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Conquest

Warhammer 40,000

A 1750 point celebration of the 40k hobby

  • 07-11-2020
  • 09:00
  • Nick McBrearty
  • New Zealand/Heathcote/Christchurch/Woolston Club
  • 24
  • Lists Visible+Unlocked
  • Ladder Visible
  • Signups Closed
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Player Rank List Faction W/D/L Time/Lists/Sports/Painting Total TP SOS/VP Club/Affiliation Group
Haydn Korach1View-5/0/00/0/0/07311.00/375Auckland
Vinnie Purcell2View-4/0/10/0/0/06511.32/338
Liam Herbert3View-4/0/10/0/0/06410.76/347Auckland
Aaron Kinley4View-3/0/20/0/0/05610.64/349
Cameron Robertson5View-3/0/20/0/0/05511.49/277Auckland
Kelly Gragg6View-3/0/20/0/0/05510.08/297Dunedin
Connor GosnellR7View-3/0/20/0/0/0559.40/193Linwood Luchadores
Alex Cameron8View-3/0/20/0/0/05410.24/354
Daniel Beale9View-3/0/20/0/0/0549.84/253Alex T vs Daniel B
Matt Salmons10View-3/0/20/0/0/0547.96/221
David Rothe11View-2/1/20/0/0/05010.29/246
Sam Brosnan12View-2/0/30/0/0/0479.80/334Sam B vs Jordan L
Alex Towse13View-2/0/30/0/0/04612.05/259Alex T vs Daniel B
Thomas Liberty14View-2/0/30/0/0/0469.44/255
Tim Toth15View-2/0/30/0/0/04510.73/248
Jordan Lawson16View-2/0/30/0/0/04510.16/222Sam B vs Jordan L
Scott CloughR17View-2/0/30/0/0/0458.24/267Linwood Luchadores
Robert Day18View-2/0/30/0/0/04410.53/182Dunedin
John Mclachlan19View-3/0/00/0/0/0449.00/222
Cameron Lemon20View-1/0/40/0/0/03710.29/232
Aaron Kirkman21View-1/0/40/0/0/0368.96/168
Luke Carney22View-1/0/40/0/0/0368.68/196
Alex Rogers23View-1/1/10/0/0/0299.47/70
James Titterington24View-0/0/50/0/0/0259.00/97

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]

  • Battalion Detachment 0CP (Aeldari - Harlequins) [91 PL, 7CP, 1,747pts]
    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Masque Form

        Selections: The Frozen Stars: Hysterical Fury

        Categories: Configuration, Faction: Harlequins

        Abilities: Frozen Stars: Hysterical Fury


        AbilitiesDescriptionRef
        Frozen Stars: Hysterical FuryIf a unit with this form charges in the Charge phase, add 1 to their Attacks characteristic until the end of the ensuing Fight phase.
    • Stratagems [-3CP]
      • Enigmas of the Black Library (2 Relics) [-3CP]

        Categories: Stratagems

    • HQ [14 PL, -2CP, 261pts]
      • Shadowseer [6 PL, -1CP, 115pts]

        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


        AbilitiesDescriptionRef
        Domino ShroudOnce 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 BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Player of the TwilightOnce 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 CrescendoModels 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 HarmYour 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 IllusionWhile 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
        Psychic PowerWarp ChargeRangeDetailsRef
        Smite518"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 Pathways63"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 Tears718"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
        PsykerCastDenyPowers KnownOtherRef
        Shadowseer - Psyker212 - PhantasmancyCodex: Harlequins p57
        UnitMWSBSSTWALdSaveRef
        Shadowseer8"2+2+335397+Codex: Harlequins
        WeaponRangeTypeSAPDAbilitiesRef
        Hallucinogen Grenade Launcher18"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
        MiststaveMeleeMelee+2-1D3-Codex: Harlequins
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      • Troupe Master [4 PL, -1CP, 70pts]

        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


        AbilitiesDescriptionRef
        Choreographer of WarIn the Fight phase, re-roll failed wound rolls for friendly MASQUE units that are within 6" of this model.Codex: Harlequins p56
        Darkness' Biteeach 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 BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Troupe Master8"2+2+335596+Codex: Harlequins p56
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If 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 BladeMeleeMeleeUser01-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
        The Twilight FangMeleeMelee+2-32Each time the bearer fights, it makes a number of additional attacks with this weapon equal to the current battle round number
      • Troupe Master [4 PL, 76pts]

        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


        AbilitiesDescriptionRef
        Choreographer of WarIn the Fight phase, re-roll failed wound rolls for friendly MASQUE units that are within 6" of this model.Codex: Harlequins p56
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Troupe Master8"2+2+335596+Codex: Harlequins p56
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If 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 KissMeleeMelee+1-1D3-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
    • Troops [40 PL, 759pts]
      • Troupe [10 PL, 175pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 14pts]

          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

        • Player [1 PL, 14pts]

          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

        • Player [1 PL, 14pts]

          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


        AbilitiesDescriptionRef
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Harlequin's BladeMeleeMeleeUser01-Codex: Harlequins
        Harlequin's EmbraceMeleeMelee+1-31-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      • Troupe [10 PL, 182pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 14pts]

          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

        • Player [1 PL, 14pts]

          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

        • Player [1 PL, 14pts]

          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


        AbilitiesDescriptionRef
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Harlequin's BladeMeleeMeleeUser01-Codex: Harlequins
        Harlequin's KissMeleeMelee+1-1D3-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      • Troupe [10 PL, 182pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 14pts]

          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

        • Player [1 PL, 14pts]

          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

        • Player [1 PL, 14pts]

          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


        AbilitiesDescriptionRef
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Harlequin's BladeMeleeMeleeUser01-Codex: Harlequins
        Harlequin's KissMeleeMelee+1-1D3-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      • Troupe [5 PL, 125pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 25pts]

          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


        AbilitiesDescriptionRef
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If 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 CaressMeleeMelee+2-21-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
      • Troupe [5 PL, 95pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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


        AbilitiesDescriptionRef
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Harlequin's EmbraceMeleeMelee+1-31-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
    • Elites [5 PL, 102pts]
      • Solitaire [5 PL, 102pts]

        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


        AbilitiesDescriptionRef
        BlitzOnce 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 BeltEach 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 FormThe Solitaire has a 3+ invulnerable save.Codex: Harlequins p60
        Rising CrescendoModels 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 DamnationThe Solitaire can never have a Warlord Trait.Codex: Harlequins p60
        UnitMWSBSSTWALdSaveRef
        Solitaire12"2+2+335896+Codex: Harlequins p60
        WeaponRangeTypeSAPDAbilitiesRef
        Cegorach's RoseMeleeMelee+1-1D3Re-roll failed wound rolls for this weapon. When attacking Infantry, this weapon has a Damage of 3.
        Harlequin's CaressMeleeMelee+2-21-Codex: Harlequins
        Harlequin's KissMeleeMelee+1-1D3-Codex: Harlequins
    • Fast Attack [20 PL, 385pts]
      • Skyweavers [15 PL, 275pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers

        Abilities: Blur of Colour, Holo-suit, Mirage Launchers, Rising Crescendo

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        Holo-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Skyweaver16"3+3+343384+Codex: Harlequins p61
        WeaponRangeTypeSAPDAbilitiesRef
        Haywire Cannon24"Assault D64-11Blast. 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
        ZephyrglaiveMeleeMelee+1-22-Codex: Harlequins
      • Skyweavers [5 PL, 110pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers

        Abilities: Blur of Colour, Holo-suit, Mirage Launchers, Rising Crescendo

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        Holo-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Skyweaver16"3+3+343384+Codex: Harlequins p61
        WeaponRangeTypeSAPDAbilitiesRef
        Haywire Cannon24"Assault D64-11Blast. 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
        ZephyrglaiveMeleeMelee+1-22-Codex: Harlequins
    • Dedicated Transport [12 PL, 240pts]
      • Starweaver [4 PL, 80pts]

        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


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        ExplodesIf 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-fieldsModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Open-toppedModels 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
        TransportCapacityRef
        Starweaver - TransportA Starweaver can transport 6 MASQUE INFANTRY models.Codex: Harlequins p63
        UnitMWSBSSTWALdSaveRef
        Starweaver16"3+3+556384+Codex: Harlequins p63
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken Cannon24"Assault 3601Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.Codex: Harlequins
      • Starweaver [4 PL, 80pts]

        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


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        ExplodesIf 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-fieldsModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Open-toppedModels 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
        TransportCapacityRef
        Starweaver - TransportA Starweaver can transport 6 MASQUE INFANTRY models.Codex: Harlequins p63
        UnitMWSBSSTWALdSaveRef
        Starweaver16"3+3+556384+Codex: Harlequins p63
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken Cannon24"Assault 3601Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.Codex: Harlequins
      • Starweaver [4 PL, 80pts]

        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


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        ExplodesIf 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-fieldsModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Open-toppedModels 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
        TransportCapacityRef
        Starweaver - TransportA Starweaver can transport 6 MASQUE INFANTRY models.Codex: Harlequins p63
        UnitMWSBSSTWALdSaveRef
        Starweaver16"3+3+556384+Codex: Harlequins p63
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken Cannon24"Assault 3601Each 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]

  • Battalion Detachment 0CP (Chaos - Chaos Space Marines) [87 PL, 11CP, 1,748pts]

    Rules: Daemonic Ritual, Despoilers of the Galaxy (Iron Warriors)

    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Legion

        Selections: Iron Warriors

        Categories: Configuration

        Abilities: Siege Lords


        AbilitiesDescriptionRef
        Siege LordsIf 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
    • Stratagems [-1CP]
      • Gifts of Chaos (1 Relic) [-1CP]

        Categories: Stratagems

    • HQ [21 PL, 398pts]
      • Lord Discordant on Helstalker [10 PL, 195pts]

