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SouthCon 2021 40k Competitive

Warhammer 40,000

  • 05-06-2021
  • Liam_McElwain
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  • 26/26
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Player Rank List Faction W/D/L Time/Lists/Sports/Painting Total TP SOS/VP Club/Affiliation Group
Aidan Haig1ViewOrks3/0/00/0/0/06011.11/244
Luke Carney2ViewDrukhari3/0/00/0/0/0609.44/238
Vinnie Purcell3ViewChaos Space Marines3/0/00/0/0/05610.44/246
Woody4ViewChaos2/0/10/0/0/04014.67/182
Alex Tomov5ViewDeath Guard2/0/10/0/0/04014.44/225
Sam Day6ViewBlood Angels2/0/10/0/0/0409.33/196
James Piesse7ViewOrks2/0/10/0/0/0409.22/195
Kelly Gragg8ViewImperial Knights2/0/10/0/0/0407.22/163
Nic Cromarty9ViewOrks2/0/10/0/0/0406.78/185
Tom Brew10ViewChaos Space Marines2/0/10/0/0/03810.56/149
Nick McIvor11ViewAdepta Sororitas2/0/10/0/0/0387.00/181
Steve Hill12ViewSpace Wolves2/0/10/0/0/03210.11/188
Caelum Greaves13ViewAdeptus Mechanicus2/0/10/0/0/0326.11/128
Daniel Beale14ViewAeldari1/1/10/0/0/03012.89/160
Connor Gosnell15ViewSpace Wolves1/1/10/0/0/03012.22/153
Carl Herbst16View-1/0/20/0/0/0267.56/199
Scott Clough17View-1/0/20/0/0/02410.78/189
Ross McMillan18View-1/0/20/0/0/02013.33/156
Jordan Lawson19View-1/0/20/0/0/0207.22/114
George Nichols20View-1/0/20/0/0/01910.78/163
Ashley Greatrix21View-1/0/20/0/0/0197.56/168
Ollie22View-1/0/20/0/0/01511.67/117
Tim Adams23View-0/0/30/0/0/099.22/174
Robert Day24View-0/0/30/0/0/0610.67/133
Nathan Pryor25View-0/0/30/0/0/058.33/116
Sven Lancaster26View-0/0/30/0/0/0111.33/114

Round 3: Ollie (40) def. Nathan Pryor (31)

1 year ago

Round 3: Scott Clough (84) def. Sven Lancaster (42)

1 year ago

Round 3: Carl Herbst (84) def. Robert Day (27)

1 year ago

Round 3: Steve Hill (78) def. Tim Adams (63)

1 year ago

Round 3: Nick McIvor (83) def. George Nichols (44)

1 year ago

Round 3: James Piesse (75) def. Ashley Greatrix (40)

1 year ago

Round 3: Connor Gosnell (57) tied with Daniel Beale (57)

1 year ago

Round 3: Kelly Gragg (74) def. Ross McMillan (36)

1 year ago

Round 3: Nic Cromarty (79) def. Jordan Lawson (5)

1 year ago

Round 3: Woody (85) def. Caelum Greaves (5)

1 year ago

Round 3: Vinnie Purcell (90) def. Tom Brew (30)

1 year ago

Round 3: Aidan Haig (84) def. Alex Tomov (56)

1 year ago

Round 3: Luke Carney (78) def. Sam Day (43)

1 year ago

Round 3 draw created

1 year ago

Round 1: James Piesse (84) def. Scott Clough (42)

1 year ago

Round 2: Aidan Haig (79) def. Ross McMillan (46)

1 year ago

Round 2: Caelum Greaves (59) def. Robert Day (46)

1 year ago

Round 2: Tom Brew (42) def. Nick McIvor (25)

1 year ago

Round 2: Alex Tomov (82) def. Connor Gosnell (24)

1 year ago

Round 2: Sam Day (75) def. George Nichols (45)

1 year ago

Round 2: Jordan Lawson (82) def. Nathan Pryor (57)

1 year ago

Round 2: Kelly Gragg (68) def. Ollie (40)

1 year ago

Round 2: Ashley Greatrix (72) def. Tim Adams (56)

1 year ago

Round 2: Woody (62) def. James Piesse (36)

1 year ago

Round 2: Steve Hill (69) def. Carl Herbst (62)

1 year ago

Round 2: Luke Carney (81) def. Daniel Beale (27)

1 year ago

Round 2: Vinnie Purcell (74) def. Scott Clough (63)

1 year ago

Round 2: Nic Cromarty (81) def. Sven Lancaster (13)

1 year ago

Round 2 draw created

1 year ago

Round 1: Nick McIvor (73) def. Robert Day (60)

1 year ago

Round 1: Tom Brew (77) def. Sven Lancaster (59)

1 year ago

Round 1: Caelum Greaves (64) def. Tim Adams (55)

1 year ago

Round 1: Sam Day (78) def. Nathan Pryor (28)

1 year ago

Round 1: George Nichols (74) def. Ashley Greatrix (56)

1 year ago

Round 1: Luke Carney (79) def. Ollie (37)

1 year ago

Round 1: Ross McMillan (74) def. Jordan Lawson (27)

1 year ago

Round 1: Daniel Beale (76) def. Carl Herbst (53)

1 year ago

Round 1: Aidan Haig (81) def. Woody (35)

1 year ago

Round 1: Connor Gosnell (72) def. Kelly Gragg (21)

1 year ago

Round 1: Alex Tomov (87) def. Nic Cromarty (25)

1 year ago

Round 1: Vinnie Purcell (82) def. Steve Hill (41)

1 year ago

Round 1 draw created

1 year ago

SouthCon 2021 40k Competitive event created

1 year ago

Lists are currently locked.

Aidan Haig

++ Battalion Detachment 0CP (Orks) [65 PL, 9CP, 1,228pts] ++

+ Configuration +

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

Clan Kultur / Specialist Mobs: Deathskulls

Detachment Command Cost

+ HQ +

Warboss [4 PL, -1CP, 83pts]: Attack Squig, Brutal but Kunnin, Da Biggest Boss, Da Killa Klaw, Kustom Shoota, Power Klaw, 2x Slugga, Stikkbombs, Warlord

Weirdboy [4 PL, -1CP, 75pts]: 3. Da Jump, Deathskulls: Maniacal Seizure, Warphead, Weirdboy Staff

+ Troops +

Boyz [12 PL, 250pts]: 3x Tankbusta Bombs

. Boss Nob: Power Klaw, Slugga, Stikkbombs

. 10x Ork Boy W/ Shoota: 10x Shoota, 10x Stikkbombs

. 19x Ork Boy W/ Slugga & Choppa: 19x Choppa, 19x Slugga, 19x Stikkbombs

Boyz [4 PL, 85pts]: Tankbusta Bombs

. Boss Nob: Big Choppa, Slugga, Stikkbombs

. 9x Ork Boy W/ Shoota: 9x Shoota, 9x Stikkbombs

Gretchin [2 PL, 50pts]

.10x Gretchin: 10x Grot Blaster + Elites +

Kommandos [3 PL, 55pts]: Tankbusta Bombs

. Boss Nob: Power Klaw, Slugga, Stikkbombs

. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [3 PL, 55pts]: Tankbusta Bombs

. Boss Nob: Power Klaw, Slugga, Stikkbombs

.4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs + Fast Attack +

DeffKoptas [4 PL, 70pts]

.DeffKopta: Slugga, Spinnin' Blades, Twin Big Shoota

.DeffKopta: Slugga, Spinnin' Blades, Twin Big Shoota

DeffKoptas [2 PL, 35pts]

. DeffKopta: Slugga, Spinnin' Blades, Twin Big Shoota

Kustom Boosta Blastas [5 PL, 90pts]

.Kustom Boosta Blastas: 4x Burna Exhaust, Grot Blasta, Rivet Cannon, Stikkbombs + Heavy Support +

Deff Dreads [18 PL, -1CP, 315pts]

.Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Dread Saw

.Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Dread Saw

.Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Dread Saw

.Kustom Job: Orkymatic Pistons

+ Dedicated Transport +

Trukk [4 PL, 65pts]: Big Shoota

++ Patrol Detachment -2CP (Orks) [18 PL, -2CP, 270pts] ++

+ Configuration +

Clan Kultur / Specialist Mobs

.Grot Mobs: Specialist Mob Detachment Command Cost [-2CP] + HQ +

Big Mek W/ Kustom Force Field [4 PL, 60pts]: Choppa, Kustom Force Field (PA), Slugga, Stikkbombs + Troops +

Gretchin [2 PL, 50pts]

.10x Gretchin: 10x Grot Blaster + Heavy Support +

Mek Gunz [6 PL, 80pts]

.Gun: Smasha Gun

.Gun: Smasha Gun

Mek Gunz [6 PL, 80pts]

.Gun: Smasha Gun

.Gun: Smasha Gun

++ Total: [83 PL, 7CP, 1,498pts] ++

Created with BattleScribe (https://battlescribe.net)

CAVCON // Is this an Archon? (Warhammer 40,000 9th Edition) [82 PL, 9CP, 1,497pts]

  • Patrol Detachment 0CP (Aeldari - Drukhari) [49 PL, 12CP, 882pts]

    Rules: Poisoned Weapon

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

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Obsession

        Selections: Kabal of the Obsidian Rose: Flawless Workmanship

        Categories: Configuration, Faction: Drukhari, Faction: <Kabal>

        Abilities: Kabal of the Obsidian Rose: Flawless Workmanship


        AbilitiesDescriptionRef
        Kabal of the Obsidian Rose: Flawless WorkmanshipAdd 6" to the Range characteristics of all Assault, Rapid Fire and Heavy weapons (excluding Relics) models with this Obsession are equipped with.
        Each time a unit with this Obsession is selected to shoot or fight, you can re-roll one wound roll when making that unit's attacks.
    • No Force Org Slot [5 PL, 72pts]
      • Court of the Archon [5 PL, 72pts]

        Categories: No Force Org Slot, Faction: Aeldari, Faction: Drukhari, Faction: <Kabal>, Infantry, Core, Court of the Archon

        Rules: Power From Pain

        Abilities: Court of the Archon

        • Sslyth [18pts]

          Selections: Shardcarbine, Splinter Pistol, Sslyth battle-blade

          Categories: Faction: Aeldari, Faction: Drukhari, Infantry, Sslyth, Faction: <Kabal>, No Force Org Slot

          Abilities: Cold-blooded Bodyguard, Resillient Species, Unit: Sslyth, Weapon: Shardcarbine, Splinter Pistol, Sslyth battle-blade

        • Sslyth [18pts]

          Selections: Shardcarbine, Splinter Pistol, Sslyth battle-blade

          Categories: Faction: Aeldari, Faction: Drukhari, Infantry, Sslyth, Faction: <Kabal>, No Force Org Slot

          Abilities: Cold-blooded Bodyguard, Resillient Species, Unit: Sslyth, Weapon: Shardcarbine, Splinter Pistol, Sslyth battle-blade

        • Sslyth [18pts]

          Selections: Shardcarbine, Splinter Pistol, Sslyth battle-blade

          Categories: Faction: Aeldari, Faction: Drukhari, Infantry, Sslyth, Faction: <Kabal>, No Force Org Slot

          Abilities: Cold-blooded Bodyguard, Resillient Species, Unit: Sslyth, Weapon: Shardcarbine, Splinter Pistol, Sslyth battle-blade

        • Sslyth [18pts]

          Selections: Shardcarbine, Splinter Pistol, Sslyth battle-blade

          Categories: Faction: Aeldari, Faction: Drukhari, Infantry, Sslyth, Faction: <Kabal>, No Force Org Slot

          Abilities: Cold-blooded Bodyguard, Resillient Species, Unit: Sslyth, Weapon: Shardcarbine, Splinter Pistol, Sslyth battle-blade


        AbilitiesDescriptionRef
        Cold-blooded BodyguardWhile this unit contains any Sslyth models, while a friendly ARCHON is within 3" of this unit, enemy models cannot target that ARCHON unit with ranged attacks.
        Court of the ArchonThis unit can only be included in a Detachment if that Detachment also includes one or more ARCHON units, and you can only include a maximum of 1 COURT OF THE ARCHON unit for each ARCHON unit in that Detachment. This unit does not take up slots in a Detachment.
        Resillient SpeciesEach time a Sslyth or Ur-Ghul model in this unit would lose a wound, roll one D6: on a 5+ that wound is not lost.
        UnitMWSBSSTWALdSaveRef
        Sslyth8"3+3+533365+
        WeaponRangeTypeSAPDAbilitiesRef
        Shardcarbine18"Assault 3201Poisoned Weapon (4+)
        Splinter Pistol12"Pistol 1201Poisoned Weapon (4+)
        Sslyth battle-bladeMeleeMeleeUser-21-
    • HQ [5 PL, 90pts]
      • Archon [Legends] [5 PL, 90pts]

        Selections: Ancient Evil, Blast Pistol [5pts], Huskblade [5pts], Overlord, Phantasm Grenade Launcher, The Djin Blade, Warlord

        Categories: Archon, Character, Faction: Aeldari, Faction: Drukhari, HQ, Infantry, Faction: <Kabal>, Warlord

        Rules: Blade Artists, Power From Pain

        Abilities: Ancient Evil, Overlord (Aura), Shadowfield, Unit: Archon, Weapon: Blast Pistol, Huskblade, Phantasm Grenade Launcher, The Djin Blade

        • Splintered Genius (Obsidian Rose) [1 PL, 15pts]

          Selections: Splintered Genius [1 PL, 15pts]

          Categories: Master Archon

          Abilities: Splintered Genius


        AbilitiesDescriptionRef
        Ancient EvilAt the start of the Fight phase, you can select one enemy unit within Engagement Range of this WARLORD. That unit is not eligible to fight this phase until after all eligible units from your army have done so.
        Overlord (Aura)While a friendly <KABAL> CORE or INCUBI unit is within 6" of this model, each time an attack is made by a model in that unit, re-roll a hit roll of 1.
        ShadowfieldThis model has a 2+ invulnerable save. This invulnerable saving throw can never be re-rolled. The first time this invulnerable saving throw is failed, until the end of the battle, this ability has no effect.
        Splintered GeniusOnce per battle, at the end of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight again.
        UnitMWSBSSTWALdSaveRef
        Archon8"2+2+335594+
        WeaponRangeTypeSAPDAbilitiesRef
        Blast Pistol6"Pistol 18-4D6-
        HuskbladeMeleeMeleeUser-22-
        Phantasm Grenade Launcher18"Assault D3---Blast. Each time a unit is hit with this weapon, roll 2D6. If the result is higher than the Leadership characteristic of that unit, it suffers 1 mortal wound.
        The Djin BladeMeleeMelee+1-33Each time the bearer fights, it makes 2 additional attacks with this weapon. At the end of the Fight phase, roll one D6 if the bearer made any attacks with this weapon: on a 1, the bearer suffers 1 mortal wound.
    • Troops [4 PL, 65pts]
      • Kabalite Trueborn [4 PL, 65pts]

        Categories: Faction: <Kabal>, Faction: Aeldari, Faction: Drukhari, Kabalite Trueborn, Troops, Core, Kabalite Warriors, Infantry

        Rules: Blade Artists, Objective Secured, Power From Pain

        Abilities: Kabalite Trueborn

        • 3x Kabalite Trueborn [30pts]

          Selections: 3x Splinter Rifle

          Unit: Kabalite Trueborn, Weapon: Splinter Rifle

        • Kabalite Trueborn w/ Special Weapon [20pts]

          Selections: Blaster [10pts]

          Weapon: Blaster

        • Trueborn Sybarite [15pts]

          Selections: Phantasm Grenade Launcher [5pts], Splinter Rifle

          Unit: Trueborn Sybarite, Weapon: Phantasm Grenade Launcher, Splinter Rifle


        AbilitiesDescriptionRef
        Kabalite TruebornEach time a model in this unit makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.
        UnitMWSBSSTWALdSaveRef
        Kabalite Trueborn7"3+2+331284+
        Trueborn Sybarite7"3+2+331394+
        WeaponRangeTypeSAPDAbilitiesRef
        Blaster18"Assault 18-4D6-
        Phantasm Grenade Launcher18"Assault D3---Blast. Each time a unit is hit with this weapon, roll 2D6. If the result is higher than the Leadership characteristic of that unit, it suffers 1 mortal wound.
        Splinter Rifle24"Rapid Fire 1201Poisoned Weapon (4+)
    • Elites [8 PL, 160pts]
      • Incubi [4 PL, 80pts]

        Categories: Elites, Faction: Drukhari, Faction: Aeldari, Infantry, Incubi, Core, Blades For Hire

        Rules: Blade Artists, Power From Pain

        Abilities: Lethal Precision, Tormentors

        • 4x Incubi [64pts]

          Selections: 4x Klaive

          Unit: Incubi, Weapon: Klaive

        • Klaivex [16pts]

          Selections: Klaive

          Unit: Klaivex, Weapon: Klaive


        AbilitiesDescriptionRef
        Lethal PrecisionWhile this unit contains a Klaivex, each time a melee attack is made by a model in this unit, an unmodified wound roll of 6 adds 1 to the Damage characteristic of that attack.
        TormentorsAt the start of the Fight phase, select one enemy unit within Engagement Range of this unit and roll 2D6: if the result is greater than the enemy unit's Leadership characteristic, until the end of the phase, that unit is not eligible to fight until after all eligible units from your army have done so.
        UnitMWSBSSTWALdSaveRef
        Incubi7"2+3+331383+
        Klaivex7"2+3+332493+
        WeaponRangeTypeSAPDAbilitiesRef
        KlaiveMeleeMelee+2-32-
      • Incubi [4 PL, 80pts]

        Categories: Elites, Faction: Drukhari, Faction: Aeldari, Infantry, Incubi, Core, Blades For Hire

        Rules: Blade Artists, Power From Pain

        Abilities: Lethal Precision, Tormentors

        • 4x Incubi [64pts]

          Selections: 4x Klaive

          Unit: Incubi, Weapon: Klaive

        • Klaivex [16pts]

          Selections: Demiklaives

          Unit: Klaivex, Weapon: Demiklaives - Dual blades, Demiklaives - Single blade


        AbilitiesDescriptionRef
        Lethal PrecisionWhile this unit contains a Klaivex, each time a melee attack is made by a model in this unit, an unmodified wound roll of 6 adds 1 to the Damage characteristic of that attack.
        TormentorsAt the start of the Fight phase, select one enemy unit within Engagement Range of this unit and roll 2D6: if the result is greater than the enemy unit's Leadership characteristic, until the end of the phase, that unit is not eligible to fight until after all eligible units from your army have done so.
        UnitMWSBSSTWALdSaveRef
        Incubi7"2+3+331383+
        Klaivex7"2+3+332493+
        WeaponRangeTypeSAPDAbilitiesRef
        Demiklaives - Dual bladesMeleeMelee+1-22Each time the bearer fights, if this weapon profile is selected, it makes 2 additional attacks with this weapon.
        Demiklaives - Single bladeMeleeMelee+2-32-
        KlaiveMeleeMelee+2-32-
    • Fast Attack [5 PL, 80pts]
      • Scourges [5 PL, 80pts]

        Categories: Faction: Aeldari, Faction: Drukhari, Fast Attack, Fly, Infantry, Scourges, Core, Haywire Grenade, Blades For Hire

        Rules: Blade Artists, Power From Pain

        Abilities: Ghostplate Armour, Winged Strike

        • Scourge with Special / Heavy weapon [17pts]

          Selections: Plasma Grenades, Shredder [5pts]

          Weapon: Plasma Grenades, Shredder

        • Scourge with Special / Heavy weapon [17pts]

          Selections: Plasma Grenades, Shredder [5pts]

          Weapon: Plasma Grenades, Shredder

        • Scourge with Special / Heavy weapon [17pts]

          Selections: Plasma Grenades, Shredder [5pts]

          Weapon: Plasma Grenades, Shredder

        • Scourge with Special / Heavy weapon [17pts]

          Selections: Plasma Grenades, Shredder [5pts]

          Weapon: Plasma Grenades, Shredder

        • Solarite [12pts]

          Selections: Plasma Grenades, Shardcarbine

          Unit: Solarite, Weapon: Plasma Grenades, Shardcarbine


        AbilitiesDescriptionRef
        Ghostplate ArmourModels in this unit have a 5+ invulnerable save.
        Winged StrikeDuring deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. if you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSaveRef
        Solarite14"3+3+331384+
        WeaponRangeTypeSAPDAbilitiesRef
        Plasma Grenades6"Grenade D64-11Blast
        Shardcarbine18"Assault 3201Poisoned Weapon (4+)
        Shredder18"Assault D66-11Blast
    • Heavy Support [8 PL, 145pts]
      • Ravager [8 PL, 145pts]

        Selections: Bladevanes, 3x Dark Lance, Phantasm Grenade Launcher [5pts]

        Categories: Heavy Support, Faction: Aeldari, Faction: Drukhari, Fly, Vehicle, Ravager, Faction: <Kabal>

