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Southcon 2020 40K Narrative Tournament (Incursion at Eriad VI)

Warhammer 40,000

  • 25-10-2020
  • Kelly Gragg
  • New Zealand
  • 23
  • Lists Visible+Unlocked
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Player Rank List Faction W/D/L GT Points Bonus Points Total Points STW/LB/FB/Units Destroyed Club/Affiliation Group
Callumn James1View-0/0/00000/0/0/0
Connor GosnellR2View-0/0/00000/0/0/0Linwood Luchadores
Hamish Morrison3View-0/0/00000/0/0/0
James lassen4View-0/0/00000/0/0/0
Jordan Lawson5View-0/0/00000/0/0/0
Josh Reid6View-0/0/00000/0/0/0
Kelly Gragg7View-0/0/00000/0/0/0
Liam McElwain8View-0/0/00000/0/0/0
Nathan Mycock9View-0/0/00000/0/0/0
Nathan Pryor10View-0/0/00000/0/0/0
Nick McBrearty11View-0/0/00000/0/0/0
Nick McIvor12View-0/0/00000/0/0/0
Ollie Brown13View-0/0/00000/0/0/0
Robert Day14View-0/0/00000/0/0/0
Ross McMillan15View-0/0/00000/0/0/0
Sam Day16View-0/0/00000/0/0/0
Scott Clough17View-0/0/00000/0/0/0
Sean Saunders18View-0/0/00000/0/0/0
Sven Lancaster19View-0/0/00000/0/0/0
Tim Campbell20View-0/0/00000/0/0/0
Tom Brew21View-0/0/00000/0/0/0
Vinnie Purcell22View-0/0/00000/0/0/0
Woody Cleverly23View-0/0/00000/0/0/0
Rounds are yet to be drawn, check back soon!

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]

  • Patrol Detachment 0CP (Chaos - Thousand Sons) [54 PL, 749pts, 6CP]

    Rules: Daemonic Ritual

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Cults of the Legion

        Selections: Cult of Magic

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

    • HQ [10 PL, 195pts]
      • Daemon Prince of Tzeentch [10 PL, 195pts]

        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


        AbilitiesDescription
        Arcane FocusWhen a Psychic test is taken for a model with this Relic, add 1 to the total.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Devastating SorceryWhen 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 DaemonThis unit has a 4+ invulnerable save.
        Prince of TzeentchYou can re-roll hit rolls of 1 made for friendly THOUSAND SONS and TZEENTCH DAEMON units within 6" of this model.
        Psychic PowerWarp ChargeRangeDetails
        Astral Blast69"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 Gateway812"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+.
        Prescience718"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.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOther
        Daemon Prince21Smite and two powers from the Dark Hereticus discipline, Discipline of Change and/or Discipline of Tzeentch.
        UnitMWSBSSTWALdSave
        Daemon Prince (Wings)12"2+2+7684103+
        WeaponRangeTypeSAPDAbilities
        Daemonic axeMeleeMelee+1-33When attacking with this weapon, you must subtract 1 from the hit roll.
        Malefic talonMeleeMeleeUser-22Each 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.
    • Troops [24 PL, 324pts]
      • Rubric Marines [12 PL, 162pts]

        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

        • Aspiring Sorcerer [18pts]

          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

        • 8x Rubric Marine w/ Inferno Boltgun [144pts]

          Selections: 8x Inferno boltgun

          Weapon: Inferno boltgun


        AbilitiesDescription
        All is DustAdd 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 EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Favoured of TzeentchThis model has a 5+ invulnerable save.
        Psychic PowerWarp ChargeRangeDetails
        Astral Blast69"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.
        Smite518"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 Firestorm718"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.
        PsykerCastDenyPowers KnownOther
        Aspiring Sorcerer11Smite and one power from the Discipline of ChangeWhen 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.
        UnitMWSBSSTWALdSave
        Aspiring Sorcerer6"3+3+441283+
        Rubric Marine5"3+3+441173+
        WeaponRangeTypeSAPDAbilities
        Force staveMeleeMelee+2-1D3-
        Inferno Bolt Pistol12"Pistol 14-21-
        Inferno boltgun24"Rapid Fire 14-21-
      • Rubric Marines [12 PL, 162pts]

        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

        • Aspiring Sorcerer [18pts]

          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

        • 8x Rubric Marine w/ Inferno Boltgun [144pts]

          Selections: 8x Inferno boltgun

          Weapon: Inferno boltgun


        AbilitiesDescription
        All is DustAdd 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 EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Favoured of TzeentchThis model has a 5+ invulnerable save.
        Psychic PowerWarp ChargeRangeDetails
        Astral Blast69"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.
        Smite518"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 Fates618"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.
        PsykerCastDenyPowers KnownOther
        Aspiring Sorcerer11Smite and one power from the Discipline of ChangeWhen 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.
        UnitMWSBSSTWALdSave
        Aspiring Sorcerer6"3+3+441283+
        Rubric Marine5"3+3+441173+
        WeaponRangeTypeSAPDAbilities
        Force swordMeleeMeleeUser-3D3-
        Inferno Bolt Pistol12"Pistol 14-21-
        Inferno boltgun24"Rapid Fire 14-21-
    • Elites [20 PL, 230pts]
      • Scarab Occult Terminators [20 PL, 230pts]

        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

        • Scarab Occult Sorcerer [33pts]

          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

        • 4x Terminator [152pts]

          Selections: 4x Inferno Combi-bolter [12pts], 4x Power sword [20pts]

          Weapon: Inferno Combi-bolter, Power sword

        • Terminator w/ Heavy Weapon [45pts]

          Selections: Power sword [5pts], Soulreaper cannon [10pts]

          Weapon: Power sword, Soulreaper Cannon


        AbilitiesDescription
        All is DustAdd 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 EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Teleport StrikeDuring deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        Terminator ArmourThis model has a 5+ invulnerable save.
        Psychic PowerWarp ChargeRangeDetails
        Astral Blast69"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 Tzeentch712"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.
        Smite518"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.
        PsykerCastDenyPowers KnownOther
        Scarab Occult Sorcerer11Smite and one power from the Discipline of ChangeWhen 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.
        UnitMWSBSSTWALdSave
        Scarab Occult Sorcerer5"3+3+442292+
        Scarab Occult Terminator4"3+3+442282+
        WeaponRangeTypeSAPDAbilities
        Force staveMeleeMelee+2-1D3-
        Inferno Combi-bolter24"Rapid Fire 24-21-
        Power swordMeleeMeleeUser-31-
        Soulreaper Cannon24"Heavy 45-31-
Force Rules

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.

Selection Rules

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]

  • Battalion Detachment 0CP (Orks) [35 PL, 750pts, 7CP]

    Rules: Dis Is Ours! Zog Off!

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Clan Kultur / Specialist Mobs

        Selections: Deathskulls

        Categories: Configuration

        Abilities: Deathskulls


        AbilitiesDescription
        DeathskullsModels 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.
      • Detachment CP

        Categories: Configuration

    • HQ [19 PL, 375pts, 1CP]
      • Big Mek W/ Kustom Force Field [4 PL, 75pts, 1CP]

        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


        AbilitiesDescription
        Big MekaniakAt 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 FieldFriendly 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 BodyEach 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.
        UnitMWSBSSTWALdSave
        Big Mek with Kustom Force Field5"3+5+544374+
        WeaponRangeTypeSAPDAbilities
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Slugga12"Pistol 1401-
        Stikkbomb6"Grenade D6301Blast
      • Ghazghkull Thraka [15 PL, 300pts]

        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


        AbilitiesDescription
        Goffs is da BestRe-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 WarbossThis 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 MorkThis 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.
        Transport Wound TrackWoundsMoveStrengthAttacks
        Ghazghkull Thraka17-12+7"75
        Ghazghkull Thraka23-66"66
        Ghazghkull Thraka31-25"57
        UnitMWSBSSTWALdSave
        Ghazghkull Thraka*2+5+*712*82+/4++
        WeaponRangeTypeSAPDAbilities
        Gork's KlawMeleeMeleex2-44-
        Mork's Roar36Assault 125-11-
        Stikkbomb6"Grenade D6301Blast
    • Troops [14 PL, 325pts]
      • Boyz [4 PL, 95pts]

        Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops

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

        Abilities: Green Tide

        • Boss Nob [13pts]

          Selections: Big Choppa [5pts], Choppa, Stikkbombs

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

        • Ork Boy W/ 'Eavy Weapon [18pts]

          Selections: Rokkit Launcha [10pts], Stikkbombs

          Unit: Ork Boy, Weapon: Rokkit Launcha, Stikkbomb

        • 8x Ork Boy W/ Slugga & Choppa [64pts]

          Selections: 8x Choppa, 8x Slugga, 8x Stikkbombs

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


        AbilitiesDescription
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSave
        Boss Nob5"3+5+542376+
        Ork Boy5"3+5+441266+
        WeaponRangeTypeSAPDAbilities
        Big ChoppaMeleeMelee+2-12-
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Rokkit Launcha24"Assault 18-23-
        Slugga12"Pistol 1401-
        Stikkbomb6"Grenade D6301Blast
      • Boyz [4 PL, 95pts]

        Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops

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

        Abilities: Green Tide

        • Boss Nob [13pts]

          Selections: Big Choppa [5pts], Choppa, Stikkbombs

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

        • Ork Boy W/ 'Eavy Weapon [18pts]

          Selections: Rokkit Launcha [10pts], Stikkbombs

          Unit: Ork Boy, Weapon: Rokkit Launcha, Stikkbomb

        • 8x Ork Boy W/ Slugga & Choppa [64pts]

          Selections: 8x Choppa, 8x Slugga, 8x Stikkbombs

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


        AbilitiesDescription
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSave
        Boss Nob5"3+5+542376+
        Ork Boy5"3+5+441266+
        WeaponRangeTypeSAPDAbilities
        Big ChoppaMeleeMelee+2-12-
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Rokkit Launcha24"Assault 18-23-
        Slugga12"Pistol 1401-
        Stikkbomb6"Grenade D6301Blast
      • Boyz [4 PL, 85pts]

        Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops

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

        Abilities: Green Tide

        • Boss Nob [13pts]

          Selections: Big Choppa [5pts], Choppa, Stikkbombs

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

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

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

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


        AbilitiesDescription
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSave
        Boss Nob5"3+5+542376+
        Ork Boy5"3+5+441266+
        WeaponRangeTypeSAPDAbilities
        Big ChoppaMeleeMelee+2-12-
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Slugga12"Pistol 1401-
        Stikkbomb6"Grenade D6301Blast
      • Gretchin [2 PL, 50pts]

        Categories: Faction: <Clan>, Faction: Ork, Gretchin, Infantry, Troops

        Rules: Dakka Dakka Dakka, Grots

        • 10x Gretchin [50pts]

          Selections: 10x Grot Blaster

          Unit: Gretchin, Weapon: Grot Blaster


        UnitMWSBSSTWALdSave
        Gretchin5"5+4+221146+
        WeaponRangeTypeSAPDAbilities
        Grot Blaster12"Pistol 1301-
    • Fast Attack [2 PL, 50pts]
      • DeffKopta [2 PL, 50pts]

        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

        • DeffKopta [2 PL, 50pts]

          Selections: Kopta Rokkits [25pts], Slugga, Spinnin' Blades

          Unit: Deff Kopta, Weapon: Kopta Rokkits, Slugga, Spinnin' Blades


        AbilitiesDescription
        Scoutin' AheadDuring 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-boostTurbo-boost: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSave
        Deff Kopta14"3+5+454264+
        WeaponRangeTypeSAPDAbilities
        Kopta Rokkits24"Assault 28-23-
        Slugga12"Pistol 1401-
        Spinnin' BladesMeleeMelee+101Make D3 hit rolls for each attack made with this weapon instead of 1
Force Rules

Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Selection Rules

'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.

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]

  • Patrol Detachment 0CP (Tyranids) [42 PL, 750pts, 6CP]
    • Configuration [6CP]
      • [Reference] Discipline: Hive Mind

        Categories: Configuration

        Psychic Power: 1. Dominion, 2. Catalyst, 3. The Horror, 4. Onslaught, 5. Paroxysm, 6. Psychic Scream


        Psychic PowerWarp ChargeRangeDetails
        1. Dominion536"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. Catalyst618"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 Horror624"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. Onslaught618"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. Paroxysm518"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 Scream518"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.
      • [Reference] Extensions of the Hive Mind

        Categories: Configuration

        Rules: Extensions of the Hive Mind

        Abilities: Extensions of the Hive Mind


        AbilitiesDescription
        Extensions of the Hive MindIf 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.
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Hive Fleet

        Categories: Configuration

        Abilities: Hive Fleet Adaptations

        • Other

          Selections: Metamorphic Regrowth, Synaptic Augmentation

          Abilities: Metamorphic Regrowth, Synaptic Augmentation


        AbilitiesDescription
        Hive Fleet AdaptationsIf 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 RegrowthA model with this adaptation regains 1 lost wound at the start of your turn.
        Synaptic AugmentationWhen 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.
      • Use Beta Rules

        Categories: Configuration

        Rules: Beta Rules

    • HQ [11 PL, 210pts]
      • Tervigon [11 PL, 210pts]

        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

        • Adaptive Physiology

          Selections: Dermic Symbiosis

          Abilities: Dermic Symbiosis


        AbilitiesDescription
        Brood ProgenitorYou can re-roll hit rolls of 1 in the Shooting phase for friendly <HIVE FLEET> Termagant units within 6" of this model.
        Dermic SymbiosisThis 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 BarbPSYKER 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 WarpEnemy 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 TermagantsAt 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 BacklashIf 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.
        Psychic PowerWarp ChargeRangeDetails
        Catalyst618"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.
        Smite518"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.
        PsykerCastDenyPowers KnownOther
        Tervigon11Smite + 1 Hive Mind-
        Stat Damage - M, WS & BSRemaining WMovementWSBS
        Tervigon (1)8-14+8"4+4+
        Tervigon (2)4-76"5+5+
        Tervigon (3)1-34"5+6+
        UnitMWSBSSTWALdSave
        Tervigon***7814393+
        WeaponRangeTypeSAPDAbilities
        Massive Scything TalonsMeleeMeleeUser-3D6You 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 Salvo24"Assault 45-11-
    • Troops [25 PL, 390pts]
      • Genestealers [16 PL, 240pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Genestealer, Troops

        Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly

        • 16x Genestealer [240pts]

          Selections: 16x Rending Claws

          Unit: Genestealer, Weapon: Rending Claws


        AbilitiesDescription
        Flurry of ClawsGenestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models.
        InfestationIf 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 ReflexesModels in this unit have a 5+ invulnerable save.
        Swift and DeadlyModels in this unit can charge even if they Advanced during its turn.
        UnitMWSBSSTWALdSave
        Genestealer8"3+4+441395+/5++
        WeaponRangeTypeSAPDAbilities
        Rending ClawsMeleeMeleeUser-11Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
      • Termagants [9 PL, 150pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Troops

