A 1750 point celebration of the 40k hobby
Player | Rank | List | Faction | W/D/L | Time/Lists/Sports/Painting | Total TP | SOS/VP | Club/Affiliation | Group |
---|---|---|---|---|---|---|---|---|---|
Haydn Korach | 1 | View | - | 5/0/0 | 0/0/0/0 | 73 | 11.00/375 | Auckland | |
Vinnie Purcell | 2 | View | - | 4/0/1 | 0/0/0/0 | 65 | 11.32/338 | ||
Liam Herbert | 3 | View | - | 4/0/1 | 0/0/0/0 | 64 | 10.76/347 | Auckland | |
Aaron Kinley | 4 | View | - | 3/0/2 | 0/0/0/0 | 56 | 10.64/349 | ||
Cameron Robertson | 5 | View | - | 3/0/2 | 0/0/0/0 | 55 | 11.49/277 | Auckland | |
Kelly Gragg | 6 | View | - | 3/0/2 | 0/0/0/0 | 55 | 10.08/297 | Dunedin | |
Connor GosnellR | 7 | View | - | 3/0/2 | 0/0/0/0 | 55 | 9.40/193 | Linwood Luchadores | |
Alex Cameron | 8 | View | - | 3/0/2 | 0/0/0/0 | 54 | 10.24/354 | ||
Daniel Beale | 9 | View | - | 3/0/2 | 0/0/0/0 | 54 | 9.84/253 | Alex T vs Daniel B | |
Matt Salmons | 10 | View | - | 3/0/2 | 0/0/0/0 | 54 | 7.96/221 | ||
David Rothe | 11 | View | - | 2/1/2 | 0/0/0/0 | 50 | 10.29/246 | ||
Sam Brosnan | 12 | View | - | 2/0/3 | 0/0/0/0 | 47 | 9.80/334 | Sam B vs Jordan L | |
Alex Towse | 13 | View | - | 2/0/3 | 0/0/0/0 | 46 | 12.05/259 | Alex T vs Daniel B | |
Thomas Liberty | 14 | View | - | 2/0/3 | 0/0/0/0 | 46 | 9.44/255 | ||
Tim Toth | 15 | View | - | 2/0/3 | 0/0/0/0 | 45 | 10.73/248 | ||
Jordan Lawson | 16 | View | - | 2/0/3 | 0/0/0/0 | 45 | 10.16/222 | Sam B vs Jordan L | |
Scott CloughR | 17 | View | - | 2/0/3 | 0/0/0/0 | 45 | 8.24/267 | Linwood Luchadores | |
Robert Day | 18 | View | - | 2/0/3 | 0/0/0/0 | 44 | 10.53/182 | Dunedin | |
John Mclachlan | 19 | View | - | 3/0/0 | 0/0/0/0 | 44 | 9.00/222 | ||
Cameron Lemon | 20 | View | - | 1/0/4 | 0/0/0/0 | 37 | 10.29/232 | ||
Aaron Kirkman | 21 | View | - | 1/0/4 | 0/0/0/0 | 36 | 8.96/168 | ||
Luke Carney | 22 | View | - | 1/0/4 | 0/0/0/0 | 36 | 8.68/196 | ||
Alex Rogers | 23 | View | - | 1/1/1 | 0/0/0/0 | 29 | 9.47/70 | ||
James Titterington | 24 | View | - | 0/0/5 | 0/0/0/0 | 25 | 9.00/97 |
Round 5: Kelly Gragg (79) def. Alex Towse (21) 2 years ago |
Round 5: Matt Salmons (83) def. Robert Day (65) 2 years ago |
Round 5: Aaron Kinley (72) def. Sam Brosnan (70) 2 years ago |
Round 5: David Rothe (71) def. Tim Toth (70) 2 years ago |
Round 5: Scott Clough (71) def. Luke Carney (66) 2 years ago |
Round 5: Liam Herbert (80) def. Alex Cameron (60) 2 years ago |
Round 5: Aaron Kirkman (76) def. James Titterington (42) 2 years ago |
Round 5: Haydn Korach (89) def. Daniel Beale (35) 2 years ago |
Round 5: Thomas Liberty (58) def. Cameron Lemon (53) 2 years ago |
Round 5: Connor Gosnell (86) def. Jordan Lawson (16) 2 years ago |
Round 5: Vinnie Purcell (85) def. Cameron Robertson (15) 2 years ago |
Round 5 draw created 2 years ago |
Round 4: Kelly Gragg (67) def. David Rothe (62) 2 years ago |
Round 4: Robert Day (41) def. Aaron Kirkman (20) 2 years ago |
Round 4: Jordan Lawson (79) def. Thomas Liberty (69) 2 years ago |
Round 4: Cameron Robertson (71) def. Aaron Kinley (61) 2 years ago |
Round 4: Daniel Beale (77) def. Tim Toth (46) 2 years ago |
Round 4: Scott Clough (86) def. James Titterington (12) 2 years ago |
Round 4: Alex Cameron (82) def. Sam Brosnan (76) 2 years ago |
Round 4: Matt Salmons (64) def. Cameron Lemon (56) 2 years ago |
Round 4: Haydn Korach (83) def. Liam Herbert (70) 2 years ago |
Round 4: Connor Gosnell (42) def. Luke Carney (21) 2 years ago |
Round 4: Vinnie Purcell (80) def. Alex Towse (6) 2 years ago |
Round 4 draw created 2 years ago |
Round 3: Liam Herbert (69) def. David Rothe (66) 2 years ago |
Round 3: Daniel Beale (59) def. Thomas Liberty (48) 2 years ago |
Round 3: Cameron Robertson (77) def. Alex Rogers (10) 2 years ago |
Round 3: Tim Toth (62) def. Kelly Gragg (60) 2 years ago |
Round 3: Luke Carney (55) def. James Titterington (24) 2 years ago |
Round 3: John Mclachlan (59) def. Alex Towse (58) 2 years ago |
Round 3: Aaron Kinley (82) def. Jordan Lawson (22) 2 years ago |
Round 3: Sam Brosnan (84) def. Matt Salmons (15) 2 years ago |
Round 3: Robert Day (45) def. Scott Clough (41) 2 years ago |
Round 3: Haydn Korach (76) def. Vinnie Purcell (46) 2 years ago |
Round 3: Alex Cameron (89) def. Connor Gosnell (8) 2 years ago |
Round 3: Cameron Lemon (61) def. Aaron Kirkman (52) 2 years ago |
Round 3 draw created 2 years ago |
Round 2: Liam Herbert (49) def. Aaron Kinley (45) 2 years ago |
Round 2: Thomas Liberty (68) def. Scott Clough (35) 2 years ago |
Round 2: Connor Gosnell (49) def. Robert Day (20) 2 years ago |
Round 2: John Mclachlan (80) def. Tim Toth (19) 2 years ago |
Round 2: David Rothe (40) def. Jordan Lawson (34) 2 years ago |
Round 2: Sam Brosnan (50) def. Luke Carney (23) 2 years ago |
Round 2: Daniel Beale (73) def. Aaron Kirkman (15) 2 years ago |
Round 2: Alex Rogers (53) def. Cameron Lemon (43) 2 years ago |
Round 2: Haydn Korach (43) def. Cameron Robertson (33) 2 years ago |
Round 2: Vinnie Purcell (70) def. Kelly Gragg (6) 2 years ago |
Round 2: Alex Cameron (87) def. James Titterington (0) 2 years ago |
Round 2: Alex Towse (87) def. Matt Salmons (10) 2 years ago |
Round 2 draw created 2 years ago |
Round 1: Tim Toth (51) def. Luke Carney (31) 2 years ago |
Round 1: Matt Salmons (49) def. James Titterington (19) 2 years ago |
Round 1: Jordan Lawson (71) def. Sam Brosnan (54) 2 years ago |
Round 1: John Mclachlan (83) def. Robert Day (11) 2 years ago |
Round 1: David Rothe (7) tied with Alex Rogers (7) 2 years ago |
Round 1: Haydn Korach (84) def. Cameron Lemon (19) 2 years ago |
Round 1: Kelly Gragg (85) def. Thomas Liberty (12) 2 years ago |
Round 1: Aaron Kinley (89) def. Connor Gosnell (8) 2 years ago |
Round 1: Cameron Robertson (81) def. Scott Clough (34) 2 years ago |
Round 1: Alex Towse (87) def. Daniel Beale (9) 2 years ago |
Round 1: Liam Herbert (79) def. Aaron Kirkman (5) 2 years ago |
Round 1: Vinnie Purcell (57) def. Alex Cameron (36) 2 years ago |
Round 1 draw created 2 years ago |
Conquest event created 2 years ago |
Lists are currently locked.
Haydn Korach Chch (Warhammer 40,000 9th Edition) [91 PL, 7CP, 1,747pts]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: Configuration
Categories: Configuration
Selections: The Frozen Stars: Hysterical Fury
Categories: Configuration, Faction: Harlequins
Abilities: Frozen Stars: Hysterical Fury
Frozen Stars: Hysterical Fury | If a unit with this form charges in the Charge phase, add 1 to their Attacks characteristic until the end of the ensuing Fight phase. |
Categories: Stratagems
Selections: 6: Player of the Twilight, Domino Shroud, Hallucinogen Grenade Launcher, Miststave, Shield From Harm, Shuriken Pistol, Smite, Stratagem: Pivotal Role [-1CP], Twilight Pathways, Veil of Illusion, Veil of Tears, Warlord
Categories: Faction: <Masque>, Faction: Aeldari, Character, HQ, Faction: Harlequins, Infantry, Psyker, Shadowseer, Warlord
Abilities: Domino Shroud, Flip Belt, Holo-suit, Player of the Twilight, Rising Crescendo, Shield from Harm, Veil of Illusion, Psychic Power: Smite, Twilight Pathways, Veil of Tears, Psyker: Shadowseer - Psyker, Unit:Shadowseer, Weapon: Hallucinogen Grenade Launcher, Miststave, Shuriken pistol
Domino Shroud | Once per battle, at the end of any phase, if the bearer was not set up on the battlefield as reinforcements this turn, they can use the Spectral Apparition. If they do, place a marker within 12" of the bearer, then remove them from the battlefield and set them up again within 1" of the centre of the marker and more than 1" from any enemy models. The bearer is not eligible to charge in a turn in which it was set up in this manner, although the bearer can use this Relic in a turn in which it charged. | |
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Player of the Twilight | Once per battle you can re-roll a hit roll, wound roll, or save roll made for your warlord. In addition, if your army is Battle-forged and your warlord is on the battlefield, roll a D6 each time you or your opponent uses a stratagem. If the result exactly matches the number of command points spent to use that stratagem, then you gain that many command points. | |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Shield from Harm | Your opponent must subtract 1 from the wound rolls for any attacks made against friendly MASQUE INFANTRY units that are within 6" of any models with this ability. | Codex: Harlequins |
Veil of Illusion | While a friendly <MASQUE> unit is within 6" of this model, when determining if that unit is within range of attacks made by enemy models with ranged weapons, add 6" to the distance measured. Half range is determined after adding this distance. | White Dwarf May 2020 |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. | |
Twilight Pathways | 6 | 3" | If manifested, select a friendly HARLEQUINS unit within 3" of the psyker and visible to it. That unit can immediately move as if it were its Movement phase. You cannot use Twilight Pathways on a unit more than once in each Psychic phase. | Codex: Harlequins p73 |
Veil of Tears | 7 | 18" | If manifested, select a friendly HARLEQUINS INFANTRY unit within 18" of the psyker. Until the start of your next Psychic phase, subtract 1 from hit rolls for attacks made against that unit. | Codex: Harlequins p73 |
Shadowseer - Psyker | 2 | 1 | 2 - Phantasmancy | Codex: Harlequins p57 |
Shadowseer | 8" | 2+ | 2+ | 3 | 3 | 5 | 3 | 9 | 7+ | Codex: Harlequins |
Hallucinogen Grenade Launcher | 18" | Assault 1 | * | * | * | If a unit is hit by this weapon, roll 2D6 - if the roll is equal to or greater than the target unit's Leadership, it suffers D3 mortal wounds. | Codex: Harlequins |
Miststave | Melee | Melee | +2 | -1 | D3 | - | Codex: Harlequins |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Selections: Choreographer of War, Darkness' Bite, Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades, Stratagem: Pivotal Role [-1CP], The Twilight Fang
Categories: Faction: <Masque>, Faction: Aeldari, Character, HQ, Faction: Harlequins, Infantry, Troupe Master
Abilities: Choreographer of War, Darkness' Bite, Flip Belt, Holo-suit, Rising Crescendo, Unit: Troupe Master, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenade, The Twilight Fang
Choreographer of War | In the Fight phase, re-roll failed wound rolls for friendly MASQUE units that are within 6" of this model. | Codex: Harlequins p56 |
Darkness' Bite | each time this model fights, after it has fought, you can select one enemy unit this model made an attack against, that unit suffers two mortal wounds. | White Dwarf May 2020 |
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Troupe Master | 8" | 2+ | 2+ | 3 | 3 | 5 | 5 | 9 | 6+ | Codex: Harlequins p56 |
Fusion Pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | Codex: Harlequins |
Harlequin's Blade | Melee | Melee | User | 0 | 1 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
The Twilight Fang | Melee | Melee | +2 | -3 | 2 | Each time the bearer fights, it makes a number of additional attacks with this weapon equal to the current battle round number |
Selections: Choreographer of War, Fusion Pistol [5pts], Harlequin's Kiss [6pts], Plasma Grenades
Categories: Faction: <Masque>, Faction: Aeldari, Character, HQ, Faction: Harlequins, Infantry, Troupe Master
Abilities: Choreographer of War, Flip Belt, Holo-suit, Rising Crescendo, Unit: Troupe Master, Weapon:Fusion Pistol, Harlequin's Kiss, Plasma Grenade
Choreographer of War | In the Fight phase, re-roll failed wound rolls for friendly MASQUE units that are within 6" of this model. | Codex: Harlequins p56 |
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Troupe Master | 8" | 2+ | 2+ | 3 | 3 | 5 | 5 | 9 | 6+ | Codex: Harlequins p56 |
Fusion Pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | Codex: Harlequins |
Harlequin's Kiss | Melee | Melee | +1 | -1 | D3 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Player | 8" | 3+ | 3+ | 3 | 3 | 1 | 4 | 8 | 6+ | Codex: Harlequins p58 |
Harlequin's Blade | Melee | Melee | User | 0 | 1 | - | Codex: Harlequins |
Harlequin's Embrace | Melee | Melee | +1 | -3 | 1 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Player | 8" | 3+ | 3+ | 3 | 3 | 1 | 4 | 8 | 6+ | Codex: Harlequins p58 |
Harlequin's Blade | Melee | Melee | User | 0 | 1 | - | Codex: Harlequins |
Harlequin's Kiss | Melee | Melee | +1 | -1 | D3 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Kiss [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Player | 8" | 3+ | 3+ | 3 | 3 | 1 | 4 | 8 | 6+ | Codex: Harlequins p58 |
Harlequin's Blade | Melee | Melee | User | 0 | 1 | - | Codex: Harlequins |
Harlequin's Kiss | Melee | Melee | +1 | -1 | D3 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Player | 8" | 3+ | 3+ | 3 | 3 | 1 | 4 | 8 | 6+ | Codex: Harlequins p58 |
Fusion Pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | Codex: Harlequins |
Harlequin's Caress | Melee | Melee | +2 | -2 | 1 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Embrace [5pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenade, Shuriken pistol
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Player | 8" | 3+ | 3+ | 3 | 3 | 1 | 4 | 8 | 6+ | Codex: Harlequins p58 |
Harlequin's Embrace | Melee | Melee | +1 | -3 | 1 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Selections: Blitz, Cegorach's Rose, Harlequin's Caress [6pts], Harlequin's Kiss [6pts]
Categories: Faction: <Masque>, Faction: Aeldari, Character, Faction: Harlequins, Infantry, Elites, Solitaire
Abilities: Blitz, Flip Belt, Impossible Form, Rising Crescendo, The Path of Damnation, Unit: Solitaire, Weapon: Cegorach's Rose, Harlequin's Caress, Harlequin's Kiss
Blitz | Once per battle, when you make a Normal Move with the Solitaire, you can make a Blitz move with it. If you do so, add 2D6" to the model's Move characteristic for this turn. In addition, the model's Attack characteristic is increased to 10 for the rest of the turn. This ability may not be used if the model has been selected as the target of the "Twilight Pathways" psychic power in the previous Psychic Phase. A model cannot Advance and use this ability in the same turn. | Codex: Harlequins p60 |
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Impossible Form | The Solitaire has a 3+ invulnerable save. | Codex: Harlequins p60 |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
The Path of Damnation | The Solitaire can never have a Warlord Trait. | Codex: Harlequins p60 |
Solitaire | 12" | 2+ | 2+ | 3 | 3 | 5 | 8 | 9 | 6+ | Codex: Harlequins p60 |
Cegorach's Rose | Melee | Melee | +1 | -1 | D3 | Re-roll failed wound rolls for this weapon. When attacking Infantry, this weapon has a Damage of 3. | |
Harlequin's Caress | Melee | Melee | +2 | -2 | 1 | - | Codex: Harlequins |
Harlequin's Kiss | Melee | Melee | +1 | -1 | D3 | - | Codex: Harlequins |
Categories: Faction: Aeldari, Faction: <Masque>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers
Abilities: Blur of Colour, Holo-suit, Mirage Launchers, Rising Crescendo
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Blur of Colour | When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | Codex: Harlequins p61 |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Mirage Launchers | Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Skyweaver | 16" | 3+ | 3+ | 3 | 4 | 3 | 3 | 8 | 4+ | Codex: Harlequins p61 |
Haywire Cannon | 24" | Assault D6 | 4 | -1 | 1 | Blast. If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead. | Codex: Harlequins |
Zephyrglaive | Melee | Melee | +1 | -2 | 2 | - | Codex: Harlequins |
Categories: Faction: Aeldari, Faction: <Masque>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers
Abilities: Blur of Colour, Holo-suit, Mirage Launchers, Rising Crescendo
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Blur of Colour | When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | Codex: Harlequins p61 |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Mirage Launchers | Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Skyweaver | 16" | 3+ | 3+ | 3 | 4 | 3 | 3 | 8 | 4+ | Codex: Harlequins p61 |
Haywire Cannon | 24" | Assault D6 | 4 | -1 | 1 | Blast. If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead. | Codex: Harlequins |
Zephyrglaive | Melee | Melee | +1 | -2 | 2 | - | Codex: Harlequins |
Selections: 2x Shuriken Cannon [20pts]
Categories: Faction: <Masque>, Faction: Aeldari, Dedicated Transport, Fly, Faction: Harlequins, Transport, Vehicle, Starweaver
Abilities: Blur of Colour, Explodes, Holo-fields, Mirage Launchers, Open-topped, Transport: Starweaver - Transport, Unit: Starweaver, Weapon: Shuriken Cannon
Blur of Colour | When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | Codex: Harlequins p61 |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound. | Codex: Harlequins |
Holo-fields | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Mirage Launchers | Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase | Codex: Harlequins |
Open-topped | Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn and so on, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that, due to their Rising Crescendo ability, the passengers can shoot if this model Falls Back. | Codex: Harlequins |
Starweaver - Transport | A Starweaver can transport 6 MASQUE INFANTRY models. | Codex: Harlequins p63 |
Starweaver | 16" | 3+ | 3+ | 5 | 5 | 6 | 3 | 8 | 4+ | Codex: Harlequins p63 |
Shuriken Cannon | 24" | Assault 3 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. | Codex: Harlequins |
Selections: 2x Shuriken Cannon [20pts]
Categories: Faction: <Masque>, Faction: Aeldari, Dedicated Transport, Fly, Faction: Harlequins, Transport, Vehicle, Starweaver
Abilities: Blur of Colour, Explodes, Holo-fields, Mirage Launchers, Open-topped, Transport: Starweaver - Transport, Unit: Starweaver, Weapon: Shuriken Cannon