        Rules: Blade Artists, Power From Pain

        Abilities: Explodes, Hovering, Night Shield, Unit: Ravager 1 (6+ wounds remaining), Ravager 2 (3-5 wounds remaining), Ravager 3 (1-2 wounds remaining), Weapon: Bladevanes, Dark Lance, Phantasm Grenade Launcher


        AbilitiesDescriptionRef
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        HoveringDistances are always measured to and from this model's hull.
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        UnitMWSBSSTWALdSaveRef
        Ravager 1 (6+ wounds remaining)14"4+3+6611374+
        Ravager 2 (3-5 wounds remaining)10"4+4+66N/AD374+
        Ravager 3 (1-2 wounds remaining)6"4+5+66N/A174+
        WeaponRangeTypeSAPDAbilitiesRef
        BladevanesMeleeMelee+1-11-
        Dark Lance36"Heavy 18-4D3+3-
        Phantasm Grenade Launcher18"Assault D3---Blast. Each time a unit is hit with this weapon, roll 2D6. If the result is higher than the Leadership characteristic of that unit, it suffers 1 mortal wound.
    • Dedicated Transport [14 PL, 270pts]
      • Raider [5 PL, 90pts]

        Selections: Bladevanes, Dark Lance, Kabal, Phantasm Grenade Launcher [5pts]

        Categories: Dedicated Transport, Faction: Aeldari, Faction: Drukhari, Vehicle, Transport, Fly, Raider, Faction: <Kabal>

        Rules: Blade Artists, Power From Pain

        Abilities: Explodes, Hovering, Night Shield, Open-topped, Transport: Raider, Unit: Raider 1 (6+ wounds remaining), Raider 2 (3-5 wounds remaining), Raider 3 (1-2 wounds remaining), Weapon: Bladevanes, Dark Lance, Phantasm Grenade Launcher


        AbilitiesDescriptionRef
        ExplodesWhen this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        HoveringDistances are always measured to and from this model's hull.
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        Open-toppedIn your Shooting phase, models embarked on this model can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked models are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
        TransportCapacityRef
        RaiderThis model has a transport capacity of 11 DRUKHARI INFANTRY models. Each GROTESQUES model takes the space of two models. This model cannot transport SCOURGES or SKYBOARD models.
        UnitMWSBSSTWALdSaveRef
        Raider 1 (6+ wounds remaining)14"4+3+6610374+
        Raider 2 (3-5 wounds remaining)10"4+4+66N/AD374+
        Raider 3 (1-2 wounds remaining)6"4+5+66N/A174+
        WeaponRangeTypeSAPDAbilitiesRef
        BladevanesMeleeMelee+1-11-
        Dark Lance36"Heavy 18-4D3+3-
        Phantasm Grenade Launcher18"Assault D3---Blast. Each time a unit is hit with this weapon, roll 2D6. If the result is higher than the Leadership characteristic of that unit, it suffers 1 mortal wound.
      • Raider [5 PL, 95pts]

        Selections: Bladevanes, Dark Lance, Grisly Trophies [5pts], Kabal, Phantasm Grenade Launcher [5pts]

        Categories: Dedicated Transport, Faction: Aeldari, Faction: Drukhari, Vehicle, Transport, Fly, Raider, Faction: <Kabal>

        Rules: Blade Artists, Power From Pain

        Abilities: Explodes, Grisly Trophies (Aura), Hovering, Night Shield, Open-topped, Transport: Raider, Unit: Raider 1 (6+ wounds remaining), Raider 2 (3-5 wounds remaining), Raider 3 (1-2 wounds remaining), Weapon: Bladevanes, Dark Lance, Phantasm Grenade Launcher


        AbilitiesDescriptionRef
        ExplodesWhen this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Grisly Trophies (Aura)While an enemy unit is within 3" of this model, subtract 2 from the Leadership characteristic of models in that unit.
        HoveringDistances are always measured to and from this model's hull.
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        Open-toppedIn your Shooting phase, models embarked on this model can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked models are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
        TransportCapacityRef
        RaiderThis model has a transport capacity of 11 DRUKHARI INFANTRY models. Each GROTESQUES model takes the space of two models. This model cannot transport SCOURGES or SKYBOARD models.
        UnitMWSBSSTWALdSaveRef
        Raider 1 (6+ wounds remaining)14"4+3+6610374+
        Raider 2 (3-5 wounds remaining)10"4+4+66N/AD374+
        Raider 3 (1-2 wounds remaining)6"4+5+66N/A174+
        WeaponRangeTypeSAPDAbilitiesRef
        BladevanesMeleeMelee+1-11-
        Dark Lance36"Heavy 18-4D3+3-
        Phantasm Grenade Launcher18"Assault D3---Blast. Each time a unit is hit with this weapon, roll 2D6. If the result is higher than the Leadership characteristic of that unit, it suffers 1 mortal wound.
      • Venom [4 PL, 85pts]

        Selections: Bladevanes, Kabal, Splinter Cannon [10pts], Splinter Cannon [10pts]

        Categories: Dedicated Transport, Faction: Drukhari, Faction: Aeldari, Fly, Transport, Venom, Vehicle, Faction: <Kabal>

        Rules: Blade Artists, Power From Pain

        Abilities: Explodes, Flickerfield, Hovering, Open-topped, Transport: Venom, Unit: Venom, Weapon: Bladevanes, Splinter Cannon


        AbilitiesDescriptionRef
        ExplodesWhen this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
        FlickerfieldEach time a ranged attack is made against this model, subtract 1 from that attack's hit roll. This model has a 5+ invulnerable save against ranged attacks.
        HoveringDistances are always measured to and from this model's hull.
        Open-toppedIn your Shooting phase, models embarked on this model can be selected to shoot with; measure distances and draw line of sight from any point on this transport when doing so. If this transport made a Normal Move, Advanced or Fell Back this turn, embarked models are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.
        TransportCapacityRef
        VenomThis model has a transport capacity of 6 DRUKHARI INFANTRY models. This model cannot transport GROTESQUES, SCOURGES or SKYBOARD models.
        UnitMWSBSSTWALdSaveRef
        Venom16"4+3+556374+
        WeaponRangeTypeSAPDAbilitiesRef
        BladevanesMeleeMelee+1-11-
        Splinter Cannon36"Heavy 33-12Poisoned Weapon (4+)
  • Patrol Detachment -2CP (Aeldari - Drukhari) [12 PL, -1CP, 240pts]

    Rules: Poisoned Weapon

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

        Categories: Configuration

      • Obsession

        Selections: Cult of the Red Grief: The Speed of The Kill

        Categories: Configuration, Faction: Drukhari, Faction: <Wych Cult>

        Abilities: Cult of the Red Grief: The Speed of The Kill


        AbilitiesDescriptionRef
        Cult of the Red Grief: The Speed of The KillYou can re-roll charge rolls made for units with this Obsession.
        Add 2 to Advance rolls made for units with this Obsession.
      • Raiding Forces - CP Refund [2CP]

        Categories: Configuration

        Rules: Raiding Forces - CP Refund

    • Stratagems [-1CP]
      • Stratagem: Prizes from the Dark City [-1CP]

        Selections: Additional Relics [-1CP]

        Categories: Stratagems

    • HQ [3 PL, 60pts]
      • Succubus [3 PL, 60pts]

        Selections: 1 - Adrenalight (Combat Drug), The Triptych Whip

        Categories: HQ, Character, Faction: Aeldari, Faction: Drukhari, Infantry, Succubus, Faction: <Wych Cult>

        Rules: Blade Artists, Power From Pain

        Abilities: Brides of Death (Aura), Lightning Dodge, No Escape, Combat Drugs: Adrenalight, Unit: Succubus, Weapon: The Triptych Whip

        • Agoniser & Archite Glaive

          Selections: Agoniser, Archite Glaive

          Weapon: Agoniser, Archite Glaive


        AbilitiesDescriptionRef
        Brides of Death (Aura)While a friendly <WYCH CULT> CORE unit is within 6" of this model, each time a model in that unit makes a melee attack, re-roll a wound roll of 1.
        Lightning DodgeThis model has a 4+ invulnerable save.
        No EscapeEach time an enemy unit (excluding TITANIC units) that is within Engagement Range of this unit is selected to Fall Back, roll off with your opponent, subtracting 1 from your opponent's roll for each model this unit contains equipped with a Shardnet and Impaler, if you win, that unit cannot Fall Back this turn.
        Combat DrugsEffectRef
        AdrenalightEach time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in that unit.
        UnitMWSBSSTWALdSaveRef
        Succubus8"2+2+335686+
        WeaponRangeTypeSAPDAbilitiesRef
        AgoniserMeleeMeleeUser-31Poisoned Weapon (4+)
        Archite GlaiveMeleeMelee+2-31-
        The Triptych WhipMeleeMeleeUser-32Poisoned Weapon (2+). Each time the bearer is selected to fight, add 3 to their Attacks characteristic until the end of the phase.
    • Troops [6 PL, 105pts]
      • Wyches [6 PL, 105pts]

        Selections: *Random x 2* (Combat Drug)

        Categories: Troops, Faction: Aeldari, Faction: Drukhari, Infantry, Wyches, Faction: <Wych Cult>, Core

        Rules: Blade Artists, Combat Drugs, Objective Secured, Power From Pain

        Abilities: Dodge, No Escape

        • Hekatrix [10pts]

          Selections: Hekatarii Blade, Plasma Grenades, Splinter Pistol

          Unit: Hekatrix, Weapon: Hekatarii Blade, Plasma Grenades, Splinter Pistol

        • 8x Wych [80pts]

          Selections: 8x Hekatarii Blade, 8x Plasma Grenades, 8x Splinter Pistol

          Unit: Wych, Weapon: Hekatarii Blade, Plasma Grenades, Splinter Pistol

        • Wych w/ Razorflails [15pts]

          Selections: Plasma Grenades, Razorflails [5pts]

          Weapon: Plasma Grenades, Razorflails


        AbilitiesDescriptionRef
        DodgeModels in this unit have a 6+ invulnerable save. Models in this unit have a 4+ invulnerabe save against melee attacks.
        No EscapeEach time an enemy unit (excluding TITANIC units) that is within Engagement Range of this unit is selected to Fall Back, roll off with your opponent, subtracting 1 from your opponent's roll for each model this unit contains equipped with a Shardnet and Impaler, if you win, that unit cannot Fall Back this turn.
        UnitMWSBSSTWALdSaveRef
        Hekatrix8"3+3+331486+
        Wych8"3+3+331376+
        WeaponRangeTypeSAPDAbilitiesRef
        Hekatarii BladeMeleeMeleeUser-11Each time the bearer fights, it makes 1 additional attack with this weapon.
        Plasma Grenades6"Grenade D64-11Blast
        RazorflailsMeleeMeleeUser-11Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
        Splinter Pistol12"Pistol 1201Poisoned Weapon (4+)
    • Fast Attack [3 PL, 75pts]
      • Reavers [3 PL, 75pts]

        Selections: *Random x 2* (Combat Drug), Grav-talon [5pts]

        Categories: Fast Attack, Faction: Aeldari, Faction: Drukhari, Biker, Fly, Reavers, Faction: <Wych Cult>, Core

        Rules: Blade Artists, Combat Drugs, Power From Pain

        Abilities: Grav-talon, Matchless Swiftness

        • Arena Champion [20pts]

          Selections: Bladevanes, Splinter Pistol, Splinter Rifle

          Unit: Arena Champion, Weapon: Bladevanes, Splinter Pistol, Splinter Rifle

        • Reaver [20pts]

          Selections: Bladevanes, Splinter Pistol, Splinter Rifle

          Unit: Reaver, Weapon: Bladevanes, Splinter Pistol, Splinter Rifle

        • Reaver with special weapon (up to 1 for 3 models) [30pts]

          Selections: Bladevanes, Heat Lance [10pts], Splinter Pistol

          Weapon: Bladevanes, Heat Lance, Splinter Pistol


        AbilitiesDescriptionRef
        Grav-talonAfter the bearer makes a charge move, select one enemy unit within Engagement Range of them and roll one D6: on a 4+ that unit suffers 1 mortal wound. One a 6, that unit suffers D3 mortal wounds.
        Matchless SwiftnessEach time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in this unit.
        UnitMWSBSSTWALdSaveRef
        Arena Champion18"3+3+342484+
        Reaver18"3+3+342374+
        WeaponRangeTypeSAPDAbilitiesRef
        BladevanesMeleeMelee+1-11-
        Heat Lance18"Heavy 18-4D6+2-
        Splinter Pistol12"Pistol 1201Poisoned Weapon (4+)
        Splinter Rifle24"Rapid Fire 1201Poisoned Weapon (4+)
  • Patrol Detachment -2CP (Aeldari - Drukhari) [21 PL, -2CP, 375pts]

    Rules: Poisoned Weapon

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

        Categories: Configuration

      • Obsession

        Selections: The Dark Creed: Distillers of Fear

        Categories: Configuration, Faction: Drukhari, Faction: <Haemonculus Coven>

        Abilities: The Dark Creed: Distillers of Fear


        AbilitiesDescriptionRef
        The Dark Creed: Distillers of FearUnits with this Obsesion have the following abilities;
        Aura of Terror (Aura): While an enemy unit is within 6" of a unit with this Obsession, subtract 1 from the Leadership characteristic of models in that unit, and subtract 1 from Combat Attrition tests made for that unit.
        Each time you make a melee attack for a unit with this Obsession that targets a unit with a Leadership characteristic that is equal to or lower that the attacking unit's Leadership characteristic, add 1 to that attack's hit roll.
      • Raiding Forces - CP Refund [2CP]

        Categories: Configuration

        Rules: Raiding Forces - CP Refund

    • Stratagems [-1CP]
      • Stratagem: Prizes from the Dark City [-1CP]

        Selections: Additional Relics [-1CP]

        Categories: Stratagems

    • HQ [5 PL, -1CP, 100pts]
      • Haemonculus [5 PL, -1CP, 100pts]

        Selections: Fear Incarnate, Haemonculus Tools, Ichor Injector, Scissorhand, Stinger Pistol, Stratagem: Tolerated Ambition [-1CP], The Helm of Spite

        Categories: HQ, Faction: Aeldari, Faction: Drukhari, Character, Infantry, Haemonculus, Faction: <Haemonculus Coven>

        Rules: Blade Artists, Insensible to Pain, Power From Pain

        Abilities: Fear Incarnate, Fleshcraft, Master of Pain (Aura), Stratagem: Tolerated Ambition, The Helm of Spite, Unit: Haemonculus, Weapon: Haemonculus Tools, Ichor Injector, Scissorhand, Stinger Pistol

        • Alchemical Maestro (Dark Creed) [1 PL, 20pts]

          Selections: Alchemical Maestro [1 PL, 20pts]

          Categories: Master Haemonculus

          Abilities: Alchemical Maestro


        AbilitiesDescriptionRef
        Alchemical MaestroOnce per battle, when this model is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when this model is destroyed. If you do so, then on a 2+, set this model back up on the battlefield as close as possible to where they were destroyed but not within Engagement Range of any anamy models, with D3 wounds remaining.
        Fear IncarnateAt the end of the Movement phase, you can select one enemy unit within 9" of this WARLORD and roll 3D6; if the result is greater than the enemy unit's Leadership characteristic, until the start of your next Movement phase, that enemy unit cannot perform actions (if that unit is currently performing an action, it immediately fails), and it loses the Objective Secured ability.
        FleshcraftAt the end of your Movement phase, select one <HAEMONCULUS COVEN> MONSTER or<HAEMONCULUS COVEN> GROTESQUES model from your army that is within 3" of this model. The model you selected regains D3 lost wounds. Each model can only be healed once per turn.
        Master of Pain (Aura)While a friendly <HAEMONCULUS COVEN> CORE unit is within 6" of any models with this ability, add 1 to the Toughness characteristic of models in that unit.
        Stratagem: Tolerated AmbitionUse this stratagem before the battle, when you are mustering your army, if you WARLORD has the DRUKHARI keyword. Select one DRUKHARI CHARACTER model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
        The Helm of SpiteIn your opponent's Psychic phase, the bearer can attempt to deny one psychic power as if it were a PSYKER. If that psychic power is successfully denied, the PSYKER attempting to manifest that power suffers Perils of the Warp.
        UnitMWSBSSTWALdSaveRef
        Haemonculus7"2+2+346486+
        WeaponRangeTypeSAPDAbilitiesRef
        Haemonculus ToolsMeleeMeleeUser01Poisoned Weapon (2+)
        Ichor InjectorMeleeMelee---Each time the bearer fights, no more than one attack can be made with this weapon. Each time an attack is made with this weapon, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.
        ScissorhandMeleeMeleeUser-21Poisoned Weapon (4+). Each time the bearer fights, it makes 2 additional attacks with this weapon.
        Stinger Pistol12"Pistol 1201Poisoned Weapon (2+)
    • Troops [4 PL, 55pts]
      • Haemoxytes [4 PL, 55pts]

        Categories: Troops, Faction: Aeldari, Faction: Drukhari, Infantry, Wracks, Faction: <Haemonculus Coven>, Haemoxytes

        Rules: Blade Artists, Insensible to Pain, Objective Secured, Power From Pain

        Abilities: Haemoxytes

        • 3x Haemoxyte [30pts]

          Selections: 3x Wrack Blade

          Unit: Haemoxyte, Weapon: Wrack Blade

        • Haemoxyte Acothyst [10pts]

          Selections: Wrack Blade

          Unit: Haemoxyte Acothyst, Weapon: Wrack Blade

        • Haemoxyte w/ Special Weapon [15pts]

          Selections: Ossefactor [5pts], Wrack Blade

          Weapon: Ossefactor, Wrack Blade


        AbilitiesDescriptionRef
        HaemoxytesImprove this unit's Save characteristic and invulnerable save by 1 (up to a maximum of 4+)
        Once per phase, the first time a saving throw is failed for this unit, the damage characteristic of that attack is changed to 0.
        UnitMWSBSSTWALdSaveRef
        Haemoxyte7"3+3+341285+
        Haemoxyte Acothyst7"3+3+341395+
        WeaponRangeTypeSAPDAbilitiesRef
        Ossefactor24"Assault 12-32Poisoned Weapon (2+)
        Wrack BladeMeleeMeleeUser-11Poisoned Weapon (4+) (pg89)Codex: Drukhari
    • Heavy Support [12 PL, 220pts]
      • Talos [12 PL, 220pts]

        Categories: Heavy Support, Faction: Aeldari, Faction: Drukhari, Monster, Talos, Fly, Faction: <Haemonculus Coven>, Core

        Rules: Blade Artists, Insensible to Pain, Power From Pain

        Abilities: Explodes

        • Talos [6 PL, 110pts]

          Selections: Chain-flails, Macro-scalpel

          Unit: Talos, Weapon: Chain-flails, Macro-scalpel

          • Two heat lances

            Selections: 2x Heat Lance

            Weapon: Heat Lance

        • Talos [6 PL, 110pts]

          Selections: Chain-flails, Macro-scalpel

          Unit: Talos, Weapon: Chain-flails, Macro-scalpel

          • Two heat lances

            Selections: 2x Heat Lance

            Weapon: Heat Lance


        AbilitiesDescriptionRef
        ExplodesEach time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.Codex: Drukhari
        UnitMWSBSSTWALdSaveRef
        Talos8"3+4+667583+
        WeaponRangeTypeSAPDAbilitiesRef
        Chain-flailsMeleeMeleeUser01Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
        Heat Lance18"Heavy 18-4D6+2-
        Macro-scalpelMeleeMelee+1-22Each time the bearer fights, if it is equipped with 2 macro-scalpels, it makes 1 additional attack with this weapon.
Force Rules

Poisoned Weapon: Many Drukhari weapons have the Poisoned Weapon ability. Such a weapon will have an ability that reads 'Poisoned Weapon' and then a value, such as (4+) or (2+). Each time an attack is made with a poisoned weapon against a unti (excluding VEHICLE or TITANIC units), an unmodified wound roll of this value is always successful. (Codex: Drukhari)

Selection Rules

Blade Artists: Each time a model in this unit makes an attack with a melee weapon, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1. (Codex: Drukhari)

Combat Drugs:
D6
1 - Adrenalight: Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in that unit.
2 - Grave Lotus: Add 1 to the Strength characteristic of models in this unit.
3 - Hypex: Add 2" to the Move characteristic of models in this unit.
4 - Painbringer: Add 1 to the Toughness characteristic of models in this unit.
5 - Serpentin: Improve the Weapon Skill characteristic of models in this unit by 1.
6 - Splintermind: Improve the Ballistic Skill and Leadership of models in this unit by 1.
()

Insensible to Pain: Each time a model in this unit would lose a wound, roll one D6: on a 5+, that wound is not lost. (Codex: Drukhari)

Objective Secured: A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal. (Warhammer 40,000 Core Book p237)

