Dark Lord Foamy

Armies through the editions- 2nd ed armies

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Armies through the editions.

So time to have a look at how the armies have grown throughout the editions and some have had major overhauls.

So lets start with 2nd ed *watches as the Tau and Dark Eldar fade out of existence*

2nd

Codex Tyranids



Special rules-

Immune to toxins.

If caught on fire a nid may continue to fight as normal.

Do not use strategy cards but have a tyranid event table that affects all enemy units/vehicles/squads.

Can only play 6 missions and 3 are unique to the tyranids (Terroize, Tyranid Attack, Trap).

Army Lists

Tyranids

Characters

Hive Tyrant- Every tyranid army needed to have 1 Hive Tyrant as a commander.
Lictors
Zoanthropes

Broods

Genestealer broods
Tyranid Warrior broods
Gargoyle broods
Termagant broods
Hormagaunt broods

Support

Ripper Swarms
Carnifexes
Biovores
Spore Mines

Allies

None

Genestealer Cult list

Characters

Patriarch
Magus
Cult Icon Bearer

Squads

Genestealer brood
Genestealer hybrids (2 types acolytes and neophytes with neophytes being better in CC but worse at shooting)
Broodbrothers (brainwashed guardsmen)

Support
Heavy Weapon Teams
Chimeras
Sentinels
Rhino’s
Imperial Guard Land Speeders
Land Raiders
Leman Russes
Predators
Artillery Platforms

Allies

Chaos Space Marines

Codex Angels of Death




Bar their own unique units and rules the Blood Angels and Dark Angels use the squads and rules from codex space marines.

Blood Angels

No unique special rules

Characters

Commander Dante, Lord Captain of the Blood Angels (SC)
Veteran Sergeant Cleutin, Guardian of the Shroud of Sanguinius (SC)
Chief Librarian Mephistron, Lord of Death (SC)
Apothecary Corbulo, Sanguinary Priest of the Blood Angels (SC)
Brother-Captain Tycho, Commander of the 3rd Company (SC)

Squads

Death Company
Veteran Space Marine Assault Squad

Apart from that the BA use the Space Marine army list

Dark Angels

Special Rules

Ravenwing-

Expert Riders- Members of the ravenwing may reroll any skid turn tests they fail and suffer no penalty for firing at an enemy from a vehicle that has moved fast.

Jink- Enemies firing on a Ravenwing bike or land speeder suffer a –1 to hit.

Deathwing- Members of the Deathwing are immune to psychology and automatically pass any break tests.

Fallen Angels- Have all rules for space marines and cost and have the same equipment as veteran chaos space marines. FA hate DA and DA hate FA.

Army List

Master of the Deathwing
Master of the Ravenwing
Dark Angels Master
One of the above 3 must be taken or SC equivalent
Commander Azrael, Supreme Grand Master of the Dark Angels (SC)
Ezekiel, Grand Master of Librarians (SC)
Brother Bethor, Bearer of the Sacred Standard (SC)
Sapphon, Grand Master of Chaplains (SC)
Asmodai, Interrogator Chaplain (SC)

Units
Deathwing Squad
Ravenwing Land Speeder Squadron
Ravenwing Bike Squadron
Ravenwing Attack Bike Squadron

Allies
May only ally with imperial forces.

Chaos



Chaos Space Marines


Special rules- All follow the Space Marine rules for Rapid Fire but flee if broken instead of becoming shaken.

Daemons- All daemons must be summoned with lesser costing 2 pts to be summoned while GD cost 10.

Khorne- each hit scored by a Chaos model in close combat earns 1 point.
Nurgle- Each Wound inflicted on an enemy model earns 1 point.
Slaanesh- Every time an enemy unit takes a Leadership test for any reason (whether the test is failed or not), score a number of points equal to half the Leadership value of the unit.
Tzeentch- Each Force Card used by either side in the psychic phase scores 1 point. Discarded cards do not count,

All daemons have a 4+ invul and are immune to most toxins and poisons.

Daemon Animosity- Tzeentch is a rival of Nurgle. Slaanesh is a rival of Khorne. Whenever you have daemons whose Gods are rivals within 12" roll a d6 on a 1-2 the daemons wipe each other out, 3-4 do nothing for the turn, 5-6 ignore each other.