        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

        • Helstalker

          Selections: Bladed limbs and tail, Techno-virus injector

          Weapon: Bladed limbs and tail, Techno-virus injector


        AbilitiesDescriptionRef
        Aura of DiscordSubtract 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.
        DaemonicThis model has a 5+ invulnerable save.
        Death to the False EmperorEach 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 RegenerationAt the start of your turn, this model regains 1 lost wound.
        InsidiumA 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 ThiefEach 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.
        UnitMWSBSSTWALdSaveRef
        Lord Discordant on Helstalker*2+2+4612492+
        WeaponRangeTypeSAPDAbilitiesRef
        Autocannon48"Heavy 27-12-
        Bladed limbs and tailMeleeMelee+3-2D3After 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 pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Impaler chainglaiveMeleeMelee+2-22If 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 grenades6"Grenade 16-1D3-
        MechatendrilsMeleeMeleeUser01Each time the bearer fights, it can make 2 additional attacks with this weapon.
        Techno-virus injectorMeleeMelee+4-4D3After 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.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Lord Discordant-MAdditional attacks-
        Lord Discordant17-12+12"5-
        Lord Discordant24-69"4-
        Lord Discordant31-36"3-
      • Master of Possession [5 PL, 95pts]

        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


        AbilitiesDescriptionRef
        DaemonkinThis model has a 5+ invulnerable save.
        DaemonsmithWhen 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 EmperorEach 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 ExoskeletonThe 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 PossessionPSYKERS 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.
        Psychic PowerWarp ChargeRangeDetailsRef
        Cursed Earth7N/AIf 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 Power6N/AIf 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.
        Smite518"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.
        PsykerCastDenyPowers KnownOtherRef
        Master of Possession21Smite and two powers from the Malefic Discipline-
        UnitMWSBSSTWALdSaveRef
        Master of Possession6"3+3+444393+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Force staveMeleeMelee+3-1D3-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
      • Sorcerer in Terminator Armour [6 PL, 108pts]

        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


        AbilitiesDescriptionRef
        Death to the False EmperorEach 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 StrikeDuring 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 ArmourModels in this unit have a 5+ invulnerable save.
        Psychic PowerWarp ChargeRangeDetailsRef
        Delightful Agonies618"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.
        Smite518"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.
        Warptime63"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.
        PsykerCastDenyPowers KnownOtherRef
        Sorcerer in Terminator Armour21Smite and 2 powers from the Dark Hereticus discipline-
        UnitMWSBSSTWALdSaveRef
        Sorcerer in Terminator Armour5"3+3+445392+
        WeaponRangeTypeSAPDAbilitiesRef
        Combi-bolter24"Rapid Fire 2401-
        Force staveMeleeMelee+3-1D3-
    • Troops [9 PL, 180pts]
      • Chaos Cultists [3 PL, 60pts]

        Selections: Mark of Slaanesh

        Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Slaanesh, Faction: <Legion>

        Abilities: Mere Mortals, Unit: Chaos Cultist

        • 9x Chaos Cultist w/ Autogun [54pts]

          Selections: 9x Autogun

          Weapon: Autogun

        • Cultist Champion [6pts]

          Selections: Autogun

          Unit: Cultist Champion, Weapon: Autogun


        AbilitiesDescriptionRef
        Mere MortalsCHAOS CULTIST units do not gain a Legion Trait.
        UnitMWSBSSTWALdSaveRef
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilitiesRef
        Autogun24"Rapid Fire 1301-
      • Chaos Cultists [3 PL, 60pts]

        Selections: Mark of Slaanesh

        Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Slaanesh, Faction: <Legion>

        Abilities: Mere Mortals, Unit: Chaos Cultist

        • 9x Chaos Cultist w/ Autogun [54pts]

          Selections: 9x Autogun

          Weapon: Autogun

        • Cultist Champion [6pts]

          Selections: Autogun

          Unit: Cultist Champion, Weapon: Autogun


        AbilitiesDescriptionRef
        Mere MortalsCHAOS CULTIST units do not gain a Legion Trait.
        UnitMWSBSSTWALdSaveRef
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilitiesRef
        Autogun24"Rapid Fire 1301-
      • Chaos Cultists [3 PL, 60pts]

        Selections: Mark of Slaanesh

        Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Slaanesh, Faction: <Legion>

        Abilities: Mere Mortals, Unit: Chaos Cultist

        • 9x Chaos Cultist w/ Autogun [54pts]

          Selections: 9x Autogun

          Weapon: Autogun

        • Cultist Champion [6pts]

          Selections: Autogun

          Unit: Cultist Champion, Weapon: Autogun


        AbilitiesDescriptionRef
        Mere MortalsCHAOS CULTIST units do not gain a Legion Trait.
        UnitMWSBSSTWALdSaveRef
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilitiesRef
        Autogun24"Rapid Fire 1301-
    • Elites [30 PL, 660pts]
      • Chaos Decimator [10 PL, 220pts]

        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


        AbilitiesDescriptionRef
        Daemon EngineThe 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 RegenerationAt the beginning of each of your turns, this model heals one wound.
        UnitMWSBSSTWALdSaveRef
        Chaos Decimator10"3+3+778583+
        WeaponRangeTypeSAPDAbilitiesRef
        Soulburner petard24"Assault 2D3201Each 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.
      • Chaos Decimator [10 PL, 220pts]

        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


        AbilitiesDescriptionRef
        Daemon EngineThe 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 RegenerationAt the beginning of each of your turns, this model heals one wound.
        UnitMWSBSSTWALdSaveRef
        Chaos Decimator10"3+3+778583+
        WeaponRangeTypeSAPDAbilitiesRef
        Soulburner petard24"Assault 2D3201Each 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.
      • Chaos Decimator [10 PL, 220pts]

        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


        AbilitiesDescriptionRef
        Daemon EngineThe 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 RegenerationAt the beginning of each of your turns, this model heals one wound.
        UnitMWSBSSTWALdSaveRef
        Chaos Decimator10"3+3+778583+
        WeaponRangeTypeSAPDAbilitiesRef
        Soulburner petard24"Assault 2D3201Each 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.
    • Heavy Support [27 PL, 510pts]
      • Defiler [9 PL, 170pts]

        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


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf 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 RegenerationAt the beginning of each of your turns, this model heals one wound.
        Smoke LaunchersOnce 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.
        UnitMWSBSSTWALdSaveRef
        Defiler*4+*8714*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Defiler clawsMeleeMeleex2-3D6-
        Defiler scourgeMeleeMelee+4-23Each time the bearer fights, it can make 3 additional attacks with this weapon.
        Twin lascannon48"Heavy 29-3D6-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Defiler-MBSA
        Defiler18-14+8"4+4
        Defiler24-76"5+3
        Defiler31-34"5+2
      • Defiler [9 PL, 170pts]

        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


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf 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 RegenerationAt the beginning of each of your turns, this model heals one wound.
        Smoke LaunchersOnce 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.
        UnitMWSBSSTWALdSaveRef
        Defiler*4+*8714*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Defiler clawsMeleeMeleex2-3D6-
        Defiler scourgeMeleeMelee+4-23Each time the bearer fights, it can make 3 additional attacks with this weapon.
        Twin lascannon48"Heavy 29-3D6-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Defiler-MBSA
        Defiler18-14+8"4+4
        Defiler24-76"5+3
        Defiler31-34"5+2
      • Defiler [9 PL, 170pts]

        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


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf 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 RegenerationAt the beginning of each of your turns, this model heals one wound.
        Smoke LaunchersOnce 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.
        UnitMWSBSSTWALdSaveRef
        Defiler*4+*8714*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Defiler clawsMeleeMeleex2-3D6-
        Defiler scourgeMeleeMelee+4-23Each time the bearer fights, it can make 3 additional attacks with this weapon.
        Twin lascannon48"Heavy 29-3D6-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Defiler-MBSA
        Defiler18-14+8"4+4
        Defiler24-76"5+3
        Defiler31-34"5+2
Force Rules

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 Rules

Hateful 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]

  • Battalion Detachment 0CP (Aeldari - Harlequins) [88 PL, 10CP, 1,750pts]
    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Masque Form

        Selections: The Soaring Spite: Serpent's Blood

        Categories: Configuration, Faction: Harlequins

        Abilities: The Soaring Spite: Serpent's Blood


        AbilitiesDescriptionRef
        The Soaring Spite: Serpent's BloodModels 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.
    • Stratagems [-1CP]
      • Enigmas of the Black Library (1 Relic) [-1CP]

        Categories: Stratagems

    • HQ [14 PL, -1CP, 261pts]
      • Shadowseer [6 PL, -1CP, 115pts]

        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


        AbilitiesDescriptionRef
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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 HarmYour 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 ShadowstoneAdd 3" to the range of the bearer&apos;s aura abilities. Add 3" to the range of psychic powers manifested by the bearer.
        Veil of IllusionWhile 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
        Psychic PowerWarp ChargeRangeDetailsRef
        Fog of Dreams618"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
        Smite518"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 Pathways63"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
        PsykerCastDenyPowers KnownOtherRef
        Shadowseer - Psyker212 - PhantasmancyCodex: Harlequins p57
        UnitMWSBSSTWALdSaveRef
        Shadowseer8"2+2+335397+Codex: Harlequins
        WeaponRangeTypeSAPDAbilitiesRef
        Hallucinogen Grenade Launcher18"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
        MiststaveMeleeMelee+2-1D3-Codex: Harlequins
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      • Troupe Master [4 PL, 70pts]

        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


        AbilitiesDescriptionRef
        Choreographer of WarIn the Fight phase, re-roll failed wound rolls for friendly MASQUE units that are within 6" of this model.Codex: Harlequins p56
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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: SkystriderYour Warlord can disembark from a TRANSPORT even after it has moved.
        UnitMWSBSSTWALdSaveRef
        Troupe Master8"2+2+335596+Codex: Harlequins p56
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If 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 BladeMeleeMeleeUser01-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
        The Twilight FangMeleeMelee+2-32Each time the bearer fights, it makes a number of additional attacks with this weapon equal to the current battle round number
      • Troupe Master [4 PL, 76pts]

        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


        AbilitiesDescriptionRef
        Choreographer of WarIn the Fight phase, re-roll failed wound rolls for friendly MASQUE units that are within 6" of this model.Codex: Harlequins p56
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Troupe Master8"2+2+335596+Codex: Harlequins p56
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If 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 CaressMeleeMelee+2-21-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
    • Troops [29 PL, 594pts]
      • Troupe [9 PL, 180pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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