Power From Pain: Battle Round 1+ - Inured to Suffering: Models in this unit have a 6+ invulnerable save.
Battle Round 2+ - Eager to Flay: This unit is eligible to declare a charge in a turn in which they Advanced.
Battle Round 3+ - Flensing Fury: Each time a model in this unit makes a melee attack, add 1 to that attack's hit roll. If this unit has the VEHICLE or MONSTER keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it.
Battle Round 4+ - Mantle of Agony: Models in this unit have a 5+ invulnerable save.
Battle Round 5+ - Emboldened by Bloodshed: Each time a Morale test is taken for this unit, it is automatically passed. If this unit's characteristics can change as it suffers damage, this unit is considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.
(Codex: Drukhari)

Raiding Forces - CP Refund: If every Detachment in your army is a DRUKHARI Patrol Detachment, change the Command Cost of those Detachments to 0CP. ()


Created with BattleScribe

Southcon 1500 Comp (Warhammer 40,000 9th Edition) [76 PL, 9CP, 1,500pts]

  • Spearhead Detachment -3CP (Chaos - Chaos Space Marines) [76 PL, 9CP, 1,500pts]

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

    • Configuration [9CP]
      • Battle Size [12CP]

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

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

      • Legion

        Selections: Iron Warriors

        Categories: Configuration

        Abilities: Siege Lords


        AbilitiesDescriptionRef
        Siege LordsIf your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an IRON WARRIORS Detachment gain the following ability: Enemy units attacked by units with this trait do not gain any bonus to their saving throws for being in cover. In addition, you can re-roll failed wound rolls for units with this trait when they target a BUILDING.Codex: Heretic Astartes - Chaos Space Marines p157
    • HQ [15 PL, 295pts]
      • Lord Discordant on Helstalker [10 PL, 200pts]

        Selections: 2. Daemonsmith, Baleflamer [5pts], Bolt pistol, Frag & Krak grenades, Impaler chainglaive, Insidium, Mechatendrils, No Chaos Mark, Warlord

        Categories: Helstalker, Lord Discordant, HQ, Faction: Chaos, Faction: <Mark of Chaos>, Faction: Heretic Astartes, Faction: <Legion>, Character, Vehicle, Daemon, Daemon Engine, Warpsmith, Warlord

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Aura of Discord, Daemonic, Daemonsmith, Death to the False Emperor, Infernal Regeneration, Insidium, Spirit Thief, Unit: Lord Discordant on Helstalker, Weapon: Baleflamer, Bolt pistol, Frag grenades, Impaler chainglaive, Krak grenades, Mechatendrils, Wound Track: Lord Discordant, Lord Discordant1, Lord Discordant2, Lord Discordant3

        • Helstalker

          Selections: Bladed limbs and tail, Techno-virus injector

          Weapon: Bladed limbs and tail, Techno-virus injector


        AbilitiesDescriptionRef
        Aura of DiscordSubtract 1 from hit rolls for attacks made by VEHICLE units while they are within 6" of any enemy models with this ability. In addition, add 1 to hit rolls for attacks made by <LEGION> DAEMON ENGINE units while they are within 6" of any friendly <LEGION> models with this ability.
        DaemonicThis model has a 5+ invulnerable save.
        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.
        Infernal RegenerationAt the start of your turn, this model regains 1 lost wound.
        InsidiumA model with this Relic gains the DAEMON keyword (if it does not already have it). Add 1 to the Strength, Toughness and Wounds characteristics of that model.
        Spirit ThiefEach time this model destroys an enemy VEHICLE unit in the Fight phase, this model can either repair a friendly Daemon Engine or release a beam of energy. If you choose to repair a friendly Daemon Engine, pick a friendly <LEGION> DAEMON ENGINE (other than models that can FLY) within 3" of this model. That DAEMON ENGINE regains D3 lost wounds. If you choose to release a beam of energy, pick an enemy VEHICLE within 12" of this model and roll a D6. On a 2+ that VEHICLE suffers D3 mortal wounds.
        UnitMWSBSSTWALdSaveRef
        Lord Discordant on Helstalker*2+2+4612492+
        WeaponRangeTypeSAPDAbilitiesRef
        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 grenades6"Grenade D6301Blast.
        Impaler chainglaiveMeleeMelee+2-22If the bearer made a charge move or performed a Heroic Intervention this turn, attacks with this weapon are made with a Strength characteristic of x2 instead of +2.
        Krak grenades6"Grenade 16-1D3-
        MechatendrilsMeleeMeleeUser01Each time the bearer fights, it can make 2 additional attacks with this weapon.
        Techno-virus injectorMeleeMelee+4-4D3After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a single attack using this weapon profile in addition to the Helstalker’s bladed limbs and tail. Each time a wound roll for an attack made with this weapon is successful when targeting a VEHICLE unit, that unit suffers D3 mortal wounds in addition to any normal damage.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Lord Discordant-MAdditional attacks-
        Lord Discordant17-12+12"5-
        Lord Discordant24-69"4-
        Lord Discordant31-36"3-
      • Master of Possession [5 PL, 95pts]

        Selections: Bolt pistol, Force stave, Frag & Krak grenades, No Chaos Mark, Smite

        Categories: Faction: Chaos, Faction: <Mark of Chaos>, Faction: Heretic Astartes, Faction: <Legion>, Character, Infantry, Psyker, Master of Possession, HQ

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Daemonkin, Death to the False Emperor, Rite of Possession, Psychic Power: Smite, Psyker: Master of Possession, Unit: Master of Possession, Weapon: Bolt pistol, Force stave, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        DaemonkinThis model has a 5+ invulnerable save.
        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.
        Rite of PossessionPSYKERS suffer Perils of the Warp on any Psychic test roll of a double that is made for them, instead of just double 1 or 6, while they are within 12" of any enemy models with this ability.
        Psychic PowerWarp ChargeRangeDetailsRef
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOtherRef
        Master of Possession21Smite and two powers from the Malefic Discipline-
        UnitMWSBSSTWALdSaveRef
        Master of Possession6"3+3+444393+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Force staveMeleeMelee+3-1D3-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
    • Elites [18 PL, 360pts]
      • Decimator [9 PL, 180pts]

        Selections: No Chaos Mark, 2x Soulburner petard [20pts]

        Categories: Faction: Chaos, Daemon, Daemon Engine, Elites, Vehicle, Decimator, Faction: Heretic Astartes, Faction: <Legion>, Faction: <Mark of Chaos>

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Daemonic, Explodes, Infernal Regeneration, Unit: Decimator 1 (7+ wounds remaining), Decimator 2 (4-6 wounds remaining), Decimator 3 (1-3 wounds remaining), Weapon: Soulburner petard


        AbilitiesDescriptionRef
        DaemonicThe model has a 5+ invulnerable save.
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the start of your turn, this model regains 1 lost wound.
        UnitMWSBSSTWALdSaveRef
        Decimator 1 (7+ wounds remaining)9"3+3+7712583+
        Decimator 2 (4-6 wounds remaining)7"4+4+77N/A583+
        Decimator 3 (1-3 wounds remaining)5"5+5+77N/A583+
        WeaponRangeTypeSAPDAbilitiesRef
        Soulburner petard24"Assault 2D3101Each time the bearer shoots, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 2+ inflicts 1 mortal wound on the target and the attack sequence ends.
      • Decimator [9 PL, 180pts]

        Selections: No Chaos Mark, 2x Soulburner petard [20pts]

        Categories: Faction: Chaos, Daemon, Daemon Engine, Elites, Vehicle, Decimator, Faction: Heretic Astartes, Faction: <Legion>, Faction: <Mark of Chaos>

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Daemonic, Explodes, Infernal Regeneration, Unit: Decimator 1 (7+ wounds remaining), Decimator 2 (4-6 wounds remaining), Decimator 3 (1-3 wounds remaining), Weapon: Soulburner petard


        AbilitiesDescriptionRef
        DaemonicThe model has a 5+ invulnerable save.
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the start of your turn, this model regains 1 lost wound.
        UnitMWSBSSTWALdSaveRef
        Decimator 1 (7+ wounds remaining)9"3+3+7712583+
        Decimator 2 (4-6 wounds remaining)7"4+4+77N/A583+
        Decimator 3 (1-3 wounds remaining)5"5+5+77N/A583+
        WeaponRangeTypeSAPDAbilitiesRef
        Soulburner petard24"Assault 2D3101Each time the bearer shoots, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 2+ inflicts 1 mortal wound on the target and the attack sequence ends.
    • Fast Attack [2 PL, 46pts]
      • Chaos Spawn [1 PL, 23pts]

        Selections: No Chaos Mark

        Categories: Fast Attack, Beast, Faction: Chaos, Faction: Heretic Astartes, Faction: <Legion>, Faction: <Mark of Chaos>

        Rules: Hateful Assault, Malicious Volleys

        Abilities: 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


        AbilitiesDescriptionRef
        FearsomeEnemy units within 1" of any Chaos Spawn must subtract 1 from their Leadership.
        Mutated Beyond ReasonWhen a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below.
        Mutated Beyond ReasonEffectRef
        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.
        UnitMWSBSSTWALdSaveRef
        Chaos Spawn7"4+-554D695+
        WeaponRangeTypeSAPDAbilitiesRef
        Hideous mutationsMeleeMeleeUser-22-
      • Chaos Spawn [1 PL, 23pts]

        Selections: No Chaos Mark

        Categories: Fast Attack, Beast, Faction: Chaos, Faction: Heretic Astartes, Faction: <Legion>, Faction: <Mark of Chaos>

        Rules: Hateful Assault, Malicious Volleys

        Abilities: 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


        AbilitiesDescriptionRef
        FearsomeEnemy units within 1" of any Chaos Spawn must subtract 1 from their Leadership.
        Mutated Beyond ReasonWhen a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below.
        Mutated Beyond ReasonEffectRef
        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.
        UnitMWSBSSTWALdSaveRef
        Chaos Spawn7"4+-554D695+
        WeaponRangeTypeSAPDAbilitiesRef
        Hideous mutationsMeleeMeleeUser-22-
    • Heavy Support [41 PL, 799pts]
      • Defiler [9 PL, 173pts]

        Selections: Battle cannon, Combi-bolter [3pts], Defiler claws, Defiler scourge [5pts], No Chaos Mark, Smoke Launchers, Twin lascannon [30pts]

        Categories: Heavy Support, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle

        Rules: Hateful Assault, Malicious 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


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        UnitMWSBSSTWALdSaveRef
        Defiler*4+*8714*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        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 3Ref
        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 [5pts], No Chaos Mark, Smoke Launchers, Twin lascannon [30pts]

        Categories: Heavy Support, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle

        Rules: Hateful Assault, Malicious 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


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        UnitMWSBSSTWALdSaveRef
        Defiler*4+*8714*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        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 3Ref
        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 [5pts], No Chaos Mark, Smoke Launchers, Twin lascannon [30pts]

        Categories: Heavy Support, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle

        Rules: Hateful Assault, Malicious 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


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        UnitMWSBSSTWALdSaveRef
        Defiler*4+*8714*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        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 3Ref
        Defiler-MBSA
        Defiler18-14+8"4+4
        Defiler24-76"5+3
        Defiler31-34"5+2
      • Maulerfiend [7 PL, 140pts]

        Selections: Lasher tendrils, Maulerfiend fists, No Chaos Mark

        Categories: Heavy Support, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Daemonic, Explodes, Infernal Regeneration, Unit: Maulerfiend, Weapon: Lasher tendrils, Maulerfiend fists, Wound Track: Maulerfiend, Maulerfiend1, Maulerfiend2, Maulerfiend3


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        UnitMWSBSSTWALdSaveRef
        Maulerfiend*4+4+*712*83+Codex: Heretic Astartes - Chaos Space Marines
        WeaponRangeTypeSAPDAbilitiesRef
        Lasher tendrilsMeleeMeleeUser-22Each time the bearer fights, it can make 6 additional attacks with this weapon.
        Maulerfiend fistsMeleeMeleex2-33-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Maulerfiend-MSA
        Maulerfiend17-12+10"64
        Maulerfiend24-68"53
        Maulerfiend31-36"42
      • Maulerfiend [7 PL, 140pts]

        Selections: Lasher tendrils, Maulerfiend fists, No Chaos Mark

        Categories: Heavy Support, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Daemonic, Explodes, Infernal Regeneration, Unit: Maulerfiend, Weapon: Lasher tendrils, Maulerfiend fists, Wound Track: Maulerfiend, Maulerfiend1, Maulerfiend2, Maulerfiend3


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        UnitMWSBSSTWALdSaveRef
        Maulerfiend*4+4+*712*83+Codex: Heretic Astartes - Chaos Space Marines
        WeaponRangeTypeSAPDAbilitiesRef
        Lasher tendrilsMeleeMeleeUser-22Each time the bearer fights, it can make 6 additional attacks with this weapon.
        Maulerfiend fistsMeleeMeleex2-33-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Maulerfiend-MSA
        Maulerfiend17-12+10"64
        Maulerfiend24-68"53
        Maulerfiend31-36"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. ()

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. ()

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 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

Cavcon2021 (Warhammer 40,000 9th Edition) [77 PL, -5CP, 1,495pts]

  • Super-Heavy Auxiliary Detachment -3CP (Chaos - Death Guard) [25 PL, , 490pts]

    Rules: Contagion Abilities, Plague Weapon

    • Configuration []
      • Battle Size [3CP]

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

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

      • Plague Company

        Categories: Configuration

    • Lord of War [25 PL, 490pts]
      • Mortarion [25 PL, 490pts]

        Selections: 1. Miasma of Pestilence, All Traits Reference, Attendant's claws and teeth, Gloaming Bloat, Phosphex bombs, Silence, Smite, The Lantern, Warlord

        Categories: Faction: Chaos, Faction: Heretic Astartes, Faction: Nurgle, Faction: Death Guard, Character, Daemon, Monster, Primarch, Psyker, Fly, Mortarion, Bubonic Astartes, Supreme Commander, Lord of War, Warlord, Mortarion Warlord, Configuration

        Rules: Contagions of Nurgle, Inexorable Advance

        Abilities: Arch-Contaminator (Aura), Daemon Primarch, Disgustingly Resilient, Host of Plagues, Living Plague (Aura), Lord of the Death Guard (Aura), Primarch of the Death Guard, Putrid Explosion, Revoltingly Resilient, The Barbaran Plate, Toxic Presence, Psychic Power: Miasma of Pestilence, Smite, Psyker: Mortarion, Unit: Mortarion 1 (10+ wounds remaining), Mortarion 2 (6-9 wounds remaining), Mortarion 3 (1-5 wounds remaining), WLT Reference: Eater Plague (Contagion), Ferric Blight (Contagion), Gloaming Bloat (Contagion), Nurgle's Fruit (Contagion), Sanguous Flux (Contagion), Shamblerot (Contagion), The Droning (Contagion), Weapon: Attendant's claws and teeth, Phosphex bombs, Silence, Silence - Eviscerating blow, Silence - Reaping scythe, The Lantern


        AbilitiesDescriptionRef
        Arch-Contaminator (Aura)While a friendly DEATH GUARD CORE unit is within 6" of this WARLORD:
        - Each time a model in that unit makes a melee attack with a plague weapon, you can re-roll the wound roll.
        - Each time a model in that unit makes a ranged attack with a Plague Weapon that targets a unit within 12", you can re-roll the wound roll.
        Daemon PrimarchIf your army is Battle-forged, this model must be your army's WARLORD. If more than one model in your army has a rule to this effect, then one of these models must be your WARLORD.
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Host of PlaguesAt the start of the first battle round, select one of the following Warlord Traits: Shamblerot, Ferric Blight, Gloaming Bloat, Eater Plague, Sanguous Flux, The Droning, Nurgle's Fruit. You cannot select a Warlord Trait that another model in your army already has. Until the end of the battle this model gains the selected Warlord Trait in addition to any others it has, even if it is not your WARLORD.
        Living Plague (Aura)While an enemy unit is within 3" of this WARLORD, that unit cannot be affected by the aura abilities (excluding those that are psychic powers) of untis from your opponent's army.
        Lord of the Death Guard (Aura)While a friendly DEATH GUARD CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
        Primarch of the Death GuardIn your Command phase, select one friendly DEATH GUARD CORE or DEATH GUARD CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
        Putrid ExplosionWhen this model is destroyed, roll one D6 before removing it from play. On a 4+ it explodes, and each unit (excluding NURGLE units) within 6" suffers D3 mortal wounds.
        Revoltingly ResilientEach time this WARLORD would lose a wound, roll a D6: on a 5+, that wound is not lost.
        The Barbaran PlateMortarion has a 4+ invulnerable save.
        Toxic PresenceThis model counts the battle round number as being 4 for the purposes of determining the Contagion range of the Contagion abilities it has.
        Psychic PowerWarp ChargeRangeDetailsRef
        Miasma of Pestilence618"Blessing: If manifested, select one friendly DEATH GUARD unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack's hit roll.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOtherRef
        Mortarion23Smite and 3 powers from the Contagion Discipline
        UnitMWSBSSTWALdSaveRef
        Mortarion 1 (10+ wounds remaining)12"2+2+88187103+
        Mortarion 2 (6-9 wounds remaining)10"2+2+88N/A6103+
        Mortarion 3 (1-5 wounds remaining)8"2+2+88N/A5103+
        WLT ReferenceDescriptionRef
        Eater Plague (Contagion)While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly WRETCHED model against that enemy unit, an unmodified hit roll of 6 automatically wounds the target.
        Ferric Blight (Contagion)While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly INEXORABLE model, improve the Armour Penetration characteristic of that attack by 1.
        Gloaming Bloat (Contagion)While an enemy unit is within Contagion Range of this unit:
        - That enemy unit cannot fire Overwatch or Set to Defend.
        - Each time a model in that enemy unit makes an attack, the hit roll and the wound roll cannot be re-rolled.
        Nurgle's Fruit (Contagion)While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly MORTARION'S CHOSEN SONS model against that unit, the target does not receive the benefits of cover against that attack.
        Sanguous Flux (Contagion)While an enemy unit is within Contagion Range of this unit:
        - Subtract 1 from the Leadership characteristic of models in that unit.
        - Subtract 1 from Combat Attrition tests taken for that enemy unit.
        Shamblerot (Contagion)While an enemy unit (excluding VEHICLE units) is within Contagion Range of this unit, at the start of your opponent's Movement phase, roll one D6, subtracting 1 if that enemy unit has the CHARACTER keyword: on a 4+, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.
        The Droning (Contagion)While an enemy unit is within Contagion Range of this unit, at the start of your opponent's Movement phase, halve that enemy unit's Move characteristic until the end of the phase.
        WeaponRangeTypeSAPDAbilitiesRef
        Attendant's claws and teethMeleeMelee201Plague Weapon. Each time the bearer fights, it makes D6 additional attacks with this weapon.
        Phosphex bombs6"Grenade 2D65-11Blast.
        Silence-----Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
        Silence - Eviscerating blowMeleeMeleex2-4D3+3Plague Weapon.
        Silence - Reaping scytheMeleeMeleeUser-21Plague Weapon. Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
        The Lantern12"Pistol 18-33Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over.
  • Super-Heavy Detachment -3CP (Chaos - Chaos Knights) [40 PL, -3CP, 775pts]
    • Configuration [-3CP]
      • Detachment Command Cost [-3CP]

        Categories: Configuration

      • Dread Household

        Selections: Bold Tyrants, Custom Household, Harrying Packs

        Categories: Configuration, Faction: Infernal Household

        Household Bonds: Bold Tyrants, Harrying Packs


        Household BondsAbilityRef
        Bold TyrantsWhen resolving an attack made with a ranged weapon by a model with this bond against a unit within 12", improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).
        Harrying PacksA WAR DOG model with this bond can either shoot or charge in a turn in which it Fell Back. If it shoots, when resolving an attack made by that model in the Shooting phase of that turn, subtract 1 from the hit roll.
      • Dreadblade Damnations (Reference)

        Categories: Configuration

        Abilities: 0. Dreadblade Damnations, 1. Forsaken, 2. Warp-rage, 3. Volatile Reactor, 4. Warp Fugue, 5. Single-minded Hatred, 6. Defiant Machine-spirit


        AbilitiesDescriptionRef
        0. Dreadblade DamnationsAfter determining the model’s Pacts, you must then either select two different Damnations from the table below or roll one D6 to randomly generate a single Damnation.

