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Luke Carney

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Conquest Outrider (Warhammer 40,000 9th Edition) [86 PL, 6CP, 1,750pts]

  • Outrider Detachment -3CP (Aeldari - Craftworlds) [43 PL, 9CP, 890pts]
    • Configuration [9CP]
      • Battle Size [12CP]

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

        Categories: Configuration

      • Craftworld Attribute

        Selections: Ynnari

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

        Abilities: Ynnari


        AbilitiesDescriptionRef
        YnnariRequires a Ynnari Character in Detachment. Detachment loses subfaction keywords and gains the REBORN keyword instead, and may not be the target of original subfaction stratagems.
      • Detachment CP [-3CP]

        Categories: Configuration

    • HQ [21 PL, 400pts]
      • Autarch Skyrunner [6 PL, 110pts]

        Selections: Laser Lance [5pts], Lord of Rebirth, Peerless Agility, Ride the Wind, The Path of Command, Twin Shuriken Catapult, Warlord

        Categories: Faction: Aeldari, Autarch, Character, Fly, HQ, Biker, Faction: Warhost, Autarch Skyrunner, Ynnari, Faction: Reborn Asuryani, Warlord

        Rules: Strength from Death

        Abilities: Ancient Doom, Battle Focus, Lord of Rebirth, Peerless Agility, Ride the Wind, The Path of Command, Unit: Autarch Skyrunner, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult

        • Corag Hai's Locket

          Selections: Relic of Ynnead

          Abilities: Corag Hai's Locket


        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.
        Corag Hai's LocketEach time an enemy unit is destroyed by an attack made by the bearer, add 1 to the bearer's Move and Attacks characteristics for the remainder of the battle.
        Lord of RebirthAt the start of the battle round, this Warlord regains up to 1 lost wound. When this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.
        Peerless AgilityThis model has a 4+ invulnerable save.
        Ride the WindWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        The Path of CommandYou can re-roll hit rolls of 1 for friendly <CRAFTWORLD> units within 6" of this model. In addition, if your army is Battle-forged and this model is your Warlord and on the battlefield, roll a D6 for each Command Point spent when using Stratagems; on a 6 that Command Point is immediately refunded. Note that for Prince Yriel, the first effect of this ability applies specifically to IYANDEN units.
        UnitMWSBSSTWALdSaveRef
        Autarch Skyrunner16"2+2+346493+
        WeaponRangeTypeSAPDAbilitiesRef
        Laser Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 6.
        Laser Lance (shooting)6"Assault 16-42-
        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.
      • The Yncarne [15 PL, 290pts]

        Selections: 1. Gaze of Ynnead, 4. Unbind Souls, Vilith-zhar, the Sword of Souls

        Categories: Character, Ynnari, HQ, Psyker, Monster, Daemon, Fly, The Yncarne

        Rules: Strength from Death

        Abilities: Avatar of Ynnead, Daemonic Avatar, Inevitable Death, Summoned by Death, Ynnead Stirs, Psychic Power: 1. Gaze of Ynnead, 4. Unbind Souls, Smite, Psyker: Psyker, Unit: The Yncarne, Weapon: Vilith-zhar, the Sword of Souls


        AbilitiesDescriptionRef
        Avatar of YnneadEach time another AELDARI model is slain within 6" of the Yncarne, roll a D6, on a 4+ the Yncarne regains one lost wound
        Daemonic AvatarThe Yncarne has a 4+ invul save.
        Inevitable DeathWhen you set up the Yncarne, it can be set up in waiting rather than on the battlefield. if it is, each time a unit (friend or foe) is completely destroyed, you may immediately set up the Yncarne as close as possible to the position of that unit, more than 1" from all enemy models. The Yncarne may not charge in the turn it is set up in this manner.
        Summoned by DeathEach time a unit (friend or foe) is completely destroyed, you may immediately remove the Yncarne from the battlefield and set it up again as close as possible to the position of that unit, more than 1" from all enemy models. The Yncarne may not charge in the turn it is set up in this manner.
        Ynnead StirsFriendly YNNARI units within 6" of the Yncarne automatically pass Morale tests. In addition whenever a friendly YNNARI unit within 6" of the Yncarne loses a wound, roll a D6. On a 6 that wound is not lost
        Psychic PowerWarp ChargeRangeDetailsRef
        1. Gaze of Ynnead618"Select a visible enemy unit within 18" of the psyker and roll a D6. On a 1, the unit suffers a mortal wound. On a 2-5 that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.
        4. Unbind Souls618"If manifested, select an enemy unit within 18" of the psyker. Until the start of your next psychic phase, you can re-roll wound rolls for attacks made with melee weapons by Ynnari models from your army that target that enemy unit.
        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
        Psyker212 - RevenantThe Yncarne can attempt to manifest 2 psychic powers in each friendly Psychic phase, and attempt to deny 1 power in each enemy Psychic phase. It knows the Smite power and 2 psychic powers from the Revenant discipline.
        UnitMWSBSSTWALdSaveRef
        The Yncarne8"2+2+669693+
        WeaponRangeTypeSAPDAbilitiesRef
        Vilith-zhar, the Sword of SoulsMeleeMeleeUser-4D6You can re-roll failed wound rolls for this weapon.
    • Elites [3 PL, 80pts]
      • Howling Banshees [3 PL, 80pts]