Blur of Colour | When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | Codex: Harlequins p61 |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound. | Codex: Harlequins |
Holo-fields | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Mirage Launchers | Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase | Codex: Harlequins |
Open-topped | Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn and so on, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that, due to their Rising Crescendo ability, the passengers can shoot if this model Falls Back. | Codex: Harlequins |
Starweaver - Transport | A Starweaver can transport 6 MASQUE INFANTRY models. | Codex: Harlequins p63 |
Starweaver | 16" | 3+ | 3+ | 5 | 5 | 6 | 3 | 8 | 4+ | Codex: Harlequins p63 |
Shuriken Cannon | 24" | Assault 3 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. | Codex: Harlequins |
Selections: 2x Shuriken Cannon [20pts]
Categories: Faction: <Masque>, Faction: Aeldari, Dedicated Transport, Fly, Faction: Harlequins, Transport, Vehicle, Starweaver
Abilities: Blur of Colour, Explodes, Holo-fields, Mirage Launchers, Open-topped, Transport: Starweaver - Transport, Unit: Starweaver, Weapon: Shuriken Cannon
Blur of Colour | When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | Codex: Harlequins p61 |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound. | Codex: Harlequins |
Holo-fields | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Mirage Launchers | Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase | Codex: Harlequins |
Open-topped | Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn and so on, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that, due to their Rising Crescendo ability, the passengers can shoot if this model Falls Back. | Codex: Harlequins |
Starweaver - Transport | A Starweaver can transport 6 MASQUE INFANTRY models. | Codex: Harlequins p63 |
Starweaver | 16" | 3+ | 3+ | 5 | 5 | 6 | 3 | 8 | 4+ | Codex: Harlequins p63 |
Shuriken Cannon | 24" | Assault 3 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. | Codex: Harlequins |
Created with BattleScribe
Conquest No LoS (Warhammer 40,000 9th Edition) [87 PL, 11CP, 1,748pts]
Rules: Daemonic Ritual, Despoilers of the Galaxy (Iron Warriors)
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: Configuration
Categories: Configuration
Selections: Iron Warriors
Categories: Configuration
Abilities: Siege Lords
Siege Lords | If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an IRON WARRIORS Detachment gain the following ability: Enemy units attacked by units with this trait do not gain any bonus to their saving throws for being in cover. In addition, you can re-roll failed wound rolls for units with this trait when they target a BUILDING. | Codex: Heretic Astartes - Chaos Space Marines p157 |
Categories: Stratagems
Selections: Autocannon [15pts], Bolt pistol, Frag & Krak grenades, Impaler chainglaive, Insidium, Mark of Slaanesh, Mechatendrils
Categories: Helstalker, Lord Discordant, HQ, Faction: Chaos, Faction: <Mark of Chaos>, Faction: Heretic Astartes, Faction: <Legion>, Character, Vehicle, Daemon, Daemon Engine, Warpsmith, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Aura of Discord, Daemonic, Death to the False Emperor, Infernal Regeneration, Insidium, Spirit Thief, Unit: Lord Discordant on Helstalker, Weapon: Autocannon, Bolt pistol, Frag grenades, Impaler chainglaive, Krak grenades, Mechatendrils, Wound Track: Lord Discordant, Lord Discordant1, Lord Discordant2, Lord Discordant3
Selections: Bladed limbs and tail, Techno-virus injector
Weapon: Bladed limbs and tail, Techno-virus injector
Aura of Discord | Subtract 1 from hit rolls for attacks made by VEHICLE units while they are within 6" of any enemy models with this ability. In addition, add 1 to hit rolls for attacks made by <LEGION> DAEMON ENGINE units while they are within 6" of any friendly <LEGION> models with this ability. | |
Daemonic | This model has a 5+ invulnerable save. | |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. | |
Infernal Regeneration | At the start of your turn, this model regains 1 lost wound. | |
Insidium | A model with this Relic gains the DAEMON keyword (if it does not already have it). Add 1 to the Strength, Toughness and Wounds characteristics of that model. | |
Spirit Thief | Each time this model destroys an enemy VEHICLE unit in the Fight phase, this model can either repair a friendly Daemon Engine or release a beam of energy. If you choose to repair a friendly Daemon Engine, pick a friendly <LEGION> DAEMON ENGINE (other than models that can FLY) within 3" of this model. That DAEMON ENGINE regains D3 lost wounds. If you choose to release a beam of energy, pick an enemy VEHICLE within 12" of this model and roll a D6. On a 2+ that VEHICLE suffers D3 mortal wounds. |
Lord Discordant on Helstalker | * | 2+ | 2+ | 4 | 6 | 12 | 4 | 9 | 2+ |
Autocannon | 48" | Heavy 2 | 7 | -1 | 2 | - | |
Bladed limbs and tail | Melee | Melee | +3 | -2 | D3 | After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a number of additional attacks as shown in the damage table above, using this weapon profile. | |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - | |
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Impaler chainglaive | Melee | Melee | +2 | -2 | 2 | If the bearer made a charge move or performed a Heroic Intervention this turn, attacks with this weapon are made with a Strength characteristic of x2 instead of +2. | |
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - | |
Mechatendrils | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 2 additional attacks with this weapon. | |
Techno-virus injector | Melee | Melee | +4 | -4 | D3 | After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a single attack using this weapon profile in addition to the Helstalker’s bladed limbs and tail. Each time a wound roll for an attack made with this weapon is successful when targeting a VEHICLE unit, that unit suffers D3 mortal wounds in addition to any normal damage. |
Lord Discordant | - | M | Additional attacks | - | |
Lord Discordant1 | 7-12+ | 12" | 5 | - | |
Lord Discordant2 | 4-6 | 9" | 4 | - | |
Lord Discordant3 | 1-3 | 6" | 3 | - |
Selections: 2. Daemonsmith, Bolt pistol, Cursed Earth, Fleshmetal Exoskeleton, Force stave, Frag & Krak grenades, Infernal Power, Mark of Tzeentch, Smite, Warlord
Categories: Faction: Chaos, Faction: <Mark of Chaos>, Faction: Heretic Astartes, Faction: <Legion>, Character, Infantry, Psyker, Master of Possession, HQ, Warlord, Faction: Tzeentch
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonkin, Daemonsmith, Death to the False Emperor, Fleshmetal Exoskeleton, Rite of Possession, Psychic Power: Cursed Earth, Infernal Power, Smite, Psyker: Master of Possession, Unit:Master of Possession, Weapon: Bolt pistol, Force stave, Frag grenades, Krak grenades
Daemonkin | This model has a 5+ invulnerable save. | |
Daemonsmith | When resolving an attack made by a model in a friendly IRON WARRIORS DAEMON ENGINE or IRON WARRIORS CULT OF DESTRUCTION unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit. | |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. | |
Fleshmetal Exoskeleton | The bearer of the Fleshmetal Exoskeleton has a Save characteristic of 2+. In addition, this model heals 1 wound at the start of each of your turns. | |
Rite of Possession | PSYKERS suffer Perils of the Warp on any Psychic test roll of a double that is made for them, instead of just double 1 or 6, while they are within 12" of any enemy models with this ability. |
Cursed Earth | 7 | N/A | If manifested, then until the start of your next Psychic phase, the invulnerable save of friendly <LEGION> DAEMON units is improved by 1 (to a maximum of 3+) whilst they are within 6" of this psyker. | |
Infernal Power | 6 | N/A | If manifested, then until the start of your next Psychic phase re-roll hit and wound rolls of 1 for attacks made by friendly <LEGION> DAEMON units whilst they are within 6" of this psyker. | |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. |
Master of Possession | 2 | 1 | Smite and two powers from the Malefic Discipline | - |
Master of Possession | 6" | 3+ | 3+ | 4 | 4 | 4 | 3 | 9 | 3+ |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - | |
Force stave | Melee | Melee | +3 | -1 | D3 | - | |
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - |
Selections: Combi-bolter [3pts], Delightful Agonies, Force stave, Mark of Slaanesh, Smite, Warptime
Categories: HQ, Faction: Chaos, Character, Infantry, Psyker, Terminator, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Heretic Astartes, Sorcerer, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Death to the False Emperor, Teleport Strike, Terminator Armour, Psychic Power: Delightful Agonies, Smite, Warptime, Psyker: Sorcerer in Terminator Armour, Unit: Sorcerer in Terminator Armour, Weapon: Combi-bolter, Force stave
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. | |
Teleport Strike | During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. | |
Terminator Armour | Models in this unit have a 5+ invulnerable save. |
Delightful Agonies | 6 | 18" | If manifested, select a visible SLAANESH HERETIC ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, roll a D6 each time that unit suffers a wound; on a 5+, it does not lose that wound. | |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. | |
Warptime | 6 | 3" | If manifested, pick a HERETIC ASTARTES unit (excluding AIRCRAFT) within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase. |
Sorcerer in Terminator Armour | 2 | 1 | Smite and 2 powers from the Dark Hereticus discipline | - |
Sorcerer in Terminator Armour | 5" | 3+ | 3+ | 4 | 4 | 5 | 3 | 9 | 2+ |
Combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - | |
Force stave | Melee | Melee | +3 | -1 | D3 | - |
Selections: Mark of Slaanesh
Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Slaanesh, Faction: <Legion>
Abilities: Mere Mortals, Unit: Chaos Cultist
Selections: 9x Autogun
Weapon: Autogun
Selections: Autogun
Unit: Cultist Champion, Weapon: Autogun
Mere Mortals | CHAOS CULTIST units do not gain a Legion Trait. |
Chaos Cultist | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 5 | 6+ | |
Cultist Champion | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 6 | 6+ |
Autogun | 24" | Rapid Fire 1 | 3 | 0 | 1 | - |
Selections: Mark of Slaanesh
Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Slaanesh, Faction: <Legion>
Abilities: Mere Mortals, Unit: Chaos Cultist
Selections: 9x Autogun
Weapon: Autogun
Selections: Autogun
Unit: Cultist Champion, Weapon: Autogun
Mere Mortals | CHAOS CULTIST units do not gain a Legion Trait. |
Chaos Cultist | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 5 | 6+ | |
Cultist Champion | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 6 | 6+ |
Autogun | 24" | Rapid Fire 1 | 3 | 0 | 1 | - |
Selections: Mark of Slaanesh
Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Slaanesh, Faction: <Legion>
Abilities: Mere Mortals, Unit: Chaos Cultist
Selections: 9x Autogun
Weapon: Autogun
Selections: Autogun
Unit: Cultist Champion, Weapon: Autogun
Mere Mortals | CHAOS CULTIST units do not gain a Legion Trait. |
Chaos Cultist | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 5 | 6+ | |
Cultist Champion | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 6 | 6+ |
Autogun | 24" | Rapid Fire 1 | 3 | 0 | 1 | - |
Selections: Mark of Slaanesh, 2x Soulburner petard [120pts]
Categories: Faction: Chaos, Daemon, Daemon Engine, Elites, Faction: Heretic Astartes, Vehicle, Faction: <Legion>, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemon Engine, Explodes (D6"), Infernal Regeneration, Unit: Chaos Decimator, Weapon:Soulburner petard
Daemon Engine | The model has a 5+ invulnerable save. | |
Explodes (D6") | When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within D6" suffers D3 mortal wounds. | |
Infernal Regeneration | At the beginning of each of your turns, this model heals one wound. |
Chaos Decimator | 10" | 3+ | 3+ | 7 | 7 | 8 | 5 | 8 | 3+ |
Soulburner petard | 24" | Assault 2D3 | 2 | 0 | 1 | Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. If any hit roll made in a given phase results in a score of a '1', then the firing unit suffers 1 mortal wound. This effect can only occur once per phase regardless of how many results of 1 are rolled. |
Selections: Mark of Slaanesh, 2x Soulburner petard [120pts]
Categories: Faction: Chaos, Daemon, Daemon Engine, Elites, Faction: Heretic Astartes, Vehicle, Faction: <Legion>, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemon Engine, Explodes (D6"), Infernal Regeneration, Unit: Chaos Decimator, Weapon:Soulburner petard
Daemon Engine | The model has a 5+ invulnerable save. | |
Explodes (D6") | When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within D6" suffers D3 mortal wounds. | |
Infernal Regeneration | At the beginning of each of your turns, this model heals one wound. |
Chaos Decimator | 10" | 3+ | 3+ | 7 | 7 | 8 | 5 | 8 | 3+ |
Soulburner petard | 24" | Assault 2D3 | 2 | 0 | 1 | Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. If any hit roll made in a given phase results in a score of a '1', then the firing unit suffers 1 mortal wound. This effect can only occur once per phase regardless of how many results of 1 are rolled. |
Selections: Mark of Slaanesh, 2x Soulburner petard [120pts]
Categories: Faction: Chaos, Daemon, Daemon Engine, Elites, Faction: Heretic Astartes, Vehicle, Faction: <Legion>, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemon Engine, Explodes (D6"), Infernal Regeneration, Unit: Chaos Decimator, Weapon:Soulburner petard
Daemon Engine | The model has a 5+ invulnerable save. | |
Explodes (D6") | When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within D6" suffers D3 mortal wounds. | |
Infernal Regeneration | At the beginning of each of your turns, this model heals one wound. |
Chaos Decimator | 10" | 3+ | 3+ | 7 | 7 | 8 | 5 | 8 | 3+ |
Soulburner petard | 24" | Assault 2D3 | 2 | 0 | 1 | Each successful hit roll made with this weapon inflicts a mortal wound instead of the normal damage. If any hit roll made in a given phase results in a score of a '1', then the firing unit suffers 1 mortal wound. This effect can only occur once per phase regardless of how many results of 1 are rolled. |
Selections: Battle cannon, Defiler claws, Defiler scourge [10pts], Mark of Slaanesh, Smoke Launchers, Twin lascannon [40pts]
Categories: Heavy Support, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Explodes, Infernal Regeneration, Smoke Launchers, Unit: Defiler, Weapon: Battle cannon, Defiler claws, Defiler scourge, Twin lascannon, Wound Track: Defiler, Defiler1, Defiler2, Defiler3
Daemonic | This model has a 5+ invulnerable save. | |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. | |
Infernal Regeneration | At the beginning of each of your turns, this model heals one wound. | |
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. |
Defiler | * | 4+ | * | 8 | 7 | 14 | * | 8 | 3+ |
Battle cannon | 72" | Heavy D6 | 8 | -2 | D3 | Blast | |
Defiler claws | Melee | Melee | x2 | -3 | D6 | - | |
Defiler scourge | Melee | Melee | +4 | -2 | 3 | Each time the bearer fights, it can make 3 additional attacks with this weapon. | |
Twin lascannon | 48" | Heavy 2 | 9 | -3 | D6 | - |
Defiler | - | M | BS | A | |
Defiler1 | 8-14+ | 8" | 4+ | 4 | |
Defiler2 | 4-7 | 6" | 5+ | 3 | |
Defiler3 | 1-3 | 4" | 5+ | 2 |
Selections: Battle cannon, Defiler claws, Defiler scourge [10pts], Mark of Slaanesh, Smoke Launchers, Twin lascannon [40pts]
Categories: Heavy Support, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Explodes, Infernal Regeneration, Smoke Launchers, Unit: Defiler, Weapon: Battle cannon, Defiler claws, Defiler scourge, Twin lascannon, Wound Track: Defiler, Defiler1, Defiler2, Defiler3
Daemonic | This model has a 5+ invulnerable save. | |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. | |
Infernal Regeneration | At the beginning of each of your turns, this model heals one wound. | |
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. |
Defiler | * | 4+ | * | 8 | 7 | 14 | * | 8 | 3+ |
Battle cannon | 72" | Heavy D6 | 8 | -2 | D3 | Blast | |
Defiler claws | Melee | Melee | x2 | -3 | D6 | - | |
Defiler scourge | Melee | Melee | +4 | -2 | 3 | Each time the bearer fights, it can make 3 additional attacks with this weapon. | |
Twin lascannon | 48" | Heavy 2 | 9 | -3 | D6 | - |
Defiler | - | M | BS | A | |
Defiler1 | 8-14+ | 8" | 4+ | 4 | |
Defiler2 | 4-7 | 6" | 5+ | 3 | |
Defiler3 | 1-3 | 4" | 5+ | 2 |
Selections: Battle cannon, Defiler claws, Defiler scourge [10pts], Mark of Slaanesh, Smoke Launchers, Twin lascannon [40pts]
Categories: Heavy Support, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Explodes, Infernal Regeneration, Smoke Launchers, Unit: Defiler, Weapon: Battle cannon, Defiler claws, Defiler scourge, Twin lascannon, Wound Track: Defiler, Defiler1, Defiler2, Defiler3
Daemonic | This model has a 5+ invulnerable save. | |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. | |
Infernal Regeneration | At the beginning of each of your turns, this model heals one wound. | |
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. |
Defiler | * | 4+ | * | 8 | 7 | 14 | * | 8 | 3+ |
Battle cannon | 72" | Heavy D6 | 8 | -2 | D3 | Blast | |
Defiler claws | Melee | Melee | x2 | -3 | D6 | - | |
Defiler scourge | Melee | Melee | +4 | -2 | 3 | Each time the bearer fights, it can make 3 additional attacks with this weapon. | |
Twin lascannon | 48" | Heavy 2 | 9 | -3 | D6 | - |
Defiler | - | M | BS | A | |
Defiler1 | 8-14+ | 8" | 4+ | 4 | |
Defiler2 | 4-7 | 6" | 5+ | 3 | |
Defiler3 | 1-3 | 4" | 5+ | 2 |
Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).
