40K Regiments


Image by SpOoky 777: http://www.deviantart.com/art/tanks-n-titans-144973045

By BobK, Keats and Pimpcron

“I have at my command an entire battle group of the Imperial Guard. Fifty regiments, including specialized drop troops, stealthers, mechanised formations, armoured companies, combat engineers and mobile artillery. Over half a million fighting men and thirty thousand tanks and artillery pieces are mine to command. Emperor show mercy to the fool that stands against me, for I shall not.”
Warmaster Demetrius, at the outset of the Salonika Crusade
(From the back of the 4th ed. Imperial Guard codex)

Many players enjoy creating themed armies that emphasise a certain playing style, despite the fact that this decreases their chances of winning, as they avoid using powerful units and have an inherent weakness. This article aims to address that imbalance by rewarding themed armies, as well as opening up new possibilities for new army layouts otherwise impossible in a standard army. While formations can do this to a limited extent, they typically reward a small part of an army being themed with often powerful special rules, whereas these apply to the entire army and have only minor special rules in order to avoid any single dice rolls from being too decisive or to diminish any major strengths or weaknesses that they have for the sake of game balance. These regiment rules also allow abandoned army lists such as the rough rider regiment and armoured company to be used again.

All armies may be taken as regiments, but must describe their army as being that regiment to their opponent so that they know what to expect. Regiments are usually the result of a selection of specialists chosen to carry out a key strategic role in the wider war effort, or are the result of needing to be able to fight in a certain environment that many units would struggle to operate in.

Troops Units

Where the rules for your chosen regiment do not allow any units from the Troops section of your army codex, or the only Troops that can be taken are Unique, a unit must be selected from another part of the army list and becomes a Troops choice. The unit selected to become a Troops choice must have the lowest pts/model cost out of the following unit types left in the regiment: Infantry, Bikes & Jetbikes, Cavalry, Jump Infantry and Jet Pack Infantry. If that is not an option then it must be the cheapest pts/model out of the remaining units in the army.

All Troops units have the Objective Secured bonus from the Combined Arms Detachment.

Vacant Slots

If other parts of the Force Organisation chart are empty as well due to the regiment criteria removing all standard units of that type, the vacant slots are evenly distributed among the remaining unit types. For example, if a Scout regiment had no Heavy Support units available, it would gain an additional Elites slot, another Fast Attack slot and another Troops slot.

Acting-Commanders

All regiments have the option of upgrading any of their units to be HQ units if they contain a model with the Character rule. This costs +25pts and confers +1 WS, +1BS, +1W & +1Ld (to a maximum of 10) to the Character, who may then purchase 1 additional item from the wargear list/armoury. If there are no units with the Character rule then this upgrade can be applied to any vehicle, monstrous creature or monstrous flyer, boosting their WS & BS by 1 for +15pts.

All HQ units have the Ideal Mission Commander bonus from the Combined Arms Detachment.

Allied Units

If an army is using both the regiments rules and allies, the allied units do not have to use the regiment rules and can be from another regiment.

Each regiment rule is followed by an example of how the rules interact with the Astra Militarum codex to form an Astra Militarum regiment.

Customised Regiments

The list below is far from exhaustive and players are encouraged to create their own regiments. 2 different regiment rules can be combined if players want to have a really strong focus for their army, e.g. a Khornate Raiders army consisting of just Khornate daemons with 12″+ movement.

If you have any suggestions for additional regiments, please let us know at the Fandexes Facebook group.

Aerial

Many a commander has an aerial regiment in reserve for occasions where the ability to strike with speed from above is essential to establish a foothold or seize a critical objective. These regiments are light on ground troops but have a strong element of air support.

Only jump units, jet pack units, monstrous flyers and flyers (including any embarked units) may be taken. Units that have to be embarked become Elites.

If all friendly units are zooming and/or swooping and all enemy units are on the ground and behind cover then the aerial regiment retreats from the battle.

Reserves are rolled for from the 1st turn onwards and arrive automatically on turn 3. The Sudden Death Victory rule regarding automatic defeat if the board is empty does not apply until the end of turn 3.

1-2 HQ: Acting-Commander, Commissar Yarrick*, Company Command Squad*, Lord Commissar*, Commissar*, Ministorum Priest*, Primaris Psyker*, Enginseer*
0-4 Elites: Ratlings*, Wyrdvane Psykers*, Militarum Tempestus Platoon*, Infantry Platoon*, Veterans*
2-7 Troops: Valkyrie Squadron
0-4 Fast Attack: Vendetta Squadron

*Must arrive/deploy embarked on a flyer.