        If any Dreadblades from your army have any Damnations, roll 2D6 for each of them at the start of each of your turns, subtracting 1 from the result if they have the Forsaken Damnation. If the result is less than that Dreadblade’s Leadership characteristic, their Damnations do not apply that turn; otherwise, their Damnations apply until the start of your next turn.
        1. ForsakenWhilst this Damnation applies, this model cannot be affected by any Stratagems used by the controlling player (including using the Command Re-roll Stratagem to re-roll a dice for this model).
        2. Warp-rageWhilst this Damnation applies, this model cannot Fall Back and has a Ballistic Skill characteristic of 6+.
        3. Volatile ReactorWhilst this Damnation applies, roll one D6 at the end of each phase in which this model lost any wounds but was not destroyed; on a 4+ this models loses one additional wound.
        4. Warp FugueWhilst this Damnation applies, this model always fights last in the Fight phase, even if it has charged or has an ability that would allow it to fight first.
        5. Single-minded HatredWhilst this Damnation applies, in your Shooting phase a unit can only be targeted by this model if it is the closest enemy unit that is visible to it, and in your Charge phase a unit can only be selected as the target of a charge by this model if it is the closest enemy unit.
        6. Defiant Machine-spiritWhilst this Damnation applies, when an Advance roll or Charge roll is made for this model subtract 1 from the result, and when an attack made by this model subtract 1 from the hit roll.
    • Lord of War [40 PL, 775pts]
      • War Dogs Moirax [24 PL, 465pts]

        Categories: Lord of War

        Abilities: Vehicle Squadron

        • War Dog Moirax [8 PL, 155pts]

          Selections: Character (Traitoris Lance), 2x Lightning lock

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog, Moirax, Faction: Infernal Household, Faction: <Dread Household>, Character

          Rules: Daemonic Surge

          Abilities: Explodes, Ion Shield, Protection Protocols, D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog Moirax 1 (7+ wounds remaining), War Dog Moirax 2 (4-6 wounds remaining), War Dog Moirax 3 (1-3 wounds remaining), Weapon: Lightning lock

        • War Dog Moirax [8 PL, 155pts]

          Selections: 2x Lightning lock

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog, Moirax, Faction: Infernal Household, Faction: <Dread Household>

          Rules: Daemonic Surge

          Abilities: Explodes, Ion Shield, Protection Protocols, D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog Moirax 1 (7+ wounds remaining), War Dog Moirax 2 (4-6 wounds remaining), War Dog Moirax 3 (1-3 wounds remaining), Weapon: Lightning lock

        • War Dog Moirax [8 PL, 155pts]

          Selections: 2x Lightning lock

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog, Moirax, Faction: Infernal Household, Faction: <Dread Household>

          Rules: Daemonic Surge

          Abilities: Explodes, Ion Shield, Protection Protocols, D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog Moirax 1 (7+ wounds remaining), War Dog Moirax 2 (4-6 wounds remaining), War Dog Moirax 3 (1-3 wounds remaining), Weapon: Lightning lock


        AbilitiesDescriptionRef
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Ion ShieldThe model has a 5+ invulnerable save against attacks made with ranged weapons.
        Protection ProtocolsWhilst this model is within 6" of any friendly <QUESTOR TRAITORIS> TITANIC models, it can perform a Heroic Intervention as if it were a CHARACTER. When doing so, this model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit. Each time this model makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
        Vehicle SquadronThe first time this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.
        D3 RollDaemonic SurgeRef
        1 - Daemonic HungerAdd 2" to this model's Move characteristic, and add 1 to Advance rolls and charge rolls made for this model.
        2 - Daemonic FortitudeAdd 1 to this model's Toughness characteristic.
        3 - Daemonic PowerSelect one ranged weapon this model is equipped with. Add 1 to that weapon's Strength characteristic and Damage characteristic.
        UnitMWSBSSTWALdSaveRef
        War Dog Moirax 1 (7+ wounds remaining)12"3+3+6712483+
        War Dog Moirax 2 (4-6 wounds remaining)10"4+4+67N/A483+
        War Dog Moirax 3 (1-3 wounds remaining)8"5+5+67N/A483+
        WeaponRangeTypeSAPDAbilitiesRef
        Lightning lock36"Heavy 66-21Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
      • War Dogs Moirax [8 PL, 155pts]

        Categories: Lord of War

        Abilities: Vehicle Squadron

        • War Dog Moirax [8 PL, 155pts]

          Selections: 2x Lightning lock

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog, Moirax, Faction: Infernal Household, Faction: <Dread Household>

          Rules: Daemonic Surge

          Abilities: Explodes, Ion Shield, Protection Protocols, D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog Moirax 1 (7+ wounds remaining), War Dog Moirax 2 (4-6 wounds remaining), War Dog Moirax 3 (1-3 wounds remaining), Weapon: Lightning lock


        AbilitiesDescriptionRef
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Ion ShieldThe model has a 5+ invulnerable save against attacks made with ranged weapons.
        Protection ProtocolsWhilst this model is within 6" of any friendly <QUESTOR TRAITORIS> TITANIC models, it can perform a Heroic Intervention as if it were a CHARACTER. When doing so, this model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit. Each time this model makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
        Vehicle SquadronThe first time this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.
        D3 RollDaemonic SurgeRef
        1 - Daemonic HungerAdd 2" to this model's Move characteristic, and add 1 to Advance rolls and charge rolls made for this model.
        2 - Daemonic FortitudeAdd 1 to this model's Toughness characteristic.
        3 - Daemonic PowerSelect one ranged weapon this model is equipped with. Add 1 to that weapon's Strength characteristic and Damage characteristic.
        UnitMWSBSSTWALdSaveRef
        War Dog Moirax 1 (7+ wounds remaining)12"3+3+6712483+
        War Dog Moirax 2 (4-6 wounds remaining)10"4+4+67N/A483+
        War Dog Moirax 3 (1-3 wounds remaining)8"5+5+67N/A483+
        WeaponRangeTypeSAPDAbilitiesRef
        Lightning lock36"Heavy 66-21Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
      • War Dogs Moirax [8 PL, 155pts]

        Categories: Lord of War

        Abilities: Vehicle Squadron

        • War Dog Moirax [8 PL, 155pts]

          Selections: 2x Lightning lock

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog, Moirax, Faction: Infernal Household, Faction: <Dread Household>

          Rules: Daemonic Surge

          Abilities: Explodes, Ion Shield, Protection Protocols, D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog Moirax 1 (7+ wounds remaining), War Dog Moirax 2 (4-6 wounds remaining), War Dog Moirax 3 (1-3 wounds remaining), Weapon: Lightning lock


        AbilitiesDescriptionRef
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Ion ShieldThe model has a 5+ invulnerable save against attacks made with ranged weapons.
        Protection ProtocolsWhilst this model is within 6" of any friendly <QUESTOR TRAITORIS> TITANIC models, it can perform a Heroic Intervention as if it were a CHARACTER. When doing so, this model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit. Each time this model makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
        Vehicle SquadronThe first time this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.
        D3 RollDaemonic SurgeRef
        1 - Daemonic HungerAdd 2" to this model's Move characteristic, and add 1 to Advance rolls and charge rolls made for this model.
        2 - Daemonic FortitudeAdd 1 to this model's Toughness characteristic.
        3 - Daemonic PowerSelect one ranged weapon this model is equipped with. Add 1 to that weapon's Strength characteristic and Damage characteristic.
        UnitMWSBSSTWALdSaveRef
        War Dog Moirax 1 (7+ wounds remaining)12"3+3+6712483+
        War Dog Moirax 2 (4-6 wounds remaining)10"4+4+67N/A483+
        War Dog Moirax 3 (1-3 wounds remaining)8"5+5+67N/A483+
        WeaponRangeTypeSAPDAbilitiesRef
        Lightning lock36"Heavy 66-21Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
  • Patrol Detachment -2CP (Chaos - Thousand Sons) [12 PL, -2CP, 230pts]

    Rules: Daemonic Ritual

    • Configuration [-2CP]
      • Cults of the Legion

        Selections: *No Cult*

        Categories: Configuration

      • Detachment Command Cost [-2CP]

        Categories: Configuration

    • HQ [9 PL, 170pts]
      • Ahriman on Disc of Tzeentch [9 PL, 170pts]

        Selections: Black Staff of Ahriman, Blades on Disc of Tzeentch, Frag & Krak grenades, Inferno Bolt Pistol, Smite

        Categories: Faction: Heretic Astartes, Faction: Thousand Sons, Faction: Tzeentch, Character, HQ, Psyker, Cavalry, Daemon, Fly, Ahriman, Sorcerer, Faction: Chaos

        Rules: Brotherhood of Sorcerers, Hateful Assault, Malicious Volleys

        Abilities: Arch-Sorcerer of Tzeentch, Death to the False Emperor, Lord of the Thousand Sons, Sigil of Corruption, Psychic Power: Smite, Psyker: Ahriman, Unit: Ahriman, Weapon: Black Staff of Ahriman, Blades on Disc of Tzeentch, Frag grenades, Inferno Bolt Pistol, Krak grenades


        AbilitiesDescriptionRef
        Arch-Sorcerer of TzeentchYou can add 1 to any Psychic tests or Deny the Witch tests you take for Ahriman.
        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 the Thousand SonsYou can re-roll hit rolls of 1 made for friendly THOUSAND SONS units within 6" of this model.
        Sigil of CorruptionAhriman has a 4+ invulnerable save.
        Psychic PowerWarp ChargeRangeDetailsRef
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOtherRef
        Ahriman33Smite and three powers from the Dark Hereticus discipline and/or the Discipline of Change-
        UnitMWSBSSTWALdSaveRef
        Ahriman12"2+2+445493+
        WeaponRangeTypeSAPDAbilitiesRef
        Black Staff of AhrimanMeleeMelee+2-13-
        Blades on Disc of TzeentchMeleeMelee401After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
        Frag grenades6"Grenade D6301Blast.
        Inferno Bolt Pistol12"Pistol 14-21-
        Krak grenades6"Grenade 16-1D3-
    • Troops [3 PL, 60pts]
      • Chaos Cultists [3 PL, 60pts]

        Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Thousand Sons, Faction: Tzeentch, Faction: Chaos, Chaos Cultists

        Rules: Disciples of Tzeentch

        Unit: Chaos Cultist

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

          Selections: 9x Autogun

          Weapon: Autogun

        • Cultist Champion [6pts]

          Selections: Autogun

          Unit: Cultist Champion, Weapon: Autogun


        UnitMWSBSSTWALdSaveRef
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilitiesRef
        Autogun24"Rapid Fire 1301-
Force Rules

Contagion Abilities: Contagion abilities affect enemy models or units within Contagion Range - this changes with the battle round number, increasing as the battle progresses, as shown in the table below. The effects of multiple, identically named Contagion abilities is not cumulative (i.e. if an enemy unit is within range of two models with the same Contagion ability, that Contagion ability only applies to the enemy unit once). Note, that while similar in many regards to Aura abilities, Contagion abilities are not affected by abilities that affect Aura abilities, and vice versa.

Battle Round 1 - 1"
Battle Round 2 - 3"
Battle Round 3 - 6"
Battle Round 4 - 9" ()

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. ()

Plague Weapon: You can re-roll wound rolls of 1 for a weapon with this ability. ()

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". ()

Contagions of Nurgle: If every unit from your army has the DEATH GUARD keyword (excluding UNALIGNED units), this unit gains the following ability:

Nurgle's Gift (Contagion): While an enemy unit is within Contagion Range of this unit (see below), subtract 1 from the Toughness characteristic of models in that unit. ()

Daemonic Surge: At the start of your Movement phase, each model with this ambition can use a daemonic surge. If a model uses a daemonic surge, it suffers 1 mortal wound, and then you roll one D3 on the table above to determine the rule that applies to that model until the start of your next Movement phase. When a model uses a daemonic surge you can choose for that model to suffer D3 mortal wounds instead of 1; if you do, you can select the result from the table instead of rolling to determine it. A model can only use a daemonic surge once per battle round. ()

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. ()

Inexorable Advance: - This unit counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase.
- If this unit has the VEHICLE keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it.
- If this unit has the INFANTRY keyword, it can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. ()

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

Cqvcon v3 (Warhammer 40,000 9th Edition) [79 PL, 1CP, 1,500pts]

  • Supreme Command Detachment +3CP (Chaos - Death Guard) [25 PL, 3CP, 490pts]

    Rules: Contagion Abilities, Plague Weapon

    • Configuration [3CP]
      • Detachment Command Cost [3CP]

        Categories: Configuration

      • Plague Company

        Categories: Configuration

    • Primarch | Daemon Primarch | Supreme Commander [25 PL, 490pts]
      • Mortarion [25 PL, 490pts]

        Selections: 1. Miasma of Pestilence, 5. Curse of the Leper, 6. Gift of Plagues, All Traits Reference, Attendant's claws and teeth, Phosphex bombs, Silence, Smite, The Lantern, Warlord

        Categories: Faction: Chaos, Faction: Heretic Astartes, Faction: Nurgle, Faction: Death Guard, Character, Daemon, Monster, Primarch, Psyker, Fly, Mortarion, Bubonic Astartes, Supreme Commander, Primarch | Daemon Primarch | Supreme Commander, Warlord, Mortarion Warlord

        Rules: Contagions of Nurgle, Inexorable Advance

        Abilities: Arch-Contaminator (Aura), Daemon Primarch, Disgustingly Resilient, Host of Plagues, Living Plague (Aura), Lord of the Death Guard (Aura), Primarch of the Death Guard, Putrid Explosion, Revoltingly Resilient, The Barbaran Plate, Toxic Presence, Psychic Power: Curse of the Leper, Gift of Plagues, Miasma of Pestilence, Smite, Psyker: Mortarion, Unit: Mortarion 1 (10+ wounds remaining), Mortarion 2 (6-9 wounds remaining), Mortarion 3 (1-5 wounds remaining), WLT Reference: Eater Plague (Contagion), Ferric Blight (Contagion), Gloaming Bloat (Contagion), Nurgle's Fruit (Contagion), Sanguous Flux (Contagion), Shamblerot (Contagion), The Droning (Contagion), Weapon: Attendant's claws and teeth, Phosphex bombs, Silence, Silence - Eviscerating blow, Silence - Reaping scythe, The Lantern


        AbilitiesDescriptionRef
        Arch-Contaminator (Aura)While a friendly DEATH GUARD CORE unit is within 6" of this WARLORD:
        - Each time a model in that unit makes a melee attack with a plague weapon, you can re-roll the wound roll.
        - Each time a model in that unit makes a ranged attack with a Plague Weapon that targets a unit within 12", you can re-roll the wound roll.
        Daemon PrimarchIf your army is Battle-forged, this model must be your army's WARLORD. If more than one model in your army has a rule to this effect, then one of these models must be your WARLORD.
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Host of PlaguesAt the start of the first battle round, select one of the following Warlord Traits: Shamblerot, Ferric Blight, Gloaming Bloat, Eater Plague, Sanguous Flux, The Droning, Nurgle's Fruit. You cannot select a Warlord Trait that another model in your army already has. Until the end of the battle this model gains the selected Warlord Trait in addition to any others it has, even if it is not your WARLORD.
        Living Plague (Aura)While an enemy unit is within 3" of this WARLORD, that unit cannot be affected by the aura abilities (excluding those that are psychic powers) of untis from your opponent's army.
        Lord of the Death Guard (Aura)While a friendly DEATH GUARD CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
        Primarch of the Death GuardIn your Command phase, select one friendly DEATH GUARD CORE or DEATH GUARD CHARACTER unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
        Putrid ExplosionWhen this model is destroyed, roll one D6 before removing it from play. On a 4+ it explodes, and each unit (excluding NURGLE units) within 6" suffers D3 mortal wounds.
        Revoltingly ResilientEach time this WARLORD would lose a wound, roll a D6: on a 5+, that wound is not lost.
        The Barbaran PlateMortarion has a 4+ invulnerable save.
        Toxic PresenceThis model counts the battle round number as being 4 for the purposes of determining the Contagion range of the Contagion abilities it has.
        Psychic PowerWarp ChargeRangeDetailsRef
        Curse of the Leper618"Witchfire: If manifested, select the closest enemy unit that is within 18" of and visible to this PSYKER. Roll seven D6s: for each dice result that exceeds that enemy unit's Toughness characteristic, it suffers 1 mortal wound.
        Gift of Plagues618"Blessing: If manifested, select one friendly DEATH GUARD unit within 18" of this PSYKER. Until the start of your next Psychic phase, add 6" to the range of any Contagion abilities that unit has (to a maximum of 12").
        Miasma of Pestilence618"Blessing: If manifested, select one friendly DEATH GUARD unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack's hit roll.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOtherRef
        Mortarion23Smite and 3 powers from the Contagion Discipline
        UnitMWSBSSTWALdSaveRef
        Mortarion 1 (10+ wounds remaining)12"2+2+88187103+
        Mortarion 2 (6-9 wounds remaining)10"2+2+88N/A6103+
        Mortarion 3 (1-5 wounds remaining)8"2+2+88N/A5103+
        WLT ReferenceDescriptionRef
        Eater Plague (Contagion)While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly WRETCHED model against that enemy unit, an unmodified hit roll of 6 automatically wounds the target.
        Ferric Blight (Contagion)While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly INEXORABLE model, improve the Armour Penetration characteristic of that attack by 1.
        Gloaming Bloat (Contagion)While an enemy unit is within Contagion Range of this unit:
        - That enemy unit cannot fire Overwatch or Set to Defend.
        - Each time a model in that enemy unit makes an attack, the hit roll and the wound roll cannot be re-rolled.
        Nurgle's Fruit (Contagion)While an enemy unit is within Contagion Range of this unit, each time an attack is made by a friendly MORTARION'S CHOSEN SONS model against that unit, the target does not receive the benefits of cover against that attack.
        Sanguous Flux (Contagion)While an enemy unit is within Contagion Range of this unit:
        - Subtract 1 from the Leadership characteristic of models in that unit.
        - Subtract 1 from Combat Attrition tests taken for that enemy unit.
        Shamblerot (Contagion)While an enemy unit (excluding VEHICLE units) is within Contagion Range of this unit, at the start of your opponent's Movement phase, roll one D6, subtracting 1 if that enemy unit has the CHARACTER keyword: on a 4+, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.
        The Droning (Contagion)While an enemy unit is within Contagion Range of this unit, at the start of your opponent's Movement phase, halve that enemy unit's Move characteristic until the end of the phase.
        WeaponRangeTypeSAPDAbilitiesRef
        Attendant's claws and teethMeleeMelee201Plague Weapon. Each time the bearer fights, it makes D6 additional attacks with this weapon.
        Phosphex bombs6"Grenade 2D65-11Blast.
        Silence-----Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
        Silence - Eviscerating blowMeleeMeleex2-4D3+3Plague Weapon.
        Silence - Reaping scytheMeleeMeleeUser-21Plague Weapon. Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.
        The Lantern12"Pistol 18-33Each time an attack is made with this weapon, if a hit is scored, draw a straight line between the closest point of this model's base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit, and each other unit this line passes over.
  • Battalion Detachment -3CP (Chaos - Death Guard) [54 PL, -2CP, 1,010pts]

    Rules: Contagion Abilities, Plague Weapon

    • Configuration []
      • Battle Size [3CP]

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

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

      • Plague Company

        Selections: The Harbingers

        Categories: Configuration

    • HQ [14 PL, 260pts]
      • Malignant Plaguecaster [5 PL, 95pts]

        Selections: 3. Plague Wind, 6. Gift of Plagues, Blight grenades, Corrupted staff, Krak grenades, Smite

        Categories: Character, Faction: Death Guard, HQ, Infantry, Faction: Heretic Astartes, Faction: Nurgle, Psyker, Faction: Chaos, Bubonic Astartes, Malignant Plaguecaster, Faction: Harbingers

        Rules: Contagions of Nurgle, Inexorable Advance

        Abilities: Disgustingly Resilient, Pestilential Fallout, Psychic Power: Gift of Plagues, Plague Wind, Smite, Psyker: Malignant Plaguecaster, Unit: Malignant Plaguecaster, Weapon: Blight grenade, Corrupted staff, Krak grenades


        AbilitiesDescriptionRef
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Pestilential FalloutEach time this model successfully manifests a psychic power, if the result of the Psychic test was 7 or more, the closest enemy unit within 12" suffers one mortal wound.
        Psychic PowerWarp ChargeRangeDetailsRef
        Gift of Plagues618"Blessing: If manifested, select one friendly DEATH GUARD unit within 18" of this PSYKER. Until the start of your next Psychic phase, add 6" to the range of any Contagion abilities that unit has (to a maximum of 12").
        Plague Wind618"Witchfire: If manifested, select one enemy unit within 18" of and visible to this PSYKER. Roll one D6 for each model in that unit. For each 6, that unit suffers 1 mortal wound. If the result of the Psychic test was 9+, that unit suffers 1 mortal wound for each 5+ instead.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOtherRef
        Malignant Plaguecaster21Smite and 2 powers from the Contagion discipline-
        UnitMWSBSSTWALdSaveRef
        Malignant Plaguecaster5"3+3+454483+
        WeaponRangeTypeSAPDAbilitiesRef
        Blight grenade6"Grenade D6401Plague Weapon. Blast.
        Corrupted staffMeleeMelee+3-1D3Plague Weapon.
        Krak grenades6"Grenade 16-1D3-
      • Typhus [9 PL, 165pts]