If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.
Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.
If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds. ()
Despoilers of the Galaxy (Iron Warriors): If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal. ()
Selection RulesHateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn. ()
Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon. ()
Created with BattleScribe
++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Salamanders) [88 PL, 1,745pts, 8CP] ++
+ Configuration [12CP] +
**Chapter Selection**: Master Artisans, Salamanders Successor, Whirlwind of Rage
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Detachment CP
+ Stratagems [-2CP] +
Relics of the Chapter [-1CP]: Number of extra Relics [-1CP]
Trust of Prometheus [-1CP]
+ Agents of the Imperium [5 PL, 100pts] +
Callidus Assassin [5 PL, 100pts]: Neural Shredder, Phase Sword, Poison Blades
+ HQ [9 PL, 235pts, -2CP] +
Primaris Captain (Indomitus) [5 PL, 145pts, -1CP]: Forge Master, Frag & Krak grenades, Heavy Bolt Pistol, Master-crafted Power Sword, Never Give Up, Relic Shield, Stratagem: Exemplar of the Promethean Creed [-1CP], The Salamander's Mantle, Warlord, Chapter Master [40pts].
Primaris Lieutenant (Indomitus) [4 PL, 90pts, -1CP]: Frag & Krak grenades, Master-crafted Power Sword, Neo-volkite pistol, Obsidian Aquila, Rites of War, Storm Shield, Stratagem: Hero of the Chapter [-1CP]
+ Troops [12 PL, 240pts] +
Infiltrator Squad [6 PL, 120pts]
. 4x Infiltrator [96pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [24pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
Infiltrator Squad [6 PL, 120pts]
. 4x Infiltrator [96pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant [24pts]: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine
+ Elites [10 PL, 280pts] +
Bladeguard Veteran Squad [10 PL, 140pts]
. 3x Bladeguard Veteran [105pts]: 3x Frag & Krak grenades, 3x Heavy Bolt Pistol, 3x Master-crafted Power Sword, 3x Storm Shield
. Bladeguard Veteran Sgt [35pts]: Frag & Krak grenades, Heavy Bolt Pistol, Master-crafted Power Sword, Storm Shield
Bladeguard Veteran Squad [10 PL, 140pts]
. 3x Bladeguard Veteran [105pts]: 3x Frag & Krak grenades, 3x Heavy Bolt Pistol, 3x Master-crafted Power Sword, 3x Storm Shield
. Bladeguard Veteran Sgt [35pts]: Frag & Krak grenades, Heavy Bolt Pistol, Master-crafted Power Sword, Storm Shield
+ Fast Attack [18 PL, 390pts] +
Inceptor Squad [12 PL, 240pts]: Assault bolter x2, 5x Inceptor [200pts], Inceptor Sergeant [40pts]
Inceptor Squad [6 PL, 150pts]: 2x Inceptor [80pts], Inceptor Sergeant [40pts], Plasma Exterminator x2 [30pts]
+ Heavy Support [10 PL, 240pts] +
Eradicator Squad [5 PL, 120pts]
. 2x Eradicator [80pts]: 2x Bolt pistol, 2x Melta rifle
. Eradicator Sgt [40pts]: Bolt pistol, Melta rifle
Eradicator Squad [5 PL, 120pts]
. 2x Eradicator [80pts]: 2x Bolt pistol, 2x Melta rifle
. Eradicator Sgt [40pts]: Bolt pistol, Melta rifle
+ Dedicated Transport [14 PL, 260pts] +
Impulsor [7 PL, 130pts]: 2x Storm Bolters [6pts], Ironhail Heavy Stubber [5pts], Shield Dome [25pts]
Impulsor [7 PL, 130pts]: 2x Storm Bolters [6pts], Ironhail Heavy Stubber [5pts], Shield Dome [25pts]
++ Total: [88 PL, 8CP, 1,745 pts] ++
Murder clowns (Warhammer 40,000 9th Edition) [88 PL, 10CP, 1,750pts]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: Configuration
Categories: Configuration
Selections: The Soaring Spite: Serpent's Blood
Categories: Configuration, Faction: Harlequins
Abilities: The Soaring Spite: Serpent's Blood
The Soaring Spite: Serpent's Blood | Models with this form that can FLY, or that are embarked upon a TRANSPORT that can FLY, treat all Pistol weapons they are equipped with as Assault 1 weapons during a turn in which they (or the transport they are embarked upon) Advanced. In addition, these models do not suffer the penalty to their hit rolls for shooting Assault weapons during a turn in which they Advanced. |
Categories: Stratagems
Selections: Fog of Dreams, Hallucinogen Grenade Launcher, Miststave, Shield From Harm, Shuriken Pistol, Smite, Stratagem: Pivotal Role [-1CP], The Shadowstone, Twilight Pathways, Veil of Illusion
Categories: Faction: <Masque>, Faction: Aeldari, Character, HQ, Faction: Harlequins, Infantry, Psyker, Shadowseer
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Shield from Harm, The Shadowstone, Veil of Illusion, Psychic Power: Fog of Dreams, Smite, Twilight Pathways, Psyker: Shadowseer - Psyker, Unit: Shadowseer, Weapon: Hallucinogen Grenade Launcher, Miststave, Shuriken pistol
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Shield from Harm | Your opponent must subtract 1 from the wound rolls for any attacks made against friendly MASQUE INFANTRY units that are within 6" of any models with this ability. | Codex: Harlequins |
The Shadowstone | Add 3" to the range of the bearer's aura abilities. Add 3" to the range of psychic powers manifested by the bearer. | |
Veil of Illusion | While a friendly <MASQUE> unit is within 6" of this model, when determining if that unit is within range of attacks made by enemy models with ranged weapons, add 6" to the distance measured. Half range is determined after adding this distance. | White Dwarf May 2020 |
Fog of Dreams | 6 | 18" | If manifested, select a visible enemy unit within 18" of the psyker and visible to it. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls for that unit that target HARLEQUINS INFANTRY units. | Codex: Harlequins p73 |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. | |
Twilight Pathways | 6 | 3" | If manifested, select a friendly HARLEQUINS unit within 3" of the psyker and visible to it. That unit can immediately move as if it were its Movement phase. You cannot use Twilight Pathways on a unit more than once in each Psychic phase. | Codex: Harlequins p73 |
Shadowseer - Psyker | 2 | 1 | 2 - Phantasmancy | Codex: Harlequins p57 |
Shadowseer | 8" | 2+ | 2+ | 3 | 3 | 5 | 3 | 9 | 7+ | Codex: Harlequins |
Hallucinogen Grenade Launcher | 18" | Assault 1 | * | * | * | If a unit is hit by this weapon, roll 2D6 - if the roll is equal to or greater than the target unit's Leadership, it suffers D3 mortal wounds. | Codex: Harlequins |
Miststave | Melee | Melee | +2 | -1 | D3 | - | Codex: Harlequins |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Selections: Choreographer of War, Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades, Soaring Spite: Skystrider, The Twilight Fang, Warlord
Categories: Faction: <Masque>, Faction: Aeldari, Character, HQ, Faction: Harlequins, Infantry, Troupe Master, Warlord
Abilities: Choreographer of War, Flip Belt, Holo-suit, Rising Crescendo, Soaring Spite: Skystrider, Unit:Troupe Master, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenade, The Twilight Fang
Choreographer of War | In the Fight phase, re-roll failed wound rolls for friendly MASQUE units that are within 6" of this model. | Codex: Harlequins p56 |
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Soaring Spite: Skystrider | Your Warlord can disembark from a TRANSPORT even after it has moved. |
Troupe Master | 8" | 2+ | 2+ | 3 | 3 | 5 | 5 | 9 | 6+ | Codex: Harlequins p56 |
Fusion Pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | Codex: Harlequins |
Harlequin's Blade | Melee | Melee | User | 0 | 1 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
The Twilight Fang | Melee | Melee | +2 | -3 | 2 | Each time the bearer fights, it makes a number of additional attacks with this weapon equal to the current battle round number |
Selections: Choreographer of War, Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Categories: Faction: <Masque>, Faction: Aeldari, Character, HQ, Faction: Harlequins, Infantry, Troupe Master
Abilities: Choreographer of War, Flip Belt, Holo-suit, Rising Crescendo, Unit: Troupe Master, Weapon:Fusion Pistol, Harlequin's Caress, Plasma Grenade
Choreographer of War | In the Fight phase, re-roll failed wound rolls for friendly MASQUE units that are within 6" of this model. | Codex: Harlequins p56 |
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Troupe Master | 8" | 2+ | 2+ | 3 | 3 | 5 | 5 | 9 | 6+ | Codex: Harlequins p56 |
Fusion Pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | Codex: Harlequins |
Harlequin's Caress | Melee | Melee | +2 | -2 | 1 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe
Selections: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Caress, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Caress, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Caress, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Caress, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Caress, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Caress, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Caress, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Caress, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Caress [6pts], Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Caress, Plasma Grenade, Shuriken pistol
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Player | 8" | 3+ | 3+ | 3 | 3 | 1 | 4 | 8 | 6+ | Codex: Harlequins p58 |
Harlequin's Caress | Melee | Melee | +2 | -2 | 1 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenade
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Player | 8" | 3+ | 3+ | 3 | 3 | 1 | 4 | 8 | 6+ | Codex: Harlequins p58 |
Fusion Pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | Codex: Harlequins |
Harlequin's Blade | Melee | Melee | User | 0 | 1 | - | Codex: Harlequins |
Harlequin's Caress | Melee | Melee | +2 | -2 | 1 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenade
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Player | 8" | 3+ | 3+ | 3 | 3 | 1 | 4 | 8 | 6+ | Codex: Harlequins p58 |
Fusion Pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | Codex: Harlequins |
Harlequin's Blade | Melee | Melee | User | 0 | 1 | - | Codex: Harlequins |
Harlequin's Caress | Melee | Melee | +2 | -2 | 1 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenade
Selections: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenade
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Player | 8" | 3+ | 3+ | 3 | 3 | 1 | 4 | 8 | 6+ | Codex: Harlequins p58 |
Fusion Pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | Codex: Harlequins |
Harlequin's Blade | Melee | Melee | User | 0 | 1 | - | Codex: Harlequins |
Harlequin's Caress | Melee | Melee | +2 | -2 | 1 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe
Selections: Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenade
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol
Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Harlequin's Blade, Plasma Grenade, Shuriken pistol
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Player | 8" | 3+ | 3+ | 3 | 3 | 1 | 4 | 8 | 6+ | Codex: Harlequins p58 |
Fusion Pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | Codex: Harlequins |
Harlequin's Blade | Melee | Melee | User | 0 | 1 | - | Codex: Harlequins |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | - | Codex: Harlequins |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Selections: Humbling Cruelty, Shrieker Cannon
Categories: Faction: <Masque>, Faction: Aeldari, Character, Faction: Harlequins, Infantry, Elites, Death Jester
Abilities: Deadly Hunter, Flip Belt, Holo-suit, Humbling Cruelty, Rising Crescendo, Unit: Death Jester, Weapon: Shrieker Cannon (Shrieker), Shrieker Cannon (Shuriken)
Deadly Hunter | Each time you select a target for a ranged attack made by this model, you can ignore the Look Out, Sir rule. | Codex: Harlequins p59 |
Flip Belt | Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). | Codex: Harlequins |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Humbling Cruelty | Each time an attack made by this model against an enemy unit scores a hit, that unit is pinned until the start of your next turn. While a unit is pinned, subtract 2" from the move characteristic of models in its unit and it cannot fire overwatch. | White Dwarf May 2020 |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Death Jester | 8" | 2+ | 2+ | 3 | 3 | 5 | 4 | 9 | 6+ | Codex: Harlequins p59 |
Shrieker Cannon (Shrieker) | 24" | Assault 1 | 6 | -1 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. If an INFANTRY model is slain by an attack made with this weapon, then its unit suffers D3 mortal wounds. If any models in a unit are slain by this weapon, subtract 2 from that unit's Leadership characteristic until the end of the turn. | Codex: Harlequins |
Shrieker Cannon (Shuriken) | 24" | Assault 3 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. | Codex: Harlequins |
Categories: Faction: Aeldari, Faction: <Masque>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers
Abilities: Blur of Colour, Holo-suit, Mirage Launchers, Rising Crescendo
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Blur of Colour | When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | Codex: Harlequins p61 |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Mirage Launchers | Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Skyweaver | 16" | 3+ | 3+ | 3 | 4 | 3 | 3 | 8 | 4+ | Codex: Harlequins p61 |
Haywire Cannon | 24" | Assault D6 | 4 | -1 | 1 | Blast. If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead. | Codex: Harlequins |
Zephyrglaive | Melee | Melee | +1 | -2 | 2 | - | Codex: Harlequins |
Categories: Faction: Aeldari, Faction: <Masque>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers
Abilities: Blur of Colour, Holo-suit, Mirage Launchers, Rising Crescendo
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Blur of Colour | When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | Codex: Harlequins p61 |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Mirage Launchers | Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Skyweaver | 16" | 3+ | 3+ | 3 | 4 | 3 | 3 | 8 | 4+ | Codex: Harlequins p61 |
Haywire Cannon | 24" | Assault D6 | 4 | -1 | 1 | Blast. If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead. | Codex: Harlequins |
Zephyrglaive | Melee | Melee | +1 | -2 | 2 | - | Codex: Harlequins |
Categories: Faction: Aeldari, Faction: <Masque>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers
Abilities: Blur of Colour, Holo-suit, Mirage Launchers, Rising Crescendo
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]
Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive
Blur of Colour | When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | Codex: Harlequins p61 |
Holo-suit | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Mirage Launchers | Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase | Codex: Harlequins |
Rising Crescendo | Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn. | Codex: Harlequins |
Skyweaver | 16" | 3+ | 3+ | 3 | 4 | 3 | 3 | 8 | 4+ | Codex: Harlequins p61 |
