin Troupe
    • Elites
      • Shadowseer
      • Death Jester
    • Fast Attack
      • Skyweaver
      • Starweaver
    • Heavy Support
      • Voidweaver
  • Children of the Cosmic Serpent 80pts
    • Troops
      • Windriders
      • Harlequin Troupe
    • Fast Attack
      • Reavers
      • Hellions
      • Shining Spears
      • Wave Serpent
    • Heavy Support
      • Voidweaver
  • Flock of Faolchú 75pts
    • Troops
      • Windriders
      • Corsair Cloud Dancer Band
    • Fast Attack
      • Swooping Hawks
      • Scourges
    • Heavy Support
      • Falcons

The next three Archetypes of Legend encompass forces that work better independently than as part of an integrated whole. Loners, outcasts, and rebels, these forces are frequently compared with, if not always comprised of, Corsairs.

  • Companions of Hoec 35pts
    • HQ
      • Corsair Void Dreamer
      • Corsair Prince
      • Corsair Baron
    • Troops
      • Rangers
      • Corsair Ghostwalker Band
    • Fast Attack
      • Corsair Wasp Squadron/Eldar Wasp Assault Walker
    • Heavy Support
      • Corsair Balestrike Band
  • Aides of Gea 25pts
    • HQ
      • Starseer
    • Troops
      • Storm Guardians
    • Elites
      • Corsair Voidstorm Band
  • Fellows of the Phoenix 30pts
    • Troops
      • Corsair Cloud Dancer Band
    • Fast Attack
      • Corsair Hornet Squadron/Eldar Hornet Squadron
    • Heavy Support
      • Shadow Spectres
      • Corsair Phoenix/Eldar Phoenix Bomber

The next three Archetypes of Legend are those which cover Exodites; savage and destructive, but not cruel or nihilistic. It also covers a rare dimension in Eldar forces; battlefield restoratives, which have a greater importance for unsubtle, committed forces.

  • Friends of Kurnous 40pts
    • HQ
      • Exodite Monarch
      • Exodite Lord
    • Troops
      • Exodite Warband
    • Elites
      • Mandrakes
      • Striking Scorpions
      • Dragon Riders
    • Fast Attack
      • Beastmasters
    • Lords of War
      • Fire Gale
  • Consorts of Isha 20pts
    • HQ
      • Bloodsingers
    • Troops
      • Guardian Defenders
      • Exodite Warband
    • Lords of War
      • Bright Stallion
  • Disciples of the Dragon 45pts
    • HQ
      • Succubus
    • Elites
      • Fire Dragons
      • Incubi
    • Heavy Support
      • Dark Reapers
    • Lords of War
      • Towering Destroyer

The next five Archetypes of Legend align somewhat with the Craftworld forces (or what they would become like), a fast and powerful core but balanced with support from leaders, war machines, and constructs.

  • Pupils of Asuryan 65pts
    • HQ
      • Autarch
    • Troops
      • Dire Avengers
    • Fast Attack
      • Wave Serpent
    • Heavy Support
      • Falcons
  • Attendants of Morai-Heg 85pts
    • HQ
      • Farseer
      • Warlock Conclave
    • Elites
      • Wraithguard
      • Wraithblades
      • Corsair Malevolent Band
      • Shadowseer
    • Heavy Support
      • Hemlock Wraithfighter
  • Prophets of Ynnead 90pts
    • HQ
      • Wraithseer
      • Spiritseer
    • Elites
      • Wraithguard
      • Wraithblades
      • Death Jester
    • Heavy Support
      • Wraithlords
    • Lords of War
      • Wraithknight
      • Skathach Wraithknight
  • Wardens of Lileath 15pts
    • HQ
      • Corsair Void Dreamer
    • Troops
      • Guardian Defenders
    • Elites
      • Howling Banshees
  • Apprentices of Vaul 100pts
    • Fast Attack
      • Corsair Vyper Squadron/Vyper Squadron
      • Corsair Nightwing/Eldar Nightwing
      • Crimson Hunter
    • Heavy Support
      • Falcons
      • Corsair Fire Storm
      • Eldar Lynx/Corsair Lynx
      • Eldar Warp Hunter Squadron/Corsair Warp Hunter
      • Vaul's Wrath Support Battery
      • Fire Prisms/Corsair Fire Prism
      • Night Spinners/Corsair Night Spinner
      • War Walkers
    • Lords of War
      • Vampire Hunter
      • Vampire Raider
      • Cobra
      • Scorpion
      • Revenant Titan
      • Phantom Titan

The next five Archetypes of Legend cover the Dark Muses and the styles that would become popular with Commorraghites as their principal deployment would be offensive raids and similar first-strike actions.

  • Acolytes of Shaimesh 30pts
    • HQ
      • Haemonculus
    • Troops
      • Kabalite Warriors
    • Elites
      • Wracks
      • Grotesques
    • Heavy Support
      • Talos
      • Cronos
  • Courtesans of Lhilitu 30pts
    • HQ
      • Archons
      • Court of the Archon
    • Troops
      • Kabalite Warriors
    • Elites
      • Corsair Voidstorm Band
    • Fast Attack
      • Raider
    • Heavy Support
      • Ravager
      • Voidraven Bomber
  • Champions of Vileth 25pts
    • HQ
      • Archons
      • Court of the Archon
    • Troops
      • Corsair Reaver Band
    • Fast Attack
      • Razorwing Jetfighter
      • Raven Strike Fighter
    • Heavy Support
      • Corsair Balestrike Band
      • Tantalus
      • Reaper
  • Myrmidons of Hekatii 20pts
    • HQ
      • Succubus
    • Troops
      • Wyches
    • Elites
      • Corsair Malevolent Band
    • Fast Attack
      • Razorwing Jetfighter
      • Raven Strike Fighter
    • Heavy Support
      • Tantalus
      • Reaper
  • Suitors of Qa'leh 15pts
    • HQ
      • Succubus
    • Troops
      • Wyches
    • Fast Attack
      • Raider
      • Venom
    • Heavy Support
      • Tantalus
      • Reaper

The final Archetype of Legend, Soldiers of Khaine represents the individual warriors who channel an aspect of the God of War, with incredible competency but no corresponding civilian identity or function.

