The Unofficial Warhammer 40,000 Power Gamer Army Purity Test
Version 1.03
March 20, 2006: I received a nice email today requesting modification of the test. Specifically, that the 4 points for having more non-Troop choices than Troop choices be rescinded for army lists over 1750 points. Second, that the test should take into account the fact that particular armies have a more difficult time constructing strong lists without violating the power gaming test rules. Third, that I update the test to include the Tau: Empire codex.
There are a few things that I should mention in response to this.
The last update of this purity test was June 2003, almost three years ago. In those days (snif), Rogue Trader army composition rules were pretty strict. Really really strict. Special weapons for your squads, wargear or weapons for your squad leaders or HQ, and ESPECIALLY having more non-Troop than Troop choices could and would result in penalties to your army comp score. Oh, you could take a couple plasma guns and whatnot, but you couldn't do very much at all beyond taking basic troops and transports, maybe a few Elite or Heavy Support choices. These days, of course, things really are pretty different. I haven't seen the most recent guidelines for constructing armies, but I've heard it's far more lenient. Short version: The test is dated, and therefore requires some updating!
The fact that certain armies have a far easier time constructing strong army lists that are "non-powergamerish", has always been a bit of a problem. Take, for example, a Black Templar army. Two Rhinos filled with Space Marines with multiple close combat weapons comes to a little less than 500 points (including upgrades). Now you have units that have good mobility (assuming you protect your transports), or at the very least vehicles that can be used as mobile hills to block LOS. You have units that are very durable in close combat that will inflict heavy casualties on any enemy, AND you have an "invisible" powerfist. And that's just for taking your first two mandatory Troop choices. Your infantry is loaded for bear in close combat; the only real problem is protecting those Rhinos. You still have over 1000 points to play with; you could easily take two Razorbacks, three Vindicators for screening and fire support, and an HQ (plus the Emperor's Champion) and end up with a "non-powergamerish" army. Yet, that army list is pretty darn nasty.
But say you're trying to build a Necron force up. Do you REALLY want to take two full squads of Necrons at 1750 points? That's 720 points. Taking two more minimal squads of Necrons brings you to 1080 points, then you have to have a Lord at 100ish points. And of course, you're very likely going to want a Resurrection Orb and perhaps a (Veil of Shadows?) - throw on another 100ish points. That comes to 1280 points, leaving you with only 470ish points. And look at the horrible gaps in that army list. Your firepower is only decent, your close combat ability is not great at all, your Necrons can't take down Wraithlords or Dreadnoughts in CC, and your mobility is awful. There is no way to fix all those awful holes with only 470 points.
So what possible justification can there be for the fact that some armies can easily construct "nonpowergamerish" armies that are REALLY pretty nasty, and some armies can NOT do the same? Well, look at it like this. Once you're trying to build a list to win, you're (by definition) trying to build an army that's (sort of) powergamerish. Right? So if you're playing Necrons, say, and you have a high score, that's normal.
But what about power gaming players that have armies that are easy to build powerful lists for? They have lower scores than they ought to have, shouldn't they? Well, that's true. But that's just the way the cookie crumbles. GW decided to write the army list that way, and that's just the way it is. I wish I had a better answer! (but there just isn't one; sometimes things are unfair!)
Finally, as far as updating this thing goes - yeah, the whole thing needs rewriting! (it has been a long time). Unfortunately, I shipped all my codexes to New York City, and I won't be able to get 'em until early May. (moving). So it'll have to wait until at least then.
Playing in the WH40K Universe
Does the following conversation sound familiar?
You're a power gamer.
I'm not a power gamer.
You take three Wraithlords for your 500 point Eldar army.
So?
Last game, you hid your Khorne Berserkers in terrain all game so you could claim a table quarter.
So? It's a game! You're supposed to try to win!
That's exactly what I mean. You just play to win.
That doesn't make me a power gamer!
. . .
What? Why don't you say something?
. . .
What separates a power gaming army from a regular army? A power gaming army is one that takes unrealistic choices in its army list - insofar as such choices are inconsistent with the background information of the WH40K universe. A power gaming commander is one that makes units perform unrealistic roles - roles inconsistent with the background information of the WH40K universe.
An example of an unrealistic army list would be a 500 point Space Marine army with three Whirlwinds. Even Space Marines don't have unlimited access to resources and weaponry; Whirlwinds aren't common enough for every small force to go around lugging three Whirlwinds. One is certainly reasonable. Two is possible, although a bit unlikely. Three, though, is right out.
An example of an unrealistic role would be using Khornate unit to claim a table quarter instead of using the unit to charge the enemy. Claims of "tactics" are - according to WH40K background material - only applicable in the vaguest sense to followers of Khorne. True followers of Khorne are not concerned with petty matters of self-preservation.
In war, unusual situations naturally arise from the extremes of circumstances imposed on those involved in the war. Yet, certain situations will always be unrealistic - Marines and Chaos Marines working side by side, Orks working alongside Biel-Tan Eldar, and the like. The following purity test is a subjective test designed to measure the realism factor of different armies in the Warhammer 40,000 universe.
Background
Competitive attitudes are natural in any game. Players are expected to play to win.
Some players openly state that their armies were constructed with the simple and sole purpose of securing victory. This does not signify bad sportsmanship. It does mean that the army lists in question were chosen without regard to the background information of the WH40K universe. Commanders that choose to create armies simply based on the effect those armies will have on the tabletop are wargamers; nothing more, nothing less.
There's nothing wrong with a wargaming approach to WH40K, but a WH40K wargamer approaches a game of WH40K in a much different manner than a WH40K hobbyist. The wargamer constructs an army purely to win, the hobbyist constructs an army based on background material.
Of course, there's no strict demarcation between wargamers and hobbyists - hobbyists will usually try to construct their army to win games, within the limits imposed by background material, and wargamers often pay attention to painting and modeling details.
So why make a distinction at all? Because the distinction is there - and may signify more than one might think. Suppose a player with a wargaming approach defeated ten players with hobbyist approaches. Because the wargamer won a lot of games, the wargamer might believe that his or her generalship ability was superior to most other players - which wouldn't necessarily be true.
Some wargamers claim that they are hobbyists for various reasons - to claim legitimacy, authority, or artistic talent, for example. They may point to their exquisitely painted armies, complete with icons, chapter markings, campaign studs, and tribal tattoos, and claim that such good-looking armies must certainly be consistent with background material. Yet, those claims are not inherently valid; an excellently painted army isn't necessarily an army constructed consistently with background detail. You could have an excellently painted Ultramarine army consisting of two Chaplains, thirty Terminators, ten Tactical Marines, thirty Assault Marines, and three Land Raiders - but such an army would (IMHO) not be consistent with Ultramarine background material.
Some gamers have developed their own extensive background material relevant specifically to their armies, and have unusual army compositions consistent with their army's unusual background. It's impractical to determine the validity of such stories, as some wargamers simply invent such stories to justify their army composition, while some hobbyists work on crafting their army's background material to be consistent with existing WH40K background.
So, the following UNOFFICIAL purity test determines what armies are consistent with WH40K background based solely on composition. Concept armies created by hobbyists that are crafted to be consistent unique particular background material should not use this test. Of course, the determination of which armies were designed by hobbyists and which armies were designed by power gamers is left to the reader - be aware that your carefully created hobbyist army may be evaluated using this test, even though the test may not rightfully apply!
A reader might ask - why would a hobbyist's army have any particular claim to legitimacy, authority, or artistic talent?
An army constructed consistently with background information is legitimate in the sense that the army list cannot be challenged. For such an army, there's no grounds for challenge, as the army list is perfectly legal in every sense.
The ability to construct an army consistent with background information indicates authority. A player must be familiar with the background information of his or her army to be able to construct an army consistent with background information. Knowledge indicates authority.
Constructing an army consistent with background information is, in a sense, an art. The army acts as an artistic medium through which the artist expreses an aspect of the Warhammer 40,000 universe. Although this art is more conceptual than physical, it remains, in a sense, an art form.
Although plenty of players claim the mantle of legitimacy, authority, and artistry that comes with an army constructed consistently with background information, not all can actually be said to be justified in doing so. Many players lack knowledge of background information, others are misinformed. Some players ignore what background information they know, constructing armies solely to win, and claim their armies are consistent with background information.
There is clearly a need for an objective way to measure the realism of an army. Thus, a purity test. Although unofficial, it's still a fun thing to do to spend time. Don't like it? Make your own! (in fact, this is encouraged).
As this purity test was created through a human agency, however, note that the following purity test is purely subjective - not authoritative in any way, shape, sense, or form!
Again, I make no claim of objectivity or authority with this test! The following test is simply one perspective on what the composition of different armies in the WH40K would be, if such armies were created to be consistent with the background information of the Warhammer 40,000 universe.
Comments or suggestions are welcome! Please email [email protected] if you would like to propose any changes.
Instructions:
First, read the entire Instructions: section.
Unless otherwise stated, all of a unit's weapons, wargear, upgrades, and options are included under that unit's Force Organization slot for point calculation purposes. For example, a full Space Marine Tactical Squad with Veteran Sergeant, lascannon, and Rhino with smoke launchers would count as 233 points of Troops.
Start with a score of zero and add points to your score as instructed.
Consider each question separately .
For example, if an HQ total was more than 50% of an army's points, you would add 2 points for being over 25%, 4 more points for being over 35%, and 6 additional points for being over 50%, for a total of 12 points.
Remember, penalties are cumulative!
Certain listings can add points more than once. For example, the listing "Each minimized Troop choice taken: 1 point per minimized Troop choice." means that 1 point should be added to the army's score for each minimized Troop choice, which means that the listing could potentially add up to 6 points to the army's score.
Certain listings allow a limited number of choices before any points are added to the army's score. For example, the listing "One Whirlwind is allowed for each 500 points in the army. For each additional Whirlwind in the army: Add 2 points. Round fractions up; for example a 750 point Space Marine army would be allowed two Whirlwinds." means that a 500 point army could take one Whirlwind without adding any points to its score, but that a 500 point army with two Whirlwinds would have to add 2 points to its score, and that a 500 point army with three Whirlwinds would have to add 4 points to its score.
In the above description, the word "allowed" does not give any special exemption for point counting purposes. Exemptions are always quite specifically and explicitly stated. In the example above, a 500 point army with three Whirlwinds would receive 4 points for taking two Whirlwinds, but would *also* receive the 2 points for having more than 35% of the army's points in Heavy Support. In addition, the Army Specific Space Marine listing "If there are three Whirlwinds in a 750 point or less army: Add 4 points." would apply, giving a total of 4 + 2 + 4 points, for a total of 10 points for taking three Whirlwinds in a 500 point army.
Special Notes:
All Armoured Company lists are set at 20 points. Do not refer to the General or Army Specific army sections; go directly to the Scoring section. Also, see note in the Scoring Categories section.
All Death Company Army lists are set at 20 points. This refers to any Blood Angel army fielded using the rules on page 24 of Chapter Approved. Do not refer to the General or Army Specific army sections; go directly to the Scoring section. Also, see note in the Scoring Categories section.
Jump to the Scoring section
Cult Chaos Terminators count as Elites, not Troops, for all purposes. Thus, a Chaos Space Marine army with 50% of its points taken in Chaos Cult Terminators, with no other Elite units taken, would count as having 50% of its points in Elites.