        • Player [1 PL, 20pts]

          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


        AbilitiesDescriptionRef
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Harlequin's CaressMeleeMelee+2-21-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      • Troupe [5 PL, 113pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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


        AbilitiesDescriptionRef
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If 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 BladeMeleeMeleeUser01-Codex: Harlequins
        Harlequin's CaressMeleeMelee+2-21-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
      • Troupe [5 PL, 113pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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


        AbilitiesDescriptionRef
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If 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 BladeMeleeMeleeUser01-Codex: Harlequins
        Harlequin's CaressMeleeMelee+2-21-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
      • Troupe [5 PL, 113pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 25pts]

          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

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 19pts]

          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


        AbilitiesDescriptionRef
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If 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 BladeMeleeMeleeUser01-Codex: Harlequins
        Harlequin's CaressMeleeMelee+2-21-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
      • Troupe [5 PL, 75pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 19pts]

          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

        • Player [1 PL, 14pts]

          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

        • Player [1 PL, 14pts]

          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

        • Player [1 PL, 14pts]

          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

        • Player [1 PL, 14pts]

          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


        AbilitiesDescriptionRef
        Flip BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If 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 BladeMeleeMeleeUser01-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11-Codex: Harlequins
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
    • Elites [3 PL, 50pts]
      • Death Jester [3 PL, 50pts]

        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)


        AbilitiesDescriptionRef
        Deadly HunterEach 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 BeltEach 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-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Humbling CrueltyEach 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 CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Death Jester8"2+2+335496+Codex: Harlequins p59
        WeaponRangeTypeSAPDAbilitiesRef
        Shrieker Cannon (Shrieker)24"Assault 16-11Each 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 3601Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.Codex: Harlequins
    • Fast Attack [30 PL, 605pts]
      • Skyweavers [15 PL, 275pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers

        Abilities: Blur of Colour, Holo-suit, Mirage Launchers, Rising Crescendo

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        Holo-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Skyweaver16"3+3+343384+Codex: Harlequins p61
        WeaponRangeTypeSAPDAbilitiesRef
        Haywire Cannon24"Assault D64-11Blast. 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
        ZephyrglaiveMeleeMelee+1-22-Codex: Harlequins
      • Skyweavers [10 PL, 220pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers

        Abilities: Blur of Colour, Holo-suit, Mirage Launchers, Rising Crescendo

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        Holo-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Skyweaver16"3+3+343384+Codex: Harlequins p61
        WeaponRangeTypeSAPDAbilitiesRef
        Haywire Cannon24"Assault D64-11Blast. 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
        ZephyrglaiveMeleeMelee+1-22-Codex: Harlequins
      • Skyweavers [5 PL, 110pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers

        Abilities: Blur of Colour, Holo-suit, Mirage Launchers, Rising Crescendo

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [15pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        Holo-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Rising CrescendoModels 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
        UnitMWSBSSTWALdSaveRef
        Skyweaver16"3+3+343384+Codex: Harlequins p61
        WeaponRangeTypeSAPDAbilitiesRef
        Haywire Cannon24"Assault D64-11Blast. 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
        ZephyrglaiveMeleeMelee+1-22-Codex: Harlequins
    • Dedicated Transport [12 PL, 240pts]
      • Starweaver [4 PL, 80pts]

        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


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        ExplodesIf 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-fieldsModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Open-toppedModels 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
        TransportCapacityRef
        Starweaver - TransportA Starweaver can transport 6 MASQUE INFANTRY models.Codex: Harlequins p63
        UnitMWSBSSTWALdSaveRef
        Starweaver16"3+3+556384+Codex: Harlequins p63
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken Cannon24"Assault 3601Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.Codex: Harlequins
      • Starweaver [4 PL, 80pts]

        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


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        ExplodesIf 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-fieldsModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Open-toppedModels 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
        TransportCapacityRef
        Starweaver - TransportA Starweaver can transport 6 MASQUE INFANTRY models.Codex: Harlequins p63
        UnitMWSBSSTWALdSaveRef
        Starweaver16"3+3+556384+Codex: Harlequins p63
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken Cannon24"Assault 3601Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.Codex: Harlequins
      • Starweaver [4 PL, 80pts]

        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


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        ExplodesIf 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-fieldsModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Open-toppedModels 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
        TransportCapacityRef
        Starweaver - TransportA Starweaver can transport 6 MASQUE INFANTRY models.Codex: Harlequins p63
        UnitMWSBSSTWALdSaveRef
        Starweaver16"3+3+556384+Codex: Harlequins p63
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken Cannon24"Assault 3601Each 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]

  • Patrol Detachment 0CP (Imperium - Adeptus Custodes) [89 PL, 11CP, 1,750pts]

    Rules: Aegis of the Emperor, Sworn Guardians, The Emperor's Chosen

    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Shield Host

        Selections: Shadowkeepers

        Categories: Configuration

    • Agents of the Imperium [5 PL, 100pts]
      • Culexus Assassin [5 PL, 100pts]

        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


        AbilitiesDescriptionRef
        AbominationThis 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.
        EtheriumWhen 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 DrainWhen 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 AssassinAttacks 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.
        UnitMWSBSSTWALdSaveRef
        Culexus Assassin7"2+2+445496+Codex: Officio Assassinorum
        WeaponRangeTypeSAPDAbilitiesRef
        Animus Speculum18"Assault D35-41Whilst there are any enemy PSYKER units within 18" of the bearer, change this weapon’s Type characteristic to Assault D6.
        Psyk-out Grenades6"Grenade D3201When 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.
    • HQ [9 PL, -1CP, 178pts]
      • Shield-Captain on Dawneagle Jetbike [9 PL, -1CP, 178pts]

        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

        • Warlord

          Selections: Warlord

          Categories: Warlord


        AbilitiesDescriptionRef
        Aegis of The EmperorModels 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 AquilasBIKER model only. This model has a 3+ invulnerable save. In addition, you can re-roll failed charge rolls made for this model.
        Implacable VanguardWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        Inspirational FighterYou can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model.
        Strategic MastermindWhilst 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 CreationEach time your Warlord loses a wound, roll a D6; on a 5+ your Warlord does not lose that wound.
        UnitMWSBSSTWALdSaveRef
        Shield-Captain on Dawneagle Jetbike14"2+2+567592+
        WeaponRangeTypeSAPDAbilitiesRef
        Hurricane bolter24"Rapid Fire 6401-
        Interceptor LanceMeleeMelee+1-3D3You can re-roll failed wound rolls for this weapon on a turn in which the bearer made a successful charge
        MisericordiaMeleeMeleeUser-21When the model fights, it may make 1 additional attack with this weapon unless using a storm shield
    • Troops [26 PL, 434pts]
      • Custodian Guard Squad [13 PL, 217pts]

        Categories: Faction: Adeptus Custodes, Custodian Guard, Infantry, Troops, Faction: Shadowkeepers

        Abilities: Aegis of The Emperor

        • Custodian [56pts]

          Selections: Sentinel Blade [7pts], Storm Shield [5pts]

          Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)

        • Custodian [56pts]

          Selections: Sentinel Blade [7pts], Storm Shield [5pts]

          Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)

        • Custodian [56pts]

          Selections: Sentinel Blade [7pts], Storm Shield [5pts]

          Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)

        • Custodian [49pts]

          Selections: Guardian Spear [5pts]

          Unit: Custodian, Weapon: Guardian Spear (Melee), Guardian Spear (Ranged)


        AbilitiesDescriptionRef
        Aegis of The EmperorModels 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 shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        UnitMWSBSSTWALdSaveRef
        Custodian6"2+2+553382+
        WeaponRangeTypeSAPDAbilitiesRef
        Guardian Spear (Melee)MeleeMelee+1-3D3
        Guardian Spear (Ranged)24"Rapid Fire 14-12
        Sentinel Blade (Melee)MeleeMeleeUser-3D3
        Sentinel Blade (Ranged)12"Pistol 2401
      • Custodian Guard Squad [13 PL, 217pts]

        Categories: Faction: Adeptus Custodes, Custodian Guard, Infantry, Troops, Faction: Shadowkeepers

        Abilities: Aegis of The Emperor

        • Custodian [56pts]

          Selections: Sentinel Blade [7pts], Storm Shield [5pts]

          Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)

        • Custodian [56pts]

          Selections: Sentinel Blade [7pts], Storm Shield [5pts]

          Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)

        • Custodian [56pts]

          Selections: Sentinel Blade [7pts], Storm Shield [5pts]

          Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)

        • Custodian [49pts]

          Selections: Guardian Spear [5pts]

          Unit: Custodian, Weapon: Guardian Spear (Melee), Guardian Spear (Ranged)


        AbilitiesDescriptionRef
        Aegis of The EmperorModels 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 shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        UnitMWSBSSTWALdSaveRef
        Custodian6"2+2+553382+
        WeaponRangeTypeSAPDAbilitiesRef
        Guardian Spear (Melee)MeleeMelee+1-3D3
        Guardian Spear (Ranged)24"Rapid Fire 14-12
        Sentinel Blade (Melee)MeleeMeleeUser-3D3
        Sentinel Blade (Ranged)12"Pistol 2401
    • Elites [21 PL, 478pts]
      • Allarus Custodians [15 PL, 350pts]

        Categories: Faction: Adeptus Custodes, Faction: Imperium, Infantry, Terminator, Allarus Custodians, Elites, Faction: Shadowkeepers

        Abilities: Aegis of The Emperor, From Golden Light, Slayers of Tyrants

        • Allarus Custodian [3 PL, 70pts]

          Selections: Ballistus Grenade Launcher, Castellan Axe [10pts]

          Unit: Allarus Custodian, Weapon: Ballistus Grenade Launcher, Castellan Axe (Melee), Castellan Axe (Ranged)

        • Allarus Custodian [3 PL, 70pts]

          Selections: Ballistus Grenade Launcher, Castellan Axe [10pts]

          Unit: Allarus Custodian, Weapon: Ballistus Grenade Launcher, Castellan Axe (Melee), Castellan Axe (Ranged)

        • Allarus Custodian [3 PL, 70pts]

          Selections: Ballistus Grenade Launcher, Castellan Axe [10pts]