        Selections: 1. Miasma of Pestilence, 4. Putrescent Vitality, Blight grenades, Master-crafted manreaper, Smite

        Categories: HQ, Character, Infantry, Psyker, Terminator, Faction: Death Guard, Faction: Nurgle, Faction: Heretic Astartes, Faction: Chaos, Lord of Contagion, Typhus, Bubonic Astartes, Lord of the Death Guard, Faction: Harbingers

        Rules: Contagions of Nurgle, Inexorable Advance

        Abilities: Diseased Terminator Armour, Disgustingly Resilient, Herald of Nurgle, Host of the Destroyer Hive, Lord of the Death Guard (Aura), Master of the Dead Who Walk (Aura), Teleport Strike, Vector of Disease, Psychic Power: Miasma of Pestilence, Putrescent Vitality, Smite, Psyker: Typhus, Unit: Typhus, Weapon: Blight grenade, Master-crafted manreaper, Master-crafted manreaper - Cleave, Master-crafted manreaper - Scythe


        AbilitiesDescriptionRef
        Diseased Terminator ArmourModels in this unit have a 4+ invulnerable save.
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Herald of NurgleThis model can be included in any DEATH GUARD Detachment without preventing other units in that Detachment from carrying a Plague Company Contagion. This model can only carry a Plague Company Contagion if it is in a HARBINGERS Detachment.
        Host of the Destroyer HiveIn your Command phase, you can select one enemy unit within 6" of this model and roll a D6; on a 2+, that unit suffers D3 mortal wounds.
        Lord of the Death Guard (Aura)While a friendly DEATH GUARD CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
        Master of the Dead Who Walk (Aura)While a friendly POXWALKERS unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to the Strength characteristic of that attack.
        Teleport StrikeDuring deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
        Vector of DiseaseAdd 3" to the Contagion range of all Contagion abilities this model has (to a maximum of 12").
        Psychic PowerWarp ChargeRangeDetailsRef
        Miasma of Pestilence618"Blessing: If manifested, select one friendly DEATH GUARD unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an attack is made against that unit, subtract 1 from that attack's hit roll.
        Putrescent Vitality718"Blessing: If manifested, select one friendly DEATH GUARD INFANTRY unit within 18" of this PSYKER. Until the start of your next Psychic phase, add 1 to the Strength and Toughness characteristics of models in that unit.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOtherRef
        Typhus21Smite and 2 powers from the Contagion discipline-
        UnitMWSBSSTWALdSaveRef
        Typhus5"2+2+456692+
        WeaponRangeTypeSAPDAbilitiesRef
        Blight grenade6"Grenade D6401Plague Weapon. Blast.
        Master-crafted manreaper-----Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
        Master-crafted manreaper - CleaveMeleeMelee+3-33Plague Weapon. Each time an attack is made with this weapon profile, subtract 1 from that attack's hit roll.
        Master-crafted manreaper - ScytheMeleeMelee+1-11Plague Weapon. Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
    • Troops [16 PL, 280pts]
      • Plague Marines [6 PL, 105pts]

        Categories: Faction: Nurgle, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Death Guard, Troops, Plague Marines, Core, Bubonic Astartes, Faction: Harbingers

        Rules: Contagions of Nurgle, Inexorable Advance, Malicious Volleys, Objective Secured

        Abilities: Disgustingly Resilient, Remorseless, Vectors of Death, Unit: Plague Marine

        • Plague Champion [21pts]

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

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

        • 4x Plague Marine w/ boltgun [84pts]

          Selections: 4x Blight grenades, 4x Boltgun, 4x Krak grenades, 4x Plague knife

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


        AbilitiesDescriptionRef
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        RemorselessEach time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
        Vectors of DeathA Plague Marine equipped with 2 melee plague weapons has an Attacks characteristic of 3.
        UnitMWSBSSTWALdSaveRef
        Plague Champion5"3+3+452383+
        Plague Marine5"3+3+452273+
        WeaponRangeTypeSAPDAbilitiesRef
        Blight grenade6"Grenade D6401Plague Weapon. Blast.
        Boltgun24"Rapid Fire 1401-
        Krak grenades6"Grenade 16-1D3-
        Plague knifeMeleeMeleeUser-11Plague Weapon
      • Poxwalkers [5 PL, 100pts]

        Categories: Troops, Infantry, Faction: Nurgle, Faction: Death Guard, Faction: Chaos, Poxwalkers, Faction: Harbingers

        Rules: Contagions of Nurgle, Objective Secured

        Abilities: Curse of the Walking Pox, Fodder, Mindless Horde, Unending Horde

        • 20x Poxwalker [100pts]

          Selections: 20x Improvised weapon

          Unit: Poxwalker, Weapon: Improvised weapon


        AbilitiesDescriptionRef
        Curse of the Walking PoxEach time a melee attack is made by a model in this unit, if an enemy model is destroyed (excluding VEHICLE or MONSTER models), one of this unit's destroyed models is added back to it with 1 wound remaining. Models added back to this unit in this way can be set up within Engagement Range of enemy units that are already within Engagement Range of this unit.
        FodderEach time a Morale test is taken for this unit, it is automatically passed.
        Mindless HordeThis unit cannot perform actions (excluding the Spread the Sickness action).
        Unending HordeEach time a model in this unit would lose a wound, roll one D6; on a 6, that wound is not lost.
        UnitMWSBSSTWALdSaveRef
        Poxwalker4"4+-341247+
        WeaponRangeTypeSAPDAbilitiesRef
        Improvised weaponMeleeMeleeUser01-
      • Poxwalkers [5 PL, 75pts]

        Categories: Troops, Infantry, Faction: Nurgle, Faction: Death Guard, Faction: Chaos, Poxwalkers, Faction: Harbingers

        Rules: Contagions of Nurgle, Objective Secured

        Abilities: Curse of the Walking Pox, Fodder, Mindless Horde, Unending Horde

        • 15x Poxwalker [75pts]

          Selections: 15x Improvised weapon

          Unit: Poxwalker, Weapon: Improvised weapon


        AbilitiesDescriptionRef
        Curse of the Walking PoxEach time a melee attack is made by a model in this unit, if an enemy model is destroyed (excluding VEHICLE or MONSTER models), one of this unit's destroyed models is added back to it with 1 wound remaining. Models added back to this unit in this way can be set up within Engagement Range of enemy units that are already within Engagement Range of this unit.
        FodderEach time a Morale test is taken for this unit, it is automatically passed.
        Mindless HordeThis unit cannot perform actions (excluding the Spread the Sickness action).
        Unending HordeEach time a model in this unit would lose a wound, roll one D6; on a 6, that wound is not lost.
        UnitMWSBSSTWALdSaveRef
        Poxwalker4"4+-341247+
        WeaponRangeTypeSAPDAbilitiesRef
        Improvised weaponMeleeMeleeUser01-
    • Elites [15 PL, -2CP, 295pts]
      • Blightlord Terminators [10 PL, -1CP, 210pts]

        Categories: Faction: Chaos, Faction: Death Guard, Elites, Faction: Heretic Astartes, Faction: Nurgle, Infantry, Terminator, Blightlord Terminators, Bubonic Astartes, Core, Faction: Harbingers

        Rules: Contagions of Nurgle, Inexorable Advance, Malicious Volleys

        Abilities: Diseased Terminator Armour, Disgustingly Resilient, Remorseless, Teleport Strike

        • Blightlord Champion [-1CP, 40pts]

          Selections: Bubotic Axe, Champion of Disease [-1CP], Combi-bolter, Plague Skull of Glothila

          Abilities: Plague Skull of Glothila, Unit: Blightlord Champion, Weapon: Bubotic axe, Combi-bolter

        • Blightlord Terminator [45pts]

          Selections: Flail of corruption [5pts]

          Unit: Blightlord Terminator, Weapon: Flail of corruption

        • Blightlord Terminator [40pts]

          Selections: Bubotic Axe, Combi-bolter

          Unit: Blightlord Terminator, Weapon: Bubotic axe, Combi-bolter

        • Blightlord Terminator [45pts]

          Selections: Blight launcher [5pts], Bubotic Axe

          Unit: Blightlord Terminator, Weapon: Blight launcher, Bubotic axe

        • Blightlord Terminator [40pts]

          Selections: Bubotic Axe, Combi-bolter

          Unit: Blightlord Terminator, Weapon: Bubotic axe, Combi-bolter


        AbilitiesDescriptionRef
        Diseased Terminator ArmourModels in this unit have a 4+ invulnerable save.
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Plague Skull of GlothilaOnce per battle, at the end of your Movement phase, the bearer can use this Relic. If it does, select one enemy unit within 6" of the bearer and roll seven D6s; for each 4-5, that unit suffers 1 mortal wound; for each 6, that unit suffers D3 mortal wounds.
        RemorselessEach time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
        Teleport StrikeDuring deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSaveRef
        Blightlord Champion5"3+3+453492+
        Blightlord Terminator5"3+3+453382+
        WeaponRangeTypeSAPDAbilitiesRef
        Blight launcher24"Assault 26-22Plague Weapon
        Bubotic axeMeleeMelee+2-21Plague Weapon
        Combi-bolter24"Rapid Fire 2401-
        Flail of corruptionMeleeMelee+1-22Plague Weapon. Each time an attack is made with this weapon, make 2 attack rolls instead of 1.
      • Foul Blightspawn [5 PL, -1CP, 85pts]

        Selections: Blight grenades, Krak grenades, Plague sprayer, Plaguechosen [-1CP], Revolting Stench-vats, Shamblerot, Unholy death's head grenade, Viscous Death [1 PL, 10pts]

        Categories: Faction: Chaos, Character, Faction: Death Guard, Faction: Heretic Astartes, Infantry, Faction: Nurgle, Bubonic Astartes, Elites, Foetid Virion, Foul Blightspawn, Faction: Harbingers

        Rules: Contagions of Nurgle, Deadly Pathogens, Inexorable Advance

        Abilities: Disgustingly Resilient, Putrefying Stink, Revolting Stench (Aura), Shamblerot (Contagion), Viscous Death, Unit: Foul Blightspawn, Weapon: Blight grenade, Krak grenades, Plague sprayer, Unholy death's head grenade


        AbilitiesDescriptionRef
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Putrefying StinkAt the start of the Fight phase, you can select one enemy unit within 3" of this model. That unit is not eligible to fight this phase until after all eligible units from your army have done so.
        Revolting Stench (Aura)While an enemy unit is within 6" of the bearer, that unit cannot make use of any rules that allow it to fight first and never counts as having made a charge move this turn, irrespective of any abilities that unit may have.
        Shamblerot (Contagion)While an enemy unit (excluding VEHICLE units) is within Contagion Range of this unit, at the start of your opponent's Movement phase, roll one D6, subtracting 1 if that enemy unit has the CHARACTER keyword: on a 4+, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.
        Viscous DeathEach time you roll to determine the number of attacks made with this weapon, you can re-roll the result.
        UnitMWSBSSTWALdSaveRef
        Foul Blightspawn5"3+3+454483+
        WeaponRangeTypeSAPDAbilitiesRef
        Blight grenade6"Grenade D6401Plague Weapon. Blast.
        Krak grenades6"Grenade 16-1D3-
        Plague sprayer12"Assault D67-32Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
        Unholy death's head grenade6"Grenade 2D65-11Blast. Plague Weapon. The bearer can only shoot with this weapon once per battle.
    • Heavy Support [9 PL, 175pts]
      • Plagueburst Crawler [9 PL, 175pts]

        Selections: 2x Entropy cannon [10pts], Heavy slugger, Plagueburst Mortar

        Categories: Faction: Chaos, Daemon, Faction: Death Guard, Heavy Support, Faction: Heretic Astartes, Faction: Nurgle, Vehicle, Daemon Engine, Plagueburst Crawler, Faction: Harbingers

        Rules: Contagions of Nurgle

        Abilities: Daemonic, Disgustingly Resilient, Explodes, Unit: Plagueburst Crawler 1 (6+ wounds remaining), Plagueburst Crawler 2 (3-5 wounds remaining), Plagueburst Crawler 3 (1-2 wounds remaining), Weapon: Entropy cannon, Heavy slugger, Plagueburst Mortar


        AbilitiesDescriptionRef
        DaemonicModels in this unit have a 5+ invulnerable save.
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        UnitMWSBSSTWALdSaveRef
        Plagueburst Crawler 1 (6+ wounds remaining)9"6+3+7812483+
        Plagueburst Crawler 2 (3-5 wounds remaining)6"6+4+68N/A483+
        Plagueburst Crawler 3 (1-2 wounds remaining)4"6+5+58N/A483+
        WeaponRangeTypeSAPDAbilitiesRef
        Entropy cannon36"Heavy 18-4D3+3Plague Weapon
        Heavy slugger36"Heavy 45-11-
        Plagueburst Mortar48"Heavy D68-22Blast. Plague Weapon. This weapon can target units that are not visible to the bearer.
Force Rules

Contagion Abilities: Contagion abilities affect enemy models or units within Contagion Range - this changes with the battle round number, increasing as the battle progresses, as shown in the table below. The effects of multiple, identically named Contagion abilities is not cumulative (i.e. if an enemy unit is within range of two models with the same Contagion ability, that Contagion ability only applies to the enemy unit once). Note, that while similar in many regards to Aura abilities, Contagion abilities are not affected by abilities that affect Aura abilities, and vice versa.

Battle Round 1 - 1"
Battle Round 2 - 3"
Battle Round 3 - 6"
Battle Round 4 - 9" ()

Plague Weapon: You can re-roll wound rolls of 1 for a weapon with this ability. ()

Selection Rules

Contagions of Nurgle: If every unit from your army has the DEATH GUARD keyword (excluding UNALIGNED units), this unit gains the following ability:

Nurgle's Gift (Contagion): While an enemy unit is within Contagion Range of this unit (see below), subtract 1 from the Toughness characteristic of models in that unit. ()

Deadly Pathogens: Each time you give a model a Deadly Pathogen, select one plague weapon that model is equipped with to upgrade (this cannot be a Grenade weapon or a Relic). In addition to the effects listed for that Deadly Pathogen, add1 to the Strength characteristic of that plague weapon. The Power rating of that model's unit is increased by 1. ()

Inexorable Advance: - This unit counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase.
- If this unit has the VEHICLE keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it.
- If this unit has the INFANTRY keyword, it can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. ()

Malicious Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• lhe shooting model’s target is within half the weapon’s range.
• The shooting model is Infantry and its unit Remained
Stationary in your previous Movement phase.
• The shooting model is a Terminator.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (as defined on page 88) with the Rapid Fire type. ()

Objective Secured: A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal. (Warhammer 40,000 Core Book p237)


Created with BattleScribe

Sam Day - Southcon 2021 - Competitive 1500 - Blood Angels (Warhammer 40,000 9th Edition) [74 PL, 1,500pts]

  • Patrol Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) [74 PL, , 1,500pts]

    Rules: Angels of Death, Bolter Discipline, Shock Assault

    • Configuration [3CP]
      • **Chapter Selector**

        Selections: Blood Angels

        Categories: PC: BA, Configuration

        Rules: The Red Thirst

      • Battle Size [3CP]

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

    • Stratagems [-1CP]
      • Relics of the Chapter [-1CP]

        Selections: Number of Extra Relics [-1CP]

        Categories: Stratagems

    • HQ [11 PL, -2CP, 220pts]
      • Primaris Captain [5 PL, -1CP, 105pts]

        Selections: 2. Artisan of War, 5. Gift of Foresight, Adamantine Mantle, Frag & Krak grenades, Stratagem: Angel Exemplar [-1CP], The Armour Indomitus, Warlord

        Categories: Faction: Adeptus Astartes, Captain, Character, Faction: Imperium, Infantry, Primaris, HQ, Warlord

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

        Abilities: Adamantine Mantle, Artisan of War, Gift of Foresight, Iron Halo, Rites of Battle, The Armour Indomitus, Unit: Primaris Captain, Weapon: Frag grenades, Krak grenades

        • Heavy bolt pistol, Master-crafted power sword and Relic shield [15pts]

          Selections: Heavy Bolt Pistol, Master-crafted power sword [5pts], Relic Shield [10pts]

          Abilities: Relic Shield, Weapon: Heavy Bolt Pistol, Master-crafted power sword


        AbilitiesDescriptionRef
        Adamantine MantleWhen a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.
        Artisan of WarThis WARLORD can be given one of the following Special-issue Weargear Relics: Adamantine Mantle, Artificer Armour; Master-crafted Weapon; Digital Weapons. This is in addition to any other Relics they may have, and each Relic in your army must be unique.
        Gift of ForesightIn each turn, you can re-roll one hit roll, one wound roll and one saving throw made for this WARLORD.
        Iron HaloThis model has a 4+ invulnerable save.
        Relic ShieldEach time the bearer suffers a mortal wound, roll a D6; on a 4+, that mortal wound is ignored. Add 1 to armour saving throws made for the bearer.
        Rites of BattleWhile a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1
        The Armour Indomitus- Add 1 to the Wounds characteristic of the bearer.
        - The bearer has a save of 2+
        - Once per battle, before making a saving throw for the bearer, it can activate its armour's force field. If it does, the until the end of the phase, the bearer has a 3+ invulnerable save.
        UnitMWSBSSTWALdSaveRef
        Primaris Captain6"2+2+446593+
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenades6"Grenade 16-1D3-
        Master-crafted power swordMeleeMelee+1-32-
      • Primaris Chaplain on Bike [6 PL, -1CP, 115pts]

        Selections: 4. Mantra of Strength, Absolver Bolt pistol, Benediction of Fury, Crozius arcanum, Frag & Krak grenades, Litany of Hate, Stratagem: Hero of the Chapter [-1CP], The Imperium's Sword, Twin Bolt rifle

        Categories: Faction: Adeptus Astartes, Character, Chaplain, Faction: Imperium, Primaris, Priest, Biker, HQ

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

        Abilities: 4. Mantra of Strength, Litany of Hate, Rosarius, Spiritual Leaders, The Imperium's Sword, Turbo-boost, Unit: Primaris Chaplain on Bike, Weapon: Absolver Bolt Pistol, Benediction of Fury, Crozius arcanum, Frag grenades, Krak grenades, Twin Bolt rifle


        AbilitiesDescriptionRef
        4. Mantra of StrengthIf this litany is inspiring:
        - Add 1 to this PRIEST'S Attacks and Strength characteristics.
        - Add 1 to the Damage characteristic of melee weapons this PRIEST is equipped with.
        Litany of HateIf this litany is inspiring, the while a friendly BLOOD ANGELS CORE or BLOOD ANGELS CHARACTER unit is within 6" of this PRIEST, each time an model in that unit makes a melee attack, you can re-roll the hit roll.
        RosariusThis model has a 4+ invulnerable save.
        Spiritual LeadersWhile a friendly <CHAPTER> CORE unit is within 6" of this model, models in that unit can use this model's Leadership characteristic instead of their own
        The Imperium's SwordYou can re-roll charge rolls made for this WARLORD
        Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight phase is resolved, add 1 to its Strength and Attacks characteristics
        Turbo-boostWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Primaris Chaplain on Bike14"2+3+457493+
        WeaponRangeTypeSAPDAbilitiesRef
        Absolver Bolt Pistol18"Pistol 15-12-
        Benediction of FuryMeleeMelee+2-23Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
        Crozius arcanumMeleeMelee+2-12-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Twin Bolt rifle30"Rapid Fire 24-11
    • Troops [10 PL, 220pts]
      • Intercessor Squad [5 PL, 110pts]

        Selections: Bolt rifle

        Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Intercessor Squad, Primaris, Core, Intercessors, Troops

        Rules: Angels of Death, Combat Squads, Defenders of Humanity, Savage Echoes, The Red Thirst

        Weapon: Bolt rifle

        • 4x Intercessor [80pts]

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

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

        • Intercessor Sergeant [30pts]

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

          Unit: Intercessor Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Power fist


        UnitMWSBSSTWALdSaveRef
        Intercessor6"3+3+442273+
        Intercessor Sergeant6"3+3+442383+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Bolt rifle30"Rapid Fire 14-11-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Power fistMeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
      • Intercessor Squad [5 PL, 110pts]

        Selections: Bolt rifle

        Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Intercessor Squad, Primaris, Core, Intercessors, Troops

        Rules: Angels of Death, Combat Squads, Defenders of Humanity, Savage Echoes, The Red Thirst

        Weapon: Bolt rifle

        • 4x Intercessor [80pts]

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

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

        • Intercessor Sergeant [30pts]

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

          Unit: Intercessor Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Power fist


        UnitMWSBSSTWALdSaveRef
        Intercessor6"3+3+442273+
        Intercessor Sergeant6"3+3+442383+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Bolt rifle30"Rapid Fire 14-11-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Power fistMeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
    • Elites [20 PL, 360pts]
      • Bladeguard Veteran Squad [10 PL, 180pts]

        Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Bladeguard, Primaris, Bladeguard Veteran Squad, Core, Elites

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

        • 4x Bladeguard Veteran [140pts]