Haywire Cannon | 24" | Assault D6 | 4 | -1 | 1 | Blast. If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead. | Codex: Harlequins |
Zephyrglaive | Melee | Melee | +1 | -2 | 2 | - | Codex: Harlequins |
Selections: 2x Shuriken Cannon [20pts]
Categories: Faction: <Masque>, Faction: Aeldari, Dedicated Transport, Fly, Faction: Harlequins, Transport, Vehicle, Starweaver
Abilities: Blur of Colour, Explodes, Holo-fields, Mirage Launchers, Open-topped, Transport: Starweaver - Transport, Unit: Starweaver, Weapon: Shuriken Cannon
Blur of Colour | When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | Codex: Harlequins p61 |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound. | Codex: Harlequins |
Holo-fields | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Mirage Launchers | Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase | Codex: Harlequins |
Open-topped | Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn and so on, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that, due to their Rising Crescendo ability, the passengers can shoot if this model Falls Back. | Codex: Harlequins |
Starweaver - Transport | A Starweaver can transport 6 MASQUE INFANTRY models. | Codex: Harlequins p63 |
Starweaver | 16" | 3+ | 3+ | 5 | 5 | 6 | 3 | 8 | 4+ | Codex: Harlequins p63 |
Shuriken Cannon | 24" | Assault 3 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. | Codex: Harlequins |
Selections: 2x Shuriken Cannon [20pts]
Categories: Faction: <Masque>, Faction: Aeldari, Dedicated Transport, Fly, Faction: Harlequins, Transport, Vehicle, Starweaver
Abilities: Blur of Colour, Explodes, Holo-fields, Mirage Launchers, Open-topped, Transport: Starweaver - Transport, Unit: Starweaver, Weapon: Shuriken Cannon
Blur of Colour | When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | Codex: Harlequins p61 |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound. | Codex: Harlequins |
Holo-fields | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Mirage Launchers | Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase | Codex: Harlequins |
Open-topped | Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn and so on, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that, due to their Rising Crescendo ability, the passengers can shoot if this model Falls Back. | Codex: Harlequins |
Starweaver - Transport | A Starweaver can transport 6 MASQUE INFANTRY models. | Codex: Harlequins p63 |
Starweaver | 16" | 3+ | 3+ | 5 | 5 | 6 | 3 | 8 | 4+ | Codex: Harlequins p63 |
Shuriken Cannon | 24" | Assault 3 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. | Codex: Harlequins |
Selections: 2x Shuriken Cannon [20pts]
Categories: Faction: <Masque>, Faction: Aeldari, Dedicated Transport, Fly, Faction: Harlequins, Transport, Vehicle, Starweaver
Abilities: Blur of Colour, Explodes, Holo-fields, Mirage Launchers, Open-topped, Transport: Starweaver - Transport, Unit: Starweaver, Weapon: Shuriken Cannon
Blur of Colour | When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | Codex: Harlequins p61 |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound. | Codex: Harlequins |
Holo-fields | Models in this unit have a 4+ Invulnerable save. | Codex: Harlequins |
Mirage Launchers | Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase | Codex: Harlequins |
Open-topped | Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn and so on, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that, due to their Rising Crescendo ability, the passengers can shoot if this model Falls Back. | Codex: Harlequins |
Starweaver - Transport | A Starweaver can transport 6 MASQUE INFANTRY models. | Codex: Harlequins p63 |
Starweaver | 16" | 3+ | 3+ | 5 | 5 | 6 | 3 | 8 | 4+ | Codex: Harlequins p63 |
Shuriken Cannon | 24" | Assault 3 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. | Codex: Harlequins |
Created with BattleScribe
Conquest Custodes2 (Warhammer 40,000 9th Edition) [89 PL, 11CP, 1,750pts]
Rules: Aegis of the Emperor, Sworn Guardians, The Emperor's Chosen
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: Configuration
Categories: Configuration
Selections: Shadowkeepers
Categories: Configuration
Selections: Animus Speculum, Psyk-out Grenades
Categories: Character, Infantry, Faction: Officio Assassinorum, Faction: Imperium, Agent of the Imperium, Culexus Assassin
Rules: Agent of the Imperium, Execution Force, Independent Operative, Lightning Reflexes
Abilities: Abomination, Etherium, Life Drain, Psychic Assassin, Unit: Culexus Assassin, Weapon: Animus Speculum, Psyk-out Grenades
Abomination | This model can never be targeted or affected by psychic powers in any way. PSYKER units that are within 18" of any CULEXUS ASSASSINS must subtract 2 from Psychic tests and Deny the Witch tests they take. | |
Etherium | When resolving an attack that targets this model, the attacking model is treated as having a Weapon Skill and Ballistic Skill characteristic of 6+. | Codex: Officio Assassinorum |
Life Drain | When resolving an attack made with a melee weapon by this model, a saving throw cannot be made unless it is an invulnerable saving throw. | |
Psychic Assassin | Attacks made by this model can target a PSYKER CHARACTER even if it is not the closest enemy unit. In addition, this model can shoot with its psyk-out grenades in the same phase that it shoots with its animus speculum. |
Culexus Assassin | 7" | 2+ | 2+ | 4 | 4 | 5 | 4 | 9 | 6+ | Codex: Officio Assassinorum |
Animus Speculum | 18" | Assault D3 | 5 | -4 | 1 | Whilst there are any enemy PSYKER units within 18" of the bearer, change this weapon’s Type characteristic to Assault D6. | |
Psyk-out Grenades | 6" | Grenade D3 | 2 | 0 | 1 | When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends. Blast. |
Selections: Auric Aquilas, Captain-Commander [-1CP], Hurricane Bolter, Interceptor Lance, Misericordia [3pts], Strategic Mastermind, Superior Creation
Categories: Biker, Character, Faction: Adeptus Custodes, Fly, Faction: Imperium, Shield-Captain, HQ, Faction: Shadowkeepers, Shadowkeepers Warlord
Abilities: Aegis of The Emperor, Auric Aquilas, Implacable Vanguard, Inspirational Fighter, Strategic Mastermind, Superior Creation, Unit: Shield-Captain on Dawneagle Jetbike, Weapon: Hurricane bolter, Interceptor Lance, Misericordia
Selections: Warlord
Categories: Warlord
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. | |
Auric Aquilas | BIKER model only. This model has a 3+ invulnerable save. In addition, you can re-roll failed charge rolls made for this model. | |
Implacable Vanguard | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | |
Inspirational Fighter | You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model. | |
Strategic Mastermind | Whilst this model is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this ability. | |
Superior Creation | Each time your Warlord loses a wound, roll a D6; on a 5+ your Warlord does not lose that wound. |
Shield-Captain on Dawneagle Jetbike | 14" | 2+ | 2+ | 5 | 6 | 7 | 5 | 9 | 2+ |
Hurricane bolter | 24" | Rapid Fire 6 | 4 | 0 | 1 | - | |
Interceptor Lance | Melee | Melee | +1 | -3 | D3 | You can re-roll failed wound rolls for this weapon on a turn in which the bearer made a successful charge | |
Misericordia | Melee | Melee | User | -2 | 1 | When the model fights, it may make 1 additional attack with this weapon unless using a storm shield |
Categories: Faction: Adeptus Custodes, Custodian Guard, Infantry, Troops, Faction: Shadowkeepers
Abilities: Aegis of The Emperor
Selections: Sentinel Blade [7pts], Storm Shield [5pts]
Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)
Selections: Sentinel Blade [7pts], Storm Shield [5pts]
Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)
Selections: Sentinel Blade [7pts], Storm Shield [5pts]
Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)
Selections: Guardian Spear [5pts]
Unit: Custodian, Weapon: Guardian Spear (Melee), Guardian Spear (Ranged)
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. | |
Storm shield | The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. |
Custodian | 6" | 2+ | 2+ | 5 | 5 | 3 | 3 | 8 | 2+ |
Guardian Spear (Melee) | Melee | Melee | +1 | -3 | D3 | ||
Guardian Spear (Ranged) | 24" | Rapid Fire 1 | 4 | -1 | 2 | ||
Sentinel Blade (Melee) | Melee | Melee | User | -3 | D3 | ||
Sentinel Blade (Ranged) | 12" | Pistol 2 | 4 | 0 | 1 |
Categories: Faction: Adeptus Custodes, Custodian Guard, Infantry, Troops, Faction: Shadowkeepers
Abilities: Aegis of The Emperor
Selections: Sentinel Blade [7pts], Storm Shield [5pts]
Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)
Selections: Sentinel Blade [7pts], Storm Shield [5pts]
Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)
Selections: Sentinel Blade [7pts], Storm Shield [5pts]
Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)
Selections: Guardian Spear [5pts]
Unit: Custodian, Weapon: Guardian Spear (Melee), Guardian Spear (Ranged)
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. | |
Storm shield | The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. |
Custodian | 6" | 2+ | 2+ | 5 | 5 | 3 | 3 | 8 | 2+ |
Guardian Spear (Melee) | Melee | Melee | +1 | -3 | D3 | ||
Guardian Spear (Ranged) | 24" | Rapid Fire 1 | 4 | -1 | 2 | ||
Sentinel Blade (Melee) | Melee | Melee | User | -3 | D3 | ||
Sentinel Blade (Ranged) | 12" | Pistol 2 | 4 | 0 | 1 |
Categories: Faction: Adeptus Custodes, Faction: Imperium, Infantry, Terminator, Allarus Custodians, Elites, Faction: Shadowkeepers
Abilities: Aegis of The Emperor, From Golden Light, Slayers of Tyrants
Selections: Ballistus Grenade Launcher, Castellan Axe [10pts]
Unit: Allarus Custodian, Weapon: Ballistus Grenade Launcher, Castellan Axe (Melee), Castellan Axe (Ranged)
Selections: Ballistus Grenade Launcher, Castellan Axe [10pts]
Unit: Allarus Custodian, Weapon: Ballistus Grenade Launcher, Castellan Axe (Melee), Castellan Axe (Ranged)
Selections: Ballistus Grenade Launcher, Castellan Axe [10pts]
Unit: Allarus Custodian, Weapon: Ballistus Grenade Launcher, Castellan Axe (Melee), Castellan Axe (Ranged)
Selections: Ballistus Grenade Launcher, Castellan Axe [10pts]
Unit: Allarus Custodian, Weapon: Ballistus Grenade Launcher, Castellan Axe (Melee), Castellan Axe (Ranged)
Selections: Ballistus Grenade Launcher, Castellan Axe [10pts]
Unit: Allarus Custodian, Weapon: Ballistus Grenade Launcher, Castellan Axe (Melee), Castellan Axe (Ranged)
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. | |
From Golden Light | During deployment, you can set up this model in a Godstrike-pattern teleportarium array instead of placing it on the battlefield. At the end of any of your movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models | |
Slayers of Tyrants | When models in this unit pile in and consolidate, they can move up to 3" towards the nearest enemy CHARACTER even if it is not the nearest enemy model, so long as they finish this move within 1" of an enemy unit. |
Allarus Custodian | 6" | 2+ | 2+ | 5 | 5 | 4 | 4 | 9 | 2+ |
Ballistus Grenade Launcher | 12" | Assault D3 | 4 | -3 | 1 | Blast | |
Castellan Axe (Melee) | Melee | Melee | +3 | -2 | D3 | ||
Castellan Axe (Ranged) | 24" | Rapid Fire 1 | 4 | -1 | 2 |
Selections: Misericordia [3pts], Storm Shield [10pts], Vexilla Magnifica [30pts]
Categories: Character, Faction: Adeptus Custodes, Faction: Imperium, Infantry, Vexilus Praetor, Elites, Faction: Shadowkeepers
Abilities: Aegis of The Emperor, Custodes Vexilla, Storm shield, Vexilla Magnifica, Unit: Vexillus Praetor, Weapon: Misericordia
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. | |
Custodes Vexilla | You can re-roll failed morale tests for friendly IMPERIUM INFANTRY and BIKER units within 6" of this model. In addition, when you add this model to your army, choose one of the following vexillas for this model to carry: | |
Storm shield | The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |
Vexilla Magnifica | Your opponent must subtract 1 from hit rolls in the Shooting phase for attacks that target ADEPTUS CUSTODES units within 6" of any friendly VEXILUS PRAETORS with this vexilla. |
Vexillus Praetor | 6" | 2+ | 2+ | 5 | 5 | 5 | 4 | 9 | 2+ |
Misericordia | Melee | Melee | User | -2 | 1 | When the model fights, it may make 1 additional attack with this weapon unless using a storm shield |
Categories: Faction: Adeptus Custodes, Fast Attack, Fly, Infantry, Jump Pack, Faction: Imperium, Faction: Shadowkeepers
Abilities: Aegis of The Emperor, Airborne Hunters
Unit: Venatari Custodian
Selections: Kinetic Destroyer, Tarsus Buckler [5pts]
Abilities: Tarsus Buckler, Weapon: Kinetic Destroyer, Tarsus Buckler
Unit: Venatari Custodian
Selections: Kinetic Destroyer, Tarsus Buckler [5pts]
Abilities: Tarsus Buckler, Weapon: Kinetic Destroyer, Tarsus Buckler
Unit: Venatari Custodian
Selections: Kinetic Destroyer, Tarsus Buckler [5pts]
Abilities: Tarsus Buckler, Weapon: Kinetic Destroyer, Tarsus Buckler
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. | |
Airborne Hunters | During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. | |
Tarsus Buckler | When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a model equipped with a tarsus buckler, that weapon has an Armour Penetration characteristic of 0 for that attack. |
Venatari Custodian | 12" | 2+ | 2+ | 5 | 5 | 3 | 3 | 8 | 3+ |
Kinetic Destroyer | 18" | Pistol 2 | 6 | -2 | 2 | When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit. | |
Tarsus Buckler | Melee | Melee | +1 | -2 | 1 | - |
Categories: Biker, Fly, Faction: Imperium, Faction: Adeptus Custodes, Vertus Praetors, Fast Attack, Faction: Shadowkeepers
Abilities: Aegis of The Emperor, Implacable Vanguard
Selections: Hurricane Bolter, Interceptor Lance
Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance
Selections: Hurricane Bolter, Interceptor Lance
Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance
Selections: Hurricane Bolter, Interceptor Lance
Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance
Selections: Hurricane Bolter, Interceptor Lance
Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. | |
Implacable Vanguard | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Vertus Praetor | 14" | 2+ | 2+ | 5 | 6 | 4 | 4 | 9 | 2+ |
Hurricane bolter | 24" | Rapid Fire 6 | 4 | 0 | 1 | - | |
Interceptor Lance | Melee | Melee | +1 | -3 | D3 | You can re-roll failed wound rolls for this weapon on a turn in which the bearer made a successful charge |
Aegis of the Emperor: Models with the Aegis of the Emperor special rule have a 5+ invulnerable save.
In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. ()
Sworn Guardians: If your army is Battle-forged, all ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER units in ADEPTUS CUSTODES Detachments gain this ability.
A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. ()
The Emperor's Chosen: If your army is Battle-forged, all ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER units in ADEPTUS CUSTODES Detachments gain this ability.