        Selections: Acrobatic, Banshee Mask

        Categories: Faction: Aeldari, Faction: Aspect Warrior, Faction: Asuryani, Infantry, Howling Banshees, Elites, Ynnari, Faction: Reborn Asuryani

        Rules: Strength from Death

        Abilities: Acrobatic, Ancient Doom, Banshee Mask, Battle Focus

        • 4x Howling Banshee [60pts]

          Selections: 4x Power Sword, 4x Shuriken Pistol

          Unit: Howling Banshee, Weapon: Power sword, Shuriken pistol

        • Howling Banshee Exarch [20pts]

          Selections: Shuriken Pistol & Executioner [5pts]

          Unit: Howling Banshee Exarch, Weapon: Executioner, Shuriken pistol

          • Exarch Power

            Selections: Decapitating Strike

            Abilities: Decapitating Strike


        AbilitiesDescriptionRef
        AcrobaticThis unit can Advance and charge in the same turn. In a turn in which it Advanced, you can declare a charge move for this unit if there are any enemy units within 15" of it, and you can add 3 to the resulting charge roll.
        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.
        Banshee MaskEnemy units cannot fire Overwatch at this unit.
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Decapitating StrikeWhen resolving an attack made with a melee weapon by this unit’s Howling Banshee Exarch, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
        UnitMWSBSSTWALdSaveRef
        Howling Banshee8"3+3+331284+
        Howling Banshee Exarch8"3+3+332384+
        WeaponRangeTypeSAPDAbilitiesRef
        ExecutionerMeleeMelee+1-3D3-
        Power swordMeleeMelee+1-31-
        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.
    • Fast Attack [19 PL, 410pts]
      • Shining Spears [5 PL, 110pts]

        Selections: Aerobatic Grace, Ride the Wind

        Categories: Faction: Aeldari, Faction: Aspect Warrior, Faction: Asuryani, Biker, Fast Attack, Fly, Shining Spears, Ynnari, Faction: Reborn Asuryani

        Rules: Strength from Death

        Abilities: Aerobatic Grace, Ancient Doom, Battle Focus, Ride the Wind

        • 2x Shining Spear [70pts]

          Selections: 2x Laser Lance, 2x Twin Shuriken Catapult

          Unit: Shining Spear, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult

        • Shining Spear Exarch [40pts]

          Selections: Star Lance [5pts], Twin Shuriken Catapult

          Unit: Shining Spear Exarch, Weapon: Star Lance (melee), Star Lance (shooting), Twin Shuriken Catapult

          • Exarch Power

            Selections: Heartstrike

            Abilities: Heartstrike


        AbilitiesDescriptionRef
        Aerobatic GraceModels in this unit have a 4+ invulnerable save against ranged weapons.
        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.
        HeartstrikeWhen resolving an attack made with a melee weapon by this unit’s Shining Spear Exarch, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
        Ride the WindWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Shining Spear16"3+3+342283+
        Shining Spear Exarch16"3+3+343383+
        WeaponRangeTypeSAPDAbilitiesRef
        Laser Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 6.
        Laser Lance (shooting)6"Assault 16-42-
        Star Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 8.
        Star Lance (shooting)6"Assault 18-42-
        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.
      • Shining Spears [5 PL, 110pts]