If passengers cannot be deployed:

1-2 HQ: Acting-Commander (Valkyrie Squadron or Vendetta Squadron)
2-15 Troops: Valkyrie Squadron, Vendetta Squadron

Air Defence

Often used to guard critical locations from aircraft, air defence regiments must be prepared to repel all attackers until reinforcements arrive.

Troops become Heavy Support choices and units with Skyfire weapons capable of damaging AV 12 become Troops choices. HQ, Elites, Fast Attack and Heavy Support are reduced by 1 slot each. Other Heavy Support choices may not be taken.

1 HQ: Acting-Commander, Commissar Yarrick, Company Command Squad, Tank Commander, Lord Commissar, Commissar, Ministorum Priest, Primaris Psyker, Enginseer
0-2 Elites: Ogryns, Bullgryns, Ratlings, Wyrdvane Psykers, Militarum Tempestus Platoon
2-6 Troops: Hydra Battery
0-2 Fast Attack: Scout Sentinel Squadron, Armoured Sentinel Squadron, Rough Riders, Hellhound Squadron, Valkyrie Squadron, Vendetta Squadron
0-2 Heavy Support: Infantry Platoon, Veterans

Armoured

Where 2 armies have become bogged down into trench warfare and a ‘big push’ is needed to break the stalemate, or in conditions where most infantry struggle to survive, armoured divisions (and organic equivalents) excel at altering the course of a war.

Only units that are either vehicles, monstrous creatures or monstrous flyers may be taken. Units that are inside or accompanied by transports may not be taken. The Troops choice created must be either a non-Flyer vehicle with at least 3 weapons or a monstrous creature.

1-2 HQ: Acting-Commander, Tank Commander
2-7 Troops: Leman Russ Squadron
0-4 Fast Attack: Scout Sentinel Squadron, Armoured Sentinel Squadron, Hellhound Squadron, Valkyrie Squadron, Vendetta Squadron
0-4 Heavy Support: Hydra Battery, Basilisk Battery, Wyvern Battery, Manticore, Deathstrike

Artillery

Often used to obliterate enemy emplacements from afar, these regiments typically avoid direct contact with the enemy. However, when attacked by an unexpected strike, or when bringing their might to bear on a resilient opponent at a more accurate range, the artillery regiment can hold its own in a fight.

Troops become Heavy Support choices and units with Barrage weapons become Troops choices. HQ, Elites, Fast Attack and Heavy Support are reduced by 1 slot each. Other Heavy Support choices may not be taken.

1 HQ: Acting-Commander, Commissar Yarrick, Company Command Squad, Tank Commander, Lord Commissar, Commissar, Ministorum Priest, Primaris Psyker, Enginseer
0-2 Elites: Ogryns, Bullgryns, Ratlings, Wyrdvane Psykers, Militarum Tempestus Platoon
2-6 Troops: Basilisk Battery, Wyvern Battery, Manticore, Deathstrike
0-2 Fast Attack: Scout Sentinel Squadron, Armoured Sentinel Squadron, Rough Riders, Hellhound Squadron, Valkyrie Squadron, Vendetta Squadron
0-2 Heavy Support: Infantry Platoon, Veterans

Auxilia

On occasion a regiment is made with an unusually high number of otherwise rare units forming the heart of the army. Sometimes this is because that unit is particularly effective or for some reason is favoured by the general, other times it is a result of the territory being fought over being the source of that unit and as a result a normally rare unit is in abundance.

1 non-HQ non-vehicle unit of the owning player’s choice becomes the only Troops choice. The other Troops units become Elites. When describing the regiment being taken the player must mention which unit is taken as Troops. The Acting-Commander must be based on the Troops choice. The number of Elites, Fast Attack and Heavy Support are decreased by 1.

Example: Astra Militarum Ogryns Auxilia

1-2 HQ: Acting-Commander (Ogryns), Commissar Yarrick, Company Command Squad, Tank Commander, Lord Commissar, Commissar, Ministorum Priest, Primaris Psyker, Enginseer
0-2 Elites: Bullgryns, Ratlings, Wyrdvane Psykers, Militarum Tempestus Platoon, Infantry Platoon, Veterans
2-6 Troops: Ogryns
0-2 Fast Attack: Scout Sentinel Squadron, Armoured Sentinel Squadron, Rough Riders, Hellhound Squadron, Valkyrie Squadron, Vendetta Squadron
0-2 Heavy Support: Leman Russ Squadron, Hydra Battery, Basilisk Battery, Wyvern Battery, Manticore, Deathstrike

Cavalry

This rare regiment is used for long-range reconnaissance and scouting movements, able to cover long distances without need of fuel or maintenance. This regiment is also popular with those commanders with a strong sense of tradition or personal ties to mounted units.

Only beasts and cavalry may be taken.