          Unit: Allarus Custodian, Weapon: Ballistus Grenade Launcher, Castellan Axe (Melee), Castellan Axe (Ranged)

        • Allarus Custodian [3 PL, 70pts]

          Selections: Ballistus Grenade Launcher, Castellan Axe [10pts]

          Unit: Allarus Custodian, Weapon: Ballistus Grenade Launcher, Castellan Axe (Melee), Castellan Axe (Ranged)

        • Allarus Custodian [3 PL, 70pts]

          Selections: Ballistus Grenade Launcher, Castellan Axe [10pts]

          Unit: Allarus Custodian, Weapon: Ballistus Grenade Launcher, Castellan Axe (Melee), Castellan Axe (Ranged)


        AbilitiesDescriptionRef
        Aegis of The EmperorModels 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 LightDuring 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 TyrantsWhen 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.
        UnitMWSBSSTWALdSaveRef
        Allarus Custodian6"2+2+554492+
        WeaponRangeTypeSAPDAbilitiesRef
        Ballistus Grenade Launcher12"Assault D34-31Blast
        Castellan Axe (Melee)MeleeMelee+3-2D3
        Castellan Axe (Ranged)24"Rapid Fire 14-12
      • Vexilus Praetor [6 PL, 128pts]

        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


        AbilitiesDescriptionRef
        Aegis of The EmperorModels 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 VexillaYou 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 shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Vexilla MagnificaYour 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.
        UnitMWSBSSTWALdSaveRef
        Vexillus Praetor6"2+2+555492+
        WeaponRangeTypeSAPDAbilitiesRef
        MisericordiaMeleeMeleeUser-21When the model fights, it may make 1 additional attack with this weapon unless using a storm shield
    • Fast Attack [28 PL, 560pts]
      • Venatari Custodians [8 PL, 180pts]

        Categories: Faction: Adeptus Custodes, Fast Attack, Fly, Infantry, Jump Pack, Faction: Imperium, Faction: Shadowkeepers

        Abilities: Aegis of The Emperor, Airborne Hunters

        • Venatari Custodian [3 PL, 60pts]

          Unit: Venatari Custodian

          • Kinetic Destroyer and Tarsus Buckler [5pts]

            Selections: Kinetic Destroyer, Tarsus Buckler [5pts]

            Abilities: Tarsus Buckler, Weapon: Kinetic Destroyer, Tarsus Buckler

        • Venatari Custodian [3 PL, 60pts]

          Unit: Venatari Custodian

          • Kinetic Destroyer and Tarsus Buckler [5pts]

            Selections: Kinetic Destroyer, Tarsus Buckler [5pts]

            Abilities: Tarsus Buckler, Weapon: Kinetic Destroyer, Tarsus Buckler

        • Venatari Custodian [3 PL, 60pts]

          Unit: Venatari Custodian

          • Kinetic Destroyer and Tarsus Buckler [5pts]

            Selections: Kinetic Destroyer, Tarsus Buckler [5pts]

            Abilities: Tarsus Buckler, Weapon: Kinetic Destroyer, Tarsus Buckler


        AbilitiesDescriptionRef
        Aegis of The EmperorModels 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 HuntersDuring 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 BucklerWhen 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.
        UnitMWSBSSTWALdSaveRef
        Venatari Custodian12"2+2+553383+
        WeaponRangeTypeSAPDAbilitiesRef
        Kinetic Destroyer18"Pistol 26-22When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
        Tarsus BucklerMeleeMelee+1-21-
      • Vertus Praetors [20 PL, 380pts]

        Categories: Biker, Fly, Faction: Imperium, Faction: Adeptus Custodes, Vertus Praetors, Fast Attack, Faction: Shadowkeepers

        Abilities: Aegis of The Emperor, Implacable Vanguard

        • Vertus Praetor [5 PL, 95pts]

          Selections: Hurricane Bolter, Interceptor Lance

          Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance

        • Vertus Praetor [5 PL, 95pts]

          Selections: Hurricane Bolter, Interceptor Lance

          Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance

        • Vertus Praetor [5 PL, 95pts]

          Selections: Hurricane Bolter, Interceptor Lance

          Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance

        • Vertus Praetor [5 PL, 95pts]

          Selections: Hurricane Bolter, Interceptor Lance

          Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance


        AbilitiesDescriptionRef
        Aegis of The EmperorModels 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 VanguardWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Vertus Praetor14"2+2+564492+
        WeaponRangeTypeSAPDAbilitiesRef
        Hurricane bolter24"Rapid Fire 6401-
        Interceptor LanceMeleeMelee+1-3D3You can re-roll failed wound rolls for this weapon on a turn in which the bearer made a successful charge
Force Rules

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+) ()

Selection Rules

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]

  • Super-Heavy Detachment 0CP (Imperium - Imperial Knights) [63 PL, 12CP, 1,250pts]

    Rules: Knight Lance

    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Household Choice

        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


        Allegiance OathDescriptionRef
        Sacristan PledgeAt the start of your turn, a model with this Questor Allegiance Oath regains 1 lost wound.Psychic Awakening VII: Engine War
        Household TraditionDescriptionRef
        Glorified HistoryWhen 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
        StormstridersAdd 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
    • Lord of War [63 PL, 1,250pts]
      • Armiger Helverins [9 PL, 175pts]

        Categories: Lord of War

        • Armiger Helverin [9 PL, 175pts]

          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

          • Freeblade

            Selections: Freeblade Questor Mechanicus

            Rules: Freeblades

            Allegiance Oath: Sacristan Pledge


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights
        Vehicle SquadronWhen 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
        Allegiance OathDescriptionRef
        Sacristan PledgeAt the start of your turn, a model with this Questor Allegiance Oath regains 1 lost wound.Psychic Awakening VII: Engine War
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights
        UnitMWSBSSTWALdSaveRef
        Armiger Helverin***6712483+Codex: Imperial Knights
        WeaponRangeTypeSAPDAbilitiesRef
        Armiger Autocannon60"Heavy 2D37-13-Codex: Imperial Knights
        Heavy stubber36"Heavy 3401-
        Wound Track (Knights)Remaining WMWSBSRef
        Armiger Helverin 17-12+14"3+3+Codex: Imperial Knights
        Armiger Helverin 24-610"4+4+Codex: Imperial Knights
        Armiger Helverin 31-37"5+5+Codex: Imperial Knights
      • Armiger Helverins [9 PL, 175pts]

        Categories: Lord of War

        • Armiger Helverin [9 PL, 175pts]

          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


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights
        Vehicle SquadronWhen 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
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights
        UnitMWSBSSTWALdSaveRef
        Armiger Helverin***6712483+Codex: Imperial Knights
        WeaponRangeTypeSAPDAbilitiesRef
        Armiger Autocannon60"Heavy 2D37-13-Codex: Imperial Knights
        Heavy stubber36"Heavy 3401-
        Wound Track (Knights)Remaining WMWSBSRef
        Armiger Helverin 17-12+14"3+3+Codex: Imperial Knights
        Armiger Helverin 24-610"4+4+Codex: Imperial Knights
        Armiger Helverin 31-37"5+5+Codex: Imperial Knights
      • Armiger Warglaives [8 PL, 160pts]

        Categories: Lord of War

        • Armiger Warglaive [8 PL, 160pts]

          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


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights
        Vehicle SquadronWhen 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
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights
        UnitMWSBSSTWALdSaveRef
        Armiger Warglaive***6712483+Codex: Imperial Knights
        WeaponRangeTypeSAPDAbilitiesRef
        Meltagun12"Assault 18-4D6Each 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)MeleeMeleex2-33-Codex: Imperial Knights
        Reaper Chain-Cleaver (Sweep)MeleeMeleeUser-21Make 2 hit rolls for each attack made with this weapon, instead of 1.Codex: Imperial Knights
        Thermal Spear30"Assault D38-4D6If 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
        Wound Track (Knights)Remaining WMWSBSRef
        Armiger Warglaive 17-12+14"3+3+Codex: Imperial Knights
        Armiger Warglaive 24-610"4+4+Codex: Imperial Knights
        Armiger Warglaive 31-37"5+5+Codex: Imperial Knights
      • Armiger Warglaives [8 PL, 160pts]

        Categories: Lord of War

        • Armiger Warglaive [8 PL, 160pts]

          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


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights
        Vehicle SquadronWhen 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
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights
        UnitMWSBSSTWALdSaveRef
        Armiger Warglaive***6712483+Codex: Imperial Knights
        WeaponRangeTypeSAPDAbilitiesRef
        Meltagun12"Assault 18-4D6Each 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)MeleeMeleex2-33-Codex: Imperial Knights
        Reaper Chain-Cleaver (Sweep)MeleeMeleeUser-21Make 2 hit rolls for each attack made with this weapon, instead of 1.Codex: Imperial Knights
        Thermal Spear30"Assault D38-4D6If 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
        Wound Track (Knights)Remaining WMWSBSRef
        Armiger Warglaive 17-12+14"3+3+Codex: Imperial Knights
        Armiger Warglaive 24-610"4+4+Codex: Imperial Knights
        Armiger Warglaive 31-37"5+5+Codex: Imperial Knights
      • Cerastus Knight-Atrapos [29 PL, 580pts]

        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


        AbilitiesDescriptionRef
        Armour of the Sainted IonThe wearer's Knight has a Save characteristic of 2+Codex: Imperial Knights
        Ionic Flare ShieldThis model has a 5+ invulnerable save.Imperial Knights FW Army List
        Macro-Extinction ProtocolsWhen resolving an attack made by this model against a Titanic unit, add 1 to the hit roll.Imperial Knights FW Army List
        Super-Heavy WalkerThis 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
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes6+2D6"D6Codex: Imperial Knights
        UnitMWSBSSTWALdSaveRef
        Cerastus Knight-Atrapos***8827493+Imperial Knights FW Army List
        Warlord TraitDescriptionRef
        Paragon of the OmnissiahAdd 2 to this Warlord's Wounds characteristic.Psychic Awakening VII: Engine War
        WeaponRangeTypeSAPDAbilitiesRef
        Atrapos Lascutter (melee)MeleeMelee+6-46When 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 112-46When 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 48-33-Imperial Knights FW Army List
        Graviton Singularity Cannon (Singularity)36"Heavy D6+414-43When 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 FeetMeleeMeleeUser-2D3Make 3 hit rolls for each attack made with this weapon, instead of 1.Imperial Knights FW Army List
        Wound Track (Knights)Remaining WMWSBSRef
        Cerastus Knight-Atrapos 115-27+14"3+3+Imperial Knights FW Army List
        Cerastus Knight-Atrapos 27-1410"4+4+Imperial Knights FW Army List
        Cerastus Knight-Atrapos 31-67"5+5+Imperial Knights FW Army List
  • Patrol Detachment -2CP (Imperium - Adeptus Mechanicus) [27 PL, -6CP, 500pts]

