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Southcon 2022 40K

Warhammer 40,000

  • 04-06-2022
  • Kelly Gragg
  • New Zealand/Dunedin/Edgar Centre
  • 34
  • Lists Visible+Locked
  • Ladder Visible
  • Signups Closed
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Player Rank List Faction W/D/L Time/Lists/Sports/Painting Total TP SOS/VP Club/Affiliation Group
Alec Whitticase1View-5/0/00/0/0/3412810.64/291
Francis McLauchlan2View-4/0/10/0/0/3511711.20/250
Jeremy Aitken3View-4/0/10/0/0/3311312.28/272
Nick McBrearty4View-4/0/10/0/0/3511310.76/203
Josh Reid5View-3/0/20/0/0/351119.04/216Rob-Josh
James lassen6View-4/0/10/0/0/3510812.12/234Tom-James
John7View-4/0/10/0/0/3510314.44/234Vinnie-John
Aidan Haig8View-3/0/20/0/0/3510012.76/204
Caelum9View-3/0/20/0/0/319610.08/239
Carl Herbst10View-3/0/20/0/0/359511.48/215
Sam Day11View-3/0/20/0/0/35959.72/215
Vinnie Purcell12View-3/0/20/0/0/35959.12/212Vinnie-John
Ashley Greatrix13View-3/0/20/0/0/359213.28/193George-Ashley
Andrei robertson14View-3/0/20/0/0/309010.92/238
Connor GosnellR15View-3/0/20/0/0/358912.20/136Linwood LuchadoresConnor-woody
Robert Day16View-3/0/20/0/0/358711.24/127Rob-Josh
Laura Greenaway17View-3/0/20/0/0/34877.28/179
Ross McMillan18View-2/0/30/0/0/357912.16/143
Will Urquhart19View-2/0/30/0/0/30767.44/174
Scott CloughR20View-2/0/30/0/0/357512.04/127Linwood Luchadores
Liam McElwain21View-2/0/30/0/0/35759.48/193Tyler-Liam
Steve Hill22View-2/0/30/0/0/35749.40/140
Jesse McMillan23View-2/1/20/0/0/25737.56/152
Sven Lancaster24View-1/1/30/0/0/35678.68/117
George Nichols25View-3/0/20/0/0/14667.20/200George-Ashley
Woody26View-1/0/40/0/0/34659.32/140Connor-woody
Tyler McInnes27View-1/1/30/0/0/35656.68/155Tyler-Liam
Michael Smith28View-2/0/30/0/0/27598.40/112
Yiheng29View-2/0/30/0/0/23587.64/136
Tom Brew30View-1/0/40/0/0/35579.52/140Tom-James
Ollie31View-1/0/40/0/0/30567.20/138
Luke Euston32View-1/0/40/0/0/235011.60/103
Zach Neal33View-0/0/50/0/0/35429.32/67
Kamini34View-0/1/40/0/0/29417.80/155

Round 5: Caelum (70) def. Ross McMillan (20)

2 months ago

Round 5: Liam McElwain (60) def. Tom Brew (30)

2 months ago

Round 5: Tyler McInnes (90) def. Zach Neal (0)

2 months ago

Round 5: Michael Smith (60) def. Kamini (30)

2 months ago

Round 5: Laura Greenaway (80) def. Sven Lancaster (10)

2 months ago

Round 5: Nick McBrearty (70) def. Ashley Greatrix (20)

2 months ago

Round 5: Alec Whitticase (70) def. John (20)

2 months ago

Round 5: Francis McLauchlan (50) def. Vinnie Purcell (0)

2 months ago

Round 5: George Nichols (50) def. Woody (20)

2 months ago

Round 5: Jesse McMillan (50) def. Luke Euston (20)

2 months ago

Round 5: Carl Herbst (80) def. Steve Hill (10)

2 months ago

Round 5: Jeremy Aitken (90) def. Aidan Haig (0)

2 months ago

Round 5: Sam Day (70) def. Yiheng (20)

2 months ago

Round 5: Josh Reid (80) def. Connor Gosnell (10)

2 months ago

Round 5: James lassen (90) def. Robert Day (0)

2 months ago

Round 5: Will Urquhart (90) def. Ollie (0)

2 months ago

Round 5: Andrei robertson (90) def. Scott Clough (0)

2 months ago

Round 5 draw created

2 months ago

Round 4: Yiheng (66) def. Michael Smith (12)

2 months ago

Round 4: John (57) def. Francis McLauchlan (51)

2 months ago

Round 4: Laura Greenaway (45) def. Luke Euston (39)

2 months ago

Round 4: Carl Herbst (73) def. Liam McElwain (30)

2 months ago

Round 4: Sam Day (69) def. Tom Brew (21)

2 months ago

Round 4: Steve Hill (54) def. Woody (45)

2 months ago

Round 4: Vinnie Purcell (78) def. Ross McMillan (24)

2 months ago

Round 4: Sven Lancaster (69) def. Tyler McInnes (21)

2 months ago

Round 4: Jesse McMillan (51) def. Kamini (36)

2 months ago

Round 4: Aidan Haig (69) def. Caelum (36)

2 months ago

Round 4: Connor Gosnell (66) def. George Nichols (24)

2 months ago

Round 4: Nick McBrearty (57) def. Scott Clough (30)

2 months ago

Round 4: Ollie (54) def. Zach Neal (39)

2 months ago

Round 4: Ashley Greatrix (48) def. Josh Reid (45)

2 months ago

Round 4: Alec Whitticase (87) def. James lassen (21)

2 months ago

Round 4: Jeremy Aitken (82) def. Andrei robertson (18)

2 months ago

Round 4: Robert Day (57) def. Will Urquhart (27)

3 months ago

Round 4 draw created

3 months ago

Round 3: John (35) def. Caelum (25)

3 months ago

Round 3: Tom Brew (45) def. Ollie (20)

3 months ago

Round 3: George Nichols (70) def. Kamini (45)

3 months ago

Round 3: Ross McMillan (15) def. Steve Hill (0)

3 months ago

Round 3: Tyler McInnes (20) tied with Jesse McMillan (20)

3 months ago

Round 3: Andrei robertson (50) def. Liam McElwain (15)

3 months ago

Round 3: Yiheng (30) def. Zach Neal (20)

3 months ago

Round 3: Francis McLauchlan (25) def. Aidan Haig (15)

3 months ago

Round 3: James lassen (55) def. Ashley Greatrix (45)

3 months ago

Round 3: Robert Day (50) def. Michael Smith (0)

3 months ago

Round 3: Josh Reid (35) def. Woody (15)

3 months ago

Round 3: Vinnie Purcell (50) def. Luke Euston (0)

3 months ago

Round 3: Will Urquhart (25) def. Sven Lancaster (10)

3 months ago

Round 3: Scott Clough (45) def. Laura Greenaway (10)

3 months ago

Round 3: Alec Whitticase (50) def. Connor Gosnell (10)

3 months ago

Round 3: Jeremy Aitken (60) def. Carl Herbst (10)

3 months ago

Round 3: Nick McBrearty (40) def. Sam Day (20)

3 months ago

Round 3 draw created

3 months ago

Round 2: Steve Hill (64) def. Tom Brew (32)

3 months ago

Round 2: Sam Day (40) def. Jesse McMillan (20)

3 months ago

Round 2: John (66) def. Carl Herbst (8)

3 months ago

Round 2: Josh Reid (52) def. Sven Lancaster (16)

3 months ago

Round 1: Carl Herbst (44) def. Sam Day (16)

3 months ago

Round 2: Luke Euston (36) def. Yiheng (16)

3 months ago

Round 2: Woody (52) def. Kamini (32)

3 months ago

Round 2: Caelum (48) def. Liam McElwain (28)

3 months ago

Round 2: Alec Whitticase (36) def. Ross McMillan (28)

3 months ago

Round 2: Scott Clough (52) def. Tyler McInnes (20)

3 months ago

Round 2: George Nichols (44) def. Ollie (40)

3 months ago

Round 2: Francis McLauchlan (52) def. Jeremy Aitken (12)

3 months ago

Round 2: James lassen (40) def. Nick McBrearty (8)

3 months ago

Round 2: Connor Gosnell (34) def. Robert Day (12)

3 months ago

Round 2: Aidan Haig (56) def. Andrei robertson (8)

3 months ago

Round 2: Michael Smith (32) def. Will Urquhart (28)

3 months ago

Round 2: Ashley Greatrix (40) def. Laura Greenaway (0)

3 months ago

Round 2: Vinnie Purcell (72) def. Zach Neal (0)

3 months ago

Round 2 draw created

3 months ago

Round 1: Liam McElwain (60) def. Tyler McInnes (4)

3 months ago

Round 1: John (56) def. Vinnie Purcell (12)

3 months ago

Round 1: Nick McBrearty (28) def. Steve Hill (12)

3 months ago

Round 1: Caelum (60) def. Yiheng (4)

3 months ago

Round 1: Sven Lancaster (12) tied with Kamini (12)

3 months ago

Round 1: Ashley Greatrix (40) def. George Nichols (12)

3 months ago

Round 1: James lassen (28) def. Tom Brew (12)

3 months ago

Round 1: Robert Day (8) def. Josh Reid (4)

3 months ago

Round 1: Alec Whitticase (48) def. Luke Euston (8)

3 months ago

Round 1: Francis McLauchlan (72) def. Zach Neal (8)

3 months ago

Round 1: Ross McMillan (56) def. Will Urquhart (4)

3 months ago

Round 1: Laura Greenaway (44) def. Ollie (24)

3 months ago

Round 1: Jeremy Aitken (28) def. Scott Clough (0)

3 months ago

Round 1: Aidan Haig (64) def. Michael Smith (8)

3 months ago

Round 1: Andrei robertson (72) def. Jesse McMillan (11)

3 months ago

Round 1: Connor Gosnell (16) def. Woody (8)

3 months ago

Round 1 draw created

3 months ago

Southcon 2022 40K event created

3 months ago

Lists are currently locked.

 (Warhammer 40,000 9th Edition) [98 PL, 8CP, 1,496pts]

  • Vanguard Detachment -3CP (T'au Empire) [98 PL, 8CP, 1,496pts]
    • Stratagems
      • Stratagem: Emergency Dispensation [-1CP]

        Selections: Additional Relics

        Categories: Stratagems, No Force Org Slot

        Abilities: Stratagem: Emergency Dispensation


        AbilitiesDescriptionRef
        Stratagem: Emergency DispensationUse this Stratagem before the battle, when you are mustering your army. If your WARLORD has the T'AU EMPIRE keyword, select one T'AU EMPIRE CHARACTER model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only 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).Codex: Tau Empire p67
    • HQ
      • Commander in Coldstar Battlesuit [8 PL, 165pts]

        Selections: 1. Precision of the Hunter, Burst Cannon, DW-02 Advanced Burst Cannon, Fusion Blaster, High-output Burst Cannon, Onager Gauntlet, Plasma Rifle, Target Lock, Warlord

        Categories: Faction: <Sept>, Battlesuit, Character, Fly, Jet Pack, HQ, Faction: T'au Empire, Coldstar, Commander, Infantry, Warlord, Warlord - Farsight Enclaves

        Abilities: 1. Precision of the Hunter, Aggressive Tactics, DW-02 Advanced Burst Cannon, High-altitude Manoeuvres, Master of War (Aura) (Coldstar), Target Lock, Unit: Commander in Coldstar Battlesuit, Weapon: Burst Cannon, DW-02 Advanced Burst Cannon, Fusion Blaster, High-output Burst Cannon, Onager Gauntlet, Plasma Rifle


        AbilitiesDescriptionRef
        1. Precision of the HunterEach time this WARLORD makes an attack, you can re-roll the hit roll and you can re-roll the wound roll.Codex: Tau Empire p72
        Aggressive TacticsIn your Command phase, you can select one friendly <SEPT> CRISIS CORE unit within 9" of this unit's COLDSTAR BATTLESUIT COMMANDER model. Until the end of the turn, each 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.Codex: Tau Empire p102
        DW-02 Advanced Burst CannonCOMMANDER or CRISIS model equipped with one of more burst cannons only. This Prototype System replaces one burst cannon.Codex: Tau Empire p70
        High-altitude ManoeuvresOnce per battle, at the start of your Movement phase, you can remove this unit from the battlefield. If you do, then in the Reinforcements step of that phase, you can do one of the following:

        - Set this unit back up on the battlefield, anywhere that is more than 9" away from any enemy models.
        - If the mission you are playing is using the Strategic Reserves rule, place this unit into Strategic Reserves.
        Codex: Tau Empire p102
        Master of War (Aura) (Coldstar)While a friendly T'AU EMPIRE CORE unit is within 6" of this unit's COLDSTAR BATTLESUIT COMMANDER model, each time a CORE model in this unit makes an attack, re-roll a hit-roll of 1.Codex: Tau Empire p102
        Target LockEach time the bearer makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.Codex: Tau Empire p100
        UnitMWSBSSTWALdSaveRef
        Commander in Coldstar Battlesuit14"3+2+5574103+Codex: Tau Empire p102
        WeaponRangeTypeSAPDAbilitiesRef
        Burst Cannon18"Assault 6501-Codex: Tau Empire p131
        DW-02 Advanced Burst Cannon18"Assault 86-11Each time an attack made with this weapon is allocated to a model, that model cannot use any rules to ignore the wounds it loses.Codex: Tau Empire p70
        Fusion Blaster18"Assault 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.Codex: Tau Empire p131
        High-output Burst Cannon18"Assault 105-11-Codex: Tau Empire p131
        Onager GauntletMeleeMelee12-43-Codex: Tau Empire p74
        Plasma Rifle30"Assault 18-43-Codex: Tau Empire p132
      • Commander in Enforcer Battlesuit [9 PL, 174pts]

        Selections: Cyclic Ion Blaster, Missile Pod, Multi-sensory Discouragement Array, Plasma Rifle, Shield Generator

        Categories: Faction: <Sept>, Battlesuit, Character, Fly, Jet Pack, HQ, Faction: T'au Empire, Commander, Enforcer, Infantry

        Abilities: Hardened Armour, Master of War (Aura) (Enforcer), Multi-sensory Discouragement Array, Resolute Firebase, Shield Generator, Unit: Commander in Enforcer Battlesuit, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Missile Pod, Plasma Rifle

        • 2x Shield Drone

          Selections: 2x Shield Generator

          Categories: Faction: <Sept>, Fly, Drone, Faction: T'au Empire, Shield Drone

          Abilities: Drone Shield Generator, Unit: Shield Drone


        AbilitiesDescriptionRef
        Drone Shield GeneratorA model with a shield generator has a 4+ invulnerable save.Codex: Tau Empire p97
        Hardened ArmourEach time an attack is allocated to this unit's ENFORCER BATTLESUIT COMMANDER model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).Codex: Tau Empire p101
        Master of War (Aura) (Enforcer)While a friendly T'AU EMPIRE CORE unit is within 6" of this unit's ENFORCER BATTLESUIT COMMANDER model, each time a CORE model in this unit makes an attack, re-roll a hit-roll of 1.Codex: Tau Empire p101
        Multi-sensory Discouragement ArrayAt the end of your Movement phase, select one enemy unit within 12" of the bearer and roll 3D6, if the result is greater than the enemy unit's Leadership characteristic, select one of the results below to take effect until the start of your next Movement phase.

        - The selected unit loses the Objective Secured ability.
        - Halve the Move characteristic of models in that unit and halve charge rolls made for that unit.
        - Each time a model in that unit makes a ranged attack, it can only target the closest eligible target.
        Codex: Tau Empire p74
        Resolute FirebaseIn your Command phase, you can select one friendly <SEPT> CRISIS CORE unit within 9" of this unit's ENFORCER BATTLESUIT COMMANDER model. Until the start of your next Command phase, that unit gains the Objective Secured ability.Codex: Tau Empire p101
        Shield GeneratorThe bearer has a 4+ invulnerable save.Codex: Tau Empire p99,100
        UnitMWSBSSTWALdSaveRef
        Commander in Enforcer Battlesuit8"3+2+5574102+Codex: Tau Empire p101
        Shield Drone10"55342164+Codex: Tau Empire p94
        WeaponRangeTypeSAPDAbilitiesRef
        Cyclic Ion Blaster (Overcharge)18"Assault 38-22Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer's unit suffers 1 mortal wound after shooting with this weapon.Codex: Tau Empire p131
        Cyclic Ion Blaster (Standard)18"Assault 37-21-Codex: Tau Empire p131
        Missile Pod30"Assault 27-22-Codex: Tau Empire p131
        Plasma Rifle30"Assault 18-43-Codex: Tau Empire p132
    • Configuration
      • Battle Size [12CP]

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

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

      • Sept Choice

        Selections: Farsight Enclaves

        Categories: Configuration

        Abilities: Farsight Enclaves Tenet: Devastating Counterstrike


        AbilitiesDescriptionRef
        Farsight Enclaves Tenet: Devastating Counterstrike- Each time a model with this tenet makes a ranged attack that targets a unit within 12", the target is treated as having a Markerlight token (pg 93).
        - Each time a unit with this tenet is selected to shoot or fight, you can re-roll one wound roll when resolving that unit's attacks.
        Codex: Tau Empire p61
    • Dedicated Transport
      • Devilfish [6 PL, 95pts]

        Selections: Accelerator Burst Cannon

        Categories: Faction: <Sept>, Faction: T'au Empire, Transport, Dedicated Transport, Vehicle, Fly, Devilfish

        Abilities: Armoured Aggression, Drone Dock (Devilfish), Explodes (Devilfish), Hover Tank (Devilfish), Tactical Disengagement, Transport: Devilfish (Transport), Unit: Devilfish [1] (7-13+ Wounds Remaining), Devilfish [2] (4-6 Wounds Remaining), Devilfish [3] (1-3 Wounds Remaining), Weapon: Accelerator Burst Cannon

        • 2x Gun Drones
          • 2x Gun Drone

            Selections: 4x Pulse Carbine

            Categories: Drone, Fly, Faction: <Sept>, Faction: T'au Empire, Gun Drone

            Abilities: Threat Identification Protocol, Unit: Gun Drone, Weapon: Pulse Carbine