        Abilities: Hail of Living Ammunition, Instinctive Behaviour

        • 30x Termagant (Fleshborer) [150pts]

          Selections: 30x Fleshborer

          Unit: Termagant, Weapon: Fleshborer


        AbilitiesDescription
        Hail of Living AmmunitionIf this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots.
        Instinctive BehaviourUnless 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.
        UnitMWSBSSTWALdSave
        Termagant6"4+4+331156+
        WeaponRangeTypeSAPDAbilities
        Fleshborer12"Assault 1401-
    • Elites [6 PL, 150pts]
      • Hive Guard [6 PL, 150pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Infantry

        Abilities: Instinctive Behaviour

        • 3x Hive Guard (Impaler) [150pts]

          Selections: 3x Impaler Cannon [30pts]

          Unit: Hive Guard, Weapon: Impaler Cannon


        AbilitiesDescription
        Instinctive BehaviourUnless 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.
        UnitMWSBSSTWALdSave
        Hive Guard5"4+3+453274+
        WeaponRangeTypeSAPDAbilities
        Impaler Cannon36"Heavy 28-2D3This 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.
Selection Rules

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]

  • Patrol Detachment 0CP (Imperium - Adeptus Astartes - Imperial Fists) [40 PL, 750pts, 6CP]

    Rules: Angels of Death, Bolter Discipline, Shock Assault

    • Configuration [6CP]
      • **Chapter Selection**

        Selections: Imperial Fists

        Categories: Configuration

        Rules: Siege Masters

      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

    • HQ [7 PL, 145pts]
      • Tor Garadon [7 PL, 145pts]

        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


        AbilitiesDescription
        Iron HaloThis model has a 4+ invulnerable save.
        Rites of BattleYou can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
        Siege CaptainWhen 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 ArrayAt 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.
        UnitMWSBSSTWALdSave
        Tor Garadon5"2+2+457593+
        WeaponRangeTypeSAPDAbilities
        Grav-gun18"Rapid Fire 15-31If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
        Hand of DefianceMeleeMeleeX3-33When resolving an attack with this weapon, subtract 1 from the hit roll
    • Troops [5 PL, 100pts]
      • Intercessor Squad [5 PL, 100pts]

        Selections: Stalker Bolt Rifle

        Categories: Adeptus Astartes, Imperium, Infantry, Intercessor Squad, Primaris, Troops

        Rules: Angels of Death

        Abilities: Combat Squads, Weapon: Stalker Bolt Rifle

        • 4x Intercessor [80pts]

          Selections: 4x Bolt pistol, 4x Frag & Krak grenades

          Unit: Intercessor, Weapon: Bolt pistol, Frag grenade, Krak grenade

        • Intercessor Sergeant [20pts]

          Selections: Bolt pistol, Frag & Krak grenades

          Unit: Intercessor Sergeant, Weapon: Bolt pistol, Frag grenade, Krak grenade


        AbilitiesDescription
        Combat SquadsBefore 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.
        UnitMWSBSSTWALdSave
        Intercessor6"3+3+442273+
        Intercessor Sergeant6"3+3+442383+
        WeaponRangeTypeSAPDAbilities
        Bolt pistol12"Pistol 1401-
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Stalker Bolt Rifle36"Heavy 14-22-
    • Heavy Support [28 PL, 505pts]
      • Centurion Devastator Squad [28 PL, 505pts]

        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

        • Centurion [105pts]

          Selections: Hurricane bolter [15pts], Two Lascannons [30pts]

          Weapon: Hurricane bolter, Lascannon

        • Centurion [105pts]

          Selections: Hurricane bolter [15pts], Two Lascannons [30pts]

          Weapon: Hurricane bolter, Lascannon

        • Centurion [95pts]

          Selections: Hurricane bolter [15pts], Two Heavy Bolters [20pts]

          Weapon: Heavy bolter, Hurricane bolter

        • Centurion [95pts]

          Selections: Hurricane bolter [15pts], Two Heavy Bolters [20pts]

          Weapon: Heavy bolter, Hurricane bolter

        • Centurion Sergeant [105pts]

          Selections: Hurricane bolter [15pts], Two Lascannons [30pts]

          Weapon: Hurricane bolter, Lascannon


        AbilitiesDescription
        Combat SquadsBefore 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 ProtocolsModels in this unit do not suffer the penalty to hit rolls for moving and firing Heavy Weapons.
        OmniscopeEnemy 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.
        UnitMWSBSSTWALdSave
        Centurion4"3+3+554372+
        Centurion Sergeant4"3+3+554482+
        WeaponRangeTypeSAPDAbilities
        Heavy bolter36"Heavy 35-11-
        Hurricane bolter24"Rapid Fire 6401-
        Lascannon48"Heavy 19-3D6-
Force Rules

Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.’

Bolter Discipline: 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 Rules

Angels 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]

  • Patrol Detachment 0CP (Imperium - Adeptus Custodes) [40 PL, 750pts, 4CP]

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

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Shield Host

        Selections: Emissaries Imperatus

        Categories: Configuration

    • HQ [6 PL, 108pts, -1CP]
      • Shield-Captain [6 PL, 108pts, -1CP]

        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

        • Warlord

          Selections: Warlord

          Categories: Warlord


        AbilitiesDescription
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        Eagle's EyeImprove this model's invulnerable save by 1 (to a maximum of 3+)
        Indomitable ConstitutionAdd 2 to the Wounds characteristic of this model.
        Inspirational FighterYou can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model.
        Superior CreationEach time your Warlord loses a wound, roll a D6; on a 5+ your Warlord does not lose that wound.
        UnitMWSBSSTWALdSave
        Shield-Captain (Indomitable Constitution)6"2+2+558592+
        WeaponRangeTypeSAPDAbilities
        Castellan Axe (Melee)MeleeMelee+3-2D3
        Castellan Axe (Ranged)24"Rapid Fire 14-12
        MisericordiaMeleeMeleeUser-21When the model fights, it may make 1 additional attack with this weapon unless using a storm shield
    • Troops [8 PL, 157pts]
      • Custodian Guard Squad [8 PL, 157pts]

        Categories: Faction: Adeptus Custodes, Custodian Guard, Infantry, Troops, Faction: Emissaries Imperatus

        Abilities: Aegis of The Emperor

        • Custodian [59pts]

          Selections: Misericordia [3pts], Sentinel Blade [7pts], Storm Shield [5pts]

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

        • Custodian [49pts]

          Selections: Guardian Spear [5pts]

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

        • Custodian [49pts]

          Selections: Guardian Spear [5pts]

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


        AbilitiesDescription
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        Storm shieldA model with a storm shield has a 3+ invulnerable save.
        UnitMWSBSSTWALdSave
        Custodian6"2+2+553382+
        WeaponRangeTypeSAPDAbilities
        Guardian Spear (Melee)MeleeMelee+1-3D3
        Guardian Spear (Ranged)24"Rapid Fire 14-12
        MisericordiaMeleeMeleeUser-21When the model fights, it may make 1 additional attack with this weapon unless using a storm shield
        Sentinel Blade (Melee)MeleeMeleeUser-3D3
        Sentinel Blade (Ranged)12"Pistol 2401
    • Heavy Support [26 PL, 485pts, -1CP]
      • Caladius Grav-tank [12 PL, 225pts]

        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


        AbilitiesDescription
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 6" suffers D3 mortal wounds.
        Flare ShieldingThis model has a 5+ invulnerable save.
        Gravitic BackwashIf any units with this ability are chosen as targets of a charge, subtract 2 from the charge roll.
        Hover TankInstead 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 SpiritThis model does not suffer the penalty to hit rolls for moving and firing Heavy weapons
        UnitMWSBSSTWALdSave
        Caladius Grav-tank*6+*6714*93+
        WeaponRangeTypeSAPDAbilities
        Twin Illiastus Accelerator Cannon60"Heavy 87-32-
        Twin Lastrum Bolt Cannon36"Heavy 66-21-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Caladius Grav-tank Wound Track 18-14+14"2+3
        Caladius Grav-tank Wound Track 24-710"3+D3
        Caladius Grav-tank Wound Track 31-38"4+1
      • Telemon Heavy Dreadnought [14 PL, 260pts, -1CP]

        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


        AbilitiesDescription
        Eternal PenitentUse 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.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6, it explodes and each unit within 6" suffers D6 mortal wounds.
        Reinforced Atomantic BarriersThis model has a 4+ invulnerable save.
        Spiculus VolleyWhen 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 AncientRoll a D6 each time this model loses a wound; on a 6 the damage is ignored and the wound is not lost.
        UnitMWSBSSTWALdSave
        Telemon Heavy Dreadnought (Eternal Penitent)***8814582+
        WeaponRangeTypeSAPDAbilities
        Illiastus Accelerator Culverin48"Heavy 47-32
        Spiculus Bolt Launcher24"Heavy 55-11-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Telemon Heavy Dreadnought Wound Track 18-14+8"2+2+
        Telemon Heavy Dreadnought Wound Track 24-76"3+3+
        Telemon Heavy Dreadnought Wound Track 31-34"4+4+
Force Rules

Aegis of the Emperor: Models with the Aegis of the Emperor special rule have a 5+ invulnerable save.

In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.

Sworn Guardians: If your army is Battle-forged, all ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER units in ADEPTUS CUSTODES Detachments gain this ability.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

The Emperor's Chosen: If your army is Battle-forged, all ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER units in ADEPTUS CUSTODES Detachments gain this ability.

This unit's invulnerable save is improved by 1 (to a maximum of 3+)


Created with BattleScribe

Created with BattleScribe (https://battlescribe.net)Narrative Southcon 2020 Joshua Reid - Obliternaughts (Warhammer 40,000 9th Edition) [39 PL, 748pts, 3CP]

  • Vanguard Detachment -3CP (Chaos - Chaos Space Marines) [39 PL, 748pts, 3CP]

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

    • Configuration [3CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP [-3CP]

        Categories: Configuration

      • Legion

        Selections: Iron Warriors

        Categories: Configuration

        Abilities: Siege Lords


        AbilitiesDescription
        Siege LordsIf your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an IRON WARRIORS Detachment gain the following ability: Enemy units attacked by units with this trait do not gain any bonus to their saving throws for being in cover. In addition, you can re-roll failed wound rolls for units with this trait when they target a BUILDING.
    • HQ [6 PL, 103pts]
      • Chaos Lord in Terminator Armour [6 PL, 103pts]

        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


        AbilitiesDescription
        DaemonsmithWhen resolving an attack made by a model in a friendly IRON WARRIORS DAEMON ENGINE or IRON WARRIORS CULT OF DESTRUCTION unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Lord of ChaosYou can re-roll hit rolls of 1 made for friendly <LEGION> units within 6" of this model.
        Sigil of CorruptionThis model has a 4+ invulnerable save.
        Teleport StrikeDuring deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSave
        Chaos Lord in Terminator Armour5"2+2+446492+
        WeaponRangeTypeSAPDAbilities
        Combi-bolter24"Rapid Fire 2401-
        Power swordMeleeMeleeUser-31-
        Spitespitter24"Rapid Fire 25-3D3-
    • Elites [18 PL, 330pts]
      • Helbrute [6 PL, 110pts]

        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


        AbilitiesDescription
        CrazedAt 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.
        ExplodesIf 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.
        UnitMWSBSSTWALdSave
        Helbrute8"3+3+678483+
        WeaponRangeTypeSAPDAbilities
        Helbrute fistMeleeMeleex2-33-
        Missile launcher, Frag missile48"Heavy D6401Blast.
        Missile launcher, Krak missile48"Heavy 18-2D6-
      • Helbrute [6 PL, 110pts]

        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


        AbilitiesDescription
        CrazedAt 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.
        ExplodesIf 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.
        UnitMWSBSSTWALdSave
        Helbrute8"3+3+678483+
        WeaponRangeTypeSAPDAbilities
        Helbrute fistMeleeMeleex2-33-
        Missile launcher, Frag missile48"Heavy D6401Blast.
        Missile launcher, Krak missile48"Heavy 18-2D6-
      • Helbrute [6 PL, 110pts]

        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


        AbilitiesDescription
        CrazedAt 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.
        ExplodesIf 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.
        UnitMWSBSSTWALdSave
        Helbrute8"3+3+678483+
        WeaponRangeTypeSAPDAbilities
        Helbrute fistMeleeMeleex2-33-
        Missile launcher, Frag missile48"Heavy D6401Blast.
        Missile launcher, Krak missile48"Heavy 18-2D6-
    • Heavy Support [15 PL, 315pts]
      • Obliterators [15 PL, 315pts]

        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

        • 3x Obliterator [15 PL, 315pts]

          Selections: 3x Crushing fists, 3x Fleshmetal guns

          Unit: Obliterator, Weapon: Crushing fists, Fleshmetal guns


        AbilitiesDescription
        DaemonicThis model has a 5+ invulnerable save.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Fleshmetal GunsEach 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 StrikeDuring deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSave
        Obliterator4"3+3+554382+
        WeaponRangeTypeSAPDAbilities
        Crushing fistsMeleeMelee+1-1D3-
        Fleshmetal guns24"Assault 66+D3-D3D3See above
Force Rules

Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

Despoilers of the Galaxy (Iron Warriors): If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.

Selection Rules

Hateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.