    Rules: Canticle of the Omnissiah - Graia: Mantra of Discipline, Soldiers of the Machine God

    • Configuration [-2CP]
      • Detachment CP [-2CP]

        Categories: Configuration

      • Forge World Choice

        Categories: Configuration

        • Forge World: Graia

          Selections: Dogma: Refusal to Yield

          Forge World Dogma: Refusal to Yield


        Forge World DogmaDescriptionRef
        Refusal to YieldRoll 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
    • Stratagems [-1CP]
      • Archeotech Specialist [-1CP]

        Selections: Archeotech Specialist: 1 Extra Relic [-1CP]

        Categories: Stratagems

    • No Force Org Slot [5 PL, -1CP, 85pts]
      • Lord Inquisitor Kyria Draxus [5 PL, -1CP, 85pts]

        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


        AbilitiesDescriptionRef
        Authority of the InquisitionINFANTRY 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 GrenadesAt 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.
        QuarryWhen 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.
        RadicalOnce 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 FieldThis model has a 5+ invulnerable save.
        ShangWhen 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 MandateUse 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 WisdomAll Friendly IMPERIUM units within 6" of an Inquisitor can use the Inquisitor's Leadership characteristic instead of their own.
        Psychic PowerWarp ChargeRangeDetailsRef
        Mental Interrogation612"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.
        Smite518"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.
        PsykerCastDenyPowers KnownOtherRef
        Lord Inquisitor Kyria Draxus11Smite and 1 power from the Telethesia Discipline
        UnitMWSBSSTWALdSaveRef
        Lord Inquisitor Kyria Draxus6"2+3+335493+
        WeaponRangeTypeSAPDAbilitiesRef
        Dirgesinger18"Assault 2402When 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 fistMeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
    • HQ [9 PL, -2CP, 157pts]
      • Tech-Priest Dominus [5 PL, -1CP, 87pts]

        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


        AbilitiesDescriptionRef
        Lord of the Machine CultYou 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 BionicsAt the beginning of each of your turns, this model regains D3 lost wounds.Codex: Adeptus Mechanicus
        Mechanicus LocumUse 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 FieldThis Model/Unit has a 5+ invulnerable save.Codex: Adeptus Mechanicus
        UnitMWSBSSTWALdSaveRef
        Tech-Priest Dominus6"3+2+445382+Codex: Adeptus Mechanicus
        Warlord TraitDescriptionRef
        NecromechanicEach time your Warlord uses an ability to repair a model, that model regains 1 additional wound.Codex: Adeptus Mechanicus
        WeaponRangeTypeSAPDAbilitiesRef
        Eradication Ray24"Heavy D36-21Blast, 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 AxeMeleeMelee+1-22-Codex: Adeptus Mechanicus
        Phosphoenix18"Assault 35-31Units 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 Serpenta18"Assault 15-11Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.Codex: Adeptus Mechanicus
      • Tech-Priest Manipulus [4 PL, -1CP, 70pts]

        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


        AbilitiesDescriptionRef
        Blessed BionicsThis model has an 5+ invulnerable save. In addition, at the beginning of your turn, this model regains D3 lost wounds.
        Galvanic FieldAt 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 WarriorsAdd 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 WeaponsThis 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 LocumUse 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).
        UnitMWSBSSTWALdSaveRef
        Tech-Priest Manipulus6"3+3+444382+
        Warlord TraitDescriptionRef
        Emotionless ClarityModels 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
        WeaponRangeTypeSAPDAbilitiesRef
        MechadendritesMeleeMeleeUser 01Each time the bearer fights, it can make D6 additional attacks with this weapon.
        Omnissian StaffMeleeMelee+2-12-
        Transonic cannon8"Assault D64-12This weapon automatically hits its target.
    • Troops [10 PL, 158pts]
      • Skitarii Vanguards [5 PL, 86pts]

        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

        • 8x Skitarii Vanguard [72pts]

          Selections: 8x Radium Carbine

          Unit: Skitarii Vanguard, Weapon: Radium Carbine

        • Vanguard Alpha [9pts]

          Selections: Radium Carbine

          Unit: Vanguard Alpha, Weapon: Radium Carbine


        AbilitiesDescriptionRef
        BionicsAll models in this unit have a 6+ invulnerable save.Codex: Adeptus Mechanicus
        OmnispexEnemy 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-saturationSubtract 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.
        UnitMWSBSSTWALdSaveRef
        Skitarii Vanguard6"4+3+331164+Codex: Adeptus Mechanicus
        Vanguard Alpha6"4+3+331274+Codex: Adeptus Mechanicus
        WeaponRangeTypeSAPDAbilitiesRef
        Radium Carbine18"Assault 3301Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1.Codex: Adeptus Mechanicus
      • Skitarii Vanguards [5 PL, 72pts]

        Categories: Troops, Faction: <Forge World>, Faction: Skitarii, Faction: Adeptus Mechanicus, Infantry, Skitarii Vanguard, Faction: Imperium

        Rules: Canticles of the Omnissiah

        Abilities: Bionics, Rad-saturation

        • 7x Skitarii Vanguard [63pts]

          Selections: 7x Radium Carbine

          Unit: Skitarii Vanguard, Weapon: Radium Carbine

        • Vanguard Alpha [9pts]

          Selections: Radium Carbine

          Unit: Vanguard Alpha, Weapon: Radium Carbine


        AbilitiesDescriptionRef
        BionicsAll models in this unit have a 6+ invulnerable save.Codex: Adeptus Mechanicus
        Rad-saturationSubtract 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.
        UnitMWSBSSTWALdSaveRef
        Skitarii Vanguard6"4+3+331164+Codex: Adeptus Mechanicus
        Vanguard Alpha6"4+3+331274+Codex: Adeptus Mechanicus
        WeaponRangeTypeSAPDAbilitiesRef
        Radium Carbine18"Assault 3301Each time you make a wound roll of 6+ for this weapon, that hit inflicts 2 damage instead of 1.Codex: Adeptus Mechanicus
    • Elites [3 PL, 100pts]
      • Sicarian Infiltrators [3 PL, 100pts]

        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

        • Infiltrator Princeps (Stub/Sword) [20pts]

          Selections: Power Sword [5pts], Stubcarbine

          Unit: Infiltrator Princeps, Weapon: Power sword, Stubcarbine

        • 4x Sicarian Infiltrator (Stub/Sword) [80pts]

          Selections: 4x Power Sword [20pts], 4x Stubcarbine

          Unit: Sicarian Infiltrator, Weapon: Power sword, Stubcarbine


        AbilitiesDescriptionRef
        BionicsAll models in this unit have a 6+ invulnerable save.Codex: Adeptus Mechanicus
        InfiltratorsDuring 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 AuraEnemy units within 3" of any Sicarian Infiltrators must subtract 1 from their leadership.Codex: Adeptus Mechanicus
        UnitMWSBSSTWALdSaveRef
        Infiltrator Princeps8"3+3+432374+Codex: Adeptus Mechanicus
        Sicarian Infiltrator8"3+3+432264+Codex: Adeptus Mechanicus
        WeaponRangeTypeSAPDAbilitiesRef
        Power swordMeleeMelee+1-31-
        Stubcarbine18"Pistol 3401-Codex: Adeptus Mechanicus
Force Rules

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 Rules

Canticles 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)

  • Patrol Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [47 PL, 12CP, 887pts]

    Rules: Angels of Death, Bolter Discipline, Shock Assault

    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

    • HQ [13 PL, 255pts]
      • Wolf Guard Battle Leader on Thunderwolf [6 PL, 120pts]

        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


        AbilitiesDescriptionRef
        Berserk ChargeIf 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
        HeadstrongIf 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 FuryWhilst 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 shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Swift HuntersYou 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.
        UnitMWSBSSTWALdSaveRef
        Wolf Guard Battle Leader on Thunderwolf10"2+2+456383+
        WeaponRangeTypeSAPDAbilitiesRef
        Crushing teeth and clawsMeleeMelee+1-21Each 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 grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Thunder hammerMeleeMeleex2-23Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
      • Wolf Lord on Thunderwolf [7 PL, 135pts]

        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


        AbilitiesDescriptionRef
        Belt of RussProvides the wearer with a 4+ invulnerable save.
        Berserk ChargeIf 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
        HeadstrongIf 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 FuryWhilst 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 shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Swift HuntersYou can re-roll failed charge rolls for this unit.
        UnitMWSBSSTWALdSaveRef
        Wolf Lord on Thunderwolf10"2+2+457493+
        WeaponRangeTypeSAPDAbilitiesRef
        Crushing teeth and clawsMeleeMelee+1-21Each 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 grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Thunder hammerMeleeMeleex2-23Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
    • Troops [6 PL, 100pts]
      • Grey Hunters [6 PL, 100pts]

        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

        • Grey Hunter Pack Leader [18pts]

          Selections: Bolt pistol, Boltgun, Frag & Krak grenades

          Unit: Grey Hunter Pack Leader, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades

        • 3x Grey Hunter w/Bolt Pistol [54pts]

          Selections: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades

          Unit: Grey Hunter, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades

        • Grey Hunter with Special Weapon [28pts]

          Selections: Boltgun, Frag & Krak grenades, Meltagun [10pts]

