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 Specifically, that the 4 points for having more non-Troop choices than Troop choices be rescinded for army lists over 1750 points.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!

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.

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.

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.

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.

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.

These additions reflect the relative rarity of special units to Troop units.

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.


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


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)

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:

Dark Angel armies also use the following adjustments.

Jump to the Scoring section


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.

Jump to the Scoring section


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.

Jump to the Scoring section


Salamanders


Jump to the Scoring section


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.

Jump to the Scoring section


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.

Jump to the Scoring section


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.

Jump to the Scoring section


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.

Jump to the Scoring section


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.

Jump to the Scoring section


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.

Jump to the Scoring section


Dark Eldar


Jump to the Scoring section


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.

Jump to the Scoring section


Tau


Jump to the Scoring section


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.

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.

Jump to the Scoring section


Speed Freeks


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.

Jump to the Scoring section


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.

Jump to the Scoring section


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.

Jump to the Scoring section


Catachans / Deathworld


Jump to the Scoring section


Sisters of Battle


Jump to the Scoring section


Necrons



Scoring


Total your score from the General section and the Army Specific section, and refer to the list below.


Scoring Categories


What do the scoring categories mean?

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.







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