Saim-Hann Craftworld Eldar Fast Attack selections are considered Troops, not Fast Attack, for all purposes. Saim-Hann Craftworld Eldar Swooping Hawks are considered Elites for all purposes, not Fast Attack or Troops. Saim-Hann Craftworld Eldar count must count Troops as either Fast Attack or as Heavy Support for all purposes. Wild Rider Kinsmen may count as HQ or as Elite for all purposes.
Imperial Guard Anti-tank heavy weapons squads, Imperial Guard Fire Support heavy weapons squads, Imperial Guard Mortar heavy weapons squads, and Deathworld Veteran Assault Teams may be considered as HQ or Elites for all purposes. A Sentinel Squadron included in an Imperial Guard Command Platoon may be considered as HQ or Fast Attack for all purposes. This applies to all Imperial Guard army variations, including Steel Legion Mechanised Infantry, Planetary Defense Force, and Armoured Company, as appropriate. Note that some Imperial Guard army variants modify this list; for example, Imperial Guard Steel Legion Mechanised Infantry armies may not contain Deathworld Veteran Assault Teams.
Grenades of various types count as part of the unit they are taken for, for purposes of determining what percentage of an army that unit was. 5 Tactical Marines with frag grenades would count as 80 points worth of Troops.
Vehicles taken as upgrades count as part of the unit they were taken as an upgrade for. A unit of 10 Tactical Marines with a Rhino with smoke launchers would be considered 203 points of Troops for calculating what percentage of an army was Troops.
Some other options count as part of the unit they were taken for, just like grenades. A Basilisk with indirect fire option would count as a 125 point Heavy Support choice for determining what percentage of an Imperial Guard infantry army was Heavy Support. Flash Gitz with More Dakka, Shootier, or Blasta would count as Flash Gitz with higher point costs for determining what percentage of an Ork infantry army was Elites.
This army purity test assumes that the army list was constructed for a regular scenario.
Terminology
Weapons and wargear for characters include any points added to a character's point value. An iron halo or lightning claws would count towards this total; the point cost of a master-crafted weapon would also count towards this total. A character upgrade does not count towards this point value; a Veteran Sergeant upgrade for a Space Marine Tactical Squad would not add 15 points to that model's weapon and wargear total, nor would a Nob upgrade for a Boy in a Ork Slugga Mob add 11 points to that model's weapon and wargear total.
Vehicle armoury choices include any choices added from the army armoury, regardless of the nature of that choice. This includes things like smoke launchers and extra armour, as well as hunter-killer missiles and Chaos Warp Amps.
A unit weapon upgrade refers to any weapons that were taken as an upgrade to a unit that characters in the unit would not be able to take. A Space Marine Tactical Squad's lascannon, would be an example. A Space Marine Devastator Squad's lascannon would also be an example.
A unit option upgrade refers to any options that were taken as an upgrade to a unit. A Space Marine Tactical Squad's frag grenades would be an example. If a Tactical squad consisting of 9 Tactical Marines and 1 Veteran Sergeant were to receive frag grenades, that unit would be considered to have 10 points of unit option upgrades.
A minimized unit is a unit with a variable number of models that has the minimum number of models in the unit. A 5 man Space Marine Tactical squad, a 10 man Dark Eldar Warrior unit, or an Imperial Guard Platoon with one Command Section and two Infantry Platoons would be examples of minimized units. Units of fixed size, such as an Armoured Fist squads, are not considered minimized units.
A maximized unit is a unit with a variable number of models that has the the maximum number of models in the unit. A 10 man Space Marine Tactical squad, a 10 man Dark Eldar Raider Squad, or a unit of twenty Eldar Storm Guardians would be examples of maximized units. Units of fixed size, such as Armoured Fist squads, are not considered maximized units. Only the basic army list entry is considered; for example, a unit of Eldar Storm Guardians would not require a Warlock to be attached for the unit to be considered maximized.
The Test
Total points from the General section and from the appropriate Army Specific section to find the army's total score. Army Specific sections do not overlap. For example, Blood Angel armies should not add in any points from the Space Marine section, Speed Freek armies should not add in any points from the Ork section, and Alaitoc Craftworld armies should not add in any points from the Eldar section.
Remember, penalties are cumulative!
For example, if an HQ total was more than 50% of an army's points, you would add 2 points for being over 25%, 4 more points for being over 35%, and 6 additional points for being over 50%, for a total of 12 points.
General
Remember, penalities are *cumulative*! Add all penalties that apply! For example, if your army composition contained 25% of its points in Troops, you would add 1 point for Troops less than 50%, 2 points for Troops less than 40%, and 4 points for Troops less than 30% for a total of 7 points!
- Troops more than 90% of your army's points: Add 4 points.
- Troops more than 70% of your army's points: Add 2 point.
- Troops less than 40% of your army's points: Add 2 points.
- Troops less than 30% of your army's points: Add 4 points.
- Troops less than 20% of your army's points: Add 7 points.
- Each minimized Troop choice taken: Add 1 point per minimized Troop choice.
- If all Troop choices are minimized Troop choices: Add 2 points.
- If all Troop choices are minimized Troop choices, and each of those choices has the maximum number of unit weapon upgrades possible (i.e. a 5 man Tactical squad with lascannon and plasma gun): Add 2 points.
- If all of your Troop choices have the same unit weapon upgrades: Add 1 point.
An army consisting of more support than troops is a bit unrealistic - an army with a lot more support than troops is much more so. An army with lots of troops with no support is also unrealistic.
- HQ more than 25% of your army's points: Add 2 points.
- HQ more than 35% of your army's points: Add 4 points.
- HQ more than 50% of your army's points: Add 6 points.
- HQ weapon and wargear total is more than 5% of your army's points: Add 1 point.
- HQ weapon and wargear total is more than 7% of your army's points: Add 2 points.
- HQ weapon and wargear total is more than 10% of your army's points: Add 4 points.
An army with a disproportionate amount of HQ is unusual. Certainly, an entire army could be the escort force for a single character - but such an army would not be commonly encountered.
- Elites more than 25% of your army's points: Add 1 point.
- Elites more than 35% of your army's points: Add 2 points.
- Elites more than 50% of your army's points: Add 4 points.
An army with a disproportionate amount of Elite units would also be unusual. Elite units usually perform particular tasks within a larger army; they should not be used for the bulk of the fighting.
- Fast Attack more than 25% of your army's points: Add 1 point.
- Fast Attack more than 35% of your army's points: Add 2 points.
- Fast Attack more than 50% of your army's points: Add 4 points.
The conceptual role of Fast Attack units is similar to Elites - they are suited to particular tasks, complementing the use of the rest of the army. Thus, an army with an unusual proportion of such units is unrealistic.
- Heavy Support more than 25% of your army's points: Add 1 point.
- Heavy Support more than 35% of your army's points: Add 2 points.
- Heavy Support more than 50% of your army's points: Add 4 points.
The conceptual role of Heavy Support units is similar to Fast Attack and Elites - they are suited to particular tasks, complementing the use of the rest of the army. Thus, an army with an unusual proportion of such units is unrealistic.
- If the number of HQ choices is the same as or is more than the number of Troop choices: Add 4 points.
- If more Elite choices than Troop choices are taken for the army: Add 4 points.
- If more Fast Attack choices than Troop choices are taken for the army: Add 3 points.
- If more Heavy Support choices than Troop choices are taken for the army: Add 3 points.
- If more points are spent on HQ than for Troops: Add 6 points.
- If more points are spent on Elites than for Troops: Add 6 points.
- If more points are spent on Fast Attack than for Troops: Add 4 points.
- If more points are spent on Heavy Support than for Troops: Add 4 points.
- If more non-Troop choices are taken than Troop choices: (Example: An army with 1 HQ, 2 Troops, and 2 Heavy Support would have 3 non-Troop choices and 2 Troop choices) Add 4 points.
These additions reflect the relative rarity of special units to Troop units.
- Each special character that requires opponent permission to field: Add 5 points for each such character.
- Each non-mandatory special character that does not require opponent permisison to field: Add 2 points for each such character. Ancient Helviticus and Old One Eye are examples of such characters.
The addition of points reflects the rarity of unique characters on the battlefield. Two armies of Blood Angels facing each other on the field would be unusual enough. Training exercise, perhaps, but when it comes to two armies of Blood Angels, each with Lord Dante, Chief Librarian Mephiston, Brother Captain Tycho, and Moriar the Chosen, things start to be rather unrealistic.
- Each violation of the Force Organization chart: Add 10 points per violation. If you finish totaling your score, and your score is less than 30 points, discard your total score, and consider your final score to be 30 points. An army with only two Fast Attack choices in a Standard scenario would be penalized thirty points, as it did not contain the mandatory HQ choice (one violation), or the two mandatory Troop choices (two additional violations). An army with three HQ choices and two Troop choices in a Standard scenario would be penalized 10 points for taking an extra HQ choice. Note that Force Organization charts are different for some armies. For example, a 1500 point Space Wolf force with one HQ would add ten points to its score for not taking the second mandatory HQ choice as listed in the special Space Wolf rules.
- Any particular army list violation that is not specifically mentioned in the Army Specific section: 10 points per violation. If you finish totaling your score, and your score is less than 30 points, discard your total score, and consider your final score to be 30 points. For example, a Space Marine army may only have one Iron Halo. Although that is not specifically listed in the Space Marine section, a penalty still applies if more than one Iron Halo is taken. For an army with three Iron Halos, for example, the army list is violated twice, so 20 points would be added.
- For each ten points in the army under the army point limit: Subtract 1 point. (This refers to armies that do not precisely match the point value allowed for the game - for example, a 490 point army in a 500 point game. Eliminate fractions so the least number of points are subtracted; a 496 point army would not subtract any points.)
- For each point in the army over the army point limit: Add 1 point. (This refers to armies that do not precisely match the point value allowed for the game - for example, a 502 point army in a 500 point game.)
- If the army list was specifically rewritten to have a lower score on this test: Add 2 points.
- If the army list was specifically designed to defeat any specific army type - Space Marines, Eldar, Tyranids, etc.: Add 1 point.
- If your army list is 1700 points or less, and can only be legally fielded using two Force Organization charts: Add 10 points.
- If your army list is 1700 points or less, and can only be legally fielded using three or more Force Organization charts: Add 15 points. If you finish totaling your score, and your score is less than 30 points, discard your total score, and consider your final score to be 30 points.
- If your army list is more than 1700 points, but less than 2000 points, and can only be legally fielded using two Force Organization charts: Add 4 points.
- If your army list is more than 1700 points, but less than 2000 points, and can only be legally fielded using three or more Force Organization charts: Add 15 points. If you finish totaling your score, and your score is less than 30 points, discard your total score, and consider your final score to be 30 points.
- If your army list is 2000 points or more, and can only be fielded using two Force Organization charts: Add 2 points. Or, calculate the Purity Test score for each of the two Force Organization charts and add the scores of the two separate armies to obtain the total score, then add 5 points if and only if either of the army lists is below 1000 points.
- If your army list is 2000 points or more, and can only be fielded using three or more Force Organization charts: Divide the total number of points by 1000, then round down (a 2800 point force would divide by 1000 then round down to get 2). Subtract this number from the total number of Force Organization charts used. If this number is positive, multiply that number by 5. Then, add that many points. Or , calculate the Purity Test score for each of the Force Organization charts and add the scores of each of the separate army lists to obtain the total score, then add 5 points for each army lists below 1000 points.