Banishment
Daemons are instantly banished if there are no models bearing their Mark of Chaos left on the table.

Army List

Characters

Chaos Lord Must be taken or SC equivalent
Army Icon
Sorcerer (Level 1)
Sorcerer Champion (Level 2)
Master Sorcerer (Level 3)
Sorcerer Lord (Level 4)
Mighty Champion
Exalted Champion
Aspiring Chaos Champion
Bloodthirster
Great Unclean One
Lord of Change
Keeper of Secrets
Abaddon the Despoiler, Warmaster of Chaos (SC)
Kharn the Betrayer (SC)
Fabius Bile (SC)
Huron Blackheart (SC)
Ahriman (SC)
Cypher, Fallen Angels Champions (SC)

Squads

Chaos Terminators
Veteran Chaos Marine Squad
Chaos Space Marine Squad
Plague Marine Squad
Khorne Berserker Squad
Thousand Sons Squad
Noisemarines Squad
Chaos Bikers

Support

Bloodletters
Flesh Hounds
Daemonettes
Fiends
Plague Bearers
Nurglings
Beasts of Nurgle
Flamers
Horrors
Chaos Dreadnoughts
Land Raiders
Whirlwinds
Rhinoes
Predators
Razorbacks

Allies

Chaos cultists, Orks and Imperial Guard.

Chaos Cult list

No special rules

Characters

Demagogue- Must be taken
Daemonic Icon Bearer
Beastman Champion
Acolyte

Squads
Chaos Cultist Coven
Beastman Pack

Allies

Orks, Chaos space marines, Genestealer cult, imperial guard, daemons.

Daemon World

Daemons are deployed not summoned.

Daemons Princes may only take daemons of their own mark.

Army List

Characters
Doombreed, Prince of Khorne
N’Kari, Prince of Slaanesh
Foulspawn, Prince of Nurgle
M’Kachan, Prince of Tzeentch
One of the above 4 must be taken.
All 4 GD.
Daemonic Icon Bearer
Chaos warrior exalted champion
Chaos warrior mighty Champion
Chaos Magus Lord (Level 4)
Chaos Magus Master (Level 3)

Units

All lesser daemons
Chaos Warrior Warband
Chaos Hound Pack
Beastmen Warband
Minotaur Warband
Troll Warband

Allies

Orks, Chaos cultists, Imperial Guard, Chaos space marines.

Eldar



Special Rules

Eldar Dreadnoughts and Wraithguard – Due to the fact they are controlled by spirit stones and not living eldar if there are no living Eldar present on the Battlefield, all Eldar Dreadnoughts and Wraithguard will immediately retreat to their table edge. Avatars and other wraithguard and dreadnoughts don’t count as living elder.

Harlequins- An Eldar army may consist of only a few (<50%) Harlequins or it may be entirely composed of Harlequin units.

Army List

Avatar
Farseer
One of the above 2 must be included or SC equivalent.
Exarch
Warlock
Warlock Champion
Warlock Master
Exodite Dragon Lord
Pirate Captain
Asurmen, Phoenix Lord (SC)
Maugan Ra, Harvester of Souls (SC)
Karandras, the Shadow Hunter (SC)
Fuegan, the Burning Lance (SC)
Baharroth, the Cry of the Wind (SC)
Jain Zar, the Storm of Silence (SC)
Eldrad Ulthran (SC)

Units

Pirate Squad
Guardian Squad
Eldar Scout Squad
Dire Avenger Aspect Warrior Squad
Fire Dragon Aspect Warrior Squad
Dark Reaper Aspect Warrior Squad
Swooping Hawk Aspect Warrior Squad
Howling Banshee Aspect Warrior Squad
Shining Spear Aspect Warrior Squad
Striking Scorpion Aspect Warrior Squad
Warp Spider Aspect Warrior Squad
Wraithguard Squad
Exodite Dragonrider Squad

Harlequins

Great Harlequin (Must be taken in a pure harlequin army)
Death Jester
Solitaire
Shadow Seer
Harlequin Squads

Support

Jetbikes
Vypers
Anti-Grav Weapon Platforms
War Walker
Eldar Dreadnought
Falcon Grav Tank
Fire Prism Grav Tank

Allies

Space Marines, Imperial Guard, Sisters of Battle and Squats.