          Unit: Grey Hunter, Weapon: Boltgun, Frag grenades, Krak grenades, Meltagun


        AbilitiesDescriptionRef
        Berserk ChargeIf 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
        HeadstrongIf 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 UnitFor 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 FuryWhilst 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 HuntersThis 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".
        UnitMWSBSSTWALdSaveRef
        Grey Hunter6"3+3+442173+
        Grey Hunter Pack Leader6"3+3+442273+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Boltgun24"Rapid Fire 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Meltagun12"Assault 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
    • Elites [14 PL, 260pts]
      • Wulfen Dreadnought [7 PL, 130pts]

        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

        • Fenrisian Great Axe and Blizzard Shield [10pts]

          Selections: Fenrisian great axe

          Weapon: Fenrisian Great Axe (Cleave), Fenrisian Great Axe (Scythe)

          • Blizzard Shield [10pts]

            Selections: Blizzard shield [5pts], Heavy flamer [5pts]

            Abilities: Blizzard shield, Weapon: Heavy flamer


        AbilitiesDescriptionRef
        Berserk ChargeIf 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 RageThis unit cannot perform any actions, as described in the Warhammer 40,000 Core Book.
        Blizzard shieldA model equipped with a blizzard shield has a 4+ invulnerable save.
        Duty EternalEach 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.
        HeadstrongIf 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.
        MurderlustYou can re-roll charge rolls made for this unit.
        Savage FuryWhilst 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 HuntersThis 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".
        UnitMWSBSSTWALdSaveRef
        Wulfen Dreadnought8"3+5+678473+
        WeaponRangeTypeSAPDAbilitiesRef
        Fenrisian Great Axe (Cleave)MeleeMelee+4-3D6When attacking with this weapon, you must subtract 1 from the hit roll
        Fenrisian Great Axe (Scythe)MeleeMeleeUser-31Make 2 hit rolls for each attack made with this weapon instead of 1
        Heavy flamer12"Heavy D65-11Each time an attack is made with this weapon, that attack automatically hits the target.
      • Wulfen Dreadnought [7 PL, 130pts]

        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

        • Fenrisian Great Axe and Blizzard Shield [10pts]

          Selections: Fenrisian great axe

          Weapon: Fenrisian Great Axe (Cleave), Fenrisian Great Axe (Scythe)

          • Blizzard Shield [10pts]

            Selections: Blizzard shield [5pts], Heavy flamer [5pts]

            Abilities: Blizzard shield, Weapon: Heavy flamer


        AbilitiesDescriptionRef
        Berserk ChargeIf 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 RageThis unit cannot perform any actions, as described in the Warhammer 40,000 Core Book.
        Blizzard shieldA model equipped with a blizzard shield has a 4+ invulnerable save.
        Duty EternalEach 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.
        HeadstrongIf 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.
        MurderlustYou can re-roll charge rolls made for this unit.
        Savage FuryWhilst 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 HuntersThis 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".
        UnitMWSBSSTWALdSaveRef
        Wulfen Dreadnought8"3+5+678473+
        WeaponRangeTypeSAPDAbilitiesRef
        Fenrisian Great Axe (Cleave)MeleeMelee+4-3D6When attacking with this weapon, you must subtract 1 from the hit roll
        Fenrisian Great Axe (Scythe)MeleeMeleeUser-31Make 2 hit rolls for each attack made with this weapon instead of 1
        Heavy flamer12"Heavy D65-11Each time an attack is made with this weapon, that attack automatically hits the target.
    • Fast Attack [14 PL, 272pts]
      • Thunderwolf Cavalry [14 PL, 272pts]

        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

        • Thunderwolf Cavalry [68pts]

          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

        • Thunderwolf Cavalry [68pts]

          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

        • Thunderwolf Cavalry [68pts]

          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

        • Thunderwolf Cavalry Pack Leader [68pts]

          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


        AbilitiesDescriptionRef
        Berserk ChargeIf 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
        HeadstrongIf 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 FuryWhilst 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 shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Swift HuntersYou can re-roll failed charge rolls for this unit.
        UnitMWSBSSTWALdSaveRef
        Thunderwolf Cavalry10"3+3+454283+
        Thunderwolf Cavalry Pack Leader10"3+3+454383+
        WeaponRangeTypeSAPDAbilitiesRef
        Crushing teeth and clawsMeleeMelee+1-21Each 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 grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Thunder hammerMeleeMeleex2-23Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
  • Patrol Detachment -2CP (Imperium - Adeptus Astartes - Space Wolves) [48 PL, -3CP, 841pts]

    Rules: Angels of Death, Bolter Discipline, Shock Assault

    • Uncategorised [8 PL, 160pts]
      • Venerable Dreadnought [8 PL, 160pts]

        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

        • Dreadnought combat weapon w/Heavy Flamer [5pts]

          Selections: Heavy flamer

          Weapon: Dreadnought combat weapon, Heavy flamer


        AbilitiesDescriptionRef
        Berserk ChargeIf 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 EternalEach time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1)
        HeadstrongIf 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 FuryWhilst 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 HuntersThis 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 AncientRoll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.
        UnitMWSBSSTWALdSaveRef
        Venerable Dreadnought6"2+2+678483+
        WeaponRangeTypeSAPDAbilitiesRef
        Dreadnought combat weaponMeleeMeleex2-33-
        Heavy flamer12"Heavy D65-11Each time an attack is made with this weapon, that attack automatically hits the target.
        Twin lascannon48"Heavy 29-3D6-
    • Configuration [-2CP]
      • Detachment CP [-2CP]

        Categories: Configuration

      • Use Beta Rules

        Categories: Configuration

        Rules: Beta Rules

    • HQ [13 PL, -1CP, 210pts]
      • Ragnar Blackmane [7 PL, 130pts]

        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


        AbilitiesDescriptionRef
        Battle-lustWhile 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 RussProvides the wearer with a 4+ invulnerable save.
        Berserk ChargeIf 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 RageThis model makes 3 additional attacks instead of 1 as a result of its Shock Assault ability.
        HeadstrongIf 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 FuryWhilst 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 HuntersThis 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 HowlWhile 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
        UnitMWSBSSTWALdSaveRef
        Ragnar Blackmane6"2+2+446793+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        FrostfangMeleeMelee+2-42-
        Krak grenades6"Grenade 16-1D3-
      • Techmarine [6 PL, -1CP, 80pts]

        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

        • Helfrost pistol and Tempest hammer

          Selections: Helfrost pistol, Tempest hammer

          Weapon: Helfrost pistol, Tempest hammer


        AbilitiesDescriptionRef
        Awaken the Machine SpiritsIn 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 ChargeIf 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 OmnissiahAt 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.
        HeadstrongIf 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 ForgeEach 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 FuryWhilst 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 HuntersThis 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 AncientsWhile a friendly <CHAPTER> DREADNOUGHT is within 6" of this WARLORD, add 1 to its strength and Attacks characteristics
        UnitMWSBSSTWALdSaveRef
        Techmarine6"3+2+444382+
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Helfrost pistol12Pistol D3421Blast
        Krak grenades6"Grenade 16-1D3-
        Servo-armMeleeMeleex2-23Each time the bearer fights, no more than one attack can be made with each servo-arm.
        Tempest hammerMeleeMeleex2-33Each time an attack is made with this weapon, subrtact 1 from that attack's hit roll
    • Troops [6 PL, 100pts]
      • Grey Hunters [6 PL, 100pts]

        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

        • Grey Hunter Pack Leader [18pts]

          Selections: Bolt pistol, Boltgun, Frag & Krak grenades

          Unit: Grey Hunter Pack Leader, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades

        • 3x Grey Hunter w/Bolt Pistol [54pts]

          Selections: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades

          Unit: Grey Hunter, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades

        • Grey Hunter with Special Weapon [28pts]

          Selections: Boltgun, Frag & Krak grenades, Meltagun [10pts]

          Unit: Grey Hunter, Weapon: Boltgun, Frag grenades, Krak grenades, Meltagun


        AbilitiesDescriptionRef
        Berserk ChargeIf 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
        HeadstrongIf 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 UnitFor 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 FuryWhilst 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 HuntersThis 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".
        UnitMWSBSSTWALdSaveRef
        Grey Hunter6"3+3+442173+
        Grey Hunter Pack Leader6"3+3+442273+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Boltgun24"Rapid Fire 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Meltagun12"Assault 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
    • Elites [8 PL, 150pts]
      • Murderfang [8 PL, 150pts]

        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


        AbilitiesDescriptionRef
        Berserk ChargeIf 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 RageThis unit cannot perform any actions, as described in the Warhammer 40,000 Core Book.
        Duty EternalEach 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 DestructionThis model cannot be a Warlord and cannot have a Warlord Trait.
        HeadstrongIf 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-makerYou 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 FuryWhilst 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 HuntersThis 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".
        UnitMWSBSSTWALdSaveRef
        Murderfang8"2+5+678583+
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy flamer12"Heavy D65-11Each time an attack is made with this weapon, that attack automatically hits the target.
        Storm bolter24"Rapid Fire 2401-
        The MurderclawsMeleeMeleex2-33Each time an attack is made with this weapon, you can re-roll the wound roll.
    • Heavy Support [13 PL, 221pts]
      • Long Fangs [13 PL, 221pts]

        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

        • Long Fang [33pts]

          Selections: Bolt pistol, Frag & Krak grenades, Lascannon [15pts]

          Unit: Long Fang, Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon

        • Long Fang [33pts]

          Selections: Bolt pistol, Frag & Krak grenades, Lascannon [15pts]

          Unit: Long Fang, Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon

        • Long Fang [33pts]

          Selections: Bolt pistol, Frag & Krak grenades, Lascannon [15pts]

          Unit: Long Fang, Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon

        • Long Fang [33pts]

          Selections: Bolt pistol, Frag & Krak grenades, Lascannon [15pts]

          Unit: Long Fang, Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon

        • Long Fang [33pts]

          Selections: Bolt pistol, Frag & Krak grenades, Lascannon [15pts]

          Unit: Long Fang, Weapon: Bolt pistol, Frag grenades, Krak grenades, Lascannon

        • Long Fang Pack Leader [18pts]

          Selections: Astartes Chainsword, Frag & Krak grenades

          Unit: Long Fang Pack Leader, Weapon: Astartes Chainsword, Frag grenades, Krak grenades

          • Boltgun and Bolt Pistol

            Selections: Bolt pistol, Boltgun

            Weapon: Bolt pistol, Boltgun

        • Wolf Guard Terminator Pack Leader [2 PL, 33pts]

          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


        AbilitiesDescriptionRef
        Armorium CherubOnce 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 ChargeIf 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 TerminatusThis model has a 5+ invulnerable save.
        HeadstrongIf 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 UnitFor 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 FuryWhilst 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.
        SignumIn 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 HuntersThis 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".
        UnitMWSBSSTWALdSaveRef
        Long Fang6"3+3+442183+
        Long Fang Pack Leader6"3+3+442283+
        Wolf Guard Terminator Pack Leader5"3+3+443282+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes ChainswordMeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon. 
        Bolt pistol12"Pistol 1401-
        Boltgun24"Rapid Fire 1401-
        Cyclone missile launcher, Frag missile36"Heavy 2D6401Blast.
        Cyclone missile launcher, Krak missile36"Heavy 28-2D6-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Lascannon48"Heavy 19-3D6-
        Power swordMeleeMelee+1-31-
        Storm bolter24"Rapid Fire 2401-
Force Rules

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 Rules

Angels 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]

  • Battalion Detachment 0CP (Orks) [91 PL, -1CP, 1,746pts]

    Rules: Dis Is Ours! Zog Off!