  • Soldiers of Khaine 100pts
    • HQ
      • Autarch
      • Archons
    • Troops
      • Dire Avengers
    • Elites
      • Howling Banshees
      • Striking Scorpions
      • Fire Dragons
      • Incubi
    • Fast Attack
      • Shadow Spectres
      • Swooping Hawks
      • Warp Spiders
      • Shining Spears
    • Heavy Support
      • Dark Reapers

Their Own Part to Play — The HQ slot(s) on the Force Organisation Chart become non-compulsory as long as the detachment contains at least two of the following in any combination (including two of the same): Shadowseer, Death Jester, Solitaire. This is also true for any Detachment other than the standard Age of Darkness detachment, including Allied detachments, all Zone Mortalis detachments, and any special mission detachments.

A Destiny of War — Equivalent to Master of the Legion. This upgrade may be purchased by whichever model is the Warlord for 50pts, and they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single unit predominantly composed of the same base unit type as themselves (Infantry, Beasts, Cavalry, etc.) after any wargear or upgrades, can be selected as a retinue as part of the same choice on the Force Organisation Chart (but still taking into account whether they are 0-1 selections) – models in any such unit can choose to accept and issue Challenges as if they were characters.

Union of Purpose — Equivalent to Planetary Overlord. This upgrade may be purchased by whichever model is the Warlord for 30pts.

Unit Changes

The following changes apply:

Windriders — Only one (rather than all) models may replace their twin-linked shiruken catapult with another weapon. All other options from Codex Eldar Craftworlds remain unchanged.

Wraithguard — This unit contains 2 Wraithguard for 64pts, and up to 4 additional Wraithguard may be added for 32pts/model. All other options from Codex Eldar Craftworlds remain unchanged.

Wraithblades — This unit contains 2 Wraithblades for 60pts, and up to 4 additional Wraithblades may be added for 30pts/model. All other options from Codex Eldar Craftworlds remain unchanged.

Wraithknight — This unit has a cost of 455pts. All other options from Codex Eldar Craftworlds remain unchanged.

Wyches — If a Hekatrix or Syren purchases Haywire grenades, any Wych or Bloodbride may purchase a Dissonance Resonator for 2pts/model. All other options from Codex Dark Eldar remain unchanged.

Skathach Wraithknight — This unit has a cost of 445pts and is armed with two Deathshroud cannons. Each may be upgraded to an Inferno Lance for 25pts each. All other options from Imperial Armour The Doom of Mymeara remain unchanged.

Forge World, I am disappoint. You’re normally very good, but you’re way off with this one. If Inferno Lances were only D3 instead of D3+2 they wouldn’t cost extra; but while just about all Marine vehicles in 30k (not that this unit is intended for 30k…) will have Armoured Ceramite (though even then, potentially 10 S8 hits against rear AV from 36" is no joke), most forces don’t have this option (even for purely 30k non-Xenos forces) and this thing has more than enough agility to deliver a 4+2D3 Melta bukkake against any facing it likes, running circles around Ion or Flare shields. The only thing that Inferno Lances aren’t a massive deal against? Other Wraithknights…

New Units

Starseer

Before the Fall, the Starseers were the architects of restoring damaged parts of the webway, rerouting dead (or deadly) destinations, or even, if the conditions were perfect, creating wholly new paths. The Webway being a legacy of their predecessors, this was never easy for the Eldar even at the height of their power, and – as critically important as it was – the massively increased danger of this work after the Fall means that no known Starseers survive the following 10,000 years, leaving the Eldar of that time unable in most cases to do anything more than avoid dangerous sections of the webway, or, sometimes, seal them off at great cost.

HQ 70pts

WS BS S T W I A Ld Sv
Starseer 4 4 3 3 2 5 1 9 -


UNIT TYPE

A Starseer is Infantry (Character)

UNIT COMPOSITION

1 Starseer

WARGEAR:

  • Rune Armour
  • Witchblade

SPECIAL RULES:

  • Ancient Doom
  • Fleet
  • Independent Character
  • Psyker (Mastery Level 2)

PSYKER:

Starseers select their powers from the Divination, Telepathy, and Aethermancy disciplines (disregard Corsair-related restrictions on Aethermancy powers when used by a Starseer).

OPTIONS:

  • May upgrade to Master Level 3 for 30pts.

Exodite Monarch

Whether by ancestry, conquest, or the consensus of their tribe, an Exodite Monarch typically sits at the top of the feudal web which governs most of the Exodite worlds. With access to the best equipment and tutors their society can provide, they will be experts at war and combat, and their leadership unquestionable.