        Selections: Aerobatic Grace, Ride the Wind

        Categories: Faction: Aeldari, Faction: Aspect Warrior, Faction: Asuryani, Biker, Fast Attack, Fly, Shining Spears, Ynnari, Faction: Reborn Asuryani

        Rules: Strength from Death

        Abilities: Aerobatic Grace, Ancient Doom, Battle Focus, Ride the Wind

        • 2x Shining Spear [70pts]

          Selections: 2x Laser Lance, 2x Twin Shuriken Catapult

          Unit: Shining Spear, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult

        • Shining Spear Exarch [40pts]

          Selections: Star Lance [5pts], Twin Shuriken Catapult

          Unit: Shining Spear Exarch, Weapon: Star Lance (melee), Star Lance (shooting), Twin Shuriken Catapult

          • Exarch Power

            Selections: Heartstrike

            Abilities: Heartstrike


        AbilitiesDescriptionRef
        Aerobatic GraceModels in this unit have a 4+ invulnerable save against ranged weapons.
        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.
        HeartstrikeWhen resolving an attack made with a melee weapon by this unit’s Shining Spear Exarch, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
        Ride the WindWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Shining Spear16"3+3+342283+
        Shining Spear Exarch16"3+3+343383+
        WeaponRangeTypeSAPDAbilitiesRef
        Laser Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 6.
        Laser Lance (shooting)6"Assault 16-42-
        Star Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 8.
        Star Lance (shooting)6"Assault 18-42-
        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.
      • Shining Spears [5 PL, 110pts]

        Selections: Aerobatic Grace, Ride the Wind

        Categories: Faction: Aeldari, Faction: Aspect Warrior, Faction: Asuryani, Biker, Fast Attack, Fly, Shining Spears, Ynnari, Faction: Reborn Asuryani

        Rules: Strength from Death

        Abilities: Aerobatic Grace, Ancient Doom, Battle Focus, Ride the Wind

        • 2x Shining Spear [70pts]

          Selections: 2x Laser Lance, 2x Twin Shuriken Catapult

          Unit: Shining Spear, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult

        • Shining Spear Exarch [40pts]

          Selections: Star Lance [5pts], Twin Shuriken Catapult

          Unit: Shining Spear Exarch, Weapon: Star Lance (melee), Star Lance (shooting), Twin Shuriken Catapult

          • Exarch Power

            Selections: Heartstrike

            Abilities: Heartstrike


        AbilitiesDescriptionRef
        Aerobatic GraceModels in this unit have a 4+ invulnerable save against ranged weapons.
        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.
        HeartstrikeWhen resolving an attack made with a melee weapon by this unit’s Shining Spear Exarch, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
        Ride the WindWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Shining Spear16"3+3+342283+
        Shining Spear Exarch16"3+3+343383+
        WeaponRangeTypeSAPDAbilitiesRef
        Laser Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 6.
        Laser Lance (shooting)6"Assault 16-42-
        Star Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 8.
        Star Lance (shooting)6"Assault 18-42-
        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.
      • Swooping Hawks [4 PL, 80pts]

        Selections: Children of Baharroth, Skyleap, Swooping Hawk Grenade Pack

        Categories: Faction: Aeldari, Faction: Aspect Warrior, Faction: Asuryani, Fast Attack, Fly, Infantry, Jump Pack, Swooping Hawks, Ynnari, Faction: Reborn Asuryani

        Rules: Strength from Death

        Abilities: Ancient Doom, Battle Focus, Children of Baharroth, Skyleap, Swooping Hawk Grenade Pack

        • 4x Swooping Hawk [64pts]

          Selections: 4x Lasblaster

          Unit: Swooping Hawk, Weapon: Lasblaster

        • Swooping Hawk Exarch [16pts]