Imperial Agents

Any Imperial army may take imperial agents as allies. They can be used as individual armies as well.

Adeptus Mechanicus

No special rules

Army list

Characters

Tech-Priest Magus
Tech-Priest Mighty Magus
Tech-Priest Engineer

Units

Tech-Priest Squad
Servitor Squad
Electro-Priest Squad

Support

Bike squads
Rhinos
Predators
Land Raiders
Land Speeders
Sentinels

Inquisition

No special rules

Army List

Characters

Inquisitor Lord
Master Inquisitor
Inquisitor

Squads

Grey Knights Marine Terminator Squad

Support

Rhinos
Land Speeders
Land Raiders

Imperial Adeptus Arbites

No special rules

Army List

Characters

Judge
Primaris Psyker (Level 1)
Psyker Champion (Level 2)
Master Psyker (Level 3)
Psyker Lord (Level 4)
Arbites Champion

Squads

Arbitrator Squad

Support

Predators
Rhinos
Chimeras

Imperial Assassins


Special rules-

All assassins come with a 4+ Invul save.

All assassins may infiltrate.

All assassins are immune to toxins and psychology.

Army List

Assassin
Vindicare Assassin
Callidus Assassin
Eversor Assassin
Culexus Assassin

Imperial Guard



Special rules

Unit Types- There is no game difference between the Tallarn Desert Raiders, the Catachan Jungle Fighters, the Mordian Iron Guard, and the Cadian Shock Troops.

Command Squads- Any Imperial Guard unit within 12" of the leader of a Command Squad may take Break tests with the leader’s Leadership.

Reserves- Any vehicles and the troops carried inside them may be held as reserves, and are not deployed at the start of the game. You do not have to tell your opponent that you are doing this, or even that you purchasedthe units held in reserve. At the start of any of your turns, you may bring any models held in reserve into play, placing them anywhere on your table edge

Preliminary Barrage- Once both sides have deployed but before either side has taken its first turn, you may bring down a hail of fire. Count up the number of Leman Russ battle tanks, Imperial Basilisks and Imperial Griffons. The number of such tanks represents the number of barrages you may call down. For each barrage, place a 2” blast marker anywhere within sight of any of the leaders of your Command Squads. Once templates for all barrages have been placed, roll Scatter Dice for each template and any models under the the template in its final location suffer a hit as from a Battlecannon.

Commlink Barrage- If any of your Command Squads has a model equipped with a Commlink, you may use it to call down barrages during the game. At the beginning of the game, roll a D6 and keep rolling until you get a roll of 2+; the resulting score represents the level of communications interference present on the battlefield. At the start of your second and subsequent turns, you may call down one barrage per model equipped with a Commlink. For each barrage you wish to call down, you must roll equal to or above the level of interference on D6 to get the barrage to work. For each Commlink barrage that succeeds in this manner, follow the barrage rules described above.

Army List

Characters

Command HQ- Must be taken or SC equivalent
w/Captain
w/Colonel
Command Squad
Rough Rider Command Squad
Primaris Psyker (Level 1)
Psyker Champion (Level 2)
Psyker Master (Level 3)
Psyker Lord (Level 4)
Commissar
Solar Macharius, Lord Commander (SC)
Commissar Yarrick (SC)
Nork Deddog, Ogryn Bodyguard (SC)
Captain Al’Rahem of Tallarn (SC)
Captain Chenkov of Valhalla (SC)
Captain Mogul Kamir (SC)
Stumper Muckstart, Ratling Sharpshooter (SC)

Units

Imperial Guard Squad
Heavy Weapon Squad
Rough Rider Squad
Ogryn Squad
Ratling Sniper Squad
Storm Trooper Squad

Support
Leman Russ Battle Tank
Leman Russ Demolisher Siege Tank
Imperial Griffon
Imperial Chimera Troop Transport
Imperial Basilisk
Imperial Hellhound
Sentinel Squadron

Allies

Imperial forces, Squats, Eldar


Legion of the Damned

Special rules

All LOTD are immune to psychology and cause fear.