HQ 65pts

WS BS S T W I A Ld Sv
Exodite Monarch 6 5 3 3 2 5 3 10 5+
Exodite Monarch on Dragon 6 5 4 4 3 5 5 10 4+


UNIT TYPE

An Exodite Monarch is Infantry (Character), an Exodite Monarch on Dragon is Cavalry (Character)

UNIT COMPOSITION

1 Exodite Monarch

WARGEAR:

  • Power Weapon (Exodite Monarch only)
  • Laser Lance (Exodite Monarch on Dragon only)

SPECIAL RULES:

  • Independent Character
  • Fleet (Exodite Monarch only)
  • Very Bulky (Exodite Monarch on Dragon only)
  • Furious Charge (Exodite Monarch on Dragon only)
  • Rampage (Exodite Monarch on Dragon only)
  • Jink (Exodite Monarch on Dragon only)
  • Blood Frenzy (Exodite Monarch on Dragon only)

OPTIONS:

  • May purchase a Laspistol for 3pts, or a Shuriken Pistol for 5pts, or a Combat Shield for 5pts.
  • May purchase Plasma grenades for 5pts.
  • May purchase a Forceshield for 20pts.
  • May upgrade to a Exodite Monarch on Dragon for 25pts.
  • An Exodite Monarch on Dragon may upgrade a Combat Shield to a Boarding Shield for 5pts.

Exodite Lord

Exodite Lords are aristocrats of Exodite society, the heads of houses or clans that have the favor of their monarch through chivalrous service or ancient pacts. Though many lords take to war in a Knight, others will call upon their subjects and lead a host to battle, frequently atop a “dragon” – a vicious lizard-like creature native to the Eastern Fringes which has been broken as a mount.

HQ 35pts

WS BS S T W I A Ld Sv
Exodite Lord 5 4 3 3 1 5 2 9 5+
Exodite Lord on Dragon 5 4 4 4 2 5 4 9 4+


UNIT TYPE

An Exodite Lord is Infantry (Character), an Exodite Lord on Dragon is Cavalry (Character)

UNIT COMPOSITION

1 Exodite Lord

WARGEAR:

  • Power Weapon (Exodite Lord only)
  • Laser Lance (Exodite Lord on Dragon only)

SPECIAL RULES:

  • Independent Character
  • Fleet (Exodite Lord only)
  • Very Bulky (Exodite Lord on Dragon only)
  • Furious Charge (Exodite Lord on Dragon only)
  • Rampage (Exodite Lord on Dragon only)
  • Jink (Exodite Lord on Dragon only)
  • Blood Frenzy (Exodite Lord on Dragon only)

OPTIONS:

  • May purchase a Laspistol for 2pts, or a Shuriken Pistol for 5pts, or a Combat Shield for 5pts.
  • May purchase Plasma grenades for 5pts.
  • May upgrade to a Exodite Monarch on Dragon for 20pts.
  • An Exodite Lord on Dragon may upgrade a Combat Shield to a Boarding Shield for 5pts.

Bloodsingers

Unlike the Heartweavers of the Craftworlds, Bloodsigners take their lessons equally from both Isha and Kurnous, their arts of restoration and replenishment not tied to rest, peace or safety, but rather like the rush of pain-neutralizing adrenaline, as a predator pounces on his prey. No matter their age or heraldry they are considered by the Exodites to possess the last essence of their now-dead gods, and are held in great esteem within Exodite society.

HQ 65pts

WS BS S T W I A Ld Sv
Bloodsinger 5 5 3 3 1 5 1 9 5+
Bloodsinger on Dragon 5 5 4 4 2 5 3 9 4+


UNIT TYPE

A Bloodsinger is Infantry (Character), a Bloodsinger on Dragon is Cavalry (Character)

UNIT COMPOSITION

1 Bloodsinger

WARGEAR:

  • Force Staff

SPECIAL RULES:

  • Independent Character
  • Lifesurge
  • Fleet (Bloodsinger only)
  • Psyker (Mastery Level 2)
  • Very Bulky (Bloodsinger on Dragon only)
  • Furious Charge (Bloodsinger on Dragon only)
  • Rampage (Bloodsinger on Dragon only)
  • Jink (Bloodsinger on Dragon only)
  • Blood Frenzy (Bloodsinger on Dragon only)

Lifesurge

At the beginning of each of your turns, you may choose one of the following rules to apply to the Bloodsinger and any unit they have joined (the effects persist until the start of your next turn):

  • Rage
  • It Will Not Die
  • Feel No Pain

PSYKER:

Bloodsingers select their powers from the Biomancy and Daemonology (Sanctic) disciplines.

OPTIONS:

  • May replace their Force Staff with a Force Sword or Force Axe for free, or a Witch Staff for 5pts.
  • May purchase a Laspistol for 2pts, or a Shuriken Pistol for 5pts.
  • May purchase Plasma grenades for 5pts.
  • May upgrade to Master Level 3 for 30pts.
  • May upgrade to a Bloodsinger on Dragon for 20pts.

Exodite Warband

Exodite military structures are typically somewhere between a tribal horde of primitive warriors, to perhaps a rank of medieval knights. Though they do have access to advanced technology, warfare to them is usually a matter of settling disputes or matters of honour, and this is done up-close, not over the horizon.

Troops 90pts

WS BS S T W I A Ld Sv
Exodite Page 4 4 3 3 1 5 2 7 5+
Exodite Champion 5 4 3 3 1 5 3 8 5+


UNIT TYPE

An Exodite Page is Infantry, an Exodite Champion is Infantry (Character)

UNIT COMPOSITION

9 Exodite Pages and one Exodite Champion

WARGEAR:

  • Mesh Armour
  • Lasgun

SPECIAL RULES:

  • Fleet

OPTIONS:

  • May add an up to an additional 20 Exodite Pages for 9 pts/model.
  • All models may exchange their Lasgun for a Laspistol and Close Combat Weapon for free, or a Close Combat Weapon and Combat Shield for free.
  • The entire unit may purchase Plasma grenades for 1pts/model.
  • The entire unit may purchase Heavy Mesh Armour for 3pts/model.

