Player | Rank | List | Faction | W/D/L | GT Points | Bonus Points | Total Points | STW/LB/FB/Units Destroyed | Club/Affiliation | Group |
---|---|---|---|---|---|---|---|---|---|---|
Callumn James | 1 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Connor GosnellR | 2 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | Linwood Luchadores | |
Hamish Morrison | 3 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
James lassen | 4 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Jordan Lawson | 5 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Josh Reid | 6 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Kelly Gragg | 7 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Liam McElwain | 8 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Nathan Mycock | 9 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Nathan Pryor | 10 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Nick McBrearty | 11 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Nick McIvor | 12 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Ollie Brown | 13 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Robert Day | 14 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Ross McMillan | 15 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Sam Day | 16 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Scott Clough | 17 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Sean Saunders | 18 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Sven Lancaster | 19 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Tim Campbell | 20 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Tom Brew | 21 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Vinnie Purcell | 22 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 | ||
Woody Cleverly | 23 | View | - | 0/0/0 | 0 | 0 | 0 | 0/0/0/0 |
Southcon 2020 40K Narrative Tournament (Incursion at Eriad VI) event created 2 years ago |
Lists are currently locked.
Created with BattleScribe (https://battlescribe.net)Narrative Southcon 2020 Callumn K Sons 750 (Warhammer 40,000 9th Edition) [54 PL, 6CP, 749pts]
Rules: Daemonic Ritual
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Selections: Cult of Magic
Categories: Configuration
Categories: Configuration
Selections: Arcane Focus, Daemonic axe [10pts], Devastating Sorcery, Infernal Gateway, Malefic talon, Prescience, Smite, Warlord, Wings [2 PL, 35pts]
Categories: HQ, Character, Daemon, Monster, Faction: Heretic Astartes, Psyker, Faction: Thousand Sons, Faction: Tzeentch, Daemon Prince, Faction: Chaos, Cult of Magic, Cult of Magic Warlord, Fly, Warlord
Rules: Brotherhood of Sorcerers, Hateful Assault, Malicious Volleys
Abilities: Arcane Focus, Death to the False Emperor, Devastating Sorcery, Ephemeral Daemon, Prince of Tzeentch, Psychic Power: Astral Blast, Infernal Gateway, Prescience, Smite, Psyker: Daemon Prince, Unit: Daemon Prince (Wings), Weapon:Daemonic axe, Malefic talon
Arcane Focus | When a Psychic test is taken for a model with this Relic, add 1 to the total. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Devastating Sorcery | When this Warlord manifests a psychic power that inflicts 1 or more mortal wounds on an enemy unit, increase the number of mortal wounds inflicted on that unit by 1 (e.g. D3 mortal wounds becomes D3+1). |
Ephemeral Daemon | This unit has a 4+ invulnerable save. |
Prince of Tzeentch | You can re-roll hit rolls of 1 made for friendly THOUSAND SONS and TZEENTCH DAEMON units within 6" of this model. |
Astral Blast | 6 | 9" | If manifested, the closest enemy unit within 9" of and visible to this psyker suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound. The Brotherhood of Psykers ability only increases the first range of this psychic power. |
Infernal Gateway | 8 | 12" | If manifested, identify the nearest enemy model that is within 12" of the psyker and visible to it; that model's unit, and every other unit (friend or foe) within 3" of that model, suffers D3 mortal wounds. The number of mortal wounds inflicted is D6 instead if the power is manifested with a Psychic test of 12+. |
Prescience | 7 | 18" | If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of 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. |
Daemon Prince | 2 | 1 | Smite and two powers from the Dark Hereticus discipline, Discipline of Change and/or Discipline of Tzeentch. |
Daemon Prince (Wings) | 12" | 2+ | 2+ | 7 | 6 | 8 | 4 | 10 | 3+ |
Daemonic axe | Melee | Melee | +1 | -3 | 3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
Malefic talon | Melee | Melee | User | -2 | 2 | Each time this model fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead. |
Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Faction: Chaos, Cult of Magic
Rules: Brotherhood of Sorcerers, Disciples of Tzeentch, Hateful Assault, Malicious Volleys
Abilities: All is Dust, Death to the False Emperor, Favoured of Tzeentch, Psychic Power: Astral Blast, Unit: Rubric Marine
Selections: Force stave, Inferno Bolt Pistol, Smite, Tzeentch's Firestorm
Psychic Power: Smite, Tzeentch's Firestorm, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol
Selections: 8x Inferno boltgun
Weapon: Inferno boltgun
All is Dust | Add 1 to the saving throws for Rubric Marines if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a Heavy weapon does not apply to Rubric Marines. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Favoured of Tzeentch | This model has a 5+ invulnerable save. |
Astral Blast | 6 | 9" | If manifested, the closest enemy unit within 9" of and visible to this psyker suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound. The Brotherhood of Psykers ability only increases the first range of this psychic power. |
Smite | 5 | 18" | If manifested, the closest visible enemy unit within 18" of the psyker suffers 1 mortal wound. If the result of the Psychic test was more than 10 the target suffers D3 mortal wounds instead. |
Tzeentch's Firestorm | 7 | 18" | If manifested, select an enemy unit that is within 18" of the psyker and visible to him. Roll 9 dice; the enemy unit you selected suffers a mortal wound for each roll of a 6. |
Aspiring Sorcerer | 1 | 1 | Smite and one power from the Discipline of Change | When an Aspiring Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, or D3 mortal wounds instead of D6 if the Psychic test is more than 10. |
Aspiring Sorcerer | 6" | 3+ | 3+ | 4 | 4 | 1 | 2 | 8 | 3+ |
Rubric Marine | 5" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 3+ |
Force stave | Melee | Melee | +2 | -1 | D3 | - |
Inferno Bolt Pistol | 12" | Pistol 1 | 4 | -2 | 1 | - |
Inferno boltgun | 24" | Rapid Fire 1 | 4 | -2 | 1 | - |
Categories: Psyker, Infantry, Faction: Heretic Astartes, Faction: Tzeentch, Troops, Faction: Thousand Sons, Rubric Marines, Faction: Chaos, Cult of Magic
Rules: Brotherhood of Sorcerers, Disciples of Tzeentch, Hateful Assault, Malicious Volleys
Abilities: All is Dust, Death to the False Emperor, Favoured of Tzeentch, Psychic Power: Astral Blast, Unit: Rubric Marine
Selections: Force sword, Inferno Bolt Pistol, Smite, Weaver of Fates
Psychic Power: Smite, Weaver of Fates, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force sword, Inferno Bolt Pistol
Selections: 8x Inferno boltgun
Weapon: Inferno boltgun
All is Dust | Add 1 to the saving throws for Rubric Marines if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a Heavy weapon does not apply to Rubric Marines. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Favoured of Tzeentch | This model has a 5+ invulnerable save. |
Astral Blast | 6 | 9" | If manifested, the closest enemy unit within 9" of and visible to this psyker suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound. The Brotherhood of Psykers ability only increases the first range of this psychic power. |
Smite | 5 | 18" | If manifested, the closest visible enemy unit within 18" of the psyker suffers 1 mortal wound. If the result of the Psychic test was more than 10 the target suffers D3 mortal wounds instead. |
Weaver of Fates | 6 | 18" | If manifested, select a THOUSAND SONS unit within 18" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save. |
Aspiring Sorcerer | 1 | 1 | Smite and one power from the Discipline of Change | When an Aspiring Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, or D3 mortal wounds instead of D6 if the Psychic test is more than 10. |
Aspiring Sorcerer | 6" | 3+ | 3+ | 4 | 4 | 1 | 2 | 8 | 3+ |
Rubric Marine | 5" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 3+ |
Force sword | Melee | Melee | User | -3 | D3 | - |
Inferno Bolt Pistol | 12" | Pistol 1 | 4 | -2 | 1 | - |
Inferno boltgun | 24" | Rapid Fire 1 | 4 | -2 | 1 | - |
Categories: Elites, Infantry, Faction: Heretic Astartes, Psyker, Terminator, Faction: Thousand Sons, Faction: Tzeentch, Scarab Occult Terminators, Faction: Chaos, Cult of Magic
Rules: Brotherhood of Sorcerers, Hateful Assault, Malicious Volleys
Abilities: All is Dust, Death to the False Emperor, Teleport Strike, Terminator Armour, Psychic Power: Astral Blast, Unit: Scarab Occult Terminator
Selections: Force stave, Glamour of Tzeentch, Inferno Combi-bolter [3pts], Smite
Psychic Power: Glamour of Tzeentch, Smite, Psyker: Scarab Occult Sorcerer, Unit: Scarab Occult Sorcerer, Weapon:Force stave, Inferno Combi-bolter
Selections: 4x Inferno Combi-bolter [12pts], 4x Power sword [20pts]
Weapon: Inferno Combi-bolter, Power sword
Selections: Power sword [5pts], Soulreaper cannon [10pts]
Weapon: Power sword, Soulreaper Cannon
All is Dust | Add 1 to the saving throws for Scarab Occult Terminators if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a Heavy weapon does not apply to Scarab Occult Terminators. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Teleport Strike | During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. |
Terminator Armour | This model has a 5+ invulnerable save. |
Astral Blast | 6 | 9" | If manifested, the closest enemy unit within 9" of and visible to this psyker suffers D3 mortal wounds and each other unit within 3" of that unit suffers 1 mortal wound. The Brotherhood of Psykers ability only increases the first range of this psychic power. |
Glamour of Tzeentch | 7 | 12" | If manifested, select a friendly THOUSAND SONS unit within 12" of the psyker. Until your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for models that target that unit. |
Smite | 5 | 18" | If manifested, the closest visible enemy unit within 18" of the psyker suffers 1 mortal wound. If the result of the Psychic test was more than 10 the target suffers D3 mortal wounds instead. |
Scarab Occult Sorcerer | 1 | 1 | Smite and one power from the Discipline of Change | When a Scarab Occult Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, and D3 mortal wounds instead of D6 if the Psychic Test is 10 or more. |
Scarab Occult Sorcerer | 5" | 3+ | 3+ | 4 | 4 | 2 | 2 | 9 | 2+ |
Scarab Occult Terminator | 4" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 2+ |
Force stave | Melee | Melee | +2 | -1 | D3 | - |
Inferno Combi-bolter | 24" | Rapid Fire 2 | 4 | -2 | 1 | - |
Power sword | Melee | Melee | User | -3 | 1 | - |
Soulreaper Cannon | 24" | Heavy 4 | 5 | -3 | 1 | - |
Daemonic Ritual: Instead of moving in their Movement phase, any THOUSAND SONS CHARACTER can, at the end of their Movement phase, attempt to summon a TZEENTCH DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).
Roll up to 3 dice - this is your summoning roll. You can summon to the battlefield one new TZEENTCH DAEMONS unit that has the Daemonic Ritual ability and a Power Rating equal to or less than the total result. 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 suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Brotherhood of Sorcerers: If your army is Battle-forged, PSYKER units in THOUSAND SONS Detachments gain the following ability: The ranges of all psychic powers manifested by units with this ability are increased by 6".
Disciples of Tzeentch: If your army is Battle-forged, Troops units in THOUSAND SONS Detachments gain the following ability. A unit with this ability that is within range of an objective marker (as specified in the mission) controls it even if there are more enemy models in 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 in range as normal.
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.
Malicious 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 belongs to an INFANTRY unit and every model from that 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 weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, Inferno boltgun, inferno combi-bolter, etc.).
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon ConnorG_Orks-750 (Warhammer 40,000 9th Edition) [35 PL, 750pts, 7CP]
Rules: Dis Is Ours! Zog Off!
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Selections: Deathskulls
Categories: Configuration
Abilities: Deathskulls
Deathskulls | Models with this Kultur have a 6+ invulnerable save. In addition, you can re-roll a single hit roll, a single wound roll, and a single damage roll for each unit with this kultur each time it shoots or fights. In addition, INFANTRY units with this kultur gain the 'Dis is Ours! Zogg Off!' ability, even if they do not have the Troops battlefield role. |
Categories: Configuration
Selections: Choppa, Follow Me, Ladz! [1CP], Kustom Force Field (PA), Slugga, Stikkbombs, Super Cybork Body, Warlord
Categories: Big Mek, Character, Faction: <Clan>, Faction: Ork, HQ, Infantry, Warlord
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Big Mekaniak, Follow me Ladz!, Kustom Force Field, Super Cybork Body, Unit: Big Mek with Kustom Force Field, Weapon: Choppa, Slugga, Stikkbomb
Big Mekaniak | At the end of your Movement phase, this model can repair a single friendly (CLAN) Vehicle model within 3". That model regains D3 lost wounds. A model can only be repaired once per turn. |
Follow me Ladz! | Your Warlord gains the Waaagh! and Breakin’ Heads abilities (pg 85). If your Warlord already has the Waaagh! and Breakin’ Heads abilities, the range of each ability is increased by 3". In addition, if your army is Battle-forged, you receive an additional +1 Command Point. |
Kustom Force Field | Friendly Ork units have a 5+ invulnerable save against ranged attacks whilst they are wholly within 9" of this model. While this model is embarked, the model transporting it has a 5+ invulnerable save against ranged attacks.’ |
Super Cybork Body | Each time the bearer loses a wound, roll a d6; on a roll of 5+ that wound is not lost. You cannot make a Dokk's Tools roll for this model if you do so. |
Big Mek with Kustom Force Field | 5" | 3+ | 5+ | 5 | 4 | 4 | 3 | 7 | 4+ |
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Selections: Gork's Klaw, Mork's Roar, Stikkbombs
Categories: Character, Warboss, HQ, Faction: Ork, Mega Armour, Ghazghkull Thraka, Faction: Goff, Monster
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Goffs is da Best, Grand Warboss, Great Waagh!, Prophet of Gork and Mork, The Boss is Watchin', Transport Wound Track: Ghazghkull Thraka1, Ghazghkull Thraka2, Ghazghkull Thraka3, Unit: Ghazghkull Thraka, Weapon: Gork's Klaw, Mork's Roar, Stikkbomb
Goffs is da Best | Re-roll hit rolls of 1 for attacks made with melee weapons by models in friendly GOFF ORK units whilst their unit is within 6" of this model. |
Grand Warboss | This model can be included in an ORK Detachment without preventing other units from that Detachment from gaining a Clan Kultur or Subkultur. Note, however, that this model does not benefit from any Clan Kultur unless the Clan Kultur selected for that Detachment is the Goffs Clan Kultur. |
Great Waagh! | Friendly ORK INFANTRY and MONSTER units within 6" of this model can be chosen to charge with even if they Advanced this turn. In addition, add 1 to the Attacks characteristic of models in friendly ORK INFANTRY units whilst their unit is within 6" of this model, if their unit made a charge move this turn. |
Prophet of Gork and Mork | This model has a 4+ invulnerable save. In addition, this model can only lose a maximum of 4 wounds in each phase. |
The Boss is Watchin' | When a friendly ORK unit within 6" of this model fails a Morale test, this model can restore order in a brutal display of violence. If it does, that unit suffers D3 mortal wounds and that Morale test is treated as having been passed. |
Ghazghkull Thraka1 | 7-12+ | 7" | 7 | 5 |
Ghazghkull Thraka2 | 3-6 | 6" | 6 | 6 |
Ghazghkull Thraka3 | 1-2 | 5" | 5 | 7 |
Ghazghkull Thraka | * | 2+ | 5+ | * | 7 | 12 | * | 8 | 2+/4++ |
Gork's Klaw | Melee | Melee | x2 | -4 | 4 | - |
Mork's Roar | 36 | Assault 12 | 5 | -1 | 1 | - |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Selections: Big Choppa [5pts], Choppa, Stikkbombs
Unit: Boss Nob, Weapon: Big Choppa, Choppa, Stikkbomb
Selections: Rokkit Launcha [10pts], Stikkbombs
Unit: Ork Boy, Weapon: Rokkit Launcha, Stikkbomb
Selections: 8x Choppa, 8x Slugga, 8x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ |
Big Choppa | Melee | Melee | +2 | -1 | 2 | - |
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Rokkit Launcha | 24" | Assault 1 | 8 | -2 | 3 | - |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Selections: Big Choppa [5pts], Choppa, Stikkbombs
Unit: Boss Nob, Weapon: Big Choppa, Choppa, Stikkbomb
Selections: Rokkit Launcha [10pts], Stikkbombs
Unit: Ork Boy, Weapon: Rokkit Launcha, Stikkbomb
Selections: 8x Choppa, 8x Slugga, 8x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ |
Big Choppa | Melee | Melee | +2 | -1 | 2 | - |
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Rokkit Launcha | 24" | Assault 1 | 8 | -2 | 3 | - |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Selections: Big Choppa [5pts], Choppa, Stikkbombs
Unit: Boss Nob, Weapon: Big Choppa, Choppa, Stikkbomb
Selections: 9x Choppa, 9x Slugga, 9x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ |
Big Choppa | Melee | Melee | +2 | -1 | 2 | - |
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops
Rules: Dakka Dakka Dakka, Grots
Selections: 10x Grot Blaster
Unit: Gretchin, Weapon: Grot Blaster
Gretchin | 5" | 5+ | 4+ | 2 | 2 | 1 | 1 | 4 | 6+ |
Grot Blaster | 12" | Pistol 1 | 3 | 0 | 1 | - |
Categories: Faction: <Clan>, Faction: Ork, Deffkoptas, Fast Attack, Fly, Speed Freeks, Vehicle
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Scoutin' Ahead, Turbo-boost
Selections: Kopta Rokkits [25pts], Slugga, Spinnin' Blades
Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades
Scoutin' Ahead | During deployment, you can set up a unit of Deffkoptas behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, the Deffkoptas can swoop around to ambush the foe - set them up anywhere on the battlefield that is more than 9" away from any enemy models and within 14" of a battlefield edge. |
Turbo-boost | Turbo-boost: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Deff Kopta | 14" | 3+ | 5+ | 4 | 5 | 4 | 2 | 6 | 4+ |
Kopta Rokkits | 24" | Assault 2 | 8 | -2 | 3 | - |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Spinnin' Blades | Melee | Melee | +1 | 0 | 1 | Make D3 hit rolls for each attack made with this weapon instead of 1 |
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.
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.
Grots: Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the 'Grot Shields' Stratagem)
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.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon Hamish Tyranids 750 (Warhammer 40,000 9th Edition) [42 PL, 750pts, 6CP]
Categories: Configuration
Psychic Power: 1. Dominion, 2. Catalyst, 3. The Horror, 4. Onslaught, 5. Paroxysm, 6. Psychic Scream
1. Dominion | 5 | 36" | Select a friendly TYRANIDS unit within 36" of the psyker that has the Instinctive Behaviours ability. Until the end of your next Psychic phase, that unit ignores its Instinctive Behaviour ability and automatically passes Morale tests. |
2. Catalyst | 6 | 18" | Select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound. |
3. The Horror | 6 | 24" | Select one enemy unit within 24" of and visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic. |
4. Onslaught | 6 | 18" | Select a friendly TYRANIDS unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back). |
5. Paroxysm | 5 | 18" | Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't 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. |
6. Psychic Scream | 5 | 18" | The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power. |
Categories: Configuration
Rules: Extensions of the Hive Mind
Abilities: Extensions of the Hive Mind
Extensions of the Hive Mind | If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit 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. |
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Categories: Configuration
Abilities: Hive Fleet Adaptations
Selections: Metamorphic Regrowth, Synaptic Augmentation
Abilities: Metamorphic Regrowth, Synaptic Augmentation
Hive Fleet Adaptations | If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table. |
Metamorphic Regrowth | A model with this adaptation regains 1 lost wound at the start of your turn. |
Synaptic Augmentation | When a <HIVE FLEET> unit with this adaptation that is within 6" of a friendly <HIVE FLEET> PSYKER or <HIVE FLEET> SYNAPSE unit fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll. |
Categories: Configuration
Rules: Beta Rules
Selections: Massive Scything Talons [10pts], Power: Catalyst, Power: Smite, Resonance Barb, Stinger Salvo, Warlord
Categories: Faction: <Hive Fleet>, Faction: Tyranids, HQ, Character, Psyker, Monster, Synapse, Warlord
Abilities: Brood Progenitor, Resonance Barb, Shadow in the Warp, Spawn Termagants, Synapse, Synaptic Backlash, Psychic Power: Catalyst, Smite, Psyker: Tervigon, Stat Damage - M, WS & BS: Tervigon (1), Tervigon (2), Tervigon (3), Unit: Tervigon, Weapon: Massive Scything Talons, Stinger Salvo
Selections: Dermic Symbiosis
Abilities: Dermic Symbiosis
Brood Progenitor | You can re-roll hit rolls of 1 in the Shooting phase for friendly <HIVE FLEET> Termagant units within 6" of this model. |
Dermic Symbiosis | This model has a 5+ invulnerable save. In addition, if this model has a damage table, it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table. |
Resonance Barb | PSYKER model only. A model with this Relic can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional power in your opponent's Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total. |
Shadow in the Warp | Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected. |
Spawn Termagants | At the start of your Movement phase, a Tervigon can spawn Termagants. If it does so add a new unit of 10 Termagants to your army and set it up on the battlefield so that it is wholly within 6" of the Tervigon and more than 1" from the enemy. All of these models are armed with fleshborers. Alternatively, you can replace up to 10 models lost earlier in the battle in an existing unit of Termagants from your army that is within 6" of the Tervigon. Models placed in this way must be within 6" of the Tervigon and more than 1" from the enemy. You can only replace models armed with fleshborers. If you cannot place some of the models the excess is discarded. |
Synapse | <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability. |
Synaptic Backlash | If a Tervigon is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. Each friendly <HIVE FLEET> Termagant unit within 6" of the Tervigon immediately suffers a number of mortal wounds equal to the result. |
Catalyst | 6 | 18" | Select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound. |
Smite | 5 | 18" | The closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. |
Tervigon | 1 | 1 | Smite + 1 Hive Mind | - |
Tervigon (1) | 8-14+ | 8" | 4+ | 4+ |
Tervigon (2) | 4-7 | 6" | 5+ | 5+ |
Tervigon (3) | 1-3 | 4" | 5+ | 6+ |
Tervigon | * | * | * | 7 | 8 | 14 | 3 | 9 | 3+ |
Massive Scything Talons | Melee | Melee | User | -3 | D6 | You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights. |
Stinger Salvo | 24" | Assault 4 | 5 | -1 | 1 | - |
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Genestealer, Troops
Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly
Selections: 16x Rending Claws
Unit: Genestealer, Weapon: Rending Claws
Flurry of Claws | Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models. |
Infestation | If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in your deployment zone when your army deploys. You can then set up any Genestealers lurking, instead of placing them on the battlefield. If an enemy model is ever within 9" of an infestation node, the node is destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6" of a friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still lurking when the last friendly infestation node is removed, the unit is destroyed. |
Lightning Reflexes | Models in this unit have a 5+ invulnerable save. |
Swift and Deadly | Models in this unit can charge even if they Advanced during its turn. |
Genestealer | 8" | 3+ | 4+ | 4 | 4 | 1 | 3 | 9 | 5+/5++ |
Rending Claws | Melee | Melee | User | -1 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Troops
Abilities: Hail of Living Ammunition, Instinctive Behaviour
Selections: 30x Fleshborer
Unit: Termagant, Weapon: Fleshborer
Hail of Living Ammunition | If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots. |
Instinctive Behaviour | Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. |
Termagant | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 5 | 6+ |
Fleshborer | 12" | Assault 1 | 4 | 0 | 1 | - |
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Infantry
Abilities: Instinctive Behaviour
Selections: 3x Impaler Cannon [30pts]
Unit: Hive Guard, Weapon: Impaler Cannon
Instinctive Behaviour | Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. |
Hive Guard | 5" | 4+ | 3+ | 4 | 5 | 3 | 2 | 7 | 4+ |
Impaler Cannon | 36" | Heavy 2 | 8 | -2 | D3 | This weapon can target units that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. |
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.