Legion of the Damned does not have terminators and can’t use terminator only equipment.

Army List

Legion Commander- Must be taken
Icon Bearer
Chaplain
Librarians
Techmarine

Units

Legionnaire Squads- Tactical, Assault and Devastator
Bike Squadron

Support

Rhinos
Land Raiders
Land Speeders
Dreadnoughts

Allies

The legion cannot take allies but be taken as allies by marines and IG.

Necrons

Special rules-

Disruptor Zone- If a vehicle or a dreadnought is within 6” of a Necron at the start of its turn, then it must roll a 4+ on D6 to move at all that turn. Even if successful at this roll, its movement is halved that turn. Any weapon attempting to shoot suffers a –1 To Hit penalty for each Necron within 6”. Enemies in close combat may not use the Strength of any close combat weapons when resolving hits; use the Strength of the model itself. This rule applies to all weapons, except Tyranid weaponry.

Isolation- Necrons ordinarily must maintain squad coherency as is normal for a squad. However, “active” Necrons do not need to maintain this coherency with Necrons which have been downed in combat and are attempting to repair themselves. Thus a Necron which repairs itself may find itself outside ofnormal coherency to the rest of its squad. Necrons in such a condition are said to be isolated.Necrons which recover must try to join up with a Necron unit of the same type as themselves or withanother individual model of the same kind. Until it does so, the Necron is isolated. Isolated Necrons cannot shoot, although fights as normal in all other respects.

Leadership and Defeat- Necrons do not take Leadership tests — any test they would normally be required to take, theyautomatically pass. The Ld of 10 has been provided for convenience.

If the entire Necron force is reduced to 25% or less of its original number at the start of any Necron
turn, then the whole army will mysteriously vanish; the Necrons are assumed to have been driven
away.

Repair- Roll a d6 at the start of the necron players turn. 1- the necron is dead, 2-5 the necron remains on the ground, 6 the necron recovers.

Army List

Characters

Necron Lord (Must be taken)

Squads

Necron Warriors
Scarabs

Support

Necron Destroyers

Orks



Special rules

Strategy Rating- Though Orks normally have a Strategy Rating of only 3, they double it when determining who has the first turn; this means that Orks roll D6+6 to determine who goes first.

Army List

Characters

Warboss must be taken or SC equivalent
Battle Standard Ork and Gretchin
Bigboss
Freebooter Kaptin
Blood Axe Kommando Kaptin
Stormboy Drillboss
Nobz
Mekaniak
Painboy
Runtherd
Weirdboy
Weirdboy Warphead’
Ogryn Leader
Gretchin Assistants
Ghazghkull Mag Uruk Thraka and Makari (SC)
Kaptin Flash Git Badrukk (SC)
Mad Dok Grotsnik (SC)
Nazdreg Ug Urdgrub (SC)
Wazdakka Gutzmek (SC)
Zodgrod Wortsnagga (SC)

Units

Nobz Mob
Blood Axe Kommando Mob
Madboyz Mob
Stormboyz Korps
Ork Mob (Goffs, Badmoons. Death skulls, evil sunz, snakebites and Blood Axes)
Gretchin Mob
Snotling Herd

Support

Ork Nobz Bike
Ogryn Mob
Ork War Bike
Ork War Buggy
Ork War Track
Ork Battle Wagon
Ork Scorcher
Big Weapons (Pulsa Rokkit, Splatta Kannon, Traktor Kannon, Smasha Gun, Squig Katapult)
Ork Dreadnought

Allies

For each blood axe mob you have you may loot a IG or Marine vehicle.

Sisters of Battle



Special Rules-

Sacred rites- At the start of the game the squad makes a roll a d6 on the sacred rites table which had 9 effects with superiors, canonesses and missonaries giving bonuses if attached the squad these affects varied from making them immune to fear or terror, granting a 4+ save from psyhic powers, automatically pass break tests and shoot twice in one turn.

