2000 Point Warhammer 40 RT. Three rounds, New chapter approved, win/loss and battle points decide victor. No painting requirement but battle ready is encouraged.
Player | Rank | List | Faction | W/D/L | BP | Bonus | Total | PMP | Club/Affiliation | Group |
---|---|---|---|---|---|---|---|---|---|---|
Tim Toth | 1 | - | - | 3/0/0 | 239 | 0 | 3239 | 3 | ||
Matthew PearceR | 2 | View | - | 2/0/1 | 239 | 0 | 2239 | 3 | Christchurch wargaming club | |
David RotheR | 3 | - | - | 2/0/1 | 221 | 0 | 2221 | 3 | ||
Luke CarneyR | 4 | View | - | 1/0/2 | 222 | 0 | 1222 | 3 | ||
Daniel BealeR | 5 | View | - | 0/1/2 | 154 | 0 | 654 | 3 | Raider of Loroth | |
Daniel Wyatt | 6 | - | - | 0/1/2 | 134 | 0 | 634 | 3 |
Round 3: David Rothe (81) def. Luke Carney (59) 10 months ago |
Round 3: Daniel Beale (41) tied with Daniel Wyatt (41) 10 months ago |
Round 3: Tim Toth (79) def. Matthew Pearce (75) 10 months ago |
Round 3 draw created 10 months ago |
Round 2: Tim Toth (70) def. David Rothe (51) 10 months ago |
Round 2: Matthew Pearce (80) def. Daniel Beale (45) 10 months ago |
Round 2: Luke Carney (80) def. Daniel Wyatt (69) 10 months ago |
Round 2 draw created 10 months ago |
Round 1: Matthew Pearce (84) def. Luke Carney (83) 10 months ago |
Round 1: David Rothe (89) def. Daniel Beale (68) 10 months ago |
Round 1: Tim Toth (90) def. Daniel Wyatt (24) 10 months ago |
Round 1 draw created 10 months ago |
Garage Hammer 2021 event created 10 months ago |
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Created with BattleScribe (https://battlescribe.net)Eldar fast (Warhammer 40,000 9th Edition) [99 PL, 2,000pts, 9CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: Configuration
Categories: Configuration, Faction: <Craftworld>, Faction: Asuryani
Selections: Expert Crafters, Masters of Concealment
Abilities: Expert Crafters, Masters of Concealment
Expert Crafters | When a unit with this attribute fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll. |
Masters of Concealment | When resolving an attack made with a ranged weapon against a unit with this attribute by a model that is more than 12" away, that unit is treated as having the benefit of cover to its saving throw. |
Categories: Configuration
Categories: Configuration
Categories: Faction: <Craftworld>, Configuration
Abilities: The Path of War
The Path of War | If your army is battle-forged, all Troops units in Craftworlds 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 has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal. |
Categories: Configuration
Selections: 0. Smite, 2. Doom, 3. Fortune, 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, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Ghosthelm, Ride the Wind, Rune Armour, Runes of the Farseer, Psychic Power: Doom, Fortune, Smite, Psyker: Psyker (Farseer), Unit: Farseer Skyrunner, Weapon: Shuriken pistol, Singing Spear (melee), Singing Spear (shooting), Twin Shuriken Catapult
Selections: Remnant of Glory
Abilities: The Phoenix Gem
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Ghosthelm | Roll a D6 whenever this model suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as a result of the psyker suffering Perils of the Warp. On a roll of 5+, that wound is ignored. |
Ride the Wind | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Rune Armour | This model has a 4+ invulnerable save. |
Runes of the Farseer | Once in each Psychic phase, you can re-roll any number of dice used for this model's attempt to manifest or deny a psychic power. |
The Phoenix Gem | The 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. |
Doom | 7 | 24" | If manifested, choose an enemy unit within 24" of the psyker. You can re-roll failed wound rolls for attacks made by Asuryani units from your army against that unit until the start of your next Psychic phase. |
Fortune | 7 | 24" | If manifested, choose a friendly ASURYANI unit within 24" of the psyker. Until your next Psychic phase, whenever that unit suffers a wound, roll a D6. On a 5+ that wound is ignored. If a unit already has an ability with a similar effect (e.g. Ulthwe's Foresight of the Damned attribute, or the Avatar of Khaine's Molten Body ability) then the effect of Fortune replaces that of the ability until your next Psychic phase. |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. |