          Selections: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield

          Abilities: Storm shield, Unit: Bladeguard Veteran, Weapon: Frag grenades, Heavy Bolt Pistol, Krak grenades, Master-crafted power sword

        • Bladeguard Veteran Sergeant [40pts]

          Selections: Frag & Krak grenades, Master-crafted power sword, Neo-volkite pistol [5pts], Storm Shield

          Abilities: Storm shield, Unit: Bladeguard Veteran Sergeant, Weapon: Frag grenades, Krak grenades, Master-crafted power sword, Neo-volkite pistol


        AbilitiesDescriptionRef
        Storm shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        UnitMWSBSSTWALdSaveRef
        Bladeguard Veteran6"3+3+443383+
        Bladeguard Veteran Sergeant6"3+3+443493+
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenades6"Grenade 16-1D3-
        Master-crafted power swordMeleeMelee+1-32-
        Neo-volkite pistol15"Pistol 2502Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage
      • Bladeguard Veteran Squad [10 PL, 180pts]

        Categories: Faction: Imperium, Faction: Adeptus Astartes, Infantry, Bladeguard, Primaris, Bladeguard Veteran Squad, Core, Elites

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

        • 4x Bladeguard Veteran [140pts]

          Selections: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield

          Abilities: Storm shield, Unit: Bladeguard Veteran, Weapon: Frag grenades, Heavy Bolt Pistol, Krak grenades, Master-crafted power sword

        • Bladeguard Veteran Sergeant [40pts]

          Selections: Frag & Krak grenades, Master-crafted power sword, Neo-volkite pistol [5pts], Storm Shield

          Abilities: Storm shield, Unit: Bladeguard Veteran Sergeant, Weapon: Frag grenades, Krak grenades, Master-crafted power sword, Neo-volkite pistol


        AbilitiesDescriptionRef
        Storm shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        UnitMWSBSSTWALdSaveRef
        Bladeguard Veteran6"3+3+443383+
        Bladeguard Veteran Sergeant6"3+3+443493+
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenades6"Grenade 16-1D3-
        Master-crafted power swordMeleeMelee+1-32-
        Neo-volkite pistol15"Pistol 2502Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage
    • Fast Attack [12 PL, 300pts]
      • Outrider Squad [6 PL, 150pts]

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

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

        Abilities: Devastating Charge, Turbo-boost

        • 2x Outrider [100pts]

          Selections: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle

          Unit: Outrider, Weapon: Astartes Chainsword, Frag grenades, Heavy Bolt Pistol, Krak grenades, Twin Bolt rifle

        • Outrider Sgt [50pts]

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

          Unit: Outrider Sgt, Weapon: Astartes Chainsword, Frag grenades, Heavy Bolt Pistol, Krak grenades, Twin Bolt rifle


        AbilitiesDescriptionRef
        Devastating ChargeEach time this unit fights, if it made a charge move this turn, then until that fight is resolved, add 2 to the Attacks characteristic of models in this unit
        Turbo-boostWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Outrider14"3+3+454273+
        Outrider Sgt14"3+3+454383+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes ChainswordMeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon.
        Frag grenades6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenades6"Grenade 16-1D3-
        Twin Bolt rifle30"Rapid Fire 24-11
      • Outrider Squad [6 PL, 150pts]

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

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

        Abilities: Devastating Charge, Turbo-boost

        • 2x Outrider [100pts]

          Selections: 2x Astartes Chainsword, 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Twin Bolt rifle

          Unit: Outrider, Weapon: Astartes Chainsword, Frag grenades, Heavy Bolt Pistol, Krak grenades, Twin Bolt rifle

        • Outrider Sgt [50pts]

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

          Unit: Outrider Sgt, Weapon: Astartes Chainsword, Frag grenades, Heavy Bolt Pistol, Krak grenades, Twin Bolt rifle


        AbilitiesDescriptionRef
        Devastating ChargeEach time this unit fights, if it made a charge move this turn, then until that fight is resolved, add 2 to the Attacks characteristic of models in this unit
        Turbo-boostWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Outrider14"3+3+454273+
        Outrider Sgt14"3+3+454383+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes ChainswordMeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon.
        Frag grenades6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenades6"Grenade 16-1D3-
        Twin Bolt rifle30"Rapid Fire 24-11
    • Heavy Support [7 PL, 150pts]
      • Eradicator Squad [7 PL, 150pts]

        Selections: Heavy melta rifle [15pts]

        Categories: Primaris, Mk X Gravis, Infantry, Faction: Imperium, Faction: Adeptus Astartes, Eradicator Squad, Core, Heavy Support

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

        Abilities: Total Obliteration, Weapon: Heavy melta rifle

        • 2x Eradicator [90pts]

          Selections: 2x Bolt pistol

          Unit: Eradicator, Weapon: Bolt pistol

        • Eradicator Sgt [45pts]

          Selections: Bolt pistol

          Unit: Eradicator Sgt, Weapon: Bolt pistol


        AbilitiesDescriptionRef
        Total ObliterationIn your shooting phase, each time this unit is selected to shoot, if it has not Advanced this turn, it can unleash total obliteration, If it does, select one enemy unit; models in this unit can shoot twice this phase, but they can only make attacks that target that enemy unit(and only if that enemy unit is an eliglbe target for those attacks)
        UnitMWSBSSTWALdSaveRef
        Eradicator5"3+3+453273+
        Eradicator Sgt5"3+3+453383+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Heavy melta rifle24"Heavy 18-4D6+2Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4
    • Dedicated Transport [14 PL, 250pts]
      • Impulsor [7 PL, 125pts]

        Selections: 2x Storm Bolters, Shield Dome [15pts]

        Categories: Dedicated Transport, Faction: Adeptus Astartes, Vehicle, Transport, Faction: Imperium, Repulsor Field

        Rules: Angels of Death, Explodes (6"/D3), Savage Echoes, The Red Thirst

        Abilities: Assault Vehicle, Hover Tank, Shield Dome, Transport: Transport, Unit: Impulsor, Weapon: Storm bolter, Wound Track: Impulsor Wound Track 1, Impulsor Wound Track 2, Impulsor Wound Track 3


        AbilitiesDescriptionRef
        Assault VehicleUnits embarked within this transport can disembark even if it has made a Normal Move this phase. Any unit that disembarks after this transport has made a Normal Move cannot charge this turn.
        Hover TankDistances and ranges are always measured to and from this model's hull even though it has a base.
        Shield DomeA model with a shield dome has a 5+ invulnerable save.
        TransportCapacityRef
        TransportThis model has a transport capacity of 6 <CHAPTER> PRIMARIS INFANTRY models. It cannot transport JUMP PACK or MK X GRAVIS models.
        UnitMWSBSSTWALdSaveRef
        Impulsor*6+*7711*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Storm bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Impulsor Wound Track 16+14"3+3
        Impulsor Wound Track 23-57"4+D3
        Impulsor Wound Track 31-24"5+1
      • Impulsor [7 PL, 125pts]

        Selections: 2x Storm Bolters, Shield Dome [15pts]

        Categories: Dedicated Transport, Faction: Adeptus Astartes, Vehicle, Transport, Faction: Imperium, Repulsor Field

        Rules: Angels of Death, Explodes (6"/D3), Savage Echoes, The Red Thirst

        Abilities: Assault Vehicle, Hover Tank, Shield Dome, Transport: Transport, Unit: Impulsor, Weapon: Storm bolter, Wound Track: Impulsor Wound Track 1, Impulsor Wound Track 2, Impulsor Wound Track 3


        AbilitiesDescriptionRef
        Assault VehicleUnits embarked within this transport can disembark even if it has made a Normal Move this phase. Any unit that disembarks after this transport has made a Normal Move cannot charge this turn.
        Hover TankDistances and ranges are always measured to and from this model's hull even though it has a base.
        Shield DomeA model with a shield dome has a 5+ invulnerable save.
        TransportCapacityRef
        TransportThis model has a transport capacity of 6 <CHAPTER> PRIMARIS INFANTRY models. It cannot transport JUMP PACK or MK X GRAVIS models.
        UnitMWSBSSTWALdSaveRef
        Impulsor*6+*7711*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Storm bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Impulsor Wound Track 16+14"3+3
        Impulsor Wound Track 23-57"4+D3
        Impulsor Wound Track 31-24"5+1
Force Rules

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

Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply

- The shooting model's target is within half the weapon's range
- The shooting model is Infantry (excluding Centurion models) and it's unit Remained Stationary in your previous Movement Phase.
- The shooting model is a Terminator or Biker

For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type. ()

Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. ()

Selection Rules

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

Combat Squads: Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models. ()

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

Explodes (6"/D3): When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 6" suffers D3 mortal wounds. ()

Savage Echoes: If every unit from your army (excluding UNALIGNED untis) has the BLOOD ANGELS keyword, then every unit that has the Combat Doctrines ability and is in a BLOOD ANGELS Detachment gains the Savage Echoes ability, below.

Whilst the Assault Doctrine is active, if a unit with this ability makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in that unit until the end of the turn (note that this is cumulative with the bonus 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

40k sothcon 2021 (Warhammer 40,000 9th Edition) [74 PL, 9CP, 1,500pts]

  • Battalion Detachment 0CP (Orks) [74 PL, 9CP, 1,500pts]

    Rules: Dis Is Ours! Zog Off!

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

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

        Categories: Configuration

      • Clan Kultur / Specialist Mobs

        Selections: Evil Sunz

        Categories: Configuration

        Abilities: Evil Sunz


        AbilitiesDescriptionRef
        Evil SunzAdd 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED FREEK), and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.
      • Detachment Command Cost

        Categories: Configuration

    • HQ [10 PL, -1CP, 190pts]
      • Warboss on Warbike [6 PL, 115pts]

        Selections: Da Biggest Boss [-1CP], Da Killa Klaw, Follow Me, Ladz! [1CP], Power Klaw, Warlord

        Categories: Character, Warboss, HQ, Faction: <Clan>, Faction: Ork, Biker, Speedboss, Speed Freeks, Warlord

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

        Abilities: Breakin' Heads, Da Biggest Boss, Follow me Ladz!, SPEEDWAAAGH!, Unit: Warboss on Warbike (Da Biggest Boss), Weapon: Da Killa Klaw, Dakkagun, Power Klaw


        AbilitiesDescriptionRef
        Breakin' HeadsIf a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed.Codex: Orks p85
        Da Biggest BossUse this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA.
        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.Codex: Orks p132
        SPEEDWAAAGH!Friendly <CLAN> BIKER and VEHICLE units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.Codex: Orks p89
        UnitMWSBSSTWALdSaveRef
        Warboss on Warbike (Da Biggest Boss)14"2+5+678684+Imperial Armour: Compendium p193
        WeaponRangeTypeSAPDAbilitiesRef
        Da Killa KlawMeleeMeleex2-33Model with Power Klaw only. You can re-roll failed wound rolls for this weapon.Codex: Orks p130
        Dakkagun18"Assault 3501-Codex: Orks p119
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rollCodex: Orks p121
      • Weirdboy [4 PL, -1CP, 75pts]

        Selections: 2. Warpath, 3. Da Jump, Warphead [-1CP]

        Categories: Character, HQ, Infantry, Psyker, Faction: Ork, Faction: <Clan>, Weirdboy

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

        Abilities: Waaagh! Energy, Warphead (1 CP), Psychic Power: Da Jump, Smite, Warpath, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff


        AbilitiesDescriptionRef
        Waaagh! EnergyAdd 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.Codex: Orks p88
        Warphead (1 CP)Use this Stratagem before the battle begins. Select a WEIRDBOY model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychic power in each of your Psychic phases.
        Psychic PowerWarp ChargeRangeDetailsRef
        Da Jump712"If Manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Warpath718"If Manifested, select a friendly ORK unit within 18" of the psyker. Increase that unit's Attacks characteristic by 1 until your next Psychic phase.
        PsykerCastDenyPowers KnownOtherRef
        Psyker111See Waaagh! Energy
        UnitMWSBSSTWALdSaveRef
        Weirdboy5"3+5+544366+Codex: Orks p88
        WeaponRangeTypeSAPDAbilitiesRef
        Weirdboy StaffMeleeMelee+2-1D3-
    • Troops [40 PL, 840pts]
      • Boyz [12 PL, 250pts]

        Selections: 3x Tankbusta Bombs

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

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

        Abilities: Green Tide, Weapon: Tankbusta Bomb

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts]

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

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

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

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


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with two killsaws, add 1 to its Attacks characteristic.Codex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • Boyz [8 PL, 170pts]

        Selections: 2x Tankbusta Bombs

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

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

        Abilities: Green Tide, Weapon: Tankbusta Bomb

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts]

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

        • 19x Ork Boy W/ Slugga & Choppa [152pts]

          Selections: 19x Choppa, 19x Slugga, 19x Stikkbombs

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


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with two killsaws, add 1 to its Attacks characteristic.Codex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • Boyz [8 PL, 170pts]

        Selections: 2x Tankbusta Bombs

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

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

        Abilities: Green Tide, Weapon: Tankbusta Bomb

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts]

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

        • 19x Ork Boy W/ Slugga & Choppa [152pts]

          Selections: 19x Choppa, 19x Slugga, 19x Stikkbombs

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


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

        Selections: 3x Tankbusta Bombs

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

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

        Abilities: Green Tide, Weapon: Tankbusta Bomb

        • Boss Nob [18pts]

          Selections: Choppa, Killsaw [10pts]

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

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

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

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


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with two killsaws, add 1 to its Attacks characteristic.Codex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
    • Fast Attack [6 PL, 150pts]
      • DeffKoptas [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]

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


        AbilitiesDescriptionRef
        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-boostWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Deff Kopta14"3+5+454264+Codex: Orks p104
        WeaponRangeTypeSAPDAbilitiesRef
        Kopta Rokkits24"Assault 28-23-
        Slugga12"Pistol 1401-Codex: Orks p120
        Spinnin' BladesMeleeMelee+101Make D3 hit rolls for each attack made with this weapon instead of 1
      • DeffKoptas [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]

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


        AbilitiesDescriptionRef
        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-boostWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Deff Kopta14"3+5+454264+Codex: Orks p104
        WeaponRangeTypeSAPDAbilitiesRef
        Kopta Rokkits24"Assault 28-23-
        Slugga12"Pistol 1401-Codex: Orks p120
        Spinnin' BladesMeleeMelee+101Make D3 hit rolls for each attack made with this weapon instead of 1
      • DeffKoptas [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]

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


        AbilitiesDescriptionRef
        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-boostWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Deff Kopta14"3+5+454264+Codex: Orks p104
        WeaponRangeTypeSAPDAbilitiesRef
        Kopta Rokkits24"Assault 28-23-
        Slugga12"Pistol 1401-Codex: Orks p120
        Spinnin' BladesMeleeMelee+101Make D3 hit rolls for each attack made with this weapon instead of 1
    • Heavy Support [18 PL, -2CP, 320pts]
      • Battlewagon [9 PL, -1CP, 160pts]

        Selections: 'ard Case, Deff Rolla [20pts], Grot Rigger [5pts]

        Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Battlewagon, Heavy Support

        Rules: Dakka Dakka Dakka

        Abilities: 'ard Case, Explodes, Grot Riggers, Transport: Battlewagon, Transport Wound Track: Battlewagon1, Battlewagon2, Battlewagon3, Unit: Battlewagon ('ard Case), Weapon: Deff Rolla

        • Kustom Job [-1CP]

          Selections: Forktress

          Categories: Stratagems

          Abilities: Forktress, Kustom Job


        AbilitiesDescriptionRef
        'ard CaseIf this model is equipped with an 'ard case, its Toughness characteristic is increased by 1 and it loses the Open-topped ability.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
        ForktressBATTLEWAGON , BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a 5+ invulnerable save.
        Grot RiggersIf a model has a grot rigger, the grot can attempt repairs at the end of the movement phase. Roll a D6, on a roll of a 2+, this model regains 1 wounds lost earlier in the battle.
        Kustom JobUse this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units.
        Psychic Awakening VI: Saga of the Beast p72
        TransportCapacityRef
        BattlewagonThis model can transport 20 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. If this model is equipped with a killkannon, it can only transport 12 models.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Battlewagon18-16+12"86
        Battlewagon24-79"6D6
        Battlewagon31-36"4D3
        UnitMWSBSSTWALdSaveRef
        Battlewagon ('ard Case)*5+5+*816*74+Codex: Orks p106
        WeaponRangeTypeSAPDAbilitiesRef
        Deff RollaMeleeMelee+1-22Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.Codex: Orks p121
      • Battlewagon [9 PL, -1CP, 160pts]

        Selections: 'ard Case, Deff Rolla [20pts], Grot Rigger [5pts]

        Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Battlewagon, Heavy Support

        Rules: Dakka Dakka Dakka

        Abilities: 'ard Case, Explodes, Grot Riggers, Transport: Battlewagon, Transport Wound Track: Battlewagon1, Battlewagon2, Battlewagon3, Unit: Battlewagon ('ard Case), Weapon: Deff Rolla

        • Kustom Job [-1CP]

          Selections: Squig-Hide Tyres

          Categories: Stratagems

          Abilities: Kustom Job, Squig-Hide Tyres


        AbilitiesDescriptionRef
        'ard CaseIf this model is equipped with an 'ard case, its Toughness characteristic is increased by 1 and it loses the Open-topped ability.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
        Grot RiggersIf a model has a grot rigger, the grot can attempt repairs at the end of the movement phase. Roll a D6, on a roll of a 2+, this model regains 1 wounds lost earlier in the battle.
        Kustom JobUse this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units.
        Psychic Awakening VI: Saga of the Beast p72
        Squig-Hide TyresSPEED FREEKS (excluding named characters and units that can FLY), BATTLEWAGON , GUNWAGON , BONEBREAKA or TRUKK unit only. Add 2" to the unit’s Move characteristic.
        TransportCapacityRef
        BattlewagonThis model can transport 20 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. If this model is equipped with a killkannon, it can only transport 12 models.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Battlewagon18-16+12"86
        Battlewagon24-79"6D6
        Battlewagon31-36"4D3
        UnitMWSBSSTWALdSaveRef
        Battlewagon ('ard Case)*5+5+*816*74+Codex: Orks p106
        WeaponRangeTypeSAPDAbilitiesRef
        Deff RollaMeleeMelee+1-22Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.Codex: Orks p121
Force Rules

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

Selection Rules

'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice. (Codex: Orks p82)

Dakka Dakka Dakka: Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.