Army List

Characters

Canoness- Must be taken
Banner Bearer
Preachers
Missionary
Confessor
Veteran Sister
Veteran Superior
Saint Praxedes (SC)
Helena The Virtuous (SC)
Uriah Jacobus (SC)
Redemptor Kyrinov (SC)
Cardinal Hellfire (SC)

Units

Battle Sisters Squad
Veteran Sister Squad
Militia Band

Support

Sororitas Rhino
Sororitas Immolator

Allies

Imperial forces, Eldar, Squats

Ultramarines



Special Rules-

Break Tests- Space Marines who fail a Leadership Test become Shaken, not Broken. Shaken troops may not move towards the enemy but are otherwise unaffected by the condition. Shaken troops may move away from an enemy if you wish to, but this is not a requirement. Shaken troops are allowed to pivot to face an enemy; if surrounded, and therefore unable to move without approaching an enemy, they are only allowed to pivot. Shaken troops may attempt to recover during the Rally Phase as normal. If shaken troops fail another Leadership test, they will become Broken.

Rapid Fire
If a Space Marine does no movement other than rotate, is not engaged in hand-to-hand combat and is using a Boltgun, BoltPistol or StormBolter he may fire twice during the Shooting Phase.

Combat Squads- Though most Space Marine squads are purchased in 10-man units, you may split any such squad into 2 Combat Squads of 5 models apiece. These squads fight totally independently — and only the squad which includes the Sergeant may use his Leadership for Break tests. The splitting of squads must be made and declared prior to the start of the battle, and is irreversible.

Army List

Characters

Space Marine Captain
Terminator Captain
One of the above must be taken or a SC equivalent
Company Standard
Chaplains
Veteran
Interrogator-Hero
Mighty Hero Type M
Librarians
Lexicanium (Level 1)
Codicier (Level 2)
Epistolary (Level 3)
Chief Librarian (Level 4)
Apothecary
Techmarine
Veteran Sergeant
Chief Librarian Tigurius (SC)
Marneus Calgar (SC)
Chaplain Cassius (SC)
Captain Invictus (SC)
Ancient Helveticus, Bearer of the Battle Standard of Macragge (SC)

Units

Terminator Squad
Assault Squad
Tactical Squad
Devastator Squad
Scout Squad
Bike Squadron

Support

Dreadnoughts
Rhinos
Razorbacks
Land Raiders
Predators
Whirlwinds
Attack Bikes
Artillery Platforms
Land Speeder

Space Wolves



Special Rules

Standard marine rules

Hate Thousand sons.

Acute Senses- Space Wolves can spot hidden troops at up to twice the normal distance.

Army List

Characters

Wolf Lord- Must be taken or SC equivalent
Wolf Priest
Iron Priest
Rune Priests
Rune Skald (Level 1)
Rune Priest (Level 2)
Rune Master (Level 3)
Rune Lord (Level 4)
Wolf Guard Champion
Wolf Priest Ulrik the Slayer (SC)
Wolf Lord Ragnar Blackmane (SC)
Great Wolf Logan Grimnar (SC)
Rune Lord Njal Stormcaller (SC)
Wolf Guard Ranulf (SC)
Wolf Guard Durfast of Mordrak (SC)
Wolf Lord Kyrl Grimblood (SC)

Units

Grey Hunter Pack
Long Fangs Pack
Blood Claw Pack
Wolf Guard
Wolf Scouts Pack

Support

Space Wolves Dreadnought
Bjorn the Fell Handed (SC)
Rhinos
Predators
Land Speeders
Land Raiders
Whirlwinds

Allies

All imperial forces, squats, elder.

Squats

Special rules

All squats hate orks and gretchin.

Army List

Characters

Warlord- Must be taken.
Battle Standard
Hearthguard
Engineer Guildmaster
Ancestor Lord

Units

Warrior Squad
Attack Squad
Thunderer Squad

Support

Bikes
Heavy Weapon bikes
Artillery platforms
Land Raiders
Rhinos

Allies

Eldar and Imperial forces.


And that is the armies and units of 2nd ed. Tau and Dark Eldar were yet to exist. Squats were still around. Necrons, SOB and the inquisition were just getting started and the other armies had the base line of how they would work down and just needed to be tweaked and given more stuff which happened in 3rd ed which is next.
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