Extensions of the Hive Mind: If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit 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.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative - Southcon 2020 James Lassen Imperial fists 750 (Warhammer 40,000 9th Edition) [40 PL, 6CP, 750pts]
Rules: Angels of Death, Bolter Discipline, Shock Assault
Selections: Imperial Fists
Categories: Configuration
Rules: Siege Masters
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: Grav-gun, Warlord
Categories: Captain, Adeptus Astartes, Imperium, HQ, Imperial Fists, Mk X Gravis, Primaris, Infantry, Warlord
Abilities: Iron Halo, Rites of Battle, Siege Captain, Signum Array, Unit: Tor Garadon, Weapon: Grav-gun, Hand of Defiance
Iron Halo | This model has a 4+ invulnerable save. |
Rites of Battle | You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model. |
Siege Captain | When resolving an attack made by this model against a VEHICLE or BUILDING unit, add 1 to the Damage characteristic of the weapon being used for that attack. |
Signum Array | At the start of your Shooting phase, you can select one friendly IMPERIAL FISTS unit that is within 3" of this model. Models in the selected unit have a Ballistic Skill characteristic of 2+ until the end of that phase. |
Tor Garadon | 5" | 2+ | 2+ | 4 | 5 | 7 | 5 | 9 | 3+ |
Grav-gun | 18" | Rapid Fire 1 | 5 | -3 | 1 | If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3. |
Hand of Defiance | Melee | Melee | X3 | -3 | 3 | When resolving an attack with this weapon, subtract 1 from the hit roll |
Selections: Stalker Bolt Rifle
Categories: Adeptus Astartes, Imperium, Infantry, Intercessor Squad, Primaris, Troops
Rules: Angels of Death
Abilities: Combat Squads, Weapon: Stalker Bolt Rifle
Selections: 4x Bolt pistol, 4x Frag & Krak grenades
Unit: Intercessor, Weapon: Bolt pistol, Frag grenade, Krak grenade
Selections: Bolt pistol, Frag & Krak grenades
Unit: Intercessor Sergeant, Weapon: Bolt pistol, Frag grenade, Krak grenade
Combat Squads | Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. |
Intercessor | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ |
Intercessor Sergeant | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 8 | 3+ |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Stalker Bolt Rifle | 36" | Heavy 1 | 4 | -2 | 2 | - |
Categories: Adeptus Astartes, Centurion, Imperium, Centurion Devastator Squad, Infantry, Heavy Support
Rules: Angels of Death
Abilities: Combat Squads, Decimator Protocols, Omniscope, Unit: Centurion, Centurion Sergeant
Selections: Hurricane bolter [15pts], Two Lascannons [30pts]
Weapon: Hurricane bolter, Lascannon
Selections: Hurricane bolter [15pts], Two Lascannons [30pts]
Weapon: Hurricane bolter, Lascannon
Selections: Hurricane bolter [15pts], Two Heavy Bolters [20pts]
Weapon: Heavy bolter, Hurricane bolter
Selections: Hurricane bolter [15pts], Two Heavy Bolters [20pts]
Weapon: Heavy bolter, Hurricane bolter
Selections: Hurricane bolter [15pts], Two Lascannons [30pts]
Weapon: Hurricane bolter, Lascannon
Combat Squads | Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. |
Decimator Protocols | Models in this unit do not suffer the penalty to hit rolls for moving and firing Heavy Weapons. |
Omniscope | Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit that includes a Centurion Sergeant. |
Centurion | 4" | 3+ | 3+ | 5 | 5 | 4 | 3 | 7 | 2+ |
Centurion Sergeant | 4" | 3+ | 3+ | 5 | 5 | 4 | 4 | 8 | 2+ |
Heavy bolter | 36" | Heavy 3 | 5 | -1 | 1 | - |
Hurricane bolter | 24" | Rapid Fire 6 | 4 | 0 | 1 | - |
Lascannon | 48" | Heavy 1 | 9 | -3 | D6 | - |
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.’
Bolter Discipline: All ADEPTUS ASTARTES and HERETIC ASTARTES models gain this ability. Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models with this ability make double the number of attacks if any of the following conditions apply: 1) The firing model's target is within half the weapon's maximum range. 2) The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase. 3) The firing model is a TERMINATOR, BIKER, CENTURION, or DREADNOUGHT. For the purposes of this ability a Rapid Fire Bolt weapon is any weapon with the Rapid Fire type whose name includes the word 'bolt' (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.) This also applies when firing the boltgun profile of a combi-weapon (including the bolt weapon profile of Relics such as Blood Song and the Lion's Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a rapid-fire weapon (e.g. Primarch's Wrath, Fury of Deimos, etc) The gauntlets of ultramar and the Talon of Horus are also considered Rapid Fire Bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
Shock 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.
Selection RulesAngels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.’
Siege Masters: When resolving an attack made with a ranged weapon by a model with this tactic, the target does not receive the benefit of cover to its saving throw and, if that attack was made with a bolt weapon (pg 166), an unmodified hit roll of 6 scores 1 additional hit.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon 2020 Jordan Lawson 750pt (Warhammer 40,000 9th Edition) [40 PL, 4CP, 750pts]
Rules: Aegis of the Emperor, Sworn Guardians, The Emperor's Chosen
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: Emissaries Imperatus
Categories: Configuration
Selections: Captain-Commander [-1CP], Castellan Axe [10pts], Eagle's Eye, Indomitable Constitution, Misericordia [3pts], Superior Creation
Categories: Character, Faction: Adeptus Custodes, Faction: Imperium, Infantry, Shield-Captain, HQ, Faction: Emissaries Imperatus, Emissaries Imperatus Warlord
Abilities: Aegis of The Emperor, Eagle's Eye, Indomitable Constitution, Inspirational Fighter, Superior Creation, Unit: Shield-Captain (Indomitable Constitution), Weapon: Castellan Axe (Melee), Castellan Axe (Ranged), Misericordia
Selections: Warlord
Categories: Warlord
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. |
Eagle's Eye | Improve this model's invulnerable save by 1 (to a maximum of 3+) |
Indomitable Constitution | Add 2 to the Wounds characteristic of this model. |
Inspirational Fighter | You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model. |
Superior Creation | Each time your Warlord loses a wound, roll a D6; on a 5+ your Warlord does not lose that wound. |
Shield-Captain (Indomitable Constitution) | 6" | 2+ | 2+ | 5 | 5 | 8 | 5 | 9 | 2+ |
Castellan Axe (Melee) | Melee | Melee | +3 | -2 | D3 | |
Castellan Axe (Ranged) | 24" | Rapid Fire 1 | 4 | -1 | 2 | |
Misericordia | Melee | Melee | User | -2 | 1 | When the model fights, it may make 1 additional attack with this weapon unless using a storm shield |
Categories: Faction: Adeptus Custodes, Custodian Guard, Infantry, Troops, Faction: Emissaries Imperatus
Abilities: Aegis of The Emperor
Selections: Misericordia [3pts], Sentinel Blade [7pts], Storm Shield [5pts]
Abilities: Storm shield, Unit: Custodian, Weapon: Misericordia, Sentinel Blade (Melee), Sentinel Blade (Ranged)
Selections: Guardian Spear [5pts]
Unit: Custodian, Weapon: Guardian Spear (Melee), Guardian Spear (Ranged)
Selections: Guardian Spear [5pts]
Unit: Custodian, Weapon: Guardian Spear (Melee), Guardian Spear (Ranged)
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. |
Storm shield | A model with a storm shield has a 3+ invulnerable save. |
Custodian | 6" | 2+ | 2+ | 5 | 5 | 3 | 3 | 8 | 2+ |
Guardian Spear (Melee) | Melee | Melee | +1 | -3 | D3 | |
Guardian Spear (Ranged) | 24" | Rapid Fire 1 | 4 | -1 | 2 | |
Misericordia | Melee | Melee | User | -2 | 1 | When the model fights, it may make 1 additional attack with this weapon unless using a storm shield |
Sentinel Blade (Melee) | Melee | Melee | User | -3 | D3 | |
Sentinel Blade (Ranged) | 12" | Pistol 2 | 4 | 0 | 1 |
Selections: Twin Illiastus Accelerator Cannon, Twin Lastrum Bolt Cannon
Categories: Faction: Adeptus Custodes, Fly, Faction: Imperium, Vehicle, Heavy Support, Faction: Emissaries Imperatus
Abilities: Explodes, Flare Shielding, Gravitic Backwash, Hover Tank, Power of the Machine Spirit, Unit: Caladius Grav-tank, Weapon: Twin Illiastus Accelerator Cannon, Twin Lastrum Bolt Cannon, Wound Track: Caladius Grav-tank Wound Track 1, Caladius Grav-tank Wound Track 2, Caladius Grav-tank Wound Track 3
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 6" suffers D3 mortal wounds. |
Flare Shielding | This model has a 5+ invulnerable save. |
Gravitic Backwash | If any units with this ability are chosen as targets of a charge, subtract 2 from the charge roll. |
Hover Tank | Instead of measuring distances to and from this model’s base, measure to and from the model’s hull or base (whichever is closer). |
Power of the Machine Spirit | This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons |
Caladius Grav-tank | * | 6+ | * | 6 | 7 | 14 | * | 9 | 3+ |
Twin Illiastus Accelerator Cannon | 60" | Heavy 8 | 7 | -3 | 2 | - |
Twin Lastrum Bolt Cannon | 36" | Heavy 6 | 6 | -2 | 1 | - |
Caladius Grav-tank Wound Track 1 | 8-14+ | 14" | 2+ | 3 |
Caladius Grav-tank Wound Track 2 | 4-7 | 10" | 3+ | D3 |
Caladius Grav-tank Wound Track 3 | 1-3 | 8" | 4+ | 1 |
Selections: Eternal Penitent [-1CP], Illiastus Accelerator Culverin [25pts], Illiastus Accelerator Culverin [25pts], Spiculus Bolt Launcher [10pts]
Categories: Faction: Adeptus Custodes, Heavy Support, Faction: Imperium, Vehicle, Faction: Emissaries Imperatus
Abilities: Eternal Penitent, Explodes, Reinforced Atomantic Barriers, Spiculus Volley, Unyielding Ancient, Unit: Telemon Heavy Dreadnought (Eternal Penitent), Weapon: Illiastus Accelerator Culverin, Spiculus Bolt Launcher, Wound Track: Telemon Heavy Dreadnought Wound Track 1, Telemon Heavy Dreadnought Wound Track 2, Telemon Heavy Dreadnought Wound Track 3
Eternal Penitent | Use this Stratagem before the battle. Select one ADEPTUS CUSTODES DREADNOUGHT unit from your army. Increase that unit’s Attacks characteristic by 1. You can re-roll charge rolls made for that unit. Each ADEPTUS CUSTODES DREADNOUGHT unit from your army can only be selected for this Stratagem once. |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6, it explodes and each unit within 6" suffers D6 mortal wounds. |
Reinforced Atomantic Barriers | This model has a 4+ invulnerable save. |
Spiculus Volley | When this model fires Overwatch or is chosen to shoot with, it can shoot with its spiculus bolt launcher twice if it has not moved this turn. |
Unyielding Ancient | Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and the wound is not lost. |
Telemon Heavy Dreadnought (Eternal Penitent) | * | * | * | 8 | 8 | 14 | 5 | 8 | 2+ |
Illiastus Accelerator Culverin | 48" | Heavy 4 | 7 | -3 | 2 | |
Spiculus Bolt Launcher | 24" | Heavy 5 | 5 | -1 | 1 | - |
Telemon Heavy Dreadnought Wound Track 1 | 8-14+ | 8" | 2+ | 2+ |
Telemon Heavy Dreadnought Wound Track 2 | 4-7 | 6" | 3+ | 3+ |
Telemon Heavy Dreadnought Wound Track 3 | 1-3 | 4" | 4+ | 4+ |
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+)
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon 2020 Joshua Reid - Obliternaughts (Warhammer 40,000 9th Edition) [39 PL, 748pts, 3CP]
Rules: Daemonic Ritual, Despoilers of the Galaxy (Iron Warriors)
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: Iron Warriors
Categories: Configuration
Abilities: Siege Lords
Siege Lords | If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an IRON WARRIORS Detachment gain the following ability: Enemy units attacked by units with this trait do not gain any bonus to their saving throws for being in cover. In addition, you can re-roll failed wound rolls for units with this trait when they target a BUILDING. |
Selections: 2. Daemonsmith, Combi-bolter [3pts], Mark of Slaanesh, Power sword [5pts], Spitespitter, Warlord
Categories: HQ, Character, Faction: Heretic Astartes, Infantry, Terminator, Faction: <Legion>, Faction: <Mark of Chaos>, Chaos Lord, Faction: Chaos, Faction: Slaanesh, Warlord
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonsmith, Death to the False Emperor, Lord of Chaos, Sigil of Corruption, Teleport Strike, Unit: Chaos Lord in Terminator Armour, Weapon: Combi-bolter, Power sword, Spitespitter
Daemonsmith | When resolving an attack made by a model in a friendly IRON WARRIORS DAEMON ENGINE or IRON WARRIORS CULT OF DESTRUCTION unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Lord of Chaos | You can re-roll hit rolls of 1 made for friendly <LEGION> units within 6" of this model. |
Sigil of Corruption | This model has a 4+ invulnerable save. |
Teleport Strike | During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. |
Chaos Lord in Terminator Armour | 5" | 2+ | 2+ | 4 | 4 | 6 | 4 | 9 | 2+ |
Combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Power sword | Melee | Melee | User | -3 | 1 | - |
Spitespitter | 24" | Rapid Fire 2 | 5 | -3 | D3 | - |
Selections: Helbrute fist [20pts], Mark of Slaanesh, Missile launcher [20pts]
Categories: Faction: Chaos, Elites, Vehicle, Faction: Heretic Astartes, Faction: <Mark of Chaos>, Faction: <Legion>, Helbrute, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Crazed, Explodes, Unit: Helbrute, Weapon: Helbrute fist, Missile launcher, Frag missile, Missile launcher, Krak missile
Crazed | At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a D6. On a roll of 6, this model immediately makes a shooting attack as if it were your Shooting phase if there are no enemies within 1", or piles in and fights as if it were in the Fight phase if there are enemies within 1". If there is no visible target within range, nothing happens. |
Explodes | 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. |
Helbrute | 8" | 3+ | 3+ | 6 | 7 | 8 | 4 | 8 | 3+ |
Helbrute fist | Melee | Melee | x2 | -3 | 3 | - |
Missile launcher, Frag missile | 48" | Heavy D6 | 4 | 0 | 1 | Blast. |
Missile launcher, Krak missile | 48" | Heavy 1 | 8 | -2 | D6 | - |
Selections: Helbrute fist [20pts], Mark of Slaanesh, Missile launcher [20pts]
Categories: Faction: Chaos, Elites, Vehicle, Faction: Heretic Astartes, Faction: <Mark of Chaos>, Faction: <Legion>, Helbrute, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Crazed, Explodes, Unit: Helbrute, Weapon: Helbrute fist, Missile launcher, Frag missile, Missile launcher, Krak missile
Crazed | At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a D6. On a roll of 6, this model immediately makes a shooting attack as if it were your Shooting phase if there are no enemies within 1", or piles in and fights as if it were in the Fight phase if there are enemies within 1". If there is no visible target within range, nothing happens. |
Explodes | 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. |
Helbrute | 8" | 3+ | 3+ | 6 | 7 | 8 | 4 | 8 | 3+ |
Helbrute fist | Melee | Melee | x2 | -3 | 3 | - |
Missile launcher, Frag missile | 48" | Heavy D6 | 4 | 0 | 1 | Blast. |
Missile launcher, Krak missile | 48" | Heavy 1 | 8 | -2 | D6 | - |
Selections: Helbrute fist [20pts], Mark of Slaanesh, Missile launcher [20pts]
Categories: Faction: Chaos, Elites, Vehicle, Faction: Heretic Astartes, Faction: <Mark of Chaos>, Faction: <Legion>, Helbrute, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Crazed, Explodes, Unit: Helbrute, Weapon: Helbrute fist, Missile launcher, Frag missile, Missile launcher, Krak missile
Crazed | At the end of any phase in which this model suffers any unsaved wounds or mortal wounds, roll a D6. On a roll of 6, this model immediately makes a shooting attack as if it were your Shooting phase if there are no enemies within 1", or piles in and fights as if it were in the Fight phase if there are enemies within 1". If there is no visible target within range, nothing happens. |
Explodes | 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. |
Helbrute | 8" | 3+ | 3+ | 6 | 7 | 8 | 4 | 8 | 3+ |
Helbrute fist | Melee | Melee | x2 | -3 | 3 | - |
Missile launcher, Frag missile | 48" | Heavy D6 | 4 | 0 | 1 | Blast. |
Missile launcher, Krak missile | 48" | Heavy 1 | 8 | -2 | D6 | - |
Selections: Mark of Slaanesh
Categories: Heavy Support, Faction: Heretic Astartes, Daemon, Infantry, Faction: Chaos, Faction: <Legion>, Faction: <Mark of Chaos>, Cult of Destruction, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Death to the False Emperor, Fleshmetal Guns, Teleport Strike
Selections: 3x Crushing fists, 3x Fleshmetal guns
Unit: Obliterator, Weapon: Crushing fists, Fleshmetal guns
Daemonic | This model has a 5+ invulnerable save. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Fleshmetal Guns | Each time this unit is chosen to attack with fleshmetal guns, roll three D3, one after the other, to determine the characteristics of the unit’s fleshmetal guns when resolving those attacks. The first roll is added to 6 to determine the Strength, the second roll is the AP, and the third roll is the Damage. For example, if the rolls were a 1, followed by a 3, followed by a 2, then the unit's attacks would have a Strength of 7, an AP of -3 and a Damage of 2. |
Teleport Strike | During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. |
Obliterator | 4" | 3+ | 3+ | 5 | 5 | 4 | 3 | 8 | 2+ |
Crushing fists | Melee | Melee | +1 | -1 | D3 | - |
Fleshmetal guns | 24" | Assault 6 | 6+D3 | -D3 | D3 | See above |
Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).
If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.
Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.
If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Despoilers of the Galaxy (Iron Warriors): If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.