Created with BattleScribe

Created with BattleScribe (https://battlescribe.net)40K 9th Southcon DG 750 (Warhammer 40,000 9th Edition) [40 PL, 4CP, 746pts]

  • Patrol Detachment 0CP (Chaos - Death Guard) [40 PL, 746pts, 4CP]

    Rules: Daemonic Ritual, Inexorable Advance, Malicious Volleys, Plague Host, Plague Weapon

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Plague Company

        Selections: Mortarion's Anvil

        Categories: Configuration

    • HQ [5 PL, 100pts]
      • Malignant Plaguecaster [5 PL, 100pts]

        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


        AbilitiesDescription
        Arch-ContaminatorRe-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 EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Disgustingly ResilientEach time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound.
        Pestilential FalloutEach 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.
        Psychic PowerWarp ChargeRangeDetails
        Miasma of Pestilence618"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 Vitality618"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.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOther
        Malignant Plaguecaster21Smite and 2 powers from the Contagion discipline
        UnitMWSBSSTWALdSave
        Malignant Plaguecaster5"3+3+454383+
        WeaponRangeTypeSAPDAbilities
        Blight Grenade6"Grenade D6301Plague Weapon. Blast.
        Bolt pistol12"Pistol 1401-
        Corrupted staffMeleeMelee+2-1D3-
        Krak grenade6"Grenade 16-1D3-
    • Troops [9 PL, 195pts]
      • Plague Marines [6 PL, 125pts]

        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

        • Plague Champion [18pts]

          Selections: Blight Grenades, Boltgun, Krak grenades, Plaguesword

          Unit: Plague Champion, Weapon: Blight Grenade, Boltgun, Krak grenade, Plaguesword

        • Plague Marine w/ boltgun [18pts]

          Selections: Blight Grenades, Boltgun, Krak Grenades, Plague knife

          Weapon: Blight Grenade, Boltgun, Krak grenade, Plague knife

        • Plague Marine w/ melee weapons [33pts]

          Selections: Blight Grenades, Flail of Corruption [15pts], Krak grenades, Plague knife

          Weapon: Blight Grenade, Flail of Corruption, Krak grenade, Plague knife

        • Plague Marine w/ special weapon [28pts]

          Selections: Blight Grenades, Krak grenades, Plague knife, Plague spewer [10pts]

          Weapon: Blight Grenade, Krak grenade, Plague knife, Plague spewer

        • Plague Marine w/ special weapon [28pts]

          Selections: Blight Grenades, Krak grenades, Plague knife, Plague spewer [10pts]

          Weapon: Blight Grenade, Krak grenade, Plague knife, Plague spewer


        AbilitiesDescription
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Disgustingly ResilientEach time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound.
        Vectors of Death and DiseaseA 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.
        UnitMWSBSSTWALdSave
        Plague Champion5"3+3+451283+
        Plague Marine5"3+3+451173+
        WeaponRangeTypeSAPDAbilities
        Blight Grenade6"Grenade D6301Plague Weapon. Blast.
        Boltgun24"Rapid Fire 1401-
        Flail of CorruptionMeleeMelee+2-22Plague 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 grenade6"Grenade 16-1D3-
        Plague knifeMeleeMeleeUser01Plague Weapon
        Plague spewer9"Heavy D65-11Plague Weapon. This weapon automatically hits its target.
        PlagueswordMeleeMeleeUser01You can re-roll failed wound rolls for this weapon.
      • Poxwalkers [3 PL, 70pts]

        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

        • 10x Poxwalker [70pts]

          Selections: 10x Improvised weapon

          Unit: Poxwalker, Weapon: Improvised weapon


        AbilitiesDescription
        Curse of the Walking PoxEach time an enemy INFANTRY model is slain by a Poxwalker in the Fight phase, add one model to the Poxwalker's unit.
        Diseased HordeYou can add 1 to all hit rolls for this unit in the Fight phase if it contains more than 10 models.
        Disgustingly ResilientEach time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound.
        MindlessThis unit never has to take Morale tests.
        UnitMWSBSSTWALdSave
        Poxwalker4"5+6+331247+
        WeaponRangeTypeSAPDAbilities
        Improvised weaponMeleeMeleeUser01-
    • Elites [17 PL, 248pts]
      • Deathshroud Terminators [14 PL, 188pts]

        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

        • Deathshroud Champion [47pts]

          Selections: Manreaper [15pts], 2x Plaguespurt gauntlets

          Unit: Deathshroud Champion, Weapon: Manreaper, Plaguespurt gauntlets

        • 3x Deathshroud Terminator [141pts]

          Selections: 3x Manreaper [45pts], 3x Plaguespurt gauntlets

          Unit: Deathshroud Terminator, Weapon: Manreaper, Plaguespurt gauntlets


        AbilitiesDescription
        Cataphractii ArmourModels 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 EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Disgustingly ResilientEach time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound.
        Eyes of MortarionDEATH GUARD CHARACTERS (excluding Mortarion) within 3" of any friendly Deathshroud Terminator units add 1 to their Attacks characteristic.
        Silent BodyguardRoll 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 StrikeDuring deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSave
        Deathshroud Champion4"3+3+552492+
        Deathshroud Terminator4"3+3+552382+
        WeaponRangeTypeSAPDAbilities
        ManreaperMeleeMelee+3-3D3Plague Weapon
        Plaguespurt gauntlets6"Pistol D6301Plague Weapon. This weapon automatically hits its target.
      • Tallyman [3 PL, 60pts]

        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


        AbilitiesDescription
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Disgustingly ResilientEach time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound.
        Festering ZealotYou 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 ChantIf 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.
        TollkeeperWhen 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.
        UnitMWSBSSTWALdSave
        Tallyman5"3+3+454383+
        WeaponRangeTypeSAPDAbilities
        Blight Grenade6"Grenade D6301Plague Weapon. Blast.
        Krak grenade6"Grenade 16-1D3-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32On a hit roll of 1, the bearer is slain.
    • Fast Attack [5 PL, 115pts, -1CP]
      • Chaos Spawn [5 PL, 115pts, -1CP]

        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

        • Chaos Spawn [1 PL, 23pts]

          Selections: Hideous mutations

          Unit: Chaos Spawn, Weapon: Hideous mutations

        • Chaos Spawn [1 PL, 23pts]

          Selections: Hideous mutations

          Unit: Chaos Spawn, Weapon: Hideous mutations

        • Chaos Spawn [1 PL, 23pts]

          Selections: Hideous mutations

          Unit: Chaos Spawn, Weapon: Hideous mutations

        • Chaos Spawn [1 PL, 23pts]

          Selections: Hideous mutations

          Unit: Chaos Spawn, Weapon: Hideous mutations

        • Chaos Spawn [1 PL, 23pts]

          Selections: Hideous mutations

          Unit: Chaos Spawn, Weapon: Hideous mutations


        AbilitiesDescription
        Disgustingly ResilientEach time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound.
        FearsomeEnemy units within 1" of any Chaos Spawn must subtract 1 from their Ld.
        Mutated Beyond ReasonWhen a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below.
        Mutated Beyond ReasonEffect
        1 - Razor ClawsThe hideous mutations of all Chaos Spawn in the unit have an AP of -4 until the end of the Fight phase.
        2 - Grasping PseudopodsEach Chaos Spawn in the unit adds 2 to its Attacks characteristic until the end of the Fight phase.
        3 - Toxic HaemorrhageYou can re-roll failed wound rolls for this unit until the end of the Fight phase.
        UnitMWSBSSTWALdSave
        Chaos Spawn7"4+-554D695+
        WeaponRangeTypeSAPDAbilities
        Hideous mutationsMeleeMeleeUser-22-
    • Dedicated Transport [4 PL, 88pts, -1CP]
      • Chaos Rhino [4 PL, 88pts, -1CP]

        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


        AbilitiesDescription
        Disgustingly ResilientEach time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound.
        ExplodesIf 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-repairRoll a D6 at the start of each of your turns; on a 6, this unit heals one wound.
        Smoke LaunchersOnce 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.
        TransportCapacity
        Chaos RhinoThis unit can transport 10 DEATH GUARD INFANTRY. It cannot, however, transport TERMINATORS.
        UnitMWSBSSTWALdSave
        Chaos Rhino*6+*6710*83+
        WeaponRangeTypeSAPDAbilities
        Boltgun24"Rapid Fire 1401-
        Combi-bolter24"Rapid Fire 2401-
        Meltagun12"Assault 18-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Chaos Rhino-MBSA
        Chaos Rhino16-10+12"3+3
        Chaos Rhino23-56"4+D3
        Chaos Rhino31-23"5+1
Force Rules

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 Rules

Combi 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]

  • Patrol Detachment 0CP (Imperium - Adeptus Custodes) [38 PL, 748pts, 3CP]

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

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

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

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Shield Host

        Selections: Solar Watch

        Categories: Configuration

    • HQ [9 PL, 175pts]
      • Shield-Captain on Dawneagle Jetbike [9 PL, 175pts]

        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

        • Warlord

          Selections: Warlord

          Categories: Warlord


        AbilitiesDescription
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        Auric AquilisBIKER model only. This model has a 3+ invulnerable save. In addition, you can re-roll failed charge rolls made for this model.
        Implacable VanguardWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        Inspirational FighterYou can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model.
        Sally ForthAt 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.
        UnitMWSBSSTWALdSave
        Shield-Captain on Dawneagle Jetbike14"2+2+567592+
        WeaponRangeTypeSAPDAbilities
        Hurricane bolter24"Rapid Fire 6401-
        Interceptor LanceMeleeMelee+1-3D3You can re-roll failed wound rolls for this weapon on a turn in which the bearer made a successful charge
    • Troops [8 PL, 168pts]
      • Custodian Guard Squad [8 PL, 168pts]

        Categories: Faction: Adeptus Custodes, Custodian Guard, Infantry, Troops, Faction: Solar Watch

        Abilities: Aegis of The Emperor

        • Custodian [56pts]

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

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

        • Custodian [56pts]

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

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

        • Custodian [56pts]

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

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


        AbilitiesDescription
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        Storm shieldA model with a storm shield has a 3+ invulnerable save.
        UnitMWSBSSTWALdSave
        Custodian6"2+2+553382+
        WeaponRangeTypeSAPDAbilities
        Sentinel Blade (Melee)MeleeMeleeUser-3D3
        Sentinel Blade (Ranged)12"Pistol 2401
    • Elites [6 PL, 120pts]
      • Vexillus Praetor [6 PL, 120pts]

        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)


        AbilitiesDescription
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        Custodes VexillaYou can re-roll failed morale tests for friendly IMPERIUM INFANTRY and BIKER units within 6" of this model. In addition, when you add this model to your army, choose one of the following vexillas for this model to carry:
        Vexilla MagnificaYour opponent must subtract 1 from hit rolls in the Shooting phase for attacks that target ADEPTUS CUSTODES units within 6" of any friendly VEXILUS PRAETORS with this vexilla.
        UnitMWSBSSTWALdSave
        Vexillus Praetor6"2+2+555492+
        WeaponRangeTypeSAPDAbilities
        Guardian Spear (Melee)MeleeMelee+1-3D3
        Guardian Spear (Ranged)24"Rapid Fire 14-12
    • Fast Attack [15 PL, 285pts]
      • Vertus Praetors [15 PL, 285pts]

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

        Abilities: Aegis of The Emperor, Implacable Vanguard

        • Vertus Praetor [5 PL, 95pts]

          Selections: Hurricane Bolter, Interceptor Lance

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

        • Vertus Praetor [5 PL, 95pts]

          Selections: Hurricane Bolter, Interceptor Lance

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

        • Vertus Praetor [5 PL, 95pts]

          Selections: Hurricane Bolter, Interceptor Lance

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


        AbilitiesDescription
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        Implacable VanguardWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSave
        Vertus Praetor14"2+2+564492+
        WeaponRangeTypeSAPDAbilities
        Hurricane bolter24"Rapid Fire 6401-
        Interceptor LanceMeleeMelee+1-3D3You can re-roll failed wound rolls for this weapon on a turn in which the bearer made a successful charge
Force Rules

Aegis of the Emperor: Models with the Aegis of the Emperor special rule have a 5+ invulnerable save.

In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.

Sworn Guardians: If your army is Battle-forged, all ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER units in ADEPTUS CUSTODES Detachments gain this ability.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

The Emperor's Chosen: If your army is Battle-forged, all ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER units in ADEPTUS CUSTODES Detachments gain this ability.

This unit's invulnerable save is improved by 1 (to a maximum of 3+)


Created with BattleScribe

Created with BattleScribe (https://battlescribe.net)Narrative Southcon Nathan Mycock Eldar 750 (Warhammer 40,000 9th Edition) [39 PL, 5CP, 750pts]

  • Patrol Detachment 0CP (Aeldari - Craftworlds) [39 PL, 750pts, 5CP]
    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Craftworld Attribute

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

        • *Custom Craftworld*

          Selections: Expert Crafters, Masters of Concealment

          Abilities: Expert Crafters, Masters of Concealment


        AbilitiesDescription
        Expert CraftersWhen a unit with this attribute fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll.
        Masters of ConcealmentWhen 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.
      • Detachment CP

        Categories: Configuration

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

        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

        • Shimmerplume of Achillrial

          Selections: Remnant of Glory

          Abilities: Shimmerplume of Achillrial


        AbilitiesDescription
        4: Fate's MessengerAdd 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 DoomYou can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Peerless AgilityThis model has a 4+ invulnerable save.
        Ride the WindWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        Shimmerplume of AchillrialAUTARCH only. Subtract 1 from all hit rolls that target this model.
        The Path of CommandYou can re-roll hit rolls of 1 for friendly <CRAFTWORLD> units within 6" of this model. In addition, if your army is Battle-forged and this model is your Warlord and on the battlefield, roll a D6 for each Command Point spent when using Stratagems; on a 6 that Command Point is immediately refunded. Note that for Prince Yriel, the first effect of this ability applies specifically to IYANDEN units.
        UnitMWSBSSTWALdSave
        Autarch Skyrunner16"2+2+346493+
        WeaponRangeTypeSAPDAbilities
        Laser Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 6.
        Laser Lance (shooting)6"Assault 16-42-
        Twin Shuriken Catapult12"Assault 4401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
    • Troops [6 PL, 140pts]
      • Dire Avengers [3 PL, 70pts]

        Selections: Defence Tactics

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

        Abilities: Ancient Doom, Battle Focus, Defence Tactics

        • 4x Dire Avenger [52pts]

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

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

        • Dire Avenger Exarch [18pts]

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

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

          • Exarch Power

            Selections: Shredding Fire

            Abilities: Shredding Fire


        AbilitiesDescription
        Ancient DoomYou can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Defence TacticsWhen this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.
        Shredding FireRanged 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 ‘-’.
        UnitMWSBSSTWALdSave
        Dire Avenger7"3+3+331184+
        Dire Avenger Exarch7"3+3+332284+
        WeaponRangeTypeSAPDAbilities
        Avenger Shuriken Catapult18"Assault 2401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        Plasma Grenade6"Grenade D64-11Blast
      • Dire Avengers [3 PL, 70pts]

        Selections: Defence Tactics

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

        Abilities: Ancient Doom, Battle Focus, Defence Tactics

        • 4x Dire Avenger [52pts]

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

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

        • Dire Avenger Exarch [18pts]

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

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

          • Exarch Power

            Selections: Shredding Fire

            Abilities: Shredding Fire


        AbilitiesDescription
        Ancient DoomYou can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Defence TacticsWhen this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.
        Shredding FireRanged 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 ‘-’.
        UnitMWSBSSTWALdSave
        Dire Avenger7"3+3+331184+
        Dire Avenger Exarch7"3+3+332284+
        WeaponRangeTypeSAPDAbilities
        Avenger Shuriken Catapult18"Assault 2401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        Plasma Grenade6"Grenade D64-11Blast
    • Heavy Support [9 PL, 140pts, -1CP]
      • Dark Reapers [9 PL, 140pts, -1CP]

        Selections: Inescapable Accuracy

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

        Abilities: Ancient Doom, Inescapable Accuracy

        • 3x Dark Reaper [105pts]

          Selections: 3x Reaper Launcher

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

        • Dark Reaper Exarch [35pts, -1CP]

          Selections: Reaper Launcher

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

          • Exarch Power [-1CP]

            Selections: Crack Shot, Exemplar of the Reaper Shrine [-1CP], Rapid Shot

            Abilities: Crack Shot, Rapid Shot


        AbilitiesDescription
        Ancient DoomYou can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
        Crack ShotYou can re-roll hit rolls of 1 for a Dark Reaper Exarch's ranged weapons.
        Inescapable AccuracyModels in this unit always hit on a 3+ when firing a ranged weapon in the Shooting phase, regardless of any modifiers.
        Rapid ShotWhen this unit’s Dark Reaper Exarch shoots, add 1 to the number of attacks made with that model’s ranged weapon.
        UnitMWSBSSTWALdSave
        Dark Reaper6"3+3+331183+
        Dark Reaper Exarch6"3+3+332283+
        WeaponRangeTypeSAPDAbilities
        (Reaper) Starshot Missile48"Heavy 18-23-
        (Reaper) Starswarm Missile48"Heavy 25-22-
    • Dedicated Transport [18 PL, 360pts]
      • Wave Serpent [9 PL, 175pts]

        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.