- If an army list can only be legally fielded using two or more Force Organization charts because different types of army lists are used, and those different types of army lists both require a unique codex: Add 4 points. Examples would include Blood Angels working with Black Templar (both require the basic Space Marine codex), Speed Freeks acting with regular Orks (both require the basic Ork codex), Imperial Guard Steel Legion Mechanized Infantry working with regular Imperial Guard (both require the basic Imperial Guard codex). Sisters of Battle and Necrons are considered as completely separate codices independent of Chapter Approved for this purpose. Entries in Craftworld: Eldar, and Codex: Armagedoon are also considered completely separate codices for this purpose - for example, an army list with Salamanders and Black Templar would add 4 points, and an army list with Alaitoc and Saim-Hann Eldar would also add 4 points.
- If an army list can only be legally fielded using two or more Force Organization charts because different types of army lists are used, and the army list mixes Space Marines with Sisters of Battle, Space Marines with Imperial Guard, Dark Eldar with Chaos Space Marines, Dark Eldar with Orks, or Orks with Chaos Space Marines: Add 8 points.
- If an army list can only be legally fielded using two or more Force Organization charts because different types of army lists are used, and the army list mixes two armies from two different listings on the following list: Add 10 points.
- Imperium (including Space Marines, Space Marine variations, Imperial Guard, Imperial Guard variations, and Sisters of Battle
- Dark Eldar, Chaos Space Marine armies led by a Chaos Lord or Daemon Prince with Mark of Chaos Undivided, Orks
- Chaos Space Marine armies led by a Chaos Lord or Daemon Prince with a Mark of Khrone, Tzeentch, Nurgle, or Slaanesh
- Tau
- Eldar (including Craftworld Eldar)
- Tyranids
- If an army list can only be legally fielded using two or more Force Organization charts because different types of army lists are used, and any of the models in one of the armies has some type of discord that affects gameplay with any of the models in another army: Add 12 points. Examples would include an army with Blood Angel Brother Captain Tycho working with an Ork army (Tycho hates Orks, and gameplay reflects this), and Dark Angels working with Space Wolves (as listed in the Space Wolf Codex, Dark Angels and Space Wolves have a feud, which affects gameplay)
Army Specific
Jump to Space Marines
Jump to Blood Angels
Jump to Dark Angels
Jump to Space Wolves
Jump to Black Templar
Jump to Salamanders
Jump to Imperial Guard
Jump to Steel Legion Mechanised Infantry
Jump to Planetary Defense Force
Jump to Catachans/Deathworld
Jump to Sisters of Battle
Jump to Eldar
Jump to Craftworld Saim-Hann
Jump to Craftworld Ulthw�
Jump to Craftworld Iyanden
Jump to Craftworld Alaitoc
Jump to Craftworld Biel-Tan
Jump to Tau
Jump to Chaos Space Marines
Jump to Orks
Jump to Speed Freeks
Jump to Dark Eldar
Jump to Tyranids
Jump to Necrons
Space Marines
- For every two maximized Troop units: Subtract 1 point.
- One Whirlwind is allowed for each 500 points in the army. For each additional Whirlwind in the army: Add 2 points. Round fractions up; for example a 750 point Space Marine army would be allowed two Whirlwinds.
- If there are three Whirlwinds in a 750 point or less army: Add 4 points.
- One Land Raider or Land Raider variant is allowed for each 750 points in the army. This includes Land Raiders taken as upgrades as well as Heavy Support Land Raiders. For each additional Land Raider in the army: Add 2 points. Round fractions up; for example a 1750 point Space Marine army would be allowed three Land Raiders.
- If a Land Raider Crusader is in the army, and the army is less than 1500 points: Add 2 points.
- If more than one Land Raider variant Land Raider Crusader is in the army: Add 10 points.
- If a particular Space Marine army's background mentions cooperation between that Chapter and a particular branch of the Imperium, appropriate choices may be taken from Heroes of the Imperium at no added points. But if no mention is made of cooperation between a Chapter and a particular branch of the Imperium, for each choice taken from the Heroes of the Imperium list: Add 1 point per choice.
- If a particular Space Marine army's background specifically mentions a tie between the Chapter and a particular type or types of Imperial Assassin, a choice of an Assassin adds no extra points. But if no specific third party background information exists to link the Space Marine force to the Assassin in the force: Add 2 points.
These modifications reflect the rarity of certain particular equipment, and the separate command structures of the Marines and the Imperium.
Jump to the Scoring section
Blood Angels
Blood Angel HQ units receive no special dispensation. For example, if a player takes a 180 point Chaplain in a 500 point game, the army will receive six points for taking a very point-expensive HQ. A Blood Angel Chaplain does NOT count as 70 points.
The Death Company does not change point totals. If an army had six units of ten Tactical Marines each, about four Death Company could be expected, but the army would still count as having 900 points of troops (that is, six full squads of ten Tactical Marines)
- For every two minimized units of the type eligible to join the Death Company in the army: Add 1 point. Note that this could potentially add six points.
- For every two maximized Troop units without a transport: Subtract 1 point. Scouts count for this calculation even though they do not have the option to take transports.
- One Whirlwind is allowed for each 500 points in the army. For each additional Whirlwind in the army: Add 2 points. Round fractions up; for example a 750 point Space Marine army would be allowed two Whirlwinds.
- If there are three Whirlwinds in a 750 point or less army: Add 4 points.
- One Land Raider or Land Raider variant is allowed for each 750 points in the army. This includes Land Raiders taken as upgrades as well as Heavy Support Land Raiders. For each additional Land Raider in the army: Add 2 points. Round fractions up; for example a 1750 point Space Marine army would be allowed three Land Raiders.
- If a Land Raider Crusader is in the army, and the army is less than 1500 points: Add 2 points.
- For every choice taken that is linked to the Inquisition or the Administratum, whether such choice is an Assassin, Inquisitor, or other model: Add 2 points for each such choice.
Jump to the Scoring section
Dark Angels
The Master of the Ravenwing is a mandatory choice. So, recalculate all point totals of a Ravenwing army without counting the Master of the Ravenwing. A 1000 point army with the Master of the Ravenwing's Land Speeder would calculate values based on 1000-255 points, or 745 points. Thus, 450 points of troops would now be considered about 60% of the value of the army, rather than only 45%. The Master of the Ravenwing does not count toward the point total for calculating what percentage of the Ravenwing's army is HQ. The total value of the army does not change for army list consideration purposes; the army would not receive 51 points for being 255 points under the point value allowed.
Ravenwing and Deathwing armies may only take models with large point increments, which makes the total point value of the army very difficult to control. Thus, Ravenwing and Deathwing ignore the usual army point limit adjustments. Instead:
- For each ten points in a Ravenwing or Deathwing army under the army point limit: Subtract 1 point. (Eliminate fractions so the least number of points are subtracted; a 491 point army would not subtract any points.)
- For each ten points in a Ravenwing or Deathwing army over the army point limit: Add 1 point. (Eliminate fractions so the least number of points are added; a 509 point army would not add any points.)
Dark Angel armies also use the following adjustments.
- Duplication of a unique item of Dark Angel wargear (i.e. two or more of any of the listed unique items - Lion Helm, Sword of Secrets, Book of Salvation, etc.): Add 20 points per duplicate.
- For every two maximized Troop units: Subtract 1 point.
- One Whirlwind is allowed for each 500 points in the army. For each additional Whirlwind in the army: Add 2 points. Round fractions up; for example a 750 point Space Marine army would be allowed two Whirlwinds.
- If there are three Whirlwinds in a 750 point or less army: Add 4 points.
- One Land Raider or Land Raider variant is allowed for each 750 points in a Dark Angel army that is not a Deathwing army. This includes Land Raiders taken as upgrades as well as Heavy Support Land Raiders. For each additional Land Raider in a non-Deathwing army: Add 2 points. Round fractions up; for example a 1750 point Space Marine army would be allowed three Land Raiders.
- If a Land Raider Crusader is in the army, and the army is less than 1500 points: Add 2 points.
- For every choice taken from the Heroes of the Imperium list, and for any Imperial Assassin: Add 10 points.
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Space Wolves
Unique adjustments must be made for Space Wolf armies.
All Wolf Guard models with Terminator armour or bikes count the Terminator armour or the bike as part of the model's basic point value. For example, a Wolf Guard Leader with Terminator armour, storm shield, and thunder hammer leading a Grey Hunter squad would count as a 50 point Elite model with 25 points of weapons and wargear.
Wolf Guard models are not considered as part of the unit they join. Wolf Guard leaders are considered Elites, not Troops, for the purposes of determining what percentage of the Space Wolf army is Elites and what percentage of the Space Wolf army is Troops. Wolf Guard bodyguards are considered Elites, not HQ, for purposes of determining what percentage of the Space Wolf army is Elites and what percentage of the Space Wolf army is HQ.
- Duplication of a unique item of Space Wolf wargear (i.e. two or more of any of the listed unique items - Belt of Russ, Great Company Banner, Mark of the Wulfen, Wolf Helm of Russ.): Add 20 points per duplicate. An army may not have two Wolf Helms of Russ, even if Wolf Priest Ulrik the Slayer is in the army.
- Venerable Dreadnoughts are extremely rare, and are used only in times of great crisis. Thus, if a Venerable Dreadnought is taken for a Space Wolf army of 500 points or less: Add 2 points.
- Exceptional circumstances are required for a Venerable Dreadnought to lead Space Wolf forces into battle. If a Venerable Dreadnought is taken as the HQ choice for a Space Wolf army of 750 points or less: Add 2 points.
- If a Space Wolf Wolf Scout squad is joined by a Wolf Guard Leader with Terminator armour: Add 2 points.
- Total the number of Blood Claw models taken as Troops. Total the number of Grey Hunter models taken as Troops. Subtract the total number of Grey Hunter Troop models from the total number of Blood Claw models. Divide this number by 2. Add that number of points, rounded up. For example, an army with 6 Grey Hunters and 11 Blood Claws would have a difference of 5. Divide 5 by 2 to get 2.5. 2.5 rounded up would be 3, so that particular army would add 3 points.
- Space Wolf Grey Hunter Packs of six models that are mounted in Razorbacks are not considered minimized squads. Therefore: Subtract 1 point for each such unit to compensate for the 1 point added in the General section. Note that Grey Hunter Packs of six models mounted in Rhinos are considered minimized squads.
- If more than one Blood Claw Bike Pack is using jump packs rather than bikes: Add 2 points.
- For every two maximized Troop units: Subtract 1 point.
- One Whirlwind is allowed for each 500 points in the army. For each additional Whirlwind in the army: Add 2 points. Round fractions up; for example a 750 point Space Marine army would be allowed two Whirlwinds.
- If there are three Whirlwinds in a 750 point or less army: Add 4 points.
- One Land Raider or Land Raider variant is allowed for each 750 points in the army. This includes Land Raiders taken as upgrades as well as Heavy Support Land Raiders. For each additional Land Raider: Add 2 points. Round fractions up; for example a 1750 point Space Marine army would be allowed three Land Raiders.
