Warhammer 40,000/Xenos in 30k
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:
- 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
- Dakkajet
- Burna-bommer
- Blitza-bommer
- Warbikers
- Warbuggies
- Heavy Support
- Mek Gunz
- Battlewagon
- Deff Dread
- Killa Kans
- Gorkanaut
- Morkanaut
- Lootas
- Flash Gitz
- Lords of War
- Stompa
- HQ
- White Dwarf Issue 21 (7th Edition/2014-06-21)
- Heavy Support
- Looted Wagon
- Heavy Support
- 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
- Fast Attack
- Warhammer 40,000 Apocalypse (6th Edition/2013)
- Lords of War
- Gargantuan Squiggoth
- Apocalypse
- Stompa
- Big Mek Stompa
- Skullhamma Battle Fortress
- Lords of War
- Imperial Armour Aeronautica (6th Edition/2012)
- Fast Attack
- Fighta-Bommer
- Attak Fighta
- Heavy Support
- Flakk Trukk
- Flakk Trakk
- Apocalypse
- Flakk Battle Fortress
- Fast Attack
- Imperial Armour Apocalypse Second Edition (5th Edition/2011)
- Elites
- Grot Tank Battle Mob
- Heavy Support
- Grot Bomm Launcha
- Apocalypse
- Tanka Mob
- Elites
- 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
- Elites/Dedicated Transport
- Warhammer 40,000 Apocalypse Reload (5th Edition/2009)
- Apocalypse
- Goff Klawstompa
- Ork Pulsa Rokkit
- Apocalypse
- White Dwarf August 2008 (UK 344/US 343) (5th Edition/2008)
- Apocalypse
- Ork Submersible
- Apocalypse
- Download (5th Edition/2008)
- Apocalypse
- Ork Minelayer
- Evil Eye in Da Sky
- Apocalypse
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 it’s 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.
But muh Feel no Pain! Muh Kustom Force Fields! Unlike most other 30k lists, the option to take a larger number of Painboys 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 — 140pts for 20 Boyz. May add up to 40 additional Boyz at a cost of 4pts/model. All other options from Codex Orks remain unchanged.
Gretchin — Unchanged, except to note that they are non-compulsory Troops choices.
Burna Boyz — 100pts for 5 Burna Boyz. May add up to 10 additional Burna Boyz at a cost of 13pts/model. All other options from Codex Orks remain unchanged.
Tankbustas — 80pts for 5 Tankbustas. May add up to 10 additional Tankbustas at a cost of 11pts/model. All other options from Codex Orks remain unchanged.
Nobz — 180pts for 10 Nobz. May add up to 30 additional Nobz at a cost of 14pts/model. ’Eavy Armour is included for free. All other options from Codex Orks remain unchanged.
Meganobz — 250pts for 10 Nobz. May add up to 30 additional Nobz at a cost of 18pts/model. Any model may replace their twin-linked Shoota and Power Claw with two Killsaws 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.
Kommandos — 60pts for 5 Kommandos. May add up to 10 additional Kommandos at a cost of 8pts/model. All other options from Codex Orks remain unchanged.
Stormboyz — 55pts for 5 Stormboyz. May add up to 25 additional Stormboyz at a cost of 7pts/model. All other options from Codex Orks remain unchanged.
Warbikers — 65pts for 3 Warbikers. May add up to 17 additional Warbikers at a cost of 15pts/model. 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 at a cost of 13pts/model. 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 at a cost of 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.
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.
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.
New Units
Ogryn Mercenaries
- Ogryn Mercenaries are employed by humans (both Imperial forces and 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).
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)
- Slugga (Madboyz only)
- Choppa (Madboyz only)
- Stikkbombs (Madboyz only)
SPECIAL RULES:
- ’Ere We Go!
- Furious Charge
- Mob Rule
- Psyker (Mastery Level 3) (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.
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 at a cost of 7pts/model.
- The entire mob may take ‘Eavy Armour for 4pts/model.
- Warpheads 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 Force Klaw (counts as a Power Klaw with the Force special rule) for 20pts.
- The Warphead may take items from the Ranged Weapons, Melee Weapons, Runts & Squigs and/or Orky Know-wots lists.
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. 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.
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; they may optionally take a Rite of War; 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.
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.” How one ever managed to strangle the Emperor is a mystery for the ages.
New Wargear
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 armourglass 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 |
Orks Unique Rite of War: 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 the worlds below.
Effects:
- 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.
Orks Unique Rite of War: 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.