Psyker (Farseer) | 2 | 2 | 2 powers from Runes of Fate and one from Runes of Fortune |
Farseer Skyrunner | 16" | 2+ | 2+ | 3 | 4 | 6 | 2 | 9 | 4+ |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Singing Spear (melee) | Melee | Melee | User | 0 | D3 | This weapon always wounds on a roll of 2+. |
Singing Spear (shooting) | 12" | Assault 1 | 9 | 0 | D3 | This weapon always wounds on a roll of 2+. |
Twin Shuriken Catapult | 12" | Assault 4 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Selections: 4. Protect/Jinx, 5. Focus Will, 6: Seer of the Shifting Vector, Psyker, Ride the Wind, Rune Armour, Shuriken Pistol, Twin Shuriken Catapult, Warlord, Witchblade
Categories: Faction: <Craftworld>, Faction: Aeldari, Biker, Character, Fly, HQ, Psyker, Faction: Warhost, Warlock Skyrunner, Faction: Asuryani, Warlord
Rules: Ancient Doom
Abilities: 6: Seer of the Shifting Vector, Battle Focus, Ride the Wind, Rune Armour, Psychic Power: 4.1 Protect, 4.2 Jinx, Focus Will, Psyker: Psyker, Unit: Warlock Skyrunner, Weapon: Shuriken pistol, Twin Shuriken Catapult, Witchblade
6: Seer of the Shifting Vector | Once per battle round, you can re-roll a single hit roll, wound roll, save roll, Psychic test or Deny The Witch test made for your Warlord. |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Ride the Wind | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Rune Armour | This model has a 4+ invulnerable save. |
4.1 Protect | 7 | 18" | Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to the saving throws made for that unit until your next Psychic phase. |
4.2 Jinx | 7 | 18" | Choose an enemy unit within 18" of the psyker – your opponent must subtract 1 from all saving throws made for that unit against attacks made by Asuryani units from your army until the start of your next Psychic phase. |
Focus Will | 6 | 6" | If manifested, select one friendly <CRAFTWORLD> PSYKER model within 6" of this psyker. Until the end of the phase, when a Psychic test is taken for that model, add 2 to the total. |
Psyker | 1 | 1 | One power from Runes of Battle and one from Runes of Fortune |
Warlock Skyrunner | 16" | 3+ | 3+ | 3 | 4 | 3 | 2 | 8 | 4+ |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Twin Shuriken Catapult | 12" | Assault 4 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Witchblade | Melee | Melee | User | 0 | D3 | This weapon always wounds on a roll of 2+ |
Selections: Defence Tactics
Categories: Faction: Aeldari, Aspect Warrior, Dire Avengers, Infantry, Troops, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Defence Tactics
Selections: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade
Selections: Plasma Grenades, Shimmershield & Power Glaive [5pts]
Abilities: Shimmershield, Unit: Dire Avenger Exarch, Weapon: Plasma Grenade, Power Glaive
Selections: Stand Firm
Abilities: Stand Firm
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Defence Tactics | When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6. |
Shimmershield | A unit which includes a model with a shimmershield has a 5+ invulnerable save. |
Stand Firm | Whilst this unit contains a Dire Avenger Exarch, when a Morale test is taken for this unit, do not roll the dice; it is automatically passed. |
Dire Avenger | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 8 | 4+ |
Dire Avenger Exarch | 7" | 3+ | 3+ | 3 | 3 | 2 | 2 | 8 | 4+ |
Avenger Shuriken Catapult | 18" | Assault 2 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | Blast |
Power Glaive | Melee | Melee | +1 | -2 | 1 | - |
Selections: Defence Tactics
Categories: Faction: Aeldari, Aspect Warrior, Dire Avengers, Infantry, Troops, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Defence Tactics
Selections: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade
Selections: Plasma Grenades, Shimmershield & Power Glaive [5pts]
Abilities: Shimmershield, Unit: Dire Avenger Exarch, Weapon: Plasma Grenade, Power Glaive
Selections: Stand Firm
Abilities: Stand Firm
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Defence Tactics | When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6. |