- If a Land Raider Crusader is in the army, and the army is less than 1500 points: Add 2 points.
- For every choice taken that is linked to the Inquisition or the Administratum, whether such choice is an Assassin, Inquisitor, or other model: Add 2 points for each such choice.
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Black Templar
The Emperor's Champion is a mandatory choice. So, recalculate all point totals of a Black Templar army without counting the Emperor's Champion. A 1000 point army with the Emperor's Champion would calculate values based on 1000-105 points, or 895 points. Thus, 450 points of troops would now be considered about 50% of the value of the army, rather than only 45%. The Emperor's Champion does not count toward the point total for calculating what percentage of the Black Templar army is HQ. The total value of the army does not change for army list consideration purposes; the army would not receive 21 points for being 105 points under the point value allowed.
- If the Black Templar army must have an HQ unit by the Force Organization chart requirements, and the Black Templar army list has no HQ unit other than the Emperor's Champion: Add 10 points.
- If any model other than the Emperor's Champion has an Iron Halo: Add 20 points.
- For every two maximized Troop units: Subtract 1 point. A Black Templars Squad requires 10 Initiates and 5 Neophytes to be considered a maximized Troop unit.
- One Whirlwind is allowed for each 500 points in the army. For each additional Whirlwind in the army: Add 2 points. Round fractions up; for example a 750 point Space Marine army would be allowed two Whirlwinds.
- If there are three Whirlwinds in a 750 point or less army: Add 4 points.
- One Land Raider or Land Raider variant is allowed for each 750 points in the army. This includes Land Raiders taken as upgrades as well as Heavy Support Land Raiders. For each additional Land Raider: Add 2 points. Round fractions up; for example a 1750 point Space Marine army would be allowed three Land Raiders.
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Salamanders
- Duplication of a unique item of Salamanders wargear, the Salamanders mantle. Add 20 points per duplicate. An army may not have two Salamander Mantles, even if Chaplain Xavier is in the army.
- For every two maximized Troop units: Subtract 1 point.
- One Fast Attack choice is allowed for each 500 points in the army. For each additional Fast Attack choice in the army: Add 2 points. Round fractions up; for example a 750 point Space Marine army would be allowed two Fast Attack choices.
- One Whirlwind is allowed for each 500 points in the army. For each additional Whirlwind in the army: Add 2 points. Round fractions up; for example a 750 point Space Marine army would be allowed two Whirlwinds.
- If there are three Whirlwinds in a 750 point or less army: Add 4 points.
- One Land Raider or Land Raider variant is allowed for each 750 points in the army. This includes Land Raiders taken as upgrades as well as Heavy Support Land Raiders. For each additional Land Raider: Add 2 points. Round fractions up; for example a 1750 point Space Marine army would be allowed three Land Raiders.
- If a Land Raider Crusader is in the army, and the army is less than 1500 points: Add 2 points.
- If more than one Land Raider variant Land Raider Crusader is in the army: Add 10 points.
- For every choice taken that is linked to the Inquisition or the Administratum, whether such choice is an Assassin, Inquisitor, or other model: Add 2 points for each such choice.
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Eldar
Warlocks are always considered HQ for the purposes of determining what percentage of an Eldar army is HQ. If a Warlock joins a Wraithguard squad, the Warlock is not counted as part of the Wraithguard unit for purposes of determining what percentage of the Eldar army is Elites, and is still counted as HQ for determing what percentage of the Eldar army is HQ. If a Warlock joins a Guardian squad, the Warlock is not counted as part of the Guardian unit for purposes of determining what percentage of the Eldar army is Troops or Fast Attack, and is still counted as HQ for determining what percentage of the Eldar army is HQ.
- One unit of Wraithguard is allowed for each 500 points in the army. For each additional unit of Wraithguard in the army: Add 2 points. Round fractions up; for example a 750 point Eldar army would be allowed two units of Wraithguard.
- If there are three units of Wraithguard in a 750 point or less army: Add 4 points.
- For every maximized Troop unit: Subtract 1 point.
- One Wraithlord is allowed for each 500 points in the army. For each additional Wraithlord in the army: Add 2 points. Round fractions up; for example a 750 point Eldar army would be allowed two Wraithlords.
- If there are three Wraithlords in a 750 point or less army: Add 4 points.
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Craftworld Iyanden
Warlocks and Spiritseers are always considered HQ for the purposes of determining what percentage of a Craftworld Iyanden army is HQ. If a Warlock or Spiritseer joins a Wraithguard squad, the Warlock is not counted as part of the Wraithguard unit for purposes of determining what percentage of the Eldar army is Troops, and is still counted as HQ for determing what percentage of the Eldar army is HQ. If a Warlock or Spiritseer joins a Guardian squad, the Warlock or Spiritseer is not counted as part of the Guardian unit for purposes of determining what percentage of the Eldar army is Fast Attack or Heavy Support, and is still counted as HQ for determining what percentage of the Eldar army is HQ.
- For every maximized Troop unit: Subtract 1 point.
- Wraithguard units of five models that are mounted in a Wave Serpent are not considered minimized squads. Therefore: Subtract 1 point for each such unit to compensate for the 1 point added in the General section.
- A Craftworld Iyanden army is further allowed one unmounted minimized unit of Wraithguard. Therefore: If the Craftworld Iyanden army contains at least one Troop selection of five Wraithguard without a Wave Serpent transport, subtract 1 point to compensate for the 1 point added in the General section.
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Craftworld Saim-Hann
Warlocks are always considered HQ for the purposes of determining what percentage of a Craftworld Saim-Hann army is HQ. If a Warlock joins a Wraithguard squad, the Warlock is not counted as part of the Wraithguard unit for purposes of determining what percentage of the Eldar army is Elites, and is still counted as HQ for determing what percentage of the Eldar army is HQ. If a Warlock joins a Guardian squad, the Warlock is not counted as part of the Guardian unit for purposes of determining what percentage of the Eldar army is Elites, Troops, Fast Attack, or Heavy Support, and is still counted as HQ for determining what percentage of the Eldar army is HQ.
Make sure units are considered as described in the "Special Notes:" section. In the listing below, for example, "two minimized Troop choices" actually refers to non-Swooping Hawk Fast Attack choices in the Saim-Hann Force Organization chart.
- A Craftworld Saim-Hann army is allowed four minimized Troops choices. Thus: Subtract 1 point for each of the following units in a Craftworld Saim-Hann army to compensate for the 1 point added in the General section. No more than 4 points may be subtracted in such a manner.
- 3 Guardian Jetbikes
- 3 Shining Spears
- 1 Vyper
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Craftworld Alaitoc
Warlocks are always considered HQ for the purposes of determining what percentage of a Craftworld Alaitoc army is HQ. If a Warlock joins a Wraithguard squad, the Warlock is not counted as part of the Wraithguard unit for purposes of determining what percentage of the Eldar army is Elites, and is still counted as HQ for determing what percentage of the Eldar army is HQ. If a Warlock joins a Guardian squad, the Warlock is not counted as part of the Guardian unit for purposes of determining what percentage of the Eldar army is Troops or Fast Attack, and is still counted as HQ for determining what percentage of the Eldar army is HQ.
- One unit of Wraithguard is allowed for each 500 points in the army. For each additional unit of Wraithguard in the army: Add 2 points. Round fractions up; for example a 750 point Eldar army would be allowed two units of Wraithguard.
- If there are three units of Wraithguard in a 750 point or less army: Add 4 points.
- For every maximized Ranger unit: Subtract 1 point.
- One Wraithlord is allowed for each 500 points in the army. For each additional Wraithlord in the army: Add 2 points. Round fractions up; for example a 750 point Eldar army would be allowed two Wraithlords.
- If there are three Wraithlords in a 750 point or less army: Add 4 points.
- A certain number of Ranger squads may be minimized, due to the unique nature of Alaitoc Rangers. Thus, two minimized Ranger Troop choices are allowed. Thus: Subtract 1 point for each minimized Ranger Troop choice to compensate for the points added in the General section, but note that no more than 2 points may be subtracted in such a manner.
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Craftworld Biel-Tan
Warlocks are always considered HQ for the purposes of determining what percentage of a Biel-Tan army is HQ. If a Warlock joins a Wraithguard squad, the Warlock is not counted as part of the Wraithguard unit for purposes of determining what percentage of the Eldar army is Elites, and is still counted as HQ for determing what percentage of the Eldar army is HQ. If a Warlock joins a Guardian squad, the Warlock is not counted as part of the Guardian unit for purposes of determining what percentage of the Eldar army is Troops or Fast Attack, and is still counted as HQ for determining what percentage of the Eldar army is HQ.
- One unit of Wraithguard is allowed for each 500 points in the army. For each additional unit of Wraithguard in the army: Add 2 points. Round fractions up; for example a 750 point Eldar army would be allowed two units of Wraithguard.
- If there are three units of Wraithguard in a 750 point or less army: Add 4 points.
- For every two maximized Troop units: Subtract 1 point.
- One Wraithlord is allowed for each 500 points in the army. For each additional Wraithlord in the army: Add 2 points. Round fractions up; for example a 750 point Eldar army would be allowed two Wraithlords.
- If there are three Wraithlords in a 750 point or less army: Add 4 points.
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Craftworld Ulthw�
Warlocks that are attached to Ulthwe Guardian, Black Guardian, Guardian Jetbike, or Wraithguard units may be counted as HQ or Elites for all purposes. Recalculate what percentage of an Ulthwe army is HQ and what percentage is Elites if this option is taken.
- One unit of Wraithguard is allowed for each 500 points in the army. For each additional unit of Wraithguard in the army: Add 2 points. Round fractions up; for example a 750 point Eldar army would be allowed two units of Wraithguard.
- If there are three units of Wraithguard in a 750 point or less army: Add 4 points.
- For every maximized Troop unit: Subtract 1 point.
- One Wraithlord is allowed for each 500 points in the army. For each additional Wraithlord in the army: Add 2 points. Round fractions up; for example a 750 point Eldar army would be allowed two Wraithlords.
- If there are three Wraithlords in a 750 point or less army: Add 4 points.
- Total the number of Aspect Warrior models in the Craftworld Ulthw� army. Warp Spiders, Striking Scorpions, Howling Banshees, Fire Dragons, Dire Avengers, Shining Spears, Swooping Hawks, and Dark Reaper models are all considered Aspect Warrior models. Multiply the number of Aspect Warrior models by 3. Subtract the total number of Guardians and Black Guardian models from this number. Divide this number by 2. Add that number of points, rounded up. For example, an army with 20 Guardian and/or Black Guardian models and 11 Aspect Warrior models would triple 11 to get 33, then subtract 20 to get 13, then divide by half, rounding up, to get 7, so this particular Craftworld Ulthw� army would add 7 points.
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Dark Eldar
- Duplication of a unique item of Dark Eldar wargear (i.e. Crucible of Malediction or Shadow Field): Add 20 points per duplicate. A Dark Eldar army may not have two Crucibles of Malediction, even if Urien Rakarth is in the army. A Dark Eldar army may not have two Shadow Fields, even if Lelith Hesperax is in the army.
- If a Warp Beast Pack unit is in the Dark Eldar army, but no Wyches units are in the Dark Eldar army: Add 15 points.
- For every two maximized Troop units: Subtract 1 point.