1-2 HQ: Acting-Commander (Rough Riders)
2-15 Troops: Rough Riders

Combat Engineers

While the majority of armed forces are focused on front-line combat, combat engineers provide essential support through the construction and demolition of buildings and equipment. Where their skills are needed near the enemy, or their fortifications are under assault, the combat engineers work in unison with their constructions to fend off any attack.

HQs and units with the ability to repair vehicles and squads where every model in the unit is capable of damaging AV14 become Troops. Other Troops become Elites. HQ, Elites, Fast Attack and Heavy Support are reduced by 1 slot each.

Up to 3 Fortifications may be taken.

1 HQ: Acting-Commander, Commissar Yarrick, Company Command Squad, Tank Commander, Lord Commissar, Commissar, Ministorum Priest, Primaris Psyker
0-2 Elites: Ogryns, Bullgryns, Ratlings, Wyrdvane Psykers, Militarum Tempestus Platoon, Infantry Platoon
2-6 Troops: Enginseer, Veterans*
0-2 Fast Attack: Scout Sentinel Squadron, Armoured Sentinel Squadron, Rough Riders, Hellhound Squadron, Valkyrie Squadron, Vendetta Squadron
0-2 Heavy Support: Leman Russ Squadron, Hydra Battery, Basilisk Battery, Wyvern Battery, Manticore, Deathstrike
0-3 Fortifications

*must have the demolitions upgrade.

Commando

Whilst this regiment requires more coordination and logistical support, the combination of stealth specialists and deep strikers working in coordination can land a strike against any target behind enemy lines.

Only units with either Infiltrate, Scout or Outflank or using the Deep Strike special rule may be taken. Other units that use special deployment rules to represent infiltration (e.g. lictor special deployment) may also be taken.

1-2 HQ: Acting-Commander (Militarum Tempestus Platoon)
0-4 Elites: Militarum Tempestus Platoon (may not have chimera or taurox prime)
2-7 Troops: Ratlings
0-4 Fast Attack: Scout Sentinel Squadron, Valkyrie Squadron, Vendetta Squadron

Daemonancer

Only the truly ruthless, twisted or desperate commanders consider forming this regiment. Daemonic regiments consist of those psykers in their ranks with a talent for daemonancy and a small bodyguard. This small handful of soldiers is either hidden away or otherwise distances itself from prying eyes and summons as many daemons as necessary to defeat an opposing army. The psykers and their bodyguard are not expected to survive and a lot of work is required to conceal what has taken place from any investigations, but the effectiveness of this attack with so few casualties presents an ever-tempting option to commanders.

Only units with at least 1 power from the malefic daemonology discipline and Troops may be taken. The number of Troops is limited to 1 squad per non-daemon psyker. No additional squads are granted by the Vacant Slots rule. Instead the regiment gains access to the following units from codex Chaos Daemons: Bloodletters, Pink Horrors, Plaguebearers, Daemonettes, Flesh Hounds, Flamers, Nurgling Swarms, Seekers, Heralds, Bloodcrushers, Screamers, Plague Drones, Fiends and Greater Daemons.

The daemonic units may not deploy by deep strike with the exception of the monstrous flyers and jet pack cavalry.

1-2 HQ: Acting-Commander (Infantry Platoon or Veterans)*, Primaris Psyker
0-3 Elites: Wyrdvane Psykers, Herald of Khorne, Herald of Tzeentch, Herald of Nurgle, Herald of Slaanesh
2-6 Troops: Infantry Platoon*, Veterans*, Bloodletters of Khorne, Pink Horrors of Tzeentch, Plaguebearers of Nurgle, Daemonettes of Slaanesh, Flesh Hounds of Khorne, Flamers of Tzeentch, Nurglings, Seekers of Slaanesh
0-3 Fast Attack: Bloodcrushers of Khorne, Screamers of Tzeentch, Plague Drones of Nurgle, Fiends of Slaanesh
0-2 Heavy Support: Bloodthirster, Lord of Change, Great Unclean One, Keeper of Secrets

* Limited to 1 squad per non-daemon psyker.

Drop Troops

Normally used for vital missions where a location that needs to be taken or an enemy needs to be destroyed and there is insufficient time for conventional forces to arrive, drop troops regiments typically consist of the elite soldiers of an army.

Only units that are using the Deep Strike rule may be taken.

Reserves are rolled for from the 1st turn onwards and arrive automatically on turn 3. The Sudden Death Victory rule regarding automatic defeat if the board is empty does not apply until the end of turn 3.