        AbilitiesDescriptionRef
        Armoured AggressionAt the start of the first battle round before the first turn begins, if you selected the Mont'ka Tactical Philosophy at the start of the battle, this unit can make a Normal Move of up to 9". It cannot end this move within 9" of any enemy models.Codex: Tau Empire p123
        Drone Dock (Devilfish)If this unit contains any DRONE models, those DRONE models begin the game docked with this unit's DEVILFISH model.Codex: Tau Empire p123
        Explodes (Devilfish)When this unit's DEVILFISH model is destroyed, roll one D6 before removing it from the play. On a 6, it explodes and each unit within 6" suffers D6 mortal wounds.Codex: Tau Empire p123
        Hover Tank (Devilfish)Distances are always measured to and from the hull of this unit's DEVILFISH model.Codex: Tau Empire p123
        Tactical DisengagementAt the end of your Movement phase, if you selected the Kauyon Tactical Philosophy, at the start of the battle and if the mission you are playing is using the Strategic Reserves rule, you can remove this unit from the battlefield if it is within 9" of any battlefield edges and place it in Strategic Reserves.Codex: Tau Empire p123
        Threat Identification ProtocolEach time this model makes a ranged attack, it can only target the closest eligible unit.Codex: Tau Empire p95
        TransportCapacityRef
        Devilfish (Transport)This model has a transport capacity of 12 <SEPT> INFANTRY or <SEPT> DRONE models and 1 <SEPT> RECON DRONE model. It cannot transport BATTLESUIT models.Codex: Tau Empire p123
        UnitMWSBSSTWALdSaveRef
        Devilfish [1] (7-13+ Wounds Remaining)12"6+4+6713383+Codex: Tau Empire p123
        Devilfish [2] (4-6 Wounds Remaining)8"6+5+67N/AD383+Codex: Tau Empire p123
        Devilfish [3] (1-3 Wounds Remaining)4"6+6+67N/A183+Codex: Tau Empire p123
        Gun Drone10"5+5+341164+Codex: Tau Empire p94
        WeaponRangeTypeSAPDAbilitiesRef
        Accelerator Burst Cannon18"Assault 86-11-Codex: Tau Empire p131
        Pulse Carbine24"Assault 2501-Codex: Tau Empire p130
    • Heavy Support
      • Hammerhead Gunship [8 PL, 155pts]

        Selections: 2x Accelerator Burst Cannon, Railgun

        Categories: Vehicle, Fly, Heavy Support, Faction: <Sept>, Faction: T'au Empire, Hammerhead Gunship, Hammerhead

        Abilities: Drone Dock (Hammerhead), Explodes (Hammerhead), Hover Tank (Hammerhead), Targeting Array (Hammerhead), Unit: Hammerhead Gunship [1] (8-14+ Wounds Remaining), Hammerhead Gunship [2] (4-7 Wounds Remaining), Hammerhead Gunship [3] (1-3 Wounds Remaining), Weapon: Accelerator Burst Cannon, Railgun


        AbilitiesDescriptionRef
        Drone Dock (Hammerhead)If this unit contains any DRONE models, those DRONE models begin the game docked with this unit's HAMMERHEAD model.Codex: Tau Empire p107
        Explodes (Hammerhead)When this unit's HAMMERHEAD model is destroyed, roll one D6 before removing it from the play. On a 6, it explodes and each unit within 6" suffers D6 mortal wounds.Codex: Tau Empire p107,121
        Hover Tank (Hammerhead)Distances are always measured to and from the hull of this unit's HAMMERHEAD model.Codex: Tau Empire p107
        Targeting Array (Hammerhead)Each time this unit's HAMMERHEAD model is selected to shoot, you can re-roll one hit roll when resolving the attacks.Codex: Tau Empire p107
        UnitMWSBSSTWALdSaveRef
        Hammerhead Gunship [1] (8-14+ Wounds Remaining)12"6+4+6714383+Codex: Tau Empire p121
        Hammerhead Gunship [2] (4-7 Wounds Remaining)8"6+5+67N/AD383+Codex: Tau Empire p121
        Hammerhead Gunship [3] (1-3 Wounds Remaining)4"6+6+67N/A183+Codex: Tau Empire p121
        WeaponRangeTypeSAPDAbilitiesRef
        Accelerator Burst Cannon18"Assault 86-11-Codex: Tau Empire p131
        Railgun72"Heavy 114-6D3+6Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. Each time a successful wound roll is made for an attack with this weapon, the target suffers 3 mortal wounds in addition to any other damage.Codex: Tau Empire p132
    • Elites
      • Crisis Battlesuits [20 PL, 276pts]

        Categories: Faction: <Sept>, Battlesuit, Elites, Fly, Jet Pack, Faction: T'au Empire, Infantry, Core, Crisis

        • Crisis Shas'ui

          Selections: Cyclic Ion Blaster, Iridium battlesuit, Plasma Rifle, Plasma Rifle, Shield Generator

          Abilities: Iridium battlesuit, Shield Generator, Unit: Crisis Shas'ui (Iridium battlesuit), Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • Crisis Shas'ui

          Selections: Cyclic Ion Blaster, Plasma Rifle, Plasma Rifle, Shield Generator

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • Crisis Shas'ui

          Selections: Cyclic Ion Blaster, Plasma Rifle, Plasma Rifle, Shield Generator

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • Crisis Shas'vre

          Selections: Cyclic Ion Blaster, Early Warning Override, Plasma Rifle, Plasma Rifle

          Abilities: Early Warning Override, Unit: Crisis Shas'vre, Weapon: Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • 3x Shield Drone

          Selections: 3x Shield Generator

          Categories: Faction: <Sept>, Fly, Drone, Faction: T'au Empire, Shield Drone

          Abilities: Drone Shield Generator, Unit: Shield Drone


        AbilitiesDescriptionRef
        Drone Shield GeneratorA model with a shield generator has a 4+ invulnerable save.Codex: Tau Empire p97
        Early Warning Override- Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
        - Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.
        Codex: Tau Empire p100
        Iridium battlesuitThe bearer has a Save characteristic of 2+.Codex: Tau Empire p100
        Shield GeneratorThe bearer has a 4+ invulnerable save.Codex: Tau Empire p99,100
        UnitMWSBSSTWALdSaveRef
        Crisis Shas'ui10"5+4+554383+Codex: Tau Empire p111
        Crisis Shas'ui (Iridium battlesuit)10"5+4+554382+Codex: Tau Empire p111
        Crisis Shas'vre10"5+4+554493+Codex: Tau Empire p111
        Shield Drone10"55342164+Codex: Tau Empire p94
        WeaponRangeTypeSAPDAbilitiesRef
        Cyclic Ion Blaster (Overcharge)18"Assault 38-22Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer's unit suffers 1 mortal wound after shooting with this weapon.Codex: Tau Empire p131
        Cyclic Ion Blaster (Standard)18"Assault 37-21-Codex: Tau Empire p131
        Plasma Rifle30"Assault 18-43-Codex: Tau Empire p132
      • Crisis Battlesuits [20 PL, 251pts]

        Categories: Faction: <Sept>, Battlesuit, Elites, Fly, Jet Pack, Faction: T'au Empire, Infantry, Core, Crisis

        • Crisis Shas'ui

          Selections: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle, Shield Generator

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Burst Cannon, Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • Crisis Shas'ui

          Selections: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle, Shield Generator

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Burst Cannon, Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • Crisis Shas'ui

          Selections: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle, Shield Generator

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Burst Cannon, Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • Crisis Shas'vre

          Selections: Burst Cannon, Cyclic Ion Blaster, Early Warning Override, Plasma Rifle

          Abilities: Early Warning Override, Unit: Crisis Shas'vre, Weapon: Burst Cannon, Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • 3x Shield Drone

          Selections: 3x Shield Generator

          Categories: Faction: <Sept>, Fly, Drone, Faction: T'au Empire, Shield Drone

          Abilities: Drone Shield Generator, Unit: Shield Drone


        AbilitiesDescriptionRef
        Drone Shield GeneratorA model with a shield generator has a 4+ invulnerable save.Codex: Tau Empire p97
        Early Warning Override- Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
        - Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.
        Codex: Tau Empire p100
        Shield GeneratorThe bearer has a 4+ invulnerable save.Codex: Tau Empire p99,100
        UnitMWSBSSTWALdSaveRef
        Crisis Shas'ui10"5+4+554383+Codex: Tau Empire p111
        Crisis Shas'vre10"5+4+554493+Codex: Tau Empire p111
        Shield Drone10"55342164+Codex: Tau Empire p94
        WeaponRangeTypeSAPDAbilitiesRef
        Burst Cannon18"Assault 6501-Codex: Tau Empire p131
        Cyclic Ion Blaster (Overcharge)18"Assault 38-22Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer's unit suffers 1 mortal wound after shooting with this weapon.Codex: Tau Empire p131
        Cyclic Ion Blaster (Standard)18"Assault 37-21-Codex: Tau Empire p131
        Plasma Rifle30"Assault 18-43-Codex: Tau Empire p132
      • Crisis Battlesuits [20 PL, 251pts]

        Categories: Faction: <Sept>, Battlesuit, Elites, Fly, Jet Pack, Faction: T'au Empire, Infantry, Core, Crisis

        • Crisis Shas'ui

          Selections: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle, Shield Generator

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Burst Cannon, Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • Crisis Shas'ui

          Selections: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle, Shield Generator

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Burst Cannon, Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • Crisis Shas'ui

          Selections: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle, Shield Generator

          Abilities: Shield Generator, Unit: Crisis Shas'ui, Weapon: Burst Cannon, Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • Crisis Shas'vre

          Selections: Burst Cannon, Cyclic Ion Blaster, Early Warning Override, Plasma Rifle

          Abilities: Early Warning Override, Unit: Crisis Shas'vre, Weapon: Burst Cannon, Cyclic Ion Blaster (Overcharge), Cyclic Ion Blaster (Standard), Plasma Rifle

        • 3x Shield Drone

          Selections: 3x Shield Generator

          Categories: Faction: <Sept>, Fly, Drone, Faction: T'au Empire, Shield Drone

          Abilities: Drone Shield Generator, Unit: Shield Drone


        AbilitiesDescriptionRef
        Drone Shield GeneratorA model with a shield generator has a 4+ invulnerable save.Codex: Tau Empire p97
        Early Warning Override- Each time the bearer fires Overwatch, it scores hits on unmodified hit rolls of 5+, instead of 6.
        - Each time you use the Fire Overwatch Stratagem, if the bearer is on the battlefield and its unit is selected to fire Overwatch, reduce the CP cost of that Stratagem by 1CP (to a minimum of 0CP). Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.
        Codex: Tau Empire p100
        Shield GeneratorThe bearer has a 4+ invulnerable save.Codex: Tau Empire p99,100
        UnitMWSBSSTWALdSaveRef
        Crisis Shas'ui10"5+4+554383+Codex: Tau Empire p111
        Crisis Shas'vre10"5+4+554493+Codex: Tau Empire p111
        Shield Drone10"55342164+Codex: Tau Empire p94
        WeaponRangeTypeSAPDAbilitiesRef
        Burst Cannon18"Assault 6501-Codex: Tau Empire p131
        Cyclic Ion Blaster (Overcharge)18"Assault 38-22Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer's unit suffers 1 mortal wound after shooting with this weapon.Codex: Tau Empire p131
        Cyclic Ion Blaster (Standard)18"Assault 37-21-Codex: Tau Empire p131
        Plasma Rifle30"Assault 18-43-Codex: Tau Empire p132
    • Fast Attack
      • Kroot Hounds [1 PL, 24pts]

        Categories: Faction: T'au Empire, Kroot Hounds, Beasts, T'au Auxiliary, Faction: Kroot, Fast Attack

        Abilities: Stealthy Hunter, Voracious Predators, Unit: Kroot Hound

        • 4x Kroot Hound

          Selections: 4x Ripping Fangs

          Weapon: Ripping Fangs


        AbilitiesDescriptionRef
        Stealthy HunterEach time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throws made against that attack.Codex: Tau Empire p103,118
        Voracious PredatorsYou can re-roll Advance rolls and charge rolls made for this unit.Codex: Tau Empire p118
        UnitMWSBSSTWALdSaveRef
        Kroot Hound12"3+-331356+Codex: Tau Empire p118
        WeaponRangeTypeSAPDAbilitiesRef
        Ripping FangsMeleeMeleeUser-11-Codex: Tau Empire p130
    • Troops
      • Breacher Team [6 PL, 105pts]

        Categories: Troops, Infantry, Faction: <Sept>, Faction: T'au Empire, Breacher Team, Core, Photon Grenades, Fire Warrior Team, Drone, Fly, Guardian Drone

        Abilities: Guardian Shield Generator, Set up Turret, Unit: Guardian Drone

        • 9x Breacher Fire Warrior

          Selections: 9x Pulse Blaster, 9x Pulse Pistol

          Unit: Fire Warrior, Weapon: Pulse Blaster (Close Range), Pulse Blaster (Long Range), Pulse Pistol

        • Breacher Fire Warrior Shas'ui

          Selections: Pulse Blaster, Pulse Pistol

          Unit: Fire Warrior Shas'ui, Weapon: Pulse Blaster (Close Range), Pulse Blaster (Long Range), Pulse Pistol

        • Guardian Drone

          Categories: Drone, Faction: T'au Empire, Faction: <Sept>, Fly, Guardian Drone

          Abilities: Guardian Shield Generator, Unit: Guardian Drone

        • Marker Drone

          Selections: Markerlight

          Categories: Faction: <Sept>, Drone, Fly, Faction: T'au Empire, Marker Drone, Markerlight

          Abilities: Markerlight, Unit: Marker Drone


        AbilitiesDescriptionRef
        Guardian Shield GeneratorThis model has a 4+ invulnerable save. Each time a ranged attack is made against this unit, an unmodified wound roll of 1-2 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.Codex: Tau Empire p95
        MarkerlightThe bearer gains the MARKERLIGHT keyword.Codex: Tau Empire p96
        Set up TurretIf this unit contains a Support Turret, that model is not set up until the unit performs the following action:

        'Deploy Turret (Action): In your Command phase, any number of BREACHER TEAM or STRIKE TEAM units from your army can start to perform this action. This action is completed at the end of your next Movement phase. When it is completed, if that unit contains a Support Turret model that is not on the battlefield and has not been destroyed, set that Support Turret model up on the battlefield in Unit Coherency with that unit.'
        Codex: Tau Empire p108
        UnitMWSBSSTWALdSaveRef
        Fire Warrior6"5+4+331174+Codex: Tau Empire p108
        Fire Warrior Shas'ui6"5+4+331284+Codex: Tau Empire p108
        Guardian Drone10"5+5+341164+Codex: Tau Empire p94
        Marker Drone10"5+5+341164+Codex: Tau Empire p94
        WeaponRangeTypeSAPDAbilitiesRef
        Pulse Blaster (Close Range)8"Assault 26-21-Codex: Tau Empire p132
        Pulse Blaster (Long Range)14"Assault 25-11-Codex: Tau Empire p132
        Pulse Pistol12"Pistol 1501-Codex: Tau Empire p132

Created with BattleScribe

Aldari (Warhammer 40,000 9th Edition) [71 PL, 9CP, 1,500pts]

  • Battalion Detachment 0CP (Aeldari - Harlequins) [71 PL, 9CP, 1,500pts]
    • Stratagems
      • Stratagem: Treasures of the Aeldari [-1CP]

        Categories: Stratagems

      • Stratagem: Treasures of the Aeldari [-1CP]

        Categories: Stratagems

    • HQ
      • Troupe Master [4 PL, -1CP, 85pts]

        Selections: 3: A Foot in the Future, Harlequin's Kiss, Plasma Grenades, Player of the Dark, Shuriken Pistol, Stratagem: Favoured of the Laughing God, Warlord

        Categories: Faction: <Saedath>, Faction: Aeldari, Character, HQ, Faction: Harlequins, Infantry, Troupe Master, Harlequins Warlord, Harlequin's Kiss, Warlord

        Abilities: A Foot in the Future, Choreographer of War (Aura), Player of the Dark, Troupe Master Weapons, Unit: Troupe Master, Weapon: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol

        • Cegorach's Rose

          Selections: Treasures of the Aeldari Relic

          Categories: Harlequin's Kiss

          Abilities: Cegorach's Rose, Weapon: Cegorach's Rose


        AbilitiesDescriptionRef
        A Foot in the FutureEach time this Warlord Advances, do not make an Advance roll. Instead, until the end of the phase, add D3+3" to the Move characteristic of this Warlord.
        Each time you make a charge roll for this Warlord, you can add 6 to the result.
        Cegorach's RoseHARLEQUINS model with Harlequin's Kiss only. This Relic replaces a Harlequin's kiss and has the following profile:
        Choreographer of War (Aura)While a friendly HARLEQUINS CORE unit is within 6" of this model, each time an attack is made by a model in that unit, re-roll a wound roll of 1.Codex: Aeldari p180
        Player of the DarkEach time this Warlord makes a melee attack, on an unmodified wound roll of 5+, the target suffers 1 mortal wound in addition to any normal damage.
        Troupe Master WeaponsIf this model is equipped with a Harlequin's Kiss, it has the HARLEQUIN'S KISS keyword. If this model is equipped with a Harlequin's Caress, it has the HARLEQUIN'S CARESS keyword. If this model is equipped with a Harlequin's Embrace, it has the HARLEQUIN'S EMBRACE keyword.Codex: Aeldari p180
        UnitMWSBSSTWALdSaveRef
        Troupe Master8"2+2+335696+Codex: Aeldari p180
        WeaponRangeTypeSAPDAbilitiesRef
        Cegorach's RoseMeleeMelee+2-23Each time an attack is made with this weapon, you can re-roll the wound roll. The bearer has the HARLEQUIN'S KISS keyword.
        Harlequin's KissMeleeMelee+1-22-Codex: Harlequins
        Plasma Grenades6"Grenade D64-11BlastCodex: Aeldari p190
        Shuriken Pistol12"Pistol 14-11Shuriken.
      • Troupe Master [5 PL, 100pts]

        Selections: Aeldari Power Sword, Plasma Grenades, Shuriken Pistol, Veiled King

        Categories: Faction: <Saedath>, Faction: Aeldari, Character, HQ, Faction: Harlequins, Infantry, Troupe Master

        Abilities: Choreographer of War (Aura), Troupe Master Weapons, Veiled King, Unit: Troupe Master, Weapon: Aeldari Power Sword, Plasma Grenades, Shuriken Pistol

        • The Storied Sword

          Selections: Treasures of the Aeldari Relic

          Abilities: The Storied Sword, Weapon: The Storied Sword


        AbilitiesDescriptionRef
        Choreographer of War (Aura)While a friendly HARLEQUINS CORE unit is within 6" of this model, each time an attack is made by a model in that unit, re-roll a wound roll of 1.Codex: Aeldari p180
        The Storied SwordHARLEQUINS model with Aeldari Pwoer Sword only. This Relic replaces an Aeldari Power Sword and has the following profile:
        Troupe Master WeaponsIf this model is equipped with a Harlequin's Kiss, it has the HARLEQUIN'S KISS keyword. If this model is equipped with a Harlequin's Caress, it has the HARLEQUIN'S CARESS keyword. If this model is equipped with a Harlequin's Embrace, it has the HARLEQUIN'S EMBRACE keyword.Codex: Aeldari p180
        Veiled KingEach time this model make a melee attack, unless the target is a VEHICLE or MONSTER unit, an unmodified wound roll of 2+ is always successful.
        UnitMWSBSSTWALdSaveRef
        Troupe Master8"2+2+335696+Codex: Aeldari p180
        WeaponRangeTypeSAPDAbilitiesRef
        Aeldari Power SwordMeleeMelee+1-31-
        Plasma Grenades6"Grenade D64-11BlastCodex: Aeldari p190
        Shuriken Pistol12"Pistol 14-11Shuriken.
        The Storied SwordMeleeMelee+2-32Each time an attack is made with this weapon, that attack automatically hits the target.
    • Configuration
      • Battle Size [12CP]