Selection RulesHateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)40K 9th Southcon DG 750 (Warhammer 40,000 9th Edition) [40 PL, 4CP, 746pts]
Rules: Daemonic Ritual, Inexorable Advance, Malicious Volleys, Plague Host, Plague Weapon
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: Mortarion's Anvil
Categories: Configuration
Selections: 1. Miasma of Pestilence, 5. Putrescent Vitality, 6. Arch-Contaminator, Blight Grenades, Bolt pistol, Corrupted staff, Krak grenades, Smite, Warlord
Categories: Character, Faction: Death Guard, HQ, Infantry, Faction: Heretic Astartes, Faction: Nurgle, Psyker, Faction: Chaos, Malignant Plaguecaster, Faction: Mortarion's Anvil, Mortarion's Anvil Warlord, Warlord
Rules: Hateful Assault
Abilities: Arch-Contaminator, Death to the False Emperor, Disgustingly Resilient, Pestilential Fallout, Psychic Power: Miasma of Pestilence, Putrescent Vitality, Smite, Psyker: Malignant Plaguecaster, Unit: Malignant Plaguecaster, Weapon: Blight Grenade, Bolt pistol, Corrupted staff, Krak grenade
Arch-Contaminator | Re-roll all failed wound rolls when resolving attacks made with a plague weapon (i.e. a plaguesword or any weapon with the Plague Weapon ability) for any friendly DEATH GUARD unit within 7" of your Warlord. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Disgustingly Resilient | Each time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound. |
Pestilential Fallout | Each time this model successfully manifests a psychic power with a Psychic test of 7 or more, the nearest enemy unit within 7" suffers a mortal wound after the effects of the psychic power have been resolved. |
Miasma of Pestilence | 6 | 18" | If manifested, select a visible friendly DEATH GUARD unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit. |
Putrescent Vitality | 6 | 18" | If manifested, select a visible friendly DEATH GUARD INFANTRY unit within 18" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's Strength and Toughness characteristics. |
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. |
Malignant Plaguecaster | 2 | 1 | Smite and 2 powers from the Contagion discipline |
Malignant Plaguecaster | 5" | 3+ | 3+ | 4 | 5 | 4 | 3 | 8 | 3+ |
Blight Grenade | 6" | Grenade D6 | 3 | 0 | 1 | Plague Weapon. Blast. |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Corrupted staff | Melee | Melee | +2 | -1 | D3 | - |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Categories: Faction: Nurgle, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Death Guard, Troops, Plague Marines, Faction: Mortarion's Anvil
Rules: Hateful Assault
Abilities: Death to the False Emperor, Disgustingly Resilient, Vectors of Death and Disease, Unit: Plague Marine
Selections: Blight Grenades, Boltgun, Krak grenades, Plaguesword
Unit: Plague Champion, Weapon: Blight Grenade, Boltgun, Krak grenade, Plaguesword
Selections: Blight Grenades, Boltgun, Krak Grenades, Plague knife
Weapon: Blight Grenade, Boltgun, Krak grenade, Plague knife
Selections: Blight Grenades, Flail of Corruption [15pts], Krak grenades, Plague knife
Weapon: Blight Grenade, Flail of Corruption, Krak grenade, Plague knife
Selections: Blight Grenades, Krak grenades, Plague knife, Plague spewer [10pts]
Weapon: Blight Grenade, Krak grenade, Plague knife, Plague spewer
Selections: Blight Grenades, Krak grenades, Plague knife, Plague spewer [10pts]
Weapon: Blight Grenade, Krak grenade, Plague knife, Plague spewer
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Disgustingly Resilient | Each time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound. |
Vectors of Death and Disease | A Plague Marine equipped with two plague knives, a plague knife and a bubotic axe, or a mace of contagion and bubotic axe, has an Attacks characteristic of 2 instead of 1. |
Plague Champion | 5" | 3+ | 3+ | 4 | 5 | 1 | 2 | 8 | 3+ |
Plague Marine | 5" | 3+ | 3+ | 4 | 5 | 1 | 1 | 7 | 3+ |
Blight Grenade | 6" | Grenade D6 | 3 | 0 | 1 | Plague Weapon. Blast. |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Flail of Corruption | Melee | Melee | +2 | -2 | 2 | Plague Weapon. Make D3 hit rolls each time you attack with this weapon, instead of only one. Excess damage from this weapon is not lost; instead keep allocating damage to another model in the unit until either all the damage has been allocated or the target is destroyed. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Plague knife | Melee | Melee | User | 0 | 1 | Plague Weapon |
Plague spewer | 9" | Heavy D6 | 5 | -1 | 1 | Plague Weapon. This weapon automatically hits its target. |
Plaguesword | Melee | Melee | User | 0 | 1 | You can re-roll failed wound rolls for this weapon. |
Categories: Troops, Infantry, Faction: Nurgle, Faction: Death Guard, Faction: Chaos, Faction: Heretic Astartes, Poxwalkers
Abilities: Curse of the Walking Pox, Diseased Horde, Disgustingly Resilient, Mindless
Selections: 10x Improvised weapon
Unit: Poxwalker, Weapon: Improvised weapon
Curse of the Walking Pox | Each time an enemy INFANTRY model is slain by a Poxwalker in the Fight phase, add one model to the Poxwalker's unit. |
Diseased Horde | You can add 1 to all hit rolls for this unit in the Fight phase if it contains more than 10 models. |
Disgustingly Resilient | Each time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound. |
Mindless | This unit never has to take Morale tests. |
Poxwalker | 4" | 5+ | 6+ | 3 | 3 | 1 | 2 | 4 | 7+ |
Improvised weapon | Melee | Melee | User | 0 | 1 | - |
Categories: Faction: Chaos, Faction: Death Guard, Elites, Faction: Heretic Astartes, Infantry, Faction: Nurgle, Terminator, Deathshroud, Faction: Mortarion's Anvil
Rules: Hateful Assault
Abilities: Cataphractii Armour, Death to the False Emperor, Disgustingly Resilient, Eyes of Mortarion, Silent Bodyguard, Teleport Strike
Selections: Manreaper [15pts], 2x Plaguespurt gauntlets
Unit: Deathshroud Champion, Weapon: Manreaper, Plaguespurt gauntlets
Selections: 3x Manreaper [45pts], 3x Plaguespurt gauntlets
Unit: Deathshroud Terminator, Weapon: Manreaper, Plaguespurt gauntlets
Cataphractii Armour | Models in this unit have a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far this unit Advances. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Disgustingly Resilient | Each time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound. |
Eyes of Mortarion | DEATH GUARD CHARACTERS (excluding Mortarion) within 3" of any friendly Deathshroud Terminator units add 1 to their Attacks characteristic. |
Silent Bodyguard | Roll a dice each time a friendly DEATH GUARD CHARACTER is hit by a ranged or melee weapon attack whilst he is within 3" of this unit. On a 2+ one of the Deathshroud intercepts that hit - the character is not hit by that attack but this unit is instead. |
Teleport Strike | During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. |
Deathshroud Champion | 4" | 3+ | 3+ | 5 | 5 | 2 | 4 | 9 | 2+ |
Deathshroud Terminator | 4" | 3+ | 3+ | 5 | 5 | 2 | 3 | 8 | 2+ |
Manreaper | Melee | Melee | +3 | -3 | D3 | Plague Weapon |
Plaguespurt gauntlets | 6" | Pistol D6 | 3 | 0 | 1 | Plague Weapon. This weapon automatically hits its target. |
Selections: Blight Grenades, Krak grenades, Plasma pistol [5pts], Tollkeeper
Categories: Faction: Chaos, Character, Faction: Death Guard, Elites, Faction: Heretic Astartes, Infantry, Faction: Nurgle, Tallyman, Faction: Mortarion's Anvil
Rules: Hateful Assault
Abilities: Death to the False Emperor, Disgustingly Resilient, Festering Zealot, The Seven-fold Chant, Tollkeeper, Unit:Tallyman, Weapon: Blight Grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Disgustingly Resilient | Each time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound. |
Festering Zealot | You can re-roll all failed hit rolls in the Fight phase for friendly DEATH GUARD units that are within 7" of this model. |
The Seven-fold Chant | If your Army is Battle-forged, and you have any Tallymen on the battlefield, roll 2D6 each time you spend Command Points to use a Death Guard Stratagem. If the result is 7, Nurgle bestows his blessing upon your army; the Command Points spent to use that Stratagem are immediately refunded. |
Tollkeeper | When resolving an attack made with a melee weapon by a model in a MORTARION'S ANVIL unit from your army within 7" of a friendly model with this Relic, an unmodified hit roll of 6 scores one additional hit. |
Tallyman | 5" | 3+ | 3+ | 4 | 5 | 4 | 3 | 8 | 3+ |
Blight Grenade | 6" | Grenade D6 | 3 | 0 | 1 | Plague Weapon. Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Plasma pistol, Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
Plasma pistol, Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain. |
Selections: Contaminated Monstrosity [-1CP]
Categories: Fast Attack, Beast, Faction: Death Guard, Faction: Heretic Astartes, Faction: Nurgle, Faction: Chaos, Chaos Spawn, Faction: Mortarion's Anvil
Rules: Hateful Assault
Abilities: Disgustingly Resilient, Fearsome, Mutated Beyond Reason, Mutated Beyond Reason: 1 - Razor Claws, 2 - Grasping Pseudopods, 3 - Toxic Haemorrhage
Selections: Hideous mutations
Unit: Chaos Spawn, Weapon: Hideous mutations
Selections: Hideous mutations
Unit: Chaos Spawn, Weapon: Hideous mutations
Selections: Hideous mutations
Unit: Chaos Spawn, Weapon: Hideous mutations
Selections: Hideous mutations
Unit: Chaos Spawn, Weapon: Hideous mutations
Selections: Hideous mutations
Unit: Chaos Spawn, Weapon: Hideous mutations
Disgustingly Resilient | Each time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound. |
Fearsome | Enemy units within 1" of any Chaos Spawn must subtract 1 from their Ld. |
Mutated Beyond Reason | When a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below. |
1 - Razor Claws | The hideous mutations of all Chaos Spawn in the unit have an AP of -4 until the end of the Fight phase. |
2 - Grasping Pseudopods | Each Chaos Spawn in the unit adds 2 to its Attacks characteristic until the end of the Fight phase. |
3 - Toxic Haemorrhage | You can re-roll failed wound rolls for this unit until the end of the Fight phase. |
Chaos Spawn | 7" | 4+ | - | 5 | 5 | 4 | D6 | 9 | 5+ |
Hideous mutations | Melee | Melee | User | -2 | 2 | - |
Selections: Combi-bolter [3pts], Combi-melta [10pts], Contaminated Monstrosity [-1CP], Smoke launchers
Categories: Faction: Heretic Astartes, Dedicated Transport, Transport, Vehicle, Faction: Death Guard, Faction: Nurgle, Faction: Chaos, Chaos Rhino, Faction: Mortarion's Anvil
Rules: Combi Weapon, Hateful Assault
Abilities: Disgustingly Resilient, Explodes, Self-repair, Smoke Launchers, Transport: Chaos Rhino, Unit: Chaos Rhino, Weapon: Boltgun, Combi-bolter, Meltagun, Wound Track: Chaos Rhino, Chaos Rhino1, Chaos Rhino2, Chaos Rhino3
Disgustingly Resilient | Each time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound. |
Explodes | 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. |
Self-repair | Roll a D6 at the start of each of your turns; on a 6, this unit heals one wound. |
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, the vehicle 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. |
Chaos Rhino | This unit can transport 10 DEATH GUARD INFANTRY. It cannot, however, transport TERMINATORS. |
Chaos Rhino | * | 6+ | * | 6 | 7 | 10 | * | 8 | 3+ |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Meltagun | 12" | Assault 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |
Chaos Rhino | - | M | BS | A |
Chaos Rhino1 | 6-10+ | 12" | 3+ | 3 |
Chaos Rhino2 | 3-5 | 6" | 4+ | D3 |
Chaos Rhino3 | 1-2 | 3" | 5+ | 1 |
Daemonic Ritual: Instead of moving in their Movement phase, any DEATH GUARD CHARACTER can, at the end of their Movement phase, attempt to summon a NURGLE DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).
Roll up to 3 dice - this is your summoning roll. You can summon one new NURGLE DAEMON unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely 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.
Inexorable Advance: If your Army is Battle-forged, all INFANTRY and HELBRUTE units in DEATH GUARD Detachments gain this ability. Such units do not suffer a penalty for moving and firing Heavy Weapons, or for Advancing and firing Assault weapons. In addition, a unit with this ability can fire twice with Rapid Fire weapons at a range of 18", instead of only being able to fire twice with them up to half the weapon's maximum range.
Malicious Volleys: All DEATH GUARD units in Codex: Death Guard (excluding CHAOS CULTISTS units and POXWALKERS units) gain this ability:
Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models in a unit with this ability 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 belongs to an INFANTRY unit and every model from that 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 weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, combi-bolter, etc.)
Plague Host: If your army is Battle-forged, all Troops units in DEATH GUARD 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.
Plague Weapon: You can re-roll wound rolls of 1 for a weapon with this ability.
Selection RulesCombi Weapon: When attacking with this weapon, choose one or both of the profiles. If you choose both, subtract 1 from all hit rolls for this weapon.
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.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon 2020 Liam Custodes (Warhammer 40,000 9th Edition) [38 PL, 748pts, 3CP]
Rules: Aegis of the Emperor, Sworn Guardians, The Emperor's Chosen
Selections: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
Categories: Configuration
Categories: Configuration
Selections: Solar Watch
Categories: Configuration
Selections: Auric Aquilis, Hurricane Bolter, Interceptor Lance, Sally Forth
Categories: Biker, Character, Faction: Adeptus Custodes, Fly, Faction: Imperium, Shield-Captain, HQ, Faction: Solar Watch, Solar Watch Warlord
Abilities: Aegis of The Emperor, Auric Aquilis, Implacable Vanguard, Inspirational Fighter, Sally Forth, Unit: Shield-Captain on Dawneagle Jetbike, Weapon: Hurricane bolter, Interceptor Lance
Selections: Warlord
Categories: Warlord
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. |
Auric Aquilis | BIKER model only. This model has a 3+ invulnerable save. In addition, you can re-roll failed charge rolls made for this model. |
Implacable Vanguard | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Inspirational Fighter | You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model. |
Sally Forth | At the start of your Movement phase, add 1" to the Move characteristic of all friendly SOLAR WATCH units within 6" of this Warlord until the end of that phase. Whilst their unit is within 6" of this Warlord, models in friendly SOLAR WATCH units that have Advanced can shoot with Rapid Fire weapons in the following Shooting phase, but must subtract 1 from hit rolls for those attacks. |
Shield-Captain on Dawneagle Jetbike | 14" | 2+ | 2+ | 5 | 6 | 7 | 5 | 9 | 2+ |
Hurricane bolter | 24" | Rapid Fire 6 | 4 | 0 | 1 | - |
Interceptor Lance | Melee | Melee | +1 | -3 | D3 | You can re-roll failed wound rolls for this weapon on a turn in which the bearer made a successful charge |
Categories: Faction: Adeptus Custodes, Custodian Guard, Infantry, Troops, Faction: Solar Watch
Abilities: Aegis of The Emperor
Selections: Sentinel Blade [7pts], Storm Shield [5pts]
Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)
Selections: Sentinel Blade [7pts], Storm Shield [5pts]
Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)
Selections: Sentinel Blade [7pts], Storm Shield [5pts]
Abilities: Storm shield, Unit: Custodian, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. |
Storm shield | A model with a storm shield has a 3+ invulnerable save. |
Custodian | 6" | 2+ | 2+ | 5 | 5 | 3 | 3 | 8 | 2+ |
Sentinel Blade (Melee) | Melee | Melee | User | -3 | D3 | |
Sentinel Blade (Ranged) | 12" | Pistol 2 | 4 | 0 | 1 |
Selections: Guardian Spear [5pts], Vexilla Magnifica [30pts]
Categories: Character, Faction: Adeptus Custodes, Faction: Imperium, Infantry, Vexilus Praetor, Elites, Faction: Solar Watch
Abilities: Aegis of The Emperor, Custodes Vexilla, Vexilla Magnifica, Unit: Vexillus Praetor, Weapon: Guardian Spear (Melee), Guardian Spear (Ranged)
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. |
Custodes Vexilla | You can re-roll failed morale tests for friendly IMPERIUM INFANTRY and BIKER units within 6" of this model. In addition, when you add this model to your army, choose one of the following vexillas for this model to carry: |
Vexilla Magnifica | Your opponent must subtract 1 from hit rolls in the Shooting phase for attacks that target ADEPTUS CUSTODES units within 6" of any friendly VEXILUS PRAETORS with this vexilla. |
Vexillus Praetor | 6" | 2+ | 2+ | 5 | 5 | 5 | 4 | 9 | 2+ |
Guardian Spear (Melee) | Melee | Melee | +1 | -3 | D3 | |
Guardian Spear (Ranged) | 24" | Rapid Fire 1 | 4 | -1 | 2 |
Categories: Biker, Fly, Faction: Imperium, Faction: Adeptus Custodes, Vertus Praetors, Fast Attack, Faction: Solar Watch
Abilities: Aegis of The Emperor, Implacable Vanguard
Selections: Hurricane Bolter, Interceptor Lance
Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance
Selections: Hurricane Bolter, Interceptor Lance
Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance
Selections: Hurricane Bolter, Interceptor Lance
Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. |
Implacable Vanguard | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Vertus Praetor | 14" | 2+ | 2+ | 5 | 6 | 4 | 4 | 9 | 2+ |
Hurricane bolter | 24" | Rapid Fire 6 | 4 | 0 | 1 | - |
Interceptor Lance | Melee | Melee | +1 | -3 | D3 | You can re-roll failed wound rolls for this weapon on a turn in which the bearer made a successful charge |
Aegis of the Emperor: Models with the Aegis of the Emperor special rule have a 5+ invulnerable save.
In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
Sworn Guardians: If your army is Battle-forged, all ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER units in ADEPTUS CUSTODES Detachments gain this ability.
A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
The Emperor's Chosen: If your army is Battle-forged, all ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER units in ADEPTUS CUSTODES Detachments gain this ability.
This unit's invulnerable save is improved by 1 (to a maximum of 3+)
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon Nathan Mycock Eldar 750 (Warhammer 40,000 9th Edition) [39 PL, 5CP, 750pts]
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
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
Selections: 4: Fate's Messenger, Laser Lance [5pts], 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, Warlord
Abilities: 4: Fate's Messenger, Ancient Doom, Battle Focus, Peerless Agility, Ride the Wind, The Path of Command, Unit:Autarch Skyrunner, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult
Selections: Remnant of Glory
Abilities: Shimmerplume of Achillrial
4: Fate's Messenger | Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord does not lose the wound. |
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Peerless Agility | This model has a 4+ invulnerable save. |
Ride the Wind | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Shimmerplume of Achillrial | AUTARCH only. Subtract 1 from all hit rolls that target this model. |
The Path of Command | You 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. |
Autarch Skyrunner | 16" | 2+ | 2+ | 3 | 4 | 6 | 4 | 9 | 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 | - |
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: Defence Tactics
Categories: Faction: Aeldari, Faction: Aspect Warrior, Dire Avengers, Infantry, Troops
Abilities: Ancient Doom, Battle Focus, Defence Tactics
Selections: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade
Selections: Plasma Grenades, Two Avenger Shuriken Catapults [5pts]
Unit: Dire Avenger Exarch, Weapon: Avenger Shuriken Catapult, Plasma Grenade
Selections: Shredding Fire
Abilities: Shredding Fire
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Defence Tactics | When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6. |
Shredding Fire | Ranged weapons that do not have the Grenade type that this unit’s Dire Avenger Exarch is equipped with have an Armour Penetration characteristic of -3 and its Abilities text reads ‘-’. |
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 |
Selections: Defence Tactics
Categories: Faction: Aeldari, Faction: Aspect Warrior, Dire Avengers, Infantry, Troops
Abilities: Ancient Doom, Battle Focus, Defence Tactics
Selections: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade
Selections: Plasma Grenades, Two Avenger Shuriken Catapults [5pts]
Unit: Dire Avenger Exarch, Weapon: Avenger Shuriken Catapult, Plasma Grenade
Selections: Shredding Fire
Abilities: Shredding Fire
Ancient Doom | You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. |
Defence Tactics | When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6. |
Shredding Fire | Ranged weapons that do not have the Grenade type that this unit’s Dire Avenger Exarch is equipped with have an Armour Penetration characteristic of -3 and its Abilities text reads ‘-’. |
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 |
Selections: Inescapable Accuracy
Categories: Faction: Aeldari, Faction: Aspect Warrior, Heavy Support, Infantry, Dark Reapers
Abilities: Ancient Doom, Inescapable Accuracy
Selections: 3x Reaper Launcher
Unit: Dark Reaper, Weapon: (Reaper) Starshot Missile, (Reaper) Starswarm Missile
Selections: Reaper Launcher
Unit: Dark Reaper Exarch, Weapon: (Reaper) Starshot Missile, (Reaper) Starswarm Missile
Selections: Crack Shot, Exemplar of the Reaper Shrine [-1CP], Rapid Shot
Abilities: Crack Shot, Rapid Shot
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. |
Crack Shot | You can re-roll hit rolls of 1 for a Dark Reaper Exarch's ranged weapons. |
Inescapable Accuracy | Models in this unit always hit on a 3+ when firing a ranged weapon in the Shooting phase, regardless of any modifiers. |
Rapid Shot | When this unit’s Dark Reaper Exarch shoots, add 1 to the number of attacks made with that model’s ranged weapon. |
Dark Reaper | 6" | 3+ | 3+ | 3 | 3 | 1 | 1 | 8 | 3+ |
Dark Reaper Exarch | 6" | 3+ | 3+ | 3 | 3 | 2 | 2 | 8 | 3+ |
(Reaper) Starshot Missile | 48" | Heavy 1 | 8 | -2 | 3 | - |
(Reaper) Starswarm Missile | 48" | Heavy 2 | 5 | -2 | 2 | - |
Selections: Crystal Targeting Matrix [5pts], 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: Crystal Targeting Matrix, 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.
Crystal Targeting Matrix | If 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 Tank | Distance and ranges are always measured to and from this model's hull, even though it has a base. |
Serpent Shield | Any 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 Stones | Roll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored. |
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. |
Wave Serpent | * | 6+ | * | 6 | 7 | 13 | * | 8 | 3+ |
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. |
Twin Starcannon | 36" | Heavy 4 | 6 | -3 | D3 | - |
Wave Serpent 1. | 7-13+ | 16" | 3+ | 3 |
Wave Serpent 2. | 4-6 | 12" | 4+ | D3 |
Wave Serpent 3. | 1-3 | 8" | 5+ | 1 |
Selections: Crystal Targeting Matrix [5pts], Explodes (Hover Tank), Hover Tank, Serpent Shield, Spirit Stones [10pts], 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, Spirit Stones, 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.