1-2 HQ: Acting-Commander (Militarum Tempestus Platoon)
2-9 Troops: Militarum Tempestus Platoon (may not have chimera or taurox prime)
0-6 Fast Attack: Valkyrie Squadron, Vendetta Squadron

Jungle

In very dense terrain such as tropical jungles and thick alpine forests, conventional forces struggle to maintain full functionality in an environment where any movement can lead to vehicle breakdown and range is extremely limited. In such circumstances a jungle regiment is created, enabling those units best suited to such an environment free to set up ambushes and traps without having to constantly deal with vehicle breakdowns. Some specialised regiments have taken to deploying fast-growing plants imported from jungle worlds like Catachan to enable them to catch the opponent off guard and generate cover.

Only infantry, beasts, artillery, walkers, monstrous creatures and units that have a rule that makes them immune to dangerous terrain tests may be taken.

May purchase 1-3 Twisted Copses for 10pts each as their Fortification unit.

1-2 HQ: Acting-Commander*, Company Command Squad*, Lord Commissar, Commissar, Ministorum Priest, Primaris Psyker, Enginseer
0-4 Elites: Ogryns*, Bullgryns*, Ratlings, Wyrdvane Psykers*, Militarum Tempestus Platoon*
2-7 Troops: Infantry Platoon*, Veterans*
0-4 Fast Attack: Scout Sentinel Squadron, Armoured Sentinel Squadron

*May not take a transport.

Light Infantry

Capable of crossing any land-based terrain and launching hit and run attacks from unexpected angles, the light infantry regiment is ideal for attacks in confined spaces as well as guerrilla warfare.

Only infantry and beasts may be taken. Transports and units with any form of the Bulky rule may not be taken.

1-2 HQ: Acting-Commander, Commissar Yarrick, Company Command Squad*, Lord Commissar, Commissar, Ministorum Priest, Primaris Psyker, Enginseer
0-6 Elites: Ratlings, Wyrdvane Psykers*, Militarum Tempestus Platoon*
2-9 Troops: Infantry Platoon*, Veterans*

*May not take a transport.

Lord of War

Whilst the largest war machines are typically reserved for large-scale battles, when the enemy has none of their own (or they have all been destroyed), these units have free reign to prop up weak points in the line or to lead the way on major offensives, with a small bodyguard of supporting units to prevent it from being overwhelmed.

This regiment is the same as a standard army, except that it must contain 1-3 Lords of War of the same type and one of them is treated as the warlord. The lords of war selected must be from the same army as the rest of the units, although Imperial titans may be taken by any Imperial army. HQs are no longer mandatory in this regiment, and the force organisation chart is reduced so that the powerful units found in most armies can be used where they are needed while the lord of war rampages through the enemy. HQs and Elites are 0-1, Fast Attack and Heavy Support are 0-2, and Troops are 0-4.

Example: Imperial Guard Baneblade Regiment

0-1 HQ: Acting-Commander, Commissar Yarrick, Company Command Squad, Tank Commander, Lord Commissar, Commissar, Ministorum Priest, Primaris Psyker, Enginseer
0-1 Elites: Ogryns, Bullgryns, Ratlings, Wyrdvane Psykers, Militarum Tempestus Platoon
0-4 Troops: Infantry Platoon, Veterans
0-2 Fast Attack: Scout Sentinel Squadron, Armoured Sentinel Squadron, Rough Riders, Hellhound Squadron, Valkyrie Squadron, Vendetta Squadron
0-2 Heavy Support: Leman Russ Squadron, Hydra Battery, Basilisk Battery, Wyvern Battery, Manticore, Deathstrike
1-3 Lord of War: Baneblade

Mechanised

Although transports are a fairly common sight in most armies, there are still many regiments that specialise in their use to rapidly redeploy to wherever they are needed as the tides of war dictate.

Only vehicles capable of moving at least 12″ and their passengers may be taken.

1-2 HQ: Acting-Commander*, Commissar Yarrick*, Company Command Squad*, Tank Commander*, Lord Commissar*, Commissar*, Ministorum Priest*, Primaris Psyker*, Enginseer*
0-3 Elites: Ogryns*, Bullgryns*, Wyrdvane Psykers*, Militarum Tempestus Platoon*
2-6 Troops: Infantry Platoon*, Veterans*
0-3 Fast Attack: Hellhound Squadron, Valkyrie Squadron, Vendetta Squadron
0-3 Heavy Support: Leman Russ Squadron, Hydra Battery, Basilisk Battery, Wyvern Battery, Manticore, Deathstrike

*Must be in a transport.

Naval

Though weapons, uniforms and enemies may change, this regiment, capable of engaging sea-bound opponents and coastal assaults alike, continues its enduring status in the strategic arsenal.

Only units that ignore terrain when they move and units described as amphibious (e.g. chimeras) may be taken. Transports do not need to purchase passengers.