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Saedath Characterisation

        Selections: Dark: Dark Deeds

        Categories: Configuration

        Abilities: Dark: Dark Deeds


        AbilitiesDescriptionRef
        Dark: Dark DeedsEach time a model with this characterisation is destroyed by a melee attack, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model's unit has finished making attacks, and is then removed from play.
        Each time a model with this characterisation makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
    • Dedicated Transport
      • Starweaver [4 PL, 95pts]

        Selections: 2x Shuriken Cannon

        Categories: Faction: <Saedath>, Faction: Aeldari, Dedicated Transport, Fly, Faction: Harlequins, Transport, Vehicle, Starweaver

        Abilities: Explodes (Starweaver), Holo-fields, Mirage Launchers, Open-topped, Ride the Wind, Transport: Starweaver - Transport, Unit: Starweaver, Weapon: Shuriken Cannon


        AbilitiesDescriptionRef
        Explodes (Starweaver)When this TRANSPORT model 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.Codex: Aeldari p186
        Holo-fieldsModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersEach time an attack is made against this unit, subtract 1 from that attack's hit roll and that attack's hit roll cannot be re-rolled.Codex: Aeldari p185
        Open-toppedIn your Shooting phase, units embarked within this TRANSPORT model can be selected to shoot, when doing so, measure distances and draw line of sight from any point on this TRANSPORT model's hull or base. If this TRANSPORT modelmade a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this TRANSPORT model is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.Codex: Aeldari p186
        Ride the WindEach time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.Codex: Aeldari p184
        TransportCapacityRef
        Starweaver - TransportThis model has a transport capacity of 6 HARLEQUINS <SAEDATH> INFANTRY models.Codex: Aeldari p186
        UnitMWSBSSTWALdSaveRef
        Starweaver16"3+3+556484+Codex: Aeldari p186
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken Cannon24"Heavy 36-12Shuriken.
      • Starweaver [4 PL, 95pts]

        Selections: 2x Shuriken Cannon

        Categories: Faction: <Saedath>, Faction: Aeldari, Dedicated Transport, Fly, Faction: Harlequins, Transport, Vehicle, Starweaver

        Abilities: Explodes (Starweaver), Holo-fields, Mirage Launchers, Open-topped, Ride the Wind, Transport: Starweaver - Transport, Unit: Starweaver, Weapon: Shuriken Cannon


        AbilitiesDescriptionRef
        Explodes (Starweaver)When this TRANSPORT model 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.Codex: Aeldari p186
        Holo-fieldsModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersEach time an attack is made against this unit, subtract 1 from that attack's hit roll and that attack's hit roll cannot be re-rolled.Codex: Aeldari p185
        Open-toppedIn your Shooting phase, units embarked within this TRANSPORT model can be selected to shoot, when doing so, measure distances and draw line of sight from any point on this TRANSPORT model's hull or base. If this TRANSPORT modelmade a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this TRANSPORT model is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.Codex: Aeldari p186
        Ride the WindEach time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.Codex: Aeldari p184
        TransportCapacityRef
        Starweaver - TransportThis model has a transport capacity of 6 HARLEQUINS <SAEDATH> INFANTRY models.Codex: Aeldari p186
        UnitMWSBSSTWALdSaveRef
        Starweaver16"3+3+556484+Codex: Aeldari p186
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken Cannon24"Heavy 36-12Shuriken.
      • Starweaver [4 PL, 95pts]

        Selections: 2x Shuriken Cannon

        Categories: Faction: <Saedath>, Faction: Aeldari, Dedicated Transport, Fly, Faction: Harlequins, Transport, Vehicle, Starweaver

        Abilities: Explodes (Starweaver), Holo-fields, Mirage Launchers, Open-topped, Ride the Wind, Transport: Starweaver - Transport, Unit: Starweaver, Weapon: Shuriken Cannon


        AbilitiesDescriptionRef
        Explodes (Starweaver)When this TRANSPORT model 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.Codex: Aeldari p186
        Holo-fieldsModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersEach time an attack is made against this unit, subtract 1 from that attack's hit roll and that attack's hit roll cannot be re-rolled.Codex: Aeldari p185
        Open-toppedIn your Shooting phase, units embarked within this TRANSPORT model can be selected to shoot, when doing so, measure distances and draw line of sight from any point on this TRANSPORT model's hull or base. If this TRANSPORT modelmade a Normal Move, Advanced or Fell Back this turn, embarked units are considered to have done the same. While this TRANSPORT model is within Engagement Range of any enemy units, embarked units cannot shoot, except with Pistols.Codex: Aeldari p186
        Ride the WindEach time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.Codex: Aeldari p184
        TransportCapacityRef
        Starweaver - TransportThis model has a transport capacity of 6 HARLEQUINS <SAEDATH> INFANTRY models.Codex: Aeldari p186
        UnitMWSBSSTWALdSaveRef
        Starweaver16"3+3+556484+Codex: Aeldari p186
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken Cannon24"Heavy 36-12Shuriken.
    • Elites
      • Death Jester [4 PL, 70pts]

        Selections: Harvester of Torment, Jester's Blade, Shrieker Cannon

        Categories: Faction: <Saedath>, Faction: Aeldari, Character, Faction: Harlequins, Infantry, Elites, Death Jester

        Abilities: Death is Not Enough, Harvester of Torment, Unit: Death Jester, Weapon: Jester's Blade, Shrieker Cannon

        • The Ghoulmask

          Selections: Treasures of the Aeldari Relic

          Abilities: The Ghoulmask


        AbilitiesDescriptionRef
        Death is Not EnoughEach model that is destroyed by an attack made by this model counts as two models in the Morale phase.Codex: Aeldari p183
        Harvester of TormentEach time this model makes a ranged attack, an unmodified hit roll of 6 scores 3 additional hits.
        The GhoulmaskDARK model only.
        In your opponent's Psychic phase, the bearer can attempt to deny one psychic power as if it were a PSYKER. If the bearer is a PSYKER, the bearer can attempt to deny one additional psychic power in each of your opponent's Psychic phases.
        The bearer has the following ability: "Hideous Form (Aura): While an enemy unit is within 3" of this model, that unit loses the Objective Secured ability."
        UnitMWSBSSTWALdSaveRef
        Death Jester8"2+2+335596+Codex: Aeldari p183
        WeaponRangeTypeSAPDAbilitiesRef
        Jester's BladeMeleeMelee+1-11-
        Shrieker Cannon30"Assault 36-22Shuriken. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.Codex: Aeldari p183
      • Solitaire [6 PL, 110pts]

        Selections: Solitaire's Weapons

        Categories: Faction: Aeldari, Character, Faction: Harlequins, Infantry, Elites, Solitaire, Harlequin's Kiss, Harlequin's Caress

        Abilities: Blitz, Impossible Form, The Path of Damnation, Unit: Solitaire, Weapon: Solitaire's Weapons


        AbilitiesDescriptionRef
        BlitzOnce per battle, in your Movement phase, when this model makes a Normal Move, it can Blitz. If it does so, until the end of the turn, add 2D6" to this model's Move characteristic and add 2 to this model's Attacks characteristic.Codex: Aeldari p183
        Impossible FormThis model has a 3+ invulnerable save.Codex: Aeldari p183
        The Path of DamnationThis model can never have a Relic or a Warlord Trait.Codex: Aeldari p183
        UnitMWSBSSTWALdSaveRef
        Solitaire12"2+2+445896+Codex: Harlequins p60
        WeaponRangeTypeSAPDAbilitiesRef
        Solitaire's WeaponsMeleeMelee+2-32-
    • Fast Attack
      • Skyweavers [12 PL, 275pts]

        Categories: Faction: Aeldari, Faction: <Saedath>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers, Core

        Abilities: Harlequin's Mask, Holo-Suit, Ride the Wind, Skyweaver Mirage Launchers

        • Skyweaver

          Selections: Skyweaver Haywire Cannon, Zephyrglaive

          Unit: Skyweaver, Weapon: Skyweaver Haywire Cannon, Zephyrglaive

        • Skyweaver

          Selections: Skyweaver Haywire Cannon, Zephyrglaive

          Unit: Skyweaver, Weapon: Skyweaver Haywire Cannon, Zephyrglaive

        • Skyweaver

          Selections: Skyweaver Haywire Cannon, Zephyrglaive

          Unit: Skyweaver, Weapon: Skyweaver Haywire Cannon, Zephyrglaive

        • Skyweaver

          Selections: Skyweaver Haywire Cannon, Zephyrglaive

          Unit: Skyweaver, Weapon: Skyweaver Haywire Cannon, Zephyrglaive

        • Skyweaver

          Selections: Skyweaver Haywire Cannon, Zephyrglaive

          Unit: Skyweaver, Weapon: Skyweaver Haywire Cannon, Zephyrglaive


        AbilitiesDescriptionRef
        Harlequin's MaskEach time a melee attack is made against this unit, subtract 1 from that attack's hit roll.
        Holo-SuitModels in this unit have a 4+ invulnerable save.Codex: Aeldari p184
        Ride the WindEach time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.Codex: Aeldari p184
        Skyweaver Mirage LaunchersEach time an attack is made against this unit, that attack's hit roll cannot be re-rolled.Codex: Aeldari p184
        UnitMWSBSSTWALdSaveRef
        Skyweaver16"3+3+343484+Codex: Harlequins p61
        WeaponRangeTypeSAPDAbilitiesRef
        Skyweaver Haywire Cannon24"Heavy D3+13-3D3Blast. Each time an attack is made with this weapon against a VEHICLE unit, an unmodified wound roll of 4+ is always successful, and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.Codex: Aeldari p184
        ZephyrglaiveMeleeMelee+2-22-Codex: Harlequins
      • Skyweavers [12 PL, 275pts]

        Categories: Faction: Aeldari, Faction: <Saedath>, Faction: Harlequins, Biker, Fly, Fast Attack, Skyweavers, Core

        Abilities: Harlequin's Mask, Holo-Suit, Ride the Wind, Skyweaver Mirage Launchers

        • Skyweaver

          Selections: Skyweaver Haywire Cannon, Zephyrglaive

          Unit: Skyweaver, Weapon: Skyweaver Haywire Cannon, Zephyrglaive

        • Skyweaver

          Selections: Skyweaver Haywire Cannon, Zephyrglaive

          Unit: Skyweaver, Weapon: Skyweaver Haywire Cannon, Zephyrglaive

        • Skyweaver

          Selections: Skyweaver Haywire Cannon, Zephyrglaive

          Unit: Skyweaver, Weapon: Skyweaver Haywire Cannon, Zephyrglaive

        • Skyweaver

          Selections: Skyweaver Haywire Cannon, Zephyrglaive

          Unit: Skyweaver, Weapon: Skyweaver Haywire Cannon, Zephyrglaive

        • Skyweaver

          Selections: Skyweaver Haywire Cannon, Zephyrglaive

          Unit: Skyweaver, Weapon: Skyweaver Haywire Cannon, Zephyrglaive


        AbilitiesDescriptionRef
        Harlequin's MaskEach time a melee attack is made against this unit, subtract 1 from that attack's hit roll.
        Holo-SuitModels in this unit have a 4+ invulnerable save.Codex: Aeldari p184
        Ride the WindEach time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.Codex: Aeldari p184
        Skyweaver Mirage LaunchersEach time an attack is made against this unit, that attack's hit roll cannot be re-rolled.Codex: Aeldari p184
        UnitMWSBSSTWALdSaveRef
        Skyweaver16"3+3+343484+Codex: Harlequins p61
        WeaponRangeTypeSAPDAbilitiesRef
        Skyweaver Haywire Cannon24"Heavy D3+13-3D3Blast. Each time an attack is made with this weapon against a VEHICLE unit, an unmodified wound roll of 4+ is always successful, and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage.Codex: Aeldari p184
        ZephyrglaiveMeleeMelee+2-22-Codex: Harlequins
    • Troops
      • Troupe [4 PL, 90pts]

        Categories: Faction: Aeldari, Infantry, Troops, Troupe, Haywire Grenades, Core, Faction: <Saedath>

        Abilities: Harlequin Weapons

        • Lead Player

          Selections: Fusion Pistol, Harlequin's Kiss, Plasma Grenades

          Categories: Harlequin's Kiss

          Unit: Lead Player, Weapon: Fusion Pistol, Harlequin's Kiss, Plasma Grenades

        • Player

          Selections: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol

          Categories: Harlequin's Embrace

          Unit: Player, Weapon: Harlequin's Embrace, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

          Categories: Harlequin's Caress

          Unit: Player, Weapon: Harlequin's Caress, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol

          Categories: Harlequin's Kiss

          Unit: Player, Weapon: Harlequin's Kiss, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol


        AbilitiesDescriptionRef
        Harlequin WeaponsWhile this unit contains any models equipped with a Harlequin's Kiss, it has the HARLEQUIN'S KISS keyword. While it contains any models equipped with a Harlequin's Caress, it has the HARLEQUIN'S CARESS keyword. While this unit contains any models with a Harelquin's Embrace, it has the HARLEQUIN'S EMBRACE keyword.
        UnitMWSBSSTWALdSaveRef
        Lead Player8"3+3+332486+Codex: Harlequins p58
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6+2-
        Harlequin's BladeMeleeMeleeUser-11Each time the bearer fights, it makes 1 additional attack with this weapon.Codex: Harlequins
        Harlequin's CaressMeleeMelee+1-22-Codex: Harlequins
        Harlequin's EmbraceMeleeMelee+1-22-Codex: Harlequins
        Harlequin's KissMeleeMelee+1-22-Codex: Harlequins
        Plasma Grenades6"Grenade D64-11BlastCodex: Aeldari p190
        Shuriken Pistol12"Pistol 14-11Shuriken.
      • Troupe [4 PL, 70pts]

        Categories: Faction: Aeldari, Infantry, Troops, Troupe, Haywire Grenades, Core, Faction: <Saedath>

        Abilities: Harlequin Weapons

        • Lead Player

          Selections: Fusion Pistol, Harlequin's Blade, Plasma Grenades

          Unit: Lead Player, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenades

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol


        AbilitiesDescriptionRef
        Harlequin WeaponsWhile this unit contains any models equipped with a Harlequin's Kiss, it has the HARLEQUIN'S KISS keyword. While it contains any models equipped with a Harlequin's Caress, it has the HARLEQUIN'S CARESS keyword. While this unit contains any models with a Harelquin's Embrace, it has the HARLEQUIN'S EMBRACE keyword.
        UnitMWSBSSTWALdSaveRef
        Lead Player8"3+3+332486+Codex: Harlequins p58
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6+2-
        Harlequin's BladeMeleeMeleeUser-11Each time the bearer fights, it makes 1 additional attack with this weapon.Codex: Harlequins
        Plasma Grenades6"Grenade D64-11BlastCodex: Aeldari p190
        Shuriken Pistol12"Pistol 14-11Shuriken.
      • Troupe [4 PL, 70pts]

        Categories: Faction: Aeldari, Infantry, Troops, Troupe, Haywire Grenades, Core, Faction: <Saedath>

        Abilities: Harlequin Weapons

        • Lead Player

          Selections: Fusion Pistol, Harlequin's Blade, Plasma Grenades

          Unit: Lead Player, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenades

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol


        AbilitiesDescriptionRef
        Harlequin WeaponsWhile this unit contains any models equipped with a Harlequin's Kiss, it has the HARLEQUIN'S KISS keyword. While it contains any models equipped with a Harlequin's Caress, it has the HARLEQUIN'S CARESS keyword. While this unit contains any models with a Harelquin's Embrace, it has the HARLEQUIN'S EMBRACE keyword.
        UnitMWSBSSTWALdSaveRef
        Lead Player8"3+3+332486+Codex: Harlequins p58
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6+2-
        Harlequin's BladeMeleeMeleeUser-11Each time the bearer fights, it makes 1 additional attack with this weapon.Codex: Harlequins
        Plasma Grenades6"Grenade D64-11BlastCodex: Aeldari p190
        Shuriken Pistol12"Pistol 14-11Shuriken.
      • Troupe [4 PL, 70pts]

        Categories: Faction: Aeldari, Infantry, Troops, Troupe, Haywire Grenades, Core, Faction: <Saedath>

        Abilities: Harlequin Weapons

        • Lead Player

          Selections: Fusion Pistol, Harlequin's Blade, Plasma Grenades

          Unit: Lead Player, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenades

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

        • Player

          Selections: Harlequin's Blade, Plasma Grenades, Shuriken Pistol

          Unit: Player, Weapon: Harlequin's Blade, Plasma Grenades, Shuriken Pistol


        AbilitiesDescriptionRef
        Harlequin WeaponsWhile this unit contains any models equipped with a Harlequin's Kiss, it has the HARLEQUIN'S KISS keyword. While it contains any models equipped with a Harlequin's Caress, it has the HARLEQUIN'S CARESS keyword. While this unit contains any models with a Harelquin's Embrace, it has the HARLEQUIN'S EMBRACE keyword.
        UnitMWSBSSTWALdSaveRef
        Lead Player8"3+3+332486+Codex: Harlequins p58
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6+2-
        Harlequin's BladeMeleeMeleeUser-11Each time the bearer fights, it makes 1 additional attack with this weapon.Codex: Harlequins
        Plasma Grenades6"Grenade D64-11BlastCodex: Aeldari p190
        Shuriken Pistol12"Pistol 14-11Shuriken.