Dragon Riders

The elite of the Exodite’s forces are the Dragon Riders, those who have broken in their own “dragon”, a fast-moving carnivorous lizard-like bipedal beast that allows them to scout threats to herd populations far away from where the Exodite Knights operate. Those who ride these are privileged with status in their society, and are often called upon by their clans or houses to participate in jousting displays or honour duels against rivals.

Elites 49pts

WS BS S T W I A Ld Sv
Dragon Squire 4 4 4 4 2 5 3 7 4+
Dragon Knight 4 4 4 4 2 5 4 8 4+


UNIT TYPE

A Dragon Squire is Cavalry, a Dragon Knight is Cavalry (Character)

UNIT COMPOSITION

2 Dragon Squires and 1 Dragon Knight.

WARGEAR:

  • Laser Lance

SPECIAL RULES:

  • Very Bulky
  • Furious Charge
  • Rampage
  • Jink
  • Blood Frenzy

OPTIONS:

  • May add up to an additional 12 models for 15pts/model.
  • Every model may purchase a Laspistol for 1pts, or a Shuriken Pistol for 3pts, or a Combat Shield for 4pts, or a Boarding Shield for 10pts.
  • Every model may purchase Plasma grenades for 2pts/model.

Fire Gale

The Fire Gale is the smallest class of Exodite Knight and usually the class with which a novice pilot will learn. Though their weaponry is not designed primarily for warfare, it is still potent when used this way. Fire Gales are a particularly stable design and for this reason, a Fire Gale can take more ranged weapons than any other common class of Exodite Knight.

Lords of War 280pts

WS BS S T W I A Ld Sv
Fire Gale 4 4 10 8 6 5 4 10 3+


UNIT TYPE

A Fire Gale is a Gargantuan Creature

UNIT COMPOSITION

1 Fire Gale

WARGEAR:

  • Eldar Titan Holo-fields
  • Psychic Lance
  • Bright Lance
  • Pulse Laser

SPECIAL RULES:

  • Knight’s Code
  • Agile
  • Unshakable Stability

OPTIONS:

  • May exchange the Pulse Laser or Bright Lance for a Starburn Blade for 40pts.
  • May purchase up to two Scatter Lasers for 10pts each.

Unshakable Stability

If it did not move in its movement phase, this model may fire up to four of its weapons. It may also choose to gain the Skyfire special rule, but if it does so, it will apply to all of its shots this turn.


Bright Stallion

The Bright Stallion is a somewhat unusual design of Eldar Knight in that most examples have four legs rather than two. The Eldar means of interfacing with their Knigths make this little hindrance to their ability to ability to operate it with the same grace and poise as if the pilot themselves had four legs. These are among the fastest-moving of all Knights, and are often used to scout through dense terrain or conditions.

Lords of War 365pts

WS BS S T W I A Ld Sv
Bright Stallion 4 4 10 8 6 5 4 10 3+


UNIT TYPE

A Bright Stallion is a Jump Gargantuan Creature

UNIT COMPOSITION

1 Bright Stallion

WARGEAR:

  • Eldar Titan Holo-fields
  • Psychic Lance
  • Bright Lance
  • Pulse Laser

SPECIAL RULES:

  • Knight’s Code
  • Agile
  • Serene Agility
  • Hit and Run

Serene Agility

This model may roll 2D6 for its Run moves and 3D6 for its Charge moves, and may Charge even if it has Run. Furthermore, its Eldar Titan Holo-field is always resolved as if the unit moved, even if it did not. Finally, this model may perform D3+1 Stomps rather than just D3.

OPTIONS:

  • May exchange the Pulse Laser or Bright Lance for a Starburn Blade for 40pts.

Towering Destroyer

Whereas the typical Bright Stallion has four legs, the Towering Destroyer has four arms, once again without any impact on its pilot’s ability to coordinate it with such efficiency that its movements are indistinguishable from base instinct. Towering Destroyers are equipped for the rare but dangerous work of diverting stampedes, and as a standard armament will have Gravity Gauntlets for cases where they have to grapple with the beasts, plus the starburn blade for when they have no other options left.

Lords of War 390pts

WS BS S T W I A Ld Sv
Towering Destroyer 4 4 10 8 6 5 5 10 3+


UNIT TYPE

A Towering Destroyer is a Jump Gargantuan Creature

UNIT COMPOSITION

1 Towering Destroyer

WARGEAR:

  • Eldar Titan Holo-fields
  • Psychic Lance
  • Bright Lance
  • Pulse Laser
  • Starburn Blade
  • Gravity Gauntlet

SPECIAL RULES:

  • Knight’s Code
  • Agile
  • Precision Strike

New Wargear

Dissonance Resonators

Similar to various Dissonance projectors but much less bulky, they have been weaponised by certain specialist units which train in their use. As one member unleashes a Haywire pulse weapon, those possessing Dissonance resonators quickly but carefully place them at specific points along the vehicle or building that they want to breach. In the best case they will amplify, attenuate, focus or distribute the energy to create a squealing spectacle of arcing electricity and showers of sparks – and considerable secondary damage.