Crystal Targeting Matrix | If 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 Tank | Distance and ranges are always measured to and from this model's hull, even though it has a base. |
Serpent Shield | Any 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 Stones | Roll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored. |
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. |
Wave Serpent | * | 6+ | * | 6 | 7 | 13 | * | 8 | 3+ |
(TAML) Starshot Missile | 48" | Heavy 2 | 8 | -2 | D6 | - |
(TAML) Sunburst Missile | 48" | Heavy 2D6 | 4 | -1 | 1 | Blast |
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. |
Wave Serpent 1. | 7-13+ | 16" | 3+ | 3 |
Wave Serpent 2. | 4-6 | 12" | 4+ | D3 |
Wave Serpent 3. | 1-3 | 8" | 5+ | 1 |
Created with BattleScribe
Nathan Pryor - Narrative Southcon 750
++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Salamanders) [38 PL, 5CP, 745pts] ++
+ Configuration +
**Chapter Selection**
. Salamanders
Battle Size [6CP]: 2. Incursion (51-100 Total PL / 501-1000 Points)
Detachment CP
+ HQ +
Bray'arth Ashmantle [17 PL, 330pts]: Warlord
Vulkan He'stan [7 PL, 135pts]
+ Troops +
Intercessor Squad [5 PL, -1CP, 100pts]: Bolt rifle, Veteran Intercessors
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant
+ Elites +
Centurion Assault Squad [9 PL, 180pts]
. Centurion: Centurion Assault Launchers
. . Flamers: 2x Flamer
. Centurion: Centurion Assault Launchers
. . Flamers: 2x Flamer
. Centurion Sergeant: Hurricane bolter
. . Flamers: 2x Flamer
++ Total: [38 PL, 5CP, 745pts] ++
Created with BattleScribe (https://battlescribe.net)
Sent from Yahoo Mail on Android
Created with BattleScribe (https://battlescribe.net)Narrative Southcon Nick McBearty Ork 750 (Warhammer 40,000 9th Edition) [35 PL, 750pts, 3CP]
Rules: Dis Is Ours! Zog Off!
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Selections: Deathskulls
Categories: Configuration
Abilities: Deathskulls
Deathskulls | Models with this Kultur have a 6+ invulnerable save. In addition, you can re-roll a single hit roll, a single wound roll, and a single damage roll for each unit with this kultur each time it shoots or fights. In addition, INFANTRY units with this kultur gain the 'Dis is Ours! Zogg Off!' ability, even if they do not have the Troops battlefield role. |
Categories: Configuration
Selections: Attack Squig, Brutal but Kunnin, Da Biggest Boss [-1CP], Da Killa Klaw, Kombi-Skorcha [15pts], Power Klaw [10pts], 2x Slugga, Stikkbombs, Warlord
Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Ork, Warlord
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Breakin' Heads, Brutal but Kunnin, Da Biggest Boss, Kombi-Skorcha, Waaagh!, Unit: Warboss, Weapon: Attack Squig, Da Killa Klaw, Power Klaw, Shoota, Skorcha, Slugga, Stikkbomb
Breakin' Heads | If a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed. |
Brutal but Kunnin | You can re-roll failed hit rolls for your warlord in the fight phase. In addition increase the damage characteristic of your warlords melee weapons by 1 if he finished a charge move or performed heroic intervention this turn. |
Da Biggest Boss | Use this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA. |
Kombi-Skorcha | When using both profiles, -1 to hit roll. |
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. |
Warboss | 5" | 2+ | 5+ | 6 | 5 | 6 | 4 | 8 | 4+ |
Attack Squig | Melee | Melee | 4 | -1 | 1 | Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon. |
Da Killa Klaw | Melee | Melee | x2 | -3 | 3 | Model with Power Klaw only. You can re-roll failed wound rolls for this weapon. |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll |
Shoota | 18" | Assault 2 | 4 | 0 | 1 | - |
Skorcha | 8" | Assault D6 | 5 | -1 | 1 | This weapon automatically hits its target. |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Selections: 3. Da Jump, 4. Fists of Gork, 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, Fists of Gork, Smite, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff
Waaagh! Energy | Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp. |
Warphead (1 CP) | Use this Stratagem before the battle begins. Select a WEIRDBOY model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychic power in each of your Psychic phases. |
Da Jump | 7 | 12" | If Manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons |
Fists of Gork | 6 | 12" | If Manifested, select a friendly ORK CHARACTER model that is visible to and within 12" of the psyker. Add 2 to that model's Strength and Attacks characteristics until the start of 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 | 1 | 1 | 1 | See Waaagh! Energy |
Weirdboy | 5" | 3+ | 5+ | 5 | 4 | 4 | 3 | 6 | 6+ |
Weirdboy Staff | Melee | Melee | +2 | -1 | D3 | - |
Selections: 3x Tankbusta Bombs
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide, Weapon: Tankbusta Bomb
Selections: Choppa, Power Klaw [10pts], Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Power Klaw, Stikkbomb
Selections: 29x Choppa, 29x Slugga, 29x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ |
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Tankbusta Bomb | 6" | Grenade D3 | 8 | -2 | D6 | Blast |
Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjet
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule, Speed Mob
Abilities: Explodes, Grot Gunner, Spiked Ram
Selections: Korkscrew
Categories: Stratagems
Abilities: Korkscrew, Kustom Job
Selections: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota [20pts], Wing Missiles
Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles
Selections: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota [20pts], Wing Missiles
Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles
Selections: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota [20pts], Wing Missiles
Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound. |
Grot Gunner | Add 1 to hit rolls for attacks made with one of this model's Twin Big Shootas. |
Korkscrew | MEGATRAKK SCRAPJET unit only. The first time this unit finishes a consolidation move in each Fight phase, it can immediately fight again. |
Kustom Job | Use this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units. |
Spiked Ram | Each time this model finishes a charge move, select an enemy unit within 1" and roll a D6". On a roll of 4+ that unit suffers D3 mortal wounds. |
Megatrakk Scrapjet | 10" | 4+ | 5+ | 6 | 6 | 9 | 4 | 6 | 4+ |
Nose Drill | Melee | Melee | +2 | -2 | D3 | |
Rokkit Cannon | 24" | Assault 2D3 | 8 | -2 | 3 | Blast |
Twin Big Shoota | 36" | Assault 6 | 5 | 0 | 1 | - |
Wing Missiles | 24" | Assault 1 | 8 | -2 | 3 | Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1 from hit rolls made with this weapon against all other targets |
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.
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.
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.
Speed Mob: The first time this unit sets up on the battlefield, all of its models must be placed within 6" of at least one other model from the unit. From that point onwards each model operates independently and is treated as a separate unit for all rules purposes.
Created with BattleScribe
Southcon test (Warhammer 40,000 9th Edition) [37 PL, 3CP, 746pts]
Selections: Chainsword, Frag & Krak grenades, Inferno pistol [5pts], Relic: Beneficence, Warlord, Warlord Trait: 5. Indomitable Belief
Categories: Faction: <ORDER>, Faction: Adepta Sororitas, Faction: Adeptus Ministorum, Character, HQ, Faction: Imperium, Infantry, Canoness, Warlord
Rules: Acts of Faith, Sacred Rites, Shield of Faith
Abilities: Indomitable Belief, Lead the Righteous, Relic: Beneficence, Rosarius, Unit: Canoness, Weapon:Chainsword, Frag grenade, Inferno pistol, Krak grenade, Relic: Beneficence
Indomitable Belief | “The invulnerable save friendly<ORDER> INFANTRY models receive from the Shield of Faith ability is improved by 1, to a maximum of 4+, whilst their unit is within 6" of this Warlord. | |
Lead the Righteous | Re-roll hit rolls of 1 for attacks made by models in friendly (ORDER) units whilst their unit is within 6" of this model. | Index: Imperium 2 p97 |
Relic: Beneficence | ORDER OF THE BLOODY ROSE model equipped with a chainsword only. This relic replaces a chainsword and has the following profile | |
Rosarius | This model has a 4+ invulnerable save. | Index: Imperium 2 p91 |
Canoness | 6" | 2+ | 2+ | 3 | 3 | 5 | 4 | 9 | 3+ | Index: Imperium 2 p97 |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Inferno pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | Index: Imperium 2 p157 |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - | |
Relic: Beneficence | Melee | Melee | +1 | -2 | 2 | When this bearer fights, it makes 3 additional attacks with this weapon |
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: Adeptus Ministorum
Categories: Configuration
Selections: Storm bolter [3pts]
Categories: Faction: Adepta Sororitas, Faction: <ORDER>, Faction: Adeptus Ministorum, Dedicated Transport, Faction: Imperium, Sororitas Rhino, Vehicle
Rules: Acts of Faith, Explodes, Sacred Rites, Self-repair, Shield of Faith
Abilities: Smoke Launchers, Transport: Sororitas Rhino, Unit: Sororitas Rhino, Weapon: Storm bolter, Wound Track: 1, 2, 3
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, the vehicle 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. | Warhammer 40,000 Core Book |
Sororitas Rhino | This model has a transport capacity of 10 ADEPTUS MINISTORUM INFANTRY models. It cannot transport JUMP PACK models and can only transport ADEPTA SORORITAS models if they have the <ORDER>, DIALOGUS or HOSPITALLER keyword. |
Sororitas Rhino | * | 6+ | * | 6 | 7 | 10 | * | 8 | 3+ | Index: Imperium 2 p102 |
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
1 | 6-10+ | 12" | 3+ | 3 | |
2 | 3-5 | 6" | 4+ | D3 | |
3 | 1-2 | 3" | 5+ | 1 |
Selections: Storm bolter [3pts]
Categories: Faction: Adepta Sororitas, Faction: <ORDER>, Faction: Adeptus Ministorum, Dedicated Transport, Faction: Imperium, Sororitas Rhino, Vehicle
Rules: Acts of Faith, Explodes, Sacred Rites, Self-repair, Shield of Faith
Abilities: Smoke Launchers, Transport: Sororitas Rhino, Unit: Sororitas Rhino, Weapon: Storm bolter, Wound Track: 1, 2, 3
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, the vehicle 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. | Warhammer 40,000 Core Book |
Sororitas Rhino | This model has a transport capacity of 10 ADEPTUS MINISTORUM INFANTRY models. It cannot transport JUMP PACK models and can only transport ADEPTA SORORITAS models if they have the <ORDER>, DIALOGUS or HOSPITALLER keyword. |
Sororitas Rhino | * | 6+ | * | 6 | 7 | 10 | * | 8 | 3+ | Index: Imperium 2 p102 |
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
1 | 6-10+ | 12" | 3+ | 3 | |
2 | 3-5 | 6" | 4+ | D3 | |
3 | 1-2 | 3" | 5+ | 1 |
Categories: Faction: Adeptus Ministorum, Vehicle, Faction: Imperium, Heavy Support, Faction: Adepta Sororitas, Mortifiers
Abilities: Anguish of the Unredeemed, Blaze of Agony, No Reprieve
Selections: 2x Heavy bolter [30pts], 2x Penitent Flails
Unit: Anchorite, Weapon: Heavy bolter, Penitent Flails
Selections: 2x Heavy bolter [30pts], 2x Penitent Flails
Unit: Mortifier, Weapon: Heavy bolter, Penitent Flails
Anguish of the Unredeemed | When a model in that unit is destroyed, roll one D6 before removing it from play. On a 4+ it metes out its final vengeance, and each enemy unit within 1" suffers D3 mortal wounds. | |
Blaze of Agony | When you choose this unit to shoot with in your Shooting phase, you can choose for heavy bolters that models in this unit are equipped with to have a Type characteristic of Assault 3 until the end of that phase. | Codex: Adepta Sororitas p92 |
No Reprieve | When a model in this unit would lose a wound, roll one D6; on a 6 that wound is not lost. |
Anchorite | 9" | 3+ | 3+ | 5 | 5 | 5 | 4 | 8 | 3+ | Codex: Adepta Sororitas p92 |
Mortifier | 9" | 3+ | 3+ | 5 | 5 | 5 | 4 | 8 | 4+ | Codex: Adepta Sororitas p92 |
Heavy bolter | 36" | Heavy 3 | 5 | -1 | 1 | - | |
Penitent Flails | Melee | Melee | +1 | -2 | 1 | Make three hit rolls for each attack made with this weapon instead of one. If the bearer is equipped with two of this weapon, then when the bearer fights it makes one additional attack using this profile. |
Selections: Chainsword, Laspistol
Categories: Faction: Adeptus Ministorum, Faction: Astra Militarum, Character, Faction: Imperium, Infantry, Ministorum Priest, Elites
Abilities: Icon of the Ecclesiarchy, Rosarius, War Hymns, Zealot, Unit: Preacher, Weapon: Chainsword, Laspistol
Icon of the Ecclesiarchy | Whilst any PREACHER units from your army are within 6" of any enemy CHAOS units, subtract 1 from the Leadership characteristic of these enemy units. | |
Rosarius | This model has a 4+ invulnerable save. | Index: Imperium 2 p91 |
War Hymns | Add 1 to the Attacks Characteristic of models in ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units whilst their unit is within 6" of any friendly model with this ability. | Index: Imperium 2 p91 |
Zealot | When resolving an attack made with a melee weapon by a model in this unit, you can re-roll the hit roll if that model's unit made a charge move, was charged or performed a Heroic Intervention this turn. |
Preacher | 6" | 4+ | 4+ | 3 | 3 | 4 | 3 | 7 | 6+ | Index: Imperium 2 p91 |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | |
Laspistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
Selections: Chainsword, Laspistol
Categories: Faction: Adeptus Ministorum, Faction: Astra Militarum, Character, Faction: Imperium, Infantry, Ministorum Priest, Elites
Abilities: Icon of the Ecclesiarchy, Rosarius, War Hymns, Zealot, Unit: Preacher, Weapon: Chainsword, Laspistol
Icon of the Ecclesiarchy | Whilst any PREACHER units from your army are within 6" of any enemy CHAOS units, subtract 1 from the Leadership characteristic of these enemy units. | |
Rosarius | This model has a 4+ invulnerable save. | Index: Imperium 2 p91 |
War Hymns | Add 1 to the Attacks Characteristic of models in ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units whilst their unit is within 6" of any friendly model with this ability. | Index: Imperium 2 p91 |
Zealot | When resolving an attack made with a melee weapon by a model in this unit, you can re-roll the hit roll if that model's unit made a charge move, was charged or performed a Heroic Intervention this turn. |
Preacher | 6" | 4+ | 4+ | 3 | 3 | 4 | 3 | 7 | 6+ | Index: Imperium 2 p91 |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. | |
Laspistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
Categories: Faction: <ORDER>, Faction: Adepta Sororitas, Faction: Adeptus Ministorum, Faction: Imperium, Infantry, Elites, Repentia
Rules: Acts of Faith, Sacred Rites, Shield of Faith
Abilities: Martyrdom, Solace in Anguish, Zealot
Selections: 8x Penitent Eviscerator
Unit: Sister Repentia, Weapon: Penitent Eviscerator
Martyrdom | When this unit is destroyed (Other than in the Morale phase), gain one Miracle dice. | Index: Imperium 2 p99 |
Solace in Anguish | When a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost. | Index: Imperium 2 p99 |
Zealot | When resolving an attack made with a melee weapon by a model in this unit, you can re-roll the hit roll if that model's unit made a charge move, was charged or performed a Heroic Intervention this turn. |
Sister Repentia | 6" | 3+ | 3+ | 3 | 3 | 1 | 2 | 8 | 7+ | Index: Imperium 2 p101 |
Penitent Eviscerator | Melee | Melee | x2 | -3 | 2 | When resolving an attack made with this weapon, subtract 1 from the hit roll. | Index: Imperium 2 p158 |
Categories: Faction: <ORDER>, Faction: Adepta Sororitas, Faction: Adeptus Ministorum, Faction: Imperium, Infantry, Elites, Repentia
Rules: Acts of Faith, Sacred Rites, Shield of Faith
Abilities: Martyrdom, Solace in Anguish, Zealot
Selections: 8x Penitent Eviscerator
Unit: Sister Repentia, Weapon: Penitent Eviscerator
Martyrdom | When this unit is destroyed (Other than in the Morale phase), gain one Miracle dice. | Index: Imperium 2 p99 |
Solace in Anguish | When a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost. | Index: Imperium 2 p99 |
Zealot | When resolving an attack made with a melee weapon by a model in this unit, you can re-roll the hit roll if that model's unit made a charge move, was charged or performed a Heroic Intervention this turn. |
Sister Repentia | 6" | 3+ | 3+ | 3 | 3 | 1 | 2 | 8 | 7+ | Index: Imperium 2 p101 |
Penitent Eviscerator | Melee | Melee | x2 | -3 | 2 | When resolving an attack made with this weapon, subtract 1 from the hit roll. | Index: Imperium 2 p158 |
Categories: Faction: <ORDER>, Faction: Adepta Sororitas, Faction: Adeptus Ministorum, Fly, Faction: Imperium, Infantry, Seraphim, Fast Attack
Rules: Acts of Faith, Sacred Rites, Shield of Faith
Abilities: Angelic Visage, Sky Strike
Selections: 4x Bolt pistol, 2x Frag & Krak grenades
Unit: Seraphim, Weapon: Bolt pistol, Frag grenade, Krak grenade
Selections: Bolt pistol, Frag & Krak grenades, Plasma pistol [5pts]
Unit: Seraphim Superior, Weapon: Bolt pistol, Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge
Selections: 2x Inferno Pistols [10pts], Frag & Krak grenades
Unit: Seraphim, Weapon: Frag grenade, Inferno pistol, Krak grenade
Selections: 2x Inferno Pistols [10pts], Frag & Krak grenades
Unit: Seraphim, Weapon: Frag grenade, Inferno pistol, Krak grenade
Angelic Visage | The invulnerable save models in this unit receive from the Shield of Faith ability is improved by 1, to a maximum of 4+. | Index: Imperium 2 p99 |
Sky Strike | During deployment, you can set up this unit in the sky 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 | Index: Imperium 2 p99 |
Seraphim | 12" | 3+ | 3+ | 3 | 3 | 1 | 1 | 7 | 3+ | Index: Imperium 2 p99 |
Seraphim Superior | 12" | 3+ | 3+ | 3 | 3 | 1 | 2 | 8 | 3+ | Index: Imperium 2 p99 |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - | |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. | |
Inferno pistol | 6" | Pistol 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two D6 when inflicting damage with it and discard the lowest result. | Index: Imperium 2 p157 |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - | |
Plasma pistol, Standard | 12" | Pistol 1 | 7 | -3 | 1 | - | |
Plasma pistol, Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain. |
Acts of Faith: Before making a dice roll for a model or units from your army with the Acts of Faith ability, you can choose to use one or more of the dice from your Miracle dice pool instead. For each individual dice that is being rolled as part of the dice roll, you can select one Miracle dice from your Miracle dice pool to be substituted in place of that dice. The dice that it is being substituted for is not rolled, and instead the value of the chosen Miracle dice is used as if it had been rolled. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll any remaining, unsubstituted, dice that are a part of the dice roll. You can use Miracle dice to perform an Act of Faith for any of the following types of dice rolls:
Advance, Charge, Hit, Wound and Damage rolls; Saving throws; and Deny the Witch and Morale tests
(Codex: Adepta Sororitas p73)
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. ()
Sacred Rites: If every unit in your army has the ADEPTA SORORITAS and/or ADEPTUS MINISTORUM Faction keywords, this unit gains an ability depending on which Sacred Rite is active for your army.
Determine which Sacred Rite is active for all units from your army with this ability at the start of the battle. To do so, after deployment but before the first battle round begins, select one Sacred Rite from the following table to be active. Alternatively, you can roll two D6 to randomly generate two Sacred Rites to be active (a duplicate result has no additional effect, but is considered to be active for the purposes of the Battle Rites Stratagem). In either case, Sacred Rites are active until the end of the battle.
1. Hand of the Emperor:
When a unit with this Sacred Rite Advances, add 1 to the Advance roll. When you make a charge roll for a unit with this Sacred Rite, add 1 to the result.
2. Spirit of the Martyr:
When a model with this Sacred Rite is destroyed, roll one D6 before removing the model from play. On a 5+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (if the model has a damage table, use the bottom row of that table when shooting with that ranged weapon or resolving that attack with a melee weapon).
3. Aegis of the Emperor:
When a Deny the Witch test is taken for a model with this Sacred Rite, add 3 to the roll.
4. Divine Guidance:
When resolving an attack made with a ranged weapon by a model with this Sacred Rite, on an unmodified roll of 6 the Armour Penetration characteristic of that weapon is improved by 1 for that attack (e.g. AP 0 becomes AP -1).
5. The Passion:
When resolving an attack made with a melee weapon by a model with this Sacred Rite, an unmodified hit roll of 6 scores 1 additional hit.
6. Light of the Emperor:
When a Morale test is taken for a unit with this Sacred Rite, you can re-roll the dice.