This unit's invulnerable save is improved by 1 (to a maximum of 3+) ()
Agent of the Imperium: If your army is Battle-forged, you can include 1 AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN) Patrol, Battalion and Brigade Detachment in your army without those units taking up slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment from benefiting from Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity etc.), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game) and when determining your Army Faction. ()
Execution Force: If your Warlord has the IMPERIUM keyword (excluding FALLEN), you can include this unit in your army as part of a Vanguard Detachment even if that Detachment contains no HQ units. If you do so, that Detachment’s Command Benefits are changed to ‘None’ and its Restrictions are changed to ‘This Detachment cannot include the same datasheet more than once.’ ()
Independent Operative: This Model can never have a Warlord Trait. During deployment, you can set this model up in concealment instead of placing it on the battlefield. At the end of any of your movement phases, this model can reveal it's position - set it up anywhere on the battlefield that is more than 9" from any enemy model. (Codex: Officio Assassinorum)
Lightning Reflexes: A model with this special rule has a 4+ invulnerable save. (Codex: Officio Assassinorum)
Created with BattleScribe
Kelly Gragg - Conquer - Imperial Knights - 1750 (Warhammer 40,000 9th Edition) [90 PL, 6CP, 1,750pts]
Rules: Knight Lance
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: Configuration
Categories: Configuration
Selections: House <Custom>, Household Tradition: Glorified History, Household Tradition: Stormstriders, Household Traditions (Engine War), Questor Mechanicus
Categories: Configuration
Allegiance Oath: Sacristan Pledge, Household Tradition: Glorified History, Stormstriders
Sacristan Pledge | At the start of your turn, a model with this Questor Allegiance Oath regains 1 lost wound. | Psychic Awakening VII: Engine War |
Glorified History | When a model with this tradition fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll made for that model. | Psychic Awakening VII: Engine War |
Stormstriders | Add 1" to the Move characteristic of a model with this tradition and always use the top row of its damage table when determining its Move characteristic, regardless of how many wounds it has left. | Psychic Awakening VII: Engine War |
Categories: Lord of War
Selections: 2x Armiger Autocannon, Heavy Stubber [5pts]
Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Vehicle, Armiger Helverin, Faction: Imperial Knights
Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Helverin, Weapon:Armiger Autocannon, Heavy stubber, Wound Track (Knights): Armiger Helverin 1, Armiger Helverin 2, Armiger Helverin 3
Selections: Freeblade Questor Mechanicus
Rules: Freeblades
Allegiance Oath: Sacristan Pledge
Ion Shield | This model has a 5+ invulnerable save against attacks made with ranged weapons. | Codex: Imperial Knights |
Vehicle Squadron | When this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit. | Codex: Imperial Knights |
Sacristan Pledge | At the start of your turn, a model with this Questor Allegiance Oath regains 1 lost wound. | Psychic Awakening VII: Engine War |
Explodes (Armiger) | 6+ | 6" | D3 | Codex: Imperial Knights |
Armiger Helverin | * | * | * | 6 | 7 | 12 | 4 | 8 | 3+ | Codex: Imperial Knights |
Armiger Autocannon | 60" | Heavy 2D3 | 7 | -1 | 3 | - | Codex: Imperial Knights |
Heavy stubber | 36" | Heavy 3 | 4 | 0 | 1 | - |
Armiger Helverin 1 | 7-12+ | 14" | 3+ | 3+ | Codex: Imperial Knights |
Armiger Helverin 2 | 4-6 | 10" | 4+ | 4+ | Codex: Imperial Knights |
Armiger Helverin 3 | 1-3 | 7" | 5+ | 5+ | Codex: Imperial Knights |
Categories: Lord of War
Selections: 2x Armiger Autocannon, Heavy Stubber [5pts]
Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Vehicle, Armiger Helverin, Faction: Imperial Knights
Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Helverin, Weapon:Armiger Autocannon, Heavy stubber, Wound Track (Knights): Armiger Helverin 1, Armiger Helverin 2, Armiger Helverin 3
Ion Shield | This model has a 5+ invulnerable save against attacks made with ranged weapons. | Codex: Imperial Knights |
Vehicle Squadron | When this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit. | Codex: Imperial Knights |
Explodes (Armiger) | 6+ | 6" | D3 | Codex: Imperial Knights |
Armiger Helverin | * | * | * | 6 | 7 | 12 | 4 | 8 | 3+ | Codex: Imperial Knights |
Armiger Autocannon | 60" | Heavy 2D3 | 7 | -1 | 3 | - | Codex: Imperial Knights |
Heavy stubber | 36" | Heavy 3 | 4 | 0 | 1 | - |
Armiger Helverin 1 | 7-12+ | 14" | 3+ | 3+ | Codex: Imperial Knights |
Armiger Helverin 2 | 4-6 | 10" | 4+ | 4+ | Codex: Imperial Knights |
Armiger Helverin 3 | 1-3 | 7" | 5+ | 5+ | Codex: Imperial Knights |
Categories: Lord of War
Selections: Meltagun [10pts], Reaper Chain-Cleaver, Thermal Spear
Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Armiger Warglaive, Vehicle, Faction: Imperial Knights
Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Warglaive, Weapon: Meltagun, Reaper Chain-Cleaver (Strike), Reaper Chain-Cleaver (Sweep), Thermal Spear, Wound Track (Knights): Armiger Warglaive 1, Armiger Warglaive 2, Armiger Warglaive 3
Ion Shield | This model has a 5+ invulnerable save against attacks made with ranged weapons. | Codex: Imperial Knights |
Vehicle Squadron | When this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit. | Codex: Imperial Knights |
Explodes (Armiger) | 6+ | 6" | D3 | Codex: Imperial Knights |
Armiger Warglaive | * | * | * | 6 | 7 | 12 | 4 | 8 | 3+ | Codex: Imperial Knights |
Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | |
Reaper Chain-Cleaver (Strike) | Melee | Melee | x2 | -3 | 3 | - | Codex: Imperial Knights |
Reaper Chain-Cleaver (Sweep) | Melee | Melee | User | -2 | 1 | Make 2 hit rolls for each attack made with this weapon, instead of 1. | Codex: Imperial Knights |
Thermal Spear | 30" | Assault D3 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Blast. | Codex: Imperial Knights |
Armiger Warglaive 1 | 7-12+ | 14" | 3+ | 3+ | Codex: Imperial Knights |
Armiger Warglaive 2 | 4-6 | 10" | 4+ | 4+ | Codex: Imperial Knights |
Armiger Warglaive 3 | 1-3 | 7" | 5+ | 5+ | Codex: Imperial Knights |
Categories: Lord of War
Selections: Meltagun [10pts], Reaper Chain-Cleaver, Thermal Spear
Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Armiger Warglaive, Vehicle, Faction: Imperial Knights
Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Warglaive, Weapon: Meltagun, Reaper Chain-Cleaver (Strike), Reaper Chain-Cleaver (Sweep), Thermal Spear, Wound Track (Knights): Armiger Warglaive 1, Armiger Warglaive 2, Armiger Warglaive 3
Ion Shield | This model has a 5+ invulnerable save against attacks made with ranged weapons. | Codex: Imperial Knights |
Vehicle Squadron | When this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit. | Codex: Imperial Knights |
Explodes (Armiger) | 6+ | 6" | D3 | Codex: Imperial Knights |
Armiger Warglaive | * | * | * | 6 | 7 | 12 | 4 | 8 | 3+ | Codex: Imperial Knights |
Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | |
Reaper Chain-Cleaver (Strike) | Melee | Melee | x2 | -3 | 3 | - | Codex: Imperial Knights |
Reaper Chain-Cleaver (Sweep) | Melee | Melee | User | -2 | 1 | Make 2 hit rolls for each attack made with this weapon, instead of 1. | Codex: Imperial Knights |
Thermal Spear | 30" | Assault D3 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Blast. | Codex: Imperial Knights |
Armiger Warglaive 1 | 7-12+ | 14" | 3+ | 3+ | Codex: Imperial Knights |
Armiger Warglaive 2 | 4-6 | 10" | 4+ | 4+ | Codex: Imperial Knights |
Armiger Warglaive 3 | 1-3 | 7" | 5+ | 5+ | Codex: Imperial Knights |
Selections: Atrapos Lascutter, Character (Knight Lance), Graviton Singularity Cannon, Heirloom: Armour of the Sainted Ion, Titanic Feet, Warlord, Warlord Trait (Mechanicus): Paragon of the Omnissiah
Categories: Faction: Imperium, Faction: <Household>, Vehicle, Knight-Atrapos, Lord of War, Titanic, Faction: <Questor Allegiance>, Cerastus Class, Faction: Imperial Knights, Character, Warlord, Titanic Warlord
Abilities: Armour of the Sainted Ion, Ionic Flare Shield, Macro-Extinction Protocols, Super-Heavy Walker, Explosion: Explodes, Unit: Cerastus Knight-Atrapos, Warlord Trait: Paragon of the Omnissiah, Weapon:Atrapos Lascutter (melee), Atrapos Lascutter (shooting), Graviton Singularity Cannon (Contained), Graviton Singularity Cannon (Singularity), Titanic Feet, Wound Track (Knights): Cerastus Knight-Atrapos 1, Cerastus Knight-Atrapos 2, Cerastus Knight-Atrapos 3
Armour of the Sainted Ion | The wearer's Knight has a Save characteristic of 2+ | Codex: Imperial Knights |
Ionic Flare Shield | This model has a 5+ invulnerable save. | Imperial Knights FW Army List |
Macro-Extinction Protocols | When resolving an attack made by this model against a Titanic unit, add 1 to the hit roll. | Imperial Knights FW Army List |
Super-Heavy Walker | This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them. | Codex: Imperial Knights |
Explodes | 6+ | 2D6" | D6 | Codex: Imperial Knights |
Cerastus Knight-Atrapos | * | * | * | 8 | 8 | 27 | 4 | 9 | 3+ | Imperial Knights FW Army List |
Paragon of the Omnissiah | Add 2 to this Warlord's Wounds characteristic. | Psychic Awakening VII: Engine War |
Atrapos Lascutter (melee) | Melee | Melee | +6 | -4 | 6 | When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can re-roll the wound roll. | Imperial Knights FW Army List |
Atrapos Lascutter (shooting) | 9" | Heavy 1 | 12 | -4 | 6 | When resolving an attack made with this weapon against a VEHICLE unit or MONSTER unit, you can re-roll the wound roll. | Imperial Knights FW Army List |
Graviton Singularity Cannon (Contained) | 36" | Heavy 4 | 8 | -3 | 3 | - | Imperial Knights FW Army List |
Graviton Singularity Cannon (Singularity) | 36" | Heavy D6+4 | 14 | -4 | 3 | When you select this profile to shoot with roll one D6; on a 1-3, the bearer suffers D3 mortal wounds. | Imperial Knights FW Army List |
Titanic Feet | Melee | Melee | User | -2 | D3 | Make 3 hit rolls for each attack made with this weapon, instead of 1. | Imperial Knights FW Army List |
Cerastus Knight-Atrapos 1 | 15-27+ | 14" | 3+ | 3+ | Imperial Knights FW Army List |
Cerastus Knight-Atrapos 2 | 7-14 | 10" | 4+ | 4+ | Imperial Knights FW Army List |
Cerastus Knight-Atrapos 3 | 1-6 | 7" | 5+ | 5+ | Imperial Knights FW Army List |
Rules: Canticle of the Omnissiah - Graia: Mantra of Discipline, Soldiers of the Machine God
Categories: Configuration
Categories: Configuration
Selections: Dogma: Refusal to Yield
Forge World Dogma: Refusal to Yield
Refusal to Yield | Roll a D6 each time a model with this dogma is slain or flees – on a 6 that model refuses to yield; either that model is not slain (and has 1 wound remaining), or that model does not flee. However, <FORGE WORLD> units with this dogma cannot Fall Back unless there is a friendly <FORGE WORLD> CHARACTER on the battlefield. | Codex: Adeptus Mechanicus |
Selections: Archeotech Specialist: 1 Extra Relic [-1CP]
Categories: Stratagems
Selections: 4) Mental Interrogation, Dirgesinger, Power fist, Smite, Stratagem: Inquisitorial Mandate [-1CP]
Categories: Faction: Imperium, Faction: Inquisition, Faction: Ordo Xenos, Character, Infantry, Psyker, Inquisitor, Agent of the Imperium, Kyria Draxus, No Force Org Slot
Abilities: Authority of the Inquisition, Paralysis Grenades, Quarry, Radical, Refractor Field, Shang, Stratagem: Inquisitorial Mandate, Unquestionable Wisdom, Psychic Power: Mental Interrogation, Smite, Psyker: Lord Inquisitor Kyria Draxus, Unit: Lord Inquisitor Kyria Draxus, Weapon: Dirgesinger, Power fist
Authority of the Inquisition | INFANTRY units with this ability can embark onto any IMPERIUM TRANSPORT model, even though the transport in question might normally only permit models with other Faction keywords to do so. All other restrictions apply normally, and INQUISITOR TERMINATOR models can only embark upon TRANSPORTS that specifically allow TERMINATOR models to do so. If your army is battle-forged, the following rules apply: No more than one INQUISITOR unit can be included in any INQUISITION detachment (that is, a detachment that only includes INQUISITION units). If your army does not include any INQUISITION detachments, one INQUISITOR unit can be included in any other detachment without taking up a slot so long as every unit in your army (with the exception of those that are UNALIGNED) has the IMPERIUM keyword (and does not have the FALLEN keyword). That INQUISITOR unit does not prevent other units in your army benefiting from Detachment abilities (e.g. Chapter Tactics), and does not prevent abilities that require every model in your army to have that ability (e.g Combat Doctrines, Canticles of the Omnissiah). In a matched play game, that INQUISITOR unit is ignored for the purposes of the Battle Brothers rule (although all units in your army must still have the IMPERIUM faction keyword). | |
Paralysis Grenades | At the start of the Fight phase, if this model made a charge move this turn, you can select one enemy unit that is within 1" of this model. Until the end of that phase, the enemy unit cannot be selected to fight until all other eligible units have done so. If that unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it did not have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place. | |
Quarry | When resolving an attack made by a model in this unit against a unit that is not CHAOS, IMPERIUM, or UNALIGNED, you can re-roll the hit roll and you can re-roll the wound roll. | |
Radical | Once per battle round, you can re-roll one hit roll, wound roll, damage roll, saving throw, Psychic test or Deny the Witch test made for this Warlord. | |
Refractor Field | This model has a 5+ invulnerable save. | |
Shang | When this model manifests the Smite psychic power, you can select one enemy unit within 18" and visible to this model to be affected, instead of the closest enemy unit. | |
Stratagem: Inquisitorial Mandate | Use this stratagem before the battle, Select one INQUISITOR model from your army that is not your Warlord and determine one Warlord Trait for it. It is regarded as your Warlord for the purposes of that Warlord Trait. If the model is not a named character or VEHICLE, you can then give one Relic of the Inquisition to that model. All of the Relics your army includes must be different and given to different models. You can only use this stratagem once per battle. | |
Unquestionable Wisdom | All Friendly IMPERIUM units within 6" of an Inquisitor can use the Inquisitor's Leadership characteristic instead of their own. |
Mental Interrogation | 6 | 12" | If manifested, select one enemy CHARACTER model within 12” of and visible to this psyker. Until the start of your next Psychic phase, when resolving an attack made by that model, subtract 1 from the hit roll. If your army is Battleforged roll 3D6; if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point. | |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. |
Lord Inquisitor Kyria Draxus | 1 | 1 | Smite and 1 power from the Telethesia Discipline |
Lord Inquisitor Kyria Draxus | 6" | 2+ | 3+ | 3 | 3 | 5 | 4 | 9 | 3+ |
Dirgesinger | 18" | Assault 2 | 4 | 0 | 2 | When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack. | |
Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Selections: Eradication Ray [10pts], Mechanicus Locum [-1CP], Omnissian Axe, Phosphor Serpenta [2pts], Relic: Phosphoenix, Warlord Trait (Codex 4): Necromechanic
Categories: Character, Infantry, Tech-Priest, Dominus, Faction: Cult Mechanicus, Faction: Adeptus Mechanicus, Faction: <Forge World>, Faction: Imperium, HQ
Rules: Canticles of the Omnissiah
Abilities: Lord of the Machine Cult, Master of Machines (Dominus), Masterwork Bionics, Mechanicus Locum, Refractor Field, Unit: Tech-Priest Dominus, Warlord Trait: Necromechanic, Weapon: Eradication Ray, Omnissian Axe, Phosphoenix, Phosphor Serpenta
Lord of the Machine Cult | You can re-roll hit rolls of 1 in the Shooting phase for friendly <FORGE WORLD> units within 6" | Codex: Adeptus Mechanicus |
Master of Machines (Dominus) | At the end of your Movement phase this model can repair a single friendly <FORGE WORLD> or QUESTOR MECHANICUS model within 3" (but not itself). If the model being repaired is a <FORGE WORLD> model, it regains D3 lost wounds; if it is a QUESTOR MECHANNICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn. | Codex: Adeptus Mechanicus |
Masterwork Bionics | At the beginning of each of your turns, this model regains D3 lost wounds. | Codex: Adeptus Mechanicus |
Mechanicus Locum | Use this Stratagem before the battle, after nominating your Warlord. Select one <FORGE WORLD> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). | |
Refractor Field | This Model/Unit has a 5+ invulnerable save. | Codex: Adeptus Mechanicus |
Tech-Priest Dominus | 6" | 3+ | 2+ | 4 | 4 | 5 | 3 | 8 | 2+ | Codex: Adeptus Mechanicus |
Necromechanic | Each time your Warlord uses an ability to repair a model, that model regains 1 additional wound. | Codex: Adeptus Mechanicus |
Eradication Ray | 24" | Heavy D3 | 6 | -2 | 1 | Blast, Attacks from this weapon that target enemies at 8" or less are resolved with an AP of -4 and a Damage of D3. | Codex: Adeptus Mechanicus |
Omnissian Axe | Melee | Melee | +1 | -2 | 2 | - | Codex: Adeptus Mechanicus |
Phosphoenix | 18" | Assault 3 | 5 | -3 | 1 | Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon replaces the bearer's Phosphor Serpenta. | Codex: Adeptus Mechanicus |
Phosphor Serpenta | 18" | Assault 1 | 5 | -1 | 1 | Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. | Codex: Adeptus Mechanicus |
Selections: Mechadendrites, Mechanicus Locum [-1CP], Omnissian Staff, Transonic cannon, Warlord Trait (Graia): Emotionless Clarity
Categories: Character, Faction: <Forge World>, Faction: Adeptus Mechanicus, Faction: Cult Mechanicus, HQ, Infantry, Tech-Priest, Manipulus, Faction: Imperium
Rules: Canticles of the Omnissiah
Abilities: Blessed Bionics, Galvanic Field, Galvanic Field - Bolster Warriors, Galvanic Field - Bolster Weapons, Master of Machines (Manipulus), Mechanicus Locum, Unit: Tech-Priest Manipulus, Warlord Trait:Emotionless Clarity, Weapon: Mechadendrites, Omnissian Staff, Transonic cannon
Blessed Bionics | This model has an 5+ invulnerable save. In addition, at the beginning of your turn, this model regains D3 lost wounds. | |
Galvanic Field | At the start of your Movement phase, select one of the abilities below. This model gains that ability until the start of your next Movement phase. | |
Galvanic Field - Bolster Warriors | Add 1" to the Move characteristic of <FORGEWORLD> units whilst they are within 6"of any friendly models with this ability. Add 1 to Advance rolls and charge rolls made for <FORGE WORLD> units whilst they are within 6" of any friendly models with this ability. | |
Galvanic Field - Bolster Weapons | This model cannot move for any reason. Add 6" to the maximum Range characteristic of ranged weapons with an unmodified Range characteristic of 24" or more that are equipped by models in <FORGEWORLD> units whilst they are within 6" of any friendly models with this ability. Add 2" to the maximum Range characteristic of all other ranged weapons models in <FORGEWORLD> units are equipped with whilst they are within 6" of any friendly models with this ability. | |
Master of Machines (Manipulus) | At the end of your Movement phase this model can repair a single friendly <FORGE WORLD> or QUESTOR MECHANICUS model within 3" (but not itself). If the model being repaired is a <FORGE WORLD> model, it regains D3 lost wounds; if it is a QUESTOR MECHANNICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn. | Codex: Adeptus Mechanicus |
Mechanicus Locum | Use this Stratagem before the battle, after nominating your Warlord. Select one <FORGE WORLD> CHARACTER model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). |
Tech-Priest Manipulus | 6" | 3+ | 3+ | 4 | 4 | 4 | 3 | 8 | 2+ |
Emotionless Clarity | Models in friendly GRAIA units within 6" of your Warlord can shoot with Assault and Rapid Fire weapons even if there are enemy units within 1" of their own unit, but only if they target the closest enemy unit. In such circumstances, the model can shoot even if other friendly units are within 1" of the same unit. | Codex: Adeptus Mechanicus |
Mechadendrites | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make D6 additional attacks with this weapon. | |
Omnissian Staff | Melee | Melee | +2 | -1 | 2 | - | |
Transonic cannon | 8" | Assault D6 | 4 | -1 | 2 | This weapon automatically hits its target. |
Selections: Omnispex [5pts]
Categories: Troops, Faction: <Forge World>, Faction: Skitarii, Faction: Adeptus Mechanicus, Infantry, Skitarii Vanguard, Faction: Imperium
Rules: Canticles of the Omnissiah
Abilities: Bionics, Omnispex, Rad-saturation
Selections: 8x Radium Carbine
Unit: Skitarii Vanguard, Weapon: Radium Carbine
Selections: Radium Carbine
Unit: Vanguard Alpha, Weapon: Radium Carbine
Bionics | All models in this unit have a 6+ invulnerable save. | Codex: Adeptus Mechanicus |
Omnispex | Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit that includes a model with an omnispex. | Codex: Adeptus Mechanicus |
Rad-saturation | Subtract 1 from the Toughness characteristic of enemy units without the VEHICLE keyword whilst they are within 1" of any units from your army with this ability. |
Skitarii Vanguard | 6" | 4+ | 3+ | 3 | 3 | 1 | 1 | 6 | 4+ | Codex: Adeptus Mechanicus |
Vanguard Alpha | 6" | 4+ | 3+ | 3 | 3 | 1 | 2 | 7 | 4+ | Codex: Adeptus Mechanicus |
Radium Carbine | 18" | Assault 3 | 3 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1. | Codex: Adeptus Mechanicus |
Categories: Troops, Faction: <Forge World>, Faction: Skitarii, Faction: Adeptus Mechanicus, Infantry, Skitarii Vanguard, Faction: Imperium
Rules: Canticles of the Omnissiah
Abilities: Bionics, Rad-saturation
Selections: 7x Radium Carbine
Unit: Skitarii Vanguard, Weapon: Radium Carbine
Selections: Radium Carbine
Unit: Vanguard Alpha, Weapon: Radium Carbine
Bionics | All models in this unit have a 6+ invulnerable save. | Codex: Adeptus Mechanicus |
Rad-saturation | Subtract 1 from the Toughness characteristic of enemy units without the VEHICLE keyword whilst they are within 1" of any units from your army with this ability. |
Skitarii Vanguard | 6" | 4+ | 3+ | 3 | 3 | 1 | 1 | 6 | 4+ | Codex: Adeptus Mechanicus |
Vanguard Alpha | 6" | 4+ | 3+ | 3 | 3 | 1 | 2 | 7 | 4+ | Codex: Adeptus Mechanicus |
Radium Carbine | 18" | Assault 3 | 3 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1. | Codex: Adeptus Mechanicus |
Categories: Sicarian Infiltrators, Infantry, Faction: <Forge World>, Faction: Adeptus Mechanicus, Faction: Skitarii, Faction: Imperium, Elites
Rules: Canticles of the Omnissiah
Abilities: Bionics, Infiltrators, Neurostatic Aura
Selections: Power Sword [5pts], Stubcarbine
Unit: Infiltrator Princeps, Weapon: Power sword, Stubcarbine
Selections: 4x Power Sword [20pts], 4x Stubcarbine
Unit: Sicarian Infiltrator, Weapon: Power sword, Stubcarbine
Bionics | All models in this unit have a 6+ invulnerable save. | Codex: Adeptus Mechanicus |
Infiltrators | During deployment, you can set this unit up in concealment instead of placing it on the battlefield. At the end of any of your movement phases, this unit can reveal its location - set it up anywhere on the battlefield that is more than 9" from any enemy model. | Codex: Adeptus Mechanicus |
Neurostatic Aura | Enemy units within 3" of any Sicarian Infiltrators must subtract 1 from their leadership. | Codex: Adeptus Mechanicus |
Infiltrator Princeps | 8" | 3+ | 3+ | 4 | 3 | 2 | 3 | 7 | 4+ | Codex: Adeptus Mechanicus |
Sicarian Infiltrator | 8" | 3+ | 3+ | 4 | 3 | 2 | 2 | 6 | 4+ | Codex: Adeptus Mechanicus |
Power sword | Melee | Melee | +1 | -3 | 1 | - | |
Stubcarbine | 18" | Pistol 3 | 4 | 0 | 1 | - | Codex: Adeptus Mechanicus |
Canticle of the Omnissiah - Graia: Mantra of Discipline: When resolving an Overwatch attack made by a model in an affected unit, a hit roll of 5 or 6 scores a hit. ()
Knight Lance: If your army is Battle-forged, select one model in each IMPERIAL KNIGHTS Super-heavy Detachment in your army. Each model you selected gains the CHARACTER keyword. If your WARLORD has the IMPERIAL KNIGHTS keyword, IMPERIAL KNIGHTS Super-heavy Detachments in your army gain the following Command Benefits: ‘Select one of the following: +3 Command Points if your WARLORD is part of this Detachment; +6 Command Points if your WARLORD is part of this Detachment and has the TITANIC keyword. (Codex: Imperial Knights)
Soldiers of the Machine God: If your army is Battle-forged, all Troops units in ADEPTUS MECHANICUS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. (Codex: Adeptus Mechanicus)
Selection RulesCanticles of the Omnissiah: All units with this ability gain a bonus during the battle depending on the Canticle of the Omnissiah currently being canted.