Non-walker vehicles without barrage weapons and creatures without legs (e.g. trygons) may be given the Aquatic upgrade for free. Units with the Aquatic rule are amphibious but are automatically immobilised (or unable to move for non-vehicles) if they enter non-water-based terrain.

1-2 HQ: Acting-Commander*, Commissar Yarrick*, Company Command Squad*, Lord Commissar*, Commissar*, Ministorum Priest*, Primaris Psyker*, Enginseer*
0-3 Elites: Ogryns*, Bullgryns*, Wyrdvane Psykers*, Militarum Tempestus Platoon*
2-6 Troops: Infantry Platoon*, Veterans*
0-3 Fast Attack: Hellhound Squadron**, Valkyrie Squadron, Vendetta Squadron
0-3 Heavy Support: Leman Russ Squadron**, Hydra Battery**

*Must be in a chimera or have their empty chimera taken in their place.
**Must have the Aquatic upgrade.

Raiders

This regiment specialises in rapid strikes at vulnerable locations then retreating before effective resistance arrives.

Only units always capable of moving 12” or more and attacking every turn may be taken in this army, such as bikes, jetbikes, cavalry, beasts, fast vehicles, flyers and monstrous flyers. This includes slower units if they have are normally allowed to ride in a transport that is fast enough to be included.

1-2 HQ: Acting-Commander (Rough Riders or Militarum Tempestus Platoon), Commissar Yarrick*, Lord Commissar*, Commissar*, Ministorum Priest*, Primaris Psyker*, Enginseer*
0-4 Elites: Militarum Tempestus Platoon*
2-7 Troops: Rough Riders
0-4 Fast Attack: Hellhound Squadron, Valkyrie Squadron, Vendetta Squadron

*Must be mounted in a taurox prime.

Scout

This regiment is formed by infiltration specialists and tasked with going deep into enemy territory or dense terrain, ambushing patrols and sabotaging vital supplies.

Only units with the Infiltrate, Scout and/or Outflank special rule may be taken. Other units that use special deployment rules to represent infiltration (e.g. lictor special deployment) may also be taken.

If both sides have infiltrators and only 1 of them has the guerrilla regiment for its primary detachment then it automatically wins the roll-off to determine who deploys the first infiltrating unit.

1-2 HQ: Acting-Commander (Scout Sentinel Squadron)
2-9 Troops: Ratlings
0-6 Fast Attack: Scout Sentinel Squadron

Stealth

This regiment is adept at launching ambushes and blending in with cover to the extent that some have been known to wait for an enemy to pass by them and launch attacks from behind their target. Stealth regiments are also particularly skilled in urban warfare and launching attacks at night.

Only units with cover save bonuses such as Stealth and Shrouded may be taken.

1-2 HQ: Acting-Commander, Company Command Squad*, Tank Commander**, Lord Commissar*
0-3 Elites: Ratlings
2-6 Troops: Veterans*
0-3 Fast Attack: Scout Sentinel Squadron**, Armoured Sentinel Squadron**, Hellhound Squadron**
0-3 Heavy Support: Leman Russ Squadron**, Hydra Battery**, Basilisk Battery**, Wyvern Battery**, Manticore**, Deathstrike**

*  Must have camo gear.
** Must have camo netting.

Subterranean

This rarely seen regiment uses tunnelling machines to strike at unexpected locations, particularly those sites with strong anti-air defences.

Only units that create tunnels and non-bulky infantry may be taken. Tunnelling units become Troops choices and Troops choices become Heavy Support.

Units in reserve may choose to deploy from any location that a tunnelling unit has appeared from as part of its tunnelling deployment, which should be marked with a counter to show where they are made. If there is no room for these units to arrive on the turn that their reserve roll succeeds then they may enter ongoing reserves, but may only be deployed from a tunnelling marker.

1-2 HQ: Acting-Commander, Commissar Yarrick, Company Command Squad, Lord Commissar, Commissar, Ministorum Priest, Primaris Psyker, Enginseer
0-4 Elites: Ratlings, Wyrdvane Psykers, Militarum Tempestus Platoon
2-7 Troops: Hades Breaching Drill
0-4 Heavy Support: Infantry Platoon, Veterans

Chaos Daemons: Khornate

Each of the chaos gods desires power and souls. Wherever possible each god’s legion will attempt to harvest souls for just themselves, with their patron fiercely attacking any others seeking to interfere with their forces.

Only Khornate units may be used.

Warp Storm Table results of ‘The Dark Prince Thirsts’ are treated as ‘Khorne’s Wrath’. ‘Storm of Fire’ and ‘Rot, Glorious Rot’ are re-rolled, but must be accepted if they are rolled a 2nd time.