(Codex: Adepta Sororitas p76)
Self-repair: Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound. (Index: Imperium 2 p102)
Shield of Faith: Models in this unit have a 6+ Invulnerable Save (6++). Also, each model or unit with this ability can attempt to resist one a psychic power per Psychic phase by taking a Deny the Witch test, rolling one D6 instead of 2D6. (Codex: Adepta Sororitas p76)
Created with BattleScribe
Narrative Southcon Ollie Brown Blood Angels 750
++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) [49 PL, 742pts] ++
+ Configuration +
**CHAPTER**: Blood Angels
Detachment CP
+ HQ +
Chief Librarian Mephiston (Primaris) [8 PL, 170pts]: 1. Quickening, 1. Speed of the Primarch, 3. Shield of Sanguinius, 6. Wings of Sanguinius, Warlord
+ Troops +
Assault Intercessor Squad [10 PL, 114pts]
. 5x Assault Intercessor: 5x Astartes Chainsword, 5x Frag & Krak grenades, 5x Heavy Bolt Pistol
. Assault Intercessor Sgt: Heavy Bolt Pistol
Intercessor Squad [5 PL, 102pts]: Auxiliary Grenade Launcher, Bolt rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant
+ Elites +
Sanguinary Ancient [7 PL, 85pts]: Angelus boltgun, Encarmine axe, Standard of Sacrifice
Sanguinary Guard [7 PL, 136pts]
. Sanguinary Guard: Angelus boltgun, Power fist
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe
+ Heavy Support +
Devastator Squad [12 PL, 135pts]
. 4x Space Marine: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades
. Space Marine Sergeant: Boltgun, Chainsword
. Space Marine w/Heavy Weapon: Lascannon
. Space Marine w/Heavy Weapon: Lascannon
++ Total: [49 PL, 742pts] ++
Created with BattleScribe (https://battlescribe.net)Narrative Southcon Rob Day WorldEaters 750 (Warhammer 40,000 9th Edition) [38 PL, 749pts, 6CP]
Rules: Daemonic Ritual, Despoilers of the Galaxy (World Eaters)
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: World Eaters
Categories: Configuration
Abilities: Butcher's Nails
Butcher's Nails | If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in a WORLD EATERS Detachment gain the following ability: When a unit with this trait makes a successful charge, you can make one additional attack with each of its models in the subsequent Fight phase. |
Selections: 4. Violent Urgency, Accursed crozius, Benediction of Darkness, Bolt pistol, Brass Collar of Borghaster, Dark Zealotry, Frag & Krak grenades, Mark of Khorne, Omen of Potency, Warlord
Categories: HQ, Faction: Chaos, Character, Faction: Heretic Astartes, Infantry, Faction: <Legion>, Priest, Dark Apostle, Faction: Khorne, Warlord
Rules: Hateful Assault, Hateful Volleys
Abilities: Brass Collar of Borghaster, Death to the False Emperor, Demagogue, Priest, Sigil of Corruption, Violent Urgency, Prayers: Benediction of Darkness, Dark Zealotry, Omen of Potency, Unit: Dark Apostle, Weapon: Accursed crozius, Bolt pistol, Frag grenade, Krak grenade
Brass Collar of Borghaster | The bearer of the Brass Collar of Borghaster can attempt to deny one psychic power in each enemy Psychic phase. If this model makes a successful Deny the Witch test, the psyker that was attempting to manifest the power immediately suffers Perils of the Warp. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Demagogue | Friendly <LEGION> units within 6" of this model in the Morale phase can use this model's Leadership instead of their own. |
Priest | This model can chant prayers. It knows the Dark Zealotry prayer and one Prayer from the Prayers to the Dark Gods. At the start of each battle round, you can pick one of the prayers this model knows and roll a D6. On a 3+, the prayer is heard. That prayer takes effect until the end of that battle round. The same prayer cannot be chanted more than once per battle round by any model in your army, whether it is heard or not. |
Sigil of Corruption | This model has a 4+ invulnerable save. |
Violent Urgency | When an Advance or charge roll is made for a friendly WORLD EATERS unit within 6" of this Warlord, add 1 to the result. |
Benediction of Darkness | If this prayer is heard, pick one friendly <LEGION> unit within 6" of this priest. Subtract 1 from hit rolls made for attacks with ranged weapons that target that unit. |
Dark Zealotry | If this prayer is heard, you can re-roll hit rolls in the Fight phase for attacks made by friendly <LEGION> units while they are within 6" of this priest. |
Omen of Potency | If this prayer is heard, add 3 to this priest's Attacks characteristic. In addition, if this prayer is heard, this priest's melee weapons have an Armour Penetration characteristic of -4. |
Dark Apostle | 6" | 2+ | 3+ | 4 | 4 | 4 | 3 | 9 | 3+ |
Accursed crozius | Melee | Melee | +1 | -1 | 2 | - |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Selections: Frag & Krak grenades, Gorechild, Khârn's plasma pistol
Categories: HQ, Faction: Khorne, Faction: Heretic Astartes, Infantry, Faction: Chaos, Character
Rules: Hateful Assault, Hateful Volleys
Abilities: Blood for the Blood God, Death to the False Emperor, Kill! Maim! Burn!, Sigil of Corruption, The Betrayer, Unit: Khârn the Betrayer, Weapon: Frag grenade, Gorechild, Khârn's plasma pistol, Krak grenade
Blood for the Blood God | This model can fight twice in each Fight phase, instead of only once. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Kill! Maim! Burn! | You can re-roll failed hit rolls made for friendly WORLD EATERS units within 1" of Kharn the Betrayer. |
Sigil of Corruption | This model has a 4+ invulnerable save. |
The Betrayer | You cannot re-roll or modify hit rolls of 1 made for Khârn the Betrayer in the Fight phase. Instead, those attacks automatically hit another friendly unit within Engagement Range of Khârn. Randomly determine which unit is hit if there is more than one. If there are no other friendly units within Engagement Range of Khârn, the hits are discarded. |
Khârn the Betrayer | 6" | 2+ | 2+ | 5 | 4 | 5 | 6 | 9 | 3+ |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Gorechild | Melee | Melee | +1 | -4 | D3 | This weapon always hits on a roll of 2+, regardless of any modifiers. |
Khârn's plasma pistol | 12" | Pistol 1 | 8 | -3 | 2 | Each time you roll a hit roll of 1 when firing this weapon, the bearer suffers a mortal wound. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Selections: Mark of Khorne
Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Khorne, Faction: <Legion>
Abilities: Mere Mortals, Unit: Chaos Cultist
Selections: 16x Autopistol, 16x Brutal assault weapon
Weapon: Autopistol, Brutal assault weapon
Selections: Shotgun
Unit: Cultist Champion, Weapon: Shotgun
Mere Mortals | CHAOS CULTIST units do not gain a Legion Trait. |
Chaos Cultist | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 5 | 6+ |
Cultist Champion | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 6 | 6+ |
Autopistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
Brutal assault weapon | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Shotgun | 12" | Assault 2 | 3 | 0 | 1 | If the target is within half range, add 1 to this weapon's Strength. |
Selections: Icon of Wrath [10pts]
Categories: Faction: Chaos, Faction: Heretic Astartes, Infantry, Faction: Khorne, Troops, Faction: World Eaters
Rules: Hateful Assault, Hateful Volleys
Abilities: Berzerker Horde, Blood for the Blood God, Death to the False Emperor, Icon of Wrath, Unit: Khorne Berzerker
Selections: Frag & Krak grenades, Plasma pistol [5pts], Power fist [10pts]
Unit: Berzerker Champion, Weapon: Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge, Power fist
Selections: Chainaxe [1pts], Frag & Krak grenades, Plasma pistol [5pts]
Weapon: Chainaxe, Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge
Selections: 3x Chainaxe [3pts], 3x Chainsword, 3x Frag & Krak grenades
Weapon: Chainaxe, Chainsword, Frag grenade, Krak grenade
Berzerker Horde | The Battlefield Role of WORLD EATERS Khorne Berzerkers is Troops instead of Elites. |
Blood for the Blood God | This model can fight twice in each Fight phase, instead of only once. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Icon of Wrath | You can re-roll charge rolls for units with an Icon of Wrath. |
Berzerker Champion | 6" | 3+ | 3+ | 5 | 4 | 1 | 3 | 8 | 3+ |
Khorne Berzerker | 6" | 3+ | 3+ | 5 | 4 | 1 | 2 | 7 | 3+ |
Chainaxe | Melee | Melee | +1 | -1 | 1 | - |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Plasma pistol, Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
Plasma pistol, Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain. |
Power fist | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
Selections: Mark of Khorne
Categories: Elites, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Cult of Destruction, Daemon, Infantry, Faction: Heretic Astartes, Faction: Khorne
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Death to the False Emperor, Fleshmetal Weapons, Teleport Strike
Selections: 3x Fleshmetal weapons
Unit: Mutilator, Weapon: Fleshmetal weapons
Daemonic | This model has a 5+ invulnerable save. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Fleshmetal Weapons | When a unit of Mutilators is chosen to fight, roll three D3, one after the other. For that fight, the first roll is added to the Mutilator's Strength for the unit's attacks, the second roll is the AP for the unit's attacks, and the third roll is the Damage for the unit's attacks. For example, if the rolls were a 1, followed by a 3, followed by a 2, then all of the unit's attacks for that fight would have Strength of +1, an AP of -3, and a Damage of 2. |
Teleport Strike | During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. |
Mutilator | 4" | 3+ | 3+ | 5 | 4 | 3 | 3 | 8 | 2+ |
Fleshmetal weapons | Melee | Melee | +D3 | -D3 | D3 | See above |
Selections: Mark of Khorne
Categories: Faction: Chaos, Eyrine Cults, Fly, Flyer, Faction: Heretic Astartes, Vehicle, Aircraft, Faction: <Legion>, Faction: Khorne
Rules: Hateful Assault, Hateful Volleys
Abilities: Airborne, Baleful Aberration, Crash and Burn, Hard to Hit, Preternatural Manoeuverability, Skyborn Predator, Unit:Chaos Hell Blade
Selections: 2x Helstorm cannon [50pts]
Weapon: Helstorm cannon
Airborne | This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY. |
Baleful Aberration | This model has a 5+ invulnerable save. |
Crash and Burn | If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark. On a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds. |
Hard to Hit | Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. |
Preternatural Manoeuverability | Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. You may then if you wish pivot it again up to 90° to face a new direction. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice. |
Skyborn Predator | When attacking units that can Fly, add 1 to your hit rolls for this model. |
Chaos Hell Blade | 18-60" | 6+ | 3+ | 6 | 6 | 8 | 2 | 8 | 3+ |
Helstorm cannon | 36" | Heavy 2 | 6 | -2 | 3 | Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. |
Selections: Combi-bolter [3pts], Mark of Khorne, Smoke Launchers
Categories: Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Faction: Heretic Astartes, Dedicated Transport, Transport, Vehicle, Faction: Khorne
Rules: Hateful Assault, Hateful Volleys
Abilities: Explodes, Self-repair, Smoke Launchers, Transport: Chaos Rhino, Unit: Chaos Rhino, Weapon: Combi-bolter, Wound Track: Chaos Rhino, Chaos Rhino1, Chaos Rhino2, Chaos Rhino3
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. |
Self-repair | Roll a D6 at the start of each of your turns; on a 6, this unit heals one wound. |
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. |
Chaos Rhino | 10 (Legion) Infantry. No Terminator, Cult of Destruction, or Jump Pack |
Chaos Rhino | * | 6+ | * | 6 | 7 | 10 | * | 8 | 3+ |
Combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Chaos Rhino | - | M | BS | A |
Chaos Rhino1 | 6-10+ | 12" | 3+ | 3 |
Chaos Rhino2 | 3-5 | 6" | 4+ | D3 |
Chaos Rhino3 | 1-2 | 3" | 5+ | 1 |
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 (World Eaters): If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.
Selection RulesHateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative SouthCon 2020 Ross - Grey Knights 750 (Warhammer 40,000 9th Edition) [46 PL, 749pts, 6CP]
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Categories: Configuration
Selections: Frag & Krak grenades, Inner Fire, Iron Halo, Psyk-out Grenade, Storm Bolter [3pts]
Categories: HQ, Grey Knights, Faction: Adeptus Astartes, Character, Brother-Captain, Faction: Imperium, Infantry, Psyker, Terminator
Rules: And They Shall Know No Fear, Bolter Discipline, Daemon Hunters, Iron Halo, Masters of the Warp, Psychic Locus, Rites of Banishment, Shock Assault, Teleport Strike
Psychic Power: Inner Fire, Smite (Rites of Banishment), Psyker: Psyker, Unit: Brother Captain, Weapon: Frag grenade, Krak grenade, Psyk-out Grenade, Storm bolter
Selections: Nemesis Force Halberd
Weapon: Nemesis Force Halberd
Inner Fire | 5 | 1" | Inner Fire has a warp charge value of 5. If manifested, select one enemy unit within 1" of this Psyker and roll a number of D6 equal to the result of the Psychic test. For each roll of 1 this psyker suffers 1 mortal wound, and for each roll of 3+ that enemy unit suffers 1 mortal wound. |
Smite (Rites of Banishment) | 5 | 12" | If manifested, the closest visible enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. |
Psyker | 1 | 1 | 1 |
Brother Captain | 5" | 2+ | 2+ | 4 | 4 | 6 | 4 | 9 | 2+/4++ |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Nemesis Force Halberd | Melee | Melee | +1 | -2 | D3 | - |
Psyk-out Grenade | 6" | Grenade D3 | 2 | 0 | 1 | Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Blast. |
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Selections: 6. Invocation of Focus, Crozius Arcanum, Cuirass of Sacrifice, Frag & Krak grenades, Psyk-out Grenade, Storm bolter [3pts], Vortex of Doom, Warlord
Categories: Adeptus Astartes, Grey Knights, Infantry, Character, Chaplain, Terminator, HQ, Psyker, Priest, Warlord
Rules: And They Shall Know No Fear, Bolter Discipline, Cuirass of Sacrifice, Daemon Hunters, Masters of the Warp, Rites of Banishment, Rosarius, Shock Assault, Spiritual Leaders, Teleport Strike
Abilities: 6. Invocation of Focus, Litany of Hate, Rosarius, Psychic Power: Smite (Rites of Banishment), Vortex of Doom, Psyker: Psyker, Unit: Grey Knight Chaplain, Weapon: Crozius arcanum, Frag grenade, Krak grenade, Psyk-out Grenade, Storm bolter
6. Invocation of Focus | If this litany is inspiring, select one friendly GREY KNIGHTS unit within 6" of this model. When resolving an attack made by a model in the unit with a Nemesis weapon or psi weapon, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1). |
Litany of Hate | If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly GREY KNIGHTS units whilst their unit is within 6" of this model. |
Rosarius | This model has a 4+ invulnerable save. |
Smite (Rites of Banishment) | 5 | 12" | If manifested, the closest visible enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. |
Vortex of Doom | 8 | 12" | If manifested, a vortex opens above the nearest visible enemy model within 12" of the psyker. That model's unit, and every other unit within 3" of that model suffers D3 mortal wounds. The number of mortal wounds inflicted is increased to D6 if the power is manifested with a Psychic test of 12+. |
Psyker | 1 | 1 | 1 |
Grey Knight Chaplain | 5" | 2+ | 2+ | 4 | 4 | 5 | 3 | 9 | 2+/4++ |
Crozius arcanum | Melee | Melee | +1 | -1 | 2 | - |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Psyk-out Grenade | 6" | Grenade D3 | 2 | 0 | 1 | Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Blast. |
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Selections: Frag & Krak grenades, Gate of Infinity, Psyk-out Grenade
Categories: Adeptus Astartes, Grey Knights, Infantry, Psyker, Troops, Strike Squad, Faction: Imperium, Faction: Adeptus Astartes
Rules: And They Shall Know No Fear, Bolter Discipline, Combat Squads, Daemon Hunters, Masters of the Warp, Rites of Banishment, Shock Assault, Teleport Strike
Psychic Power: Gate of Infinity, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1 Squad), Weapon: Frag grenade, Krak grenade, Psyk-out Grenade
Selections: 4x Nemesis Force Halberd, 4x Storm Bolter [12pts]
Unit: Grey Knight, Weapon: Nemesis Force Halberd, Storm bolter
Selections: Storm bolter [3pts]
Unit: Grey Knight Justicar, Weapon: Storm bolter
Selections: Nemesis Force Halberd
Weapon: Nemesis Force Halberd
Gate of Infinity | 6 | 12 | If manifested pick a friendly Grey Knight unit within 12" of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy model. |
Smite (Rites of Banishment) | 5 | 12" | If manifested, the closest visible enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. |
Psyker (Sanctic 1 Squad) | 1 | 1 | 1 | When manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If the unit suffers Perils of the Warp, is suffers D3 mortal wounds as described in the core rules, but units within 6" with only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain. |
Grey Knight | 6" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 3+ |
Grey Knight Justicar | 6" | 3+ | 3+ | 4 | 4 | 1 | 2 | 8 | 3+ |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Nemesis Force Halberd | Melee | Melee | +1 | -2 | D3 | - |
Psyk-out Grenade | 6" | Grenade D3 | 2 | 0 | 1 | Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Blast. |
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Selections: Astral Aim, Frag & Krak grenades, Psyk-out Grenade
Categories: Adeptus Astartes, Grey Knights, Infantry, Psyker, Troops, Strike Squad, Faction: Imperium, Faction: Adeptus Astartes
Rules: And They Shall Know No Fear, Bolter Discipline, Combat Squads, Daemon Hunters, Masters of the Warp, Rites of Banishment, Shock Assault, Teleport Strike
Psychic Power: Astral Aim, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1 Squad), Weapon: Frag grenade, Krak grenade, Psyk-out Grenade
Selections: 3x Nemesis Force Halberd, 3x Storm Bolter [9pts]
Unit: Grey Knight, Weapon: Nemesis Force Halberd, Storm bolter
Selections: Psycannon [10pts]
Unit: Grey Knight, Weapon: Psycannon
Selections: Storm bolter [3pts]
Unit: Grey Knight Justicar, Weapon: Storm bolter
Selections: Nemesis Force Halberd
Weapon: Nemesis Force Halberd
Astral Aim | 5 | 18" | If manifested, pick a friendly (Grey Knights) unit within 18" of the psyker. Until your next Psychic phase, the unit you picked is able to target enemy units that are not visible to them, and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover. |
Smite (Rites of Banishment) | 5 | 12" | If manifested, the closest visible enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. |
Psyker (Sanctic 1 Squad) | 1 | 1 | 1 | When manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If the unit suffers Perils of the Warp, is suffers D3 mortal wounds as described in the core rules, but units within 6" with only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain. |
Grey Knight | 6" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 3+ |
Grey Knight Justicar | 6" | 3+ | 3+ | 4 | 4 | 1 | 2 | 8 | 3+ |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Nemesis Force Halberd | Melee | Melee | +1 | -2 | D3 | - |
Psycannon | 24" | Heavy 4 | 7 | -1 | 1 | - |
Psyk-out Grenade | 6" | Grenade D3 | 2 | 0 | 1 | Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Blast. |
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Selections: Frag & Krak grenades, Gate of Infinity, Psyk-out Grenade
Categories: Adeptus Astartes, Grey Knights, Infantry, Psyker, Troops, Strike Squad, Faction: Imperium, Faction: Adeptus Astartes
Rules: And They Shall Know No Fear, Bolter Discipline, Combat Squads, Daemon Hunters, Masters of the Warp, Rites of Banishment, Shock Assault, Teleport Strike
Psychic Power: Gate of Infinity, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1 Squad), Weapon: Frag grenade, Krak grenade, Psyk-out Grenade
Selections: 4x Nemesis Force Halberd, 4x Storm Bolter [12pts]
Unit: Grey Knight, Weapon: Nemesis Force Halberd, Storm bolter
Selections: Storm bolter [3pts]
Unit: Grey Knight Justicar, Weapon: Storm bolter
Selections: Nemesis Force Halberd
Weapon: Nemesis Force Halberd
Gate of Infinity | 6 | 12 | If manifested pick a friendly Grey Knight unit within 12" of the psyker. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy model. |
Smite (Rites of Banishment) | 5 | 12" | If manifested, the closest visible enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. |
Psyker (Sanctic 1 Squad) | 1 | 1 | 1 | When manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If the unit suffers Perils of the Warp, is suffers D3 mortal wounds as described in the core rules, but units within 6" with only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain. |
Grey Knight | 6" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 3+ |
Grey Knight Justicar | 6" | 3+ | 3+ | 4 | 4 | 1 | 2 | 8 | 3+ |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Nemesis Force Halberd | Melee | Melee | +1 | -2 | D3 | - |
Psyk-out Grenade | 6" | Grenade D3 | 2 | 0 | 1 | Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Blast. |
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Selections: Frag & Krak grenades, Psyk-out Grenade, Warp Shaping
Categories: Adeptus Astartes, Character, Grey Knights, Infantry, Psyker, Elites, Terminator, Faction: Imperium
Rules: And They Shall Know No Fear, Crux Terminatus, Daemon Hunters, Masters of the Warp, Narthecium, Rites of Banishment, Shock Assault, Teleport Strike
Psychic Power: Smite (Rites of Banishment), Warp Shaping, Psyker: Psyker, Unit: Apothecary, Weapon: Frag grenade, Krak grenade, Psyk-out Grenade
Selections: Nemesis Force Sword
Weapon: Nemesis Force Sword
Smite (Rites of Banishment) | 5 | 12" | If manifested, the closest visible enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. |
Warp Shaping | 5 | - | Warp Shaping has a warp charge value of 5. If manifested, select a Tide of the Warp that is not dominant. The currently dominant Tide of the Warp is changed to the selected Tide of the Warp. |
Psyker | 1 | 1 | 1 |
Apothecary | 5" | 2+ | 3+ | 4 | 4 | 5 | 4 | 8 | 2+/5++ |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Nemesis Force Sword | Melee | Melee | User | -3 | D3 | - |
Psyk-out Grenade | 6" | Grenade D3 | 2 | 0 | 1 | Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Blast. |
Selections: Frag & Krak grenades, Hammerhand, Psyk-out Grenade
Categories: Adeptus Astartes, Fast Attack, Grey Knights, Infantry, Psyker, Interceptor Squad, Faction: Imperium
Rules: And They Shall Know No Fear, Bolter Discipline, Combat Squads, Daemon Hunters, Masters of the Warp, Personal Teleporters, Rites of Banishment, Shock Assault, Teleport Strike
Psychic Power: Hammerhand, Smite (Rites of Banishment), Psyker: Psyker (Sanctic 1 Squad), Weapon: Frag grenade, Krak grenade, Psyk-out Grenade
Selections: 8x Nemesis Falchion [16pts], 4x Storm Bolter [12pts]
Unit: Interceptor, Weapon: Nemesis Falchion, Storm bolter
Selections: Frag & Krak grenades, Psyk-out Grenade, Storm bolter [3pts]
Unit: Interceptor Justicar, Weapon: Frag grenade, Krak grenade, Psyk-out Grenade, Storm bolter
Selections: Nemesis Force Sword
Weapon: Nemesis Force Sword
Hammerhand | 6 | 12" | If manifested, pick a friendly (Grey Knight) unit within 12" of the psyker. Add 1 to any wound rolls you make for that unit's Melee weapon until the start of your next Psychic phase. |
Smite (Rites of Banishment) | 5 | 12" | If manifested, the closest visible enemy unit within 12" suffers 1 mortal wounds; unless target is a Daemon, in which case it causes 3 mortal wounds. |
Psyker (Sanctic 1 Squad) | 1 | 1 | 1 | When manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If the unit suffers Perils of the Warp, is suffers D3 mortal wounds as described in the core rules, but units within 6" with only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain. |
Interceptor | 12" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 3+ |
Interceptor Justicar | 12" | 3+ | 3+ | 4 | 4 | 1 | 2 | 8 | 3+ |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Nemesis Falchion | Melee | Melee | User | -2 | D3 | If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them. |
Nemesis Force Sword | Melee | Melee | User | -3 | D3 | - |
Psyk-out Grenade | 6" | Grenade D3 | 2 | 0 | 1 | Each time you roll a hit roll of 6+ for this weapon when targeting a (Psyker) or (Daemon), the target suffers a mortal wound instead of the normal damage. Blast. |
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.