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Tyranids
Remember, all applicable points must be added. For example, a unique Tyranid Hive Fleet list with one or more mutants per five models would add the points for having one or more mutants per five models, the points for having one or more mutants per six models, and whatever other applicable points would be added.
- If the Tyranid army uses the given Tyranid army list in the book (i.e. does not create a unique Hive Fleet list as listed on page 36+ of the Tyranid codex): Subtract 1 point.
- For every two maximized Troop units other than Genestealer units: Subtract 1 point.
- For every four maximized Genestealer units: Subtract 1 point.
- If a unique Tyranid Hive Fleet list contains only 3 species in its Hive Fleet army list: Add 9 points. For example, in the Tyranid codex on page 36, Hive Fleet Arachnia contains eight species (do not use the Hive Fleet Arachnia list on page 38). A 1500 point Tyranid army list using the Hive Fleet Arachnia list containing only Hive Tyrant, Hormagaunt, and Termagant models would be considered to contain 8 species on its unique Tyranid Hive Fleet list, even though only 3 species were in the actual 1500 point Tyranid army list. As that Tyranid army had 8 species on its unique Tyranid Hive Fleet list, that Tyranid army would not add 10 points.
- If a unique Tyranid Hive Fleet list contains only 4 species in its Hive Fleet army list: Add 7 points.
- If a unique Tyranid Hive Fleet list contains only 5 species in its Hive Fleet army list: Add 5 points.
- If a unique Tyranid Hive Fleet list contains only 6 species in its Hive Fleet army list: Add 3 points.
- If a unique Tyranid Hive Fleet list contains only 7 species in its Hive Fleet army list: Add 1 point.
- If a unique Tyranid Hive Fleet contains one or more mutants per four models in the Tyranid army: Add 10 points.
- If a unique Tyranid Hive Fleet contains one or more mutants per five models in the Tyranid army: Add 8 points.
- If a unique Tyranid Hive Fleet contains one or more mutants per six models in the Tyranid army: Add 6 points.
- If a unique Tyranid Hive Fleet contains one or more mutants per seven models in the Tyranid army: Add 4 points.
- If a unique Tyranid Hive Fleet contains one or more mutants per eight models in the Tyranid army: Add 2 points.
- If a Tyranid army contains more mutants than twice the number of Force Organization slots filled: Add 2 points. For example, a Tyranid army consisting of an HQ and two Troops with 7 mutants total in the army would have three Force Organization slots filled (1 HQ and 2 Troops for a total of 3); double that is 6. Since this army has more mutants than 6, this army would add 2 points.
- For each unit in the Tyranid army that contains the maximum number of mutations possible for that unit: Add 1 point. Units that cannot be mutated, such as a Hive Tyrant in a Tyranid army with five or more species in its Hive Fleet army list, are not counted for this purpose, even though they have the maximum (zero) number of mutations possible.
- If the Tyranid army contains both The Red Terror and Old One Eye: Add 4 points. This is in addition to the 4 points added in the General section for taking two non-mandatory special character models that do not require opponent permission to field.
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Tau
- If a Shas'o HQ is taken in a 500 point or less army: Add 1 point.
- For every two maximized Fire Warrior Team units: Subtract 1 point.
- For every maximized Kroot Carnivore unit: Subtract 1 point. Krootox and Kroot Hounds do not count towards maximization purposes.
- One XV-88 Broadside Battlesuit is allowed for each 250 points in the Tau army. For each additional XV-88 Broadside Battlesuit in the army: Add 1 point. Round fractions up; for example a 800 point Tau army would be allowed four XV-88 Broadside Battlesuits.
- One Hammerhead gunship is allowed for each 400 points in the Tau army. For each additional Hammerhead in the army: Add 2 points. Round fractions up; for example a 500 point Tau army would be allowed two Hammerhead gunships.
- Total the number of Battlesuits in the Tau army. XV8 Crisis, XV15 Stealth, and XV88 Broadside models are all considered Battlesuit models. Double this number, then subtract the total number of Tau Fire Warrior and Pathfinder models from that number. If the result is positive, add that number of points. For example, an army with 6 Fire Warriors, 4 Pathfinders, 4 XV8 Crisis, 3 XV15 Stealth, and 1 XV88 Broadside would have 8 total battlesuits. Double 8 to get 16, then subtract 10 (6 + 4 = 10) to get 6. As that numbe ris positive, that particular Tau army would add 6 points.
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Chaos Space Marines
Make sure units are considered as described in the "Special Notes:" section. Remember, Chaos Cult Terminators are always considered Elite units, regardless of any other factors. For example, a Chaos Space Marine army with a Chaos Lord with a Mark of Khorne would still count Khorne Berserker Terminators as Elites for all purposes.
Certain units are affiliated with particular Chaos gods.
Any model with a Mark of Khorne is considered a Khornate model. A Bloodthirster is considered a Khornate model. Khorne Berserkers, Khorne Berserker Terminators, Bloodletter Daemon Packs, Flesh Hound Daemonic Beasts, and Juggernauts of Khorne are considered Khornate units. Chaos Cultist units led by a Demagogue with a Mark of Khorne are considered Khornate units. A vehicle with a Destroyer is considered a Khornate vehicle.
Any model with a Mark of Nurgle is considered a Nurgle model. A Great Unclean One is considered a Nurgle model. Plague Marines, Plague Marine Terminators, Plaguebearer Daemon Packs, Nurglings, and Nurgle Daemonic Cavalry are considered Nurgle units. Chaos Cultist units led by a Demagogue with a Mark of Nurgle are considered Nurgle units. A vehicle with a Nurgle Infestation is considered a Nurgle vehicle.
Any model with a Mark of Slaanesh is considered a Slaaneshi model. A Keeper of Secrets is considered a Slaaneshi model. Noise Marines, Noise Marine Terminators, Daemonette Daemon Packs, Fiends of Slaanesh Daemonic Beasts, and Slaanesh Daemonic Cavalry are considered Slaaneshi units. Chaos Cultist units led by a Demagogue with a Mark of Slaanesh are considered Slaaneshi units. A vehicle with a Warp Amp is considered a Slaaneshi vehicle.
Any model with a Mark of Tzeentch is considered a Tzeentch model. A Lord of Change is considered a Tzeentch model. Thousand Sons, Thousand Son Terminators, Pink and/or Blue Horror Daemon Packs, Flamer Daemonic Beasts, and Tzeentch Daemonic Cavalry are considered Tzeentch units. Chaos Cultist units led by a Demagogue with a Mark of Tzeentch are considered Tzeentch units. A vehicle with Coruscating Warp Flame is considered a Tzeentch vehicle.
Any other model, unit, or vehicle is considered a Chaos Undivided model, unit, or vehicle.
- If the Chaos Space Marine army has a Chaos Lord or Daemon Prince with a Mark of Khorne:
- Add 2 points for each Slaaneshi unit.
- Add 2 points for each model with a Mark of Slaanesh.
- Add 2 points for each Slaaneshi vehicle.
- Add 1 point for each Chaos Sorcerer.
- Add 10 points if a Keeper of Secrets is in the army list.
- If the total number of points spent on Khornate models, units, and vehicles is less than the total number of points spent on Slaaneshi models, units, and vehicles: Add 10 points.
- Add 1 point for each two units that are Tzeentch units or Nurgle units.
- Add 1 point for each two models that have either a Mark of Tzeentch or a Mark of Nurgle.
- Add 1 point for each two vehicles that are Nurgle vehicles or Slaaneshi vehicles.
- Add 5 points if a Great Unclean One or a Lord of Change is in the army list.
- If the total number of points spent on Khornate models, units, and vehicles is less than the total number of points spent on Nurgle models, units, and vehicles: Add 5 points.
- If the total number of points spent on Khornate models, units, and vehicles is less than the total number of points spent on Tzeentch models, units, and vehicles: Add 5 points.
- If the total number of points spent on Khornate models, units, and vehicles is less than half the total number of points spent on Chaos Undivided models, units, and vehicles: Add 1 point.
- If no Slaaneshi models, units, or vehicles are included in the army: Subtract 1 point.
- If no Slaaneshi models, units, or vehicles are included in the army, and no Nurgle models, units, or vehicles are included in the army, and no Tzeentch models, units, or vehicles are included in the army: Subtract 1 point.
- If all models, units, and vehicles in the army are Khornate - that is, if no Slaaneshi models, units, or vehicles are included in the army, and no Nurgle models, units, or vehicles are included in the army, and no Tzeentch models, units, or vehicles are included in the army, and no Chaos Undivided models, units, or vehicles are included in the army: Subtract 2 points.
- For every two Khornate units containing exactly eight models: Subtract 1 point.
- If exactly eight Force Organization slots on the chart are used, and all models, units, and vehicles in the army are Khornate: Subtract 1 point.
- If exactly eight Force Organization slots on the chart are used, and all models, units, and vehicles in the army are Khornate, and every unit that could contain eight models does contain eight models: Subtract 2 points.
- If the Chaos Space Marine army has a Chaos Lord or Daemon Prince with a Mark of Tzeentch:
- Add 2 points for each Nurgle unit.
- Add 2 points for each model with a Mark of Nurgle.
- Add 2 points for each Nurgle vehicle.
- Add 10 points if a Great Unclean One is in the army list.
- If the total number of points spent on Tzeentch models, units, and vehicles is less than the total number of points spent on Nurgle models, units, and vehicles: Add 10 points.
- Add 1 point for each two units that are Slaaneshi units or Khornate units.
- Add 1 point for each two models that have either a Mark of Slaanesh or a Mark of Khorne.
- Add 1 point for each two vehicles that are Slaaneshi vehicles or Khornate vehicles.
- Add 5 points if a Bloodthirster or a Keeper of Secrets is in the army list.
- If the total number of points spent on Tzeentch models, units, and vehicles is less than the total number of points spent on Khornate models, units, and vehicles: Add 5 points.
- If the total number of points spent on Tzeentch models, units, and vehicles is less than the total number of points spent on Slaaneshi models, units, and vehicles: Add 5 points.
- If the total number of points spent on Tzeentch models, units, and vehicles is less than half the total number of points spent on Chaos Undivided models, units, and vehicles: Add 1 point.
- If no Nurgle models, units, or vehicles are included in the army: Subtract 1 point.
- If no Nurgle models, units, or vehicles are included in the army and no Khornate models, units, or vehicles are included in the army and no Slaaneshi models, units, or vehicles are included in the army: Subtract 1 point.
- If all models, units, and vehicles in the army are Tzeentch - that is, if no Nurgle models, units, or vehicles are included in the army and no Khornate models, units, or vehicles are included in the army and no Slaaneshi models, units, or vehicles are included in the army and no Chaos Undivided models, units, or vehicles are included in the army: Subtract 2 points.
- For every two Tzeentch units containing exactly nine models: Subtract 1 point.
- If exactly nine Force Organization slots on the chart are used, and all models, units, and vehicles in the army are Tzeentch: Subtract 1 point.
- If exactly nine Force Organization slots on the chart are used, and all models, units, and vehicles in the army are Tzeentch, and every Tzeentch unit that could contain nine models does contain nine models: Subtract 2 points.
- If the Chaos Space Marine army has a Chaos Lord or Daemon Prince with a Mark of Nurgle:
- Add 2 points for each Tzeentch unit.
- Add 2 points for each model with a Mark of Tzeentch.