In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target. (Codex: Orks p82)

Mob Rule: When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability. (Codex: Orks p82)


Created with BattleScribe

SC21 Kelly Freeblades 1500 (Warhammer 40,000 9th Edition) [77 PL, 5CP, 1,500pts]

  • Super-Heavy Detachment -3CP (Imperium - Imperial Knights) [77 PL, 5CP, 1,500pts]

    Rules: Knight Lance

    • Configuration [9CP]
      • Battle Size [12CP]

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

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

      • Household Choice

        Selections: Freeblade Lance, Questor Allegiance <Mixed>

        Categories: Configuration

        Rules: Freeblade Lance

    • Stratagems [-2CP]
      • Exalted Court [-1CP]

        Selections: Exalted Court: 1 Extra Warlord Trait [-1CP]

        Categories: Stratagems

      • Heirlooms of the Household [-1CP]

        Selections: Heirlooms of the Household: 1 Extra Heirloom [-1CP]

        Categories: Stratagems

    • Lord of War [77 PL, -2CP, 1,500pts]
      • Armiger Helverins [16 PL, 310pts]

        Categories: Lord of War

        • Armiger Helverin [8 PL, 155pts]

          Selections: 2x Armiger Autocannon, Freeblade, Heavy Stubber

          Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Vehicle, Armiger Helverin, Faction: Imperial Knights

          Rules: Freeblades

          Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Helverin [1] (7+ Wounds Remaining), Armiger Helverin [2] (4-6 Wounds Remaining), Armiger Helverin [3] (1-3 Wounds Remaining), Weapon: Armiger Autocannon, Heavy stubber

          • Qualities and Burdens

            Selections: Random Burdens

            Rules: Freeblade Qualities and Burdens

            Burden: 1) Exiled in Shame, 2) Weary Machine Spirit, 3) Haunted by Failure, 4) Obsessed with Vengeance, 5) Driven to Slaughter, 6) Impetuous Nature

            • Chosen Qualities

              Selections: Quality: Last of their Line

              Quality: Last of Their Line

        • Armiger Helverin [8 PL, 155pts]

          Selections: 2x Armiger Autocannon, Freeblade, Heavy Stubber

          Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Vehicle, Armiger Helverin, Faction: Imperial Knights

          Rules: Freeblades

          Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Helverin [1] (7+ Wounds Remaining), Armiger Helverin [2] (4-6 Wounds Remaining), Armiger Helverin [3] (1-3 Wounds Remaining), Weapon: Armiger Autocannon, Heavy stubber

          • Qualities and Burdens

            Selections: Random Burdens

            Rules: Freeblade Qualities and Burdens

            Burden: 1) Exiled in Shame, 2) Weary Machine Spirit, 3) Haunted by Failure, 4) Obsessed with Vengeance, 5) Driven to Slaughter, 6) Impetuous Nature

            • Chosen Qualities

              Selections: Quality: Last of their Line

              Quality: Last of Their Line


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights p92
        Vehicle SquadronWhen this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.Codex: Imperial Knights p91
        BurdenDescriptionRef
        1) Exiled in ShameWhilst this Burden applies, the Freeblade cannot be affected by any Stratagems (this includes using the Command Re-roll Stratagem to re-roll a dice for this Freeblade).Codex: Imperial Knights p118
        2) Weary Machine SpiritWhilst this Burden applies, halve the number of wounds the Freeblade has remaining for the purposes of determining what characteristics to use on their damage table.Codex: Imperial Knights p118
        3) Haunted by FailureWhilst this Burden applies, re-roll hit rolls of 6 for the Freeblade.Codex: Imperial Knights p118
        4) Obsessed with VengeanceWhilst this Burden applies, the Freeblade can only target the nearest enemy unit that is visible to it in the Shooting phase, and it can only declare a charge against the nearest enemy unit in the Charge phase.Codex: Imperial Knights p118
        5) Driven to SlaughterWhilst this Burden applies, the Freeblade cannot Fall Back and its Ballistic Skill characteristic is changed to 6+.Codex: Imperial Knights p118
        6) Impetuous NatureWhilst this Burden applies, every move that the Freeblade makes must take it closer to the nearest enemy model, and - unless it is already within 1" of an enemy unit - it must declare a charge against every enemy unit within 12" of it in your Charge phase.Codex: Imperial Knights p118
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights p91
        QualityDescriptionRef
        Last of Their LineRe-roll hit rolls of 1 for the Freeblade's attacks against units containing 10 or more models.Codex: Imperial Knights p118
        UnitMWSBSSTWALdSaveRef
        Armiger Helverin [1] (7+ Wounds Remaining)14"3+3+6712483+Codex: Imperial Knights p91
        Armiger Helverin [2] (4-6 Wounds Remaining)10"4+4+6712483+Codex: Imperial Knights p91
        Armiger Helverin [3] (1-3 Wounds Remaining)7"5+5+6712483+Codex: Imperial Knights p91
        WeaponRangeTypeSAPDAbilitiesRef
        Armiger Autocannon60"Heavy 2D37-13-Codex: Imperial Knights p102
        Heavy stubber36"Heavy 3401-
      • Armiger Warglaives [14 PL, 270pts]

        Categories: Lord of War

        • Armiger Warglaive [7 PL, 135pts]

          Selections: Freeblade, Heavy Stubber, Reaper Chain-Cleaver, Thermal Spear

          Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Armiger Warglaive, Vehicle, Faction: Imperial Knights

          Rules: Freeblades

          Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Warglaive [1] (7+ Wounds Remaining), Armiger Warglaive [2] (4-6 Wounds Remaining), Armiger Warglaive [3] (1-3 Wounds Remaining), Weapon: Heavy stubber, Reaper Chain-Cleaver (Strike), Reaper Chain-Cleaver (Sweep), Thermal Spear

          • Qualities and Burdens

            Selections: Random Burdens

            Rules: Freeblade Qualities and Burdens

            Burden: 1) Exiled in Shame, 2) Weary Machine Spirit, 3) Haunted by Failure, 4) Obsessed with Vengeance, 5) Driven to Slaughter, 6) Impetuous Nature

            • Chosen Qualities

              Selections: Quality: Sworn to a Quest

              Quality: Sworn to a Quest

        • Armiger Warglaive [7 PL, 135pts]

          Selections: Freeblade, Heavy Stubber, Reaper Chain-Cleaver, Thermal Spear

          Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Armiger Warglaive, Vehicle, Faction: Imperial Knights

          Rules: Freeblades

          Abilities: Ion Shield, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Armiger Warglaive [1] (7+ Wounds Remaining), Armiger Warglaive [2] (4-6 Wounds Remaining), Armiger Warglaive [3] (1-3 Wounds Remaining), Weapon: Heavy stubber, Reaper Chain-Cleaver (Strike), Reaper Chain-Cleaver (Sweep), Thermal Spear

          • Qualities and Burdens

            Selections: Random Burdens

            Rules: Freeblade Qualities and Burdens

            Burden: 1) Exiled in Shame, 2) Weary Machine Spirit, 3) Haunted by Failure, 4) Obsessed with Vengeance, 5) Driven to Slaughter, 6) Impetuous Nature

            • Chosen Qualities

              Selections: Quality: Mysterious Guardian

              Quality: Mysterious Guardian


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights p92
        Vehicle SquadronWhen this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.Codex: Imperial Knights p91
        BurdenDescriptionRef
        1) Exiled in ShameWhilst this Burden applies, the Freeblade cannot be affected by any Stratagems (this includes using the Command Re-roll Stratagem to re-roll a dice for this Freeblade).Codex: Imperial Knights p118
        2) Weary Machine SpiritWhilst this Burden applies, halve the number of wounds the Freeblade has remaining for the purposes of determining what characteristics to use on their damage table.Codex: Imperial Knights p118
        3) Haunted by FailureWhilst this Burden applies, re-roll hit rolls of 6 for the Freeblade.Codex: Imperial Knights p118
        4) Obsessed with VengeanceWhilst this Burden applies, the Freeblade can only target the nearest enemy unit that is visible to it in the Shooting phase, and it can only declare a charge against the nearest enemy unit in the Charge phase.Codex: Imperial Knights p118
        5) Driven to SlaughterWhilst this Burden applies, the Freeblade cannot Fall Back and its Ballistic Skill characteristic is changed to 6+.Codex: Imperial Knights p118
        6) Impetuous NatureWhilst this Burden applies, every move that the Freeblade makes must take it closer to the nearest enemy model, and - unless it is already within 1" of an enemy unit - it must declare a charge against every enemy unit within 12" of it in your Charge phase.Codex: Imperial Knights p118
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights p91
        QualityDescriptionRef
        Mysterious GuardianThis Freeblade can perform Heroic Interventions as if it were a CHARACTER, it can do so if any enemy units are within 6" of it at the end of the enemy's charge phase, and can move up to 6" when doing so.Codex: Imperial Knights p118
        Sworn to a QuestRe-roll hit rolls of 1 for this Freeblade when it targets the enemy Warlord. If this freeblade is within range of an objective marker (as specified in the mission) it controls that 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.Codex: Imperial Knights p118
        UnitMWSBSSTWALdSaveRef
        Armiger Warglaive [1] (7+ Wounds Remaining)14"3+3+6712483+Codex: Imperial Knights p91
        Armiger Warglaive [2] (4-6 Wounds Remaining)10"4+4+6712483+Codex: Imperial Knights p91
        Armiger Warglaive [3] (1-3 Wounds Remaining)7"5+5+6712483+Codex: Imperial Knights p91
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy stubber36"Heavy 3401-
        Reaper Chain-Cleaver (Strike)MeleeMeleex2-33-Codex: Imperial Knights p103
        Reaper Chain-Cleaver (Sweep)MeleeMeleeUser-21Make 2 hit rolls for each attack made with this weapon, instead of 1.Codex: Imperial Knights p103
        Thermal Spear30"Assault D38-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Blast.Codex: Imperial Knights p102
      • Knight Moiraxes [8 PL, 155pts]

        Categories: Lord of War

        • Knight Moirax [8 PL, 155pts]

          Selections: Character (Knight Lance), Freeblade, Heirloom: Sanctuary, Warlord, Warlord Trait (Mechanicus): Cold Eradication

          Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Vehicle, Faction: Imperial Knights, Knight Moirax, Character, Warlord

          Rules: Freeblades

          Abilities: Ion Shield, Legendary Knight, Protection Protocols, Sanctuary, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Knight Moirax [1] (7+ Wounds Remaining), Knight Moirax [2] (4-6 Wounds Remaining), Knight Moirax [3] (1-3 Wounds Remaining), Warlord Trait: Cold Eradication, Weapon: Graviton Pulsar

          • Graviton Pulsar

            Weapon: Graviton Pulsar

          • Qualities and Burdens (Legendary Knight)

            Selections: Burden: Driven to Slaughter, Quality: Indomitable, Quality: Legendary Hero

            Rules: Freeblade Qualities and Burdens

            Burden: Driven to Slaughter, Quality: Indomitable, Legendary Hero

          • Siege Claw w/ Rad-Cleanser

            Selections: Rad-Cleanser, Siege Claw

            Weapon: Rad-Cleanser, Siege Claw


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights p92
        Legendary KnightAdd 1 to the Leadership Characteristic of this model. When giving Qualities and Burdens to this model, you can use the following method instead of the method presented in Codex: Imperial Knights:

        Select two from the Quality Table.
        Select one from the Burden Table.
        War Zone Charadon, Act I: The Book of Rust p72
        Protection ProtocolsWhilst this model is within 6" of any friendly <HOUSEHOLD> TITANIC models, it can perform Heroic Interventions as if it were a CHARACTER. This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit. Each time this model makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.Imperial Armour: Compendium p104
        SanctuaryThe bearer has a 5+ invulnerable save against ranged and melee weapons.Codex: Imperial Knights p114
        Vehicle SquadronWhen this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.Codex: Imperial Knights p91
        BurdenDescriptionRef
        Driven to SlaughterWhilst this Burden applies, the Freeblade cannot Fall Back and its Ballistic Skill characteristic is changed to 6+.Codex: Imperial Knights p118
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights p91
        QualityDescriptionRef
        IndomitableAdd 1 to this Freeblade's Wounds and Leadership characteristicsCodex: Imperial Knights p118
        Legendary HeroOnce per battle round, you can re-roll a single hit roll, wound roll, damage roll, charge roll, or saving throw for this Freeblade.Codex: Imperial Knights p118
        UnitMWSBSSTWALdSaveRef
        Knight Moirax [1] (7+ Wounds Remaining)12"3+3+6712483+Imperial Armour: Compendium p104
        Knight Moirax [2] (4-6 Wounds Remaining)10"4+4+6712483+Imperial Armour: Compendium p104
        Knight Moirax [3] (1-3 Wounds Remaining)8"5+5+6712483+Imperial Armour: Compendium p104
        Warlord TraitDescriptionRef
        Cold EradicationWhen determining the number of attacks this Warlord makes with a weapon that has a random number of attacks (e.g. Heavy D6), roll one additional dice and discard one of the dice.Psychic Awakening VII: Engine War p63
        WeaponRangeTypeSAPDAbilitiesRef
        Graviton Pulsar24"Heavy D66-32Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.Imperial Armour: Compendium p104
        Rad-Cleanser9"Assault D6203Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.Imperial Armour: Compendium p104
        Siege ClawMeleeMeleex2-3D6Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or TITANIC unit, add 2 to the Damage characteristic.Imperial Armour: Compendium p104
      • Knight Moiraxes [8 PL, 155pts]

        Categories: Lord of War

        • Knight Moirax [8 PL, 155pts]

          Selections: Freeblade

          Categories: Faction: Imperium, Faction: <Household>, Faction: <Questor Allegiance>, Armiger Class, Vehicle, Faction: Imperial Knights, Knight Moirax

          Rules: Freeblades

          Abilities: Ion Shield, Protection Protocols, Vehicle Squadron, Explosion: Explodes (Armiger), Unit: Knight Moirax [1] (7+ Wounds Remaining), Knight Moirax [2] (4-6 Wounds Remaining), Knight Moirax [3] (1-3 Wounds Remaining), Weapon: Volkite Veuglaire

          • Qualities and Burdens

            Selections: Random Burdens

            Rules: Freeblade Qualities and Burdens

            Burden: 1) Exiled in Shame, 2) Weary Machine Spirit, 3) Haunted by Failure, 4) Obsessed with Vengeance, 5) Driven to Slaughter, 6) Impetuous Nature

            • Chosen Qualities

              Selections: Quality: Peerless Warrior

              Quality: Peerless Warrior

          • Siege Claw w/ Rad-Cleanser

            Selections: Rad-Cleanser, Siege Claw

            Weapon: Rad-Cleanser, Siege Claw

          • Volkite Veuglaire

            Weapon: Volkite Veuglaire


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights p92
        Protection ProtocolsWhilst this model is within 6" of any friendly <HOUSEHOLD> TITANIC models, it can perform Heroic Interventions as if it were a CHARACTER. This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit. Each time this model makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.Imperial Armour: Compendium p104
        Vehicle SquadronWhen this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.Codex: Imperial Knights p91
        BurdenDescriptionRef
        1) Exiled in ShameWhilst this Burden applies, the Freeblade cannot be affected by any Stratagems (this includes using the Command Re-roll Stratagem to re-roll a dice for this Freeblade).Codex: Imperial Knights p118
        2) Weary Machine SpiritWhilst this Burden applies, halve the number of wounds the Freeblade has remaining for the purposes of determining what characteristics to use on their damage table.Codex: Imperial Knights p118
        3) Haunted by FailureWhilst this Burden applies, re-roll hit rolls of 6 for the Freeblade.Codex: Imperial Knights p118
        4) Obsessed with VengeanceWhilst this Burden applies, the Freeblade can only target the nearest enemy unit that is visible to it in the Shooting phase, and it can only declare a charge against the nearest enemy unit in the Charge phase.Codex: Imperial Knights p118
        5) Driven to SlaughterWhilst this Burden applies, the Freeblade cannot Fall Back and its Ballistic Skill characteristic is changed to 6+.Codex: Imperial Knights p118
        6) Impetuous NatureWhilst this Burden applies, every move that the Freeblade makes must take it closer to the nearest enemy model, and - unless it is already within 1" of an enemy unit - it must declare a charge against every enemy unit within 12" of it in your Charge phase.Codex: Imperial Knights p118
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights p91
        QualityDescriptionRef
        Peerless WarriorWhen this Quality is chosen or generated, roll a D6: on a 1-3 add 2" to this Freeblade's Move characteristic; on a 4-5 improve its Weapon Skill characteristic by 1 (e.g. WS3+ becomes WS2+); on a 6 improve its Ballistic Skill characteristic by 1 (e.g. BS3+ becomes BS2+).Codex: Imperial Knights p118
        UnitMWSBSSTWALdSaveRef
        Knight Moirax [1] (7+ Wounds Remaining)12"3+3+6712483+Imperial Armour: Compendium p104
        Knight Moirax [2] (4-6 Wounds Remaining)10"4+4+6712483+Imperial Armour: Compendium p104
        Knight Moirax [3] (1-3 Wounds Remaining)8"5+5+6712483+Imperial Armour: Compendium p104
        WeaponRangeTypeSAPDAbilitiesRef
        Rad-Cleanser9"Assault D6203Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.Imperial Armour: Compendium p104
        Siege ClawMeleeMeleex2-3D6Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or TITANIC unit, add 2 to the Damage characteristic.Imperial Armour: Compendium p104
        Volkite Veuglaire36"Heavy 56-12Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.Imperial Armour: Compendium p104
      • Knight Valiant [31 PL, -2CP, 610pts]

        Selections: Character (Exalted Court), Character (Heirloom of the House), Conflagration Cannon, Favoured Knight [-2CP], Freeblade, Heirloom: Armour of the Sainted Ion, Heirloom: Mark of the Omnissiah, Thundercoil Harpoon, Titanic Feet, 2x Twin Meltagun

        Categories: Faction: <Household>, Faction: <Questor Allegiance>, Faction: Imperium, Dominus Class, Titanic, Vehicle, Knight Valiant, Faction: Imperial Knights, Lord of War, Character

        Rules: Freeblades

        Abilities: Armour of the Sainted Ion, Ion Shield, Legendary Knight, Mark of the Omnissiah, Super-Heavy Walker, Explosion (Details): Dual Plasma Core Explosion, Unit: Knight Valiant [1] (15+ Wounds Remaining), Knight Valiant [2] (8-14 Wounds Remaining), Knight Valiant [3] (1-7 Wounds Remaining), Weapon: Conflagration Cannon, Thundercoil Harpoon, Titanic Feet, Twin Meltagun

        • One Siegebreaker Cannon and Four Shieldbreaker Missiles [15pts]

          Selections: 4x Shieldbreaker Missile, Twin Siegebreaker Cannon [15pts]

          Weapon: Shieldbreaker Missile, Twin Siegebreaker Cannon

        • Qualities and Burdens (Legendary Knight)

          Selections: Burden: Obsessed with Vengeance, Quality: Legendary Hero, Quality: Peerless Warrior

          Rules: Freeblade Qualities and Burdens

          Burden: Obsessed with Vengeance, Quality: Legendary Hero, Peerless Warrior

        • Warlord Trait (Freeblade): Echoes from the Past

          Selections: Household Tradition: Omnissiah's Grace

          Household Tradition: Omnissiah's Grace, Warlord Trait: Echoes from the Past


        AbilitiesDescriptionRef
        Armour of the Sainted IonThe wearer's Knight has a Save characteristic of 2+Codex: Imperial Knights p114
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights p92
        Legendary KnightAdd 1 to the Leadership Characteristic of this model. When giving Qualities and Burdens to this model, you can use the following method instead of the method presented in Codex: Imperial Knights:

        Select two from the Quality Table.
        Select one from the Burden Table.
        War Zone Charadon, Act I: The Book of Rust p72
        Mark of the OmnissiahRoll a D6 at the start of your turn. On a 6 the bearer regains D3 lost wounds; on any other result it regains 1 lost wound.Codex: Imperial Knights p116
        Super-Heavy WalkerThis model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.Codex: Imperial Knights p92
        BurdenDescriptionRef
        Obsessed with VengeanceWhilst this Burden applies, the Freeblade can only target the nearest enemy unit that is visible to it in the Shooting phase, and it can only declare a charge against the nearest enemy unit in the Charge phase.Codex: Imperial Knights p118
        Explosion (Details)Dice RollDistanceMortal WoundsDescriptionRef
        Dual Plasma Core Explosion6+2D6"/3D6"D6If this model is reduced to 0 wounds, roll 2D6 before removing it from the battlefield. If you roll a 6 on either dice, it explodes and each unit within 2D6" suffers D6 mortal wounds; if you roll a 6 on both dice, each unit within 3D6" suffers D6 mortal wounds instead.Codex: Imperial Knights p99
        Household TraditionDescriptionRef
        Omnissiah's GraceRoll a dice each time a model with this Household Tradition loses a wound, unless that wound was lost as the result of a mortal wound; on a 6 the wound being rolled for is not lost.Codex: Imperial Knights p107
        QualityDescriptionRef
        Legendary HeroOnce per battle round, you can re-roll a single hit roll, wound roll, damage roll, charge roll, or saving throw for this Freeblade.Codex: Imperial Knights p118
        Peerless WarriorWhen this Quality is chosen or generated, roll a D6: on a 1-3 add 2" to this Freeblade's Move characteristic; on a 4-5 improve its Weapon Skill characteristic by 1 (e.g. WS3+ becomes WS2+); on a 6 improve its Ballistic Skill characteristic by 1 (e.g. BS3+ becomes BS2+).Codex: Imperial Knights p118
        UnitMWSBSSTWALdSaveRef
        Knight Valiant [1] (15+ Wounds Remaining)10"4+3+8828493+Codex: Imperial Knights p100
        Knight Valiant [2] (8-14 Wounds Remaining)7"5+4+8828493+Codex: Imperial Knights p100
        Knight Valiant [3] (1-7 Wounds Remaining)4"6+5+8828493+Codex: Imperial Knights p100
        Warlord TraitDescriptionRef
        Echoes from the PastThis WARLORD gains and benefits from one Household Tradition, selected from those described in Codex: Imperial Knights, even though they are FREEBLADE.War Zone Charadon, Act I: The Book of Rust p73
        WeaponRangeTypeSAPDAbilitiesRef
        Conflagration Cannon18"Heavy 3D67-22This weapon automatically hits its target.Codex: Imperial Knights p102
        Shieldbreaker Missile48"Heavy 110-4D6Each shieldbreaker missile can only be fired once per battle, and a model can only fire one each turn. Invulnerable saving throws cannot be made against wounds caused by this weapon.Codex: Imperial Knights p102
        Thundercoil Harpoon12"Heavy 116-610You can re-roll failed hit rolls when targeting VEHICLE or MONSTER units with this weapon. In addition, if this weapon inflicts any damage, the target unit suffers an additional D3 mortal wounds.Codex: Imperial Knights p102
        Titanic FeetMeleeMeleeUser-2D3Make 3 hit rolls for each attack made with this weapon, instead of 1.Codex: Imperial Knights p103
        Twin Meltagun12"Assault 28-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.Codex: Imperial Knights p102
        Twin Siegebreaker Cannon48"Heavy 2D37-1D3BlastCodex: Imperial Knights p102
Force Rules

Knight Lance: If your army is Battle-forged, select one model in each IMPERIAL KNIGHTS Super-heavy Detachment in your army. Each model you selected gains the CHARACTER keyword. If your WARLORD has the IMPERIAL KNIGHTS keyword, IMPERIAL KNIGHTS Super-heavy Detachments in your army gain the following Command Benefits: ‘Select one of the following: +3 Command Points if your WARLORD is part of this Detachment; +6 Command Points if your WARLORD is part of this Detachment and has the TITANIC keyword. (Codex: Imperial Knights)

Selection Rules

Freeblade Lance: When determining which Qualities and Burdens each FREEBLADE LANCE model in your army has, they cannot have a Quality or Burden that another FREEBLADE LANCE model in your army has until all other Qualities and Burdens have been selected (unless randomly generated). (War Zone Charadon, Act I: The Book of Rust p72)

Freeblade Qualities and Burdens: If your army is Battle-forged, then before the battle you can give one FREEBLADE model in each Detachment Qualities and Burdens. To do so, first either choose a single Quality from the table below, or roll two D6 to randomly generate two Qualities from the table (duplicate results have no effect). After determining the model's Qualities, you must then either choose two different Burdens from the table below or roll one D6 to randomly generate a Burden.