Effects:
- Green Gale — The following adjustments apply to unit selections:
- Nobz may be selected as non-compulsory 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.
- 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 (Mek Gunz may still be taken).
- 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.
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 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.
- 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
- Night Scythe
- Ghost Ark
- Canoptek Wraiths
- Canoptek Scarabs
- Tomb Blades
- Destroyers
- Heavy Support
- Heavy Destroyers
- Canoptek Spyders
- Doom Scythe
- Monolith
- Annihilation Barge
- Doomsday Ark
- Transcendent C'tan
- Lords of War
- Tesseract Vault
- Obelisk
- HQ
- Warhammer 40,000 War Zone Damnos (6th Edition/2013)
- Lords of War
- Pylon (AKA Gauss Pylon)
- Lords of War
- Imperial Armour Apocalypse (6th Edition/2013)
- Heavy Support
- Tesseract Ark
- Sentry Pylon
- Fortification
- Necron Tomb Citadel
- Necron Tomb Fortress
- Heavy Support
- 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
- Elites
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 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 take a Leadership test and, if successful, make a shooting attack against the squad falling back away from them in combat. However, they must use their Initiative value rather than 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. If the unit fails its Leadership test, no shots are taken and the unit may not make a Sweeping Advance.
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:
Lord — May add up to 2 additional Lords for the same points cost. Each Lord may select their wargear and other upgrades differently to each other if they choose. Immediately before deployment, each Lord may be separated and operate independently, counting as separate units for all rules purposes. All other options from Codex Necrons remain unchanged.
Warriors — 300pts for 20 Warriors. May add up to 10 additional Warriors at a cost of 10pts/model. All other options from Codex Necrons remain unchanged.
Immortals — 200pts for 10 Immortals. May add up to 10 additional Immortals at a cost of 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 at a cost of 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 at a cost of 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; they may optionally take a Rite of War; and a single unit of Immortals, 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.
Necron Unique Rite of War: 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.
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 in games of 3,000 points or greater.
- 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, remove any unit that 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 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, remove any unit that 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 most 1 Elites slot in this detachment may be used for Elites choices other than Canoptek Tomb Stalkers (which may fill any number of Elites slots).
- At most 1 Heavy Support slot in this detachment may be used for Heavy Support choices other than Canoptek Tomb Sentinels (which may fill any number of Heavy Support slots).
- 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.
Necron Unique Rite of War: 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.
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 using this Rite of War.
- 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.
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
- Elites
- 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
- HQ
- 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
- HQ
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. All other options from Codex Tyranids remain unchanged.
Tyrant Guard Brood — All models in the unit may take Secondary Organs for 20pts/model. All models in the unit may take Hopfoot for 20pts/model. One model may purchase the Alpha Bioform upgrade for 10pts. All other options from Codex Tyranids remain unchanged.
Tyranid Warrior Brood — All models in the unit may take Secondary Organs for 11pts/model. All models in the unit may take a Bonded Exoskeleton for 8pts/model. All models in the unit may take a Reinforced Carapace for 14pts/model. All models in the unit may take a Voltage Field for 12pts/model. All models in the unit may take a Regeneration for 15pts/model. All other options from Codex Tyranids remain unchanged.
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 at a cost of 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 at a cost of 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; they may optionally take a Rite of War; 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
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; they may optionally take a Rite of War; 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 where 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 armour 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 Burster 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 Creatue 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 armour save by 1, so a 6+ armour save becomes a 5+ armour save, a 5+ armour save becomes a 4+ armour save, etc. This cannot be used to improve an armour save to become better than 2+, and models that do not have an armour save count as having a 6+ armour 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 armour 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 they 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.
New Special Rules
Alpha Bioform
- Alpha biophorms 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 centre 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.
Tyranids Unique Rite of War: 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.
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 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.
- 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.
- Units with the Drop Pod Assault special rule arriving from Deep Strike will always arrive one game turn later than normal as per the Drop Pod Assault special rule.
- 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:
- Detachments using this Rite of War must take one additional Compulsory Troops choice in addition to that normally required by the Force Organisation Chart.
- Detachments using this Rite of War may not have more Elites and HQ selections in total than they have Troops selections in the detachment.
- Compulsory Troops choices for a detachment using this Rite of War must be made of Termagant units.
- Each Termagant Brood must purchase a Ripper Swarm as part of the same selection on the Force Organiation Chart. Each Gargoyle Brood must purchase a Sky-Slasher Swarm as part of the same selection on the Force Organiation 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.