HQ: Skarbrand, Bloodthirster, Daemon Prince*, Skulltaker, Karanak, Herald of Khorne
Elites: Bloodcrushers of Khorne
Troops: Bloodletters of Khorne
Fast Attack: Flesh Hounds of Khorne, Chaos Furies*
Heavy Support: Soul Grinder*, Skull Cannon of Khorne

* Must be upgraded to be a Daemon of Khorne.

Chaos Daemons: Nurglesque

Each of the chaos gods desires power and souls. Wherever possible each god’s legion will attempt to harvest souls for just themselves, with their patron fiercely attacking any others seeking to interfere with their forces.

Only Nurglesque units may be used.

Warp Storm Table results of ‘Storm of Fire’ are treated as ‘Rot, Glorious Rot’. ‘Khorne’s Wrath’ and ‘The Dark Prince Thirsts’ are re-rolled, but must be accepted if they are rolled a 2nd time.

HQ: Ku’Gath Plaguefather, Great Unclean One, Daemon Prince*, Epidemius, Herald of Nurgle
Elites: Beast of Nurgle
Troops: Plaguebearers of Nurgle, Nurglings
Fast Attack: Plague Drones of Nurgle, Chaos Furies*
Heavy Support: Soul Grinder*

* Must be upgraded to be a Daemon of Nurgle.

Chaos Daemons: Slaaneshi

Each of the chaos gods desires power and souls. Wherever possible each god’s legion will attempt to harvest souls for just themselves, with their patron fiercely attacking any others seeking to interfere with their forces.

Only Slaaneshi units may be used.

Warp Storm Table results of ‘Khorne’s Wrath’ are treated as ‘The Dark Prince Thirsts’. ‘Storm of Fire’ and ‘Rot, Glorious Rot’ are re-rolled, but must be accepted if they are rolled a 2nd time.

HQ: Keeper of Secrets, Daemon Prince*, The Masque of Slaanesh, Herald of Slaanesh
Elites: Fiends of Slaanesh
Troops: Daemonettes of Slaanesh
Fast Attack: Chaos Furies*, Seekers of Slaanesh, Hellflayer of Slaanesh
Heavy Support: Soul Grinder*, Seeker Chariot of Slaanesh, Exalted Seeker Chariot of Slaanesh

* Must be upgraded to be a Daemon of Slaanesh.

Chaos Daemons: Tzeentchian

Each of the chaos gods desires power and souls. Wherever possible each god’s legion will attempt to harvest souls for just themselves, with their patron fiercely attacking any others seeking to interfere with their forces.

Only Tzeentchian units may be used.

Warp Storm Table results of ‘Rot, Glorious Rot’ are treated as ‘Storm of Fire’. ‘Khorne’s Wrath’ and ‘The Dark Prince Thirsts’ are re-rolled, but must be accepted if they are rolled a 2nd time.

HQ: Kairos Fateweaver, Lord of Change, Daemon Prince*, The Changeling, The Blue Scribes, Herald of Tzeentch
Elites: Flamers of Tzeentch
Troops: Pink Horrors of Tzeentch
Fast Attack: Screamers of Tzeentch, Chaos Furies*
Heavy Support: Soul Grinder*, Burning Chariot of Tzeentch

* Must be upgraded to be a Daemon of Tzeentch.

Chaos Space Marines: Chaos Cult

For those followers of chaos not assisted by chaos space marines, reliance on daemon engines and heavy casualties are the necessary path to achieve glory in the eyes of the dark gods.

No units of chaos space marines or vehicles crewed by chaos space marines may be taken.

1-2 HQ: Acting-Commander (Chaos Cultists), Daemon Prince
2-7 Troops: Chaos Cultists, Tzaangor
0-4 Fast Attack: Chaos Spawn, Heldrake
0-4 Heavy Support: Defiler, Forgefiend, Maulerfiend

Dark Eldar: Webway Strike

As much a display of wealth as of power, webway strike regiments are for those archons with plentiful, some would say reckless, numbers of webway portals. While the use of these portals is limited to those transports and infantry that are capable of carrying them, the enemies of the dark eldar know full well how much damage can be done with even limited units striking unerringly at the enemy’s weak points.

Only units that are deploying by webway portal (including units that they are attached to and/or are embarked upon) may be taken. All models with the Character rule may purchase a webway portal for +35pts.

Reserves are rolled for from the 1st turn onwards and arrive automatically on turn 3. The Sudden Death Victory rule regarding automatic defeat if the board is empty does not apply until the end of turn 3.