- Add 2 points for each Tzeentch vehicle.
- Add 10 points if a Lord of Change is in the army list.
- If the total number of points spent on Nurgle models, units, and vehicles is less than the total number of points spent on Tzeentch models, units, and vehicles: Add 10 points.
- Add 1 point for each two units that are Khornate units or Slaaneshi units.
- Add 1 point for each two models that have either a Mark of Khorne or a Mark of Slaanesh.
- Add 1 point for each two vehicles that are Khornate vehicles or Slaaneshi vehicles.
- Add 5 points if a Bloodthirster or a Keeper of Secrets is in the army list.
- If the total number of points spent on Nurgle models, units, and vehicles is less than the total number of points spent on Slaaneshi models, units, and vehicles: Add 5 points.
- If the total number of points spent on Nurgle models, units, and vehicles is less than the total number of points spent on Khornate models, units, and vehicles: Add 5 points.
- If the total number of points spent on Nurgle models, units, and vehicles is less than half the total number of points spent on Chaos Undivided models, units, and vehicles: Add 1 point.
- If no Tzeentch models, units, or vehicles are included in the army: Subtract 1 point.
- If no Tzeentch models, units, or vehicles are included in the army and no Khornate models, units, or vehicles are included in the army and no Slaaneshi models, units, or vehicles are included in the army: Subtract 1 point.
- If all models, units, and vehicles in the army are Nurgle - that is, if no Tzeentch models, units, or vehicles are included in the army and no Khornate models, units, or vehicles are included in the army and no Slaaneshi models, units, or vehicles are included in the army and no Chaos Undivided models, units, or vehicles are included in the army: Subtract 2 points.
- For every two Nurgle units containing exactly seven models: Subtract 1 point.
- If exactly seven Force Organization slots on the chart are used, and all models, units, and vehicles in the army are Nurgle: Subtract 1 point.
- If exactly seven Force Organization slots on the chart are used, and all models, units, and vehicles in the army are Nurgle, and every Nurgle unit that could contain seven models does contain seven models: Subtract 2 points.
- If the Chaos Space Marine army has a Chaos Lord or Daemon Prince with a Mark of Slaanesh:
- Add 2 points for each Khornate unit.
- Add 2 points for each model with a Mark of Khorne.
- Add 2 points for each Khornate vehicle.
- Add 10 points if a Bloodthirster is in the army list.
- If the total number of points spent on Slaaneshi models, units, and vehicles is less than the total number of points spent on Khornate models, units, and vehicles: Add 10 points.
- Add 1 point for each two units that are Nurgle units or Tzeentch units.
- Add 1 point for each two models that have either a Mark of Nurgle or a Mark of Tzeentch.
- Add 1 point for each two vehicles that are Nurgle vehicles or Tzenntch vehicles.
- Add 5 points if a Great Unclean One or a Lord of Change is in the army list.
- If the total number of points spent on Slaaneshi models, units, and vehicles is less than the total number of points spent on Nurgle models, units, and vehicles: Add 5 points.
- If the total number of points spent on Slaaneshi models, units, and vehicles is less than the total number of points spent on Tzeentch models, units, and vehicles: Add 5 points.
- If the total number of points spent on Slaaneshi models, units, and vehicles is less than half the total number of points spent on Chaos Undivided models, units, and vehicles: Add 1 point.
- If no Khornate models, units, or vehicles are included in the army: Subtract 1 point.
- If no Khornate models, units, or vehicles are included in the army and no Nurgle models, units, or vehicles are included in the army and no Tzeentch models, units, or vehicles are included in the army: Subtract 1 point.
- If all models, units, and vehicles in the army are Slaaneshi - that is, if no Khornate models, units, or vehicles are included in the army and no Nurgle models, units, or vehicles are included in the army and no Tzeentch models, units, or vehicles are included in the army and no Chaos Undivided models, units, or vehicles are included in the army: Subtract 2 points.
- For every two Slaaneshi units containing exactly six models: Subtract 1 point.
- If exactly six Force Organization slots on the chart are used, and all models, units, and vehicles in the army are Slaaneshi: Subtract 1 point.
- If exactly six Force Organization slots on the chart are used, and all models, units, and vehicles in the army are Slaneshi, and every Slaaneshi unit that could contain six models does contain six models: Subtract 2 points.
- If the Chaos Space Marine army is led by a Chaos Lord or Daemon Prince with a Mark of Chaos Undivided:
- If the army contains at least one Khornate unit or Dreadnought and at least one Tzenntch unit or Dreadnought and at least one Nurgle unit or Dreadnought and at least one Slaaneshi unit or Dreadnought: Subtract 2 points. Units that depend on a single model to determine the type of unit do not count for this purpose. For example, a Chaos Space Marine unit led by an Aspiring Champion with a Mark of Khorne, a Bloodthirster, a Chaos Space Marine unit with a Rhino with a Nurgle Infestation would not qualify, or even a single Juggernaut of Khorne would not count for this purpose, although a unit of Khorne Berserkers or a unit of Nurglings would qualify.
- For every two units dedicated to a particular Chaos god that are taken in a unit of that particular Chaos god's sacred number: Subtract 1 point. The sacred number of Khorne is eight, the sacred number of Tzeentch is nine, the sacred number of Nurgle is seven, and the sacred number of Slaanesh is six.
- If the army contains no Khornate units, models, or vehicles and contains no Tzeentch units, models, or vehicles and contains no Nurgle units, models, or vehicles and contains no Slaaneshi units, models, or vehicles: Subtract 3 points.
Jump to the Scoring section
Orks
Most Ork warbands are composed of many Ork clans. These Ork armies use the modifiers that listed for "All Ork armies" below.
Some Ork armies are composed of a single Ork clan. Such Ork armies use particular clan army modifiers as well as the modifiers that all Ork armies use. . These particular clan army modifiers are listed after the general modifiers. An Ork army must be completely composed of a single Ork clan to use that particular clan army's army modifiers.
- All Ork armies use the following modifiers:
- If the Ork army has more than 1 Warboss: Add 10 points.
- For each maximized Slugga Boy, Shoota Boy, Stikk Bomma, or Gretchin Mobz unit: Subtract 1.5 points rounded up. For example, an Ork army with three maximized Slugga Boy squads would subtract 5 points.
- Total the number of Nobz models in the Ork army. Total the number of Cybork models and Skarboyz models in the Ork army. Total the number of basic Ork models (Orks with S3 and I2) in the Ork army. Total the number of Big Mek models, Painboss models, Mad Dok models, and Mekboy models in the Ork army.
- If there is more than one Nob model for every five basic Ork models in the Ork army: Add 1 point.
- If there is more than one Nob model for every four basic Ork models in the Ork army: Add 1 point.
- If there is more than one Nob model for every three basic Ork models in the Ork army: Add 1 point.
- If there is more than one Nob model for every two basic Ork models in the Ork army: Add 1 point.
- If are more Nob models than basic Ork models in the Ork army: Add 2 points.
- If there is more than one model that is a Cybork or a Skarboy in the Ork army for every three basic Ork models in the Ork army: Add 1 point.
- If there is more than one model that is a Cybork or a Skarboy in the Ork army for every two basic Ork models in the Ork army: Add 1 point.
- If there are more Cybork and Skarboyz models in the Ork army than basic Ork models in the Ork army: Add 2 points.
- If there is more than one model that is a Big Mek, Painboss, Mad Dok, or Mekboy in the Ork army for every ten basic Ork models in the Ork army: Add 1 point.
- If there is more than one model that is a Big Mek, Painboss, Mad Dok, or Mekboy in the Ork army for every five models in the Ork army: Add 1 point.
- If there is more Big Mek, Painboss, Mad Dok, and Mekboy models in the Ork army than basic Ork models: Add 8 points.
- One Killer Kan is allowed for each 200 points in the Ork army. For each additional Killer Kan in the army: Add 1 point. Round fractions up; for example a 500 point Ork army would be allowed 3 Killer Kans.
- If an Ork army is a Goff army:
- If the Goff army does not contain at least one unit of Skarboyz: Add 1 point.
- If the Goff army does contain at least one unit of Skarboyz: Subtract 1 point.
- If the Goff army contains more than one unit of Kommandos: Add 5 points.
- If the Goff army contains more than one unit of Burna Boyz: Add 5 points.
- If the Goff army contains more than one unit of Wartraks/Buggies: Add 5 points.
- If the Goff army contains more than one unit of Big Gunz: Add 5 points.
- If the Goff army contains more than one unit of Lootas: Add 15 points.
- If the Goff army contains more than one unit of Looted Vehicles: Add 15 points.
- If no points are spent on Kommandos, Burna Boyz, Wartraks/Buggies, Big Gunz, Lootas, or Looted Vehicles: Subtract 2 points.
- If the total number of points spent on Kommandos, Burna Boyz, Wartraks/Buggies, Big Gunz, Lootas, and Looted Vehicles is 10% or less of the Goff army's points: Subtract 1 point.
- If the total number of points spent on Kommandos, Burna Boyz, Wartraks/Buggies, Big Gunz, Lootas, and Looted Vehicles is 15% or more of the Goff army's points: Add 1 point.
- If the total number of points spent on Kommandos, Burna Boyz, Wartraks/Buggies, Big Gunz, Lootas, and Looted Vehicles is 30% or more of the Goff army's points: Add 2 points.
- If the total number of points spent on Kommandos, Burna Boyz, Wartraks/Buggies, Big Gunz, Lootas, and Looted Vehicles is 40% or more of the Goff army's points: Add 3 points.
- If an Ork army is a Bad Moon army:
- As Bad Moon armies are particularly well equipped, certain adjustments are made to a Bad Moon army list to compensate for points added in the General section. The following modifiers do not replace the listings in the General section. For example, a Bad Moon army with more than 5% of its points in HQ weapon and wargear would add 1 point from the General section and subtract 1 point from this section for a net of zero points.
- HQ weapon and wargear total is more than 5% of your army's points: Subtract 1 point.
- HQ weapon and wargear total is more than 7% of your army's points: Subtract 2 points.
- HQ weapon and wargear total is more than 10% of your army's points: Subtract 5 points.
- Heavy Support more than 35% of your army's points: Subtract 1 point.
- Heavy Support more than 50% of your army's points: Subtract 1 point.
- If the Bad Moon army does not contain at least one unit that is not one of the following units - Gretchin Mobz, Stikk Bommas, Slugga Boyz, Shoota Boyz: Add 1 point.
- If the Bad Moon army contains at least two Heavy Support units: Subtract 1 point.
- If the Bad Moon army contains more than one unit of Skarboyz: Add 5 points.
- If the Bad Moon army contains more than one unit of Stormboyz: Add 5 points.
- If the Bad Moon army contains more than one unit of Kommandos: Add 5 points.
- If the Bad Moon army contains more than one unit of Slugga Boyz: Add 15 points.
- If the Bad Moon army contains more than one unit of Stikk Bommas: Add 15 points.
- If no points are spent on Skarboyz, Stormboyz, Kommandos, Slugga Boyz, or Stikk Bommas: Subtract 2 points.
- If the total number of points spent on Skarboyz, Stormboyz, Kommandos, Slugga Boyz, and Stikk Bommas is 10% or less of the Bad Moon army's points: Subtract 1 point.