Shimmershield | A unit which includes a model with a shimmershield has a 5+ invulnerable save. |
Stand Firm | Whilst this unit contains a Dire Avenger Exarch, when a Morale test is taken for this unit, do not roll the dice; it is automatically passed. |
Dire Avenger | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 8 | 4+ |
Dire Avenger Exarch | 7" | 3+ | 3+ | 3 | 3 | 2 | 2 | 8 | 4+ |
Avenger Shuriken Catapult | 18" | Assault 2 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | Blast |
Power Glaive | Melee | Melee | +1 | -2 | 1 | - |
Selections: Defence Tactics
Categories: Faction: Aeldari, Aspect Warrior, Dire Avengers, Infantry, Troops, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Defence Tactics
Selections: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade
Selections: Plasma Grenades, Shimmershield & Power Glaive [5pts]
Abilities: Shimmershield, Unit: Dire Avenger Exarch, Weapon: Plasma Grenade, Power Glaive
Selections: Stand Firm
Abilities: Stand Firm
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Defence Tactics | When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6. |
Shimmershield | A unit which includes a model with a shimmershield has a 5+ invulnerable save. |
Stand Firm | Whilst this unit contains a Dire Avenger Exarch, when a Morale test is taken for this unit, do not roll the dice; it is automatically passed. |
Dire Avenger | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 8 | 4+ |
Dire Avenger Exarch | 7" | 3+ | 3+ | 3 | 3 | 2 | 2 | 8 | 4+ |
Avenger Shuriken Catapult | 18" | Assault 2 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | Blast |
Power Glaive | Melee | Melee | +1 | -2 | 1 | - |
Selections: Mandiblasters, Masters of Stealth, Shadow Strike
Categories: Faction: <Craftworld>, Faction: Aeldari, Aspect Warrior, Elites, Infantry, Striking Scorpions, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Mandiblasters, Masters of Stealth, Shadow Strike
Selections: 4x Plasma Grenades, 4x Scorpion Chainsword, 4x Shuriken Pistol
Unit: Striking Scorpion, Weapon: Plasma Grenade, Scorpion Chainsword, Shuriken pistol
Selections: Plasma Grenades, Scorpion Chainsword, Shuriken Pistol
Unit: Striking Scorpion Exarch, Weapon: Plasma Grenade, Scorpion Chainsword, Shuriken pistol
Selections: Stalker
Abilities: Stalker
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Mandiblasters | At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of this unit. Roll a D6 for each model in this unit; for each roll of a 6, the enemy unit suffers a mortal wound. |
Masters of Stealth | During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases this unit can stalk from their hiding place - set it up anywhere on the battlefield that is more than 9" away from enemy models. |
Shadow Strike | Add 1 to hit rolls for attacks for this unit that target a unit in cover. |
Stalker | Whilst this unit contains a Striking Scorpion Exarch and is wholly on or within a terrain feature, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll. |
Striking Scorpion | 7" | 3+ | 3+ | 3 | 3 | 1 | 2 | 8 | 3+ |
Striking Scorpion Exarch | 7" | 3+ | 3+ | 3 | 3 | 2 | 3 | 8 | 3+ |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | Blast |
Scorpion Chainsword | Melee | Melee | +1 | 0 | 1 | - |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Selections: Fires of Wrath, Ghostaxe and Forceshield, 10x Wraithblade [370pts]
Categories: Elites, Wraithblades, Faction: <Craftworld>, Faction: Aeldari, Infantry, Faction: Spirit Host, Wraith Construct, Faction: Asuryani
Rules: Ancient Doom
Abilities: Fires of Wrath, Forceshield, Unit: Wraithblade, Weapon: Ghostaxe
Fires of Wrath | Add 1 to the Attacks characteristic of models in this unit in a turn in which it charges. |
Forceshield | This model has a 4+ invulnerable save. |
Wraithblade | 5" | 3+ | 3+ | 5 | 6 | 3 | 2 | 9 | 3+ |
Ghostaxe | Melee | Melee | +2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
Selections: Aerobatic Grace, Ride the Wind
Categories: Faction: <Craftworld>, Faction: Aeldari, Aspect Warrior, Biker, Fast Attack, Fly, Shining Spears, Faction: Asuryani
Rules: Ancient Doom
Abilities: Aerobatic Grace, Battle Focus, Ride the Wind