Tyranids Unique Rite of War: Genestealer Infestation
- 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. Some of the most hazardous “Zone Mortalis” engagements of the Great Crusade were clearing caverns, Hive Cities, and Space Hulks of Genestealer colonies.
Note: This is unashamedly optimized for Space Hulk-style Zone Mortalis games, which isn’t really what Rites of War are generally intended for, so be gentelmanly and let your opponent know you’re running this beforehand. It pretty heavily changes which weapons are optimal (it makes common Flamers one of the best weapons available, which makes plenty of sense), so you’ll both get more out of it if you’re both tailoring your lists to the style of game that this is intended to represent.
Effects:
- This Rite of War may be taken when using the Zone Mortalis expansion in an Age of Darkness game, even if the Age of Darkness Force Organisation Chart has been superseded by the Zone Mortalis Force Organisation Chart.
- “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 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, and they always take effect remains fom the first turn.
- “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.
- “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.
- “They’re coming outta the goddamn walls!” — If, when a Genestealer unit nominates the unit that they 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?” — In Zone Mortalis games, 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, or 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.
- “Game over, man! Game over!” — Genestealer units cause Fear.
Limitations:
- Only Genestealer units (Broodlord Prime, Genestealers, Alpha Genestealers, Ymgarl Genestealers, Buster Genestealers) may be selected.
- In Zone Mortalis games, the opposing force gains a free Spearhead Sentry Gun (see the Isstvan III Zone Mortalis Strategems 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.
Eldar in 30k (Eldar Craftworlds, Dark Eldar, Eldar Harlequins, and Eldar Corsairs)
- Despite the once-might 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).
- 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
- HQ
- 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
- Crimson Hunter
- Vyper Squadron
- Hemlock Wraithfighter
- Heavy Support
- Dark Reapers
- Vaul's Wrath Support Battery
- Falcons
- Fire Prisms
- Night Spinners
- War Walkers
- Wraithlords
- Lords of War
- Wraithknight
- Avatar of Khaine
- HQ
- Warhammer 40,000 Codex Eldar Harlequins (7th Edition/2015)
- Troops
- Troupe
- Elites
- Death Jester
- Shadowseer
- Solitaire
- Fast Attack
- Skyweaver
- Starweaver
- Heavy Support
- Voidweaver
- Troops
- 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
- Razorwing Jetfighter
- Scourges
- Heavy Support
- Talos
- Cronos
- Ravager
- Voidraven Bomber
- HQ
- Imperial Armour Apocalypse (7th Edition/2014)
- Dedicated Transport
- Tantalus
- Heavy Support
- Warp Hunter
- Tantalus
- Reaper
- Lords of War
- Vampire Hunter
- Dedicated Transport
- Imperial Armour Aeronautica (6th Edition/2012)
- Fast Attack
- Raven Strike Fighter
- Fast Attack
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
- Troops
- Children of the Cosmic Serpent 80pts
- Troops
- Windriders
- Harlequin Troupe
- Fast Attack
- Reavers
- Hellions
- Shining Spears
- Wave Serpent
- Heavy Support
- Voidweaver
- Troops
- Flock of Faolchú 75pts
- Troops
- Windriders
- Corsair Cloud Dancer Band
- Fast Attack
- Swooping Hawks
- Scourges
- Heavy Support
- Falcons
- Troops
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
- HQ
- Aides of Gea 25pts
- HQ
- Starseer
- Troops
- Storm Guardians
- Elites
- Corsair Voidstorm Band
- HQ
- 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
- Troops
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
- HQ
- Consorts of Isha 20pts
- HQ
- Bloodsingers
- Troops
- Guardian Defenders
- Exodite Warband
- Lords of War
- Bright Stallion
- HQ
- Disciples of the Dragon 45pts
- HQ
- Succubus
- Elites
- Fire Dragons
- Incubi
- Heavy Support
- Dark Reapers
- Lords of War
- Towering Destroyer
- HQ
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
- HQ
- Attendants of Morai-Heg 85pts
- HQ
- Farseer
- Warlock Conclave
- Elites
- Wraithguard
- Wraithblades
- Corsair Malevolent Band
- Shadowseer
- Heavy Support
- Hemlock Wraithfighter
- HQ
- Prophets of Ynnead 90pts
- HQ
- Wraithseer
- Spiritseer
- Elites
- Wraithguard
- Wraithblades
- Death Jester
- Heavy Support
- Wraithlords
- Lords of War
- Wraithknight
- Skathach Wraithknight
- HQ
- Wardens of Lileath 15pts
- HQ
- Corsair Void Dreamer
- Troops
- Guardian Defenders
- Elites
- Howling Banshees
- HQ
- 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
- Fast Attack
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
- HQ
- 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
- HQ
- 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
- HQ
- Myrmidons of Hekatii 20pts
- HQ
- Succubus
- Troops
- Wyches
- Elites
- Corsair Malevolent Band
- Fast Attack
- Razorwing Jetfighter
- Raven Strike Fighter
- Heavy Support
- Tantalus
- Reaper
- HQ
- Suitors of Qa'leh 15pts
- HQ
- Succubus
- Troops
- Wyches
- Fast Attack
- Raider
- Venom
- Heavy Support
- Tantalus
- Reaper
- HQ
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
- HQ
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; they may optionally take a Rite of War; 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 at a cost of 64pts, and up to 4 additional Wraithguard may be added at a cost of 32pts/model. All other options from Codex Eldar Craftworlds remain unchanged.