Created with BattleScribe

Southcon Mad max (Warhammer 40,000 9th Edition) [82 PL, 7CP, 1,500pts]

  • Patrol Detachment 0CP (Orks) [31 PL, 12CP, 535pts]
    • HQ
      • Warboss in Mega Armour [6 PL, 115pts]

        Selections: 'Uge Choppa, 3. 'Ard as Nails, Big Shoota, Da Krushin' Armour, Warlord

        Categories: Character, Infantry, Warboss, HQ, Faction: <Clan>, Faction: Orks, Mega Armour, Warlord, Warlord - Deathskulls

        Abilities: Ard as Nails, Da Krushin' Armour, Dead Tough, Grot Gunner (Warboss), Warboss (Aura), Unit: Warboss in Mega Armour, Weapon: 'Uge Choppa, Big Shoota


        AbilitiesDescriptionRef
        Ard as NailsEach time an attack is made that targets this WARLORD, subtract 1 from that attack's wound roll.Codex: Orks 2021 p132
        Da Krushin' ArmourMEGA ARMOUR model only.
        - The bearer has a 4+ invulnerable save.
        - Add 1 to armour saving throws made for the bearer.
        - After the bearer makes a charge move, you can select on enemy unit within 1" of it and roll one D6: on a 2+ that unit suffers D3 mortal wounds.
        Dead ToughThis model has a 5+ invulnerable save.Codex: Orks 2021 p87
        Grot Gunner (Warboss)Each time this model makes an attack with a big shoota, or a Relic that replaces this model's big shoota, add 1 to that attack's hit roll.Codex: Orks 2021 p85
        Warboss (Aura)While a friendly <CLAN> CORE or <CLAN> CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's hit roll.Codex: Orks 2021 p94
        UnitMWSBSSTWALdSaveRef
        Warboss in Mega Armour5"2+5+667582+Codex: Orks 2021 p85
        WeaponRangeTypeSAPDAbilitiesRef
        'Uge ChoppaMeleeMelee+3-32-Codex: Orks 2021 p85
        Big Shoota36"Dakka 5/3501-Codex: Orks 2021 p119
    • Configuration
      • Battle Size [12CP]

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

        Categories: Configuration

      • Clan Kultur

        Selections: Deathskulls

        Categories: Configuration

        Abilities: Deathskulls


        AbilitiesDescriptionRef
        Deathskulls- Each time a unit with this kultur is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit's attacks
        - Each time a model with this kultur would lose a wound as a result of a mortal wound, roll one D6: on a 5+ that wound is not lost.
        - INFANTRY units with this kultur gain the Objective Secured ability.
      • Detachment Command Cost

        Categories: Configuration

    • Dedicated Transport
      • Trukk [4 PL, 70pts]

        Selections: Big Shoota

        Categories: Faction: <Clan>, Faction: Orks, Transport, Trukk, Vehicle, Dedicated Transport

        Abilities: Explodes, Open-Topped, Ramshackle, Transport: Trukk, Unit: Trukk [1] (6-10+ Wounds Remaining), Trukk [2] (3-5 Wounds Remaining), Trukk [3] (1-2 Wounds Remaining), Weapon: Big Shoota


        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 moral wounds.
        Open-ToppedIn your Shooting phase, units embarked within this transport 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 units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols.
        RamshackleEach time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)Codex: Orks 2021 p113
        TransportCapacityRef
        TrukkThis model has a transport capacity of 12 FLASH GITZ, SPECIALIST MOB INFANTRY or <CLAN> INFANTRY models.Codex: Orks 2021 p118
        UnitMWSBSSTWALdSaveRef
        Trukk [1] (6-10+ Wounds Remaining)12"5+5+6610364+Codex: Orks 2021 p118
        Trukk [2] (3-5 Wounds Remaining)8"5+5+56N/AD364+Codex: Orks 2021 p118
        Trukk [3] (1-2 Wounds Remaining)6"5+5+46N/A164+Codex: Orks 2021 p118
        WeaponRangeTypeSAPDAbilitiesRef
        Big Shoota36"Dakka 5/3501-Codex: Orks 2021 p119
    • Elites
      • Meganobz [12 PL, 180pts]

        Categories: Elites, Faction: <Clan>, Faction: Orks, Infantry, Meganobz, Nobz, Core, Mega Armour, Mob

        • Boss Meganob

          Selections: Kustom Shoota, Power Klaw, Stikkbombs

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

        • Meganob

          Selections: Kustom Shoota, Power Klaw, Stikkbombs

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

        • Meganob

          Selections: Kustom Shoota, Power Klaw, Stikkbombs

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

        • Meganob

          Selections: Kustom Shoota, Power Klaw, Stikkbombs

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

        • Meganob

          Selections: Kustom Shoota, Power Klaw, Stikkbombs

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

        • Meganob

          Selections: Kustom Shoota, Power Klaw, Stikkbombs

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


        UnitMWSBSSTWALdSaveRef
        Boss Meganob5"3+5+553372+Codex: Orks 2021 p101
        Meganob5"3+5+553372+Codex: Orks 2021 p101
        WeaponRangeTypeSAPDAbilitiesRef
        Kustom Shoota18"Dakka 6/4401-Codex: Orks 2021 p120
        Power KlawMeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.Codex: Orks 2021 p121
        Stikkbomb8"Grenade D6301BlastCodex: Orks 2021 p129
    • Fast Attack
      • Kustom Boosta Blastas [4 PL, 80pts]

        Categories: Faction: <Clan>, Faction: Orks, Vehicle, Fast Attack, Speed Freeks, Kustom Boosta-Blastas

        Abilities: Explodes, Grot Gunner (Boostas), Ramshackle, Riding Shotgun, Spiked Ram

        • Kustom Boosta Blastas

          Selections: 4x Burna Exhaust, Grot Blasta, Rivet Cannon, Stikkbombs

          Unit: Kustom Boosta Blasta, Weapon: Burna Exhaust, Grot Blaster, Rivet Cannon, Stikkbomb


        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 D3 mortal wound.
        Grot Gunner (Boostas)Each time a model in this unit makes an attack with a grot blasta, add 1 to that attack’s hit roll.Codex: Orks 2021 p105
        RamshackleEach time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)Codex: Orks 2021 p113
        Riding ShotgunEach time a model in this unit shoots, it can shoot with Grenade and Pistol weapons ina ddition to any other weapon types.Codex: Orks 2021 p105
        Spiked RamAfter this unit makes a charge move, you can select one enemy unit within 1" of it and roll one D6 for each model this unit contains; for each roll of 4+, that enemy unit suffers D3 mortal wounds.Codex: Orks 2021 p106
        UnitMWSBSSTWALdSaveRef
        Kustom Boosta Blasta12"4+5+568474+Codex: Orks 2021 p104
        WeaponRangeTypeSAPDAbilitiesRef
        Burna Exhaust8"Assault D6401Each time an attack is made with this weapon, that attack automatically hits the target.Codex: Orks 2021 p104
        Grot Blaster12"Pistol 1301-Codex: Orks 2021 p119
        Rivet Cannon36"Dakka 9/67-22Codex: Orks 2021 p104
        Stikkbomb8"Grenade D6301BlastCodex: Orks 2021 p129
    • Troops
      • Boyz [5 PL, 90pts]

        Categories: Boyz, Infantry, Faction: Orks, Faction: <Clan>, Troops, Core, Mob

        • Boss Nob

          Selections: Choppa, Slugga, Stikkbombs

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

        • 9x Ork Boy w/ Slugga & Choppa

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

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


        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+552376+Codex: Orks 2021 p91
        Ork Boy5"3+5+451266+Codex: Orks 2021 p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks 2021 p121
        Slugga12"Pistol 1401-Codex: Orks 2021 p120
        Stikkbomb8"Grenade D6301BlastCodex: Orks 2021 p129
  • Spearhead Detachment -3CP (Orks) [51 PL, -5CP, 965pts]
    • HQ
      • Warboss on Warbike [6 PL, -2CP, 115pts]

        Selections: 4. Brutal but Kunnin, Da Killa Klaw, 2x Dakkagun, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz

        Categories: Character, HQ, Faction: <Clan>, Faction: Orks, Biker, Speedboss, Speed Freeks

        Abilities: Big Red Button, Brutal but Kunnin, Da Killa Klaw, Dead Tough, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Unit: Warboss on Warbike, Weapon: Da Killa Klaw, Dakkagun, Power Klaw


        AbilitiesDescriptionRef
        Big Red ButtonEach time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
        Brutal but KunninEach time this WARLORD fights, if all of its attacks target one enemy unit, after resolving all of those attacks, it can make a number of additional attacks against that enemy unit equal to the number of attacks that did not reach the Inflict Damage step of the attack sequence during that fight.Codex: Orks 2021 p132
        Da Killa KlawModel equipped with Power Klaw only. This Relic replaces a power klaw and has the following profile.
        Dead ToughThis model has a 5+ invulnerable save.Codex: Orks 2021 p87
        Stratagem: Big BossUse this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they could have); that model it 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 only 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).Codex: Orks 2021 p63
        Stratagem: Extra GubbinzUse this Stratagem before the battle, when you are mustering your army, if your WARLORD has the Orks keyword. Select one ORKS CHARACTER model in your army and give them one Shiny Gubbinz (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only 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).Codex: Orks 2021 p63
        UnitMWSBSSTWALdSaveRef
        Warboss on Warbike14"2+5+677584+Imperial Armour: Compendium p193
        WeaponRangeTypeSAPDAbilitiesRef
        Da Killa KlawMeleeMeleex2-43Codex: Orks 2021 p130
        Dakkagun18"Dakka 5/3501-Codex: Orks 2021 p104
        Power KlawMeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.Codex: Orks 2021 p121
    • Configuration
      • Clan Kultur

        Selections: Deathskulls

        Categories: Configuration

        Abilities: Deathskulls


        AbilitiesDescriptionRef
        Deathskulls- Each time a unit with this kultur is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit's attacks
        - Each time a model with this kultur would lose a wound as a result of a mortal wound, roll one D6: on a 5+ that wound is not lost.
        - INFANTRY units with this kultur gain the Objective Secured ability.
      • Detachment Command Cost [-3CP]

        Categories: Configuration

    • Heavy Support
      • Battlewagon [8 PL, 140pts]

        Selections: 'ard Case, Deff Rolla, Kannon

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

        Abilities: 'ard Case, Explodes, Kannon, Ramshackle, Transport: Battlewagon, Unit: Battlewagon [1] (9+ Wounds) ('ard Case), Battlewagon [2] (5-8 Wounds) ('ard Case), Battlewagon [3] (1-4 Wounds) ('ard Case), Weapon: Deff Rolla, Kannon (Frag), Kannon (Shell)


        AbilitiesDescriptionRef
        'ard CaseAdd 1 to this model's Toughness characteristic. This model cannot use the Open Topped ability.
        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 D6 moral wounds.
        KannonBefore selecting targets, select one of the profiles below to make attacks with.
        RamshackleEach time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)Codex: Orks 2021 p113
        TransportCapacityRef
        BattlewagonThis model has a transport capacity of 20 FLASH GITZ or <CLAN> INFANTRY models. If this model is equipped with a killkannon, it has a transport capacity of 12 FLASH GITZ or <CLAN> INFANTRY models instead. Each MEGA ARMOUR or JUMP PACK model takes up the space of 2 models. IF this model has the GOFF keyword and is not equipped with an 'ard case or a kannon, killkannon or zzap gun, it can transport 1 GHAZGHKULL THRAKA. GHAZGHKULL THRAKA takes up the space of 18 models.
        UnitMWSBSSTWALdSaveRef
        Battlewagon [1] (9+ Wounds) ('ard Case)12"5+5+8816673+Codex: Orks 2021 p106
        Battlewagon [2] (5-8 Wounds) ('ard Case)9"5+5+6816D673+Codex: Orks 2021 p106
        Battlewagon [3] (1-4 Wounds) ('ard Case)6"5+5+4816D373+Codex: Orks 2021 p106
        WeaponRangeTypeSAPDAbilitiesRef
        Deff RollaMeleeMelee+1-22Each time an attack is made with this weapon, treat the bearer as having a Weapon Skill characteristic of 2+Codex: Orks 2021 p121
        Kannon (Frag)36"Heavy D6501BlastCodex: Orks 2021 p119
        Kannon (Shell)36"Heavy 18-2D6-Codex: Orks 2021 p119
      • Kill Rig [11 PL, 210pts]

        Selections: 'Eavy Lobba, 2. Frazzle, 6. Squiggly Curse, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower

        Categories: Faction: <Clan>, Faction: Orks, Transport, Vehicle, Heavy Support, Beast Snagga, Kill Rig, Character, Psyker, Weirdboy

        Abilities: Beast Snagga, Explodes, Open-Topped, Ramshackle, Snagged, Psychic Power: Frazzle, Squiggly Curse, Psyker: Psyker, Transport: Kill Rig, Unit: Kill Rig [1] (9+ Wounds), Kill Rig [2] (5-8 Wounds), Kill Rig [3] (1-4 Wounds), Weapon: 'Eavy Lobba, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower


        AbilitiesDescriptionRef
        Beast Snagga- Each time a model with this ability makes an attack that targets a VEHICLE or MONSTER, add 1 to that attack's hit roll.
        - Every model in this unit has a 6+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
        Open-ToppedIn your Shooting phase, units embarked within this transport 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 units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols.
        RamshackleEach time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)Codex: Orks 2021 p113
        SnaggedEach time this model makes an attack with its stikka kannon, if an enemy VEHICLE or MONSTER model (excluding TITANIC or AIRCRAFT models) loses any wounds as a result of that attack, roll one D6: on a 4+, that enemy model cannot finish any type of move more than 12" from this model until the start of your next turn. If this model moves for any reason, or is destroyed, this effect ends.
        Psychic PowerWarp ChargeRangeDetailsRef
        Frazzle69"WITCHFIRE: Frazzle has a warp charge value of 6. If manifested, roll one D6 for each enemy unit that is within 9" of this PSYKER: on a 4+, that unit suffers D3 mortal wounds.
        Squiggly Curse712"WITCHFIRE: Squiggly Curse has a warp charge value of 7. If manifested, select one enemy unit within 12" of this PSYKER and roll one D6 for each model in that unit (to a maximum of 6 dice). For each result of 4+, that unit suffers 1 mortal wound. If any models in that unit are destroyed by this psychic power, every other enemy unit within 6" of that unit suffers 1 mortal wound.
        PsykerCastDenyPowers KnownOtherRef
        Psyker21Smite + 2 Powers from Beasthead discipline
        TransportCapacityRef
        Kill RigThis model has a transport capacity of 10 <CLAN> BEAST SNAGGA INFANTRY models.
        UnitMWSBSSTWALdSaveRef
        Kill Rig [1] (9+ Wounds)12"3+5+6816673+Codex: Orks 2021 p106
        Kill Rig [2] (5-8 Wounds)9"3+5+58N/AD673+Codex: Orks 2021 p106
        Kill Rig [3] (1-4 Wounds)6"3+5+48N/AD373+Codex: Orks 2021 p106
        WeaponRangeTypeSAPDAbilitiesRef
        'Eavy Lobba48"Heavy D66-12Blast, This weapon can target units that are not visible to the bearer.
        Butcha BoyzMeleeMelee5-11Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
        Savage Horns and HoovesMeleeMelee+1-23Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
        Saw BladesMeleeMelee+2-22
        Stikka Kannon12"Heavy 18-23Each time the bearer makes an attack with this weapon, if that attack targets a MONSTER or VEHICLE unit, you can re-roll the hit roll.
        Wurrtower24"Assault 19-3D6Each time this weapon is selected to shoot with, if the bearer successfully manifested any psychic powers this turn, change this weapon's Type to Assault D3. Each time an attack is made with this weapon, that attack automatically hits the target.
      • Kill Rig [11 PL, 210pts]

        Selections: 'Eavy Lobba, 2. Frazzle, 3. Bitin' Jawz, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower

        Categories: Faction: <Clan>, Faction: Orks, Transport, Vehicle, Heavy Support, Beast Snagga, Kill Rig, Character, Psyker, Weirdboy

        Abilities: Beast Snagga, Explodes, Open-Topped, Ramshackle, Snagged, Psychic Power: Bitin' Jawz, Frazzle, Psyker: Psyker, Transport: Kill Rig, Unit: Kill Rig [1] (9+ Wounds), Kill Rig [2] (5-8 Wounds), Kill Rig [3] (1-4 Wounds), Weapon: 'Eavy Lobba, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower


        AbilitiesDescriptionRef
        Beast Snagga- Each time a model with this ability makes an attack that targets a VEHICLE or MONSTER, add 1 to that attack's hit roll.
        - Every model in this unit has a 6+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
        Open-ToppedIn your Shooting phase, units embarked within this transport 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 units are considered to have done the same. While this transport is within Engagement Range of any enemy units, embarked units cannot shoot, excpet with Pistols.
        RamshackleEach time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)Codex: Orks 2021 p113
        SnaggedEach time this model makes an attack with its stikka kannon, if an enemy VEHICLE or MONSTER model (excluding TITANIC or AIRCRAFT models) loses any wounds as a result of that attack, roll one D6: on a 4+, that enemy model cannot finish any type of move more than 12" from this model until the start of your next turn. If this model moves for any reason, or is destroyed, this effect ends.
        Psychic PowerWarp ChargeRangeDetailsRef
        Bitin' Jawz618"WITCHFIRE: Bitin' Jawz has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this PSYKER. Draw a line between any part this PSYKER's base and any part of the selected model's base (or hull); the selected model's unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound.
        Frazzle69"WITCHFIRE: Frazzle has a warp charge value of 6. If manifested, roll one D6 for each enemy unit that is within 9" of this PSYKER: on a 4+, that unit suffers D3 mortal wounds.
        PsykerCastDenyPowers KnownOtherRef
        Psyker21Smite + 2 Powers from Beasthead discipline
        TransportCapacityRef
        Kill RigThis model has a transport capacity of 10 <CLAN> BEAST SNAGGA INFANTRY models.
        UnitMWSBSSTWALdSaveRef
        Kill Rig [1] (9+ Wounds)12"3+5+6816673+Codex: Orks 2021 p106
        Kill Rig [2] (5-8 Wounds)9"3+5+58N/AD673+Codex: Orks 2021 p106
        Kill Rig [3] (1-4 Wounds)6"3+5+48N/AD373+Codex: Orks 2021 p106
        WeaponRangeTypeSAPDAbilitiesRef
        'Eavy Lobba48"Heavy D66-12Blast, This weapon can target units that are not visible to the bearer.
        Butcha BoyzMeleeMelee5-11Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
        Savage Horns and HoovesMeleeMelee+1-23Each time the bearer fights, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.
        Saw BladesMeleeMelee+2-22
        Stikka Kannon12"Heavy 18-23Each time the bearer makes an attack with this weapon, if that attack targets a MONSTER or VEHICLE unit, you can re-roll the hit roll.
        Wurrtower24"Assault 19-3D6Each time this weapon is selected to shoot with, if the bearer successfully manifested any psychic powers this turn, change this weapon's Type to Assault D3. Each time an attack is made with this weapon, that attack automatically hits the target.
    • Fast Attack
      • Boomdakka Snazzwagons [5 PL, 90pts]

        Categories: Faction: <Clan>, Faction: Orks, Vehicle, Fast Attack, Speed Freeks, Boomdakka Snazzwagon

        Abilities: Billowing Fumes, Explodes, Grot Gunner (Boomdakka), Ramshackle, Riding Shotgun