If a Freeblade from your army has any Burdens, roll 2D6 for them at the start of each of your turns, subtracting 1 from the result if the Freeblade has the Exiled in Shame burden. If the result is less than that Freeblade's Leadership characteristic, their Burdens do not apply that turn. If the result equals or exceeds their Leadership characteristic, then their Burdens apply until the start of your next turn. (Codex: Imperial Knights)

Freeblades: The inclusion of a FREEBLADE unit in an IMPERIAL KNIGHTS Detachment does not prevent other units in that Detachment from gaining a Household Tradition. However, FREEBLADE units can never themselves benefit from a Household Tradition. (Codex: Imperial Knights)


Created with BattleScribe

Southcon ‘21 1500 Saturday Nic C (Warhammer 40,000 9th Edition) [79 PL, 6CP, 1,500pts]

  • Battalion Detachment 0CP (Orks) [64 PL, 9CP, 1,175pts]

    Rules: Dis Is Ours! Zog Off!

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

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

        Categories: Configuration

      • Clan Kultur / Specialist Mobs

        Selections: Evil Sunz

        Categories: Configuration

        Abilities: Evil Sunz


        AbilitiesDescriptionRef
        Evil SunzAdd 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED FREEK), and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.
      • Detachment Command Cost

        Categories: Configuration

    • HQ [10 PL, -2CP, 190pts]
      • Warboss on Warbike [6 PL, -1CP, 115pts]

        Selections: Brutal but Kunnin, Da Biggest Boss [-1CP], Da Killa Klaw, 2x Dakkagun, Power Klaw, Warlord

        Categories: Character, Warboss, HQ, Faction: <Clan>, Faction: Ork, Biker, Speedboss, Speed Freeks, Warlord

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

        Abilities: Breakin' Heads, Brutal but Kunnin, Da Biggest Boss, SPEEDWAAAGH!, Unit: Warboss on Warbike (Da Biggest Boss), Weapon: Da Killa Klaw, Dakkagun, Power Klaw


        AbilitiesDescriptionRef
        Breakin' HeadsIf a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed.Codex: Orks p85
        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.Codex: Orks p132
        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.
        SPEEDWAAAGH!Friendly <CLAN> BIKER and VEHICLE units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.Codex: Orks p89
        UnitMWSBSSTWALdSaveRef
        Warboss on Warbike (Da Biggest Boss)14"2+5+678684+Imperial Armour: Compendium p193
        WeaponRangeTypeSAPDAbilitiesRef
        Da Killa KlawMeleeMeleex2-33Model with Power Klaw only. You can re-roll failed wound rolls for this weapon.Codex: Orks p130
        Dakkagun18"Assault 3501-Codex: Orks p119
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rollCodex: Orks p121
      • Weirdboy [4 PL, -1CP, 75pts]

        Selections: 2. Warpath, Evil Sunz: Visions in the Smoke, 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: Evil Sunz: Visions in the Smoke, Smite, Warpath, Psyker: Psyker, Unit: Weirdboy, Weapon: Weirdboy Staff


        AbilitiesDescriptionRef
        Waaagh! EnergyAdd 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.Codex: Orks p88
        Warphead (1 CP)Use this Stratagem before the battle begins. Select a WEIRDBOY model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychic power in each of your Psychic phases.
        Psychic PowerWarp ChargeRangeDetailsRef
        Evil Sunz: Visions in the Smoke612"Visions in the Smoke has a warp charge value of 6. If manifested, select one friendly EVIL SUNZ VEHICLE unit within 12" of this psyker (you can only select a unit with a Wounds characteristic of 18 or more if the result of the psychic test to manifest this psychic power was 9 or
        more). Until the start of your next Psychic phase, when resolving an attack made by a model in that unit, you can re-roll the hit roll.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Warpath718"If Manifested, select a friendly ORK unit within 18" of the psyker. Increase that unit's Attacks characteristic by 1 until your next Psychic phase.
        PsykerCastDenyPowers KnownOtherRef
        Psyker111See Waaagh! Energy
        UnitMWSBSSTWALdSaveRef
        Weirdboy5"3+5+544366+Codex: Orks p88
        WeaponRangeTypeSAPDAbilitiesRef
        Weirdboy StaffMeleeMelee+2-1D3-
    • Troops [18 PL, 390pts]
      • Boyz [8 PL, 170pts]

        Selections: 2x 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: Power Klaw [10pts], Slugga, Stikkbombs

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

        • 19x Ork Boy W/ Shoota [152pts]

          Selections: 19x Shoota, 19x Stikkbombs

          Unit: Ork Boy, Weapon: Shoota, Stikkbomb


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rollCodex: Orks p121
        Shoota18"Assault 2401-Codex: Orks p120
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • Boyz [8 PL, 170pts]

        Selections: 2x 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: Power Klaw [10pts], Slugga, Stikkbombs

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

        • 19x Ork Boy W/ Shoota [152pts]

          Selections: 19x Shoota, 19x Stikkbombs

          Unit: Ork Boy, Weapon: Shoota, Stikkbomb


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rollCodex: Orks p121
        Shoota18"Assault 2401-Codex: Orks p120
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
      • 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


        UnitMWSBSSTWALdSaveRef
        Gretchin5"5+4+221146+Codex: Orks p91
        WeaponRangeTypeSAPDAbilitiesRef
        Grot Blaster12"Pistol 1301-Codex: Orks p119
    • Heavy Support [36 PL, -1CP, 595pts]
      • Battlewagon [9 PL, 160pts]

        Selections: Deff Rolla [20pts], Grot Rigger [5pts]

        Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Battlewagon, Heavy Support

        Rules: Dakka Dakka Dakka

        Abilities: Explodes, Grot Riggers, Open-Topped, Transport: Battlewagon, Transport Wound Track: Battlewagon1, Battlewagon2, Battlewagon3, Unit: Battlewagon, Weapon: Deff Rolla


        AbilitiesDescriptionRef
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
        Grot RiggersIf a model has a grot rigger, the grot can attempt repairs at the end of the movement phase. Roll a D6, on a roll of a 2+, this model regains 1 wounds lost earlier in the battle.
        Open-ToppedModels embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. For example, the passengers cannot shoot if this model has Fallen Back in the same turn.
        While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with.
        TransportCapacityRef
        BattlewagonThis model can transport 20 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. If this model is equipped with a killkannon, it can only transport 12 models.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Battlewagon18-16+12"86
        Battlewagon24-79"6D6
        Battlewagon31-36"4D3
        UnitMWSBSSTWALdSaveRef
        Battlewagon*5+5+*716*74+Codex: Orks p106
        WeaponRangeTypeSAPDAbilitiesRef
        Deff RollaMeleeMelee+1-22Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.Codex: Orks p121
      • Battlewagon [9 PL, 160pts]

        Selections: Deff Rolla [20pts], Grot Rigger [5pts]

        Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Battlewagon, Heavy Support

        Rules: Dakka Dakka Dakka

        Abilities: Explodes, Grot Riggers, Open-Topped, Transport: Battlewagon, Transport Wound Track: Battlewagon1, Battlewagon2, Battlewagon3, Unit: Battlewagon, Weapon: Deff Rolla


        AbilitiesDescriptionRef
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
        Grot RiggersIf a model has a grot rigger, the grot can attempt repairs at the end of the movement phase. Roll a D6, on a roll of a 2+, this model regains 1 wounds lost earlier in the battle.
        Open-ToppedModels embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. For example, the passengers cannot shoot if this model has Fallen Back in the same turn.
        While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, except with any Pistols they are equipped with.
        TransportCapacityRef
        BattlewagonThis model can transport 20 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. If this model is equipped with a killkannon, it can only transport 12 models.
        Transport Wound TrackWoundsMoveStrengthAttacksRef
        Battlewagon18-16+12"86
        Battlewagon24-79"6D6
        Battlewagon31-36"4D3
        UnitMWSBSSTWALdSaveRef
        Battlewagon*5+5+*716*74+Codex: Orks p106
        WeaponRangeTypeSAPDAbilitiesRef
        Deff RollaMeleeMelee+1-22Each time an attack is made with this weapon, the bearer has a WS characteristic of 2+ for that attack.Codex: Orks p121
      • Killa Kans [18 PL, -1CP, 275pts]

        Categories: Faction: <Clan>, Faction: Ork, Vehicle, Heavy Support, Killa Kans, Gretchin

        Rules: Dakka Dakka Dakka, Grots

        Abilities: Explodes, Scrag 'Em

        • Killa Kan [55pts]

          Selections: Kan Klaw, Rokkit Launcha [5pts]

          Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha

        • Killa Kan [55pts]

          Selections: Kan Klaw, Rokkit Launcha [5pts]

          Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha

        • Killa Kan [55pts]

          Selections: Kan Klaw, Rokkit Launcha [5pts]

          Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha

        • Killa Kan [55pts]

          Selections: Kan Klaw, Rokkit Launcha [5pts]

          Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha

        • Killa Kan [55pts]

          Selections: Kan Klaw, Rokkit Launcha [5pts]

          Unit: Killa Kan, Weapon: Kan Klaw, Rokkit launcha

        • Kustom Job [-1CP]

          Selections: Sparkly Bitz

          Categories: Stratagems

          Abilities: Kustom Job, Sparkly Bitz


        AbilitiesDescriptionRef
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
        Kustom JobUse this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units.
        Psychic Awakening VI: Saga of the Beast p72
        Scrag 'EmAdd 1 to their Attacks characteristic if this unit contains 3 or more models
        Sparkly BitzKILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Improve the unit’s Ballistic Skill characteristic by 1 (e.g. a Ballistic Skill characteristic of 5+ becomes 4+).
        UnitMWSBSSTWALdSaveRef
        Killa Kan6"5+4+555363+Codex: Orks p109
        WeaponRangeTypeSAPDAbilitiesRef
        Kan KlawMeleeMelee+3-33-
        Rokkit launcha24"Assault 18-23-Codex: Orks p120
  • Super-Heavy Auxiliary Detachment -3CP (Orks) [15 PL, -3CP, 325pts]

    Rules: Dis Is Ours! Zog Off!

    • Configuration [-3CP]
      • Detachment Command Cost [-3CP]

        Categories: Configuration

    • Lord of War [15 PL, 325pts]
      • Kill Tank [15 PL, 325pts]

        Selections: Bursta Kannon [50pts], Reinforced Ram, Skorcha, Twin Big Shoota

        Categories: Faction: <Clan>, Faction: Ork, Transport, Vehicle, Kill Tank, Lord of War, Titanic

        Rules: Dakka Dakka Dakka

        Abilities: Explodes, Kill Tank Grot Riggers, Ram, Ramshackle, Transport: Kill Tank, Unit: Kill Tank [1] (13-24+ wounds remaining), Kill Tank [2] (7-12 wounds remaining), Kill Tank [3] (1-6 wounds remaining), Weapon: Bursta Kannon, Reinforced Ram, Skorcha, Twin Big Shoota


        AbilitiesDescriptionRef
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
        Kill Tank Grot RiggersAt the end of each of your movement phases, this model regains up to D3 lost wounds. This model can only be repaired once per turn.Imperial Armour: Compendium p201
        RamEach time this model finishes a charge move, select one enemy unit within Engagement Range of it and roll one D6; on a 2+, that units suffers D3 mortal wounds.Imperial Armour: Compendium p201
        RamshackleRoll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a roll of 6, reduce the damage caused by the Attack to 1.Codex: Orks p113
        TransportCapacityRef
        Kill TankThis model has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of 2 models.Imperial Armour: Compendium p201
        UnitMWSBSSTWALdSaveRef
        Kill Tank [1] (13-24+ wounds remaining)12"4+5+8824883+Imperial Armour: Compendium p201
        Kill Tank [2] (7-12 wounds remaining)9"4+5+78N/A683+Imperial Armour: Compendium p201
        Kill Tank [3] (1-6 wounds remaining)6"4+5+68N/A483+Imperial Armour: Compendium p201
        WeaponRangeTypeSAPDAbilitiesRef
        Bursta Kannon36"Heavy 3D610-33Blast. Each time an attack is made with this weapon against a target within half range, add 1 to that attack's hit roll.Imperial Armour: Compendium p201
        Reinforced RamMeleeMelee+1-13-Imperial Armour: Compendium p201
        Skorcha8"Assault D65-11This weapon automatically hits its target.Codex: Orks p120
        Twin Big Shoota36"Assault 6501-Codex: Orks p120
Force Rules

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

Selection Rules

'Ere We Go!: You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice. (Codex: Orks p82)

Dakka Dakka Dakka: Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.

In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target. (Codex: Orks p82)

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. (Codex: Orks p82)


Created with BattleScribe

SouthCon Competitive, 1500pt (Warhammer 40,000 9th Edition) [80 PL, 13CP, 1,496pts]

  • Battalion Detachment 0CP (Chaos - Chaos Space Marines) [80 PL, 13CP, 1,496pts]

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

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

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Legion

        Selections: Black Legion

        Categories: Configuration

        Abilities: Black Crusaders


        AbilitiesDescriptionRef
        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).Codex: Heretic Astartes - Chaos Space Marines p157
    • Stratagems [-1CP]
      • Council of Traitors [-1CP]

        Categories: Stratagems

        Abilities: Council of Traitors


        AbilitiesDescriptionRef
        Council of TraitorsUse this Stratagem before the battle if your Warlord is a BLACK LEGION CHAOS LORD, DAEMON PRINCE or ABADDON THE DESPOILER. Pick up to one BLACK LEGION DARK APOSTLE and up to one BLACK LEGION SORCERER from your army. Generate a Warlord Trait for each model you picked (note that these models are only regarded as your Warlord for the purposes of these Warlord Traits). You can only use this Stratagem once per battle. No two characters from your army can have the same Warlord Trait.
    • No Force Org Slot [1 PL, 10pts]
      • Dark Disciples [1 PL, 10pts]

        Selections: Mark of Tzeentch

        Categories: Faction: Chaos, Faction: <Mark of Chaos>, Faction: Heretic Astartes, Faction: <Legion>, Infantry, No Force Org Slot, Faction: Tzeentch

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Followers, Relic of Corruption

        • 2x Dark Disciple [10pts]

          Selections: 2x Close combat weapon

          Unit: Dark Disciple, Weapon: Close combat weapon


        AbilitiesDescriptionRef
        FollowersOnly one unit of Dark Disciples can be included in your army for each Dark Apostle in your army. <LEGION> Dark Disciples units do not take up slots in a Detachment that includes any <LEGION> Dark Apostles. Models cannot target a <LEGION> Dark Disciples unit with a ranged weapon while that unit is within 3" of any friendly <LEGION> Dark Apostle units, unless that Dark Disciples unit is both visible to the firing model and is the closest enemy unit to the firing model. Ignore other Character models with a Wounds characteristics of 9 or less when determining if the target is the closest enemy unit to the firing model.
        Relic of CorruptionWhile any <LEGION> Dark Disciples units are within 2" of a friendly <LEGION> Dark Apostle, add 1 to dice rolls to see if a prayer chanted by that Dark Apostle is heard.
        UnitMWSBSSTWALdSaveRef
        Dark Disciple6"4+5+331165+
        WeaponRangeTypeSAPDAbilitiesRef
        Close combat weaponMeleeMeleeUser01-
    • HQ [20 PL, 2CP, 395pts]
      • Abaddon the Despoiler [11 PL, 2CP, 220pts]

        Selections: Drach'nyen, Talon of Horus, Warlord

        Categories: HQ, Faction: Khorne, Faction: Slaanesh, Faction: Heretic Astartes, Faction: Tzeentch, Faction: Nurgle, Faction: Black Legion, Chaos Lord, Character, Infantry, Terminator, Faction: Chaos, Warlord

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Dark Destiny, Death to the False Emperor, First Among Traitors, Lord of the Black Legion, Mark of Chaos Ascendant, Teleport Strike, The Warmaster, Unit: Abaddon the Despoiler, Weapon: Drach'nyen, Talon of Horus (melee), Talon of Horus (shooting)


        AbilitiesDescriptionRef
        Dark DestinyAbaddon the Despoiler has a 4+ invulnerable save. In addition, all damage suffered by Abaddon the Despoiler is halved (rounding up).
        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.
        First Among TraitorsThe Death to the False Emperor ability triggers an extra attack on rolls of 5+ instead of 6+ for models in friendly BLACK LEGION units while they are within 6" of your Warlord.
        Lord of the Black LegionYou can re-roll hit rolls for friendly BLACK LEGION units while they are within 6" of Abaddon the Despoiler.
        Mark of Chaos AscendantFriendly HERETIC ASTARTES units automatically pass Morale tests while they are within 12" of Abaddon the Despoiler.
        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.
        The WarmasterIf your army is Battle-forged and Abaddon is your Warlord, you receive 2 additional Command Points.
        UnitMWSBSSTWALdSaveRef
        Abaddon the Despoiler6"2+2+5586102+
        WeaponRangeTypeSAPDAbilitiesRef
        Drach'nyenMeleeMelee+1-33Roll a D6 each time the bearer fights. On a 1 they suffer 1 mortal wound and cannot use this weapon further during this phase. On a 2+ they can make that many additional attacks with this weapon.
        Talon of Horus (melee)MeleeMeleex2-4D3-
        Talon of Horus (shooting)24"Rapid Fire 24-1D3-
      • Dark Apostle [4 PL, 80pts]

        Selections: 5. Trusted War-leader, Accursed crozius, Blissful Devotion, Bolt pistol, Council of Traitors, Dark Zealotry, Frag & Krak grenades, Mark of Slaanesh, Warpsight Plea

        Categories: HQ, Faction: Chaos, Character, Faction: Heretic Astartes, Infantry, Faction: <Legion>, Priest, Dark Apostle, Faction: Slaanesh

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Death to the False Emperor, Demagogue, Priest, Sigil of Corruption, Trusted War-leader, Prayers: Blissful Devotion, Dark Zealotry, Warpsight Plea, Unit: Dark Apostle, Weapon: Accursed crozius, Bolt pistol, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        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.
        Trusted War-leaderWhile your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a Stratagem; on a 5+ that Command Point is immediately refunded.
        PrayersEffectRef
        Blissful DevotionIf this prayer is heard, this priest can Advance and charge in their turn in this battle round.
        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.
        Warpsight PleaIf this prayer is heard, pick one friendly <LEGION> unit within 6" of this priest. Add 1 to hit rolls for attacks made with ranged weapons by models in that unit.
        UnitMWSBSSTWALdSaveRef
        Dark Apostle6"2+3+444393+
        WeaponRangeTypeSAPDAbilitiesRef
        Accursed croziusMeleeMelee+1-12-
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
      • Sorcerer [5 PL, 95pts]

        Selections: Council of Traitors, Force sword, Frag & Krak grenades, Mark of Tzeentch, Plasma pistol [5pts], Prescience, Smite, Warp Lord, Warptime

        Categories: HQ, Faction: <Legion>, Faction: <Mark of Chaos>, Psyker, Infantry, Faction: Chaos, Faction: Heretic Astartes, Sorcerer, Character, Faction: Tzeentch

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Death to the False Emperor, Warp Lord, Psychic Power: Prescience, Smite, Warptime, Psyker: Sorcerer, Unit: Sorcerer, Weapon: Force sword, Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge


        AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Warp LordYou can re-roll rolls of 1 when taking a Psychic test for your Warlord.
        Psychic PowerWarp ChargeRangeDetailsRef
        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.
        Warptime63"If manifested, pick a HERETIC ASTARTES unit (excluding AIRCRAFT) within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
        PsykerCastDenyPowers KnownOtherRef
        Sorcerer21Smite and 2 powers from the Dark Hereticus discipline-
        UnitMWSBSSTWALdSaveRef
        Sorcerer6"3+3+444393+
        WeaponRangeTypeSAPDAbilitiesRef
        Force swordMeleeMelee+1-3D3-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32