1-2 HQ: Acting-Commander, Archon, Court of the Archon, Succubus, Lelith Hesperax, Haemonculus, Urien Rakarth, Drazhar
0-4 Elites: Incubi, Mandrakes, Wracks, Grotesques
2-7 Troops: Kabalite Warriors, Wyches
0-4 Fast Attack: Raider, Venom

Space Marines: 1st Company

In the codex astartes each company is divided into 10 companies. At times when the chapter’s resources are fully stretched and there is a mission of vital importance (such as one concerning protecting the chapter’s future), the 1st Company is sometimes united as a single fighting force.

May not include Tactical Squads, Scout Squads, Assault Squads, Bike Squads, Attack Bike Squads, Land Speeder Storms, Scout Bike Squads, Devastator Squads, Centurion Assault Squads or Centurion Devastator Squads.

Terminator Squads, Terminator Assault Squads, Sterngaurd Veteran Squads and Vanguard Veteran Squads become Troops choices.

Example: Ultramarines 1st Company

HQ: Acting-Commander, Chief Librarian Tigurius, Chaplain Cassius, Sergeant Chronus, Kor’Sarro Khan, Vulkan He’Stan, Captain Lysander, Pedro Kantor, Captain, Librarian, Techmarine, Chaplain
Elites: Command Squad, Honour Guard, Dreadnoughts, Venerable Dreadnoughts, Ironclad Dreadnoughts, Legion of the Damned
Troops: Vanguard Veteran Squad, Sternguard Veteran Squad, Terminator Squad, Terminator Assault Squad
Fast Attack: Land Speeders, Rhino, Razorback, Drop Pod, Stormtalon Gunship
Heavy Support: Thunderfire Cannons, Predators, Whirlwinds, Vindicators, Hunters, Stalkers, Stormraven Gunship, Land Raider, Land Raider Crusader, Land Raider Redeemer

Space Marines: 6th Company

In the codex astartes each company is divided into 10 companies. At times when the chapter’s resources are fully stretched and there is a mission of vital importance (such as one concerning protecting the chapter’s future), the 6th Company is sometimes united as a single fighting force.

May not include Terminator Squads, Terminator Assault Squads, Sternguard Veteran Squads, Vanguard Veteran Squads, Scout Squads, Assault Squads, Land Speeder Storms, Scout Bike Squads, Devastator Squads, Centurion Assault Squads or Centurion Devastator Squads.

Bike Squads and Attack Bike Squads become Troops choices.

Example: Ultramarines 6th Company

HQ: Acting-Commander, Chief Librarian Tigurius, Chaplain Cassius, Sergeant Chronus, Kor’Sarro Khan, Vulkan He’Stan, Pedro Kantor, Captain, Librarian, Techmarine, Chaplain
Elites: Command Squad, Honour Guard, Dreadnoughts, Venerable Dreadnoughts, Ironclad Dreadnoughts, Legion of the Damned
Troops: Tactical Squad, Bike Squad, Attack Bike Squad
Fast Attack: Land Speeders, Rhino, Razorback, Drop Pod, Stormtalon Gunship
Heavy Support: Thunderfire Cannons, Predators, Whirlwinds, Vindicators, Hunters, Stalkers, Stormraven Gunship, Land Raider, Land Raider Crusader, Land Raider Redeemer

Space Marines: 7th Company

In the codex astartes each company is divided into 10 companies. At times when the chapter’s resources are fully stretched and there is a mission of vital importance (such as one concerning protecting the chapter’s future), the 7th Company is sometimes united as a single fighting force.

May not include Terminator Squads, Terminator Assault Squads, Sternguard Veteran Squads, Vanguard Veteran Squads, Scout Squads, Assault Squads, Bike Squads, Attack Bike Squads, Land Speeder Storms, Scout Bike Squads, Devastator Squads, Centurion Assault Squads or Centurion Devastator Squads.

Land Speeder Squadrons become Troops choices.

Example: Ultramarines 7th Company

HQ: Acting-Commander, Chief Librarian Tigurius, Chaplain Cassius, Sergeant Chronus, Kor’Sarro Khan, Vulkan He’Stan, Pedro Kantor, Captain, Librarian, Techmarine, Chaplain
Elites: Command Squad, Honour Guard, Dreadnoughts, Venerable Dreadnoughts, Ironclad Dreadnoughts, Legion of the Damned
Troops: Tactical Squad, Land Speeders
Fast Attack: Rhino, Razorback, Drop Pod, Stormtalon Gunship
Heavy Support: Thunderfire Cannons, Predators, Whirlwinds, Vindicators, Hunters, Stalkers, Stormraven Gunship, Land Raider, Land Raider Crusader, Land Raider Redeemer

Space Marines: 8th Company

In the codex astartes each company is divided into 10 companies. At times when the chapter’s resources are fully stretched and there is a mission of vital importance (such as one concerning protecting the chapter’s future), the 8th Company is sometimes united as a single fighting force.