        AbilitiesDescription
        Crystal Targeting MatrixIf the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to Assault (e.g. a Heavy D6 weapon becomes an Assault D6 weapon)
        Explodes (Hover Tank)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Hover TankDistance and ranges are always measured to and from this model's hull, even though it has a base.
        Serpent ShieldAny damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. In addition, once per battle, in your Shooting phase, a Wave Serpent can discharge its serpent shield in its Shooting phase by rolling a D6. On a 2+ the nearest visible enemy unit within 24" suffers D3 mortal wounds. The Wave Serpent then gains no benefit from this ability for the remainder of the battle.
        Spirit StonesRoll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
        TransportCapacity
        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.
        UnitMWSBSSTWALdSave
        Wave Serpent*6+*6713*83+
        WeaponRangeTypeSAPDAbilities
        Twin Shuriken Catapult12"Assault 4401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        Twin Starcannon36"Heavy 46-3D3-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Wave Serpent 1.7-13+16"3+3
        Wave Serpent 2.4-612"4+D3
        Wave Serpent 3.1-38"5+1
      • Wave Serpent [9 PL, 185pts]

        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.


        AbilitiesDescription
        Crystal Targeting MatrixIf the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to Assault (e.g. a Heavy D6 weapon becomes an Assault D6 weapon)
        Explodes (Hover Tank)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Hover TankDistance and ranges are always measured to and from this model's hull, even though it has a base.
        Serpent ShieldAny damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. In addition, once per battle, in your Shooting phase, a Wave Serpent can discharge its serpent shield in its Shooting phase by rolling a D6. On a 2+ the nearest visible enemy unit within 24" suffers D3 mortal wounds. The Wave Serpent then gains no benefit from this ability for the remainder of the battle.
        Spirit StonesRoll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
        TransportCapacity
        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.
        UnitMWSBSSTWALdSave
        Wave Serpent*6+*6713*83+
        WeaponRangeTypeSAPDAbilities
        (TAML) Starshot Missile48"Heavy 28-2D6-
        (TAML) Sunburst Missile48"Heavy 2D64-11Blast
        Twin Shuriken Catapult12"Assault 4401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Wave Serpent 1.7-13+16"3+3
        Wave Serpent 2.4-612"4+D3
        Wave Serpent 3.1-38"5+1

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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] ++


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Created with BattleScribe (https://battlescribe.net)Narrative Southcon Nick McBearty Ork 750 (Warhammer 40,000 9th Edition) [35 PL, 750pts, 3CP]

  • Patrol Detachment 0CP (Orks) [35 PL, 750pts, 3CP]

    Rules: Dis Is Ours! Zog Off!

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Clan Kultur / Specialist Mobs

        Selections: Deathskulls

        Categories: Configuration

        Abilities: Deathskulls


        AbilitiesDescription
        DeathskullsModels 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.
      • Detachment CP

        Categories: Configuration

    • HQ [8 PL, 170pts, -2CP]
      • Warboss [4 PL, 95pts, -1CP]

        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


        AbilitiesDescription
        Breakin' HeadsIf a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed.
        Brutal but KunninYou 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 BossUse this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA.
        Kombi-SkorchaWhen 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.
        UnitMWSBSSTWALdSave
        Warboss5"2+5+656484+
        WeaponRangeTypeSAPDAbilities
        Attack SquigMeleeMelee4-11Each time a model with an attack squig fights, it can make 2 additional attacks with this weapon.
        Da Killa KlawMeleeMeleex2-33Model with Power Klaw only. You can re-roll failed wound rolls for this weapon.
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit roll
        Shoota18"Assault 2401-
        Skorcha8"Assault D65-11This weapon automatically hits its target.
        Slugga12"Pistol 1401-
        Stikkbomb6"Grenade D6301Blast
      • Weirdboy [4 PL, 75pts, -1CP]

        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


        AbilitiesDescription
        Waaagh! EnergyAdd 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.
        Warphead (1 CP)Use this Stratagem before the battle begins. Select a WEIRDBOY model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychic power in each of your Psychic phases.
        Psychic PowerWarp ChargeRangeDetails
        Da Jump712"If Manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons
        Fists of Gork612"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.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOther
        Psyker111See Waaagh! Energy
        UnitMWSBSSTWALdSave
        Weirdboy5"3+5+544366+
        WeaponRangeTypeSAPDAbilities
        Weirdboy StaffMeleeMelee+2-1D3-
    • Troops [12 PL, 250pts]
      • Boyz [12 PL, 250pts]

        Selections: 3x Tankbusta Bombs

        Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops

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

        Abilities: Green Tide, Weapon: Tankbusta Bomb

        • Boss Nob [18pts]

          Selections: Choppa, Power Klaw [10pts], Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Power Klaw, Stikkbomb

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

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

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


        AbilitiesDescription
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSave
        Boss Nob5"3+5+542376+
        Ork Boy5"3+5+441266+
        WeaponRangeTypeSAPDAbilities
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit roll
        Slugga12"Pistol 1401-
        Stikkbomb6"Grenade D6301Blast
        Tankbusta Bomb6"Grenade D38-2D6Blast
    • Fast Attack [15 PL, 330pts, -1CP]
      • Megatrakk Scrapjet [15 PL, 330pts, -1CP]

        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

        • Kustom Job [-1CP]

          Selections: Korkscrew

          Categories: Stratagems

          Abilities: Korkscrew, Kustom Job

        • Megatrakk Scrapjet [5 PL, 110pts]

          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

        • Megatrakk Scrapjet [5 PL, 110pts]

          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

        • Megatrakk Scrapjet [5 PL, 110pts]

          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


        AbilitiesDescription
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
        Grot GunnerAdd 1 to hit rolls for attacks made with one of this model's Twin Big Shootas.
        KorkscrewMEGATRAKK SCRAPJET unit only. The first time this unit finishes a consolidation move in each Fight phase, it can immediately fight again.
        Kustom JobUse this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units.
        Spiked RamEach 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.
        UnitMWSBSSTWALdSave
        Megatrakk Scrapjet10"4+5+669464+
        WeaponRangeTypeSAPDAbilities
        Nose DrillMeleeMelee+2-2D3
        Rokkit Cannon24"Assault 2D38-23Blast
        Twin Big Shoota36"Assault 6501-
        Wing Missiles24"Assault 18-23Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1 from hit rolls made with this weapon against all other targets
Force Rules

Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Selection Rules

'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.

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.


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Southcon test (Warhammer 40,000 9th Edition) [37 PL, 3CP, 746pts]

  • Vanguard Detachment -3CP (Imperium - Adepta Sororitas) [37 PL, 3CP, 746pts]
    • HQ [3 PL, 55pts]
      • Canoness [3 PL, 55pts]

        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


        AbilitiesDescriptionRef
        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 RighteousRe-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: BeneficenceORDER OF THE BLOODY ROSE model equipped with a chainsword only. This relic replaces a chainsword and has the following profile
        RosariusThis model has a 4+ invulnerable save.Index: Imperium 2 p91
        UnitMWSBSSTWALdSaveRef
        Canoness6"2+2+335493+Index: Imperium 2 p97
        WeaponRangeTypeSAPDAbilitiesRef
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
        Inferno pistol6"Pistol 18-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.Index: Imperium 2 p157
        Krak grenade6"Grenade 16-1D3-
        Relic: BeneficenceMeleeMelee+1-22When this bearer fights, it makes 3 additional attacks with this weapon
    • Configuration [3CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP [-3CP]

        Categories: Configuration

      • Order Convictions

        Selections: Adeptus Ministorum

        Categories: Configuration

    • Dedicated Transport [8 PL, 156pts]
      • Sororitas Rhino [4 PL, 78pts]

        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


        AbilitiesDescriptionRef
        Smoke LaunchersOnce 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
        TransportCapacityRef
        Sororitas RhinoThis 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.
        UnitMWSBSSTWALdSaveRef
        Sororitas Rhino*6+*6710*83+Index: Imperium 2 p102
        WeaponRangeTypeSAPDAbilitiesRef
        Storm bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        16-10+12"3+3
        23-56"4+D3
        31-23"5+1
      • Sororitas Rhino [4 PL, 78pts]

        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


        AbilitiesDescriptionRef
        Smoke LaunchersOnce 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
        TransportCapacityRef
        Sororitas RhinoThis 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.
        UnitMWSBSSTWALdSaveRef
        Sororitas Rhino*6+*6710*83+Index: Imperium 2 p102
        WeaponRangeTypeSAPDAbilitiesRef
        Storm bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        16-10+12"3+3
        23-56"4+D3
        31-23"5+1
    • Heavy Support [6 PL, 125pts]
      • Mortifiers [6 PL, 125pts]

        Categories: Faction: Adeptus Ministorum, Vehicle, Faction: Imperium, Heavy Support, Faction: Adepta Sororitas, Mortifiers

        Abilities: Anguish of the Unredeemed, Blaze of Agony, No Reprieve

        • Anchorite [3 PL, 65pts]

          Selections: 2x Heavy bolter [30pts], 2x Penitent Flails

          Unit: Anchorite, Weapon: Heavy bolter, Penitent Flails

        • Mortifiers [3 PL, 60pts]

          Selections: 2x Heavy bolter [30pts], 2x Penitent Flails

          Unit: Mortifier, Weapon: Heavy bolter, Penitent Flails


        AbilitiesDescriptionRef
        Anguish of the UnredeemedWhen 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 AgonyWhen 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 ReprieveWhen a model in this unit would lose a wound, roll one D6; on a 6 that wound is not lost.
        UnitMWSBSSTWALdSaveRef
        Anchorite9"3+3+555483+Codex: Adepta Sororitas p92
        Mortifier9"3+3+555484+Codex: Adepta Sororitas p92
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy bolter36"Heavy 35-11-
        Penitent FlailsMeleeMelee+1-21Make 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.
    • Elites [16 PL, 310pts]
      • Preacher [2 PL, 35pts]

        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


        AbilitiesDescriptionRef
        Icon of the EcclesiarchyWhilst any PREACHER units from your army are within 6" of any enemy CHAOS units, subtract 1 from the Leadership characteristic of these enemy units.
        RosariusThis model has a 4+ invulnerable save.Index: Imperium 2 p91
        War HymnsAdd 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
        ZealotWhen 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.
        UnitMWSBSSTWALdSaveRef
        Preacher6"4+4+334376+Index: Imperium 2 p91
        WeaponRangeTypeSAPDAbilitiesRef
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Laspistol12"Pistol 1301-
      • Preacher [2 PL, 35pts]

        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


        AbilitiesDescriptionRef
        Icon of the EcclesiarchyWhilst any PREACHER units from your army are within 6" of any enemy CHAOS units, subtract 1 from the Leadership characteristic of these enemy units.
        RosariusThis model has a 4+ invulnerable save.Index: Imperium 2 p91
        War HymnsAdd 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
        ZealotWhen 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.
        UnitMWSBSSTWALdSaveRef
        Preacher6"4+4+334376+Index: Imperium 2 p91
        WeaponRangeTypeSAPDAbilitiesRef
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Laspistol12"Pistol 1301-
      • Sisters Repentia [6 PL, 120pts]

        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

        • 8x Sisters Repentia [120pts]

          Selections: 8x Penitent Eviscerator

          Unit: Sister Repentia, Weapon: Penitent Eviscerator


        AbilitiesDescriptionRef
        MartyrdomWhen this unit is destroyed (Other than in the Morale phase), gain one Miracle dice.Index: Imperium 2 p99
        Solace in AnguishWhen a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.Index: Imperium 2 p99
        ZealotWhen 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.
        UnitMWSBSSTWALdSaveRef
        Sister Repentia6"3+3+331287+Index: Imperium 2 p101
        WeaponRangeTypeSAPDAbilitiesRef
        Penitent EvisceratorMeleeMeleex2-32When resolving an attack made with this weapon, subtract 1 from the hit roll.Index: Imperium 2 p158
      • Sisters Repentia [6 PL, 120pts]

        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

        • 8x Sisters Repentia [120pts]

          Selections: 8x Penitent Eviscerator

          Unit: Sister Repentia, Weapon: Penitent Eviscerator


        AbilitiesDescriptionRef
        MartyrdomWhen this unit is destroyed (Other than in the Morale phase), gain one Miracle dice.Index: Imperium 2 p99
        Solace in AnguishWhen a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.Index: Imperium 2 p99
        ZealotWhen 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.
        UnitMWSBSSTWALdSaveRef
        Sister Repentia6"3+3+331287+Index: Imperium 2 p101
        WeaponRangeTypeSAPDAbilitiesRef
        Penitent EvisceratorMeleeMeleex2-32When resolving an attack made with this weapon, subtract 1 from the hit roll.Index: Imperium 2 p158
    • Fast Attack [4 PL, 100pts]
      • Seraphim Squad [4 PL, 100pts]

        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

        • 2x Seraphim [30pts]

          Selections: 4x Bolt pistol, 2x Frag & Krak grenades

          Unit: Seraphim, Weapon: Bolt pistol, Frag grenade, Krak grenade

        • Seraphim Superior [20pts]

          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

        • Seraphim w/ Special Weapons [25pts]

          Selections: 2x Inferno Pistols [10pts], Frag & Krak grenades

          Unit: Seraphim, Weapon: Frag grenade, Inferno pistol, Krak grenade

        • Seraphim w/ Special Weapons [25pts]

          Selections: 2x Inferno Pistols [10pts], Frag & Krak grenades

          Unit: Seraphim, Weapon: Frag grenade, Inferno pistol, Krak grenade


        AbilitiesDescriptionRef
        Angelic VisageThe 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 StrikeDuring 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 modelsIndex: Imperium 2 p99
        UnitMWSBSSTWALdSaveRef
        Seraphim12"3+3+331173+Index: Imperium 2 p99
        Seraphim Superior12"3+3+331283+Index: Imperium 2 p99
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Frag grenade6"Grenade D6301Blast.
        Inferno pistol6"Pistol 18-4D6If 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 grenade6"Grenade 16-1D3-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32On a hit roll of 1, the bearer is slain.
Selection Rules

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]

  • Battalion Detachment 0CP (Chaos - Chaos Space Marines) [38 PL, 749pts, 6CP]

    Rules: Daemonic Ritual, Despoilers of the Galaxy (World Eaters)

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Legion

        Selections: World Eaters

        Categories: Configuration

        Abilities: Butcher's Nails


        AbilitiesDescription
        Butcher's NailsIf 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.
    • HQ [10 PL, 195pts]
      • Dark Apostle [4 PL, 80pts]