          Selections: Lasblaster

          Unit: Swooping Hawk Exarch, Weapon: Lasblaster

          • Exarch Power

            Selections: Swooping Barrage

            Abilities: Swooping Barrage


        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.
        Children of BaharrothDuring deployment, you can set up a Swooping Hawks unit in the skies instead of on the battlefield. At the end of any of your Movement phases the unit can descend - set them up anywhere on the battlefield that is more than 9" away from any enemy models.
        SkyleapAt the beginning of your Movement phase, if this unit is not within 1" of an enemy model they can leap back into the skies. Remove this unit from the battlefield. They can return to the battlefield as described in the Children of Baharroth ability. This unit may not both Skyleap and descend in the same turn. If the battle ends while this unit is in the skies, they are considered to be slain.
        Swooping BarrageWhilst this unit contains a Swooping Hawk Exarch, add 1 to rolls made for this unit’s Swooping Hawk Grenade Pack ability.
        Swooping Hawk Grenade PackSwooping Hawks can fire a spread of grenades when they are set up on the battlefield using the Children of Baharroth ability and as they fly over enemy units in their Movement phase. To do so after the unit has been set up using the Children of Baharroth ability, pick an enemy unit within 12" of them. To do so after the unit has moved, pick one enemy unit that they flew over. Then, in either case, roll one dice for each model in the enemy unit (up to a maximum of one dice for each model in the Swooping Hawks unit). Each time you roll a 6 the target unit suffers a mortal wound.
        UnitMWSBSSTWALdSaveRef
        Swooping Hawk14"3+3+331184+
        Swooping Hawk Exarch14"3+3+332284+
        WeaponRangeTypeSAPDAbilitiesRef
        Lasblaster24"Assault 4301-
  • Battalion Detachment -3CP (Aeldari - Craftworlds) [43 PL, -3CP, 860pts]
    • Configuration [-3CP]
      • Craftworld Attribute

        Selections: Mixed Detachment

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

      • Detachment CP [-3CP]

        Categories: Configuration

    • HQ [11 PL, 205pts]
      • Farseer Skyrunner [7 PL, 135pts]

        Selections: 0. Smite, 1. Guide, 2. Doom, Ghosthelm, Psyker (Farseer), Ride the Wind, Rune Armour, Runes of the Farseer, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

        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, Guide, Smite, Psyker: Psyker (Farseer), Unit: Farseer Skyrunner, Weapon: Shuriken pistol, Twin Shuriken Catapult, Witchblade

        • The Phoenix Gem

          Selections: Remnant of Glory

          Abilities: The Phoenix Gem


        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.
        The Phoenix GemThe first time this model is slain, roll a D6 for each unit (friend or foe) within 3" of this model. On a roll of 2 or more, that unit suffers D3 mortal wounds. If at least one mortal wound is inflicted as a result of this, then this model is not slain, but remains in play with a single wound remaining. If no mortal wounds are inflicted, this model is slain.
        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.
        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
        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.
        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+
      • Warlock Skyrunner [4 PL, 70pts]

        Selections: 0. Smite, 4. Protect/Jinx, Psyker, Ride the Wind, Rune Armour, Shuriken Pistol, Singing Spear [5pts], Twin Shuriken Catapult

        Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Biker, Character, Fly, HQ, Psyker, Faction: Warhost, Warlock Skyrunner

        Abilities: 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, 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.
        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.
        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.
    • Troops [9 PL, 205pts]
      • Dire Avengers [3 PL, 65pts]

        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 [13pts]

          Selections: Avenger Shuriken Catapult, Plasma Grenades

          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
      • Dire Avengers [3 PL, 65pts]

        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 [13pts]

          Selections: Avenger Shuriken Catapult, Plasma Grenades

          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
      • 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.
    • Heavy Support [5 PL, 105pts]
      • Dark Reapers [5 PL, 105pts]

        Selections: Inescapable Accuracy

        Categories: Faction: Aeldari, Faction: Aspect Warrior, Heavy Support, Infantry, Dark Reapers

        Abilities: Ancient Doom, Inescapable Accuracy

        • 3x Dark Reaper [105pts]

          Selections: 3x Reaper Launcher

          Unit: Dark Reaper, Weapon: (Reaper) Starshot Missile, (Reaper) Starswarm Missile


        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.
        Inescapable AccuracyModels in this unit always hit on a 3+ when firing a ranged weapon in the Shooting phase, regardless of any modifiers.
        UnitMWSBSSTWALdSaveRef
        Dark Reaper6"3+3+331183+
        WeaponRangeTypeSAPDAbilitiesRef
        (Reaper) Starshot Missile48"Heavy 18-23-
        (Reaper) Starswarm Missile48"Heavy 25-22-
    • Dedicated Transport [18 PL, 345pts]
      • Wave Serpent [9 PL, 170pts]

        Selections: Explodes (Hover Tank), Hover Tank, Serpent Shield, Spirit Stones [10pts], Transport, Twin Shuriken Catapult, Twin Starcannon [30pts]

        Categories: Dedicated Transport, Wave Serpent, Fly, Transport, Vehicle, Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Faction: Warhost

        Abilities: Explodes (Hover Tank), Hover Tank, Serpent Shield, Spirit Stones, Transport: Transport (Wave Serpent), Unit: Wave Serpent, Weapon: Twin Shuriken Catapult, Twin Starcannon, Wound Track: Wave Serpent 1., Wave Serpent 2., Wave Serpent 3.