May not include Terminator Squads, Terminator Assault Squads, Sternguard Veteran Squads, Vanguard Veteran Squads, Tactical Squads, Scout Squads, Land Speeder Storms, Scout Bike Squads, Devastator Squads or Centurion Devastator Squads.

Assault Squads become Troops choices.

Example: Ultramarines 8th Company

HQ: Acting-Commander, Chief Librarian Tigurius, Chaplain Cassius, Sergeant Chronus, Kor’Sarro Khan, Vulkan He’Stan, Pedro Kantor, Captain, Librarian, Techmarine, Chaplain
Elites: Command Squad, Honour Guard, Centurion Assault Squad, Dreadnoughts, Venerable Dreadnoughts, Ironclad Dreadnoughts, Legion of the Damned
Troops: Assault Squad
Fast Attack: Land Speeders, Rhino, Razorback, Drop Pod, Stormtalon Gunship
Heavy Support: Thunderfire Cannons, Predators, Whirlwinds, Vindicators, Hunters, Stalkers, Stormraven Gunship, Land Raider, Land Raider Crusader, Land Raider Redeemer

Space Marines: 9th Company

In the codex astartes each company is divided into 10 companies. At times when the chapter’s resources are fully stretched and there is a mission of vital importance (such as one concerning protecting the chapter’s future), the 9th Company is sometimes united as a single fighting force.

May not include Terminator Squads, Terminator Assault Squads, Sternguard Veteran Squads, Vanguard Veteran Squads, Tactical Squads, Scout Squads, Assault Squads, Bike Squads, Attack Bike Squads, Land Speeder Storms, Scout Bike Squads or Centurion Assault Squads.

Devastator Squads become Troops choices.

Example: Ultramarines 9th Company

HQ: Acting-Commander, Chief Librarian Tigurius, Chaplain Cassius, Sergeant Chronus, Kor’Sarro Khan, Vulkan He’Stan, Pedro Kantor, Captain, Librarian, Techmarine, Chaplain
Elites: Command Squad, Honour Guard, Dreadnoughts, Venerable Dreadnoughts, Ironclad Dreadnoughts, Legion of the Damned
Troops: Devastator Squad
Fast Attack: Land Speeders, Rhino, Razorback, Drop Pod, Stormtalon Gunship
Heavy Support: Centurion Devastator Squad, Thunderfire Cannons, Predators, Whirlwinds, Vindicators, Hunters, Stalkers, Stormraven Gunship, Land Raider, Land Raider Crusader, Land Raider Redeemer

Space Marines: 10th Company

In the codex astartes each company is divided into 10 companies. At times when the chapter’s resources are fully stretched and there is a mission of vital importance (such as one concerning protecting the chapter’s future), the 10th Company is sometimes united as a single fighting force.

May not include Terminator Squads, Terminator Assault Squads, Sternguard Veteran Squads, Vanguard Veteran Squads, Tactical Squads, Assault Squads, Bike Squads, Attack Bike Squads, Devastator Squads, Centurion Assault Squads or Centurion Devastator Squads.

Scout Bike Squads become Troops choices.

Example: Ultramarines 10th Company

HQ: Acting-Commander, Chief Librarian Tigurius, Chaplain Cassius, Sergeant Telion, Sergeant Chronus, Kor’Sarro Khan, Vulkan He’Stan, Pedro Kantor, Captain, Librarian, Techmarine, Chaplain
Elites: Command Squad, Honour Guard, Dreadnoughts, Venerable Dreadnoughts, Ironclad Dreadnoughts, Legion of the Damned
Troops: Scout Squad, Scout Bike Squad
Fast Attack: Land Speeder Storm, Land Speeders, Rhino, Razorback, Drop Pod, Stormtalon Gunship
Heavy Support: Thunderfire Cannons, Predators, Whirlwinds, Vindicators, Hunters, Stalkers, Stormraven Gunship, Land Raider, Land Raider Crusader, Land Raider Redeemer

Tau Empire: Battlesuit

The enclosed environment and manoeuvrability of battlesuits enables them to operate within a wide range of environments. This regiment is formed to operate where chemical & biological hazards, or even the void of space, are expected to play a major factor in the ensuing battle.

1-2 HQ: Commander Farsight, Commander Shadowsun, Commander-
0-4 Elites: Stealth Team, XV104 Riptide, XV95 Ghostkeel Battlesuits
2-7 Troops: XV8 Crisis Team
0-4 Heavy Support: XV88 Broadside Team

 

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2 comments

  1. Pingback: The 40K Universe Just Got A Whole Lot Bigger… « 40K Director's Cut
  2. Pingback: The 40K Universe Just Got A Whole Lot Bigger… « Fandexes

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