If a Haywire hit is struck in the same combat against any eligible target, any model may use their Dissonance Resonators instead of attacking normally – resolve the effects at the same time that the Haywire hit is struck, no matter which Initiative step it is. For each Dissonance Resonator that hits, it adds a +1 bonus to the Haywire results table, and if any unmodified roll of 6 is made To Hit, the original hit becomes D3 hits (each with the same effect as has already been determined) – this additional hit bonus is not cumulative for any additional rolls of 6 for other Dissonance Resonators in the same combat. If multiple Haywire grenades are used, each roll of a 6 is applied to any one Haywire hit; for example, if two models attack and hit with Haywire grenades, and both Hit, then the first To Hit roll of a 6 by a model using a Dissonance Resonator turns one of those Haywire hits into D3 hits, if a second 6 is rolled it may turn the other Haywire hit into D3 hits as well, but after that there can be no further bonus. If models with Dissonance Resonators strike in combat at a higher initiative step than a model which uses a Haywire Grenade, there is no opportunity to make use of the Dissonance Resonators.

Psychic Lance

Developed primarily to direct the dull beasts of their worlds, the Psychic Lance is not a weapon of war, but unprotected human-sized creatures exposed to its pulse can easily have their minds burned out, left as drooling husks if they survive at all.
Range S AP Type
Psychic Lance Hellstorm 5 6 Assault D6, Poison (6+), Haywire, Strikedown, One Use Only


Starburn Blade

Developed primarily to harvest their herd beasts each season, or to perform occasional culls of them when required, the Starburn Blade can nevertheless destroy all but the biggest titans with a single carefully-placed flick.
Range S AP Type
Starburn Blade - 10 1 Melee, Haywire, Shred, Run Through


Run Through

The model using the Starburn Blade may exchange all of their attacks to make one attack at S D, with a +1 to the result of the roll on the Destroyer Weapon table.

Gravity Gauntlet

Built into a reinforced arm and offsetting both weight and kinetic force with gravity-manipulating suspensors, the Gravity Gauntlet can diffuse the impact of a swinging tail or headlong charge from a herd beast, and Eldar Knights have the responsive reflexes to allow it to be used in this way to block the strikes of other knight-class walkers.
Range S AP Type
Gravity Gauntlet - 10 1 Melee, Haywire, Intercept, Gravity Vice


Intercept

If this weapon is not the weapon profile being used for strikes during the current round of combat, opponents suffer -1 to WS and A until the end of the assault phase.

Gravity Vice

To-Hit rolls of 6 with this weapon have a strength of D.

Exceptional Wargear

This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)

Displacer Field — Eldar only (45 points)

A Displacer Field is a threat detector coupled with a miniature warp-jump drive, which literally sends its owner into warpspace for a fraction of a moment — just long enough to reposition them outside of the immediate threat location when they are phased back into normal space an instant later. Though its use carries inherent risks with it, its incredible reliability means that some Eldar will use it anyway (as will most anyone else who can recover one and get it to interface with their own mind). In addition to its normal operation, it also includes a further emergency system that can kick in when the main system fails — though at even greater risk.

This provides a 3+ invulnerable save. If an invulnerable save is made and is unsuccessful, and this would cause the model to be reduced to zero wounds or otherwise be removed from play, they may choose to activate the emergency system. Roll a D6; on a 2+, they are instead be immediately placed into Ongoing Reserves with one wound remaining, and when they come in from Ongoing Reserves they must do so using the Deep Strike special rule. However, if a 1 is rolled, place the centre of a Blast marker over the position that the model occupied, and move any other models under it the minimum distance required to avoid being under it. This blast is treated as a Strength D AP1 hit with the Vortex special rule.

New Special Rules

Blood Frenzy

Due to hundreds of generations of masterful breeding and their inherent empathy with living things, Exodites have amazing control over their steeds. However, once those steeds begin to gorge themselves, even the most skilled riders have little control over the massive beasts.

Units where all models have this special rule have Hit and Run on the first turn of combat. However, units with at least one model with this special rule that remain engaged after the first turn of combat lose Hit and Run and gain Stubborn. Furthermore, when rolling for Sweeping Advance after the first turn of combat (whether they win or lose the combat), they may only add D3 to their Initiative for their Sweeping Advance score, rather than D6, and if consolidating, they may only consolidate D3".

Agile

Though not nearly as fast as the purpose-built war machines of their Craftworld cousins (needing only to be able to keep up with the lumbering carnosaurs), Eldar Walkers are nevertheless things of grace and fluidity compared with human Knights and Titans.

In the Shooting Phase, this model can choose to either:

  • Fire a single weapon and then Run, or Run and then fire a single weapon
  • Fire no weapons and Run twice

Knight’s Code

Like most human Knights, the Exodite Knights were developed initially as platforms with which to herd the large dinosaur-like beasts that formed basis of the Exodite World’s way of life. Over time, societies based around chivalry developed, and Knights became symbols of status that were used in “duels” against other knights, both Exodite and human.

Knights with this special rule can issues challenges to, and accept Challenges from, enemy Super-heavy Walkers and Gargantuan Creatures (although these must follow their own rules for whether they can accept Challenges).

First Step on the Path

Narrowly surviving the Fall, the Eldar of the Craftworlds began to develop a heavily regimented way of life that would protect them from the mistakes which had humbled their civilization. Cast isolated and vulnerable into a dangerous universe, the first Paths to coalesce were the most essential Paths to safeguarding their survival, and most of those were various Paths devoted to warfare – or those which could be used to avoid it.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a First Step on the Path detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army.