        AbilitiesDescriptionRef
        Explodes (Hover Tank)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Hover TankDistance and ranges are always measured to and from this model's hull, even though it has a base.
        Serpent ShieldAny damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. In addition, once per battle, in your Shooting phase, a Wave Serpent can discharge its serpent shield in its Shooting phase by rolling a D6. On a 2+ the nearest visible enemy unit within 24" suffers D3 mortal wounds. The Wave Serpent then gains no benefit from this ability for the remainder of the battle.
        Spirit StonesRoll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
        TransportCapacityRef
        Transport (Wave Serpent)This model can transport 12 PHOENIX LORD or <CRAFTWORLD> INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.
        UnitMWSBSSTWALdSaveRef
        Wave Serpent*6+*6713*83+
        WeaponRangeTypeSAPDAbilitiesRef
        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.
        Twin Starcannon36"Heavy 46-3D3-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Wave Serpent 1.7-13+16"3+3
        Wave Serpent 2.4-612"4+D3
        Wave Serpent 3.1-38"5+1
      • Wave Serpent [9 PL, 175pts]

        Selections: Crystal Targeting Matrix [5pts], Explodes (Hover Tank), Hover Tank, Serpent Shield, Transport, Twin Aeldari Missile Launcher [40pts], Twin Shuriken Catapult

        Categories: Dedicated Transport, Wave Serpent, Fly, Transport, Vehicle, Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Faction: Warhost

        Abilities: Crystal Targeting Matrix, Explodes (Hover Tank), Hover Tank, Serpent Shield, Transport: Transport (Wave Serpent), Unit: Wave Serpent, Weapon: (TAML) Starshot Missile, (TAML) Sunburst Missile, Twin Shuriken Catapult, Wound Track: Wave Serpent 1., Wave Serpent 2., Wave Serpent 3.


        AbilitiesDescriptionRef
        Crystal Targeting MatrixIf the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to Assault (e.g. a Heavy D6 weapon becomes an Assault D6 weapon)
        Explodes (Hover Tank)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Hover TankDistance and ranges are always measured to and from this model's hull, even though it has a base.
        Serpent ShieldAny damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. In addition, once per battle, in your Shooting phase, a Wave Serpent can discharge its serpent shield in its Shooting phase by rolling a D6. On a 2+ the nearest visible enemy unit within 24" suffers D3 mortal wounds. The Wave Serpent then gains no benefit from this ability for the remainder of the battle.
        TransportCapacityRef
        Transport (Wave Serpent)This model can transport 12 PHOENIX LORD or <CRAFTWORLD> INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.
        UnitMWSBSSTWALdSaveRef
        Wave Serpent*6+*6713*83+
        WeaponRangeTypeSAPDAbilitiesRef
        (TAML) Starshot Missile48"Heavy 28-2D6-
        (TAML) Sunburst Missile48"Heavy 2D64-11Blast
        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.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Wave Serpent 1.7-13+16"3+3
        Wave Serpent 2.4-612"4+D3
        Wave Serpent 3.1-38"5+1
Selection Rules

Strength from Death: This ability is common to all YNNARI units.

As soon as any unit is destroyed, All units from your army benefit from Soulburst actions until the end of the turn. Whilst a unit is benefitting from Soulburst Actions, it always fights first in the Fight phase, even if it didn't charge. If a model that is benefitting from soulburst actions made a charge move this turn, or already has an ability that allows it to always fight first in the Fight phase, then whilst it is benefitting from soulburst actions you also add 1 to hit rolls for attacks made with melee weapons by that model. If the enemy also has units that made a charge move or that have abilities that allow them to always fight first in the fight phase, the alternate units, starting with the player whose turn is taking place. ()


Created with BattleScribe

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