        • Boomdakka Snazzwagon

          Selections: Big Shoota, Burna Bottles, Grot Blasta, Mek Speshul

          Unit: Boomdakka Snazzwagon, Weapon: Big Shoota, Burna Bottles, Grot Blaster, Mek Speshul


        AbilitiesDescriptionRef
        Billowing FumesEach time a ranged attack is made against this unit, subtract 1 from that attack's hit roll.Codex: Orks 2021 p103
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
        Grot Gunner (Boomdakka)Each time a model in this unit makes an attack with a grot blasta or big shoota, add 1 to that attack's hit roll.Codex: Orks 2021 p103
        RamshackleEach time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)Codex: Orks 2021 p113
        Riding ShotgunEach time a model in this unit shoots, it can shoot with Grenade and Pistol weapons ina ddition to any other weapon types.Codex: Orks 2021 p105
        UnitMWSBSSTWALdSaveRef
        Boomdakka Snazzwagon12"4+5+568474+Codex: Orks 2021 p103
        WeaponRangeTypeSAPDAbilitiesRef
        Big Shoota36"Dakka 5/3501-Codex: Orks 2021 p119
        Burna Bottles6"Grenade 2D3401Blast. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.Codex: Orks 2021 p103
        Grot Blaster12"Pistol 1301-Codex: Orks 2021 p119
        Mek Speshul30"Dakka 14/105-22-Codex: Orks 2021 p103
      • Megatrakk Scrapjets [10 PL, 200pts]

        Categories: Faction: <Clan>, Faction: Orks, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjets

        Abilities: Explodes, Grot Gunner, Ramshackle, Spiked Ram

        • Megatrakk Scrapjet

          Selections: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota, Wing Missiles

          Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles

        • Megatrakk Scrapjet

          Selections: Nose Drill, Rokkit Cannon, 2x Twin Big Shoota, Wing Missiles

          Unit: Megatrakk Scrapjet, Weapon: Nose Drill, Rokkit Cannon, Twin Big Shoota, Wing Missiles


        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 D3 mortal wound.
        Grot GunnerEach time a model in this unit shoots, you can select one twin big shoota it is equipped with. Each time that model makes an attack with that twin big shoot, add 1 to that attack's hit roll.Codex: Orks 2021 p106
        RamshackleEach time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)Codex: Orks 2021 p113
        Spiked RamAfter this unit makes a charge move, you can select one enemy unit within 1" of it and roll one D6 for each model this unit contains; for each roll of 4+, that enemy unit suffers D3 mortal wounds.Codex: Orks 2021 p106
        UnitMWSBSSTWALdSaveRef
        Megatrakk Scrapjet10"4+5+669474+Codex: Orks 2021 p106
        WeaponRangeTypeSAPDAbilitiesRef
        Nose DrillMeleeMelee+2-2D3-Codex: Orks 2021 p106
        Rokkit Cannon24"Heavy 3D38-23BlastCodex: Orks 2021 p106
        Twin Big Shoota36"Dakka 10/6501-Codex: Orks 2021 p120
        Wing Missiles24"Assault 18-23Each time an attack is made with this weapon that targets a VEHICLE unit, add 1 to that attack's hit roll.Codex: Orks 2021 p106

Created with BattleScribe

SouthCon 1500 (Warhammer 40,000 9th Edition) [85 PL, 11CP, 1,499pts]

  • Battalion Detachment 0CP (Aeldari - Drukhari) [85 PL, 11CP, 1,499pts]
    • 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 Black Heart: Thirst for Power

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

        Abilities: Kabal of the Black Heart: Thirst for Power


        AbilitiesDescriptionRef
        Kabal of the Black Heart: Thirst for PowerUnits with this Obsession that have the Power From Pain ability (pg 89) treat the current battle round as being one higher than it actually is when determining what effects they gain.
        If a Realspace Raid Detachment includes a KABAL OF THE BLACK HEART ARCHON, then until the end of the battle, all BLADES FOR HIRE units in that Detachment that have the Power From Pain ability also treat the current battle round as being one higher than it actually is when determining what effects they gain.
        Add 1 to the Leadership characteristic of models with this Obsession
        Each time a unit with this Obsession is selected to shoot or fight, you can re-roll one hit roll when resolving that unit's attacks.
    • HQ [17 PL, -1CP, 315pts]
      • Archon [5 PL, 90pts]

        Selections: Ancient Evil, As Detachment (Kabal), Huskblade [5pts], Overlord, Splinter Pistol, Warlord

        Categories: Character, HQ, Infantry, Faction: Drukhari, Archon, Drukhari Warlord, Kabal of the Black Heart Warlord, Faction: Kabal of the Black Heart, Warlord

        Rules: Blade Artists, Power From Pain

        Abilities: Ancient Evil, Overlord (Aura), Shadowfield, Unit: Archon, Weapon: Huskblade, Splinter Pistol

        • Splintered Genius (Black Heart) [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
        HuskbladeMeleeMeleeUser-22-
        Splinter Pistol12"Pistol 1201Poisoned Weapon (4+)
      • Drazhar [8 PL, 145pts]

        Selections: The Executioner's Demiklaives

        Categories: HQ, Character, Drazhar, Incubi, Infantry, Blades For Hire, Faction: Drukhari

        Rules: Blade Artists, Power From Pain

        Abilities: Ancient Warrior, Eternal Warrior, Master of Blades (Aura), Murderous Assault, Tormentors, Unit: Drazhar, Weapon: Dual blades, Single blade


        AbilitiesDescriptionRef
        Ancient WarriorEach time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Eternal WarriorThis model has a 4+ invulnerable save.
        Master of Blades (Aura)While a friendly INCUBI unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to that attack's wound roll.
        Murderous AssaultThis model can be selected to fight one additional time in each Fight phase. It must be eligible to fight each time it is selected to do so.
        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
        Drazhar7"2+2+446592+
        WeaponRangeTypeSAPDAbilitiesRef
        Dual bladesMeleeMelee+1-32Each time the bearer fights, if this weapon profile is selected, it makes 2 additional attacks with this weapon.
        Single bladeMeleeMelee+2-33-
      • Succubus [4 PL, -1CP, 80pts]

        Selections: 1 - Adrenalight (Combat Drug), As Detachment (Wych Cult), Precision Blows, Stratagem: Tolerated Ambition [-1CP], The Triptych Whip

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

        Rules: Blade Artists, Power From Pain

        Abilities: Brides of Death (Aura), Lightning Dodge, No Escape, Precision Blows, Stratagem: Tolerated Ambition, 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.
        Precision BlowsEach time an unmodified hit roll of 6 is made for a melee attack made by this WARLORD, the target unit suffers number of mortal wounds equal to the Damage characteristic of the weapon used for that attack, and the attack sequence ends.
        Stratagem: Tolerated AmbitionUse this stratagem before the battle, when you are mustering your army, if your 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).
        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 [26 PL, 449pts]
      • Kabalite Trueborn [8 PL, 145pts]

        Selections: As Detachment (Kabal)

        Categories: Kabalite Trueborn, Troops, Core, Kabalite Warriors, Infantry, Faction: Drukhari, Faction: Kabal of the Black Heart

        Rules: Blade Artists, Objective Secured, Power From Pain

        Abilities: Kabalite Trueborn

        • 6x Kabalite Trueborn [66pts]

          Selections: 6x Splinter Rifle

          Unit: Kabalite Trueborn, Weapon: Splinter Rifle

        • Kabalite Trueborn w/ Heavy Weapon [26pts]

          Selections: Dark Lance [15pts]

          Weapon: Dark Lance

        • Kabalite Trueborn w/ Special Weapon [21pts]

          Selections: Blaster [10pts]

          Weapon: Blaster

        • Kabalite Trueborn w/ Special Weapon [21pts]

          Selections: Blaster [10pts]

          Weapon: Blaster

        • Trueborn Sybarite [11pts]

          Selections: Splinter Rifle

          Unit: Trueborn Sybarite, Weapon: 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-
        Dark Lance36"Heavy 18-4D3+3-
        Splinter Rifle24"Rapid Fire 1201Poisoned Weapon (4+)
      • Kabalite Warriors [6 PL, 115pts]

        Selections: As Detachment (Kabal)

        Categories: Infantry, Kabalite Warriors, Troops, Core, Faction: Drukhari, Faction: Kabal of the Black Heart

        Rules: Blade Artists, Objective Secured, Power From Pain

        • 6x Kabalite Warrior [48pts]

          Selections: 6x Splinter Rifle

          Unit: Kabalite Warrior, Weapon: Splinter Rifle

        • Kabalite Warrior w/ Special Weapon [18pts]

          Selections: Blaster [10pts]

          Weapon: Blaster

        • Kabalite Warrior w/ Special Weapon [18pts]

          Selections: Blaster [10pts]

          Weapon: Blaster

        • Kabalite warrior with Heavy Weapon [23pts]

          Selections: Dark Lance [15pts]

          Weapon: Dark Lance

        • Sybarite [8pts]

          Selections: Splinter Rifle

          Unit: Sybarite, Weapon: Splinter Rifle


        UnitMWSBSSTWALdSaveRef
        Kabalite Warrior7"3+3+331274+
        Sybarite7"3+3+331384+
        WeaponRangeTypeSAPDAbilitiesRef
        Blaster18"Assault 18-4D6-
        Dark Lance36"Heavy 18-4D3+3-
        Splinter Rifle24"Rapid Fire 1201Poisoned Weapon (4+)
      • Kabalite Warriors [6 PL, 115pts]

        Selections: As Detachment (Kabal)

        Categories: Infantry, Kabalite Warriors, Troops, Core, Faction: Drukhari, Faction: Kabal of the Black Heart

        Rules: Blade Artists, Objective Secured, Power From Pain

        • 6x Kabalite Warrior [48pts]

          Selections: 6x Splinter Rifle

          Unit: Kabalite Warrior, Weapon: Splinter Rifle

        • Kabalite Warrior w/ Special Weapon [18pts]

          Selections: Blaster [10pts]

          Weapon: Blaster

        • Kabalite Warrior w/ Special Weapon [18pts]

          Selections: Blaster [10pts]

          Weapon: Blaster

        • Kabalite warrior with Heavy Weapon [23pts]

          Selections: Dark Lance [15pts]

          Weapon: Dark Lance

        • Sybarite [8pts]

          Selections: Splinter Rifle

          Unit: Sybarite, Weapon: Splinter Rifle


        UnitMWSBSSTWALdSaveRef
        Kabalite Warrior7"3+3+331274+
        Sybarite7"3+3+331384+
        WeaponRangeTypeSAPDAbilitiesRef
        Blaster18"Assault 18-4D6-
        Dark Lance36"Heavy 18-4D3+3-
        Splinter Rifle24"Rapid Fire 1201Poisoned Weapon (4+)
      • Wracks [6 PL, 74pts]

        Selections: As Detachment (Coven)

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

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

        • Acothyst [18pts]

          Selections: Electrocorrosive Whip [5pts], Hexrifle [5pts]

          Unit: Acothyst, Weapon: Electrocorrosive Whip, Hexrifle

        • 7x Wracks [56pts]

          Selections: 7x Wrack Blade

          Unit: Wracks, Weapon: Wrack Blade


        UnitMWSBSSTWALdSaveRef
        Acothyst7"3+3+341386+
        Wracks7"3+3+341276+
        WeaponRangeTypeSAPDAbilitiesRef
        Electrocorrosive WhipMeleeMelee2-21Poisoned Weapon (4+). Each time an attack is made with this weapon, make 2 hit rolls instead of 1.
        Hexrifle36"Heavy 16-22Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each 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.
        Wrack BladeMeleeMeleeUser-11Poisoned Weapon (4+) (pg89)Codex: Drukhari
    • Heavy Support [24 PL, 390pts]
      • Ravager [8 PL, 130pts]

        Selections: As Detachment (Kabal), Bladevanes, 3x Dark Lance

        Categories: Heavy Support, Fly, Vehicle, Ravager, Faction: <Kabal>, Faction: Drukhari, Faction: Kabal of the Black Heart

        Rules: Blade Artists, Power From Pain

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


        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
        1. Ravager (6+ wounds remaining)14"4+3+6611374+
        2. Ravager (3-5 wounds remaining)10"4+4+66N/AD374+
        3. Ravager (1-2 wounds remaining)6"4+5+66N/A174+
        WeaponRangeTypeSAPDAbilitiesRef
        BladevanesMeleeMelee+1-11-
        Dark Lance36"Heavy 18-4D3+3-
      • Ravager [8 PL, 130pts]

        Selections: As Detachment (Kabal), Bladevanes, 3x Dark Lance

        Categories: Heavy Support, Fly, Vehicle, Ravager, Faction: <Kabal>, Faction: Drukhari, Faction: Kabal of the Black Heart

        Rules: Blade Artists, Power From Pain

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


        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
        1. Ravager (6+ wounds remaining)14"4+3+6611374+
        2. Ravager (3-5 wounds remaining)10"4+4+66N/AD374+
        3. Ravager (1-2 wounds remaining)6"4+5+66N/A174+
        WeaponRangeTypeSAPDAbilitiesRef
        BladevanesMeleeMelee+1-11-
        Dark Lance36"Heavy 18-4D3+3-
      • Ravager [8 PL, 130pts]

        Selections: As Detachment (Kabal), Bladevanes, 3x Dark Lance

        Categories: Heavy Support, Fly, Vehicle, Ravager, Faction: <Kabal>, Faction: Drukhari, Faction: Kabal of the Black Heart

        Rules: Blade Artists, Power From Pain

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


        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
        1. Ravager (6+ wounds remaining)14"4+3+6611374+
        2. Ravager (3-5 wounds remaining)10"4+4+66N/AD374+
        3. Ravager (1-2 wounds remaining)6"4+5+66N/A174+
        WeaponRangeTypeSAPDAbilitiesRef
        BladevanesMeleeMelee+1-11-
        Dark Lance36"Heavy 18-4D3+3-
    • Dedicated Transport [18 PL, 345pts]
      • Raider [6 PL, 115pts]

        Selections: As Detachment, Bladevanes, Dark Lance [10pts], Splinter racks [10pts]

        Categories: Dedicated Transport, Vehicle, Transport, Fly, Raider, Faction: Drukhari, Faction: <Haemonculus Coven>, Faction: <Kabal>, Faction: <Wych Cult>, Faction: Kabal of the Black Heart

        Rules: Blade Artists, Power From Pain

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


        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.
        Splinter racksEach time a model embarked on this transport makes an attack with a Rapid Fire weapon, treat the target as being within half that weapon's range.
        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
        1. Raider (6+ wounds remaining)14"4+3+6610374+
        2. Raider (3-5 wounds remaining)10"4+4+66N/AD374+
        3. Raider (1-2 wounds remaining)6"4+5+66N/A174+
        WeaponRangeTypeSAPDAbilitiesRef
        BladevanesMeleeMelee+1-11-
        Dark Lance36"Heavy 18-4D3+3-
      • Raider [6 PL, 115pts]

        Selections: As Detachment, Bladevanes, Dark Lance [10pts], Splinter racks [10pts]

        Categories: Dedicated Transport, Vehicle, Transport, Fly, Raider, Faction: Drukhari, Faction: <Haemonculus Coven>, Faction: <Kabal>, Faction: <Wych Cult>, Faction: Kabal of the Black Heart

        Rules: Blade Artists, Power From Pain

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


        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.
        Splinter racksEach time a model embarked on this transport makes an attack with a Rapid Fire weapon, treat the target as being within half that weapon's range.
        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
        1. Raider (6+ wounds remaining)14"4+3+6610374+
        2. Raider (3-5 wounds remaining)10"4+4+66N/AD374+
        3. Raider (1-2 wounds remaining)6"4+5+66N/A174+
        WeaponRangeTypeSAPDAbilitiesRef
        BladevanesMeleeMelee+1-11-
        Dark Lance36"Heavy 18-4D3+3-
      • Raider [6 PL, 115pts]

        Selections: As Detachment, Bladevanes, Dark Lance [10pts], Splinter racks [10pts]

        Categories: Dedicated Transport, Vehicle, Transport, Fly, Raider, Faction: Drukhari, Faction: <Haemonculus Coven>, Faction: <Kabal>, Faction: <Wych Cult>, Faction: Kabal of the Black Heart

        Rules: Blade Artists, Power From Pain

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


        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.
        Splinter racksEach time a model embarked on this transport makes an attack with a Rapid Fire weapon, treat the target as being within half that weapon's range.
        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
        1. Raider (6+ wounds remaining)14"4+3+6610374+
        2. Raider (3-5 wounds remaining)10"4+4+66N/AD374+
        3. Raider (1-2 wounds remaining)6"4+5+66N/A174+
        WeaponRangeTypeSAPDAbilitiesRef
        BladevanesMeleeMelee+1-11-
        Dark Lance36"Heavy 18-4D3+3-
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)

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)


Created with BattleScribe

The Hellforged (Warhammer 40,000 9th Edition) [81 PL, 10CP, 1,500pts]

  • Super-Heavy Detachment 0CP (Chaos - Chaos Knights) [81 PL, 10CP, 1,500pts]
    • Configuration [12CP]
      • Battle Size [12CP]

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

    • Lord of War [81 PL, -2CP, 1,500pts]
      • Knight Abominant [24 PL, -1CP, 460pts]

        Selections: 4. Knight Diabolus, 6. Aura of Terror, Arch-Tyrant [-1CP], Balemace, Character (Traitoris Lance), Diabolus heavy stubber, Electroscourge, House Vextrix, Soul-Raptor Swarm, The Storm Malevolent, Titanic feet, Undivided - Blessing of the Dark Master [2 PL, 30pts], Volkite combustor, Warlord, Winds of the Warp

        Categories: Lord of War, Faction: Chaos, Faction: Chaos Knights, Vehicle, Titanic, Core, Pterrorshades, Abhorrent-Class, Psyker, Knight Abominant, Pantheon Undivided, Character, Warlord, Faction: House Vextrix, Faction: Infernal Household

        Rules: Daemonic Surge, Harbingers of Dread, Ion Shields, Super-heavy Walker, Towering Foe

        Abilities: Aura of Terror (Dreaded), Explodes (Titanic), Knight Diabolus, Soul-Raptor (Dreaded), Soul-Raptor Swarm, D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Favour of the Dark Gods: Blessing of the Dark Master, Fell Bond: Titankin, Psychic Power: Smite, The Storm Malevolent, Winds of the Warp, Psyker: Knight Abominant, Unit: Knight Abominant 1 (13+ wounds remaining), Knight Abominant 2 (7-12 wounds remaining), Knight Abominant 3 (1-6 wounds remaining), Weapon: Balemace, Diabolus heavy stubber, Electroscourge, Titanic feet, Volkite combustor