Selections: 2x Laser Lance, 2x Twin Shuriken Catapult
Unit: Shining Spear, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult
Selections: Star Lance [5pts], Twin Shuriken Catapult
Unit: Shining Spear Exarch, Weapon: Star Lance (melee), Star Lance (shooting), Twin Shuriken Catapult
Selections: Withdraw
Abilities: Withdraw
Aerobatic Grace | Models in this unit have a 4+ invulnerable save against ranged weapons. |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Ride the Wind | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Withdraw | At the end of the Fight phase, if this unit contains a Shining Spear Exarch and is within 1" of any enemy models, this unit can make a Fall Back move of up to 6" as if it were your Movement phase. |
Shining Spear | 16" | 3+ | 3+ | 3 | 4 | 2 | 2 | 8 | 3+ |
Shining Spear Exarch | 16" | 3+ | 3+ | 3 | 4 | 3 | 3 | 8 | 3+ |
Laser Lance (melee) | Melee | Melee | User | -4 | 2 | If the bearer charged this turn, attacks with this weapon are made at Strength 6. |
Laser Lance (shooting) | 6" | Assault 1 | 6 | -4 | 2 | - |
Star Lance (melee) | Melee | Melee | User | -4 | 2 | If the bearer charged this turn, attacks with this weapon are made at Strength 8. |
Star Lance (shooting) | 6" | Assault 1 | 8 | -4 | 2 | - |
Twin Shuriken Catapult | 12" | Assault 4 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Selections: Aerobatic Grace, Ride the Wind
Categories: Faction: <Craftworld>, Faction: Aeldari, Aspect Warrior, Biker, Fast Attack, Fly, Shining Spears, Faction: Asuryani
Rules: Ancient Doom
Abilities: Aerobatic Grace, Battle Focus, Ride the Wind
Selections: 2x Laser Lance, 2x Twin Shuriken Catapult
Unit: Shining Spear, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult
Selections: Star Lance [5pts], Twin Shuriken Catapult
Unit: Shining Spear Exarch, Weapon: Star Lance (melee), Star Lance (shooting), Twin Shuriken Catapult
Selections: Withdraw
Abilities: Withdraw
Aerobatic Grace | Models in this unit have a 4+ invulnerable save against ranged weapons. |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Ride the Wind | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Withdraw | At the end of the Fight phase, if this unit contains a Shining Spear Exarch and is within 1" of any enemy models, this unit can make a Fall Back move of up to 6" as if it were your Movement phase. |
Shining Spear | 16" | 3+ | 3+ | 3 | 4 | 2 | 2 | 8 | 3+ |
Shining Spear Exarch | 16" | 3+ | 3+ | 3 | 4 | 3 | 3 | 8 | 3+ |
Laser Lance (melee) | Melee | Melee | User | -4 | 2 | If the bearer charged this turn, attacks with this weapon are made at Strength 6. |
Laser Lance (shooting) | 6" | Assault 1 | 6 | -4 | 2 | - |
Star Lance (melee) | Melee | Melee | User | -4 | 2 | If the bearer charged this turn, attacks with this weapon are made at Strength 8. |
Star Lance (shooting) | 6" | Assault 1 | 8 | -4 | 2 | - |
Twin Shuriken Catapult | 12" | Assault 4 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Selections: Aerobatic Grace, Ride the Wind
Categories: Faction: <Craftworld>, Faction: Aeldari, Aspect Warrior, Biker, Fast Attack, Fly, Shining Spears, Faction: Asuryani
Rules: Ancient Doom
Abilities: Aerobatic Grace, Battle Focus, Ride the Wind
Selections: 2x Laser Lance, 2x Twin Shuriken Catapult
Unit: Shining Spear, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult
Selections: Star Lance [5pts], Twin Shuriken Catapult
Unit: Shining Spear Exarch, Weapon: Star Lance (melee), Star Lance (shooting), Twin Shuriken Catapult
Selections: Withdraw
Abilities: Withdraw
Aerobatic Grace | Models in this unit have a 4+ invulnerable save against ranged weapons. |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Ride the Wind | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Withdraw | At the end of the Fight phase, if this unit contains a Shining Spear Exarch and is within 1" of any enemy models, this unit can make a Fall Back move of up to 6" as if it were your Movement phase. |
Shining Spear | 16" | 3+ | 3+ | 3 | 4 | 2 | 2 | 8 | 3+ |
Shining Spear Exarch | 16" | 3+ | 3+ | 3 | 4 | 3 | 3 | 8 | 3+ |
Laser Lance (melee) | Melee | Melee | User | -4 | 2 | If the bearer charged this turn, attacks with this weapon are made at Strength 6. |