Effects:

  • Last Survivor of The Fall — The Avatar of Khaine may be taken as either a Lords of War choice or as an HQ choice, however if taken, he must be the army’s Warlord.
  • Proselytes of the Path — Dire Avengers and Guardian Defenders become 0-2 units if they are not already unlimited.
  • First Pupils — May choose any one Aspect unit (Dire Avengers, Howling Banshees, Striking Scorpions, Fire Dragons, Shadow Spectres, Swooping Hawks, Warp Spiders, Shining Spears, Dark Reapers), which becomes an 0-2 selections if it is not already unlimited (or 0-3 in the case of Dire Avengers).

Limitations:

  • May not choose more units with the Vehicle, Super-heavy Vehicle, Monstrous Creature, and Gargantuan Creature types in total, than there are infantry units in the detachment.

Architects of Extinction

At the height of their power, the old Eldar empire was unassailable; its leaders could extinguish entire races without any effort at all. What they did not realize was that they were arranging the same fate for their own race, too. While countless trillions died in the Fall, those most responsible – the most truly powerful – survived. And they felt not one shred of regret for the damnation of their kin; all just more weak life that perished in the machinations of those who deserved the power that they wielded.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as an Architects of Extinction detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army.

Effects:

  • No Remorse — Up to two Succubi and two Hamonculi may be purchased for each one selected HQ choice, instead of one. These are independent units for all other purposes.
  • No Regret — Each time a model with Power From Pain kills another model in a Challenge, that model gains a +1 bonus to their current Power From Pain value. If a unit completely destroys an enemy unit in Close Combat, the whole unit gains a +1 bonus to their current Power From Pain value. This increase is limited to a single +1 bonus per game turn.

Limitations:

  • Non-vehicle units without at least one model with the Power from Pain special rule, excepting Talos and Chronos, are treated as Distrusted Allies.

The Dance Without End

The Harlequins share an epic performance which chronicles the Fall, known by the Eldar as The Dance Without End. As the old powers are toppled and their nemesis gloats in triumph, the Laughing God enters and proceeds to duel She Who Thirsts to a standstill even though defeat already seemed total. Reaching its emotional crescendo, the play then ends abruptly; the final act is a future not yet written. Not just history but also commentary, most who don’t share the philosophy of the Harlequins miss the moral of the story – victory can only ever be temporary in an infinite universe; it must be won again and again but it is never out of reach as long as one fights for it.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a The Dance Without End detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army.

Effects:

  • Ensemble Cast — HQ selections from this detachment may be freely exchanged for any other kind of selection (except for Fortifications and Lords of War): Troops, Elites, Fast Attack, or Heavy Support. Compulsory HQ selections will remain compulsory selections of whatever type they are exchanged for (but remember that the Their Own Part to Play special rule may negate this).
  • The Show Must Go On — If an Independent Character with the Infantry type is this Army’s Warlord, the Slay the Warlord Secondary Objective can only be claimed if every model in the same detachment that comes from the same selection of the army list is also destroyed. For example, if there are two Shadowseers and one is the Warlord, both must be destroyed to claim the Slay the Warlord Secondary Objective. If an allied detachment also contained another Shadowseer, this would have no impact on the conditions of the Slay the Warlord Secondary Objective.

Limitations:

  • All Troupes, Shadow Seers, Death Jesters, and Solitaires gain the Implacable Advance special rule, but any other kind of unit in the detachment can never be a scoring unit.

Children of Exile

Surviving the Fall but unable to fit into the gradually polarizing ways of life offered by the remaining establishments, some individuals join much smaller communities of like-minded Eldar. Here they could escape the oppressive stricture of the Craftworlds without needing to give in to the vicious brutality of the Webway realms; they could avoid the grueling harshness of life among the Exodites without losing their individuality to a Harlequin troupe. Needing above all to feel that they are masters of their own fate, the life of a mercenary is the typical result; but the universe is full of danger, and as they do not fit well into any of the larger Eldar subcultures, they have few allies and fewer friends.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Children of Exile detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army.

Effects:

  • Long Fingers and Quick Hands — May choose any single non-Fortification unit, which becomes an 0-3 selection if it is not already unlimited.
  • Self-Sufficient by Necessity — May re-roll any roll on the Warlord Traits table or Psychic Powers table, where those rolls are applicable to any unit in this detachment, and for Seize the Initiative and Night Fighting. If multiple dice are rolled, they may re-roll any of their dice.

Limitations:

  • May not take an Allied Detachment.

Paradox of Choice

Deliberately rejecting both high and low Eldar culture long before the Fall, the Exodites chose a life of physical labor and few comforts as a means of focusing their formidable psyches away from the arrogance and hedonism that they would naturally gravitate to. Though in their case hardship was wholly a matter of choice, the Exodites grew to have more in common with the hardworking human colonists that they shared their frontier with, and this solidarity would spare them the worst of the Great Crusade’s wars of liberation and conquest, just as their asceticism had spared them the worst of the Fall. Things would be different in the Horus Heresy, however, as they, like their human neighbors, would often be forced to choose sides, and either side inevitably meant enormous carnage.

Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Paradox of Choice detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army.

Effects:

  • Art of the Lost Gods — Two Bloodsingers may be purchased for each one selected HQ choice, instead of one. These are independent units for all other purposes.
  • Courage and Daring — Dragon Riders become non-compulsory Troop choices.
  • Chivalry and Honour — Fire Gales, Bright Stallions, and Towering Destroyers become 0-2 choices if they are not unlimited.
  • More Similar Than Different — May re-roll failed On Eye Open rolls.

Limitations:

  • At least one HQ selection must be an Exodite Monarch.
  • If an Allied Detachment is fielded it may not contain Eldar models (of any kind).