        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


        AbilitiesDescription
        Brass Collar of BorghasterThe 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 EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        DemagogueFriendly <LEGION> units within 6" of this model in the Morale phase can use this model's Leadership instead of their own.
        PriestThis 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 CorruptionThis model has a 4+ invulnerable save.
        Violent UrgencyWhen an Advance or charge roll is made for a friendly WORLD EATERS unit within 6" of this Warlord, add 1 to the result.
        PrayersEffect
        Benediction of DarknessIf 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 ZealotryIf 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 PotencyIf 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.
        UnitMWSBSSTWALdSave
        Dark Apostle6"2+3+444393+
        WeaponRangeTypeSAPDAbilities
        Accursed croziusMeleeMelee+1-12-
        Bolt pistol12"Pistol 1401-
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
      • Khârn the Betrayer [6 PL, 115pts]

        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


        AbilitiesDescription
        Blood for the Blood GodThis model can fight twice in each Fight phase, instead of only once.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Kill! Maim! Burn!You can re-roll failed hit rolls made for friendly WORLD EATERS units within 1" of Kharn the Betrayer.
        Sigil of CorruptionThis model has a 4+ invulnerable save.
        The BetrayerYou 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.
        UnitMWSBSSTWALdSave
        Khârn the Betrayer6"2+2+545693+
        WeaponRangeTypeSAPDAbilities
        Frag grenade6"Grenade D6301Blast.
        GorechildMeleeMelee+1-4D3This weapon always hits on a roll of 2+, regardless of any modifiers.
        Khârn's plasma pistol12"Pistol 18-32Each time you roll a hit roll of 1 when firing this weapon, the bearer suffers a mortal wound.
        Krak grenade6"Grenade 16-1D3-
    • Troops [11 PL, 221pts]
      • Chaos Cultists [6 PL, 102pts]

        Selections: Mark of Khorne

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

        Abilities: Mere Mortals, Unit: Chaos Cultist

        • 16x Chaos Cultist w/ autopistol and brutal assault weapon [96pts]

          Selections: 16x Autopistol, 16x Brutal assault weapon

          Weapon: Autopistol, Brutal assault weapon

        • Cultist Champion [6pts]

          Selections: Shotgun

          Unit: Cultist Champion, Weapon: Shotgun


        AbilitiesDescription
        Mere MortalsCHAOS CULTIST units do not gain a Legion Trait.
        UnitMWSBSSTWALdSave
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilities
        Autopistol12"Pistol 1301-
        Brutal assault weaponMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Shotgun12"Assault 2301If the target is within half range, add 1 to this weapon's Strength.
      • Khorne Berzerkers [5 PL, 119pts]

        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

        • Berzerker Champion [32pts]

          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

        • Chainaxe and plasma pistol [23pts]

          Selections: Chainaxe [1pts], Frag & Krak grenades, Plasma pistol [5pts]

          Weapon: Chainaxe, Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge

        • 3x Chainsword and Chainaxe [54pts]

          Selections: 3x Chainaxe [3pts], 3x Chainsword, 3x Frag & Krak grenades

          Weapon: Chainaxe, Chainsword, Frag grenade, Krak grenade


        AbilitiesDescription
        Berzerker HordeThe Battlefield Role of WORLD EATERS Khorne Berzerkers is Troops instead of Elites.
        Blood for the Blood GodThis model can fight twice in each Fight phase, instead of only once.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Icon of WrathYou can re-roll charge rolls for units with an Icon of Wrath.
        UnitMWSBSSTWALdSave
        Berzerker Champion6"3+3+541383+
        Khorne Berzerker6"3+3+541273+
        WeaponRangeTypeSAPDAbilities
        ChainaxeMeleeMelee+1-11-
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32On a hit roll of 1, the bearer is slain.
        Power fistMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit roll.
    • Elites [5 PL, 105pts]
      • Mutilators [5 PL, 105pts]

        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

        • 3x Mutilator [105pts]

          Selections: 3x Fleshmetal weapons

          Unit: Mutilator, Weapon: Fleshmetal weapons


        AbilitiesDescription
        DaemonicThis model has a 5+ invulnerable save.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Fleshmetal WeaponsWhen 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 StrikeDuring deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSave
        Mutilator4"3+3+543382+
        WeaponRangeTypeSAPDAbilities
        Fleshmetal weaponsMeleeMelee+D3-D3D3See above
    • Flyer [8 PL, 150pts]
      • Chaos Hell Blade [8 PL, 150pts]

        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

        • 2x helstorm cannons [50pts]

          Selections: 2x Helstorm cannon [50pts]

          Weapon: Helstorm cannon


        AbilitiesDescription
        AirborneThis 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 AberrationThis model has a 5+ invulnerable save.
        Crash and BurnIf 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 HitYour opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
        Preternatural ManoeuverabilityEach 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 PredatorWhen attacking units that can Fly, add 1 to your hit rolls for this model.
        UnitMWSBSSTWALdSave
        Chaos Hell Blade18-60"6+3+668283+
        WeaponRangeTypeSAPDAbilities
        Helstorm cannon36"Heavy 26-23Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
    • Dedicated Transport [4 PL, 78pts]
      • Chaos Rhino [4 PL, 78pts]

        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


        AbilitiesDescription
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Self-repairRoll a D6 at the start of each of your turns; on a 6, this unit heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        TransportCapacity
        Chaos Rhino10 (Legion) Infantry. No Terminator, Cult of Destruction, or Jump Pack
        UnitMWSBSSTWALdSave
        Chaos Rhino*6+*6710*83+
        WeaponRangeTypeSAPDAbilities
        Combi-bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Chaos Rhino-MBSA
        Chaos Rhino16-10+12"3+3
        Chaos Rhino23-56"4+D3
        Chaos Rhino31-23"5+1
Force Rules

Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

Despoilers of the Galaxy (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 Rules

Hateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.


Created with BattleScribe

Created with BattleScribe (https://battlescribe.net)Narrative SouthCon 2020 Ross - Grey Knights 750 (Warhammer 40,000 9th Edition) [46 PL, 749pts, 6CP]

  • Battalion Detachment 0CP (Imperium - Grey Knights) [46 PL, 749pts, 6CP]
    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment Bonuses

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

    • HQ [13 PL, 231pts]
      • Brother-Captain [7 PL, 118pts]

        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

        • Nemesis Force Halberd

          Selections: Nemesis Force Halberd

          Weapon: Nemesis Force Halberd


        Psychic PowerWarp ChargeRangeDetails
        Inner Fire51"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)512"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.
        PsykerCastDenyPowers KnownOther
        Psyker111
        UnitMWSBSSTWALdSave
        Brother Captain5"2+2+446492+/4++
        WeaponRangeTypeSAPDAbilities
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Nemesis Force HalberdMeleeMelee+1-2D3-
        Psyk-out Grenade6"Grenade D3201Each 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 bolter24"Rapid Fire 2401-
      • Chaplain [6 PL, 113pts]

        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


        AbilitiesDescription
        6. Invocation of FocusIf 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 HateIf 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.
        RosariusThis model has a 4+ invulnerable save.
        Psychic PowerWarp ChargeRangeDetails
        Smite (Rites of Banishment)512"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 Doom812"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+.
        PsykerCastDenyPowers KnownOther
        Psyker111
        UnitMWSBSSTWALdSave
        Grey Knight Chaplain5"2+2+445392+/4++
        WeaponRangeTypeSAPDAbilities
        Crozius arcanumMeleeMelee+1-12-
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Psyk-out Grenade6"Grenade D3201Each 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 bolter24"Rapid Fire 2401-
    • Troops [21 PL, 307pts]
      • Strike Squad [7 PL, 100pts]

        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

        • 4x Grey Knight (Halberd) [80pts]

          Selections: 4x Nemesis Force Halberd, 4x Storm Bolter [12pts]

          Unit: Grey Knight, Weapon: Nemesis Force Halberd, Storm bolter

        • Grey Knight Justicar [20pts]

          Selections: Storm bolter [3pts]

          Unit: Grey Knight Justicar, Weapon: Storm bolter

          • Nemesis Force Halberd

            Selections: Nemesis Force Halberd

            Weapon: Nemesis Force Halberd


        Psychic PowerWarp ChargeRangeDetails
        Gate of Infinity612If 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)512"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.
        PsykerCastDenyPowers KnownOther
        Psyker (Sanctic 1 Squad)111When 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.
        UnitMWSBSSTWALdSave
        Grey Knight6"3+3+441173+
        Grey Knight Justicar6"3+3+441283+
        WeaponRangeTypeSAPDAbilities
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Nemesis Force HalberdMeleeMelee+1-2D3-
        Psyk-out Grenade6"Grenade D3201Each 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 bolter24"Rapid Fire 2401-
      • Strike Squad [7 PL, 107pts]

        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

        • 3x Grey Knight (Halberd) [60pts]

          Selections: 3x Nemesis Force Halberd, 3x Storm Bolter [9pts]

          Unit: Grey Knight, Weapon: Nemesis Force Halberd, Storm bolter

        • Grey Knight (Psycannon) [27pts]

          Selections: Psycannon [10pts]

          Unit: Grey Knight, Weapon: Psycannon

        • Grey Knight Justicar [20pts]

          Selections: Storm bolter [3pts]

          Unit: Grey Knight Justicar, Weapon: Storm bolter

          • Nemesis Force Halberd

            Selections: Nemesis Force Halberd

            Weapon: Nemesis Force Halberd


        Psychic PowerWarp ChargeRangeDetails
        Astral Aim518"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)512"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.
        PsykerCastDenyPowers KnownOther
        Psyker (Sanctic 1 Squad)111When 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.
        UnitMWSBSSTWALdSave
        Grey Knight6"3+3+441173+
        Grey Knight Justicar6"3+3+441283+
        WeaponRangeTypeSAPDAbilities
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Nemesis Force HalberdMeleeMelee+1-2D3-
        Psycannon24"Heavy 47-11-
        Psyk-out Grenade6"Grenade D3201Each 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 bolter24"Rapid Fire 2401-
      • Strike Squad [7 PL, 100pts]

        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

        • 4x Grey Knight (Halberd) [80pts]

          Selections: 4x Nemesis Force Halberd, 4x Storm Bolter [12pts]

          Unit: Grey Knight, Weapon: Nemesis Force Halberd, Storm bolter

        • Grey Knight Justicar [20pts]

          Selections: Storm bolter [3pts]

          Unit: Grey Knight Justicar, Weapon: Storm bolter

          • Nemesis Force Halberd

            Selections: Nemesis Force Halberd

            Weapon: Nemesis Force Halberd


        Psychic PowerWarp ChargeRangeDetails
        Gate of Infinity612If 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)512"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.
        PsykerCastDenyPowers KnownOther
        Psyker (Sanctic 1 Squad)111When 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.
        UnitMWSBSSTWALdSave
        Grey Knight6"3+3+441173+
        Grey Knight Justicar6"3+3+441283+
        WeaponRangeTypeSAPDAbilities
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Nemesis Force HalberdMeleeMelee+1-2D3-
        Psyk-out Grenade6"Grenade D3201Each 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 bolter24"Rapid Fire 2401-
    • Elites [5 PL, 80pts]
      • Apothecary [5 PL, 80pts]

        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

        • Nemesis Force Sword

          Selections: Nemesis Force Sword

          Weapon: Nemesis Force Sword


        Psychic PowerWarp ChargeRangeDetails
        Smite (Rites of Banishment)512"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 Shaping5-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.
        PsykerCastDenyPowers KnownOther
        Psyker111
        UnitMWSBSSTWALdSave
        Apothecary5"2+3+445482+/5++
        WeaponRangeTypeSAPDAbilities
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Nemesis Force SwordMeleeMeleeUser-3D3-
        Psyk-out Grenade6"Grenade D3201Each 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.
    • Fast Attack [7 PL, 131pts]
      • Interceptor Squad [7 PL, 131pts]

        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

        • 4x Interceptor (Falchions) [108pts]

          Selections: 8x Nemesis Falchion [16pts], 4x Storm Bolter [12pts]

          Unit: Interceptor, Weapon: Nemesis Falchion, Storm bolter

        • Interceptor Justicar [23pts]

          Selections: Frag & Krak grenades, Psyk-out Grenade, Storm bolter [3pts]

          Unit: Interceptor Justicar, Weapon: Frag grenade, Krak grenade, Psyk-out Grenade, Storm bolter

          • Nemesis Force Sword

            Selections: Nemesis Force Sword

            Weapon: Nemesis Force Sword


        Psychic PowerWarp ChargeRangeDetails
        Hammerhand612"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)512"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.
        PsykerCastDenyPowers KnownOther
        Psyker (Sanctic 1 Squad)111When 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.
        UnitMWSBSSTWALdSave
        Interceptor12"3+3+441173+
        Interceptor Justicar12"3+3+441283+
        WeaponRangeTypeSAPDAbilities
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Nemesis FalchionMeleeMeleeUser-2D3If a model is armed with two Nemesis falchions, each time it fights it can make 1 additional attack with them.
        Nemesis Force SwordMeleeMeleeUser-3D3-
        Psyk-out Grenade6"Grenade D3201Each 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 bolter24"Rapid Fire 2401-
Selection Rules

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]

  • Unbound Army (Faction) (Imperium - Adeptus Astartes - Blood Angels) [35 PL, 750pts]

    Rules: Angels of Death, Bolter Discipline, Defenders of Humanity, Shock Assault

    • Configuration
      • **CHAPTER**

        Selections: Blood Angels

        Categories: Configuration

        Rules: The Red Thirst

      • Battle Size

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) 

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

    • HQ [8 PL, 170pts]
      • Chief Librarian Mephiston (Primaris) [8 PL, 170pts]

        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


        AbilitiesDescription
        Lord of DeathRoll a D6 each time Chief Librarian Mephiston loses a wound. On a 5+ the wound is ignored and has no effect.
        Psychic HoodYou can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
        Psychic PowerWarp ChargeRangeDetails
        Quickening7SelfYou 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.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Unleash Rage612"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 Sanguinius5SelfIf 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.
        PsykerCastDenyPowers KnownOther
        Psyker22Smite and three psychic powers from the Sanguinary discipline
        UnitMWSBSSTWALdSave
        Chief Librarian Mephiston7"2+2+556592+
        WeaponRangeTypeSAPDAbilities
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32On a hit roll of 1, the bearer is slain.
        VitarusMeleeMeleex2-3D3-
    • Troops [10 PL, 190pts]
      • Assault Intercessor Squad [10 PL, 190pts]

        Categories: Imperium, Adeptus Astartes, Primaris, Infantry, Assault Intercessor Squad, Troops

        Rules: Angels of Death, Savage Echoes, The Red Thirst

        Abilities: Combat Squads

        • 9x Assault Intercessor [171pts]

          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

        • Assault Intercessor Sgt [19pts]

          Selections: Astartes Chainsword, Frag & Krak grenades, Heavy Bolt Pistol

          Unit: Assault Intercessor Sgt, Weapon: Astartes Chainsword, Frag grenade, Heavy Bolt Pistol, Krak grenade