Wraithblades — This unit contains 2 Wraithblades at a cost of 60pts, and up to 4 additional Wraithblades may be added at a cost of 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 at a cost of 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 at a cost of 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 indended 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 kick of pain-wiping adrenalin 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
- Biosurge
- 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)
Biosurge
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 often 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
- Where as 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 as 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 suspensor, 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.
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 mostly 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).
Eldar Unique Rite of War: 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.
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.
Eldar Unique Rite of War: 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.
Effects:
- No Remorse — Up to two Sucubi 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.
Eldar Unique Rite of War: 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.
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 loses the Implacable Advance special rule if they had it.
Eldar Unique Rite of War: 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 into 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.
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.
Eldar Unique Rite of War: 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.
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.
- Corage 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).
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!
Other Codexes
Skitarii, Blood Angels, Dark Angels, Space Wolves, etc.
This is not an attempt to provide a stopgap for forces that Forge World has given every indication of preparing to release useful list content for in the future. Sorry, you’ll just have to wait (or, add to the lists yourself).
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, World 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 Imperialis Militia & Cults list (Horus Heresy Book Five Tempest) with a sprinkling of Astartes allies?)
Other Imperial Armies
Organisationally, 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).
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).
Inquisition
Inqusitor 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 a Imperial Milita & 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 Bersrkers.
- 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.
Genestealer Cults
- These loathsome covens are the result of parasitic infection and psychic dominion by the Genestealer species. Driven to reproduce and to safeguard their own kind by the same biological imperatives that compels all life, the Genestealer Cult will eventually challenge and attempt to destroy their host community – not just biological parasites on an individual level, but destructive to their host up to the scale of their entire society.
Genestealer Cult lists can be represented (in both 30k and 40k) by a Imperial Milita & Cults army with the following minor adjustments (adjust or ignore to taste):
Provenance of War — Genestealer Cults should take Feral Warriors and Tainted Flesh. Brood Brothers which take Blade and Fury represent obvious Genestealer Hybrids (possessing extra arms). The requirement of Tainted Flesh to only select the Force Commander and Rogue Psyker should be replaced with the restriction to only select a Genestealer Patriarch and Genestealer Magus.
Warlord Trait — When generating their Warlord Trait, a Genestealer Cult army may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the Warlord Traits table from Codex: Tyranids (as opposed to the Imperialis Militia Warlord Traits).
New Units
Genestealer Patriarch
- The first of a new brood, and therefore the oldest, the Patriarch has the intelligence of a human with the strength of a monster, and will inevitably develop some kind of psychic power as well. This makes them deadly opponents, but are actually far more dangerous for the control they have over their brood, with which they can conquer whole worlds.
0-1 HQ 80pts
WS | BS | S | T | W | I | A | Ld | Sv | |
---|---|---|---|---|---|---|---|---|---|
Genestealer Patriarch | 6 | 2 | 5 | 5 | 3 | 7 | 4 | 10 | 3+ |
UNIT TYPE
A Genestealer Patriarch is Infantry (Character)
UNIT COMPOSITION
1 Genestealer Patriarch
WARGEAR:
- Two pairs of Rending Claws
SPECIAL RULES:
- Bulky
- Independent Character
- Precision Strike
- Psyker (Mastery Level 1)
- Synapse Creature
- The Muster of Worlds
- Alien Infiltration
Alien Infiltration — Equivalent to The Muster of Worlds special rule.
PSYKER:
The Genestealer Patriarch knows the Hypnotic Gaze psychic power, and generates the remainder of his powers from the Powers of the Hive Mind psychic discipline.
OPTIONS:
- May take items from the biomorphs list in the Tyranids codex.