Genestealer Cults

Another army that (by official accounts, at least) could not have existed during the Great Crusade or even the Horus Heresy afterwards. Unlike Tau (but fittingly, like the Tyranids) however, it is a fairly obvious and appropriate proxy force for several enemies which did exist during the Great Crusade - all sorts of human forces that were enslaved by xenos or psychic parasites, or simply tyrant-leaders who enforced obedience through forced hypno-conditioning or drug dependence and which used gene-crafted or cybernetically augmented elites.

On the other hand, these would mostly be better represented with the Imperialis Militia & Cults list (Horus Heresy Book Five Tempest) than with the Genestealer Cults list for battles in the Age of Darkness: the Rogue Psyker represents the Genestealer Magus, the Auxilia Ogryn Brute Squads represent Abberants, Hybrids can be represented with the Feral Warriors and Tainted Flesh Provenances of War, etc. This makes the army compatible with the Age of Darkness ruleset with no special modifications required.

Nevertheless, this guts the list of its most interesting features, namely the Cult Ambush mechanics and, you know, the actual Genestealer units. So using the actual Genestealer Cults army list may be worthwhile.

In fact, the Genestealer Cults list works pretty well in Age of Darkness games without modification. They're kind-of like an inverse-Mechanicum. Like every non-Astartes army in Age of Darkness, they lack the sheer versatility of the Legiones Astartes, and at higher point-level games they work best with allies or as allies.

Tau

I’m gonna level with you: I’m not sure they fit into the 30k style even in spite of the fact that they’re inherently a proxy force since the Tau flat-out did not exist at the time of the Great Crusade (or even by the very end of the Horus Heresy). There will be a pretty much token effort to update them to 30k just to give people something extra to run, but I’m not sure that I have the inspiration to do it properly and I’m not even enough of a Tau expert to know if I’ve got it right. So anyone else who wants to jump in, be my guest!

Some of the Tau Allied races were around in 30K, and are still around now in 40K (Tarellians being the most obvious as they have beef over the Great Crusade) so could use that as a tie-in, but referencing the Tau flat-out, not a good idea. I'll see if I can mock something up based on a great Xeno Confedracy.

Other Codexes

Chaos Daemons

It seems, at this point, that the Warhammer 40,000 Chaos Daemons codex is a fully compatible list already, and they’ve got some Heresy-specific toys to help them compete (Samus, Cor’bax, Word Bearer Battle Brothers, etc.) There probably isn’t anything that needs to be changed; if there is, Forge World will be on it.

Chaos Space Marines

40k Chaos Space Marines don’t exactly fit well in 30k, thematically. That said, for rare pre-Heresy renegade Legiones Astartes, you do have a number of options: from Word Bearers, to Blackshields (Horus Heresy Book Six Retribution), to ordinary Legion lists (possibly with Imperialis Militia & Cults as allies). You’re better off proxying Daemon Engines as regular 30k vehicles anyway, and if you love Chaos Spawn or Plague Zombies or Obliterators or whatever, maybe ally some proxied Mechanicum.

Khorne Daemonkin

Just play Word Bearers and ally Daemons, that’s close enough.

Renegades and Heretics

Just play the Imperialis Militia & Cults list (Horus Heresy Book Five Tempest), it’s almost the same thing.

Tyrant’s Legion

Just pla– wait, seriously?

(Hey, we love the Tyrant’s Legion, but don’t you have the imagination to realize that you can just play a themed Army of Dark Compliance (Horus Heresy Book Six Retribution)?)

Other Imperial Armies

Organizationally, nothing like them existed at this time at the kind of scale that compared with the Legiones Astartes. Even so, something like them probably existed on a small scale, so here is what you would usually proxy them as:

Adepta Sororita

Adepta Sororita models, in the sense of being some kind of band of elite Emperor-worshipping space missionaries in power armor, can be represented by the Solar Auxilia list (Horus Heresy Book Four Conquest). They wouldn't have access to Heresy exclusive weapons like Volkite weaponry,Raipers,no Veletarii, nor would they have Leman Russ, Malcador, or Baneblade variants. Arco-flagellants make decent stand-ins for Ogryn Charonites. While Penitent Engines's could fill in for Castellax. This would require having a Enginseer with a Cortex Controller to avoid becoming That_Guy. Better yet you could wait for Book 7 and use models to represent the Sisters of Silence.

Grey Knights/Legion of the Damned

Grey Knights and Legion of the Damned, as elite super-powered Space Marines without an acknowledged Legion tie, can be represented by the Blackshields list (Horus Heresy Book Six Retribution).

Imperial Knights

Imperial Knights can be represented by the Questoris Knights list (Horus Heresy Book Four Conquest).

Cult Mechanicus

Cult Mechanicus can be represented by the Mechanicum list(s) (Horus Heresy Mechanicum Taghmata Army List “red book”).

Militarum Tempestus

Militarum Tempestus can use the Solar Auxilia list (Horus Heresy Book Four Conquest).

Don't do that - Do Militia with Survivors of a Dark Age, it's cheaper, and closer to what you want.

Inquisition

Inquisitor warbands can be represented with the Shattered Legions list (Horus Heresy Book Six Retribution), or the Solar Auxilia (Horus Heresy Book Four Conquest) or Imperialis Militia & Cults list (Horus Heresy Book Five Tempest) depending on exactly what you want it to look like.