        AbilitiesDescription
        Combat SquadsBefore 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.
        UnitMWSBSSTWALdSave
        Assault Intercessor6"3+3+442273+
        Assault Intercessor Sgt6"3+3+442383+
        WeaponRangeTypeSAPDAbilities
        Astartes ChainswordMeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon. 
        Frag grenade6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenade6"Grenade 16-1D3-
    • Elites [6 PL, 135pts]
      • Aggressor Squad [6 PL, 135pts]

        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

        • Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher [15pts]

          Selections: Auto Boltstorm Gauntlets, Fragstorm Grenade Launcher

          Weapon: Auto Boltstorm Gauntlets (Melee), Auto Boltstorm Gauntlets (Shooting), Fragstorm Grenade Launcher


        AbilitiesDescription
        Combat SquadsBefore 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 StormWhen 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 AdvanceModels in this unit do not suffer the penalty to their hit rolls for Advancing and firing Assault Weapons.
        UnitMWSBSSTWALdSave
        Aggressor5"3+3+453373+
        Aggressor Sergeant5"3+3+453483+
        WeaponRangeTypeSAPDAbilities
        Auto Boltstorm Gauntlets (Melee)MeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rolls.
        Auto Boltstorm Gauntlets (Shooting)18"Assault 6401-
        Fragstorm Grenade Launcher18"Assault D6401Blast
    • Fast Attack [6 PL, 135pts]
      • Outrider Squad [6 PL, 135pts]

        Categories: Imperium, Adeptus Astartes, Biker, Primaris, Outrider Squad, Fast Attack

        Rules: Angels of Death, Savage Echoes, The Red Thirst

        Abilities: Devastating Charge, Turbo-boost

        • 2x Outrider [90pts]

          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

        • Outrider Sgt [45pts]

          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


        AbilitiesDescription
        Devastating ChargeIf this unit makes a charge move, add 2 to the attacks characteristic of models in this unit until the end of the turn. 
        Turbo-boostWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSave
        Outrider14"3+3+454273+
        Outrider Sgt14"3+3+454383+
        WeaponRangeTypeSAPDAbilities
        Astartes ChainswordMeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon. 
        Frag grenade6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenade6"Grenade 16-1D3-
        Twin Bolt rifle30"Rapid Fire 24-11
    • Heavy Support [5 PL, 120pts]
      • Eradicator Squad [5 PL, 120pts]

        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

        • 2x Eradicator [80pts]

          Selections: 2x Bolt pistol, 2x Melta rifle

          Unit: Eradicator, Weapon: Bolt pistol, Melta rifle

        • Eradicator Sgt [40pts]

          Selections: Bolt pistol, Melta rifle

          Unit: Eradicator Sgt, Weapon: Bolt pistol, Melta rifle


        AbilitiesDescription
        Total ObliterationIn 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. 
        UnitMWSBSSTWALdSave
        Eradicator5"3+3+453273+
        Eradicator Sgt5"3+3+453383+
        WeaponRangeTypeSAPDAbilities
        Bolt pistol12"Pistol 1401-
        Melta rifle24"Assault 18-4D6When 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
Force Rules

Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.’

Bolter Discipline: 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 Rules

1. 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]

  • Patrol Detachment 0CP (Orks) [37 PL, 742pts, 6CP]

    Rules: Dis Is Ours! Zog Off!

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Clan Kultur / Specialist Mobs

        Selections: Goffs

        Categories: Configuration

        Abilities: Goffs


        AbilitiesDescription
        GoffsEach 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.
      • Detachment CP

        Categories: Configuration

    • HQ [15 PL, 300pts]
      • Ghazghkull Thraka [15 PL, 300pts]

        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


        AbilitiesDescription
        Goffs is da BestRe-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 WarbossThis 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 KillyAdd 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 MorkThis 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.
        Transport Wound TrackWoundsMoveStrengthAttacks
        Ghazghkull Thraka17-12+7"75
        Ghazghkull Thraka23-66"66
        Ghazghkull Thraka31-25"57
        UnitMWSBSSTWALdSave
        Ghazghkull Thraka*2+5+*712*82+/4++
        WeaponRangeTypeSAPDAbilities
        Gork's KlawMeleeMeleex2-44-
        Mork's Roar36Assault 125-11-
        Stikkbomb6"Grenade D6301Blast
    • Troops [12 PL, 250pts]
      • Boyz [12 PL, 250pts]

        Categories: Boyz, Infantry, Faction: Ork, Faction: <Clan>, Troops

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

        Abilities: Green Tide

        • Boss Nob [18pts]

          Selections: Choppa, Power Klaw [10pts], Stikkbombs

          Unit: Boss Nob, Weapon: Choppa, Power Klaw, Stikkbomb

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

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

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


        AbilitiesDescription
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSave
        Boss Nob5"3+5+542376+
        Ork Boy5"3+5+441266+
        WeaponRangeTypeSAPDAbilities
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit roll
        Slugga12"Pistol 1401-
        Stikkbomb6"Grenade D6301Blast
    • Elites [10 PL, 192pts]
      • Meganobz [10 PL, 192pts]

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

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

        Abilities: Keepin' Order

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

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

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

        • Meganob W/ PK [2 PL, 38pts]

          Selections: Kustom Shoota [3pts], Power Klaw [10pts], Stikkbombs

          Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb

        • Meganob W/ PK [2 PL, 38pts]

          Selections: Kustom Shoota [3pts], Power Klaw [10pts], Stikkbombs

          Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb

        • Meganob W/ PK [2 PL, 38pts]

          Selections: Kustom Shoota [3pts], Power Klaw [10pts], Stikkbombs

          Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb

        • Meganob W/ PK [2 PL, 38pts]

          Selections: Kustom Shoota [3pts], Power Klaw [10pts], Stikkbombs

          Unit: Meganob, Weapon: Kustom Shoota, Power Klaw, Stikkbomb


        AbilitiesDescription
        Keepin' OrderWhile a <Cl an> unit is within 3" of any friendly <Cl an> units with this ability, each time a model would flee that unit as a result of a failed Morale or Combat Attrition test, roll one D6: on a 6, that model does not flee.
        UnitMWSBSSTWALdSave
        Boss Meganob4"3+5+543372+
        Meganob4"3+5+543362+
        WeaponRangeTypeSAPDAbilities
        Killsaws (Pair)MeleeMeleex2-42When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its attack characteristic.
        Kustom Shoota18"Assault 4401-
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit roll
        Stikkbomb6"Grenade D6301Blast
Force Rules

Dis Is Ours! Zog Off!: If your army is battle-forged, all Troops units in Ork Detachments gain this ability. Such a unit that is within range of an objective Markers (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Selection Rules

'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.

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]

  • Patrol Detachment 0CP (Imperium - Adeptus Custodes) [40 PL, 734pts, 6CP]

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

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Shield Host

        Selections: Aquilan Shield

        Categories: Configuration

    • HQ [6 PL, 112pts]
      • Shield-Captain [6 PL, 112pts]

        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)

        • Warlord

          Selections: Warlord

          Categories: Warlord


        AbilitiesDescription
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        Inspirational FighterYou can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model.
        PraesidiusWhen resolving an attack against a model with this Relic, subtract 1 from the wound roll.
        Revered CompanionWhen resolving an attack made against this Warlord, halve any damage inflicted (rounding up).
        Storm shieldA model with a storm shield has a 3+ invulnerable save.
        UnitMWSBSSTWALdSave
        Shield-Captain6"2+2+556592+
        WeaponRangeTypeSAPDAbilities
        Sentinel Blade (Melee)MeleeMeleeUser-3D3
        Sentinel Blade (Ranged)12"Pistol 2401
    • Troops [13 PL, 208pts]
      • Custodian Guard Squad [13 PL, 208pts]

        Categories: Faction: Adeptus Custodes, Custodian Guard, Infantry, Troops, Faction: Aquilan Shield

        Abilities: Aegis of The Emperor

        • Custodian [52pts]

          Selections: Guardian Spear [5pts], Misericordia [3pts]

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

        • Custodian [52pts]

          Selections: Guardian Spear [5pts], Misericordia [3pts]

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

        • Custodian [52pts]

          Selections: Guardian Spear [5pts], Misericordia [3pts]

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

        • Custodian [52pts]

          Selections: Guardian Spear [5pts], Misericordia [3pts]

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


        AbilitiesDescription
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        UnitMWSBSSTWALdSave
        Custodian6"2+2+553382+
        WeaponRangeTypeSAPDAbilities
        Guardian Spear (Melee)MeleeMelee+1-3D3
        Guardian Spear (Ranged)24"Rapid Fire 14-12
        MisericordiaMeleeMeleeUser-21When the model fights, it may make 1 additional attack with this weapon unless using a storm shield
    • Elites [6 PL, 120pts]
      • Prosecutors [3 PL, 60pts]

        Categories: Elites, Faction: Imperium, Faction: Astra Telepathica, Faction: Sisters of Silence, Infantry, Prosecutors

        Rules: Null Maidens, Psychic Abomination, Witch Hunters

        Abilities: Prosecution Protocols

        • 4x Prosecutor [48pts]

          Selections: 4x Boltgun, 4x Psyk-Out Grenades

          Unit: Prosecutor, Weapon: Boltgun, Psyk-Out Grenades

        • Sister Superior [12pts]

          Selections: Boltgun, Psyk-Out Grenades

          Unit: Sister Superior, Weapon: Boltgun, Psyk-Out Grenades


        AbilitiesDescription
        Prosecution ProtocolsEach 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.
        UnitMWSBSSTWALdSave
        Prosecutor7"3+3+331283+
        Sister Superior7"3+3+331393+
        WeaponRangeTypeSAPDAbilities
        Boltgun24"Rapid Fire 1401-
        Psyk-Out Grenades6"Grenade D3201When 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.
      • Prosecutors [3 PL, 60pts]

        Categories: Elites, Faction: Imperium, Faction: Astra Telepathica, Faction: Sisters of Silence, Infantry, Prosecutors

        Rules: Null Maidens, Psychic Abomination, Witch Hunters

        Abilities: Prosecution Protocols

        • 4x Prosecutor [48pts]

          Selections: 4x Boltgun, 4x Psyk-Out Grenades

          Unit: Prosecutor, Weapon: Boltgun, Psyk-Out Grenades

        • Sister Superior [12pts]

          Selections: Boltgun, Psyk-Out Grenades

          Unit: Sister Superior, Weapon: Boltgun, Psyk-Out Grenades


        AbilitiesDescription
        Prosecution ProtocolsEach 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.
        UnitMWSBSSTWALdSave
        Prosecutor7"3+3+331283+
        Sister Superior7"3+3+331393+
        WeaponRangeTypeSAPDAbilities
        Boltgun24"Rapid Fire 1401-
        Psyk-Out Grenades6"Grenade D3201When 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.
    • Fast Attack [15 PL, 294pts]
      • Vertus Praetors [15 PL, 294pts]

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

        Abilities: Aegis of The Emperor, Implacable Vanguard

        • Vertus Praetor [5 PL, 98pts]

          Selections: Hurricane Bolter, Interceptor Lance, Misericordia [3pts]

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

        • Vertus Praetor [5 PL, 98pts]

          Selections: Hurricane Bolter, Interceptor Lance, Misericordia [3pts]

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

        • Vertus Praetor [5 PL, 98pts]

          Selections: Hurricane Bolter, Interceptor Lance, Misericordia [3pts]

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


        AbilitiesDescription
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        Implacable VanguardWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSave
        Vertus Praetor14"2+2+564492+
        WeaponRangeTypeSAPDAbilities
        Hurricane bolter24"Rapid Fire 6401-
        Interceptor LanceMeleeMelee+1-3D3You can re-roll failed wound rolls for this weapon on a turn in which the bearer made a successful charge
        MisericordiaMeleeMeleeUser-21When the model fights, it may make 1 additional attack with this weapon unless using a storm shield
Force Rules

Aegis of the Emperor: Models with the Aegis of the Emperor special rule have a 5+ invulnerable save.

In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.

Sworn Guardians: If your army is Battle-forged, all ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER units in ADEPTUS CUSTODES Detachments gain this ability.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

The Emperor's Chosen: If your army is Battle-forged, all ADEPTUS CUSTODES INFANTRY and ADEPTUS CUSTODES BIKER units in ADEPTUS CUSTODES Detachments gain this ability.

This unit's invulnerable save is improved by 1 (to a maximum of 3+)

Selection Rules

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]

  • Patrol Detachment 0CP (Imperium - Astra Militarum) [41 PL, 749pts, 6CP]

    Rules: Defenders of Humanity

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Gametype

        Selections: Matched

        Categories: Configuration

      • Regimental Doctrine

        Selections: Regiment: Cadian

        Categories: Configuration

        Abilities: Born Soldiers


        AbilitiesDescription
        Born SoldiersRe-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.
    • HQ [2 PL, 42pts]
      • Company Commander [2 PL, 42pts]

        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


        AbilitiesDescription
        Refractor FieldThis model has a 5+ invulnerable save.
        Senior OfficerThis 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 TrainingRoll 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 CommandThis 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.
        Astra Militarum OrdersEffect
        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.
        UnitMWSBSSTWALdSave
        Company Commander6"3+3+334385+
        WeaponRangeTypeSAPDAbilities
        Boltgun24"Rapid Fire 1401-
        Frag grenade6"Grenade D6301Blast.
        Power swordMeleeMeleeUser-31-
    • Troops [9 PL, 171pts]
      • Infantry Squad [3 PL, 57pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops

        Weapon: Frag grenade

        • 8x Guardsman [40pts]

          Selections: 8x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman w/ Vox-caster [10pts]

          Selections: Lasgun, Vox-caster [5pts]

          Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun

        • Sergeant [7pts]

          Selections: Boltgun [2pts], Chainsword

          Unit: Sergeant, Weapon: Boltgun, Chainsword


        AbilitiesDescription
        Vox-casterIf 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.
        UnitMWSBSSTWALdSave
        Guardsman6"4+4+331165+
        Sergeant6"4+4+331275+
        WeaponRangeTypeSAPDAbilities
        Boltgun24"Rapid Fire 1401-
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
      • Infantry Squad [3 PL, 57pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops

        Weapon: Frag grenade

        • 8x Guardsman [40pts]

          Selections: 8x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman w/ Vox-caster [10pts]

          Selections: Lasgun, Vox-caster [5pts]

          Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun

        • Sergeant [7pts]

          Selections: Boltgun [2pts], Chainsword

          Unit: Sergeant, Weapon: Boltgun, Chainsword


        AbilitiesDescription
        Vox-casterIf 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.
        UnitMWSBSSTWALdSave
        Guardsman6"4+4+331165+
        Sergeant6"4+4+331275+
        WeaponRangeTypeSAPDAbilities
        Boltgun24"Rapid Fire 1401-
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
      • Infantry Squad [3 PL, 57pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops

        Weapon: Frag grenade

        • 8x Guardsman [40pts]

          Selections: 8x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman w/ Vox-caster [10pts]

          Selections: Lasgun, Vox-caster [5pts]

          Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun

        • Sergeant [7pts]