- If the total number of points spent on Skarboyz, Stormboyz, Kommandos, Slugga Boyz, and Stikk Bommas is 15% or more of the Bad Moon army's points: Subtract 1 point.
- If the total number of points spent on Skarboyz, Stormboyz, Kommandos, Slugga Boyz, and Stikk Bommas is 30% or more of the Bad Moon army's points: Subtract 1 point.
- If the total number of points spent on Skarboyz, Stormboyz, Kommandos, Slugga Boyz, and Stikk Bommas is 40% or more of the Bad Moon army's points: Subtract 1 point.
- If an Ork army is a Deathskull army:
- If the Deathskull army does not contain at least one Lootas unit, one 'Ard Boyz unit, or one Looted Vehicle unit: Add 1 point.
- If the Deathskull army contains at least one Lootas unit or at least one 'Ard Boyz unit: Subtract 1 point.
- If the Deathskull army contains at least one Looted Vehicle unit: Subtract 1 point.
- If an Ork army is a Blood Axe army:
- For every 8 Ork Kommando models in the army: Subtract 1 point.
- If an Ork army is a Snakebite army:
- For every unit of Boarboyz in the army: Subtract 1 point.
- For every unit of Weirdboyz in the army: Subtract 1 point.
- For every Mekboy in the army: Add 1 point.
- If the Snakebite army contains at least one Cybork, as listed in the Painboss Bodyguard section: Add 1 point.
- If the Snakebite army contains at least one unit of Stormboyz: Add 1 point.
- If the Snakebite army contains at least one unit of Zzap guns: Add 1 point.
- One vehicle is allowed for each 500 points in the army. For each additional vehicle in the army: Add 1 point. Round fractions up; for example a 750 point Snakebite army would be allowed two vehicles. Any model with an Armour value (such as a Killer Kan or Dreadnought as well as a Wartrukk) would count for this purpose.
- If an Ork army is an Evil Sunz army:
- For every unit, including units of a single model, that cannot potentially move at least 12 inches in a Movement phase: Add 1 point. For example, an Evil Sunz army with a Warboss, 10 Skarboyz, 5 Stormboyz, 10 Slugga Boyz, 10 Slugga Boyz, 10 Trukk Boyz, 3 warbikes, 1 Zzap gun, 2 Killer Kans, and 3 Looted Rhinos would have to add 1 point for the unit of 2 Killer Kans and 1 point for the Zzap gun, plus 1 point for the one unit (Warboss, Skarboyz, Slugga Boyz, or Slugga Boyz) that could not be mounted on a Looted Rhino. This particular example would add 3 points.
- For every four vehicles in a Evil Sunz army with the Red Paint Job vehicle upgrade: Subtract 1 point.
- For every four vehicles in a Evil Sunz army with the Turbo Boosta vehicle upgrade: Subtract 1 point.
- For every vehicle in a Evil Sunz army that could have a Red Paint Job vehicle upgrade but doesn't: Add 1 point.
- For every two vehicles in a Evil Sunz army that could have a Turbo Boosta vehicle upgrade but doesn't: Add 1 point.
Jump to the Scoring section
Speed Freeks
- If the Speed Freek army contains more than one Battlewagon as a Heavy Support choice: Add 10 points.
- If the Speed Freek army contains more than one Looted Vehicle unit: Add 10 points. Note that three Rhinos may be taken as a single Looted Vehicle unit.
- Total the number of Nobz models in the Ork army. Total the number of basic Ork models (Orks with S3 and I2) in the Ork army.
- If there is more than one Nob model for every five basic Ork models in the Ork army: Add 1 point.
- If there is more than one Nob model for every four basic Ork models in the Ork army: Add 1 point.
- If there is more than one Nob model for every three basic Ork models in the Ork army: Add 1 point.
- If there is more than one Nob model for every two basic Ork models in the Ork army: Add 1 point.
- If are more Nob models than basic Ork models in the Ork army: Add 2 points.
- For every six vehicles in a Speed Freeks army with the Red Paint Job vehicle upgrade: Subtract 1 point.
- For every six vehicles in a Speed Freeks army with the Turbo Boosta vehicle upgrade: Subtract 1 point.
- For every Force Field upgrade taken for a Wartrukk, Warbuggy, or Wartrak: Add 1 point.
- For every two vehicles in a Evil Sunz army that could have a Red Paint Job vehicle upgrade but don't: Add 1 point.
- For every two vehicles in a Evil Sunz army that could have a Turbo Boosta vehicle upgrade but don't: Add 1 point.
Jump to the Scoring section
Imperial Guard
Make sure units are considered as described in the "Special Notes:" section. Anti-tank heavy weapons squads, Fire Support heavy weapons squads, Mortar heavy weapons squads, and Deathworld Veteran Assault Teams may be considered as HQ or Elites for all purposes (assign each such unit as HQ or Elites; a unit's point value may not be split, and a unit may not count as both HQ and Elites.) Similarly, Sentinel Squadrons taken for Command Platoons may count HQ or Fast Attack.
- As Imperial Guard infantry armies typically contain a good number of tanks, certain adjustments are made to an Imperial Guard infantry army list to compensate for points added in the General section. The following modifiers do not replace the listings in the General section. For example, an Imperial Guard army with 40% of its points in Heavy Support would add 2 points from the General and subtract 2 points from this section for a net of zero points.
- Heavy Support more than 35% of your army's points: Subtract 2 points.
- Heavy Support more than 50% of your army's points: Subtract 2 points.
- Heavy Support more than 65% of your army's points: Add 4 points.
- Total the number of Troop infantry models in the Imperial Guard infantry army. Total the number of non-Troop models in the Imperial Guard infantry army, including each HQ or Elites infantry model, each Fast Attack cavalry model, and each vehicle. Subtract the total number of Troop infantry models from the total number of non-Troop models in the Imperial Guard infantry army. If that number is positive, add one third of that number of points, rounded up. For example, an Imperial Guard infantry army with one Infantry Platoon Command Section, two Infantry Platoon Infantry squads, one Armoured Fist squad, one Command Platoon, three Commissars, two Anti-tank heavy weapons squads, two Fire Support heavy weapons squads, two Mortar heavy weapons squads, three Sentinels, five Rough Riders, and two Griffons would have a total of 35 Troop infantry models and 54 non-Troop models for a difference of 19, which is positive, so one third of 19, or 7, would be added. This particular Imperial Guard infantry army would add 7 points.
- For every maximized Troop slot taken on the Force Organization Chart: Subtract 1 point. Note that this only applies to Imperial Guard Infantry Platoons with one Command Section and five infantry squads.
- If the Imperial Guard army contains at least 1 Leman Russ Demolisher: Subtract 1 point.
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Imperial Guard Steel Legion Mechanised Infantry
Make sure units are considered as described in the "Special Notes:" section. Anti-tank heavy weapons squads, Fire Support heavy weapons squads, and Mortar heavy weapons squads may be considered as HQ or Elites for all purposes (assign each such unit as HQ or Elites; a unit's point value may not be split, and a unit may not count as both HQ and Elites.) Similarly, Sentinel Squadrons taken for Command Platoons may count HQ or Fast Attack.
- As Imperial Guard Steel Legion Mechanised Infantry (SLMI) armies typically contain a good number of tanks, certain adjustments are made to an Imperial Guard infantry army list to compensate for points added in the General section. The following modifiers do not replace the listings in the General section. For example, an Imperial Guard army with 40% of its points in Heavy Support would add 2 points from the General and subtract 2 points from this section for a net of zero points.
- Heavy Support more than 35% of your army's points: Subtract 2 points.
- Heavy Support more than 50% of your army's points: Subtract 2 points.
- Heavy Support more than 65% of your army's points: Add 4 points.
- Total the number of Troop infantry models in the Imperial Guard infantry army. Total the number of non-Troop infantry and cavalry models in the Imperial Guard infantry army, including each HQ or Elites infantry model and each Fast Attack cavalry model. Subtract the total number of Troop infantry models from the total number of non-Troop infantry and cavalry models in the Imperial Guard infantry army. If that number is positive, add one half of that number of points, rounded up. For example, an Imperial Guard SLMI army with one Infantry Platoon Command Section, two Infantry Platoon Infantry squads, one Armoured Fist squad, one Command Platoon, three Commissars, two Anti-tank heavy weapons squads, two Fire Support heavy weapons squads, and six Rough Riders would have a total of 35 Troop infantry models and 46 non-Troop models for a difference of 11. As 11 is a positive number, add one half of 11 rounded up, which would be 6. This particular Imperial Guard infantry army would add 6 points.
- If any Deathworld Veteran units, including Deathworld Veteran Assault Teams, are included in the army: Add 15 points.
- For every two Force Organization slots filled by units taken from Codex: Catachans: Add 1 point.
- For every maximized Troop slot taken on the Force Organization Chart: Add 1 point. Note that this only applies to Imperial Guard Infantry Platoons with one Command Section and five infantry squads.
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Imperial Guard Planetary Defense Force
Make sure units are considered as described in the "Special Notes:" section. Anti-tank heavy weapons squads, Fire Support heavy weapons squads, and Mortar heavy weapons squads may be considered as HQ or Elites for all purposes (assign each such unit as HQ or Elites; a unit's point value may not be split, and a unit may not count as both HQ and Elites.) Similarly, Sentinel Squadrons taken for Command Platoons may count HQ or Fast Attack.
- As Imperial Guard Planetary Defense Force (PDF) armies typically contain a good armount of equipment, certain adjustments are made to an Imperial Guard PDF army list to compensate for points added in the General section. The following modifiers do not replace the listings in the General section. For example, an Imperial Guard army PDF with 40% of its points in Heavy Support would add 2 points from the General and subtract 2 points from this section for a net of zero points.
- Heavy Support more than 35% of your army's points: Subtract 2 points.
- Heavy Support more than 50% of your army's points: Subtract 2 points.
- Heavy Support more than 65% of your army's points: Add 4 points.
- Total the number of Troop Guardsmen models in the Imperial Guard PDF army. Add half the number of Hive Gang Militia models, rounded up. Total the number of non-Troop models in the Imperial Guard infantry army, including each HQ or Elites infantry model, each Fast Attack cavalry model, and each vehicle. Subtract the total number of Troop Guardsmen and half the number of Hive Gang Militia models in the Imperial Guard PDF army from the total number of non-Troop models in the Imperial Guard PDF army. If that number is positive, add one third of that number of points, rounded up. For example, an Imperial Guard PDF army with one Infantry Platoon Command Section, two Infantry Platoon Infantry squads, one unit of 21 Hive Gang Militia, one Command Platoon, three Commissars, two Anti-tank heavy weapons squads, two Fire Support heavy weapons squads, two Mortar heavy weapons squads, three Sentinels, and two Griffons would have a total of 25 Guardsmen and 21 Hive Gang Militia, and 49 non-Troop models. Half the number of Hive Gang Militia would be 11; this number added to the number of Guardsmen would be 36. Subtracting 36 from 49 gives 13, which is positive; one third of which rounded up is 5, so this particular Imperial Guard PDF army would add 5 points.
- For every maximized Troop slot taken on the Force Organization Chart: Add 1 point. Note that this only applies to Imperial Guard Infantry Platoons with one Command Section and five infantry squads or to Hive Gang Militia units of 21 models.