    • Configuration [3CP]
      • Battle Size [3CP]

        Selections: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]

        Categories: Configuration

      • Clan Kultur / Specialist Mobs

        Selections: Evil Sunz

        Categories: Configuration

        Abilities: Evil Sunz


        AbilitiesDescriptionRef
        Evil SunzAdd 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.
      • Detachment CP

        Categories: Configuration

    • HQ [17 PL, -2CP, 320pts]
      • Deffkilla Wartrike [7 PL, 125pts]

        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


        AbilitiesDescriptionRef
        ExplodesIf 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 GrotOnce per battle when this model advances, you may add 6" to the Move instead of D6"
        Kunnin but BrutalAt 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.
        UnitMWSBSSTWALdSaveRef
        Deffkilla Wartrike14"2+5+568574+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        Killa Jet (Burna)8"Assault D65-11This weapon automatically hits its target
        Killa Jet (Cutta)8"Assault 28-4D6If a target is within 1/2 range roll 2 dice when determining damage and discard the lowest.
        Snagga Klaw (Melee)8"Melee+2-2D3You can re-roll wound rolls for attacks made with this weapon.
        Snagga Klaw (Shooting)8"Assault 1411You can re-roll wound rolls for attacks made with this weapon.
        Twin Boomstick12"Assault 2501If you are within 1/2 range you can add 1 to hit rolls for this weapon.
      • Warboss in Mega Armour [Legends] [6 PL, -1CP, 120pts]

        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


        AbilitiesDescriptionRef
        Breakin' HeadsIf 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 BossUse 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
        UnitMWSBSSTWALdSaveRef
        Warboss in Mega Armour4"2+5+657482+Index: Xenos 2 p12
        WeaponRangeTypeSAPDAbilitiesRef
        Da Killa KlawMeleeMeleex2-33Model with Power Klaw only. You can re-roll failed wound rolls for this weapon.Codex: Orks p130
        Kustom Shoota18"Assault 4401-Codex: Orks p120
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rollCodex: Orks p121
      • Weirdboy [4 PL, -1CP, 75pts]

        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


        AbilitiesDescriptionRef
        Waaagh! EnergyAdd 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.
        Psychic PowerWarp ChargeRangeDetailsRef
        Da Jump712"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
        Smite518"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.
        Warpath718"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.
        PsykerCastDenyPowers KnownOtherRef
        Psyker111See Waaagh! Energy
        UnitMWSBSSTWALdSaveRef
        Weirdboy5"3+5+544366+Codex: Orks p88
        WeaponRangeTypeSAPDAbilitiesRef
        Weirdboy StaffMeleeMelee+2-1D3-
    • Troops [24 PL, 520pts]
      • Boyz [4 PL, 90pts]

        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

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts], Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb

        • 9x Ork Boy W/ Slugga & Choppa [72pts]

          Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs

          Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When 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 characteristicCodex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • Boyz [4 PL, 90pts]

        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

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts], Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb

        • 9x Ork Boy W/ Slugga & Choppa [72pts]

          Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs

          Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When 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 characteristicCodex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • Boyz [4 PL, 90pts]

        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

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts], Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb

        • 9x Ork Boy W/ Slugga & Choppa [72pts]

          Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs

          Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When 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 characteristicCodex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • Boyz [12 PL, 250pts]

        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

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts], Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Killsaw, Stikkbomb

        • 29x Ork Boy W/ Slugga & Choppa [232pts]

          Selections: 29x Choppa, 29x Slugga, 29x Stikkbombs

          Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When 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 characteristicCodex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
    • Elites [24 PL, 466pts]
      • Meganobz [8 PL, 160pts]

        Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Mega Armour, Meganob, Nobz

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Keepin' Order

        • Boss Meganob w/ Saws [2 PL, 40pts]

          Selections: Killsaws (Pair) [15pts], Stikkbombs

          Unit: Boss Meganob, Weapon: Killsaws (Pair), Stikkbomb

        • Meganob w/ Saws [2 PL, 40pts]

          Selections: Killsaws (Pair) [15pts], Stikkbombs

          Unit: Meganob, Weapon: Killsaws (Pair), Stikkbomb

        • Meganob w/ Saws [2 PL, 40pts]

          Selections: Killsaws (Pair) [15pts], Stikkbombs

          Unit: Meganob, Weapon: Killsaws (Pair), Stikkbomb

        • Meganob w/ Saws [2 PL, 40pts]

          Selections: Killsaws (Pair) [15pts], Stikkbombs

          Unit: Meganob, Weapon: Killsaws (Pair), Stikkbomb


        AbilitiesDescriptionRef
        Keepin' OrderWhile 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.
        UnitMWSBSSTWALdSaveRef
        Boss Meganob4"3+5+543372+Codex: Orks p98
        Meganob4"3+5+543362+Codex: Orks p98
        WeaponRangeTypeSAPDAbilitiesRef
        Killsaws (Pair)MeleeMeleex2-42When 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
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
      • Tankbustas [8 PL, 153pts]

        Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Tankbustas

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Tank Hunters

        • Boss Nob [17pts]

          Selections: Rokkit Launcha [10pts], Stikkbombs, Tankbusta Bombs

          Unit: Boss Nob, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb

        • 8x Tankbusta [136pts]

          Selections: 8x Rokkit Launcha [80pts], 8x Stikkbombs, 8x Tankbusta Bombs

          Unit: Tankbusta, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb


        AbilitiesDescriptionRef
        Tank HuntersYou can re-roll hit rolls for attacks made by this unit that target VEHICLES
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p96
        Tankbusta5"3+5+441266+Codex: Orks p96
        WeaponRangeTypeSAPDAbilitiesRef
        Rokkit Launcha24"Assault 18-23-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • Tankbustas [8 PL, 153pts]

        Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Tankbustas

        Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule

        Abilities: Tank Hunters

        • Boss Nob [17pts]

          Selections: Rokkit Launcha [10pts], Stikkbombs, Tankbusta Bombs

          Unit: Boss Nob, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb

        • 8x Tankbusta [136pts]

          Selections: 8x Rokkit Launcha [80pts], 8x Stikkbombs, 8x Tankbusta Bombs

          Unit: Tankbusta, Weapon: Rokkit Launcha, Stikkbomb, Tankbusta Bomb


        AbilitiesDescriptionRef
        Tank HuntersYou can re-roll hit rolls for attacks made by this unit that target VEHICLES
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p96
        Tankbusta5"3+5+441266+Codex: Orks p96
        WeaponRangeTypeSAPDAbilitiesRef
        Rokkit Launcha24"Assault 18-23-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
    • Heavy Support [18 PL, -2CP, 310pts]
      • Battlewagon [9 PL, -1CP, 155pts]

        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

        • Kustom Job [-1CP]

          Selections: Forktress

          Categories: Stratagems

          Abilities: Forktress, Kustom Job


        AbilitiesDescriptionRef
        'ard CaseIf this model is equipped with an 'ard case, its Toughness characteristic is increased by 1 and it loses the Open-topped ability.
        ExplodesIf 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.
        ForktressBATTLEWAGON , BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a 5+ invulnerable save.
        Kustom JobUse 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
        TransportCapacityRef
        Battlewagon20 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.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Wagon18-16+12"86
        Wagon24-79"6D6
        Wagon31-36"4D3
        UnitMWSBSSTWALdSaveRef
        Battlewagon ('ard Case)*5+5+*816*74+Codex: Orks p106
        WeaponRangeTypeSAPDAbilitiesRef
        Deff RollaMeleeMelee+1-22Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.Codex: Orks p121
      • Battlewagon [9 PL, -1CP, 155pts]

        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

        • Kustom Job [-1CP]

          Selections: Squig-Hide Tyres

          Categories: Stratagems

          Abilities: Kustom Job, Squig-Hide Tyres


        AbilitiesDescriptionRef
        'ard CaseIf this model is equipped with an 'ard case, its Toughness characteristic is increased by 1 and it loses the Open-topped ability.
        ExplodesIf 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 JobUse 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 TyresSPEED FREEKS (excluding named characters and units that can FLY), BATTLEWAGON , GUNWAGON , BONEBREAKA or TRUKK unit only. Add 2" to the unit’s Move characteristic.
        TransportCapacityRef
        Battlewagon20 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.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Wagon18-16+12"86
        Wagon24-79"6D6
        Wagon31-36"4D3
        UnitMWSBSSTWALdSaveRef
        Battlewagon ('ard Case)*5+5+*816*74+Codex: Orks p106
        WeaponRangeTypeSAPDAbilitiesRef
        Deff RollaMeleeMelee+1-22Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.Codex: Orks p121
    • Dedicated Transport [8 PL, 130pts]
      • Trukk [4 PL, 65pts]