Before the battle, if your Warlord is an ADEPTUS MECHANICUS CHARACTER and their <FORGE WORLD> is either RYZA, MARS, LUCIUS, METALICA, GRAIA, AGRIPINAA or STYGIES, you can select one of the Canticles of the Omnissiah to be replaced by that <FORGE WORLD>'s Canticle. When a Forge World canticle from the list below is chanted, it only affects units from the appropriate <FORGE WORLD>. For example, your army includes a Warlord model from the RYZA FORGE, you can replace one Canticle from the Canticles of the Omnissiah with the Citation in Savagery Canticle. When this Canticle is chanted, it only affects RYZA units from your army.
At the start of each battle round, pick which Canticle of the Omnissiah from the table below is in effect for the duration of the battle round. The same Canticle may not be picked twice during the same battle.
Alternatively, you can randomly determine which Canticle of the Omnissiah is in effect by rolling a D6 and consulting the table below. Note that if you randomly determine a Canticle, it takes effect even if the same Canticle has been in effect earlier in the battle.
If you have a Battle-forged army, units only receive the bonus if every model in their Detachment has this ability.
1. Incantation of the Iron Soul:
You can re-roll failed Morale tests for affected units.
2. Litany of the Electromancer:
Roll a D6 for each enemy unit that is within 1" of any affected units; on a roll of 6, the unit being rolled for suffers D3 mortal wounds.
3. Chant of the Remorseless Fist:
You can re-roll any failed hit rolls of 1 for affected units in the Fight phase.
4. Shroudpsalm:
Affected units gain the bonus to their armour saving throws as if they were in cover. Units already in cover are unaffected.
5. Invocation of Machine Might:
Affected units have +1 Strength.
6. Benediction of the Omnissiah:
You can re-roll failed hit rolls of 1 for affected units in the shooting phase. (Codex: Adeptus Mechanicus)
Freeblades: The inclusion of a FREEBLADE unit in an IMPERIAL KNIGHTS Detachment does not prevent other units in that Detachment from gaining a Household Tradition. However, FREEBLADE units can never themselves benefit from a Household Tradition. (Codex: Imperial Knights)
Created with BattleScribe
Connor Gosnell Space Wolves 1750 Conquest (Warhammer 40,000 9th Edition) [95 PL, 9CP, 1,728pts] + Cyberwolf (missing from options on BS)
Rules: Angels of Death, Bolter Discipline, Shock Assault
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: Configuration
Categories: Configuration
Selections: Frag & Krak grenades, Storm shield [10pts], Thunder hammer [15pts], Thunderwolf
Categories: Adeptus Astartes, Character, HQ, Imperium, Faction: Space Wolves, Wolf Guard, Battle Leader, Cavalry, Thunderwolf
Rules: Angels of Death, Hunters Unleashed
Abilities: Berserk Charge, Headstrong, Savage Fury, Storm shield, Swift Hunters, Tactical Precision (Aura), Unit: Wolf Guard Battle Leader on Thunderwolf, Weapon: Crushing teeth and claws, Frag grenades, Krak grenades, Thunder hammer
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Storm shield | The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |
Swift Hunters | You can re-roll failed charge rolls for this unit. | |
Tactical Precision (Aura) | You can re-roll wound rolls of 1 for friendly <CHAPTER> units that are within 6" of this model. |
Wolf Guard Battle Leader on Thunderwolf | 10" | 2+ | 2+ | 4 | 5 | 6 | 3 | 8 | 3+ |
Crushing teeth and claws | Melee | Melee | +1 | -2 | 1 | Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. | |
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - | |
Thunder hammer | Melee | Melee | x2 | -2 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Selections: Frag & Krak grenades, Storm shield [10pts], Thunder hammer [15pts], Thunderwolf, Warlord
Categories: Adeptus Astartes, Cavalry, Character, HQ, Faction: Space Wolves, Thunderwolf, Wolf Lord, Imperium, Warlord
Rules: Angels of Death, Hunters Unleashed
Abilities: Belt of Russ, Berserk Charge, Headstrong, Rites of Battle (Aura), Savage Fury, Storm shield, Swift Hunters, Unit: Wolf Lord on Thunderwolf, Weapon: Crushing teeth and claws, Frag grenades, Krak grenades, Thunder hammer
Belt of Russ | Provides the wearer with a 4+ invulnerable save. | |
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Rites of Battle (Aura) | While a friendly Space Wolves Core unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1. | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Storm shield | The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |
Swift Hunters | You can re-roll failed charge rolls for this unit. |
Wolf Lord on Thunderwolf | 10" | 2+ | 2+ | 4 | 5 | 7 | 4 | 9 | 3+ |
Crushing teeth and claws | Melee | Melee | +1 | -2 | 1 | Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. | |
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - | |
Thunder hammer | Melee | Melee | x2 | -2 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Categories: Adeptus Astartes, Imperium, Faction: Space Wolves, Infantry, Grey Hunters, Troops
Rules: Angels of Death, Defenders of Humanity, Hunters Unleashed
Abilities: Berserk Charge, Headstrong, Mixed Unit, Savage Fury, Swift Hunters
Selections: Bolt pistol, Boltgun, Frag & Krak grenades
Unit: Grey Hunter Pack Leader, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades
Selections: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
Unit: Grey Hunter, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades
Selections: Boltgun, Frag & Krak grenades, Meltagun [10pts]
Unit: Grey Hunter, Weapon: Boltgun, Frag grenades, Krak grenades, Meltagun
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Mixed Unit | For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability, Wolf Guard Terminator Pack Leaders have the TERMINATOR keyword | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Swift Hunters | This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1". |
Grey Hunter | 6" | 3+ | 3+ | 4 | 4 | 2 | 1 | 7 | 3+ | |
Grey Hunter Pack Leader | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - | |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - | |
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - | |
Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Categories: Adeptus Astartes, Imperium, Faction: Space Wolves, Elites, Dreadnought, Vehicle, Wulfen Dreadnought
Rules: Angels of Death, Hunters Unleashed
Abilities: Berserk Charge, Bestial Rage, Duty Eternal, Explodes (Dreadnought), Headstrong, Murderlust, Savage Fury, Swift Hunters, Unit: Wulfen Dreadnought
Selections: Fenrisian great axe
Weapon: Fenrisian Great Axe (Cleave), Fenrisian Great Axe (Scythe)
Selections: Blizzard shield [5pts], Heavy flamer [5pts]
Abilities: Blizzard shield, Weapon: Heavy flamer
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Bestial Rage | This unit cannot perform any actions, as described in the Warhammer 40,000 Core Book. | |
Blizzard shield | A model equipped with a blizzard shield has a 4+ invulnerable save. | |
Duty Eternal | Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1) | |
Explodes (Dreadnought) | If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield, on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds. | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Murderlust | You can re-roll charge rolls made for this unit. | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Swift Hunters | This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1". |
Wulfen Dreadnought | 8" | 3+ | 5+ | 6 | 7 | 8 | 4 | 7 | 3+ |
Fenrisian Great Axe (Cleave) | Melee | Melee | +4 | -3 | D6 | When attacking with this weapon, you must subtract 1 from the hit roll | |
Fenrisian Great Axe (Scythe) | Melee | Melee | User | -3 | 1 | Make 2 hit rolls for each attack made with this weapon instead of 1 | |
Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Categories: Adeptus Astartes, Imperium, Faction: Space Wolves, Elites, Dreadnought, Vehicle, Wulfen Dreadnought
Rules: Angels of Death, Hunters Unleashed
Abilities: Berserk Charge, Bestial Rage, Duty Eternal, Explodes (Dreadnought), Headstrong, Murderlust, Savage Fury, Swift Hunters, Unit: Wulfen Dreadnought
Selections: Fenrisian great axe
Weapon: Fenrisian Great Axe (Cleave), Fenrisian Great Axe (Scythe)
Selections: Blizzard shield [5pts], Heavy flamer [5pts]
Abilities: Blizzard shield, Weapon: Heavy flamer
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Bestial Rage | This unit cannot perform any actions, as described in the Warhammer 40,000 Core Book. | |
Blizzard shield | A model equipped with a blizzard shield has a 4+ invulnerable save. | |
Duty Eternal | Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1) | |
Explodes (Dreadnought) | If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield, on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds. | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Murderlust | You can re-roll charge rolls made for this unit. | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Swift Hunters | This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1". |
Wulfen Dreadnought | 8" | 3+ | 5+ | 6 | 7 | 8 | 4 | 7 | 3+ |
Fenrisian Great Axe (Cleave) | Melee | Melee | +4 | -3 | D6 | When attacking with this weapon, you must subtract 1 from the hit roll | |
Fenrisian Great Axe (Scythe) | Melee | Melee | User | -3 | 1 | Make 2 hit rolls for each attack made with this weapon instead of 1 | |
Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Categories: Adeptus Astartes, Imperium, Faction: Space Wolves, Cavalry, Wolf Guard, Thunderwolf Cavalry, Fast Attack
Rules: Angels of Death, Hunters Unleashed
Abilities: Berserk Charge, Headstrong, Savage Fury, Swift Hunters
Selections: Frag & Krak grenades, Storm shield [8pts], Thunder hammer [15pts], Thunderwolf
Abilities: Storm shield, Unit: Thunderwolf Cavalry, Weapon: Crushing teeth and claws, Frag grenades, Krak grenades, Thunder hammer
Selections: Frag & Krak grenades, Storm shield [8pts], Thunder hammer [15pts], Thunderwolf
Abilities: Storm shield, Unit: Thunderwolf Cavalry, Weapon: Crushing teeth and claws, Frag grenades, Krak grenades, Thunder hammer
Selections: Frag & Krak grenades, Storm shield [8pts], Thunder hammer [15pts], Thunderwolf
Abilities: Storm shield, Unit: Thunderwolf Cavalry, Weapon: Crushing teeth and claws, Frag grenades, Krak grenades, Thunder hammer
Selections: Frag & Krak grenades, Storm shield [8pts], Thunder hammer [15pts], Thunderwolf
Abilities: Storm shield, Unit: Thunderwolf Cavalry Pack Leader, Weapon: Crushing teeth and claws, Frag grenades, Krak grenades, Thunder hammer
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Storm shield | The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |
Swift Hunters | You can re-roll failed charge rolls for this unit. |
Thunderwolf Cavalry | 10" | 3+ | 3+ | 4 | 5 | 4 | 2 | 8 | 3+ | |
Thunderwolf Cavalry Pack Leader | 10" | 3+ | 3+ | 4 | 5 | 4 | 3 | 8 | 3+ |
Crushing teeth and claws | Melee | Melee | +1 | -2 | 1 | Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. | |
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - | |
Thunder hammer | Melee | Melee | x2 | -2 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Rules: Angels of Death, Bolter Discipline, Shock Assault
Selections: Twin lascannon [20pts]
Categories: Adeptus Astartes, Dreadnought, Imperium, Vehicle, Venerable Dreadnought, Core, Smokescreen
Rules: Angels of Death, Explodes (3"/1), Hunters Unleashed
Abilities: Berserk Charge, Duty Eternal, Headstrong, Savage Fury, Swift Hunters, Unyielding Ancient, Unit:Venerable Dreadnought, Weapon: Twin lascannon
Selections: Heavy flamer
Weapon: Dreadnought combat weapon, Heavy flamer
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Duty Eternal | Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1) | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Swift Hunters | This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1". | |
Unyielding Ancient | Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost. |
Venerable Dreadnought | 6" | 2+ | 2+ | 6 | 7 | 8 | 4 | 8 | 3+ |
Dreadnought combat weapon | Melee | Melee | x2 | -3 | 3 | - | |
Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. | |
Twin lascannon | 48" | Heavy 2 | 9 | -3 | D6 | - |
Categories: Configuration
Categories: Configuration
Rules: Beta Rules
Selections: Bolt pistol, Frag & Krak grenades, Frostfang
Categories: Character, HQ, Infantry, Faction: Space Wolves, Wolf Lord, Adeptus Astartes, Ragnar Blackmane, Imperium, Primaris
Rules: Angels of Death, Hunters Unleashed
Abilities: Battle-lust, Belt of Russ, Berserk Charge, Berserker Rage, Headstrong, Rites of Battle (Aura), Savage Fury, Swift Hunters, War Howl, Unit: Ragnar Blackmane, Weapon: Bolt pistol, Frag grenades, Frostfang, Krak grenades
Battle-lust | While a friendly Space Wolves Core unit is within 6" of this model, each time that unit makes a consolidation move, models in that unit can move an additional 3". | |
Belt of Russ | Provides the wearer with a 4+ invulnerable save. | |
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Berserker Rage | This model makes 3 additional attacks instead of 1 as a result of its Shock Assault ability. | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Rites of Battle (Aura) | While a friendly Space Wolves Core unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1. | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Swift Hunters | This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1". | |
War Howl | While a friendly Space Wolves Core unit is within 6" of this model, you can re-roll charge rolls made for that unit. | Codex: Space Wolves p83 |
Ragnar Blackmane | 6" | 2+ | 2+ | 4 | 4 | 6 | 7 | 9 | 3+ |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - | |
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Frostfang | Melee | Melee | +2 | -4 | 2 | - | |
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - |
Selections: Chapter Command: Master of the Forge [1 PL, 30pts], Frag & Krak grenades, Servo-arm, Stratagem: Hero of the Chapter [-1CP], Warden of the Ancients
Categories: Adeptus Astartes, Character, Imperium, Infantry, Techmarine, HQ, Master of the Forge
Rules: Angels of Death, Hunters Unleashed
Abilities: Awaken the Machine Spirits, Berserk Charge, Blessing of the Omnissiah, Headstrong, Master of the Forge, Savage Fury, Swift Hunters, Warden of the Ancients, Unit: Techmarine, Weapon: Frag grenades, Krak grenades, Servo-arm
Selections: Helfrost pistol, Tempest hammer
Weapon: Helfrost pistol, Tempest hammer
Awaken the Machine Spirits | In your command phase, this model can awaken one friendly <CHAPTER> VEHICLE model within 3" of it. Until the start of your next command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack's hit roll. Each model can only be awakened once per turn. | |
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Blessing of the Omnissiah | At the end of your Movement phase this model can repair a one <CHAPTER> VEHICLE within 3". That VEHICLE regains D3 lost wounds. Each model can only be repaired once per turn. | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Master of the Forge | Each time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of D3 | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Swift Hunters | This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1". | |
Warden of the Ancients | While a friendly <CHAPTER> DREADNOUGHT is within 6" of this WARLORD, add 1 to its strength and Attacks characteristics |
Techmarine | 6" | 3+ | 2+ | 4 | 4 | 4 | 3 | 8 | 2+ |
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Helfrost pistol | 12 | Pistol D3 | 4 | 2 | 1 | Blast | |
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - | |
Servo-arm | Melee | Melee | x2 | -2 | 3 | Each time the bearer fights, no more than one attack can be made with each servo-arm. | |
Tempest hammer | Melee | Melee | x2 | -3 | 3 | Each time an attack is made with this weapon, subrtact 1 from that attack's hit roll |
Categories: Adeptus Astartes, Imperium, Faction: Space Wolves, Infantry, Grey Hunters, Troops
Rules: Angels of Death, Defenders of Humanity, Hunters Unleashed
Abilities: Berserk Charge, Headstrong, Mixed Unit, Savage Fury, Swift Hunters
Selections: Bolt pistol, Boltgun, Frag & Krak grenades
Unit: Grey Hunter Pack Leader, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades
Selections: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
Unit: Grey Hunter, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades
Selections: Boltgun, Frag & Krak grenades, Meltagun [10pts]
Unit: Grey Hunter, Weapon: Boltgun, Frag grenades, Krak grenades, Meltagun
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Mixed Unit | For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability, Wolf Guard Terminator Pack Leaders have the TERMINATOR keyword | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Swift Hunters | This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1". |
Grey Hunter | 6" | 3+ | 3+ | 4 | 4 | 2 | 1 | 7 | 3+ | |
Grey Hunter Pack Leader | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - | |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - | |
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - | |
Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Selections: Heavy flamer, Storm bolter, The Murderclaws
Categories: Adeptus Astartes, Imperium, Faction: Space Wolves, Character, Vehicle, Murderfang, Elites, Dreadnought
Rules: Angels of Death, Hunters Unleashed
Abilities: Berserk Charge, Bestial Rage, Duty Eternal, Explodes (Dreadnought), Force of Untamed Destruction, Headstrong, Murder-maker, Savage Fury, Swift Hunters, Unit: Murderfang, Weapon: Heavy flamer, Storm bolter, The Murderclaws
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Bestial Rage | This unit cannot perform any actions, as described in the Warhammer 40,000 Core Book. | |
Duty Eternal | Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1) | |
Explodes (Dreadnought) | If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield, on a 6 it explodes, and each unit within 3" suffers D3 mortal wounds. | |
Force of Untamed Destruction | This model cannot be a Warlord and cannot have a Warlord Trait. | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Murder-maker | You can re-roll charge rolls made for this model. This model makes 3 additional attacks instead of 1 as a result of its Shock Assault ability. | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Swift Hunters | This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1". |
Murderfang | 8" | 2+ | 5+ | 6 | 7 | 8 | 5 | 8 | 3+ |
Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. | |
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - | |
The Murderclaws | Melee | Melee | x2 | -3 | 3 | Each time an attack is made with this weapon, you can re-roll the wound roll. |
Selections: Armorium Cherub [5pts]
Categories: Adeptus Astartes, Imperium, Faction: Space Wolves, Infantry, Long Fangs, Heavy Support
Rules: Angels of Death, Hunters Unleashed
Abilities: Armorium Cherub, Berserk Charge, Headstrong, Mixed Unit, Savage Fury, Signum, Swift Hunters
Selections: Bolt pistol, Frag & Krak grenades, Lascannon [15pts]
Unit: Long Fang, Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon
Selections: Bolt pistol, Frag & Krak grenades, Lascannon [15pts]
Unit: Long Fang, Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon
Selections: Bolt pistol, Frag & Krak grenades, Lascannon [15pts]
Unit: Long Fang, Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon
Selections: Bolt pistol, Frag & Krak grenades, Lascannon [15pts]
Unit: Long Fang, Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon
Selections: Bolt pistol, Frag & Krak grenades, Lascannon [15pts]
Unit: Long Fang, Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon
Selections: Astartes Chainsword, Frag & Krak grenades
Unit: Long Fang Pack Leader, Weapon: Astartes Chainsword, Frag grenades, Krak grenades
Selections: Bolt pistol, Boltgun
Weapon: Bolt pistol, Boltgun
Selections: Cyclone Missile Launcher and Storm Bolter, Power sword
Rules: Angels of Death, Hunters Unleashed
Abilities: Berserk Charge, Crux Terminatus, Headstrong, Savage Fury, Swift Hunters, Unit: Wolf Guard Terminator Pack Leader, Weapon: Cyclone missile launcher, Frag missile, Cyclone missile launcher, Krak missile, Power sword, Storm bolter
Armorium Cherub | Once per battle, in your shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of it's ranged weapons again. | |
Berserk Charge | If this unit has either the Hunters Unleashed Chapter Tactic, or it has the Inheritors of the Primarch successor tactic and it is using the Chapter Tactic of the Space Wolves, then each time it fights, if it made a charge move this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models (excluding Wolf Guard models) in this unit. HEADSTRONG | |
Crux Terminatus | This model has a 5+ invulnerable save. | |
Headstrong | If this unit does not contain a Wolf Guard model, then each time this unit declares a charge, you must select the closest eligible enemy unit as one of the targets of that charge. | |
Mixed Unit | For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability, Wolf Guard Terminator Pack Leaders have the TERMINATOR keyword | |
Savage Fury | Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target. | |
Signum | In your Shooting phase, each time this unit shoots, if it contains a Devastator Marine Sergeant, you can select one model in this unit. Until the end of the phase, that model has a Ballistic Skill characteristic of 2+. | |
Swift Hunters | This unit is eligible to declare a charge with even if it Advanced this turn. In addition, each time this unit makes a pile-in move or consolidation move, models in this unit can move an additional 1". |
Long Fang | 6" | 3+ | 3+ | 4 | 4 | 2 | 1 | 8 | 3+ | |
Long Fang Pack Leader | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 3+ | |
Wolf Guard Terminator Pack Leader | 5" | 3+ | 3+ | 4 | 4 | 3 | 2 | 8 | 2+ |
Astartes Chainsword | Melee | Melee | User | -1 | 1 | When the bearer fights, it makes 1 additional attack with this weapon. | |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - | |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - | |
Cyclone missile launcher, Frag missile | 36" | Heavy 2D6 | 4 | 0 | 1 | Blast. | |
Cyclone missile launcher, Krak missile | 36" | Heavy 2 | 8 | -2 | D6 | - | |
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - | |
Lascannon | 48" | Heavy 1 | 9 | -3 | D6 | - | |
Power sword | Melee | Melee | +1 | -3 | 1 | - | |
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()
Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply
- The shooting model's target is within half the weapon's range
- The shooting model is Infantry (excluding Centurion models) and it's unit Remained Stationary in your previous Movement Phase.
- The shooting model is a Terminator or Biker
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type. (White Dwarf Feb 2019)
Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. ()
Selection RulesAngels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()
Beta Rules: Units marked with "(Beta)" use rules that reflect an early version of the development process and are entirely experimental and subject to change in future publications. As such, these units are best tested with the agreement of all players involved. ()
Defenders of Humanity: A Unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. ()
Explodes (3"/1): When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 3" suffers 1 mortal wound. ()
Hunters Unleashed: In any turn in which a unit with this ability made a charge move, was charged or performed a Heroic Intervention, you can add 1 to its hit rolls in the Fight phase. In addition, CHARACTERSwith this ability can perform a Heroic Intervention if, after the enemy has completed all of their charge moves, there are any enemy units within 6" of them. They can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. ()
Created with BattleScribe
New Roster (Warhammer 40,000 9th Edition) [91 PL, -1CP, 1,746pts]
Rules: Dis Is Ours! Zog Off!
Selections: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
Categories: Configuration
Selections: Evil Sunz
Categories: Configuration
Abilities: Evil Sunz
Evil Sunz | Add 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED FREEK), and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons. |
Categories: Configuration
Selections: Killa Jet, Kunnin but Brutal, Snagga Klaw, 3x Twin Boomstick, Warlord
Categories: Character, HQ, Faction: <Clan>, Faction: Ork, Deffkilla Wartrike, Speed Freeks, Speedboss, Vehicle, Warlord
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Explodes, Fuel Mixa Grot, Kunnin but Brutal, SPEEDWAAAGH!, Unit: Deffkilla Wartrike, Weapon:Killa Jet (Burna), Killa Jet (Cutta), Snagga Klaw (Melee), Snagga Klaw (Shooting), Twin Boomstick
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound. | |
Fuel Mixa Grot | Once per battle when this model advances, you may add 6" to the Move instead of D6" | |
Kunnin but Brutal | At the start of the first battle round but before the first turn begins, you can remove your warlord and up to D3 friendly units from the battlefield and set them up again as described in the deployment section of the mission you are playing. If you pick a transport, the units embarked on it are also redeployed. | Codex: Orks p132 |
SPEEDWAAAGH! | Friendly <CLAN> BIKER and VEHICLE units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn. |
Deffkilla Wartrike | 14" | 2+ | 5+ | 5 | 6 | 8 | 5 | 7 | 4+ | Codex: Orks p89 |
Killa Jet (Burna) | 8" | Assault D6 | 5 | -1 | 1 | This weapon automatically hits its target | |
Killa Jet (Cutta) | 8" | Assault 2 | 8 | -4 | D6 | If a target is within 1/2 range roll 2 dice when determining damage and discard the lowest. | |
Snagga Klaw (Melee) | 8" | Melee | +2 | -2 | D3 | You can re-roll wound rolls for attacks made with this weapon. | |
Snagga Klaw (Shooting) | 8" | Assault 1 | 4 | 1 | 1 | You can re-roll wound rolls for attacks made with this weapon. | |
Twin Boomstick | 12" | Assault 2 | 5 | 0 | 1 | If you are within 1/2 range you can add 1 to hit rolls for this weapon. |
Selections: Da Biggest Boss [-1CP], Da Killa Klaw, Kustom Shoota [3pts], Power Klaw [10pts]
Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Ork, Mega Armour
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Breakin' Heads, Da Biggest Boss, Waaagh!, Unit: Warboss in Mega Armour, Weapon: Da Killa Klaw, Kustom Shoota, Power Klaw
Breakin' Heads | If a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed. | Codex: Orks p85 |
Da Biggest Boss | Use this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA. | |
Waaagh! | Friendly <CLAN> Infantry units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn. | Codex: Orks p85 |
Warboss in Mega Armour | 4" | 2+ | 5+ | 6 | 5 | 7 | 4 | 8 | 2+ | Index: Xenos 2 p12 |
Da Killa Klaw | Melee | Melee | x2 | -3 | 3 | Model with Power Klaw only. You can re-roll failed wound rolls for this weapon. | Codex: Orks p130 |
Kustom Shoota | 18" | Assault 4 | 4 | 0 | 1 | - | Codex: Orks p120 |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll | Codex: Orks p121 |
Selections: 2. Warpath, 3. Da Jump, Warphead [-1CP], Weirdboy Staff
Categories: Character, HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Waaagh! Energy, Warphead (1 CP), Psychic Power: Da Jump, Smite, Warpath, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff
Waaagh! Energy | Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp. | Codex: Orks p88 |
Warphead (1 CP) | Use this Stratagem before the battle begins. Select a WEIRDBOY model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychic power in each of your Psychic phases. |
Da Jump | 7 | 12" | If Manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons | |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. | |
Warpath | 7 | 18" | If Manifested, select a friendly ORK unit within 18" of the psyker. Increase that unit's Attacks characteristic by 1 until your next Psychic phase. |
Psyker | 1 | 1 | 1 | See Waaagh! Energy |
Weirdboy | 5" | 3+ | 5+ | 5 | 4 | 4 | 3 | 6 | 6+ | Codex: Orks p88 |
Weirdboy Staff | Melee | Melee | +2 | -1 | D3 | - |
Selections: Tankbusta Bombs
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide, Weapon: Tankbusta Bomb
Selections: Choppa, Killsaw [10pts], Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb
Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ | Codex: Orks p91 |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | Codex: Orks p89 |
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | Codex: Orks p121 |
Killsaw | Melee | Melee | x2 | -4 | 2 | When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic | Codex: Orks p121 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Tankbusta Bomb | 6" | Grenade D3 | 8 | -2 | D6 | Blast | Codex: Orks p120 |
Selections: Tankbusta Bombs
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide, Weapon: Tankbusta Bomb
Selections: Choppa, Killsaw [10pts], Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb
Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ | Codex: Orks p91 |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | Codex: Orks p89 |
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | Codex: Orks p121 |
Killsaw | Melee | Melee | x2 | -4 | 2 | When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic | Codex: Orks p121 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Tankbusta Bomb | 6" | Grenade D3 | 8 | -2 | D6 | Blast | Codex: Orks p120 |
Selections: Tankbusta Bombs
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide, Weapon: Tankbusta Bomb
Selections: Choppa, Killsaw [10pts], Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb
Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ | Codex: Orks p91 |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | Codex: Orks p89 |
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | Codex: Orks p121 |
Killsaw | Melee | Melee | x2 | -4 | 2 | When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic | Codex: Orks p121 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Tankbusta Bomb | 6" | Grenade D3 | 8 | -2 | D6 | Blast | Codex: Orks p120 |
Selections: 3x Tankbusta Bombs
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide, Weapon: Tankbusta Bomb
Selections: Choppa, Killsaw [10pts], Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb
Selections: 29x Choppa, 29x Slugga, 29x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ | Codex: Orks p91 |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | Codex: Orks p89 |
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | Codex: Orks p121 |
Killsaw | Melee | Melee | x2 | -4 | 2 | When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristic | Codex: Orks p121 |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - | Codex: Orks p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Tankbusta Bomb | 6" | Grenade D3 | 8 | -2 | D6 | Blast | Codex: Orks p120 |
Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Mega Armour, Meganob, Nobz
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Keepin' Order
Selections: Killsaws (Pair) [15pts], Stikkbombs
Unit: Boss Meganob, Weapon: Killsaws (Pair), Stikkbomb
Selections: Killsaws (Pair) [15pts], Stikkbombs
Unit: Meganob, Weapon: Killsaws (Pair), Stikkbomb
Selections: Killsaws (Pair) [15pts], Stikkbombs
Unit: Meganob, Weapon: Killsaws (Pair), Stikkbomb
Selections: Killsaws (Pair) [15pts], Stikkbombs
Unit: Meganob, Weapon: Killsaws (Pair), Stikkbomb
Keepin' Order | While a <Cl an> unit is within 3" of any friendly <Cl an> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee. |
Boss Meganob | 4" | 3+ | 5+ | 5 | 4 | 3 | 3 | 7 | 2+ | Codex: Orks p98 |
Meganob | 4" | 3+ | 5+ | 5 | 4 | 3 | 3 | 6 | 2+ | Codex: Orks p98 |
Killsaws (Pair) | Melee | Melee | x2 | -4 | 2 | When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its attack characteristic. | Codex: Orks p121 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Tankbustas
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Tank Hunters
Selections: Rokkit Launcha [10pts], Stikkbombs, Tankbusta Bombs
Unit: Boss Nob, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb
Selections: 8x Rokkit Launcha [80pts], 8x Stikkbombs, 8x Tankbusta Bombs
Unit: Tankbusta, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb
Tank Hunters | You can re-roll hit rolls for attacks made by this unit that target VEHICLES |
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ | Codex: Orks p96 |
Tankbusta | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | Codex: Orks p96 |
Rokkit Launcha | 24" | Assault 1 | 8 | -2 | 3 | - | Codex: Orks p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Tankbusta Bomb | 6" | Grenade D3 | 8 | -2 | D6 | Blast | Codex: Orks p120 |
Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Tankbustas
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Tank Hunters
Selections: Rokkit Launcha [10pts], Stikkbombs, Tankbusta Bombs
Unit: Boss Nob, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb
Selections: 8x Rokkit Launcha [80pts], 8x Stikkbombs, 8x Tankbusta Bombs
Unit: Tankbusta, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb
Tank Hunters | You can re-roll hit rolls for attacks made by this unit that target VEHICLES |
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ | Codex: Orks p96 |
Tankbusta | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ | Codex: Orks p96 |
Rokkit Launcha | 24" | Assault 1 | 8 | -2 | 3 | - | Codex: Orks p120 |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast | Codex: Orks p120 |
Tankbusta Bomb | 6" | Grenade D3 | 8 | -2 | D6 | Blast | Codex: Orks p120 |
Selections: 'ard Case, Deff Rolla [20pts]
Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Battlewagon, Heavy Support
Rules: Dakka Dakka Dakka
Abilities: 'ard Case, Explodes, Transport: Battlewagon, Transport Wound Track: Wagon1, Wagon2, Wagon3, Unit: Battlewagon ('ard Case), Weapon: Deff Rolla
Selections: Forktress
Categories: Stratagems
Abilities: Forktress, Kustom Job
'ard Case | If this model is equipped with an 'ard case, its Toughness characteristic is increased by 1 and it loses the Open-topped ability. | |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. | |
Forktress | BATTLEWAGON , BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a 5+ invulnerable save. | |
Kustom Job | Use this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units. | Psychic Awakening VI: Saga of the Beast p72 |
Battlewagon | 20 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2. If this model is equipped with a Killkannon it can only transport 12 models. |
Wagon1 | 8-16+ | 12" | 8 | 6 | |
Wagon2 | 4-7 | 9" | 6 | D6 | |
Wagon3 | 1-3 | 6" | 4 | D3 |
Battlewagon ('ard Case) | * | 5+ | 5+ | * | 8 | 16 | * | 7 | 4+ | Codex: Orks p106 |
Deff Rolla | Melee | Melee | +1 | -2 | 2 | Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack. | Codex: Orks p121 |
Selections: 'ard Case, Deff Rolla [20pts]
Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Battlewagon, Heavy Support
Rules: Dakka Dakka Dakka
Abilities: 'ard Case, Explodes, Transport: Battlewagon, Transport Wound Track: Wagon1, Wagon2, Wagon3, Unit: Battlewagon ('ard Case), Weapon: Deff Rolla
Selections: Squig-Hide Tyres
Categories: Stratagems
Abilities: Kustom Job, Squig-Hide Tyres
'ard Case | If this model is equipped with an 'ard case, its Toughness characteristic is increased by 1 and it loses the Open-topped ability. | |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. | |
Kustom Job | Use this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units. | Psychic Awakening VI: Saga of the Beast p72 |
Squig-Hide Tyres | SPEED FREEKS (excluding named characters and units that can FLY), BATTLEWAGON , GUNWAGON , BONEBREAKA or TRUKK unit only. Add 2" to the unit’s Move characteristic. |
Battlewagon | 20 FLASHGITZ or (CLAN) INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2. If this model is equipped with a Killkannon it can only transport 12 models. |
Wagon1 | 8-16+ | 12" | 8 | 6 | |
Wagon2 | 4-7 | 9" | 6 | D6 | |
Wagon3 | 1-3 | 6" | 4 | D3 |
Battlewagon ('ard Case) | * | 5+ | 5+ | * | 8 | 16 | * | 7 | 4+ | Codex: Orks p106 |
Deff Rolla | Melee | Melee | +1 | -2 | 2 | Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack. | Codex: Orks p121 |
Selections: Big Shoota [5pts]
Categories: Faction: <Clan>, Faction: Ork, Transport, Trukk, Vehicle, Dedicated Transport
Rules: Dakka Dakka Dakka
Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Transport Wound Track: Trukk1, Trukk2, Trukk3, Unit: Trukk, Weapon: Big Shoota
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. | |
Open-Topped | Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. For example, the passengers cannot shoot if this model has Fallen Back in the same turn. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with. | |
Ramshackle | Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a roll of 6, reduce the damage caused by the Attack to 1. |
Trukk | This model can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. |
Trukk1 | 6-10+ | 12" | 6 | 3 | |
Trukk2 | 3-5 | 8" | 5 | D3 | |
Trukk3 | 1-2 | 6" | 4 | 1 |
Trukk | * | 5+ | 5+ | * | 6 | 10 | * | 6 | 4+ | Codex: Orks p113 |
Big Shoota | 36" | Assault 3 | 5 | 0 | 1 | - | Codex: Orks p119 |
Selections: Big Shoota [5pts]
Categories: Faction: <Clan>, Faction: Ork, Transport, Trukk, Vehicle, Dedicated Transport
Rules: Dakka Dakka Dakka
Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Transport Wound Track: Trukk1, Trukk2, Trukk3, Unit: Trukk, Weapon: Big Shoota
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. | |
Open-Topped | Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. For example, the passengers cannot shoot if this model has Fallen Back in the same turn. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with. | |
Ramshackle | Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a roll of 6, reduce the damage caused by the Attack to 1. |
Trukk | This model can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. |
Trukk1 | 6-10+ | 12" | 6 | 3 | |
Trukk2 | 3-5 | 8" | 5 | D3 | |
Trukk3 | 1-2 | 6" | 4 | 1 |
Trukk | * | 5+ | 5+ | * | 6 | 10 | * | 6 | 4+ | Codex: Orks p113 |
Big Shoota | 36" | Assault 3 | 5 | 0 | 1 | - | Codex: Orks p119 |
Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. ()
Selection Rules'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice. (Codex: Orks p82)
Dakka Dakka Dakka: Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.