Bolter Discipline: All ADEPTUS ASTARTES and HERETIC ASTARTES models gain this ability. Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models with this ability make double the number of attacks if any of the following conditions apply: 1) The firing model's target is within half the weapon's maximum range. 2) The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase. 3) The firing model is a TERMINATOR, BIKER, CENTURION, or DREADNOUGHT. For the purposes of this ability a Rapid Fire Bolt weapon is any weapon with the Rapid Fire type whose name includes the word 'bolt' (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.) This also applies when firing the boltgun profile of a combi-weapon (including the bolt weapon profile of Relics such as Blood Song and the Lion's Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a rapid-fire weapon (e.g. Primarch's Wrath, Fury of Deimos, etc) The gauntlets of ultramar and the Talon of Horus are also considered Rapid Fire Bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
Combat Squads: Before any models are deployed at the start of the game, if this unit contains 10 models it may be split into two units, each containing 5 models.
Crux Terminatus: All models in this unit have a 5+ invulnerable save.
Cuirass of Sacrifice: (Infantry) model only. Roll a D6 each time the bearer loses a wound. On a 5+, the damage is ignored and the bearer does not lose a wound.
Daemon Hunters: If this unit attacks any Daemon in the Fight phase, you can re-roll failed wound rolls for those attacks.
Iron Halo: This model has a 4+ invulnerable save.
Masters of the Warp: PSYKER units with this ability gain a bonus depending on which of the Tides of the Warp is dominant (see below). If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding Servitor units). At the start of the first battle rounds, choose which of the Tides if currently dominant. The dominant Tide can subsequently be changed using the Warp Shaping psychic power.
Narthecium: At the end of your Movement phase, the Apothecary can attempt to heal or revive a single model. Select a friendly Grey Knight Infantry unit within 3" of the Apothecary. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If an Apothecary fails to revive a model in this manner he can do nothing else for the remainder of the turn (shoot, charge, fight, etc) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.
Personal Teleporters: Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). In addition, once per battle, instead of moving this unit normally in the Movement phase, you can choose for them to make a teleport shunt. At the end of the Movement phase, remove all of the models in the unit from the battlefield, then immediately set them up anywhere that is more than 9" from any enemy models.
Psychic Locus: When a friendly Grey Knights units within 6" of a (Brother-Captains) manifests the Smite power, double its range.
Rites of Banishment: When this unit manifests the Smite psychic power, it has a range of 12" rather than 18". Additionally, the target unit suffers only 1 mortal wound rather than D3 (whether or not the result of the Psychic test is more than 10) - unless the target is a Daemon in which case it suffers 3 mortal wounds instead of D3.
Rosarius: This model has a 4+ invulnerable save.
Shock 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.
Spiritual Leaders: All friendly Grey Knights can use this model's Leadership characteristic instead of their own whilst they are within 6" of this model.
Teleport Strike: During deployment, you can set up this unit in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon Sam Day Blood Angels 750 (Warhammer 40,000 9th Edition) [35 PL, 750pts]
Rules: Angels of Death, Bolter Discipline, Defenders of Humanity, Shock Assault
Selections: Blood Angels
Categories: Configuration
Rules: The Red Thirst
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points)
Categories: Configuration
Categories: Configuration
Selections: 1. Quickening, 1. Speed of the Primarch, 2. Unleash Rage, 6. Wings of Sanguinius, Frag & Krak grenades, Plasma pistol, Smite, Vitarus, Warlord
Categories: Character, Faction: Adeptus Astartes, Faction: Blood Angels, Faction: Imperium, HQ, Librarian, Psyker, Chief Librarian Mephiston, Infantry, Primaris, Warlord
Rules: 1. Speed of the Primarch, Angels of Death, Savage Echoes, The Red Thirst
Abilities: Lord of Death, Psychic Hood, Psychic Power: Quickening, Smite, Unleash Rage, Wings of Sanguinius, Psyker:Psyker, Unit: Chief Librarian Mephiston, Weapon: Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge, Vitarus
Lord of Death | Roll a D6 each time Chief Librarian Mephiston loses a wound. On a 5+ the wound is ignored and has no effect. |
Psychic Hood | You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12". |
Quickening | 7 | Self | You can add 3 to Advance and charge rolls you make for the psyker, and make D3 additional attacks with them in the Fight phase, until the start of 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. |
Unleash Rage | 6 | 12" | Select a friendly BLOOD ANGELS unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to the Attacks characteristics of that unit. |
Wings of Sanguinius | 5 | Self | If manifested, the psyker can immediately move as if it were your Movement phase, but his Move characteristic is also increased to 12" and he gains the FLY keyword until the start of your next Psychic phase (this means he can shoot if he Fell Back in his Movement phase). In addition, whilst this power is in effect, you can re-roll failed charge rolls for the psyker. |
Psyker | 2 | 2 | Smite and three psychic powers from the Sanguinary discipline |
Chief Librarian Mephiston | 7" | 2+ | 2+ | 5 | 5 | 6 | 5 | 9 | 2+ |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Plasma pistol, Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
Plasma pistol, Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain. |
Vitarus | Melee | Melee | x2 | -3 | D3 | - |
Categories: Imperium, Adeptus Astartes, Primaris, Infantry, Assault Intercessor Squad, Troops
Rules: Angels of Death, Savage Echoes, The Red Thirst
Abilities: Combat Squads
Selections: 9x Astartes Chainsword, 9x Frag & Krak grenades, 9x Heavy Bolt Pistol
Unit: Assault Intercessor, Weapon: Astartes Chainsword, Frag grenade, Heavy Bolt Pistol, Krak grenade
Selections: Astartes Chainsword, Frag & Krak grenades, Heavy Bolt Pistol
Unit: Assault Intercessor Sgt, Weapon: Astartes Chainsword, Frag grenade, Heavy Bolt Pistol, Krak grenade
Combat Squads | Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. |
Assault Intercessor | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ |
Assault Intercessor Sgt | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 8 | 3+ |
Astartes Chainsword | Melee | Melee | User | -1 | 1 | When the bearer fights, it makes 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Heavy Bolt Pistol | 18" | Pistol 1 | 4 | -1 | 1 | - |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Selections: 2x Aggressor [80pts], Aggressor Sergeant [40pts]
Categories: Adeptus Astartes, Aggressor Squad, Imperium, Infantry, Mk X Gravis, Primaris, Elites
Rules: Angels of Death, Savage Echoes, The Red Thirst
Abilities: Combat Squads, Fire Storm, Relentless Advance, Unit: Aggressor, Aggressor Sergeant
Selections: Auto Boltstorm Gauntlets, Fragstorm Grenade Launcher
Weapon: Auto Boltstorm Gauntlets (Melee), Auto Boltstorm Gauntlets (Shooting), Fragstorm Grenade Launcher
Combat Squads | Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. |
Fire Storm | When this unit fires Overwatch or is chosen to shoot with, models in this unit can shoot twice if this unit did not move this turn. |
Relentless Advance | Models in this unit do not suffer the penalty to their hit rolls for Advancing and firing Assault Weapons. |
Aggressor | 5" | 3+ | 3+ | 4 | 5 | 3 | 3 | 7 | 3+ |
Aggressor Sergeant | 5" | 3+ | 3+ | 4 | 5 | 3 | 4 | 8 | 3+ |
Auto Boltstorm Gauntlets (Melee) | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit rolls. |
Auto Boltstorm Gauntlets (Shooting) | 18" | Assault 6 | 4 | 0 | 1 | - |
Fragstorm Grenade Launcher | 18" | Assault D6 | 4 | 0 | 1 | Blast |
Categories: Imperium, Adeptus Astartes, Biker, Primaris, Outrider Squad, Fast Attack
Rules: Angels of Death, Savage Echoes, The Red Thirst
Abilities: Devastating Charge, Turbo-boost
Selections: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle
Unit: Outrider, Weapon: Astartes Chainsword, Frag grenade, Heavy Bolt Pistol, Krak grenade, Twin Bolt rifle
Selections: Astartes Chainsword, Frag & Krak grenades, Heavy Bolt Pistol, Twin Bolt rifle
Unit: Outrider Sgt, Weapon: Astartes Chainsword, Frag grenade, Heavy Bolt Pistol, Krak grenade, Twin Bolt rifle
Devastating Charge | If this unit makes a charge move, add 2 to the attacks characteristic of models in this unit until the end of the turn. |
Turbo-boost | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Outrider | 14" | 3+ | 3+ | 4 | 5 | 4 | 2 | 7 | 3+ |
Outrider Sgt | 14" | 3+ | 3+ | 4 | 5 | 4 | 3 | 8 | 3+ |
Astartes Chainsword | Melee | Melee | User | -1 | 1 | When the bearer fights, it makes 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Heavy Bolt Pistol | 18" | Pistol 1 | 4 | -1 | 1 | - |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Twin Bolt rifle | 30" | Rapid Fire 2 | 4 | -1 | 1 |
Categories: Primaris, Mk X Gravis, Infantry, Imperium, Adeptus Astartes, Eradicator Squad, Heavy Support
Rules: Angels of Death, Savage Echoes, The Red Thirst
Abilities: Total Obliteration
Selections: 2x Bolt pistol, 2x Melta rifle
Unit: Eradicator, Weapon: Bolt pistol, Melta rifle
Selections: Bolt pistol, Melta rifle
Unit: Eradicator Sgt, Weapon: Bolt pistol, Melta rifle
Total Obliteration | In your shooting phase, you can declare this unit will only shoot at a single target. If you do, select one target unit; models in this unit can shoot twice this phase, but they can only target that enemy unit. |
Eradicator | 5" | 3+ | 3+ | 4 | 5 | 3 | 2 | 7 | 3+ |
Eradicator Sgt | 5" | 3+ | 3+ | 4 | 5 | 3 | 3 | 8 | 3+ |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Melta rifle | 24" | Assault 1 | 8 | -4 | D6 | When resolving an attack against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results |
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.’
Bolter Discipline: All ADEPTUS ASTARTES and HERETIC ASTARTES models gain this ability. Instead of following the normal rules for Rapid Fire weapons, Rapid Fire bolt weapons used by models with this ability make double the number of attacks if any of the following conditions apply: 1) The firing model's target is within half the weapon's maximum range. 2) The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase. 3) The firing model is a TERMINATOR, BIKER, CENTURION, or DREADNOUGHT. For the purposes of this ability a Rapid Fire Bolt weapon is any weapon with the Rapid Fire type whose name includes the word 'bolt' (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.) This also applies when firing the boltgun profile of a combi-weapon (including the bolt weapon profile of Relics such as Blood Song and the Lion's Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a rapid-fire weapon (e.g. Primarch's Wrath, Fury of Deimos, etc) The gauntlets of ultramar and the Talon of Horus are also considered Rapid Fire Bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
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.
Shock 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.
Selection Rules1. Speed of the Primarch: You can always choose your Warlord to fight first in the Fight phase even if he didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.’
Savage Echoes: Whilst the assault doctrine is active, if a unit with this ability makes a charge move, is charged or performs a Heroic Intervention, add one to the attacks characteristic of the models in that unit until the end of the turn. (note that this is cumulative with the bonuses these models receive from the shock assault ability)
The Red Thirst: When resolving an attack made with a melee weapon by a model with this ability in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, add 1 to the wound roll. When a unit with this ability Advances or makes a charge move, add 1 to the Advance roll or charge roll.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon 2020 Scott C 750 (Warhammer 40,000 9th Edition) [37 PL, 6CP, 742pts]
Rules: Dis Is Ours! Zog Off!
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Selections: Goffs
Categories: Configuration
Abilities: Goffs
Goffs | Each time you roll an unmodified hit roll of 6 for an attack with a melee weapon made by a model with this kultur, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. |
Categories: Configuration
Selections: Gork's Klaw, Mork's Roar, Stikkbombs, Warlord
Categories: Character, Warboss, HQ, Faction: Ork, Mega Armour, Ghazghkull Thraka, Faction: Goff, Monster, Warlord
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Goffs is da Best, Grand Warboss, Great Waagh!, Proper Killy, Prophet of Gork and Mork, The Boss is Watchin', Transport Wound Track: Ghazghkull Thraka1, Ghazghkull Thraka2, Ghazghkull Thraka3, Unit: Ghazghkull Thraka, Weapon:Gork's Klaw, Mork's Roar, Stikkbomb
Goffs is da Best | Re-roll hit rolls of 1 for attacks made with melee weapons by models in friendly GOFF ORK units whilst their unit is within 6" of this model. |
Grand Warboss | This model can be included in an ORK Detachment without preventing other units from that Detachment from gaining a Clan Kultur or Subkultur. Note, however, that this model does not benefit from any Clan Kultur unless the Clan Kultur selected for that Detachment is the Goffs Clan Kultur. |
Great Waagh! | Friendly ORK INFANTRY and MONSTER units within 6" of this model can be chosen to charge with even if they Advanced this turn. In addition, add 1 to the Attacks characteristic of models in friendly ORK INFANTRY units whilst their unit is within 6" of this model, if their unit made a charge move this turn. |
Proper Killy | Add 1 to your Warlord’s Attacks characteristic. In addition, improve the Armour Penetration characteristic of melee weapons this Warlord is equipped with by 1 during any turn in which they made a charge move, were charged, or performed a Heroic Intervention (e.g. AP -1 becomes AP -2).’ |
Prophet of Gork and Mork | This model has a 4+ invulnerable save. In addition, this model can only lose a maximum of 4 wounds in each phase. |
The Boss is Watchin' | When a friendly ORK unit within 6" of this model fails a Morale test, this model can restore order in a brutal display of violence. If it does, that unit suffers D3 mortal wounds and that Morale test is treated as having been passed. |
Ghazghkull Thraka1 | 7-12+ | 7" | 7 | 5 |
Ghazghkull Thraka2 | 3-6 | 6" | 6 | 6 |
Ghazghkull Thraka3 | 1-2 | 5" | 5 | 7 |
Ghazghkull Thraka | * | 2+ | 5+ | * | 7 | 12 | * | 8 | 2+/4++ |
Gork's Klaw | Melee | Melee | x2 | -4 | 4 | - |
Mork's Roar | 36 | Assault 12 | 5 | -1 | 1 | - |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Green Tide
Selections: Choppa, Power Klaw [10pts], Stikkbombs
Unit: Boss Nob, Weapon: Choppa, Power Klaw, Stikkbomb
Selections: 29x Choppa, 29x Slugga, 29x Stikkbombs
Unit: Ork Boy, Weapon: Choppa, Slugga, Stikkbomb
Green Tide | If this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit. |
Boss Nob | 5" | 3+ | 5+ | 5 | 4 | 2 | 3 | 7 | 6+ |
Ork Boy | 5" | 3+ | 5+ | 4 | 4 | 1 | 2 | 6 | 6+ |
Choppa | Melee | Melee | user | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll |
Slugga | 12" | Pistol 1 | 4 | 0 | 1 | - |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Categories: Elites, Faction: <Clan>, Faction: Ork, Infantry, Mega Armour, Meganob, Nobz
Rules: 'Ere We Go!, Dakka Dakka Dakka, Mob Rule
Abilities: Keepin' Order
Selections: Killsaws (Pair) [15pts], Stikkbombs
Unit: Boss Meganob, Weapon: Killsaws (Pair), Stikkbomb
Selections: Kustom Shoota [3pts], Power Klaw [10pts], Stikkbombs
Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb
Selections: Kustom Shoota [3pts], Power Klaw [10pts], Stikkbombs
Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb
Selections: Kustom Shoota [3pts], Power Klaw [10pts], Stikkbombs
Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb
Selections: Kustom Shoota [3pts], Power Klaw [10pts], Stikkbombs
Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb
Keepin' Order | While a <Cl an> unit is within 3" of any friendly <Cl an> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee. |
Boss Meganob | 4" | 3+ | 5+ | 5 | 4 | 3 | 3 | 7 | 2+ |
Meganob | 4" | 3+ | 5+ | 5 | 4 | 3 | 3 | 6 | 2+ |
Killsaws (Pair) | Melee | Melee | x2 | -4 | 2 | When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its attack characteristic. |
Kustom Shoota | 18" | Assault 4 | 4 | 0 | 1 | - |
Power Klaw | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll |
Stikkbomb | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
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.
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.
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.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon Sean Saunders - Custodes 750 (Warhammer 40,000 9th Edition) [40 PL, 734pts, 6CP]
Rules: Aegis of the Emperor, Sworn Guardians, The Emperor's Chosen
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: Aquilan Shield
Categories: Configuration
Selections: Praesidius, Revered Companion, Sentinel Blade [7pts], Storm Shield [10pts]
Categories: Character, Faction: Adeptus Custodes, Faction: Imperium, Infantry, Shield-Captain, HQ, Faction: Aquilan Shield, Aquilan Shield Warlord
Abilities: Aegis of The Emperor, Inspirational Fighter, Praesidius, Revered Companion, Storm shield, Unit: Shield-Captain, Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)
Selections: Warlord
Categories: Warlord
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. |
Inspirational Fighter | You can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model. |
Praesidius | When resolving an attack against a model with this Relic, subtract 1 from the wound roll. |
Revered Companion | When resolving an attack made against this Warlord, halve any damage inflicted (rounding up). |
Storm shield | A model with a storm shield has a 3+ invulnerable save. |
Shield-Captain | 6" | 2+ | 2+ | 5 | 5 | 6 | 5 | 9 | 2+ |
Sentinel Blade (Melee) | Melee | Melee | User | -3 | D3 | |
Sentinel Blade (Ranged) | 12" | Pistol 2 | 4 | 0 | 1 |
Categories: Faction: Adeptus Custodes, Custodian Guard, Infantry, Troops, Faction: Aquilan Shield
Abilities: Aegis of The Emperor
Selections: Guardian Spear [5pts], Misericordia [3pts]
Unit: Custodian, Weapon: Guardian Spear (Melee), Guardian Spear (Ranged), Misericordia
Selections: Guardian Spear [5pts], Misericordia [3pts]
Unit: Custodian, Weapon: Guardian Spear (Melee), Guardian Spear (Ranged), Misericordia
Selections: Guardian Spear [5pts], Misericordia [3pts]
Unit: Custodian, Weapon: Guardian Spear (Melee), Guardian Spear (Ranged), Misericordia
Selections: Guardian Spear [5pts], Misericordia [3pts]
Unit: Custodian, Weapon: Guardian Spear (Melee), Guardian Spear (Ranged), Misericordia
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. |
Custodian | 6" | 2+ | 2+ | 5 | 5 | 3 | 3 | 8 | 2+ |
Guardian Spear (Melee) | Melee | Melee | +1 | -3 | D3 | |
Guardian Spear (Ranged) | 24" | Rapid Fire 1 | 4 | -1 | 2 | |
Misericordia | Melee | Melee | User | -2 | 1 | When the model fights, it may make 1 additional attack with this weapon unless using a storm shield |
Categories: Elites, Faction: Imperium, Faction: Astra Telepathica, Faction: Sisters of Silence, Infantry, Prosecutors
Rules: Null Maidens, Psychic Abomination, Witch Hunters
Abilities: Prosecution Protocols
Selections: 4x Boltgun, 4x Psyk-Out Grenades
Unit: Prosecutor, Weapon: Boltgun, Psyk-Out Grenades
Selections: Boltgun, Psyk-Out Grenades
Unit: Sister Superior, Weapon: Boltgun, Psyk-Out Grenades
Prosecution Protocols | Each time you select a target for a ranged weapon a model in this unit is making an attack with, you can ignore the Look Out, Sir rule if the target is a Psyker. |
Prosecutor | 7" | 3+ | 3+ | 3 | 3 | 1 | 2 | 8 | 3+ |
Sister Superior | 7" | 3+ | 3+ | 3 | 3 | 1 | 3 | 9 | 3+ |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Psyk-Out Grenades | 6" | Grenade D3 | 2 | 0 | 1 | When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends. |
Categories: Elites, Faction: Imperium, Faction: Astra Telepathica, Faction: Sisters of Silence, Infantry, Prosecutors
Rules: Null Maidens, Psychic Abomination, Witch Hunters
Abilities: Prosecution Protocols
Selections: 4x Boltgun, 4x Psyk-Out Grenades
Unit: Prosecutor, Weapon: Boltgun, Psyk-Out Grenades
Selections: Boltgun, Psyk-Out Grenades
Unit: Sister Superior, Weapon: Boltgun, Psyk-Out Grenades
Prosecution Protocols | Each time you select a target for a ranged weapon a model in this unit is making an attack with, you can ignore the Look Out, Sir rule if the target is a Psyker. |
Prosecutor | 7" | 3+ | 3+ | 3 | 3 | 1 | 2 | 8 | 3+ |
Sister Superior | 7" | 3+ | 3+ | 3 | 3 | 1 | 3 | 9 | 3+ |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Psyk-Out Grenades | 6" | Grenade D3 | 2 | 0 | 1 | When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts a mortal wound on the target and the attack sequence ends. |
Categories: Biker, Fly, Faction: Imperium, Faction: Adeptus Custodes, Vertus Praetors, Fast Attack, Faction: Aquilan Shield
Abilities: Aegis of The Emperor, Implacable Vanguard
Selections: Hurricane Bolter, Interceptor Lance, Misericordia [3pts]
Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance, Misericordia
Selections: Hurricane Bolter, Interceptor Lance, Misericordia [3pts]
Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance, Misericordia
Selections: Hurricane Bolter, Interceptor Lance, Misericordia [3pts]
Unit: Vertus Praetor, Weapon: Hurricane bolter, Interceptor Lance, Misericordia
Aegis of The Emperor | Models with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored. |
Implacable Vanguard | When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. |
Vertus Praetor | 14" | 2+ | 2+ | 5 | 6 | 4 | 4 | 9 | 2+ |
Hurricane bolter | 24" | Rapid Fire 6 | 4 | 0 | 1 | - |
Interceptor Lance | Melee | Melee | +1 | -3 | D3 | You can re-roll failed wound rolls for this weapon on a turn in which the bearer made a successful charge |
Misericordia | Melee | Melee | User | -2 | 1 | When the model fights, it may make 1 additional attack with this weapon unless using a storm shield |
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+)
Null Maidens: A SISTERS OF SILENCE Vanguard Detachment – that is, a Vanguard Detachment that includes only SISTERS OF SILENCE units – is treated as having HQ Battlefield Role slots of ‘0’ and Command Benefits of ‘None’. Note that this means there are no compulsory HQ selections for SISTERS OF SILENCE Vanguard Detachments.