        AbilitiesDescriptionRef
        Aura of Terror (Dreaded)While an enemy unit is within Dread range of this WARLORD, each time a Morale test or Dread test is taken for that unit, your opponent must roll one additional D6 and discard the lowest result.
        Explodes (Titanic)When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
        Knight Diabolus- Add 1 to this WARLORD's Attacks characteristic.
        - Each time this WARLORD makes a melee attack, re-roll a hit roll of one.
        Soul-Raptor (Dreaded)Whilst an enemy unit is within Dread range of the bearer, each time a model flees from that unit, the bearer regains one lost wound (to a maximum of 3 regained wounds per phase).
        Soul-Raptor SwarmEach time the bearer loses a wound as the result of a mortal wound, unless that wound was inflicted by the Daemonic Surge ability, roll one D6: on a 4+ that wound is not lost.
        D3 RollDaemonic SurgeRef
        1 - Daemonic HungerAdd 3" to this model's Move characteristic.
        2 - Daemonic FortitudeEach time an attack is made against this model, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
        3 - Daemonic PowerSelect one ranged weapon this model is equipped with. Each time an attack is made with that weapon, add 1 to the wound roll.
        Favour of the Dark GodsStandardFavouredRef
        Blessing of the Dark MasterEach time an attack is made against this model, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the Damage roll.Each time an attack is made against this model, an unmodified hit roll of 1-3 for that attack fails, irrespective of any abilties that the weapon or the model making the attack may have.
        Fell BondAbilityRef
        TitankinEach time a model with this bond is selected to shoot, you can re-roll one hit roll and one wound roll when resolving that model's attacks.
        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.
        The Storm Malevolent718"Malediction. If manifested, select one enemy unit within 18" of this PSYKER. Until the end of your next psychic phase, each time a friendly CHAOS KNIGHT model makes a melee attack against that unit:
        - Add 1 to that attack's wound roll.
        - On an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to the normal damage.
        A maximum of 3 mortal wounds can be inflicted on each enemy unit per phase as the result of this psychic power.
        Winds of the Warp6-Blessing (Aura) If manifested, until the start of your next psychic phase:
        - Each time this PSYKER loses a wound, roll one D6: on a 5+, that wound is not lost.
        - If the result of the psychic test was 8 or more, while a friendly <DREAD HOUSEHOLD> WAR DOG-CLASS model is within 6" of this PSYKER, each time that model loses a wound, roll one D6: on a 6, that wound is not lost.
        PsykerCastDenyPowers KnownOtherRef
        Knight Abominant21Smite and two powers from the Warp Storm discipline.-
        UnitMWSBSSTWALdSaveRef
        Knight Abominant 1 (13+ wounds remaining)10"3+3+8824393+
        Knight Abominant 2 (7-12 wounds remaining)8"4+4+88N/A393+
        Knight Abominant 3 (1-6 wounds remaining)6"5+5+88N/A393+
        WeaponRangeTypeSAPDAbilitiesRef
        BalemaceMeleeMeleeUser-22Each time the bearer fights, it makes D3 additional attacks with this weapon.
        Diabolus heavy stubber36"Heavy 4501-
        ElectroscourgeMeleeMeleeUser-23Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
        Titanic feetMeleeMeleeUser-22-
        Volkite combustor30"Heavy 610-13Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 3 mortal wounds on the target in addition to any normal damage.
      • War Dog Executioner Squadron [9 PL, 170pts]

        Selections: House Vextrix

        Categories: Lord of War, Faction: House Vextrix, Faction: Infernal Household

        Rules: War Dog Squadron

        Fell Bond: Titankin

        • War Dog Executioner [9 PL, 170pts]

          Selections: Diabolus heavy stubber, Tzeentch - Mirror of Fates [1 PL, 15pts], 2x War Dog autocannon

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog-Class, Pterrorshades, Core, Faction: House Vextrix, Faction: Infernal Household, Tzeentch

          Rules: Daemonic Surge, Harbingers of Dread, Ion Shields, Objective Secured, Towering Foe

          Abilities: Explodes (War Dog), D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Favour of the Dark Gods: Mirror of Fates, Unit: War Dog Executioner 1 (7+ wounds remaining), War Dog Executioner 2 (4-6 wounds remaining), War Dog Executioner 3 (1-3 wounds remaining), Weapon: Diabolus heavy stubber, War Dog autocannon


        AbilitiesDescriptionRef
        Explodes (War Dog)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.
        D3 RollDaemonic SurgeRef
        1 - Daemonic HungerAdd 3" to this model's Move characteristic.
        2 - Daemonic FortitudeEach time an attack is made against this model, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
        3 - Daemonic PowerSelect one ranged weapon this model is equipped with. Each time an attack is made with that weapon, add 1 to the wound roll.
        Favour of the Dark GodsStandardFavouredRef
        Mirror of FatesWhile this model is on the battlefield, each time your opponent spends a Command point to use a Strategem, you can roll one D6: on a 5+, you gain 1 Command point.Once per battle round, after making a hit roll, wound roll or saving throw for this model, this model can use the Mirror of Fate. If it does so, you can change trhe result of that roll to a 6.
        Fell BondAbilityRef
        TitankinEach time a model with this bond is selected to shoot, you can re-roll one hit roll and one wound roll when resolving that model's attacks.
        UnitMWSBSSTWALdSaveRef
        War Dog Executioner 1 (7+ wounds remaining)12"3+3+6712483+
        War Dog Executioner 2 (4-6 wounds remaining)10"4+4+67N/A483+
        War Dog Executioner 3 (1-3 wounds remaining)8"5+5+67N/A483+
        WeaponRangeTypeSAPDAbilitiesRef
        Diabolus heavy stubber36"Heavy 4501-
        War Dog autocannon60"Heavy 2D37-23-
      • War Dog Huntsman Squadron [24 PL, -1CP, 435pts]

        Selections: House Vextrix

        Categories: Lord of War, Faction: House Vextrix, Faction: Infernal Household

        Rules: War Dog Squadron

        Fell Bond: Titankin

        • War Dog Huntsman [8 PL, -1CP, 145pts]

          Selections: Corrupted Heirlooms [-1CP], Daemonbreath spear, Diabolus heavy stubber, Helm of Dogs, Reaper chaintalon

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog-Class, Core, Faction: House Vextrix, Faction: Infernal Household, Character

          Rules: Conquerors Without Mercy (Faction: Infernal Household), Daemonic Surge, Harbingers of Dread, Ion Shields, Objective Secured, Towering Foe

          Abilities: Explodes (War Dog), Helm of Dogs, Helm of Dogs (Aura), D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog Huntsman 1 (7+ wounds remaining), War Dog Huntsman 2 (4-6 wounds remaining), War Dog Huntsman 3 (1-3 wounds remaining), Weapon: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon, Reaper chaintalon - Strike, Reaper chaintalon - Sweep

        • War Dog Huntsman [8 PL, 145pts]

          Selections: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog-Class, Core, Faction: House Vextrix, Faction: Infernal Household

          Rules: Conquerors Without Mercy (Faction: Infernal Household), Daemonic Surge, Harbingers of Dread, Ion Shields, Objective Secured, Towering Foe

          Abilities: Explodes (War Dog), D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog Huntsman 1 (7+ wounds remaining), War Dog Huntsman 2 (4-6 wounds remaining), War Dog Huntsman 3 (1-3 wounds remaining), Weapon: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon, Reaper chaintalon - Strike, Reaper chaintalon - Sweep

        • War Dog Huntsman [8 PL, 145pts]

          Selections: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog-Class, Core, Faction: House Vextrix, Faction: Infernal Household

          Rules: Conquerors Without Mercy (Faction: Infernal Household), Daemonic Surge, Harbingers of Dread, Ion Shields, Objective Secured, Towering Foe

          Abilities: Explodes (War Dog), D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog Huntsman 1 (7+ wounds remaining), War Dog Huntsman 2 (4-6 wounds remaining), War Dog Huntsman 3 (1-3 wounds remaining), Weapon: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon, Reaper chaintalon - Strike, Reaper chaintalon - Sweep


        AbilitiesDescriptionRef
        Explodes (War Dog)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.
        Helm of DogsAdd 1 to the Attacks characteristic of the bearer.
        Helm of Dogs (Aura)While a friendly WAR DOG-CLASS model is within 6" of the bearer, each time that model makes an attack, re-roll a wound roll of 1.
        D3 RollDaemonic SurgeRef
        1 - Daemonic HungerAdd 3" to this model's Move characteristic.
        2 - Daemonic FortitudeEach time an attack is made against this model, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
        3 - Daemonic PowerSelect one ranged weapon this model is equipped with. Each time an attack is made with that weapon, add 1 to the wound roll.
        Fell BondAbilityRef
        TitankinEach time a model with this bond is selected to shoot, you can re-roll one hit roll and one wound roll when resolving that model's attacks.
        UnitMWSBSSTWALdSaveRef
        War Dog Huntsman 1 (7+ wounds remaining)12"3+3+6712483+
        War Dog Huntsman 2 (4-6 wounds remaining)10"4+4+67N/A483+
        War Dog Huntsman 3 (1-3 wounds remaining)8"5+5+67N/A483+
        WeaponRangeTypeSAPDAbilitiesRef
        Daemonbreath spear30"Heavy 29-4D6Each time an attack made with this weapon targets an enemy within half range, that attack has a Damage characteristic of D6+2.
        Diabolus heavy stubber36"Heavy 4501-
        Reaper chaintalon-----Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
        Reaper chaintalon - StrikeMeleeMelee+4-43-
        Reaper chaintalon - SweepMeleeMeleeUser-31Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
      • War Dog Huntsman Squadron [24 PL, 435pts]

        Selections: House Vextrix

        Categories: Lord of War, Faction: House Vextrix, Faction: Infernal Household

        Rules: War Dog Squadron

        Fell Bond: Titankin

        • War Dog Huntsman [8 PL, 145pts]

          Selections: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog-Class, Core, Faction: House Vextrix, Faction: Infernal Household

          Rules: Conquerors Without Mercy (Faction: Infernal Household), Daemonic Surge, Harbingers of Dread, Ion Shields, Objective Secured, Towering Foe

          Abilities: Explodes (War Dog), D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog Huntsman 1 (7+ wounds remaining), War Dog Huntsman 2 (4-6 wounds remaining), War Dog Huntsman 3 (1-3 wounds remaining), Weapon: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon, Reaper chaintalon - Strike, Reaper chaintalon - Sweep

        • War Dog Huntsman [8 PL, 145pts]

          Selections: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog-Class, Core, Faction: House Vextrix, Faction: Infernal Household

          Rules: Conquerors Without Mercy (Faction: Infernal Household), Daemonic Surge, Harbingers of Dread, Ion Shields, Objective Secured, Towering Foe

          Abilities: Explodes (War Dog), D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog Huntsman 1 (7+ wounds remaining), War Dog Huntsman 2 (4-6 wounds remaining), War Dog Huntsman 3 (1-3 wounds remaining), Weapon: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon, Reaper chaintalon - Strike, Reaper chaintalon - Sweep

        • War Dog Huntsman [8 PL, 145pts]

          Selections: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon

          Categories: Faction: Chaos, Faction: Chaos Knights, Vehicle, War Dog-Class, Core, Faction: House Vextrix, Faction: Infernal Household

          Rules: Conquerors Without Mercy (Faction: Infernal Household), Daemonic Surge, Harbingers of Dread, Ion Shields, Objective Secured, Towering Foe

          Abilities: Explodes (War Dog), D3 Roll: 1 - Daemonic Hunger, 2 - Daemonic Fortitude, 3 - Daemonic Power, Unit: War Dog Huntsman 1 (7+ wounds remaining), War Dog Huntsman 2 (4-6 wounds remaining), War Dog Huntsman 3 (1-3 wounds remaining), Weapon: Daemonbreath spear, Diabolus heavy stubber, Reaper chaintalon, Reaper chaintalon - Strike, Reaper chaintalon - Sweep


        AbilitiesDescriptionRef
        Explodes (War Dog)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.
        D3 RollDaemonic SurgeRef
        1 - Daemonic HungerAdd 3" to this model's Move characteristic.
        2 - Daemonic FortitudeEach time an attack is made against this model, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
        3 - Daemonic PowerSelect one ranged weapon this model is equipped with. Each time an attack is made with that weapon, add 1 to the wound roll.
        Fell BondAbilityRef
        TitankinEach time a model with this bond is selected to shoot, you can re-roll one hit roll and one wound roll when resolving that model's attacks.
        UnitMWSBSSTWALdSaveRef
        War Dog Huntsman 1 (7+ wounds remaining)12"3+3+6712483+
        War Dog Huntsman 2 (4-6 wounds remaining)10"4+4+67N/A483+
        War Dog Huntsman 3 (1-3 wounds remaining)8"5+5+67N/A483+
        WeaponRangeTypeSAPDAbilitiesRef
        Daemonbreath spear30"Heavy 29-4D6Each time an attack made with this weapon targets an enemy within half range, that attack has a Damage characteristic of D6+2.
        Diabolus heavy stubber36"Heavy 4501-
        Reaper chaintalon-----Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
        Reaper chaintalon - StrikeMeleeMelee+4-43-
        Reaper chaintalon - SweepMeleeMeleeUser-31Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Selection Rules

Conquerors Without Mercy (Faction: Infernal Household): This ability is unavailable as you have an INFERNAL HOUSEHOLD unit in your army. ()

Daemonic Surge: In each of your Command phases, each model with this Traitoris Ambition can use one Daemonic Surge. If a model uses a Daemonic Surge, you must do one of the following:

- Inflict 1 mortal wound on this model and roll one D3 on the table [on the model] to determine the rule that applies to this model until the start of your next Command phase.
- Inflict D3 mortal wounds on this model and select one result on the table [on the model] to apply to this model until the start of your next Command phase. ()

Harbingers of Dread: See pp98-99 of Codex: Chaos Knights. ()

Ion Shields: Models in this unit have a 5+ invulnerable save against ranged attacks. ()

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)

Super-heavy Walker: This 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. ()

Towering Foe: This model counts as 5 models when determining control of an objective marker (if this model is a Titanic model, it instead counts as 10 models when determining control of an objective marker). ()

War Dog Squadron: The first time this unit is set up on the battlefield, if it contains more than one model, each model in the unit must be set up within 6" of at least one other model from this unit.

From that point onwards, each model operates independently and is treated as a separate unit. ()


Created with BattleScribe

1500 astra infantry (Warhammer 40,000 9th Edition) [84 PL, 12CP, 1,500pts]

  • Battalion Detachment 0CP (Imperium - Astra Militarum) [84 PL, 12CP, 1,500pts]
    • Flyer
      • Valkyries [7 PL, 120pts]

        Categories: Faction: Astra Militarum, Faction: Aeronautica Imperialis, Fly, Transport, Valkyries, Vehicle, Flyer, Faction: Imperium

        • Valkyrie

          Selections: Hellstrike Missiles, Multi-laser, Stat Damage (Gunships)

          Categories: Aircraft

          Abilities: Airborne, Crash and Burn, Grav Chute Insertion, Hard to Hit, Hover Jet, Roving Gunship, Supersonic, Vehicle Squadron, Transport: Valkyrie, Unit: Valkyrie, Weapon: Hellstrike Missile, Multi-laser, Wound Track (M,BS): Gunship 1, Gunship 2, Gunship 3


        AbilitiesDescriptionRef
        AirborneAirborne: This model can not charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
        Crash and BurnIf 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 crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
        Grav Chute InsertionModels may disembark from this vehicle at any point during its move, but if they do they cannot move further during this phase; if the vehicle moves 20" or more, you must roll a D6 for each model disembarking. On a 1, that model is slain. Models that disembark in this manner must be set up more than 9" from any enemy models.
        Hard to HitYour Opponent must subtract 1 from hit rolls for attacks that target this model in the shooting phase.
        Hover JetBefore this model moves in your Movement phase, you can declare it will hover. It's Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
        Roving GunshipIf this model hovers in its Movement phase, add 1 to all hit rolls made for it in the following Shooting phase.Codex: Astra Militarum
        SupersonicEach time this model moves, first pivot it on the spot up to 90" (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
        Vehicle SquadronThe first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
        TransportCapacityRef
        ValkyrieThis model can transport 12 ASTRA MiLITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models.
        UnitMWSBSSTWALdSaveRef
        Valkyrie*6+*7714373+Codex: Astra Militarum p48
        WeaponRangeTypeSAPDAbilitiesRef
        Hellstrike Missile72"Heavy 18-2D6Roll two dice when inflicting damage with this weapon and discard the lowest result.Codex: Astra Militarum
        Multi-laser36"Heavy 3601-
        Wound Track (M,BS)Remaining WMBSRef
        Gunship 18-14+20-45"4+
        Gunship 24-720-30"5+
        Gunship 31-320"6+
    • HQ
      • Company Commander [2 PL, 35pts]

        Selections: Chainsword, Frag grenades, Laspistol

        Categories: Officer, Character, Company Commander, Faction: <REGIMENT>, Faction: Imperium, Infantry, HQ

        Abilities: Refractor Field, Senior Officer, Voice of Command, Unit: Company Commander, Weapon: Chainsword, Frag grenades, Laspistol


        AbilitiesDescriptionRef
        Refractor FieldThis model has a 5+ invulnerable save.
        Senior OfficerThis model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.
        Voice of CommandThis unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.