Laser Lance (shooting) | 6" | Assault 1 | 6 | -4 | 2 | - |
Star Lance (melee) | Melee | Melee | User | -4 | 2 | If the bearer charged this turn, attacks with this weapon are made at Strength 8. |
Star Lance (shooting) | 6" | Assault 1 | 8 | -4 | 2 | - |
Twin Shuriken Catapult | 12" | Assault 4 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Categories: Faction: <Craftworld>, Faction: Aeldari, Heavy Support, Vehicle, Faction: Warhost, Support Weapon, Artillery, Guardian, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus
Selections: D-cannon [25pts], Guardian Crew, Shuriken Catapult, Support Weapons
Abilities: Guardian Crew, Support Weapons, Unit: Support Weapon, Weapon: D-cannon, Shuriken Catapult
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Guardian Crew | Each Support Weapon and its crew are treated as a single model for all rules purposes. The crew must remain within 1" of their Support Weapon and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Support Weapon and its crew are measured from the Support Weapon, not the crew. |
Support Weapons | The first time this unit is set up, all Support Weapons in this unit must be placed within 6" of each other, and with each crew within 1" of their Support Weapon. From that point on each Support Weapon acts as a single unit. |
Support Weapon | 6" | 3+ | 3+ | 3 | 5 | 5 | 2 | 7 | 4+ |
D-cannon | 24" | Heavy D3 | 12 | -4 | D6 | This weapon can target units that are not visible to the firer. ; Blast |
Shuriken Catapult | 12" | Assault 2 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Categories: Configuration, Faction: <Craftworld>, Faction: Asuryani
Selections: Expert Crafters, Masters of Concealment
Abilities: Expert Crafters, Masters of Concealment
Expert Crafters | When a unit with this attribute fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll. |
Masters of Concealment | When resolving an attack made with a ranged weapon against a unit with this attribute by a model that is more than 12" away, that unit is treated as having the benefit of cover to its saving throw. |
Categories: Configuration
Selections: Daemon, Khaine Awakened, Molten Body, The Wailing Doom
Categories: Faction: Aeldari, Aspect Warrior, Avatar of Khaine, Character, Daemon, HQ, Monster, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Daemon, Khaine Awakened, Molten Body, Unit: Avatar of Khaine, Weapon: The Wailing Doom (melee), The Wailing Doom (shooting)
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Daemon | The Avatar of Khaine has a 5+ invulnerable save. |
Khaine Awakened | Friendly ASURYANI units within 12" of the Avatar of Khaine do not take Morale tests, and you can re-roll failed charge rolls for these units. |
Molten Body | Roll a D6 whenever the Avatar of Khaine suffers a wound or mortal wound. On a 5+ that wound is ignored. |
Avatar of Khaine | 7" | 2+ | 2+ | 6 | 6 | 8 | 5 | 9 | 3+ |
The Wailing Doom (melee) | Melee | Melee | +2 | -4 | D6 | Roll two dice when inflicting damage with this weapon and discard the lowest result. |
The Wailing Doom (shooting) | 12" | Assault 1 | 8 | -4 | D6 | Roll two dice when inflicting damage with this weapon and discard the lowest result. |
Selections: Shade of Twilight, Shadow of Death (Aura), Spectre Holo-field
Categories: Elites, Faction: <Craftworld>, Faction: Aeldari, Aspect Warrior, Fly, Infantry, Shadow Spectres, Jump Pack, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Shade of Twilight, Shadow of Death (Aura), Spectre Holo-field
Selections: 5x Plasma Grenades, 5x Prism Rifle
Unit: Shadow Spectre, Weapon: Plasma Grenade, Prism Rifle (Dispersed), Prism Rifle (Focused)
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Shade of Twilight | During deployment, you can set up this unit in the shadows instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases you can setup this unit anywhere on the battlefield that is more than 9" away from any enemy models. |
Shadow of Death (Aura) | While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that unit. |
Spectre Holo-field | Enemy units must subtract 1 from hit rolls made against a unit with this ability. |