Psychic Abomination: This unit cannot be targeted or affected by psychic powers. When a Psychic test or a Deny the Witch test is taken for an enemy model, subtract 1 from the total for each unit from your army with this ability within 18" of that model (to a maximum of -4).
Witch Hunters: When resolving an attack made by a model in this unit against a PSYKER unit, you can re-roll the wound roll.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon 2020 Sven 172nd Cadian (Warhammer 40,000 9th Edition) [41 PL, 749pts, 6CP]
Rules: Defenders of Humanity
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: Matched
Categories: Configuration
Selections: Regiment: Cadian
Categories: Configuration
Abilities: Born Soldiers
Born Soldiers | Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead. |
Selections: Boltgun [2pts], Display Astra Militarum Orders, Frag grenades, Power sword [5pts], Warlord, WT (Cadia): Superior Tactical Training
Categories: Officer, Faction: Imperium, Faction: <REGIMENT>, Character, Infantry, Company Commander, HQ, Warlord
Abilities: Refractor Field, Senior Officer, Superior Tactical Training, Voice of Command, Astra Militarum Orders: Bring it Down!, First Rank, Fire! Second Rank, Fire!, Fix Bayonets!, Forwards, for the Emperor!, Get back in the Fight!, Move! Move! Move!, Take Aim!, Unit: Company Commander, Weapon: Boltgun, Frag grenade, Power sword
Refractor Field | This model has a 5+ invulnerable save. |
Senior Officer | This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order. |
Superior Tactical Training | Roll a dice each time your Warlord issues an order or tank order. On a 4+ that order can affect an additional CADIAN unit of the same type as the original target (INFANTRY or LEMAN RUSS) within 6" of the Warlord. |
Voice of Command | This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn. |
Bring it Down! | Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. |
First Rank, Fire! Second Rank, Fire! | All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. |
Fix Bayonets! | This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase. |
Forwards, for the Emperor! | The ordered unit can shoot this phase even if it Advanced in its Movement phase. |
Get back in the Fight! | The ordered unit can shoot this phase even if it Fell Back in its Movement phase. |
Move! Move! Move! | Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. |
Take Aim! | Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. |
Company Commander | 6" | 3+ | 3+ | 3 | 3 | 4 | 3 | 8 | 5+ |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Power sword | Melee | Melee | User | -3 | 1 | - |
Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops
Weapon: Frag grenade
Selections: 8x Lasgun
Unit: Guardsman, Weapon: Lasgun
Selections: Lasgun, Vox-caster [5pts]
Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun
Selections: Boltgun [2pts], Chainsword
Unit: Sergeant, Weapon: Boltgun, Chainsword
Vox-caster | If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. |
Guardsman | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 6 | 5+ |
Sergeant | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 7 | 5+ |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Lasgun | 24 | Rapid Fire 1 | 3 | 0 | 1 | - |
Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops
Weapon: Frag grenade
Selections: 8x Lasgun
Unit: Guardsman, Weapon: Lasgun
Selections: Lasgun, Vox-caster [5pts]
Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun
Selections: Boltgun [2pts], Chainsword
Unit: Sergeant, Weapon: Boltgun, Chainsword
Vox-caster | If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. |
Guardsman | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 6 | 5+ |
Sergeant | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 7 | 5+ |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Lasgun | 24 | Rapid Fire 1 | 3 | 0 | 1 | - |
Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops
Weapon: Frag grenade
Selections: 8x Lasgun
Unit: Guardsman, Weapon: Lasgun
Selections: Lasgun, Vox-caster [5pts]
Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun
Selections: Boltgun [2pts], Chainsword
Unit: Sergeant, Weapon: Boltgun, Chainsword
Vox-caster | If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. |
Guardsman | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 6 | 5+ |
Sergeant | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 7 | 5+ |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Lasgun | 24 | Rapid Fire 1 | 3 | 0 | 1 | - |
Categories: Faction: <REGIMENT>, Armoured Sentinel, Fast Attack, Faction: Imperium, Vehicle
Selections: Lascannon [20pts]
Abilities: Explodes (6+/3"/1), Smoke Launchers, Unit: Armoured Sentinel, Weapon: Lascannon
Selections: Lascannon [20pts]
Abilities: Explodes (6+/3"/1), Smoke Launchers, Unit: Armoured Sentinel, Weapon: Lascannon
Selections: Multi-laser [5pts]
Abilities: Explodes (6+/3"/1), Smoke Launchers, Unit: Armoured Sentinel, Weapon: Multi-laser
Explodes (6+/3"/1) | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound. |
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, the vehicle 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. |
Armoured Sentinel | 8" | 4+ | 4+ | 5 | 6 | 6 | 1 | 7 | 3+ |
Lascannon | 48" | Heavy 1 | 9 | -3 | D6 | - |
Multi-laser | 36" | Heavy 3 | 6 | 0 | 1 | - |
Categories: Faction: <REGIMENT>, Fast Attack, Faction: Imperium, Hellhound, Vehicle
Selections: Heavy Flamer [15pts], Inferno Cannon [10pts], Stat Damage (HS)
Abilities: Explodes (4+/6"/D3), Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Stat Damage (HS) 1, Stat Damage (HS) 2, Stat Damage (HS) 3, Unit: Hellhound, Weapon: Heavy flamer, Inferno Cannon
Explodes (4+/6"/D3) | If this model is reduced to 0 wounds, roll a D6 (adding 2 to the result in the case of a Hellhound) before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds. |
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, the vehicle 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. |
Vehicle Squadron | The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. |
Stat Damage (HS) 1 | 6-11+ | 12" | 4+ | 3 |
Stat Damage (HS) 2 | 3-5 | 8" | 5+ | D3 |
Stat Damage (HS) 3 | 1-2 | 4" | 6+ | 1 |
Hellhound | * | 6+ | * | 6 | 7 | 11 | * | 7 | 3+ |
Heavy flamer | 8" | Heavy D6 | 5 | -1 | 1 | This weapon automatically hits its target |
Inferno Cannon | 16" | Heavy 2D6 | 6 | -1 | 1 | This weapon automatically hits it's target. |
Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Heavy Support, Heavy Weapons Squad
Weapon: Frag grenade
Selections: Autocannon [10pts], Lasgun
Unit: Heavy Weapons Team, Weapon: Autocannon, Lasgun
Selections: Autocannon [10pts], Lasgun
Unit: Heavy Weapons Team, Weapon: Autocannon, Lasgun
Selections: Autocannon [10pts], Lasgun
Unit: Heavy Weapons Team, Weapon: Autocannon, Lasgun
Heavy Weapons Team | 6" | 4+ | 4+ | 3 | 3 | 2 | 2 | 6 | 5+ |
Autocannon | 48" | Heavy 2 | 7 | -1 | 2 | - |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Lasgun | 24 | Rapid Fire 1 | 3 | 0 | 1 | - |
Categories: Faction: <REGIMENT>, Heavy Support, Faction: Imperium, Leman Russ, Leman Russ Battle Tank, Vehicle
Selections: Lascannon [20pts], Plasma Cannons [40pts], Stat Damage (Leman Russ), Track guards [5pts], Turret-mounted Punisher Gatling Cannon [35pts]
Categories: Leman Russ
Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Track guards, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon: Lascannon, Plasma cannon, Standard, Plasma cannon, Supercharge, Punisher Gatling Cannon
Emergency Plasma Vents | If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. |
Explodes (6+/6"/D3) | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. |
Grinding Advance | If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon. |
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, the vehicle 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. |
Track guards | A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e., its Move characteristic does not decrease as it suffers wounds). |
Vehicle Squadron | The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. |
Leman Russ 1 | 7-12+ | 10" | 4+ | 3 |
Leman Russ 2 | 4-6 | 7" | 5+ | D3 |
Leman Russ 3 | 1-3 | 4" | 6+ | 1 |
Leman Russ | * | 6+ | * | 7 | 8 | 12 | * | 7 | 3+ |
Lascannon | 48" | Heavy 1 | 9 | -3 | D6 | - |
Plasma cannon, Standard | 36" | Heavy D3 | 7 | -3 | 1 | Blast. |
Plasma cannon, Supercharge | 36" | Heavy D3 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. Blast. |
Punisher Gatling Cannon | 24" | Heavy 20 | 5 | 0 | 1 | - |
Defenders of Humanity: If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit 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 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 in range as normal.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon 2020 Tim Campbell (Warhammer 40,000 9th Edition) [40 PL, 749pts, 6CP]
Rules: Defenders of Humanity
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: Gunnery Experts, Wilderness Survivors
Categories: Configuration
Abilities: Gunnery Experts, Wilderness Survivors
Gunnery Experts | When you roll to determine the Type characteristic of any weapon a VEHICLEmodel with this doctrine is equipped with, you can re-roll one of the dice. |
Wilderness Survivors | “When resolving an attack made with a ranged weapon against an INFANTRYunit with this doctrine, if that unit did not Advance in its previous Movement phase, it is treated as receiving the benefit of cover to its saving throws |
Selections: Boltgun [2pts], Chainsword, Frag grenades, Relic: Kurov's Aquila
Categories: Officer, Faction: Imperium, Faction: <REGIMENT>, Character, Infantry, Company Commander, HQ
Abilities: Kurov's Aquila, Refractor Field, Senior Officer, Voice of Command, Unit: Company Commander, Weapon: Boltgun, Chainsword, Frag grenade
Kurov's Aquila | OFFICERS only. Whilst the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command Point. |
Refractor Field | This model has a 5+ invulnerable save. |
Senior Officer | This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order. |
Voice of Command | This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn. |
Company Commander | 6" | 3+ | 3+ | 3 | 3 | 4 | 3 | 8 | 5+ |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Selections: Lascannon [20pts], Plasma Cannons [40pts], Stat Damage (Leman Russ Commander), Turret-mounted Demolisher Siege Cannon [20pts], Warlord, Weapon Expert
Categories: Leman Russ, Faction: <REGIMENT>, Character, HQ, Faction: Imperium, Tank Commander, Vehicle, Officer, Warlord
Abilities: Emergency Plasma Vents, Explodes (6+/6"/D3), Grinding Advance, Smoke Launchers, Tank Orders, Weapon Expert, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon: Demolisher cannon, Lascannon, Plasma cannon, Standard, Plasma cannon, Supercharge
Emergency Plasma Vents | If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved. |
Explodes (6+/6"/D3) | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. |
Grinding Advance | If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon. |
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, the vehicle 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. |
Tank Orders | This model can issue one order each turn to a friendly <REGIMENT> LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of this model and choose which order you wish to issue from the Tank Orders table. Each LEMAN RUSS can only be given a single order each turn. |
Weapon Expert | “Improve the Armour Penetration characteristic of turret weapons (see Codex: Astra Militarum) this model is equipped with by 1 (e.g. AP 0 becomes AP -1). |
TC Russ 1 | 7-12+ | 10" | 3+ | 3 |
TC Russ 2 | 4-6 | 7" | 4+ | D3 |
TC Russ 3 | 1-3 | 4" | 5+ | 1 |
Tank Commander | * | 6+ | * | 7 | 8 | 12 | * | 7 | 3+ |
Demolisher cannon | 24" | Heavy D6 | 10 | -3 | D6 | Blast |
Lascannon | 48" | Heavy 1 | 9 | -3 | D6 | - |
Plasma cannon, Standard | 36" | Heavy D3 | 7 | -3 | 1 | Blast. |
Plasma cannon, Supercharge | 36" | Heavy D3 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. Blast. |
Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops
Weapon: Frag grenade
Selections: 7x Lasgun
Unit: Guardsman, Weapon: Lasgun
Selections: Plasma gun [5pts]
Unit: Guardsman, Weapon: Plasma gun, Standard, Plasma gun, Supercharge
Selections: Lasgun, Vox-caster [5pts]
Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol
Vox-caster | If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. |
Guardsman | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 6 | 5+ |
Sergeant | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 7 | 5+ |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Lasgun | 24 | Rapid Fire 1 | 3 | 0 | 1 | - |
Laspistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
Plasma gun, Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
Plasma gun, Supercharge | 24" | Rapid Fire 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. |
Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops
Weapon: Frag grenade
Selections: 7x Lasgun
Unit: Guardsman, Weapon: Lasgun
Selections: Plasma gun [5pts]
Unit: Guardsman, Weapon: Plasma gun, Standard, Plasma gun, Supercharge
Selections: Lasgun, Vox-caster [5pts]
Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol
Vox-caster | If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster. |
Guardsman | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 6 | 5+ |
Sergeant | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 7 | 5+ |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Lasgun | 24 | Rapid Fire 1 | 3 | 0 | 1 | - |
Laspistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
Plasma gun, Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
Plasma gun, Supercharge | 24" | Rapid Fire 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. |
Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops
Weapon: Frag grenade
Selections: 9x Lasgun
Unit: Guardsman, Weapon: Lasgun
Selections: Chainsword, Laspistol
Unit: Sergeant, Weapon: Chainsword, Laspistol
Guardsman | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 6 | 5+ |
Sergeant | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 7 | 5+ |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Lasgun | 24 | Rapid Fire 1 | 3 | 0 | 1 | - |
Laspistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
Categories: Tempestus Scions, Troops, Faction: Imperium, Infantry, Faction: Militarum Tempestus
Abilities: Aerial Drop
Selections: 2x Frag & Krak grenades, 2x Hot-shot Lasgun
Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade
Selections: Frag & Krak grenades, Plasma gun [10pts]
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge
Selections: Frag & Krak grenades, Plasma gun [10pts]
Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge
Selections: Chainsword, Frag & Krak grenades, Plasma pistol [5pts]
Unit: Tempestor, Weapon: Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge
Aerial Drop | During deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models. |
Tempestor | 6" | 3+ | 3+ | 3 | 3 | 1 | 2 | 7 | 4+ |
Tempestus Scion | 6" | 4+ | 3+ | 3 | 3 | 1 | 1 | 6 | 4+ |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Hot-shot Lasgun | 18" | Rapid Fire 1 | 3 | -2 | 1 | - |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Plasma gun, Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
Plasma gun, Supercharge | 24" | Rapid Fire 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. |
Plasma pistol, Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
Plasma pistol, Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain. |
Selections: Nightshroud, Telepathica Stave
Categories: Faction: Astra Telepathica, Astropath, Character, Elites, Faction: Imperium, Infantry, Psyker, Faction: Scholastica Psykana
Abilities: Astral Divination, Telepathic Assault, Psychic Power: 4) Nightshroud, Psyker: Psyker, Unit: Astropath, Weapon:Telepathica Stave
Astral Divination | At the start of your Shooting phase, pick and enemy unit within 18" of this model. For the duration of the phase, the unit you picked gains no bonus to their saving throws for being in cover when it is targeted by attacks made by friendly ASTRA MILITARUM units within 6" of this model. |
Telepathic Assault | Each time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of 2D6. |
4) Nightshroud | 6 | 12" | Choose a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls. |
Psyker | 1 | 1 | Smite & 1 Psykana |
Astropath | 6" | 5+ | 6+ | 3 | 3 | 3 | 1 | 6 | 6+ |
Telepathica Stave | Melee | Melee | +1 | 0 | D3 |
Categories: Faction: Militarum Auxilla, Elites, Faction: Imperium, Infantry, Ogryn, Bullgryns
Rules: Avalanche of Muscle
Selections: Brute Shield, Bullgryn Maul [5pts], Frag Bombs
Abilities: Brute Shield, Unit: Bullgryn, Weapon: Bullgryn Maul, Frag Bombs
Selections: Brute Shield, Bullgryn Maul [5pts], Frag Bombs
Abilities: Brute Shield, Unit: Bullgryn, Weapon: Bullgryn Maul, Frag Bombs
Selections: Bullgryn Maul [5pts], Frag Bombs, Slabshield
Abilities: Slabshield, Unit: Bullgryn, Weapon: Bullgryn Maul, Frag Bombs
Selections: Bullgryn Maul [5pts], Frag Bombs, Slabshield
Abilities: Slabshield, Unit: Bullgryn Bone 'ead, Weapon: Bullgryn Maul, Frag Bombs
Brute Shield | 4+ Invulnerable Save |
Slabshield | Add 2 to the save rolls of any models equipped with a slabshield. |
Bullgryn | 6" | 3+ | 4+ | 5 | 5 | 3 | 3 | 7 | 4+ |
Bullgryn Bone 'ead | 6" | 3+ | 4+ | 5 | 5 | 3 | 4 | 8 | 4+ |
Bullgryn Maul | Melee | Melee | +2 | -1 | 2 | |
Frag Bombs | 6" | Grenade D6 | 4 | 0 | 1 | Blast. |
Selections: Autogun, Chainsword, Frag & Krak grenades, Laspistol
Categories: Faction: Adeptus Ministorum, Faction: Imperium, Infantry, Ministorum Priest, Character, Elites
Abilities: Rosarius, War Hymns, Zealot, Unit: Ministorum Priest, Weapon: Autogun, Chainsword, Frag grenade, Krak grenade, Laspistol
Rosarius | This model has a 4+ invulnerable save. |
War Hymns | You can add 1 to the Attacks characteristic of all models in an ADEPTUS MINISTORUM INFANTRY and ASTRA MILITARUM INFANTRY units that within 6" of any friendly MINISTORUM PRIESTS. |
Zealot | You can re-roll failed hit rolls for this unit in a turn in which it charged, made a heroic intervention, or was changed by an enemy unit. |
Ministorum Priest | 6" | 4+ | 4+ | 3 | 3 | 4 | 3 | 7 | 6+ |
Autogun | 24" | Rapid Fire 1 | 3 | 0 | 1 | - |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Laspistol | 12" | Pistol 1 | 3 | 0 | 1 | - |
Defenders of Humanity: If your army is Battle-forged, all Troops units in ASTRA MILITARUM Detachments and all LEMAN RUSS units in Spearhead Detachments gain this ability. Such a unit 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 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 in range as normal.