Jump to the Scoring section
Catachans / Deathworld
- Total the number of Troop infantry models, including Ogryns, in the Catachan army. Total the number of non-Troop models in the Catachan army, including each HQ, Elites, Fast Attack, or Heavy Support infantry model and each vehicle. Subtract double the number of Troop infantry models in the Catachan army from the total number of non-Troop models in the Catachan army. If this number is positive, add one third of that number rounded up. For example, a Catachan army with one Deathworld Veteran Command HQ of five models, two Commissars, eight Catachan Devils, five Deathworld Veteran Assault infantry models, three Deathworld Veteran Sniper models, one Deathworld Infantry Platoon Platoon Commander, seven Deathworld Veteran Infantry Deathworld Veteran Infantry, four Deathworld Veteran Infantry Fire Support Heavy Weapons infantry models, four Ogryns, ten Deathworld Veteran Patrol models, three Deathworld Sentinels, four Mortar Heavy Weapons Squad infantry models, and two Plasma Charge Booby Traps, would contain a total of 16 Troop infantry models and 42 non-Troop models. 16 doubled is 32, so 32 would be subtracted from 42, giving a difference of 10, one third of which rounded up is 4, so this particular Catachan army would add 4 points.
- For every two Commissars in the army: Add 1 point.
- For every maximized Deathworld Infantry Platoon unit taken: Subtract 1 point. Note that this only applies to Deathworld Infantry Platoons containing all of the following
- 1 Platoon Commander
- 5 Deathworld Veteran Infantry Squads of 10 models each
- 1 Fire Support Heavy Weapons Squad of 6 models.
- For every three maximized units in the Catachan army: Subtract 1 point.
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Sisters of Battle
- Total the number of Confessor and Missionary models in the army. Multiply this total by two. Add the number of Preacher models in the army and the number of Redemptor Priest models in the army. Multiply this total by two. Subtract the total number of Redemptionist models (Redemptor Priests do not count as Redemptionist models for this purpose) in the army from this number. If the number remaining is positive, add one half of that number rounded up. For example, if a Sisters of Battle army had a Confessor, a Missionary, two Preachers, one Redemptor Priest, and nine Redemptionists, the total number of Confessors and Missionaries doubled would be 4; adding the number of Preachers and Redemptor Priests would bring the number to 7. Doubling this number gives 14. Subtracting 9, the number of redemptionists, from 14 gives 5, which is positive, so adding half that number rounded up would mean adding 3 points. For this particular Sisters of Battle army, 3 points would be added.
- For each two maximized Troop units taken: Subtract 1 point.
Jump to the Scoring section
Necrons
- Necron armies have a great number of extremely powerful units. Thus, certain adjustments are made to a Necron army list to compensate for points added in the Geenral section. The following modifiers do not replace the listings in the General section. For example, if a Necron HQ was 30% of an army's points, 2 points would be added from the General Section, and 1 point would be subtracted from this section, for a net of one added point.
- HQ more than 25% of your army's points: Subtract 1 point.
- HQ more than 35% of your army's points: Subtract 1 point.
- HQ weapon and wargear total is more than 5% of your army's points: Subtract 1 point.
- HQ weapon and wargear total is more than 7% of your army's points: Subtract 2 points.
- HQ weapon and wargear total is more than 10% of your army's points: Subtract 3 points.
- HQ weapon and wargear total is more than 15% of your army's points: Add 1 point.
- HQ weapon and wargear total is more than 20% of your army's points: Add 2 points.
- HQ weapon and wargear total is more than 25% of your army's points: Add 3 points.
- If more Necron Immortal models are in the Necron army than Necron Warrior models: Add 2 points.
- For every maximized Troop unit in the Necron army: Subtract 1 point.
- For every two maximized non-Troop units, not counting units of Necron Immortals, in the Necron army: Subtract 1 point.
Scoring
Total your score from the General section and the Army Specific section, and refer to the list below.
- -10 to less points: Godlike.
- -7 to -9 points: Gaming Titan
- -4 to -6 points: Gaming Champion
- -1 to -3 points: Gaming Hero
- 0 to 2 points: Excellent Gamer
- 3 to 5 points: Regular Gamer
- 6 to 8 points: Wargamer
- 9 to 11 points: Pure Wargamer
- 12 to 14 points: Power Gamer
- 15 to 17 points: Pure Power Gamer
- 18 to 20 points: Cheater
- 21 to 23 points: Reprehensible Cheater
- 24 to 26 points: Insane Cheater
- 27 to 30 points: Totally Insane Cheater
- 30 or more points: King of Totally Insane Cheating Power Gamers
Scoring Categories
What do the scoring categories mean?
- Godlike: Beyond the comprehension of mortals. An army with this type of score does not simply represent an ideal army - this sort of army is beyond even that.
- Gaming Titan: This sort of player regards WH40K purely as a hobby. The actual wargaming aspect of WH40K is incidental to such players. Remarkable attention was paid to background information in creating this type of army list. Armies with this score will be more than simply completely consistent with the background information of WH40K - such armies may be said to represent the conceptual ideal of an army. This ideal will often goes beyond the sort of army that would typically be encountered on a battlefield in the WH40K universe - only Chaos armies with units in their gods' sacred number, massive Imperial Guard infantry armies consistent with defending planets, and similar armies encountered more in theory than in fact, will receive this sort of score.
- Gaming Champion: This sort of player regards WH40K as a hobby first, and a wargame second. Serious consideration and thought was involved in making an army with this score consistent with the background information of the WH40K universe. Many armies that are consistent as possible with background information will receive this score. Such armies, although consistent with background information, cannot actually represent a "conceptual ideal", although they do represent the "ideal" form of the army.
- Gaming Hero: This sort of player emphasizes background material to an unusual extent when designing an army list. An army receiving this score will be the sort of army that would typically be encountered on a battlefield in the WH40K universe. Such an army may have sacrificed effectiveness to be consistent with background information, but may still be as fully effective as any other army.
- Excellent Gamer: A gamer that plays WH40K as both a wargame and as a hobby. Particular care was paid to making the army list consistent with background material. Only players that are fairly familiar with WH40K background information could be expected to score at this level. Armies receiving this score will be the sort of army that would typically be encountered on a battlefield in the WH40K universe, thus represent background information quite well. Well-planned army lists at this level can be as fully effective on the tabletop as they are consistent with background material.
- Regular Gamer: A gamer that plays WH40K as both a wargame and as a hobby. It is not expected that new players will know enough about the WH40K universe to field armies consistent with background information at this level; only players with plenty of gaming experience in WH40K can be expected to score at this level - and even then, only those that paid serious attention to making an army consistent with background information will receive this score. Armies receiving this score will be the sort of army that could be encountered on a battlefield in the WH40K universe, but may be slightly unusual in minor respects.
- Wargamer: A gamer that plays WH40K mainly for its wargaming aspects, but still pays some attention to background material when constructing an army. Most players with a bit of experience with WH40K will fall into this category.
- Pure Wargamer: A gamer that regards WH40K mainly as a wargame, although background material may still be considered when creating an army. Most beginning players will fall into this category.
- Power Gamer: A gamer that regards WH40K as a wargame. Background material is strictly a secondary consideration.
- Pure Power Gamer: A gamer that regards WH40K as a wargame, and has given some serious thought to winning games. Attention to background material, though, is incidental.
- Cheater: A gamer that regards WH40K almost purely as a wargame. Although no actual rules may be broken, this sort of player looks to take advantage of every rule. Attention to background material is incidental.
- Reprehensible Cheater: A gamer that regards WH40K as a wargame; nothing more, nothing less. Although no actual rules may be broken, this sort of player looks to take advantage of every technicality.
- Insane Cheater: A player that sees WH40K simply as a game to be won.
- Totally Insane Cheater: One that simply regards WH40K as a medium in which victory can, and should be, attained at all cost.
- King of Totally Insane Cheating Power Gamers: Surprisingly, winning is not important - not even relevant - to such players. Their real motives are beyond understanding, much as God is beyond the comprehension of mortal man.
Certain armies, such as Armoured Company lists, and Death Company lists, have fixed scores of "20". This reflects the fact that such armies are "concept armies" that are not allowed in regular tournament play. Just as hobbyist armies with their own particular army background should not use the power gamer army purity test, Armoured Company and Death Company armies that were carefully constructed to be consistent with WH40K background should not use the power gamer army purity test.
Of course, some such armies were created primarily for their effect on the battlefield. Those armies rightfully receive the score of "20". Selection of an army for its effect on the tabletop is a power gaming decision, and the fact that unusual rules were resorted to to accomplish game effect reflects an attitude that attempts to exploit the rule system.
Disclaimer
No matter your score, you know your army best. If your army is, as far as you know, completely consistent with WH40K background information, but you still have a high score, don't worry about it. This test is simply one perspective on different armies.
Remember, suggestions are always welcome; please email [email protected] if you have any questions or comments!
This purity test is still in its formative stages. The current edition is: Version 1.01. Later changes will include point scoring changes to various sections, and possibly a change to the basic "Scoring" list (move categories up or down 3 points)
Sometimes, extremely effective armies may be fielded well within the parameters of background information. Huge Tyranid armies with full swarms of Hormagaunts and Gargoyles, with Carnifexes and Tyrants as backup, Black Templar armies with full Tactical squads mounted in Rhinos with meltaguns, and similar examples exist. Those, however, are perfectly consistent with background information, so don't truly qualify as power gaming choices in and of themselves.
Final Note
Sometimes, winning isn't everything; it's how you play the game that counts. Informal - or even formal - tournaments, which consider sportsmanship, army composition, painting, and modelling to be fully as important, if not more important, as someone's win/loss record, hold this to be true. At such events, "power gaming" attitudes are discouraged; any players trying to win at all costs will have a poor time.
Sometimes, though, winning is all. When you play a private game against a long time rival, or play in tournaments between friends, "power gaming" should not simply be expected; it should actually be encouraged. In such games, you can find out what choices are best for an army list, test what strategies and tactics are most effective, and gain valuable experience as an army commander.
Playing WH40K purely as a wargame is an interesting and stimulating challenge that creates stronger strategists and tacticians. Against unprepared opponents, however, treatment of WH40K as a strict wargame is tantamount to a declaration of war. A simple hobbyist may well be surprised and dismayed by unexpectedly encountering a no-holds-barred, win at all costs mentality, and no amount of justification or explanation after the fact will be able to really remedy the situation.
Change Records
1.02 - 1.03: Changed Troop composition to allow armies to have 40-70% Troop composition at no penalty. The previous percentages favored Space Marine armies. The current percentage is roughly balanced for different armies. Allocation of Force Organization slots are now taken into account - particularly, non-Troop vs. Troop choices.
Table of Contents
Home Page
Prologue
Chapter One: Basic Principles
Chapter Two: Strategy, Tactics, and Statistics
Chapter Three: Calculating Basic Cost Effectiveness
Chapter Four: Formation
Chapter Five: Terrain
The Unofficial Warhammer 40,000 Army Cheese Purity Test
Sector Occultus: Background Information
Sector Occultus: Participants
Army Selection (Example: Blood Angels)
Frequently Asked Questions.
Models and Books For Sale.
Painted Units For Sale. (Pictures mean long download time!)
Copyright Details.
Copyright � 2001 Newpaintbrush. All Rights Reserved.