        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


        AbilitiesDescriptionRef
        ExplodesIf 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-ToppedModels 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.
        RamshackleRoll 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.
        TransportCapacityRef
        TrukkThis model can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Trukk16-10+12"63
        Trukk23-58"5D3
        Trukk31-26"41
        UnitMWSBSSTWALdSaveRef
        Trukk*5+5+*610*64+Codex: Orks p113
        WeaponRangeTypeSAPDAbilitiesRef
        Big Shoota36"Assault 3501-Codex: Orks p119
      • Trukk [4 PL, 65pts]

        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


        AbilitiesDescriptionRef
        ExplodesIf 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-ToppedModels 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.
        RamshackleRoll 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.
        TransportCapacityRef
        TrukkThis model can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Trukk16-10+12"63
        Trukk23-58"5D3
        Trukk31-26"41
        UnitMWSBSSTWALdSaveRef
        Trukk*5+5+*610*64+Codex: Orks p113
        WeaponRangeTypeSAPDAbilitiesRef
        Big Shoota36"Assault 3501-Codex: Orks p119
Force Rules

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]

  • Battalion Detachment 0CP (Aeldari - Craftworlds) [29 PL, 12CP, 587pts]
    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Craftworld Attribute

        Categories: Configuration, Faction: <Craftworld>, Faction: Asuryani

        • *Custom Craftworld*

          Selections: Children of Prophecy, Expert Crafters

          Abilities: Children of Prophecy, Expert Crafters


        AbilitiesDescriptionRef
        Children of ProphecyWhen a Psychic test is taken for a model with this attribute, each individual dice roll of 1 is treated as a 2.
        Expert CraftersWhen 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.
      • Detachment CP

        Categories: Configuration

    • HQ [17 PL, 320pts]
      • Farseer [6 PL, 115pts]

        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

        • Faolchu's Wing

          Selections: Remnant of Glory

          Abilities: Faolchu's Wing


        AbilitiesDescriptionRef
        Ancient DoomYou 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 FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Faolchu's WingINFANTRY model only. The bearer of Faolchu's Wing has a Move characteristic of 12" and can FLY.
        GhosthelmRoll 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 ArmourThis model has a 4+ invulnerable save.
        Runes of the FarseerOnce 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.
        Psychic PowerWarp ChargeRangeDetailsRef
        Fortune724"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.
        Guide724"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.
        Smite518"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.
        PsykerCastDenyPowers KnownOtherRef
        Psyker (Farseer)222 powers from Runes of Fate and one from Runes of Fortune
        UnitMWSBSSTWALdSaveRef
        Farseer7"2+2+335296+
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        WitchbladeMeleeMeleeUser0D3This weapon always wounds on a roll of 2+
      • Farseer Skyrunner [7 PL, 140pts]

        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


        AbilitiesDescriptionRef
        Ancient DoomYou 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 FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        GhosthelmRoll 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 WindWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        Rune ArmourThis model has a 4+ invulnerable save.
        Runes of the FarseerOnce 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.
        Psychic PowerWarp ChargeRangeDetailsRef
        Doom724"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.
        Executioner718"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
        Smite518"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.
        PsykerCastDenyPowers KnownOtherRef
        Psyker (Farseer)222 powers from Runes of Fate and one from Runes of Fortune
        UnitMWSBSSTWALdSaveRef
        Farseer Skyrunner16"2+2+346294+
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken pistol12"Pistol 1401Each 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)MeleeMeleeUser0D3This weapon always wounds on a roll of 2+.
        Singing Spear (shooting)12"Assault 190D3This weapon always wounds on a roll of 2+.
        Twin Shuriken Catapult12"Assault 4401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      • Warlock Skyrunner [4 PL, 65pts]

        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


        AbilitiesDescriptionRef
        6: Seer of the Shifting VectorOnce 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 DoomYou 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 FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Ride the WindWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        Rune ArmourThis model has a 4+ invulnerable save.
        Psychic PowerWarp ChargeRangeDetailsRef
        4.1 Protect718"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 Jinx718"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/Destructor59"When this model manifests the Smite psychic power, it has a range of 9" rather than 18" and only deals a single mortal wound.
        PsykerCastDenyPowers KnownOtherRef
        Psyker11One power from Runes of Battle and one from Runes of Fortune
        UnitMWSBSSTWALdSaveRef
        Warlock Skyrunner16"3+3+343284+
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken pistol12"Pistol 1401Each 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 Catapult12"Assault 4401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        WitchbladeMeleeMeleeUser0D3This weapon always wounds on a roll of 2+
    • Troops [12 PL, 267pts]
      • Dire Avengers [3 PL, 70pts]

        Selections: Defence Tactics

        Categories: Faction: Aeldari, Faction: Aspect Warrior, Dire Avengers, Infantry, Troops

        Abilities: Ancient Doom, Battle Focus, Defence Tactics

        • 4x Dire Avenger [52pts]

          Selections: 4x Avenger Shuriken Catapult, 4x Plasma Grenades

          Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade

        • Dire Avenger Exarch [18pts]

          Selections: Plasma Grenades, Two Avenger Shuriken Catapults [5pts]

          Unit: Dire Avenger Exarch, Weapon: Avenger Shuriken Catapult, Plasma Grenade

          • Exarch Power

            Selections: Battle Fortune

            Abilities: Battle Fortune


        AbilitiesDescriptionRef
        Ancient DoomYou 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 FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Battle FortuneThe Dire Avenger Exarch has a 4+ invulnerable save.
        Defence TacticsWhen this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.
        UnitMWSBSSTWALdSaveRef
        Dire Avenger7"3+3+331184+
        Dire Avenger Exarch7"3+3+332284+
        WeaponRangeTypeSAPDAbilitiesRef
        Avenger Shuriken Catapult18"Assault 2401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        Plasma Grenade6"Grenade D64-11Blast
      • Guardian Defenders [6 PL, 122pts]

        Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Infantry, Troops, Faction: Warhost, Guardian

        Abilities: Ancient Doom, Battle Focus

        • 10x Guardian Defender [100pts]

          Selections: 10x Plasma Grenades, 10x Shuriken Catapult

          Categories: Guardian Defenders

          Unit: Guardian Defender, Weapon: Plasma Grenade, Shuriken Catapult

        • Guardian Heavy Weapons Platform [1 PL, 22pts]

          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


        AbilitiesDescriptionRef
        Ancient DoomYou 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 FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Crewed WeaponA 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.
        KeywordsKeywords (Faction)Keywords (Basic)Ref
        Heavy Weapon Platform - KeywordsAeldari, Asuryani, Warhost, <CRAFTWORLD>Infantry, Artillery, Guardian, Heavy Weapons Platform
        UnitMWSBSSTWALdSaveRef
        Guardian Defender7"3+3+331175+
        Guardian Heavy Weapons Platform7"6+3+332173+
        WeaponRangeTypeSAPDAbilitiesRef
        Plasma Grenade6"Grenade D64-11Blast
        Scatter Laser36"Heavy 4601-
        Shuriken Catapult12"Assault 2401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      • Rangers [3 PL, 75pts]

        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

        • 5x Ranger [75pts]

          Selections: 5x Ranger Long Rifle, 5x Shuriken Pistol

          Unit: Ranger, Weapon: Ranger Long Rifle, Shuriken pistol


        AbilitiesDescriptionRef
        Ancient DoomYou 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 UnbiddenDuring 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 FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Cameleoline CloaksEach 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.’
        UnitMWSBSSTWALdSaveRef
        Ranger7"3+3+331175+
        WeaponRangeTypeSAPDAbilitiesRef
        Ranger Long Rifle36"Heavy 1401This 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 pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
  • Vanguard Detachment -3CP (Aeldari - Craftworlds) [68 PL, -3CP, 1,163pts]
    • Configuration [-3CP]
      • Craftworld Attribute

        Categories: Configuration, Faction: <Craftworld>, Faction: Asuryani

        • *Custom Craftworld*

          Selections: Expert Crafters, Wrath of the Dead

          Abilities: Expert Crafters, Wrath of the Dead


        AbilitiesDescriptionRef
        Expert CraftersWhen 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 DeadWhen resolving an attack made by a WRAITH CONSTRUCT with this attribute, re-roll a wound roll of 1.
      • Detachment CP [-3CP]

        Categories: Configuration

    • HQ [11 PL, 215pts]
      • Spiritseer [3 PL, 60pts]

        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


        AbilitiesDescriptionRef
        Ancient DoomYou 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 FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Rune ArmourThis model has a 4+ invulnerable save.
        Spirit MarkYou can re-roll hit rolls of 1 for friendly <CRAFTWORLD> SPIRIT HOST units' attacks against enemy units that are within 6" of this model.
        Psychic PowerWarp ChargeRangeDetailsRef
        3.1 Enhance718"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 Drain718"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
        Smite518"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.
        PsykerCastDenyPowers KnownOtherRef
        Psyker11One power from Runes of Battle and one from Runes of Fortune
        UnitMWSBSSTWALdSaveRef
        Spiritseer7"2+2+334286+
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        Witch StaffMeleeMeleeUser02This weapon always wounds on the roll of 2+.
      • Wraithseer [8 PL, 155pts]

        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.


        AbilitiesDescriptionRef
        Ancient DoomYou 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.
        WraithshieldA Wraithseer has a 5+ invulnerable save.
        Psychic PowerWarp ChargeRangeDetailsRef
        Deliverance712"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.
        Enliven612"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.
        Foreboding86"All enemy units within 6" of the PSYKER must reduce their Leadership characteristic by 1 whilst they are within 6".
        PsykerCastDenyPowers KnownOtherRef
        Psyker11Enliven, Foreboding, Deliverance
        UnitMWSBSSTWALdSaveRef
        Wraithseer***7812493+
        WeaponRangeTypeSAPDAbilitiesRef
        D-cannon24"Heavy D312-4D6This weapon can target units that are not visible to the firer. ; Blast
        GhostspearMeleeMelee+2-4D6When making wound rolls for hits inflicted with this weapon upon a VEHICLE, re-roll any results of '1'.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Wraithseer 1.7-12+8"3+3+
        Wraithseer 2.4-66"4+4+
        Wraithseer 3.1-34"5+5+
    • Elites [34 PL, 498pts]
      • Bonesinger (Legends) [4 PL, 70pts]

        Selections: 3. Ghostwalk, Path of the Shaper, Psytronome shaper, Rune Armour