Selection RulesAvalanche of Muscle: You can add 1 to the Attacks characteristic of this model in the Fight phase on any turn in which it made a successful charge. This ability may only be used the first time this model fights each turn.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon 2020 Tom Brew - Black Legion (Warhammer 40,000 9th Edition) [37 PL, 750pts, 6CP]
Rules: Daemonic Ritual, The Warmaster's Legion (Black Legion)
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: Black Legion
Categories: Configuration
Abilities: Black Crusaders
Black Crusaders | If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in BLACK LEGION Detachments gain the following ability: Add 1 to the Leadership characteristic of models in units with this trait. In addition, if a unit with this trait Advanced, it treats all Rapid Fire weapons as Assault weapons until the end of the turn (i.e. a Rapid Fire 2 weapon is treated as an Assault 2 weapon). |
Selections: Frag & Krak grenades, Mark of Khorne, Plasma pistol [5pts], Talisman of Burning Blood, Thunder hammer [40pts]
Categories: HQ, Chaos Lord, Character, Faction: Heretic Astartes, Infantry, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Faction: Khorne
Rules: Hateful Assault, Hateful Volleys
Abilities: Death to the False Emperor, Lord of Chaos, Sigil of Corruption, Talisman of Burning Blood, Unit: Chaos Lord, Weapon: Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge, Thunder hammer
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Lord of Chaos | You can re-roll hit rolls of 1 made for friendly <LEGION> units within 6" of this model. |
Sigil of Corruption | This model has a 4+ invulnerable save. |
Talisman of Burning Blood | The bearer of the Talisman of Burning Blood can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls. |
Chaos Lord | 6" | 2+ | 2+ | 4 | 4 | 5 | 4 | 9 | 3+ |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Plasma pistol, Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
Plasma pistol, Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain. |
Thunder hammer | Melee | Melee | x2 | -3 | 3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
Selections: Force sword, Frag & Krak grenades, Mark of Tzeentch, Plasma pistol [5pts], Smite, Warlord, Warp Lord, Warptime, Weaver of Fates
Categories: HQ, Faction: <Legion>, Faction: <Mark of Chaos>, Psyker, Infantry, Faction: Chaos, Faction: Heretic Astartes, Sorcerer, Character, Faction: Tzeentch, Warlord
Rules: Hateful Assault, Hateful Volleys
Abilities: Death to the False Emperor, Warp Lord, Psychic Power: Smite, Warptime, Weaver of Fates, Psyker: Sorcerer, Unit:Sorcerer, Weapon: Force sword, Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Warp Lord | You can re-roll rolls of 1 when taking a Psychic test for your Warlord. |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. |
Warptime | 6 | 3" | If manifested, pick a HERETIC ASTARTES unit (excluding AIRCRAFT) within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase. |
Weaver of Fates | 6 | 18" | If manifested, select a visible TZEENTCH HERETIC ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save. |
Sorcerer | 2 | 1 | Smite and 2 powers from the Dark Hereticus discipline |
Sorcerer | 6" | 3+ | 3+ | 4 | 4 | 4 | 3 | 9 | 3+ |
Force sword | Melee | Melee | User | -3 | D3 | - |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Plasma pistol, Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
Plasma pistol, Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain. |
Selections: Mark of Tzeentch
Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Tzeentch, Faction: <Legion>
Abilities: Mere Mortals, Unit: Chaos Cultist
Selections: 17x Autogun
Weapon: Autogun
Selections: Flamer [5pts]
Weapon: Flamer
Selections: Autogun
Unit: Cultist Champion, Weapon: Autogun
Mere Mortals | CHAOS CULTIST units do not gain a Legion Trait. |
Chaos Cultist | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 5 | 6+ |
Cultist Champion | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 6 | 6+ |
Autogun | 24" | Rapid Fire 1 | 3 | 0 | 1 | - |
Flamer | 8" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
Selections: Mark of Slaanesh
Categories: Faction: Chaos, Faction: Heretic Astartes, Infantry, Faction: <Legion>, Faction: <Mark of Chaos>, Troops, Chaos Space Marines, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Death to the False Emperor, Unit: Chaos Space Marine
Selections: Chainaxe [1pts], Frag & Krak grenades, Plasma pistol [5pts]
Unit: Aspiring Champion, Weapon: Chainaxe, Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge
Selections: 2x Bolt pistol, 2x Boltgun, 2x Frag & Krak grenades
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade
Selections: Bolt pistol, Chainsword, Frag & Krak grenades
Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade
Selections: Bolt pistol, Plasma gun [10pts]
Weapon: Bolt pistol, Plasma gun, Standard, Plasma gun, Supercharge
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Aspiring Champion | 6" | 3+ | 3+ | 4 | 4 | 1 | 2 | 8 | 3+ |
Chaos Space Marine | 6" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 3+ |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Chainaxe | Melee | Melee | +1 | -1 | 1 | - |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Plasma gun, Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
Plasma gun, Supercharge | 24" | Rapid Fire 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. |
Plasma pistol, Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
Plasma pistol, Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain. |
Selections: Mark of Slaanesh
Categories: Faction: Chaos, Faction: Heretic Astartes, Infantry, Faction: <Legion>, Faction: <Mark of Chaos>, Troops, Chaos Space Marines, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Death to the False Emperor, Unit: Chaos Space Marine
Selections: Bolt pistol, Frag & Krak grenades, Power fist [10pts]
Unit: Aspiring Champion, Weapon: Bolt pistol, Frag grenade, Krak grenade, Power fist
Selections: 2x Bolt pistol, 2x Boltgun, 2x Frag & Krak grenades
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade
Selections: Bolt pistol, Chainsword, Frag & Krak grenades
Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade
Selections: Bolt pistol, Plasma gun [10pts]
Weapon: Bolt pistol, Plasma gun, Standard, Plasma gun, Supercharge
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Aspiring Champion | 6" | 3+ | 3+ | 4 | 4 | 1 | 2 | 8 | 3+ |
Chaos Space Marine | 6" | 3+ | 3+ | 4 | 4 | 1 | 1 | 7 | 3+ |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
Chainsword | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Plasma gun, Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
Plasma gun, Supercharge | 24" | Rapid Fire 1 | 8 | -3 | 2 | On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. |
Power fist | Melee | Melee | x2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
Selections: Mark of Slaanesh
Categories: Heavy Support, Faction: Heretic Astartes, Daemon, Infantry, Faction: Chaos, Faction: <Legion>, Faction: <Mark of Chaos>, Cult of Destruction, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Death to the False Emperor, Fleshmetal Guns, Teleport Strike
Selections: Crushing fists, Fleshmetal guns
Unit: Obliterator, Weapon: Crushing fists, Fleshmetal guns
Daemonic | This model has a 5+ invulnerable save. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Fleshmetal Guns | Each time this unit is chosen to attack with fleshmetal guns, roll three D3, one after the other, to determine the characteristics of the unit’s fleshmetal guns when resolving those attacks. The first roll is added to 6 to determine the Strength, the second roll is the AP, and the third roll is the Damage. For example, if the rolls were a 1, followed by a 3, followed by a 2, then the unit's attacks would have a Strength of 7, an AP of -3 and a Damage of 2. |
Teleport Strike | During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. |
Obliterator | 4" | 3+ | 3+ | 5 | 5 | 4 | 3 | 8 | 2+ |
Crushing fists | Melee | Melee | +1 | -1 | D3 | - |
Fleshmetal guns | 24" | Assault 6 | 6+D3 | -D3 | D3 | See above |
Selections: Eviscerating claws, 2x Excruciator cannon, Mark of Tzeentch, Soulflayer tendrils
Categories: Faction: Chaos, Faction: <Mark of Chaos>, Faction: Heretic Astartes, Faction: <Legion>, Vehicle, Daemon, Daemon Engine, Venomcrawler, Heavy Support, Faction: Tzeentch
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Devourer of Souls, Reservoir of Daemonic Energy, Soul-shredding Explosion, Unit: Venomcrawler, Weapon: Eviscerating claws, Excruciator cannon, Soulflayer tendrils, Wound Track: Venomcrawler, Venomcrawler1, Venomcrawler2, Venomcrawler3
Daemonic | This model has a 5+ invulnerable save. |
Devourer of Souls | At the beginning of each of your turns, this model regains 1 lost wound. In addition, at the end of each Fight phase in which this model destroyed any enemy models, this model regains one lost wound. |
Reservoir of Daemonic Energy | Add 1 to the result of any Daemonic Ritual summoning rolls made for <LEGION> MASTERS OF POSSESSION whilst they are within 6" of any friendly <LEGION> VENOMCRAWLERS. |
Soul-shredding Explosion | If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 5+ it explodes, and each unit within 6" suffers D3 mortal wounds. |
Venomcrawler | * | 4+ | 4+ | * | 7 | 10 | * | 8 | 3+ |
Eviscerating claws | Melee | Melee | +2 | -3 | 3 | - |
Excruciator cannon | 36" | Assault D3 | +2 | -2 | D3 | - |
Soulflayer tendrils | Melee | Melee | User | -2 | 2 | Each time the bearer fights, it can make 2 additional attacks with this weapon. |
Venomcrawler | - | M | S | A |
Venomcrawler1 | 6-10+ | 10" | 6 | 4 |
Venomcrawler2 | 3-5 | 8" | 5 | 3 |
Venomcrawler3 | 1-2 | 6" | 4 | 2 |
Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).
If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.
Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.
If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
The Warmaster's Legion (Black Legion): If your army is Battle-forged, all Troops units in BLACK LEGION Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.
Selection RulesHateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon 2020 Vinnie 750 (Warhammer 40,000 9th Edition) [39 PL, 749pts, 5CP]
Rules: Daemonic Ritual, Despoilers of the Galaxy (Iron Warriors)
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: Iron Warriors
Categories: Configuration
Abilities: Siege Lords
Siege Lords | If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an IRON WARRIORS Detachment gain the following ability: Enemy units attacked by units with this trait do not gain any bonus to their saving throws for being in cover. In addition, you can re-roll failed wound rolls for units with this trait when they target a BUILDING. |
Categories: Stratagems
Selections: Baleflamer [20pts], Bolt pistol, Frag & Krak grenades, Impaler chainglaive, Insidium, Mark of Khorne, Mechatendrils
Categories: Helstalker, Lord Discordant, HQ, Faction: Chaos, Faction: <Mark of Chaos>, Faction: Heretic Astartes, Faction: <Legion>, Character, Vehicle, Daemon, Daemon Engine, Warpsmith, Faction: Khorne
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: Baleflamer, Bolt pistol, Frag grenade, Impaler chainglaive, Krak grenade, Mechatendrils, Wound Track: Lord Discordant, Lord Discordant1, Lord Discordant2, Lord Discordant3
Selections: Bladed limbs and tail, Techno-virus injector
Weapon: Bladed limbs and tail, Techno-virus injector
Aura of Discord | Subtract 1 from hit rolls for attacks made by VEHICLE units while they are within 6" of any enemy models with this ability. In addition, add 1 to hit rolls for attacks made by <LEGION> DAEMON ENGINE units while they are within 6" of any friendly <LEGION> models with this ability. |
Daemonic | This model has a 5+ invulnerable save. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Infernal Regeneration | At the start of your turn, this model regains 1 lost wound. |
Insidium | A model with this Relic gains the DAEMON keyword (if it does not already have it). Add 1 to the Strength, Toughness and Wounds characteristics of that model. |
Spirit Thief | Each time this model destroys an enemy VEHICLE unit in the Fight phase, this model can either repair a friendly Daemon Engine or release a beam of energy. If you choose to repair a friendly Daemon Engine, pick a friendly <LEGION> DAEMON ENGINE (other than models that can FLY) within 3" of this model. That DAEMON ENGINE regains D3 lost wounds. If you choose to release a beam of energy, pick an enemy VEHICLE within 12" of this model and roll a D6. On a 2+ that VEHICLE suffers D3 mortal wounds. |
Lord Discordant on Helstalker | * | 2+ | 2+ | 4 | 6 | 12 | 4 | 9 | 2+ |
Baleflamer | 18" | Assault D6 | 6 | -2 | 2 | This weapon automatically hits. |
Bladed limbs and tail | Melee | Melee | +3 | -2 | D3 | After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a number of additional attacks as shown in the damage table above, using this weapon profile. |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Impaler chainglaive | Melee | Melee | +2 | -2 | 2 | If the bearer made a charge move or performed a Heroic Intervention this turn, attacks with this weapon are made with a Strength characteristic of x2 instead of +2. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Mechatendrils | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 2 additional attacks with this weapon. |
Techno-virus injector | Melee | Melee | +4 | -4 | D3 | After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a single attack using this weapon profile in addition to the Helstalker’s bladed limbs and tail. Each time a wound roll for an attack made with this weapon is successful when targeting a VEHICLE unit, that unit suffers D3 mortal wounds in addition to any normal damage. |
Lord Discordant | - | M | Additional attacks | - |
Lord Discordant1 | 7-12+ | 12" | 5 | - |
Lord Discordant2 | 4-6 | 9" | 4 | - |
Lord Discordant3 | 1-3 | 6" | 3 | - |
Selections: 2. Daemonsmith, Bolt pistol, Cursed Earth, Fleshmetal Exoskeleton, Force stave, Frag & Krak grenades, Infernal Power, No Chaos Mark, Smite, Warlord
Categories: Faction: Chaos, Faction: <Mark of Chaos>, Faction: Heretic Astartes, Faction: <Legion>, Character, Infantry, Psyker, Master of Possession, HQ, Warlord
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 grenade, Krak grenade
Daemonkin | This model has a 5+ invulnerable save. |
Daemonsmith | When resolving an attack made by a model in a friendly IRON WARRIORS DAEMON ENGINE or IRON WARRIORS CULT OF DESTRUCTION unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Fleshmetal Exoskeleton | The bearer of the Fleshmetal Exoskeleton has a Save characteristic of 2+. In addition, this model heals 1 wound at the start of each of your turns. |
Rite of Possession | PSYKERS suffer Perils of the Warp on any Psychic test roll of a double that is made for them, instead of just double 1 or 6, while they are within 12" of any enemy models with this ability. |
Cursed Earth | 7 | N/A | If manifested, then until the start of your next Psychic phase, the invulnerable save of friendly <LEGION> DAEMON units is improved by 1 (to a maximum of 3+) whilst they are within 6" of this psyker. |
Infernal Power | 6 | N/A | If manifested, then until the start of your next Psychic phase re-roll hit and wound rolls of 1 for attacks made by friendly <LEGION> DAEMON units whilst they are within 6" of this psyker. |
Smite | 5 | 18" | Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. |
Master of Possession | 2 | 1 | Smite and two powers from the Malefic Discipline |
Master of Possession | 6" | 3+ | 3+ | 4 | 4 | 4 | 3 | 9 | 3+ |
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Force stave | Melee | Melee | +2 | -1 | D3 | - |
Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | Blast. |
Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
Selections: No Chaos Mark
Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: <Mark of Chaos>, Faction: <Legion>
Abilities: Mere Mortals, Unit: Chaos Cultist
Selections: 17x Autogun
Weapon: Autogun
Selections: Autogun
Unit: Cultist Champion, Weapon: Autogun
Mere Mortals | CHAOS CULTIST units do not gain a Legion Trait. |
Chaos Cultist | 6" | 4+ | 4+ | 3 | 3 | 1 | 1 | 5 | 6+ |
Cultist Champion | 6" | 4+ | 4+ | 3 | 3 | 1 | 2 | 6 | 6+ |
Autogun | 24" | Rapid Fire 1 | 3 | 0 | 1 | - |
Selections: Battle cannon, Combi-bolter [3pts], Defiler claws, Defiler scourge [10pts], No Chaos Mark, Smoke Launchers, Twin lascannon [40pts]
Categories: Heavy Support, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Explodes, Infernal Regeneration, Smoke Launchers, Unit: Defiler, Weapon: Battle cannon, Combi-bolter, Defiler claws, Defiler scourge, Twin lascannon, Wound Track: Defiler, Defiler1, Defiler2, Defiler3
Daemonic | This model has a 5+ invulnerable save. |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. |
Infernal Regeneration | At the beginning of each of your turns, this model heals one wound. |
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. |
Defiler | * | 4+ | * | 8 | 7 | 14 | * | 8 | 3+ |
Battle cannon | 72" | Heavy D6 | 8 | -2 | D3 | Blast |
Combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Defiler claws | Melee | Melee | x2 | -3 | D6 | - |
Defiler scourge | Melee | Melee | +4 | -2 | 3 | Each time the bearer fights, it can make 3 additional attacks with this weapon. |
Twin lascannon | 48" | Heavy 2 | 9 | -3 | D6 | - |
Defiler | - | M | BS | A |
Defiler1 | 8-14+ | 8" | 4+ | 4 |
Defiler2 | 4-7 | 6" | 5+ | 3 |
Defiler3 | 1-3 | 4" | 5+ | 2 |
Selections: Battle cannon, Combi-bolter [3pts], Defiler claws, Defiler scourge [10pts], No Chaos Mark, Smoke Launchers, Twin lascannon [40pts]
Categories: Heavy Support, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Explodes, Infernal Regeneration, Smoke Launchers, Unit: Defiler, Weapon: Battle cannon, Combi-bolter, Defiler claws, Defiler scourge, Twin lascannon, Wound Track: Defiler, Defiler1, Defiler2, Defiler3
Daemonic | This model has a 5+ invulnerable save. |
Explodes | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. |
Infernal Regeneration | At the beginning of each of your turns, this model heals one wound. |
Smoke Launchers | Once per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. |
Defiler | * | 4+ | * | 8 | 7 | 14 | * | 8 | 3+ |
Battle cannon | 72" | Heavy D6 | 8 | -2 | D3 | Blast |
Combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Defiler claws | Melee | Melee | x2 | -3 | D6 | - |
Defiler scourge | Melee | Melee | +4 | -2 | 3 | Each time the bearer fights, it can make 3 additional attacks with this weapon. |
Twin lascannon | 48" | Heavy 2 | 9 | -3 | D6 | - |
Defiler | - | M | BS | A |
Defiler1 | 8-14+ | 8" | 4+ | 4 |
Defiler2 | 4-7 | 6" | 5+ | 3 |
Defiler3 | 1-3 | 4" | 5+ | 2 |
Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).
If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.
Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.
If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.
Despoilers of the Galaxy (Iron Warriors): If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.
Selection RulesHateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.
Created with BattleScribe
Created with BattleScribe (https://battlescribe.net)Narrative Southcon Woody Deathguard 750 (Warhammer 40,000 9th Edition) [37 PL, 750pts, 3CP]
Rules: Daemonic Ritual, Inexorable Advance, Malicious Volleys, Plague Host, Plague Weapon
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Categories: Configuration
Selections: Mortarion's Chosen Sons
Categories: Configuration
Categories: Stratagems
Selections: 1. Revoltingly Resilient, 4. Blades of Putrefaction, Hellforged sword [10pts], Malefic talon, Plague spewer [10pts], Smite, The Epidemicyst Blade, Warlord, Wings [2 PL, 35pts]
Categories: HQ, Character, Daemon, Monster, Faction: Heretic Astartes, Faction: Death Guard, Faction: Nurgle, Faction: Chaos, Daemon Prince, Psyker, Faction: Mortarion's Chosen Sons, Mortarion's Chosen Sons Warlord, Fly, Warlord
Rules: Hateful Assault
Abilities: Daemonic, Death to the False Emperor, Disgustingly Resilient, Prince of Chaos, Revoltingly Resilient, Psychic Power:Blades of Putrefaction, Smite, Psyker: Daemon Prince, Unit: Daemon Prince (Wings), Weapon: Hellforged sword, Malefic talon, Plague spewer, The Epidemicyst Blade
Daemonic | This model has a 5+ invulnerable save. |
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Disgustingly Resilient | Each time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound. |
Prince of Chaos | You can re-roll hit rolls of 1 made for friendly DEATH GUARD and NURGLE DAEMON units within 6" of this model. |
Revoltingly Resilient | You can add 1 to any Disgustingly Resilient rolls you make for your Warlord unless the wound you are rolling for is a mortal wound. |
Blades of Putrefaction | 5 | 18" | If manifested, select a visible friendly DEATH GUARD unit within 18" of the psyker. Until the start of your next Psychic phase, add 1 to all wound rolls made by that unit in the Fight phase. Furthermore, any wound rolls of 7+ made for that unit in the Fight phase with a melee plague weapon (i.e. a plaguesword or any weapon with the Plague Weapon ability) inflict a mortal wound on the target in addition to any other damage. |
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. |
Daemon Prince | 1 | 1 | Smite and 1 power from the Contagion discipline |
Daemon Prince (Wings) | 12" | 2+ | 2+ | 7 | 6 | 8 | 4 | 10 | 3+ |
Hellforged sword | Melee | Melee | User | -2 | 3 | - |
Malefic talon | Melee | Melee | User | -2 | 2 | Each time this model fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead. |
Plague spewer | 9" | Heavy D6 | 5 | -1 | 1 | Plague Weapon. This weapon automatically hits its target. |
The Epidemicyst Blade | Melee | Melee | +1 | -2 | 3 | Plague Weapon. When resolving an attack made with this weapon, an unmodified hit roll of 6 scores one additional hit. |
Categories: Faction: Nurgle, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Death Guard, Troops, Plague Marines, Faction: Mortarion's Chosen Sons
Rules: Hateful Assault
Abilities: Death to the False Emperor, Disgustingly Resilient, Vectors of Death and Disease, Unit: Plague Marine
Selections: Blight Grenades, Boltgun, Krak grenades, Plague knife
Unit: Plague Champion, Weapon: Blight Grenade, Boltgun, Krak grenade, Plague knife
Selections: Blight Grenades, Flail of Corruption [15pts], Krak grenades, Plague knife
Weapon: Blight Grenade, Flail of Corruption, Krak grenade, Plague knife
Selections: Blight Grenades, Flail of Corruption [15pts], Krak grenades, Plague knife
Weapon: Blight Grenade, Flail of Corruption, Krak grenade, Plague knife
Selections: Blight Grenades, Blight launcher [10pts], Krak grenades, Plague knife
Weapon: Blight Grenade, Blight launcher, Krak grenade, Plague knife
Selections: Blight Grenades, Blight launcher [10pts], Krak grenades, Plague knife
Weapon: Blight Grenade, Blight launcher, Krak grenade, Plague knife
Death to the False Emperor | Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
Disgustingly Resilient | Each time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound. |
Vectors of Death and Disease | A Plague Marine equipped with two plague knives, a plague knife and a bubotic axe, or a mace of contagion and bubotic axe, has an Attacks characteristic of 2 instead of 1. |