        Each time a <Regiment> unit with the Voice of Command ability issues one of the following orders to a <REGIMENT> INFANTRY unit, that same order can be issued to one or more other friendly <REGIMENT> INFANTRY units (excluding OFFICER units) that are within 6" of the unit that order was originally issued to: Take Aim!; First Rank, Fire! Second Rank, Fire!; Bring it Down!; Forwards, for the Emperor!; Get Back in the Fight!; Fix Bayonets!
        UnitMWSBSSTWALdSaveRef
        Company Commander6"3+3+334385+Codex: Astra Militarum p30
        WeaponRangeTypeSAPDAbilitiesRef
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenades6"Grenade D6301Blast.
        Laspistol12"Pistol 1301-
      • Knight Commander Pask [14 PL, 265pts]

        Selections: Heavy Bolter, Turret-mounted Punisher Gatling Cannon

        Categories: Faction: Cadian, Character, Faction: Imperium, Knight Commander Pask, Leman Russ, Officer, Tank Commander, Vehicle, HQ

        Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Knight Commander, Smoke Launchers, Stat Damage - M/BS/A: Pask Russ 1, Pask Russ 2, Pask Russ 3, Tank Orders: Tank Orders (Pask), Unit: Knight Commander Pask, Weapon: Heavy bolter, Punisher Gatling Cannon

        • 2 Heavy Bolters

          Selections: 2x Heavy bolter

          Weapon: Heavy bolter


        AbilitiesDescriptionRef
        Emergency Plasma VentsIf this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.Codex: Astra Militarum p114
        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.
        Grinding AdvanceIf this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
        can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.
        Knight CommanderKnight Commander Pask may use the Tank Orders ability twice in each of your turns. Resolve the effects of the first order before issuing the second.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Pask Russ 17-12+10"2+3
        Pask Russ 24-67"3+D3
        Pask Russ 31-34"4+1
        Tank OrdersEffectRef
        Tank Orders (Pask)Knight Commander Pask can issue an order to a friendly CADIAN LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of Knight Commander Pask and choose which order you wish to issue from the Tank Orders table. Each LEMAN RUSS can only be given a single order each turn.
        UnitMWSBSSTWALdSaveRef
        Knight Commander Pask*6+*7812*82+
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy bolter36"Heavy 35-12-
        Punisher Gatling Cannon24"Heavy 20501-Warhammer 40,000 Core Book
      • Tank Commander [12 PL, 195pts]

        Selections: Battle Cannon, Heavy Bolter, Relic (Cadia): Gatekeeper, Stat Damage (Leman Russ Commander), Warlord

        Categories: Leman Russ, Character, Faction: <REGIMENT>, Faction: Imperium, Officer, Tank Commander, Vehicle, HQ, Warlord, Cadian Warlord

        Abilities: Emergency Plasma Vents, Explodes, Gatekeeper, Grinding Advance, Smoke Launchers, Tank Orders, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Unit: Tank Commander, Weapon: Battle cannon, Gatekeeper, Heavy bolter


        AbilitiesDescriptionRef
        Emergency Plasma VentsIf this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.Codex: Astra Militarum p114
        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.
        GatekeeperModel with battle cannon only. This Relic replaces a battle cannon and has the following profile (it still counts as a battle cannon for all rules purposes):
        Grinding AdvanceIf this model Remains Stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it
        can shoot its turret weapon twice in the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are turret weapons: battle cannon; Conqueror battle cannon; demolisher cannon; Eradicator nova cannon; Executioner plasma cannon; Exterminator autocannon; Punisher gatling cannon; Stygies Vanquisher battle cannon; twin lascannon and Vanquisher battle cannon.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Tank OrdersThis model can issue one order each turn to a friendly <REGIMENT> VEHICLE at the start of your Shooting phase. To issue a Tank Order, pick a target <REGIMENT> VEHICLE within 6" of this model and choose which order you wish to issue from the Tank Orders table. Each <REGIMENT> VEHICLE can only be given a single order each turn.
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        TC Russ 17-12+10"3+3
        TC Russ 24-67"4+D3
        TC Russ 31-34"5+1
        UnitMWSBSSTWALdSaveRef
        Tank Commander*6+*7812*72+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Gatekeeper72"Heavy D68-23Blast. Each time an attack is made with this weapon against a CHADS unit, add 1 to that attack's wound roll.
        Heavy bolter36"Heavy 35-12-
    • Configuration
      • Battle Size [12CP]

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Regimental Doctrine

        Selections: Regiment: Cadian

        Categories: Configuration

        Abilities: Born Soldiers


        AbilitiesDescriptionRef
        Born SoldiersRe-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead.
    • Dedicated Transport
      • Chimera [5 PL, 75pts]

        Selections: Heavy Bolter, 2x Lasgun Arrays, Multi-laser, Stat Damage (Chimera)

        Categories: Chimera, Transport, Vehicle, Faction: Astra Militarum, Dedicated Transport, Faction: <REGIMENT>, Faction: Imperium

        Abilities: Explodes, Smoke Launchers, Stat Damage - M/BS/A: Chimera 1, Chimera 2, Chimera 3, Transport: Transport: Chimera, Unit: Chimera, Weapon: Heavy bolter, Lasgun Array, Multi-laser


        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.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Chimera 16-10+12"4+3
        Chimera 23-58"5+D3
        Chimera 31-24"6+1
        TransportCapacityRef
        Transport: ChimeraThis model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models.
        UnitMWSBSSTWALdSaveRef
        Chimera*6+*6710*73+Codex: Astra Militarum p40
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy bolter36"Heavy 35-12-
        Lasgun Array24"Rapid Fire 3301This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
        Multi-laser36"Heavy 3601-
    • Heavy Support
      • Basilisks [14 PL, 250pts]

        Categories: Basilisk, Vehicle, Heavy Support, Faction: <REGIMENT>, Faction: Imperium

        • Basilisk

          Selections: Earthshaker Cannon, Heavy Bolter, Stat Damage (HS)

          Abilities: Explodes, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Stat Damage (HS) 1, Stat Damage (HS) 2, Stat Damage (HS) 3, Unit: Basilisk, Weapon: Earthshaker Cannon, Heavy bolter

        • Basilisk

          Selections: Earthshaker Cannon, Heavy Bolter, Stat Damage (HS)

          Abilities: Explodes, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Stat Damage (HS) 1, Stat Damage (HS) 2, Stat Damage (HS) 3, Unit: Basilisk, Weapon: Earthshaker Cannon, Heavy bolter


        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.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Vehicle SquadronThe first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Stat Damage (HS) 16-11+12"4+3
        Stat Damage (HS) 23-58"5+D3
        Stat Damage (HS) 31-24"6+1
        UnitMWSBSSTWALdSaveRef
        Basilisk*6+*6611*73+Codex: Astra Militarum p50
        WeaponRangeTypeSAPDAbilitiesRef
        Earthshaker Cannon240"Heavy D69-3D3Blast. Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.Codex: Astra Militarum
        Heavy bolter36"Heavy 35-12-
      • Manticore [9 PL, 155pts]

        Selections: Full Payload, Heavy Bolter, Stat Damage (HS), 4x Storm Eagle Rockets

        Categories: Faction: <REGIMENT>, Faction: Imperium, Manticore, Vehicle, Faction: Astra Militarum, Heavy Support

        Abilities: Full Payload, Smoke Launchers, Stat Damage - M/BS/A: Stat Damage (HS) 1, Stat Damage (HS) 2, Stat Damage (HS) 3, Unit: Manticore, Weapon: Heavy bolter, Storm Eagle Rockets


        AbilitiesDescriptionRef
        Full Payload“Do not roll to determine the Damage characteristic of weapons this model is equipped with; they have their maximum values (e.g. a weapon with a Damage characteristic of D3 inflicts 3 damage).”
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Stat Damage (HS) 16-11+12"4+3
        Stat Damage (HS) 23-58"5+D3
        Stat Damage (HS) 31-24"6+1
        UnitMWSBSSTWALdSaveRef
        Manticore*6+*6711*73+Codex: Astra Militarum p52
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy bolter36"Heavy 35-12-
        Storm Eagle Rockets120"Heavy 2D610-2D3Blast. This weapon can target units that are not visible to the bearer. A model can only fire a single storm eagle rocket per turn. Each storm eagle rocket can only be fired once per battle.
    • Fast Attack
      • Armoured Sentinels [9 PL, 165pts]

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

        • Armoured Sentinel

          Selections: Hunter-killer missile, Lascannon

          Abilities: Explodes, Smoke Launchers, Unit: Armoured Sentinel, Weapon: Hunter-killer missile, Lascannon

        • Armoured Sentinel

          Selections: Hunter-killer missile, Lascannon

          Abilities: Explodes, Smoke Launchers, Unit: Armoured Sentinel, Weapon: Hunter-killer missile, Lascannon

        • Armoured Sentinel

          Selections: Hunter-killer missile, Lascannon

          Abilities: Explodes, Smoke Launchers, Unit: Armoured Sentinel, Weapon: Hunter-killer missile, Lascannon


        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.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        UnitMWSBSSTWALdSaveRef
        Armoured Sentinel8"4+4+566173+Codex: Astra Militarum p45
        WeaponRangeTypeSAPDAbilitiesRef
        Hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Lascannon48"Heavy 19-3D6-
    • Troops
      • Infantry Squad [3 PL, 60pts]

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

        Weapon: Frag grenades

        • 7x Guardsman

          Selections: 7x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman W/ Special Weapon

          Selections: Grenade Launcher

          Unit: Guardsman, Weapon: Grenade Launcher (Frag), Grenade Launcher (Krak)

        • Guardsman w/ Vox-caster

          Selections: Lasgun, Vox-caster

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

        • Sergeant

          Selections: Chainsword, Laspistol

          Unit: Sergeant, Weapon: Chainsword, Laspistol


        AbilitiesDescriptionRef
        Vox-casterIf a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenades6"Grenade D6301Blast.
        Grenade Launcher (Frag)24"Assault D6301Blast.
        Grenade Launcher (Krak)24"Assault 16-1D3
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 60pts]

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

        Weapon: Frag grenades

        • 7x Guardsman

          Selections: 7x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman W/ Special Weapon

          Selections: Flamer

          Unit: Guardsman, Weapon: Flamer

        • Guardsman w/ Vox-caster

          Selections: Lasgun, Vox-caster

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

        • Sergeant

          Selections: Chainsword, Laspistol

          Unit: Sergeant, Weapon: Chainsword, Laspistol


        AbilitiesDescriptionRef
        Vox-casterIf a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Flamer12"Assault D6401Each time an attack is made with this weapon, that attack automatically hits the target.Warhammer 40,000 Core Book
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 60pts]

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

        Weapon: Frag grenades

        • 7x Guardsman

          Selections: 7x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman W/ Special Weapon

          Selections: Grenade Launcher

          Unit: Guardsman, Weapon: Grenade Launcher (Frag), Grenade Launcher (Krak)

        • Guardsman w/ Vox-caster

          Selections: Lasgun, Vox-caster

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

        • Sergeant

          Selections: Bolt pistol, Power sword

          Unit: Sergeant, Weapon: Bolt pistol, Power sword


        AbilitiesDescriptionRef
        Vox-casterIf a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Grenade Launcher (Frag)24"Assault D6301Blast.
        Grenade Launcher (Krak)24"Assault 16-1D3
        Lasgun24Rapid Fire 1301-
        Power swordMeleeMelee+1-31-
      • Infantry Squad [3 PL, 60pts]

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

        Weapon: Frag grenades

        • 7x Guardsman

          Selections: 7x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman W/ Special Weapon

          Selections: Plasma gun

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

        • Guardsman w/ Vox-caster

          Selections: Lasgun, Vox-caster

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

        • Sergeant

          Selections: Chainsword, Plasma pistol

          Unit: Sergeant, Weapon: Chainsword, Plasma pistol, Standard, Plasma pistol, Supercharge


        AbilitiesDescriptionRef
        Vox-casterIf a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Plasma gun, Standard24"Rapid Fire 17-31-
        Plasma gun, Supercharge24"Rapid Fire 18-32If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Created with BattleScribe

Tyranid 1500 South Con 2022 (Warhammer 40,000 9th Edition) [76 PL, 8CP, 1,500pts]

  • Battalion Detachment 0CP (Tyranids) [76 PL, 8CP, 1,500pts]
    • Stratagems
      • Hive Predator [-2CP]

        Selections: 2x Extra Warlord Trait

        Categories: Stratagems

        Abilities: Hive Predator


        AbilitiesDescriptionRef
        Hive PredatorUse this Stratagem before the battle, when you are mustering your army, if your WARLORD has the HIVE TENDRIL keyword. Select one HIVE TENDRIL CHARACTER model from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they 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 only 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).Codex: Tyranids p63
      • Rarefied Enhancements [-2CP]

        Selections: 2x Extra Bio-artefact

        Categories: Stratagems

        Abilities: Rarefied Enhancements


        AbilitiesDescriptionRef
        Rarefied EnhancementsUse this Stratagem before the battle, when you are mustering your army, if your WARLORD has the HIVE TENDRIL keyword. Select one HIVE TENDRIL CHARACTER model from your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only 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).Codex: Tyranids p63
    • HQ
      • Hive Tyrant [9 PL, 190pts]

        Selections: Adrenal Glands, Heavy Venom Cannon, Lash Whip and Monstrous Bonesword, Power: Hive Nexus, Power: Psychic Scream, Power: The Horror, Relic: The Reaper of Obilterax

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Character, Monster, Psyker, Hive Tyrant, Synapse, Horned Chitin, HQ, Lash Whip, Adrenal Glands, Leviathan

        Abilities: Adrenal Glands, Death Throes (6"/D3), Lash Whip, Psychic Barrier, Shadow in the Warp (Aura), Synapse (Aura), The Reaper of Obilterax, Will of the Hive Mind, Psychic Power: Hive Nexus, Psychic Scream, The Horror, Psyker: Hive Tyrant, Unit: Hive Tyrant [1] (7+), Hive Tyrant [2] (4-6), Hive Tyrant [3] (1-3), Weapon: Heavy Venom Cannon, Monstrous Bonesword


        AbilitiesDescriptionRef
        Adrenal GlandsThe bearer gains the ADRENAL GLANDS keyword. Add 1" to the Move characteristic and add 1 to the Strength characteristic of the bearer.Codex: Tyranids pOthArm
        Death Throes (6"/D3)When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 6" suffers D3 mortal wounds.Codex: Tyranids p90
        Lash WhipThe bearer gains the LASH WHIP keyword. Each time the bearer makes a melee attack, re-roll a hit roll of 1.Codex: Tyranids pOthArm
        Psychic BarrierThis model has a 4+ invulnerable save.Codex: Tyranids p90
        Shadow in the Warp (Aura)While an enemy PSYKER unit is within 18" of this unit:
        • Subtract 1 from Psychic tests taken for that enemy unit.
        • Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.
        Codex: Tyranids p86
        Synapse (Aura)While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests.Codex: Tyranids p86
        The Reaper of ObilteraxModel equipped with bonesword or monstrous bonesword only. That model's bonesword or monstrous bonesword gains the following abilities:
        • Each time an attack is made with this weapon, if that attack successfully wounds the target, the target suffers 1 mortal wound in addition to any other damage.
        • Each time an attack made with this weapon is allocated to an enemy model, that model cannot use any rules to ignore the wounds it loses.
        Codex: Tyranids p70
        Will of the Hive MindIn your Command phase, select one friendly <HIVE FLEET> CORE unit within Synaptic Link range (pg 87) of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1.Codex: Tyranids p90
        Psychic PowerWarp ChargeRangeDetailsRef
        Hive Nexus7Synaptic LinkBlessing: Select one friendly CORE LEVIATHAN unit within Synaptic Link range of this PSYKER and select one Synaptic Imperative ability of a friendly LEVIATHAN SYNAPSE model that is also within Synaptic Link range of this PSYKER. Until the start of your next turn, that unit benefits from that SYNAPSE model's Synaptic Imperative ability as if it was active for your army (in addition to the one that is currently active for your army) and as if they were within 6" of one another.Codex: Tyranids p55
        Psychic Scream518"Witchfire: Select the closest enemy unit within 18" of this PSYKER. That unit suffers D3 mortal wounds. If that unit has the PSYKER keyword and the result of the Psychic test is higher than the Leadership characteristic of that unit, randomly select one psychic power that unit knows. Until the end of the battle, that unit no longer knows that psychic power.Codex: Tyranids p69
        The Horror5Synaptic Link or 24"Malediction: Select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 24" of this PSYKER. Until the start of your next Psychic phase:
        • Subtract 2 from the Leadership characteristic of models in that unit.
        • Subtract 1 from Combat Attrition tests taken for that unit.
        Codex: Tyranids p69
        PsykerCastDenyPowers KnownOtherRef
        Hive Tyrant21Smite + 2 Hive Mind-
        UnitMWSBSSTWALdSaveRef
        Hive Tyrant [1] (7+)9"2+2+78125102+Codex: Tyranids p90
        Hive Tyrant [2] (4-6)8"3+3+78N/A5102+Codex: Tyranids p90
        Hive Tyrant [3] (1-3)6"4+4+78N/A5102+Codex: Tyranids p90
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy Venom Cannon36"Heavy 39-34-Codex: Tyranids pRanArm
        Monstrous BoneswordMeleeMelee+3-43-Codex: Tyranids pMelArm
      • Neurothrope [5 PL, 100pts]

        Selections: Power: Catalyst, Power: Hive Nexus, Power: Onslaught, Warlord, Warlord Trait: Direct Guidance

        Categories: Faction: Tyranids, Faction: <Hive Fleet>, Fly, Psyker, Infantry, Character, Synapse, Horned Chitin, HQ, Warlord, Leviathan

        Abilities: Direct Guidance, Neurothrope, Shadow in the Warp (Aura), Spirit Leech, Synapse (Aura), Warp Field (Neurothrope), Warp Siphon, Psychic Power: Catalyst, Hive Nexus, Onslaught, Psyker: Neurothrope, Unit: Neurothrope

        • Relic: Resonance Barb

          Selections: Power: Paroxysm

          Abilities: Resonance Barb, Psychic Power: Paroxysm


        AbilitiesDescriptionRef
        Direct GuidanceIn your Command phase, select one friendly <HIVE FLEET> CORE unit within Synaptic Link range of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack's hit roll.Codex: Tyranids p68
        NeurothropeAdd 1 to Psychic tests taken for this model.Codex: Tyranids p92
        Resonance BarbPSYKER model only.
        • Add 1 to Psychic tests taken for the bearer.
        • The bearer knows one additional psychic power from the Hive Mind discipline (pg 69).
        Codex: Tyranids p70
        Shadow in the Warp (Aura)While an enemy PSYKER unit is within 18" of this unit:
        • Subtract 1 from Psychic tests taken for that enemy unit.
        • Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.
        Codex: Tyranids p86
        Spirit LeechIn your Psychic phase, each time an enemy unit within 18" of this model suffers a mortal wound, select one friendly <HIVE FLEET> NEUROTHROPE or <HIVE FLEET> ZOANTHROPE model within 12" of this model. That model regains 1 lost wound (to a maximum of 3 regained wounds per phase).Codex: Tyranids p92
        Synapse (Aura)While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests.Codex: Tyranids p86
        Warp Field (Neurothrope)This model has a 3+ invulneravle save.Codex: Tyranids p92
        Warp SiphonIn your Command phase, select one friendly <HIVE FLEET> PSYKER unit within Synaptic Link range (pg 87) of this model that has not already been selected for this ability this turn. Until the start of your next Command phase, each time a Psychic test is taken for that unit, roll one additional D6 and discard one of the dice.Codex: Tyranids p92
        Psychic PowerWarp ChargeRangeDetailsRef
        Catalyst6Synaptic LinkBlessing: Select one friendly <HIVE FLEET> unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase:
        • Each time a model in that unit (excluding TITANIC models) would lose a wound, roll one D6: on a 5+, that wound is not lost.
        • Each time a TITANIC model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
        Codex: Tyranids p69
        Hive Nexus7Synaptic LinkBlessing: Select one friendly CORE LEVIATHAN unit within Synaptic Link range of this PSYKER and select one Synaptic Imperative ability of a friendly LEVIATHAN SYNAPSE model that is also within Synaptic Link range of this PSYKER. Until the start of your next turn, that unit benefits from that SYNAPSE model's Synaptic Imperative ability as if it was active for your army (in addition to the one that is currently active for your army) and as if they were within 6" of one another.Codex: Tyranids p55
        Onslaught6Synaptic LinkBlessing: Select one friendly <HiVE FLEET> unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase:
        • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
        • Models in that unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
        • That unit is eligible to declare a charge in a turn in which it Advanced.
        Codex: Tyranids p69
        Paroxysm7Synaptic Link or 18"Malediction: Select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:
        • That unit cannot fire Overwatch or Set to Defend.
        • Each time a model in that unit makes a melee attack, subtract 1 from that attack's wound roll.
        Codex: Tyranids p69
        PsykerCastDenyPowers KnownOtherRef
        Neurothrope21Smite + 2 Hive Mind-
        UnitMWSBSSTWALdSaveRef
        Neurothrope6"5+3+5562105+Codex: Tyranids p92
      • Old One Eye [11 PL, 220pts]