Shadow Spectre | 12" | 3+ | 3+ | 3 | 3 | 1 | 1 | 8 | 3+ |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | Blast |
Prism Rifle (Dispersed) | 18" | Assault D6 | 5 | -1 | 1 | Blast |
Prism Rifle (Focused) | 24" | Assault 1 | 6 | -3 | 3 | - |
Categories: Faction: <Craftworld>, Faction: Aeldari, Fly, Fast Attack, Hornet, Vehicle, Faction: Asuryani
Selections: Explodes (Hornet), 2x Hornet Pulse Laser [10pts], Hover Tank, Lightning Assault
Abilities: Explodes (Hornet), Hover Tank, Lightning Assault, Unit: Hornet, Weapon: Hornet Pulse Laser
Explodes (Hornet) | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unt within 3" suffers a mortal wound. |
Hover Tank | Distance and ranges are always measured to and from this model's hull, even though it has a base. |
Lightning Assault | Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll. |
Hornet | 18" | 6+ | 3+ | 4 | 6 | 8 | 2 | 8 | 3+ |
Hornet Pulse Laser | 36" | Heavy 2 | 7 | -2 | 2 | - |
Categories: Faction: <Craftworld>, Faction: Aeldari, Fly, Fast Attack, Hornet, Vehicle, Faction: Asuryani
Selections: Explodes (Hornet), 2x Hornet Pulse Laser [10pts], Hover Tank, Lightning Assault
Abilities: Explodes (Hornet), Hover Tank, Lightning Assault, Unit: Hornet, Weapon: Hornet Pulse Laser
Explodes (Hornet) | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unt within 3" suffers a mortal wound. |
Hover Tank | Distance and ranges are always measured to and from this model's hull, even though it has a base. |
Lightning Assault | Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll. |
Hornet | 18" | 6+ | 3+ | 4 | 6 | 8 | 2 | 8 | 3+ |
Hornet Pulse Laser | 36" | Heavy 2 | 7 | -2 | 2 | - |
Categories: Faction: <Craftworld>, Faction: Aeldari, Fly, Fast Attack, Hornet, Vehicle, Faction: Asuryani
Selections: Explodes (Hornet), 2x Hornet Pulse Laser [10pts], Hover Tank, Lightning Assault
Abilities: Explodes (Hornet), Hover Tank, Lightning Assault, Unit: Hornet, Weapon: Hornet Pulse Laser
Explodes (Hornet) | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unt within 3" suffers a mortal wound. |
Hover Tank | Distance and ranges are always measured to and from this model's hull, even though it has a base. |
Lightning Assault | Each time a ranged attack is made against this unit, subtract 1 from that attack's hit roll. |
Hornet | 18" | 6+ | 3+ | 4 | 6 | 8 | 2 | 8 | 3+ |
Hornet Pulse Laser | 36" | Heavy 2 | 7 | -2 | 2 | - |
Selections: Flicker Jump, Warp Jump Generator, Warp Strike
Categories: Faction: <Craftworld>, Faction: Aeldari, Aspect Warrior, Fast Attack, Infantry, Jump Pack, Warp Spiders, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Flicker Jump, Warp Jump Generator, Warp Strike
Selections: 4x Death Spinner
Unit: Warp Spider, Weapon: Death Spinner
Selections: Two Death Spinners
Unit: Warp Spider Exarch, Weapon: Death Spinner
Selections: Web of Deceit
Abilities: Web of Deceit
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Flicker Jump | When this unit is targeted by a ranged weapon, you can declare that they will make a flickerjump - your opponent must subtract 1 from hit rolls for attacks that target this unit until the end of the phase. You must then immediately roll 2D6; on a 2, one model from the Warp Spiders unit is slain. |
Warp Jump Generator | When this unit moves in the Movement phase, they can use their warp jump generators. If they do, they cannot Advance or Charge this turn, but their Move characteristic is increased by 4D6" and they can FLY until the end of the phase. A unit that uses warp jump generators to Fall Back can still shoot in its Shooting phase. |
Warp Strike | During deployment, you can set up this unit in preparation to launch a warp strike instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use their warp jump generators to enter the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. You must then immediately roll 2D6; on a 2, one model from the unit is slain. |
Web of Deceit | Once per battle, in your Movement phase, if this unit contains a Warp Spider Exarch it can make a warp jump instead of moving normally. Remove this unit from the battlefield and set it up at the end of that phase, anywhere on the battlefield that is more than 9" away from any enemy models. |