          Selections: Boltgun [2pts], Chainsword

          Unit: Sergeant, Weapon: Boltgun, Chainsword


        AbilitiesDescription
        Vox-casterIf 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.
        UnitMWSBSSTWALdSave
        Guardsman6"4+4+331165+
        Sergeant6"4+4+331275+
        WeaponRangeTypeSAPDAbilities
        Boltgun24"Rapid Fire 1401-
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
    • Fast Attack [16 PL, 255pts]
      • Armoured Sentinels [9 PL, 135pts]

        Categories: Faction: <REGIMENT>, Armoured Sentinel, Fast Attack, Faction: Imperium, Vehicle

        • Armoured Sentinel [3 PL, 50pts]

          Selections: Lascannon [20pts]

          Abilities: Explodes (6+/3"/1), Smoke Launchers, Unit: Armoured Sentinel, Weapon: Lascannon

        • Armoured Sentinel [3 PL, 50pts]

          Selections: Lascannon [20pts]

          Abilities: Explodes (6+/3"/1), Smoke Launchers, Unit: Armoured Sentinel, Weapon: Lascannon

        • Armoured Sentinel [3 PL, 35pts]

          Selections: Multi-laser [5pts]

          Abilities: Explodes (6+/3"/1), Smoke Launchers, Unit: Armoured Sentinel, Weapon: Multi-laser


        AbilitiesDescription
        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 LaunchersOnce 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.
        UnitMWSBSSTWALdSave
        Armoured Sentinel8"4+4+566173+
        WeaponRangeTypeSAPDAbilities
        Lascannon48"Heavy 19-3D6-
        Multi-laser36"Heavy 3601-
      • Hellhounds [7 PL, 120pts]

        Categories: Faction: <REGIMENT>, Fast Attack, Faction: Imperium, Hellhound, Vehicle

        • Hellhound [7 PL, 120pts]

          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


        AbilitiesDescription
        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 LaunchersOnce 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 SquadronThe 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 - M/BS/ARemaining WMovementBSAttacks
        Stat Damage (HS) 16-11+12"4+3
        Stat Damage (HS) 23-58"5+D3
        Stat Damage (HS) 31-24"6+1
        UnitMWSBSSTWALdSave
        Hellhound*6+*6711*73+
        WeaponRangeTypeSAPDAbilities
        Heavy flamer8"Heavy D65-11This weapon automatically hits its target
        Inferno Cannon16"Heavy 2D66-11This weapon automatically hits it's target.
    • Heavy Support [14 PL, 281pts]
      • Heavy Weapons Squad [3 PL, 51pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Heavy Support, Heavy Weapons Squad

        Weapon: Frag grenade

        • Heavy Weapon Team [17pts]

          Selections: Autocannon [10pts], Lasgun

          Unit: Heavy Weapons Team, Weapon: Autocannon, Lasgun

        • Heavy Weapon Team [17pts]

          Selections: Autocannon [10pts], Lasgun

          Unit: Heavy Weapons Team, Weapon: Autocannon, Lasgun

        • Heavy Weapon Team [17pts]

          Selections: Autocannon [10pts], Lasgun

          Unit: Heavy Weapons Team, Weapon: Autocannon, Lasgun


        UnitMWSBSSTWALdSave
        Heavy Weapons Team6"4+4+332265+
        WeaponRangeTypeSAPDAbilities
        Autocannon48"Heavy 27-12-
        Frag grenade6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
      • Leman Russ Battle Tanks [11 PL, 230pts]

        Categories: Faction: <REGIMENT>, Heavy Support, Faction: Imperium, Leman Russ, Leman Russ Battle Tank, Vehicle

        • Leman Russ Punisher [11 PL, 230pts]

          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


        AbilitiesDescription
        Emergency Plasma VentsIf 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 AdvanceIf 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 LaunchersOnce 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 guardsA 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 SquadronThe 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 - M/BS/ARemaining WMovementBSAttacks
        Leman Russ 17-12+10"4+3
        Leman Russ 24-67"5+D3
        Leman Russ 31-34"6+1
        UnitMWSBSSTWALdSave
        Leman Russ*6+*7812*73+
        WeaponRangeTypeSAPDAbilities
        Lascannon48"Heavy 19-3D6-
        Plasma cannon, Standard36"Heavy D37-31Blast.
        Plasma cannon, Supercharge36"Heavy D38-32On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. Blast.
        Punisher Gatling Cannon24"Heavy 20501-
Force Rules

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]

  • Battalion Detachment 0CP (Imperium - Astra Militarum) [40 PL, 749pts, 6CP]

    Rules: Defenders of Humanity

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Regimental Doctrine

        Selections: Gunnery Experts, Wilderness Survivors

        Categories: Configuration

        Abilities: Gunnery Experts, Wilderness Survivors


        AbilitiesDescription
        Gunnery ExpertsWhen 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
    • HQ [14 PL, 272pts]
      • Company Commander [2 PL, 37pts]

        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


        AbilitiesDescription
        Kurov's AquilaOFFICERS 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 FieldThis model has a 5+ invulnerable save.
        Senior OfficerThis 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 CommandThis 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.
        UnitMWSBSSTWALdSave
        Company Commander6"3+3+334385+
        WeaponRangeTypeSAPDAbilities
        Boltgun24"Rapid Fire 1401-
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
      • Tank Commander [12 PL, 235pts]

        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


        AbilitiesDescription
        Emergency Plasma VentsIf 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 AdvanceIf 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 LaunchersOnce 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 OrdersThis 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).
        Stat Damage - M/BS/ARemaining WMovementBSAttacks
        TC Russ 17-12+10"3+3
        TC Russ 24-67"4+D3
        TC Russ 31-34"5+1
        UnitMWSBSSTWALdSave
        Tank Commander*6+*7812*73+
        WeaponRangeTypeSAPDAbilities
        Demolisher cannon24"Heavy D610-3D6Blast
        Lascannon48"Heavy 19-3D6-
        Plasma cannon, Standard36"Heavy D37-31Blast.
        Plasma cannon, Supercharge36"Heavy D38-32On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved. Blast.
    • Troops [12 PL, 240pts]
      • Infantry Squad [3 PL, 60pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops

        Weapon: Frag grenade

        • 7x Guardsman [35pts]

          Selections: 7x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman W/ Special Weapon [10pts]

          Selections: Plasma gun [5pts]

          Unit: Guardsman, Weapon: Plasma gun, Standard, Plasma gun, Supercharge

        • Guardsman w/ Vox-caster [10pts]

          Selections: Lasgun, Vox-caster [5pts]

          Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun

        • Sergeant [5pts]

          Selections: Chainsword, Laspistol

          Unit: Sergeant, Weapon: Chainsword, Laspistol


        AbilitiesDescription
        Vox-casterIf 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.
        UnitMWSBSSTWALdSave
        Guardsman6"4+4+331165+
        Sergeant6"4+4+331275+
        WeaponRangeTypeSAPDAbilities
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
        Plasma gun, Standard24"Rapid Fire 17-31-
        Plasma gun, Supercharge24"Rapid Fire 18-32On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
      • Infantry Squad [3 PL, 60pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops

        Weapon: Frag grenade

        • 7x Guardsman [35pts]

          Selections: 7x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman W/ Special Weapon [10pts]

          Selections: Plasma gun [5pts]

          Unit: Guardsman, Weapon: Plasma gun, Standard, Plasma gun, Supercharge

        • Guardsman w/ Vox-caster [10pts]

          Selections: Lasgun, Vox-caster [5pts]

          Abilities: Vox-caster, Unit: Guardsman, Weapon: Lasgun

        • Sergeant [5pts]

          Selections: Chainsword, Laspistol

          Unit: Sergeant, Weapon: Chainsword, Laspistol


        AbilitiesDescription
        Vox-casterIf 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.
        UnitMWSBSSTWALdSave
        Guardsman6"4+4+331165+
        Sergeant6"4+4+331275+
        WeaponRangeTypeSAPDAbilities
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
        Plasma gun, Standard24"Rapid Fire 17-31-
        Plasma gun, Supercharge24"Rapid Fire 18-32On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
      • Infantry Squad [3 PL, 50pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Infantry Squad, Troops

        Weapon: Frag grenade

        • 9x Guardsman [45pts]

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant [5pts]

          Selections: Chainsword, Laspistol

          Unit: Sergeant, Weapon: Chainsword, Laspistol


        UnitMWSBSSTWALdSave
        Guardsman6"4+4+331165+
        Sergeant6"4+4+331275+
        WeaponRangeTypeSAPDAbilities
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Militarum Tempestus Scions [3 PL, 70pts]

        Categories: Tempestus Scions, Troops, Faction: Imperium, Infantry, Faction: Militarum Tempestus

        Abilities: Aerial Drop

        • 2x Scion [18pts]

          Selections: 2x Frag & Krak grenades, 2x Hot-shot Lasgun

          Unit: Tempestus Scion, Weapon: Frag grenade, Hot-shot Lasgun, Krak grenade

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Plasma gun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

        • Scion w/ Special Weapon [19pts]

          Selections: Frag & Krak grenades, Plasma gun [10pts]

          Unit: Tempestus Scion, Weapon: Frag grenade, Krak grenade, Plasma gun, Standard, Plasma gun, Supercharge

        • Tempestor [14pts]

          Selections: Chainsword, Frag & Krak grenades, Plasma pistol [5pts]

          Unit: Tempestor, Weapon: Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge


        AbilitiesDescription
        Aerial DropDuring 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.
        UnitMWSBSSTWALdSave
        Tempestor6"3+3+331274+
        Tempestus Scion6"4+3+331164+
        WeaponRangeTypeSAPDAbilities
        Frag grenade6"Grenade D6301Blast.
        Hot-shot Lasgun18"Rapid Fire 13-21-
        Krak grenade6"Grenade 16-1D3-
        Plasma gun, Standard24"Rapid Fire 17-31-
        Plasma gun, Supercharge24"Rapid Fire 18-32On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32On a hit roll of 1, the bearer is slain.
    • Elites [14 PL, 237pts]
      • Astropath [2 PL, 25pts]

        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


        AbilitiesDescription
        Astral DivinationAt 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 AssaultEach time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of 2D6.
        Psychic PowerWarp ChargeRangeDetails
        4) Nightshroud612"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.
        PsykerCastDenyPowers KnownOther
        Psyker11Smite & 1 Psykana
        UnitMWSBSSTWALdSave
        Astropath6"5+6+333166+
        WeaponRangeTypeSAPDAbilities
        Telepathica StaveMeleeMelee+10D3
      • Bullgryns [10 PL, 172pts]

        Categories: Faction: Militarum Auxilla, Elites, Faction: Imperium, Infantry, Ogryn, Bullgryns

        Rules: Avalanche of Muscle

        • Bullgryn [43pts]

          Selections: Brute Shield, Bullgryn Maul [5pts], Frag Bombs

          Abilities: Brute Shield, Unit: Bullgryn, Weapon: Bullgryn Maul, Frag Bombs

        • Bullgryn [43pts]

          Selections: Brute Shield, Bullgryn Maul [5pts], Frag Bombs

          Abilities: Brute Shield, Unit: Bullgryn, Weapon: Bullgryn Maul, Frag Bombs

        • Bullgryn [43pts]

          Selections: Bullgryn Maul [5pts], Frag Bombs, Slabshield

          Abilities: Slabshield, Unit: Bullgryn, Weapon: Bullgryn Maul, Frag Bombs

        • Bullgryn Bone 'ead [43pts]

          Selections: Bullgryn Maul [5pts], Frag Bombs, Slabshield

          Abilities: Slabshield, Unit: Bullgryn Bone 'ead, Weapon: Bullgryn Maul, Frag Bombs


        AbilitiesDescription
        Brute Shield4+ Invulnerable Save
        SlabshieldAdd 2 to the save rolls of any models equipped with a slabshield.
        UnitMWSBSSTWALdSave
        Bullgryn6"3+4+553374+
        Bullgryn Bone 'ead6"3+4+553484+
        WeaponRangeTypeSAPDAbilities
        Bullgryn MaulMeleeMelee+2-12
        Frag Bombs6"Grenade D6401Blast.
      • Ministorum Priest [2 PL, 40pts]

        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


        AbilitiesDescription
        RosariusThis model has a 4+ invulnerable save.
        War HymnsYou 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.
        ZealotYou 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.
        UnitMWSBSSTWALdSave
        Ministorum Priest6"4+4+334376+
        WeaponRangeTypeSAPDAbilities
        Autogun24"Rapid Fire 1301-
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Laspistol12"Pistol 1301-
Force Rules

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 Rules

Avalanche 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]

  • Battalion Detachment 0CP (Chaos - Chaos Space Marines) [37 PL, 750pts, 6CP]

    Rules: Daemonic Ritual, The Warmaster's Legion (Black Legion)

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Legion

        Selections: Black Legion

        Categories: Configuration

        Abilities: Black Crusaders


        AbilitiesDescription
        Black CrusadersIf 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).
    • HQ [11 PL, 220pts]
      • Chaos Lord [6 PL, 125pts]

        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


        AbilitiesDescription
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Lord of ChaosYou can re-roll hit rolls of 1 made for friendly <LEGION> units within 6" of this model.
        Sigil of CorruptionThis model has a 4+ invulnerable save.
        Talisman of Burning BloodThe bearer of the Talisman of Burning Blood can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.
        UnitMWSBSSTWALdSave
        Chaos Lord6"2+2+445493+
        WeaponRangeTypeSAPDAbilities
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32On a hit roll of 1, the bearer is slain.
        Thunder hammerMeleeMeleex2-33When attacking with this weapon, you must subtract 1 from the hit roll.
      • Iskandar Khayon - Sorcerer [5 PL, 95pts]

        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


        AbilitiesDescription
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Warp LordYou can re-roll rolls of 1 when taking a Psychic test for your Warlord.
        Psychic PowerWarp ChargeRangeDetails
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Warptime63"If manifested, pick a HERETIC ASTARTES unit (excluding AIRCRAFT) within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
        Weaver of Fates618"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.
        PsykerCastDenyPowers KnownOther
        Sorcerer21Smite and 2 powers from the Dark Hereticus discipline
        UnitMWSBSSTWALdSave
        Sorcerer6"3+3+444393+
        WeaponRangeTypeSAPDAbilities
        Force swordMeleeMeleeUser-3D3-
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32On a hit roll of 1, the bearer is slain.
    • Troops [14 PL, 295pts]
      • Chaos Cultists [6 PL, 119pts]

        Selections: Mark of Tzeentch

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

        Abilities: Mere Mortals, Unit: Chaos Cultist

        • 17x Chaos Cultist w/ Autogun [102pts]

          Selections: 17x Autogun

          Weapon: Autogun

        • Chaos Cultist w/ special weapon [11pts]

          Selections: Flamer [5pts]

          Weapon: Flamer

        • Cultist Champion [6pts]

          Selections: Autogun

          Unit: Cultist Champion, Weapon: Autogun


        AbilitiesDescription
        Mere MortalsCHAOS CULTIST units do not gain a Legion Trait.
        UnitMWSBSSTWALdSave
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilities
        Autogun24"Rapid Fire 1301-
        Flamer8"Assault D6401This weapon automatically hits its target.
      • Chaos Space Marines [4 PL, 86pts]