- May upgrade to a Psychic Nexus for 30pts.
- May be purchased a Cult Limousine as a Dedicated Transport.
New Psychic Power: Hypnotic Gaze Warp Charge 1
- The psychic-backed projection of instinct invades the consciousness of the subject, making them susceptible to the Patriarch’s will for moments at first, but becoming stronger the longer they remain in the Patriarch’s presence.
Hypnotic Gaze is a Malediction that targets a single enemy unit within 12"; but it only has an affect on units while they are locked in assault with a psyker who knows the Hypnotic Gaze power. Should they not be engaged in assault with a psyker who knows the Hypnotic Gaze power, it will immediately cease to have effect, but the unit remains susceptible unless the power has been nullified by a successful Deny the Witch roll. If the unit becomes engaged with a psyker who knows the Hypnotic Gaze power at any later time where the power has not been nullified by a successful Deny the Witch roll, it will immediately take effect again. While Hypnotic Gaze is in effect, the unit’s Initiative score, Fall Back Distance, and Pursuit Distance, are reduced by D3 (roll once and apply the result to each of the scores. Remember this result and do not re-roll it as the unit comes under and out of its effect, unless the power is nullified by a successful Deny the Witch roll and subsequently re-cast). This power is treated in all respects as being from the Powers of the Hive Mind psychic discipline.
Genestealer Magus
- A specialised mutation after several generational cycles of a given Genestealer brood, the Genestealer Magus exists to oversee the next phase of their insurrection, where recruitment becomes secondary to influence. His almost-perfect human form allows him to operate differently to the rest of the brood, able to attend rallies and demonstrations in person to incite the protesters to riot, or make Faustian bargains with greedy politicians or nobles, or even to take over crime gangs as figureheads. Despite his appearance he has the cunning and instincts of any Genestealer, and his psychic powers are as phenomenal as the Patriarch itself.
HQ 35pts
This is the same as the Special HQ: Rogue Psyker, except that it may not take Malefic Daemonology psychic powers, but may choose to take powers from the Powers of the Hive Mind psychic discipline in its place. The Genestealer Magus retains the Possession special rule — they are still rogue psykers and remain susceptible to possession in moments of desperation even if they’re not deliberately courting daemons (which they could be). The Genestealer Magus also gains the Synapse Creature rule from Codex: Tyranids, but does not gain the Shadow in the Warp special rule.
Cult Limousine
- Cults make use of a number of varied vehicles as transports while the activities of the cult remains covert. Where possible this will include relatively discrete civilian vehicles which do not draw particular suspicion from authorities in the way that industrial or military transports would, but which have the internal space to transport their monstrous passengers. By the time the cult finally throws off all pretense of legitimacy, it is likely to press these carefully well-maintained vehicles into battlefield service – any military vehicles which have been seized by the cult may prove less than reliable when driven by untrained acolytes.
Dedicated Transport 14pts
BS | F | S | R | HP | |
---|---|---|---|---|---|
Cult Limousine | 3 | 10 | 10 | 10 | 2 |
UNIT TYPE
Vehicle (Transport)
UNIT COMPOSITION
1 Cult Limousine
TRANSPORT:
Transport Capacity: 8
Fire Points: None
Access Points: Three Access Points, two Access Points on each side and one Access Point at the rear.
Note: As long as the Genestealer Patriarch is also embarked, any other unit that it can join may begin the game embarked with them. May not voluntarily Turbo-boost, Tank Shock, or Ram.
Genestealer Brood
- Seen by the members of the brood-family as terrifying angels sent by their god, Genestealers safeguard the breeding havens and hybrid-leaders of the cult, and can be directed by the Patriarch to lend their strength to cult missions and battles.
Elites 150pts
UNIT TYPE
Genestealers are Infantry
UNIT COMPOSITION
10 Genestealers
OPTIONS:
- May add up to 20 additional Genestealers at a cost of 12pts/model
- All other options from Codex Tyranids remain unchanged.
Notes
Genestealer Broods replace Auxilia Ogryn Brute Squads. Note that, as Genestealer Broods do not have the Provenance special rule, they do not benefit from the Feral Warriors and Tainted Flesh Provenances of War.
The Special Heavy Support: Mutant Spawn remains available, representing especially anomalous hybrids or rarely viable Ogryn-Genestealer Hybrids.
Synapse Creature: Note that, as they do not have the Instinctive Behavior rule, friendly units benefit from the Fearless special rule for being within range of a Synapse Creature, but do not have to take any kind of test for being outside this range.
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).