Warp Spider | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 8 | 3+ |
Warp Spider Exarch | 7" | 3+ | 3+ | 3 | 3 | 2 | 2 | 8 | 3+ |
Death Spinner | 12" | Assault 2 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of 0. |
Selections: Flicker Jump, Warp Jump Generator, Warp Strike
Categories: Faction: <Craftworld>, Faction: Aeldari, Aspect Warrior, Fast Attack, Infantry, Jump Pack, Warp Spiders, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Flicker Jump, Warp Jump Generator, Warp Strike
Selections: 4x Death Spinner
Unit: Warp Spider, Weapon: Death Spinner
Selections: Two Death Spinners
Unit: Warp Spider Exarch, Weapon: Death Spinner
Selections: Web of Deceit
Abilities: Web of Deceit
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Flicker Jump | When this unit is targeted by a ranged weapon, you can declare that they will make a flickerjump - your opponent must subtract 1 from hit rolls for attacks that target this unit until the end of the phase. You must then immediately roll 2D6; on a 2, one model from the Warp Spiders unit is slain. |
Warp Jump Generator | When this unit moves in the Movement phase, they can use their warp jump generators. If they do, they cannot Advance or Charge this turn, but their Move characteristic is increased by 4D6" and they can FLY until the end of the phase. A unit that uses warp jump generators to Fall Back can still shoot in its Shooting phase. |
Warp Strike | During deployment, you can set up this unit in preparation to launch a warp strike instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use their warp jump generators to enter the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. You must then immediately roll 2D6; on a 2, one model from the unit is slain. |
Web of Deceit | Once per battle, in your Movement phase, if this unit contains a Warp Spider Exarch it can make a warp jump instead of moving normally. Remove this unit from the battlefield and set it up at the end of that phase, anywhere on the battlefield that is more than 9" away from any enemy models. |
Warp Spider | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 8 | 3+ |
Warp Spider Exarch | 7" | 3+ | 3+ | 3 | 3 | 2 | 2 | 8 | 3+ |
Death Spinner | 12" | Assault 2 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of 0. |
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
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++ Patrol Detachment -2CP (Aeldari - Craftworlds) [32 PL, 625pts, -2CP] ++
+ Configuration +
Craftworld Attribute: Ynnari
Detachment Command Cost [-2CP]
+ HQ +
Yvraine [6 PL, 120pts]: 3. Word of the Phoenix, 4. Unbind Souls
+ Troops +
Dire Avengers [2 PL, 55pts]. 4x Dire Avenger: 4x Avenger Shuriken Catapult, 4x Plasma Grenades. Dire Avenger Exarch: Two Avenger Shuriken Catapults. . Exarch Power: Bladestorm
+ Elites +
Wraithblades [10 PL, 185pts]: Ghostaxe and Forceshield, 5x Wraithblade
+ Fast Attack +
Shining Spears [5 PL, 105pts]. 2x Shining Spear: 2x Laser Lance, 2x Twin Shuriken Catapult. Shining Spear Exarch: Laser Lance. . Exarch Power: Swooping Dive
+ Dedicated Transport +
Wave Serpent [9 PL, 160pts]: Spirit Stones, Twin Shuriken Cannon, Twin Shuriken Catapult
++ Battalion Detachment 0CP (Aeldari - Drukhari) [74 PL, 1,375pts, 12CP] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Obsession: Ynnari
+ HQ +
Archon [5 PL, 90pts]: Blast Pistol, Huskblade, Lord of Rebirth, Overlord, Warlord. Hungering Blade. Splintered Genius (Custom): Splintered Genius
The Yncarne [15 PL, 290pts]: 1. Gaze of Ynnead, 6. Ancestors' Grace
+ Troops +
Kabalite Warriors [6 PL, 115pts]. 6x Kabalite Warrior: 6x Splinter Rifle. Kabalite Warrior w/ Special Weapon: Blaster. Kabalite Warrior w/ Special Weapon: Blaster. Kabalite warrior with Heavy Weapon: Dark Lance. Sybarite: Splinter Rifle
Kabalite Warriors [3 PL, 50pts]. 3x Kabalite Warrior: 3x Splinter Rifle. Kabalite Warrior w/ Special Weapon: Blaster. Sybarite: Splinter Rifle
Wyches [6 PL, 110pts]: *Random x 2* (Combat Drug). Hekatrix: Hekatarii Blade, Splinter Pistol. 8x Wych: 8x Hekatarii Blade, 8x Plasma Grenades, 8x Splinter Pistol. Wych w/ Shardnet and Impaler: Shardnet and Impaler
+ Elites +
Incubi [4 PL, 80pts]. 4x Incubi: 4x Klaive. Klaivex: Klaive