        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

        • Aspiring Champion [20pts]

          Selections: Chainaxe [1pts], Frag & Krak grenades, Plasma pistol [5pts]

          Unit: Aspiring Champion, Weapon: Chainaxe, Frag grenade, Krak grenade, Plasma pistol, Standard, Plasma pistol, Supercharge

        • 2x Marine w/ boltgun [28pts]

          Selections: 2x Bolt pistol, 2x Boltgun, 2x Frag & Krak grenades

          Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

        • Marine w/ chainsword [14pts]

          Selections: Bolt pistol, Chainsword, Frag & Krak grenades

          Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade

        • Marine w/ heavy or special weapon [24pts]

          Selections: Bolt pistol, Plasma gun [10pts]

          Weapon: Bolt pistol, Plasma gun, Standard, Plasma gun, Supercharge


        AbilitiesDescription
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        UnitMWSBSSTWALdSave
        Aspiring Champion6"3+3+441283+
        Chaos Space Marine6"3+3+441173+
        WeaponRangeTypeSAPDAbilities
        Bolt pistol12"Pistol 1401-
        Boltgun24"Rapid Fire 1401-
        ChainaxeMeleeMelee+1-11-
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Plasma gun, Standard24"Rapid Fire 17-31-
        Plasma gun, Supercharge24"Rapid Fire 18-32On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32On a hit roll of 1, the bearer is slain.
      • Chaos Space Marines [4 PL, 90pts]

        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

        • Aspiring Champion [24pts]

          Selections: Bolt pistol, Frag & Krak grenades, Power fist [10pts]

          Unit: Aspiring Champion, Weapon: Bolt pistol, Frag grenade, Krak grenade, Power fist

        • 2x Marine w/ boltgun [28pts]

          Selections: 2x Bolt pistol, 2x Boltgun, 2x Frag & Krak grenades

          Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade

        • Marine w/ chainsword [14pts]

          Selections: Bolt pistol, Chainsword, Frag & Krak grenades

          Weapon: Bolt pistol, Chainsword, Frag grenade, Krak grenade

        • Marine w/ heavy or special weapon [24pts]

          Selections: Bolt pistol, Plasma gun [10pts]

          Weapon: Bolt pistol, Plasma gun, Standard, Plasma gun, Supercharge


        AbilitiesDescription
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        UnitMWSBSSTWALdSave
        Aspiring Champion6"3+3+441283+
        Chaos Space Marine6"3+3+441173+
        WeaponRangeTypeSAPDAbilities
        Bolt pistol12"Pistol 1401-
        Boltgun24"Rapid Fire 1401-
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
        Plasma gun, Standard24"Rapid Fire 17-31-
        Plasma gun, Supercharge24"Rapid Fire 18-32On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
        Power fistMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit roll.
    • Heavy Support [12 PL, 235pts]
      • Obliterators [5 PL, 105pts]

        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

        • Obliterator [5 PL, 105pts]

          Selections: Crushing fists, Fleshmetal guns

          Unit: Obliterator, Weapon: Crushing fists, Fleshmetal guns


        AbilitiesDescription
        DaemonicThis model has a 5+ invulnerable save.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Fleshmetal GunsEach 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 StrikeDuring deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSave
        Obliterator4"3+3+554382+
        WeaponRangeTypeSAPDAbilities
        Crushing fistsMeleeMelee+1-1D3-
        Fleshmetal guns24"Assault 66+D3-D3D3See above
      • Venomcrawler [7 PL, 130pts]

        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


        AbilitiesDescription
        DaemonicThis model has a 5+ invulnerable save.
        Devourer of SoulsAt 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 EnergyAdd 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 ExplosionIf 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.
        UnitMWSBSSTWALdSave
        Venomcrawler*4+4+*710*83+
        WeaponRangeTypeSAPDAbilities
        Eviscerating clawsMeleeMelee+2-33-
        Excruciator cannon36"Assault D3+2-2D3-
        Soulflayer tendrilsMeleeMeleeUser-22Each time the bearer fights, it can make 2 additional attacks with this weapon.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Venomcrawler-MSA
        Venomcrawler16-10+10"64
        Venomcrawler23-58"53
        Venomcrawler31-26"42
Force Rules

Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

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 Rules

Hateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.


Created with BattleScribe

Created with BattleScribe (https://battlescribe.net)Narrative Southcon 2020 Vinnie 750 (Warhammer 40,000 9th Edition) [39 PL, 749pts, 5CP]

  • Patrol Detachment 0CP (Chaos - Chaos Space Marines) [39 PL, 749pts, 5CP]

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

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Legion

        Selections: Iron Warriors

        Categories: Configuration

        Abilities: Siege Lords


        AbilitiesDescription
        Siege LordsIf your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an IRON WARRIORS Detachment gain the following ability: Enemy units attacked by units with this trait do not gain any bonus to their saving throws for being in cover. In addition, you can re-roll failed wound rolls for units with this trait when they target a BUILDING.
    • Stratagems [-1CP]
      • Gifts of Chaos (1 Relic) [-1CP]

        Categories: Stratagems

    • HQ [15 PL, 295pts]
      • Lord Discordant on Helstalker [10 PL, 200pts]

        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

        • Helstalker

          Selections: Bladed limbs and tail, Techno-virus injector

          Weapon: Bladed limbs and tail, Techno-virus injector


        AbilitiesDescription
        Aura of DiscordSubtract 1 from hit rolls for attacks made by VEHICLE units while they are within 6" of any enemy models with this ability. In addition, add 1 to hit rolls for attacks made by <LEGION> DAEMON ENGINE units while they are within 6" of any friendly <LEGION> models with this ability.
        DaemonicThis model has a 5+ invulnerable save.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Infernal RegenerationAt the start of your turn, this model regains 1 lost wound.
        InsidiumA model with this Relic gains the DAEMON keyword (if it does not already have it). Add 1 to the Strength, Toughness and Wounds characteristics of that model.
        Spirit ThiefEach time this model destroys an enemy VEHICLE unit in the Fight phase, this model can either repair a friendly Daemon Engine or release a beam of energy. If you choose to repair a friendly Daemon Engine, pick a friendly <LEGION> DAEMON ENGINE (other than models that can FLY) within 3" of this model. That DAEMON ENGINE regains D3 lost wounds. If you choose to release a beam of energy, pick an enemy VEHICLE within 12" of this model and roll a D6. On a 2+ that VEHICLE suffers D3 mortal wounds.
        UnitMWSBSSTWALdSave
        Lord Discordant on Helstalker*2+2+4612492+
        WeaponRangeTypeSAPDAbilities
        Baleflamer18"Assault D66-22This weapon automatically hits.
        Bladed limbs and tailMeleeMelee+3-2D3After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a number of additional attacks as shown in the damage table above, using this weapon profile.
        Bolt pistol12"Pistol 1401-
        Frag grenade6"Grenade D6301Blast.
        Impaler chainglaiveMeleeMelee+2-22If the bearer made a charge move or performed a Heroic Intervention this turn, attacks with this weapon are made with a Strength characteristic of x2 instead of +2.
        Krak grenade6"Grenade 16-1D3-
        MechatendrilsMeleeMeleeUser01Each time the bearer fights, it can make 2 additional attacks with this weapon.
        Techno-virus injectorMeleeMelee+4-4D3After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a single attack using this weapon profile in addition to the Helstalker’s bladed limbs and tail. Each time a wound roll for an attack made with this weapon is successful when targeting a VEHICLE unit, that unit suffers D3 mortal wounds in addition to any normal damage.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Lord Discordant-MAdditional attacks-
        Lord Discordant17-12+12"5-
        Lord Discordant24-69"4-
        Lord Discordant31-36"3-
      • Master of Possession [5 PL, 95pts]

        Selections: 2. Daemonsmith, Bolt pistol, Cursed Earth, Fleshmetal Exoskeleton, Force stave, Frag & Krak grenades, Infernal Power, 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


        AbilitiesDescription
        DaemonkinThis model has a 5+ invulnerable save.
        DaemonsmithWhen resolving an attack made by a model in a friendly IRON WARRIORS DAEMON ENGINE or IRON WARRIORS CULT OF DESTRUCTION unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Fleshmetal ExoskeletonThe bearer of the Fleshmetal Exoskeleton has a Save characteristic of 2+. In addition, this model heals 1 wound at the start of each of your turns.
        Rite of PossessionPSYKERS suffer Perils of the Warp on any Psychic test roll of a double that is made for them, instead of just double 1 or 6, while they are within 12" of any enemy models with this ability.
        Psychic PowerWarp ChargeRangeDetails
        Cursed Earth7N/AIf manifested, then until the start of your next Psychic phase, the invulnerable save of friendly <LEGION> DAEMON units is improved by 1 (to a maximum of 3+) whilst they are within 6" of this psyker.
        Infernal Power6N/AIf manifested, then until the start of your next Psychic phase re-roll hit and wound rolls of 1 for attacks made by friendly <LEGION> DAEMON units whilst they are within 6" of this psyker.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOther
        Master of Possession21Smite and two powers from the Malefic Discipline
        UnitMWSBSSTWALdSave
        Master of Possession6"3+3+444393+
        WeaponRangeTypeSAPDAbilities
        Bolt pistol12"Pistol 1401-
        Force staveMeleeMelee+2-1D3-
        Frag grenade6"Grenade D6301Blast.
        Krak grenade6"Grenade 16-1D3-
    • Troops [6 PL, 108pts]
      • Chaos Cultists [6 PL, 108pts]

        Selections: No Chaos Mark

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

        Abilities: Mere Mortals, Unit: Chaos Cultist

        • 17x Chaos Cultist w/ Autogun [102pts]

          Selections: 17x Autogun

          Weapon: Autogun

        • Cultist Champion [6pts]

          Selections: Autogun

          Unit: Cultist Champion, Weapon: Autogun


        AbilitiesDescription
        Mere MortalsCHAOS CULTIST units do not gain a Legion Trait.
        UnitMWSBSSTWALdSave
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilities
        Autogun24"Rapid Fire 1301-
    • Heavy Support [18 PL, 346pts]
      • Defiler [9 PL, 173pts]

        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


        AbilitiesDescription
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        UnitMWSBSSTWALdSave
        Defiler*4+*8714*83+
        WeaponRangeTypeSAPDAbilities
        Battle cannon72"Heavy D68-2D3Blast
        Combi-bolter24"Rapid Fire 2401-
        Defiler clawsMeleeMeleex2-3D6-
        Defiler scourgeMeleeMelee+4-23Each time the bearer fights, it can make 3 additional attacks with this weapon.
        Twin lascannon48"Heavy 29-3D6-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Defiler-MBSA
        Defiler18-14+8"4+4
        Defiler24-76"5+3
        Defiler31-34"5+2
      • Defiler [9 PL, 173pts]

        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


        AbilitiesDescription
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        UnitMWSBSSTWALdSave
        Defiler*4+*8714*83+
        WeaponRangeTypeSAPDAbilities
        Battle cannon72"Heavy D68-2D3Blast
        Combi-bolter24"Rapid Fire 2401-
        Defiler clawsMeleeMeleex2-3D6-
        Defiler scourgeMeleeMelee+4-23Each time the bearer fights, it can make 3 additional attacks with this weapon.
        Twin lascannon48"Heavy 29-3D6-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Defiler-MBSA
        Defiler18-14+8"4+4
        Defiler24-76"5+3
        Defiler31-34"5+2
Force Rules

Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

Despoilers of the Galaxy (Iron Warriors): If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.

Selection Rules

Hateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon.


Created with BattleScribe

Created with BattleScribe (https://battlescribe.net)Narrative Southcon Woody Deathguard 750 (Warhammer 40,000 9th Edition) [37 PL, 750pts, 3CP]

  • Patrol Detachment 0CP (Chaos - Death Guard) [37 PL, 750pts, 3CP]

    Rules: Daemonic Ritual, Inexorable Advance, Malicious Volleys, Plague Host, Plague Weapon

    • Configuration [6CP]
      • Battle Size [6CP]

        Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Plague Company

        Selections: Mortarion's Chosen Sons

        Categories: Configuration

    • Stratagems [-1CP]
      • Gifts of Decay (1 Relic) [-1CP]

        Categories: Stratagems

    • HQ [10 PL, 205pts]
      • Daemon Prince of Nurgle [10 PL, 205pts]

        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


        AbilitiesDescription
        DaemonicThis model has a 5+ invulnerable save.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Disgustingly ResilientEach time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound.
        Prince of ChaosYou can re-roll hit rolls of 1 made for friendly DEATH GUARD and NURGLE DAEMON units within 6" of this model.
        Revoltingly ResilientYou can add 1 to any Disgustingly Resilient rolls you make for your Warlord unless the wound you are rolling for is a mortal wound.
        Psychic PowerWarp ChargeRangeDetails
        Blades of Putrefaction518"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.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOther
        Daemon Prince11Smite and 1 power from the Contagion discipline
        UnitMWSBSSTWALdSave
        Daemon Prince (Wings)12"2+2+7684103+
        WeaponRangeTypeSAPDAbilities
        Hellforged swordMeleeMeleeUser-23-
        Malefic talonMeleeMeleeUser-22Each 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 spewer9"Heavy D65-11Plague Weapon. This weapon automatically hits its target.
        The Epidemicyst BladeMeleeMelee+1-23Plague Weapon. When resolving an attack made with this weapon, an unmodified hit roll of 6 scores one additional hit.
    • Troops [12 PL, 240pts]
      • Plague Marines [6 PL, 140pts]

        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

        • Plague Champion [18pts]

          Selections: Blight Grenades, Boltgun, Krak grenades, Plague knife

          Unit: Plague Champion, Weapon: Blight Grenade, Boltgun, Krak grenade, Plague knife

        • Plague Marine w/ melee weapons [33pts]

          Selections: Blight Grenades, Flail of Corruption [15pts], Krak grenades, Plague knife

          Weapon: Blight Grenade, Flail of Corruption, Krak grenade, Plague knife

        • Plague Marine w/ melee weapons [33pts]

          Selections: Blight Grenades, Flail of Corruption [15pts], Krak grenades, Plague knife

          Weapon: Blight Grenade, Flail of Corruption, Krak grenade, Plague knife

        • Plague Marine w/ special weapon [28pts]

          Selections: Blight Grenades, Blight launcher [10pts], Krak grenades, Plague knife

          Weapon: Blight Grenade, Blight launcher, Krak grenade, Plague knife

        • Plague Marine w/ special weapon [28pts]

          Selections: Blight Grenades, Blight launcher [10pts], Krak grenades, Plague knife

          Weapon: Blight Grenade, Blight launcher, Krak grenade, Plague knife


        AbilitiesDescription
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Disgustingly ResilientEach time this model loses a wound, roll a D6; on a 5+, the model does not lose that wound.
        Vectors of Death and DiseaseA 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.
        UnitMWSBSSTWALdSave