Notes

Force Organization Charts, Formations

All lists work off the assumption that you’ll be using any of the Age of Darkness Force Organization Charts (or Zone Mortalis charts for those games), and that no Formations will be used. Remember, Special Detachments (AKA Decurions) are also not usable in Age of Darkness games either.

Factions

As with all other Age of Darkness army lists, any given force can be fielded nominally as either Loyalists or Traitors as they choose, unless they include units that are specifically noted to always be one or the other.

Allies

You can always “ally” with yourself (i.e. take an allied detachment with the same army list as your primary detachment, since there’s not actually any restriction on this in Age of Darkness games), although in reality you’re not actually allying and even the restrictions of being Battle Brothers does not apply – however, restrictions on which benefits apply to the Primary and Allied detachment (such as from Rites of War) may still exist.

All of these xenos forces are By the Emperor’s (or the Warmaster’s) Command with all other forces, except where there are other instructions to the contrary (such as those for the Imperialis Militia & Cults Army List on page 184 of Horus Heresy Book Five Tempest).

Unique Units

In general, all units with the (Unique) subtype are not included as available options in 30k games, as 40k characters were usually not around during the Great Crusade (there are exceptions).

However, Forge World has generally encouraged the idea that, across a whole galaxy and over a 10,000-year timespan, there will be individuals capable of roughly similar performance at the scale of an individual 40k game or even campaign. As several characters bring certain benefits that allow playstyles for armies which can’t be replicated without them, in some cases they recommend that, with a different name and maybe a customized model, you can include a “version” of a character that exists from a different publication. That recommendation won’t be extended in this case, as there are a lot of variables that makes playtesting much harder and so Unique characters aren’t generally factored into balancing efforts, although obviously you can do so in any game where your opponent agrees.

Apocalypse

Whether Formations should be permitted gets a bit tricky here. On the one hand, standard 30k lists (Legions, Mechanicum, etc.) don’t have any Apocalypse Formations to make use of (though there is the argument that some of the better formations could be used by the Legions at least, since they have the “constituent parts” per Apocalypse (2013) Forging a Narrative p78). On the other hand, these formations are half the reason to play Apocalypse in the first place — they’re the fluffiest way to build a force, and most of the xenos races (plus Chaos Space Marines) were always at their most entertaining when fielding Apocalypse-grade armies. In general, it’s going to be another one of those circumstances where if both players agree, then go for it; but strictly speaking, the rules don’t allow it.

Warlord Traits

New Warlord traits are being conceived for each 30k force, but for now use whichever ones you already use. This may cause some odd results (especially with Eldar), so be prepared for that.

Unique Wargear

One-of-a-kind wargear (“relics”, etc.) will eventually be replaced. In the mean time they can be used, but balancing efforts probably won’t take them into account.

Just For Fun

Here are some army lists that existed in previous editions, implemented (mostly) using The Imperialis Militia & Cults Army List (Horus Heresy Book Five Tempest).

Squats

The Squats have advanced our cause considerably over the millennia. On no other group of worlds has so much Dark Age technology survived, nor so much expertise been preserved.
-- Morgin Harad, Adeptus Mechanicus
Do not underestimate the Squats. They survived for millennia cut off from the Imperium and assailed from all sides. Their determination and resilience is an example to all.
-- Leman Russ, Meditations on Imperial Command, Book XVI

Squat lists can be represented (in both 30k and 40k) by an Imperialis Militia & Cults army with the following minor adjustments (adjust or ignore to taste):

Provenance of War — Squats should take Survivors of the Dark Age (mostly for access to Land Raiders and Rhinos) and Abhuman Helots (the profile modifiers representing Squats perfectly, and Discipline Collars representing their stubbornness).

  • The Force Commander represents the Warlord. He should take Planetary Overlord, and choose Merchant Princeling for Warlord Trait – by giving this benefit to an Enginseer squad you get AP2 Phased plasma-fusils, essentially making them Neoplasma weapons.
  • The Navigator (Agent) could be added to represent a Living Ancestor/Ancestor Lord.
  • Either Discipline Master Cadres and/or Imperialis Auxilia Platoon Command Cadres could represent Hearthguard.
  • Imperialis Militia Grenadier Squads could be equipped to represent either Warriors or Berserkers.
  • Imperialis Militia Fire Support Squads could represent Thunderers.
  • Auxilia Ogryn Brute Squads could represent Robots.
  • Enginseer Auxilia could represent an Engineer Guildmaster and retinue.
  • The Auxilia Thunderbolt Heavy Fighter could represent an Iron Eagle Gyrocopter.
  • Imperialis Auxilia Sentinel Scout Squadrons, though a bit slow, could represent over-armored Heavy Weapons Trikes.
  • Imperialis Auxilia Rapier Batteries could represent Support Squads.

There’s no easy way to represent Guild Bikers, Leviathans, Goliath Mega-Cannons, Tarantulas, Mole Mortars, Moles, Termites, Hellbore Heavy Moles, Land Trains, Overlord Armoured Airships, Thunder-Fire Cannons, or the Cyclops – but creativity with allies (especially the Mechanicum), and future releases, should help.

Adeptus Arbites

The Adeptus Arbites (and similar Imperial security forces that were deployed to protect the Administratum officials when establishing Imperial rule on worlds pacified during the Great Crusade) are the force of Imperial Law on all human worlds. They care nothing for the crimes of the populace against each other, only for crimes against The Emperor, His commands, and His agents.

Adeptus Arbites are being considered. The two problems are that they’d ideally be an equal mix between the Imperialis Militia and the Solar Auxilia; and that they lack a Bike unit (which would be kinda hard to balance, even moreso than splicing those lists together would be).