Incubi [4 PL, 80pts]. 4x Incubi: 4x Klaive. Klaivex: Klaive
+ Flyer +
Voidraven Bomber [9 PL, 200pts]: Kabal, Voidraven missiles. Two void lances
+ Dedicated Transport +
Raider [6 PL, 95pts]: Dark Lance, Kabal
Raider [6 PL, 95pts]: Dark Lance, Kabal
Raider [6 PL, 95pts]: Dark Lance, Kabal
Venom [4 PL, 75pts]: Kabal, Splinter Cannon, Twin splinter rifle
++ Total: [106 PL, 2,000pts, 10CP] ++
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++ Battalion Detachment 0CP (Chaos - Chaos Space Marines) [102 PL, 12CP, 1,677pts] ++
+ Configuration [12CP] +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Detachment Command Cost
Legion: The Flawless Host
+ HQ [17 PL, 295pts] +
Chaos Lord [6 PL, 100pts]: 6. Exalted Champion, Bolt pistol, Flawless Cloak, Frag & Krak grenades, Mark of Slaanesh, Thunder hammer [20pts], Warlord
Sorcerer [5 PL, 90pts]: Bolt pistol, Death Hex, Force sword, Frag & Krak grenades, Infernal Gaze, Mark of Slaanesh, Smite
Sorcerer in Terminator Armour [6 PL, 105pts]: Combi-bolter, Delightful Agonies, Force stave, Mark of Slaanesh, Smite, Warptime
+ Troops [24 PL, 280pts] +
Chaos Space Marines [8 PL, 102pts]: Icon of Excess [10pts], Mark of Slaanesh
. Aspiring Champion [22pts]: Combi-bolter [3pts], Frag & Krak grenades, Power axe [5pts]
. 5x Marine w/ chainsword [70pts]: 5x Astartes chainsword, 5x Bolt pistol, 5x Frag & Krak grenades
Chaos Space Marines [8 PL, 84pts]: Mark of Slaanesh
. Aspiring Champion [14pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. 5x Marine w/ boltgun [70pts]: 5x Bolt pistol, 5x Boltgun, 5x Frag & Krak grenades
Chaos Space Marines [8 PL, 94pts]: Mark of Slaanesh
. Aspiring Champion [14pts]: Bolt pistol, Boltgun, Frag & Krak grenades
. 4x Marine w/ boltgun [56pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Marine w/ heavy or special weapon [24pts]: Autocannon [10pts], Bolt pistol
+ Elites [16 PL, 198pts] +
Terminators [16 PL, 198pts]: Mark of Slaanesh
. Terminator [33pts]: Combi-bolter, Power fist [5pts]
. Terminator [33pts]: Combi-bolter, Power fist [5pts]
. Terminator [33pts]: Combi-bolter, Power fist [5pts]
. Terminator [33pts]: Combi-bolter, Power fist [5pts]
. Terminator Champion [33pts]: Combi-bolter, Power fist [5pts]
. Terminator w/ Heavy Weapon [33pts]: Chainaxe, Reaper autocannon [5pts]
+ Fast Attack [11 PL, 214pts] +
Bikers [9 PL, 168pts]: Mark of Slaanesh
. Biker [28pts]: Bolt pistol, Combi-bolter [3pts], Frag & Krak grenades
. Biker [28pts]: Bolt pistol, Combi-bolter [3pts], Frag & Krak grenades
. Biker [28pts]: Bolt pistol, Combi-bolter [3pts], Frag & Krak grenades
. Biker [28pts]: Bolt pistol, Combi-bolter [3pts], Frag & Krak grenades
. Biker [28pts]: Bolt pistol, Combi-bolter [3pts], Frag & Krak grenades
. Biker Champion [28pts]: Astartes chainsword, Combi-bolter [3pts], Frag & Krak grenades
Chaos Spawn [1 PL, 23pts]: Mark of Slaanesh
. Chaos Spawn [1 PL, 23pts]: Hideous mutations
Chaos Spawn [1 PL, 23pts]: Mark of Slaanesh
. Chaos Spawn [1 PL, 23pts]: Hideous mutations
+ Heavy Support [26 PL, 520pts] +
Chaos Predator [9 PL, 180pts]: Mark of Slaanesh, Twin lascannon [10pts]
. Two lascannons [40pts]: 2x Lascannon [40pts]
Havocs [7 PL, 130pts]: Mark of Slaanesh
. Aspiring Champion [22pts]: Astartes chainsword, Flamer [5pts], Frag & Krak grenades
. 4x Havoc w/ autocannon [108pts]: 4x Autocannon [40pts], 4x Frag & Krak grenades
Obliterators [10 PL, 210pts]: Mark of Slaanesh
. 2x Obliterator [10 PL, 210pts]: 2x Crushing fists, 2x Fleshmetal guns
+ Dedicated Transport [8 PL, 170pts] +
Chaos Rhino [4 PL, 85pts]: Combi-bolter, Havoc launcher [5pts], Mark of Slaanesh, Smoke Launchers
Chaos Rhino [4 PL, 85pts]: Combi-bolter, Havoc launcher [5pts], Mark of Slaanesh, Smoke Launchers
++ Patrol Detachment -2CP (Chaos - Daemons) [17 PL, -2CP, 320pts] ++
+ Configuration [-2CP] +
Chaos Allegiance: Slaanesh
Detachment Command Cost [-2CP]
+ HQ [13 PL, 250pts] +
Shalaxi Helbane [13 PL, 250pts]: Delightful Agonies, Shining aegis [10pts], Snapping claws, Soulpiercer, Symphony of Pain
+ Troops [4 PL, 70pts] +
Daemonettes [4 PL, 70pts]
. Alluress [7pts]: Piercing claws
. 9x Daemonette [63pts]: 9x Piercing claws
++ Total: [119 PL, 10CP, 1,997pts] ++
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