In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target. (Codex: Orks p82)
Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability. (Codex: Orks p82)
Created with BattleScribe
ConquestDB (Warhammer 40,000 9th Edition) [97 PL, 9CP, 1,750pts]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: Configuration
Categories: Configuration, Faction: <Craftworld>, Faction: Asuryani
Selections: Children of Prophecy, Expert Crafters
Abilities: Children of Prophecy, Expert Crafters
Children of Prophecy | When a Psychic test is taken for a model with this attribute, each individual dice roll of 1 is treated as a 2. | |
Expert Crafters | When a unit with this attribute fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll. |
Categories: Configuration
Selections: 0. Smite, 1. Guide, 3. Fortune, Ghosthelm, Psyker (Farseer), Rune Armour, Runes of the Farseer, Shuriken Pistol, Witchblade
Categories: Faction: Aeldari, Character, Farseer, HQ, Infantry, Psyker, Faction: Warhost
Abilities: Ancient Doom, Battle Focus, Ghosthelm, Rune Armour, Runes of the Farseer, Psychic Power:Fortune, Guide, Smite, Psyker: Psyker (Farseer), Unit: Farseer, Weapon: Shuriken pistol, Witchblade
Selections: Remnant of Glory
Abilities: Faolchu's Wing
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Faolchu's Wing | INFANTRY model only. The bearer of Faolchu's Wing has a Move characteristic of 12" and can FLY. | |
Ghosthelm | Roll a D6 whenever this model suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as a result of the psyker suffering Perils of the Warp. On a roll of 5+, that wound is ignored. | |
Rune Armour | This model has a 4+ invulnerable save. | |
Runes of the Farseer | Once in each Psychic phase, you can re-roll any number of dice used for this model's attempt to manifest or deny a psychic power. |
Fortune | 7 | 24" | If manifested, choose a friendly ASURYANI unit within 24" of the psyker. Until your next Psychic phase, whenever that unit suffers a wound, roll a D6. On a 5+ that wound is ignored. If a unit already has an ability with a similar effect (e.g. Ulthwe's Foresight of the Damned attribute, or the Avatar of Khaine's Molten Body ability) then the effect of Fortune replaces that of the ability until your next Psychic phase. | |
Guide | 7 | 24" | If manifested, choose a friendly ASURYANI unit within 24" of the psyker. You can re-roll failed hit rolls for that unit's ranged weapons until your next Psychic phase. | |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. |
Psyker (Farseer) | 2 | 2 | 2 powers from Runes of Fate and one from Runes of Fortune |
Farseer | 7" | 2+ | 2+ | 3 | 3 | 5 | 2 | 9 | 6+ |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. | |
Witchblade | Melee | Melee | User | 0 | D3 | This weapon always wounds on a roll of 2+ |
Selections: 0. Smite, 2. Doom, 4. Executioner, Ghosthelm, Psyker (Farseer), Ride the Wind, Rune Armour, Runes of the Farseer, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult
Categories: Faction: Aeldari, Character, Biker, Farseer Skyrunner, Fly, HQ, Psyker, Faction: Warhost
Abilities: Ancient Doom, Battle Focus, Ghosthelm, Ride the Wind, Rune Armour, Runes of the Farseer, Psychic Power: Doom, Executioner, Smite, Psyker: Psyker (Farseer), Unit: Farseer Skyrunner, Weapon:Shuriken pistol, Singing Spear (melee), Singing Spear (shooting), Twin Shuriken Catapult
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Ghosthelm | Roll a D6 whenever this model suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as a result of the psyker suffering Perils of the Warp. On a roll of 5+, that wound is ignored. | |
Ride the Wind | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | |
Rune Armour | This model has a 4+ invulnerable save. | |
Runes of the Farseer | Once in each Psychic phase, you can re-roll any number of dice used for this model's attempt to manifest or deny a psychic power. |
Doom | 7 | 24" | If manifested, choose an enemy unit within 24" of the psyker. You can re-roll failed wound rolls for attacks made by Asuryani units from your army against that unit until the start of your next Psychic phase. | |
Executioner | 7 | 18" | If manifested, the nearest enemy unit within 18" of the psyker suffers D3 mortal wounds. If a model in the target unit is slain as a result of this, the target units suffers an additional D3 mortal wounds. | Codex: Craftworlds p125 |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. |
Psyker (Farseer) | 2 | 2 | 2 powers from Runes of Fate and one from Runes of Fortune |
Farseer Skyrunner | 16" | 2+ | 2+ | 3 | 4 | 6 | 2 | 9 | 4+ |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. | |
Singing Spear (melee) | Melee | Melee | User | 0 | D3 | This weapon always wounds on a roll of 2+. | |
Singing Spear (shooting) | 12" | Assault 1 | 9 | 0 | D3 | This weapon always wounds on a roll of 2+. | |
Twin Shuriken Catapult | 12" | Assault 4 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Selections: 0. Smite, 4. Protect/Jinx, 6: Seer of the Shifting Vector, Psyker, Ride the Wind, Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Warlord, Witchblade
Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Biker, Character, Fly, HQ, Psyker, Faction: Warhost, Warlock Skyrunner, Warlord
Abilities: 6: Seer of the Shifting Vector, Ancient Doom, Battle Focus, Ride the Wind, Rune Armour, Psychic Power: 4.1 Protect, 4.2 Jinx, Smite/Destructor, Psyker: Psyker, Unit: Warlock Skyrunner, Weapon: Shuriken pistol, Twin Shuriken Catapult, Witchblade
6: Seer of the Shifting Vector | Once per battle round, you can re-roll a single hit roll, wound roll, save roll, Psychic test or Deny The Witch test made for your Warlord. | |
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Ride the Wind | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. | |
Rune Armour | This model has a 4+ invulnerable save. |
4.1 Protect | 7 | 18" | Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to the saving throws made for that unit until your next Psychic phase. | |
4.2 Jinx | 7 | 18" | Choose an enemy unit within 18" of the psyker – your opponent must subtract 1 from all saving throws made for that unit against attacks made by Asuryani units from your army until the start of your next Psychic phase. | |
Smite/Destructor | 5 | 9" | When this model manifests the Smite psychic power, it has a range of 9" rather than 18" and only deals a single mortal wound. |
Psyker | 1 | 1 | One power from Runes of Battle and one from Runes of Fortune |
Warlock Skyrunner | 16" | 3+ | 3+ | 3 | 4 | 3 | 2 | 8 | 4+ |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. | |
Twin Shuriken Catapult | 12" | Assault 4 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. | |
Witchblade | Melee | Melee | User | 0 | D3 | This weapon always wounds on a roll of 2+ |
Selections: Defence Tactics
Categories: Faction: Aeldari, Faction: Aspect Warrior, Dire Avengers, Infantry, Troops
Abilities: Ancient Doom, Battle Focus, Defence Tactics
Selections: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade
Selections: Plasma Grenades, Two Avenger Shuriken Catapults [5pts]
Unit: Dire Avenger Exarch, Weapon: Avenger Shuriken Catapult, Plasma Grenade
Selections: Battle Fortune
Abilities: Battle Fortune
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Battle Fortune | The Dire Avenger Exarch has a 4+ invulnerable save. | |
Defence Tactics | When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6. |
Dire Avenger | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 8 | 4+ | |
Dire Avenger Exarch | 7" | 3+ | 3+ | 3 | 3 | 2 | 2 | 8 | 4+ |
Avenger Shuriken Catapult | 18" | Assault 2 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. | |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | Blast |
Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Infantry, Troops, Faction: Warhost, Guardian
Abilities: Ancient Doom, Battle Focus
Selections: 10x Plasma Grenades, 10x Shuriken Catapult
Categories: Guardian Defenders
Unit: Guardian Defender, Weapon: Plasma Grenade, Shuriken Catapult
Selections: Scatter Laser [10pts]
Categories: Heavy Weapons Platform, Artillery
Abilities: Crewed Weapon, Keywords: Heavy Weapon Platform - Keywords, Unit: Guardian Heavy Weapons Platform, Weapon: Scatter Laser
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Crewed Weapon | A Heavy Weapon Platform can only fire its ranged weapon if a Guardian from this unit is within 3" and 'fires' it instead of shooting any of their own weapons. A single Guardian cannot operate multiple Heavy Weapon Platforms in this way in a single turn. |
Heavy Weapon Platform - Keywords | Aeldari, Asuryani, Warhost, <CRAFTWORLD> | Infantry, Artillery, Guardian, Heavy Weapons Platform |
Guardian Defender | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 7 | 5+ | |
Guardian Heavy Weapons Platform | 7" | 6+ | 3+ | 3 | 3 | 2 | 1 | 7 | 3+ |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | Blast | |
Scatter Laser | 36" | Heavy 4 | 6 | 0 | 1 | - | |
Shuriken Catapult | 12" | Assault 2 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Selections: Appear Unbidden, Cameleoline Cloaks
Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Infantry, Rangers, Troops, Faction: Warhost
Abilities: Ancient Doom, Appear Unbidden, Battle Focus, Cameleoline Cloaks
Selections: 5x Ranger Long Rifle, 5x Shuriken Pistol
Unit: Ranger, Weapon: Ranger Long Rifle, Shuriken pistol
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. | |
Appear Unbidden | During deployment, you can set up this unit walking the winding paths of the webway instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on the battlefield that is more than 9" away from any enemy models. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Cameleoline Cloaks | Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.’ |
Ranger | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 7 | 5+ |
Ranger Long Rifle | 36" | Heavy 1 | 4 | 0 | 1 | This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage. | |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Categories: Configuration, Faction: <Craftworld>, Faction: Asuryani
Selections: Expert Crafters, Wrath of the Dead
Abilities: Expert Crafters, Wrath of the Dead
Expert Crafters | When a unit with this attribute fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll. | |
Wrath of the Dead | When resolving an attack made by a WRAITH CONSTRUCT with this attribute, re-roll a wound roll of 1. |
Categories: Configuration
Selections: 0. Smite, 3. Enhance/Drain, Psyker, Rune Armour, Shuriken Pistol, Spirit Mark, Witch Staff
Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Character, HQ, Infantry, Psyker, Faction: Spirit Host, Spiritseer
Abilities: Ancient Doom, Battle Focus, Rune Armour, Spirit Mark, Psychic Power: 3.1 Enhance, 3.2 Drain, Smite, Psyker: Psyker, Unit: Spiritseer, Weapon: Shuriken pistol, Witch Staff
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Rune Armour | This model has a 4+ invulnerable save. | |
Spirit Mark | You can re-roll hit rolls of 1 for friendly <CRAFTWORLD> SPIRIT HOST units' attacks against enemy units that are within 6" of this model. |
3.1 Enhance | 7 | 18" | Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to hit rolls in the Fight phase made for that unit until your next Psychic phase. | |
3.2 Drain | 7 | 18" | Choose an enemy unit within 18" of the psyker - your opponent must subtract 1 from all hit rolls for that unit in the Fight phase until your next Psychic phase. | Codex: Craftworlds |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. |
Psyker | 1 | 1 | One power from Runes of Battle and one from Runes of Fortune |
Spiritseer | 7" | 2+ | 2+ | 3 | 3 | 4 | 2 | 8 | 6+ |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. | |
Witch Staff | Melee | Melee | User | 0 | 2 | This weapon always wounds on the roll of 2+. |
Selections: D-cannon [1 PL, 40pts], Ghostspear, Psyker, Wraithshield
Categories: Character, Faction: Aeldari, Faction: Spirit Host, HQ, Monster, Psyker, Wraithseer, Wraith Construct, Faction: <Craftworld>
Abilities: Ancient Doom, Wraithshield, Psychic Power: Deliverance, Enliven, Foreboding, Psyker: Psyker, Unit: Wraithseer, Weapon: D-cannon, Ghostspear, Wound Track: Wraithseer 1., Wraithseer 2., Wraithseer 3.
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. | |
Wraithshield | A Wraithseer has a 5+ invulnerable save. |
Deliverance | 7 | 12" | Select a friendly unit of WRAITHGUARD, WRAITHBLADES or a WRAITHLORD within 12" of the manifesting PSYKER. Until the beginning of the controlling player's next turn, the targeted unit rolls a dice every time it loses a wound or mortal wound. On the score of '6', that wound is ignored and not lost. | |
Enliven | 6 | 12" | Select a friendly unit if WRAITHGUARD, WRAITHBLADES or a WRAITHLORD within 12" of the manifesting PSYKER. Until the beginning of the controlling player’s next Psychic phase, the targeted unit rolls an additional D6 when Advancing or charging and discards the lowest result. | |
Foreboding | 8 | 6" | All enemy units within 6" of the PSYKER must reduce their Leadership characteristic by 1 whilst they are within 6". |
Psyker | 1 | 1 | Enliven, Foreboding, Deliverance |
Wraithseer | * | * | * | 7 | 8 | 12 | 4 | 9 | 3+ |
D-cannon | 24" | Heavy D3 | 12 | -4 | D6 | This weapon can target units that are not visible to the firer. ; Blast | |
Ghostspear | Melee | Melee | +2 | -4 | D6 | When making wound rolls for hits inflicted with this weapon upon a VEHICLE, re-roll any results of '1'. |
Wraithseer 1. | 7-12+ | 8" | 3+ | 3+ | |
Wraithseer 2. | 4-6 | 6" | 4+ | 4+ | |
Wraithseer 3. | 1-3 | 4" | 5+ | 5+ |
Selections: 3. Ghostwalk, Path of the Shaper, Psytronome shaper, Rune Armour