        Selections: 2x Monstrous Crushing Claw, 2x Monstrous Scything Talon, Thresher Scythe, Warlord Trait: Adaptive Biology

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Character, Monster, Carnifex, Horned Chitin, HQ

        Abilities: Adaptive Biology, Alpha Leader, Armoured Exoskeleton, Berserk Rampage, Chitin Thorns, Death Throes (3"/1), Regeneration, Unit: Old One Eye, Weapon: Monstrous Crushing Claw, Monstrous Scything Talon, Thresher Scythe


        AbilitiesDescriptionRef
        Adaptive BiologyEach time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.Codex: Tyranids p68
        Alpha LeaderIn your Command phase, select one friendly <HIVE FLEET> CARNIFEX model within 9" of this model. Until the start of your next Command phase, each time that model makes an attack, add 1 to that attack's hit roll.Codex: Tyranids p96
        Armoured ExoskeletonEach time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). This is not cumulative with any other abilities that reduce the Damage of characteristic of an attack.Codex: Tyranids p96
        Berserk RampageEach time this model fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add D3+1 to the Attacks characteristic of this model.Codex: Tyranids p96
        Chitin ThornsEach time this model makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.Codex: Tyranids p96
        Death Throes (3"/1)When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 3" suffers 1 mortal wound.Codex: Tyranids p96
        RegenerationIn your Command phase, this model regenerates and regains up to D3 lost wounds. Each model can only be regenerated once per turn.Codex: Tyranids p96
        UnitMWSBSSTWALdSaveRef
        Old One Eye8"2+2+679672+Codex: Tyranids p96
        WeaponRangeTypeSAPDAbilitiesRef
        Monstrous Crushing ClawMeleeMelee+4-3D3+2-Codex: Tyranids pMelArm
        Monstrous Scything TalonMeleeMeleeUser-32Each time the bearer fights, it makes 1 additional attack with this weapon.Codex: Tyranids pMelArm
        Thresher ScytheMeleeMelee4-11Each time the bearer fights, it makes 3 additional attacks with this weapon, and no more than 3 attacks can be made with this weapon while resolving that fight.Codex: Tyranids pMelArm
    • Configuration
      • Battle Size [12CP]

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Hive Fleet

        Selections: Leviathan

        Categories: Configuration, Leviathan

        Abilities: Adaptive (Leviathan), Hive Fleet Adaptations, Hyper-adaptation (Leviathan), Hyper-adaptations, Synaptic Control


        AbilitiesDescriptionRef
        Adaptive (Leviathan)Each time a unit with this adaptation is selected to shoot or fight, you can re-roll one hit roll when resolving that unit's attacks.Codex: Tyranids p55
        Hive Fleet AdaptationsIf every unit from your army (excluding HIVE TENDRIL LIVING ARTILLEY and UNALIGNED units) is from the same hive fleet, all HIVE TENDRIL units with this ability, and all models within them, gain a Hive Fleet Adaptation. The Hive Fleet Adaptation gained is dependant upon which hive fleet they are from.

        If your hive fleet does not have an associated Hive Fleet Adaptation, you must instead create a new Hive Fleet Adaptation for them, as described on pages 60-61. This allows you to customise the rules for your hive fleet to best represent their fighting style. In either case, write down all of your Detachments' Hive Fleet Adaptations on your army roster.
        Codex: Tyranids p51
        Hyper-adaptation (Leviathan)You can swap this hive fleet's Adaptive rule for one of the Feed Biomorphologies or Hunt Biomorphologies on page 61.Codex: Tyranids p55
        Hyper-adaptationsEach Hive Fleet Adaptation also has an Adaptive element to it, which can be swapped out for another rule at the start of the battle, after determining who has the first turn. There are multiple alternative rules that this Adaptive element can be swapped out for, and each hive fleet's Hyper-adaptations rule will specify which ones are available to you.Codex: Tyranids p51
        Synaptic Control• Each time an attack is made against a SYNAPSE unit with this adaptation, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.
        • Each time an attack is made against a unit with this adaptation (excluding SYNAPSE units), if that unit is within Synaptic Link range of any friendly LEVIATHAN SYNAPSE units, an unmodified wound roll of 1-2 always fails, irrespective of any abilities that the weapon or the attacker may have.
        Codex: Tyranids p55
    • No Force Org Slot
      • Tyrant Guard [8 PL, 120pts]

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Infantry, Core, No Force Org Slot

        Abilities: Ablative Brood, Guardian Organism, Tyrant Goading

        • 3x Tyrant Guard (Lash/Sword)

          Selections: 3x Lash Whip and Bonecleaver, 3x Two Rending Claws

          Categories: Lash Whip

          Abilities: Lash Whip, Unit: Tyrant Guard, Weapon: Bonecleaver, Rending Claw


        AbilitiesDescriptionRef
        Ablative BroodIf your army is Battle-forged, then for each <HIVE FLEET> HIVE TYRANT model included in a Detachment, you can include one <HIVE FLEET> TYRANT GUARD unit in that Detachment without it taking up a Battlefield Role slot.Codex: Tyranids p101
        Guardian OrganismWhile a friendly <HIVE FLEET> HIVE TYRANT model is within 3" of this unit, that HIVE TYRANT can use the Look Out, Sir rule even if this unit contains fewer than 3 models. Hive Tyrants within range of this ability gain the benefits of Look Out, Sir even though they are Character units with a Wounds characteristic greater than 9.The Balance Dataslate p1
        Lash WhipThe bearer gains the LASH WHIP keyword. Each time the bearer makes a melee attack, re-roll a hit roll of 1.Codex: Tyranids pOthArm
        Tyrant GoadingWhile this unit is within 3" of any friendly <HIVE FLEET> HIVE TYRANT models, add 1 to the Attacks characteristic of models in this unit.Codex: Tyranids p101
        UnitMWSBSSTWALdSaveRef
        Tyrant Guard6"3+4+564352+Codex: Tyranids p101
        WeaponRangeTypeSAPDAbilitiesRef
        BonecleaverMeleeMeleeUser-12-Codex: Tyranids pMelArm
        Rending ClawMeleeMelee+1-41-Codex: Tyranids pMelArm
      • Zoanthropes [7 PL, 150pts]

        Selections: Power: Hive Nexus, Power: Neuroparasite, 3x Zoanthrope

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Fly, Infantry, Psyker, Zoanthrope, Synapse, Core, No Force Org Slot, Leviathan

        Abilities: Psybrood Coterie, Shadow in the Warp (Aura), Synapse (Aura), Warp Blast, Warp Field (Zoanthropes), Psychic Power: Hive Nexus, Neuroparasite, Psyker: Zoanthropes, Unit: Zoanthrope


        AbilitiesDescriptionRef
        Psybrood CoterieIf your army is Battle-forged, then for each Detachment that includes any <HIVE FLEET> NEUROTHROPE units, one <HIVE FLEET> ZOANTHROPE unit can be included in that Detachment without taking up a Battlefield Role slot.Codex: Tyranids p105
        Shadow in the Warp (Aura)While an enemy PSYKER unit is within 18" of this unit:
        • Subtract 1 from Psychic tests taken for that enemy unit.
        • Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.
        Codex: Tyranids p86
        Synapse (Aura)While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests.Codex: Tyranids p86
        Warp BlastEach time this unit attempts to manifest Smite or a Witchfire psychic power, add 1 to the Psychic test for each model in this unit. Each time this unit manifests the Smite psychic power, add 1 to the number of mortal wounds suffered by the enemy unit for each model in this unit (to a maximum of +3 mortal wounds).Codex: Tyranids p105
        Warp Field (Zoanthropes)Models in this unit have a 4+ invulnerable save.Codex: Tyranids p105
        Psychic PowerWarp ChargeRangeDetailsRef
        Hive Nexus7Synaptic LinkBlessing: Select one friendly CORE LEVIATHAN unit within Synaptic Link range of this PSYKER and select one Synaptic Imperative ability of a friendly LEVIATHAN SYNAPSE model that is also within Synaptic Link range of this PSYKER. Until the start of your next turn, that unit benefits from that SYNAPSE model's Synaptic Imperative ability as if it was active for your army (in addition to the one that is currently active for your army) and as if they were within 6" of one another.Codex: Tyranids p55
        Neuroparasite7Synaptic Link or 18"Witchfire: Select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSTKER. Roll one D6 for each model in that unit: for each roll that exceeds that model's Toughness characteristic, that model's unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).Codex: Tyranids p69
        PsykerCastDenyPowers KnownOtherRef
        Zoanthropes11Smite + 1 Hive Mind-
        UnitMWSBSSTWALdSaveRef
        Zoanthrope6"5+3+554295+Codex: Tyranids p105
    • Elites
      • Deathleaper [5 PL, 95pts]

        Selections: Flesh Hooks, Lictor Claws and Talons

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Character, Infantry, Lictor, Flesh Hooks, Feeder Tendrils, Elites

        Abilities: Fear of the Unseen, Flesh Hooks, Hidden Hunter, Inhuman Swiftness, It's Out There (Aura), Superior Chameleonic Skin, Unit: Deathleaper, Weapon: Lictor Claws and Talons


        AbilitiesDescriptionRef
        Fear of the UnseenWhile an enemy unit is within Engagement Range of this model, that unit cannot be selected for Stratagems used by your opponent, and that unit cannot be affected by Stratagems used by your opponent when that unit is selected to shoot or fight.Codex: Tyranids p102
        Flesh HooksThe bearer gains the FLESH HOOKS keyword. When the bearer's unit makes a Normal Move, Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.Codex: Tyranids pOthArm
        Hidden HunterDuring deployment, you can set up this model in hiding 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 model wholly within 6" of any battlefield edge or any terrain features and more than 9" away from any enemy models (or more then 6" away from enemy models if this model is set up wholly within your deployment zone), and, until the end of the turn, you can re-roll charge rolls made for this model.Codex: Tyranids p102
        Inhuman SwiftnessAt the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.Codex: Tyranids p102
        It's Out There (Aura)While an enemy unit is within 6" of this model, that enemy unit cannot start to perform actions.Codex: Tyranids p102
        Superior Chameleonic Skin• Each time an attack is made against this model, subtract 1 from that attack's hit roll.
        • While this model is receiving the benefits of cover, it cannot be selected as the target of a ranged attack if the attacker is more than 12" away.
        • This model has a 4+ invulnerable save.
        Codex: Tyranids p102
        UnitMWSBSSTWALdSaveRef
        Deathleaper10"2+6+757784+Codex: Tyranids p102
        WeaponRangeTypeSAPDAbilitiesRef
        Lictor Claws and TalonsMeleeMeleeUser-32-Codex: Tyranids pMelArm
      • Pyrovores [2 PL, 30pts]

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Infantry, Acid Blood, Core, Elites

        Abilities: Volatile

        • Pyrovore

          Selections: Acid Maw, Bludgeoning Fists, Flamespurt

          Categories: Acid Maw

          Abilities: Acid Maw, Unit: Pyrovore, Weapon: Bludgeoning Fists, Flamespurt (Burning Spray), Flamespurt (Pyrogout)


        AbilitiesDescriptionRef
        Acid MawThe bearer gains the ACID MAW keyword.Codex: Tyranids pOthArm
        VolatileEach 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: Tyranids p104
        UnitMWSBSSTWALdSaveRef
        Pyrovore5"3+3+555353+Codex: Tyranids p104
        WeaponRangeTypeSAPDAbilitiesRef
        Bludgeoning FistsMeleeMelee+1-31-Codex: Tyranids pMelArm
        Flamespurt (Burning Spray)12"Assault D66-22Each time an attack is made with this weapon, that attack automatically hits the target.Codex: Tyranids pRanArm
        Flamespurt (Pyrogout)18"Assault 2D64-11Each time an attack is made with this weapon, that attack automatically hits the target.Codex: Tyranids pRanArm
      • Venomthropes [5 PL, 105pts]

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Fly, Infantry, Core, Sporecaster, Toxic Lashes, Feeder Tendrils, Elites

        Abilities: Foul Spores (Aura), Grasping Tendrils, Toxic Miasma

        • 3x Venomthrope

          Selections: 3x Toxic Lashes

          Unit: Venomthrope, Weapon: Toxic Lashes (Melee)


        AbilitiesDescriptionRef
        Foul Spores (Aura)While a friendly <HIVE FLEET> unit (excluding TITANIC units) is within 6" of this unit, each time a ranged attack is made against that friendly unit, subtract 1 from that attack's hit roll.Codex: Tyranids p105
        Grasping TendrilsOnce per turn, when an enemy unit (excluding MONSTER and VEHICLE units) within Engagement Range of this unit is selected to Fall Back, this unit can use this ability. If it does so, roll one D6: on a 4+, that unit cannot Fall Back and must Remain Stationary instead.Codex: Tyranids p105
        Toxic MiasmaAt the start of the Fight phase, you can select one enemy unit within 3" of this unit. Roll one D6: on a 3+, that unit suffers 1 mortal wound and is not eligible to fight this phase until after all eligible units from your army have done so.Codex: Tyranids p105
        UnitMWSBSSTWALdSaveRef
        Venomthrope8"3+3+554554+Codex: Tyranids p105
        WeaponRangeTypeSAPDAbilitiesRef
        Toxic Lashes (Melee)MeleeMeleeUser-11Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.Codex: Tyranids pMelArm
    • Fast Attack
      • Parasite of Mortrex [4 PL, 80pts]

        Selections: Barbed Ovipositor, Clawed Limbs, Relic: Gestation Sac, Warlord Trait: Alien Cunning

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Infantry, Character, Fly, Synapse, Fast Attack

        Abilities: Alien Cunning, Death from Above, Gestation Sac, It Itches, Parasitic Infection, Shadow Hunter, Shadow in the Warp (Aura), Synapse (Aura), Unit: Parasite of Mortrex, Weapon: Barbed Ovipositor, Clawed Limbs


        AbilitiesDescriptionRef
        Alien Cunning• This WARLORD has the Objective Secured ability.
        • This WARLORD counts as 5 models when determining control of an objective marker.
        • This WARLORD can start to perform an action, even if it Advanced or Fell Back this turn.
        Codex: Tyranids p68
        Death from AboveDuring deployment, you can set up this model high in the skies instead of setting it up on the battlefield. If you do so, then during the Reinforcements step of one of your Movement phases, you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models, and, until the end of the turn, you can re-roll charge rolls made for this model.Codex: Tyranids p108
        Gestation SacOnce per battle, the bearer can perform the following action:

        Bursting the Sac (Action): At the start of your Shooting phase, this model can start to perform this action. The action is completed at the end of that phase. When it is completed, set up a new <HIVE FLEET> RIPPER SWARMS unit on the battlefield within 3" of this model and not within Engagement Range of any enemy units. That RIPPER SWARMS unit contains D3+1 models, and, if you are playing a game that uses a points limit, does not cost any Reinforcement points.
        Codex: Tyranids p71
        It ItchesWhile a unit is infected with parasites, it loses the Objective Secured ability.Codex: Tyranids p108
        Parasitic InfectionEach time an attack made with this weapon successfully wounds an enemy unit (excluding VEHICLE units), that unit suffers 1 mortal wound in addition to any normal damage and becomes infected with parasites. At the start of your opponent's Command phase, for each enemy unit that is infected with parasites, your opponent must roll one D6:
        • On a 1-3, that unit being rolled for suffers D3 mortal wounds and is no longer infected with parasites.
        • On a 4-6, that unit being rolled for suffers D3 mortal wounds and remains infected with parasites.

        If that unit suffers 2 or more mortal wounds as a result of this ability this phase, set up a new friendly <HIVE FLEET> RIPPER SWARMS unit on the battlefield within 3" of that unit and not within Engagement Range of any enemy units. That RIPPER SWARMS unit contains 1 model, and, if you are playing a game that uses a points limit, does not cost any Reinforcement points.
        Codex: Tyranids p108
        Shadow HunterEach time an attack is made against this model, subtract 1 from that attack's hit roll and that roll cannot be re-rolled.Codex: Tyranids p108
        Shadow in the Warp (Aura)While an enemy PSYKER unit is within 18" of this unit:
        • Subtract 1 from Psychic tests taken for that enemy unit.
        • Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.
        Codex: Tyranids p86
        Synapse (Aura)While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests.Codex: Tyranids p86
        UnitMWSBSSTWALdSaveRef
        Parasite of Mortrex16"2+3+556684+Codex: Tyranids p108
        WeaponRangeTypeSAPDAbilitiesRef
        Barbed OvipositorMeleeMelee+1-11Parasitic Infection. Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon while resolving that fight.Codex: Tyranids pMelArm
        Clawed LimbsMeleeMeleeUser-21-Codex: Tyranids pMelArm
    • Troops
      • Gargoyles [4 PL, 80pts]

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Fly, Infantry, Core, Endless Multitude, Troops

        Abilities: Swarming Masses

        • 10x Gargoyle

          Selections: 10x Fleshborer

          Unit: Gargoyle, Weapon: Fleshborer


        AbilitiesDescriptionRef
        Swarming MassesEach time this unit fights, models in this unit can fight if:
        • They are within Engagement Range of any enemy units.
        • They are within 2½" of any enemy units.

        If, in the Fight phase, this unit is subject to any other rules that would reduce the number of models from this unit that are able to fight, then neither those rules nor the Swarming Masses rule take effect for that phase.
        Codex: Tyranids p86
        UnitMWSBSSTWALdSaveRef
        Gargoyle12"4+4+331156+Codex: Tyranids p99
        WeaponRangeTypeSAPDAbilitiesRef
        Fleshborer18"Assault 15-11-Codex: Tyranids pRanArm
      • Tyranid Warriors [12 PL, 255pts]

        Selections: Adrenal Glands

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Synapse, Infantry, Core, Troops, Adrenal Glands

        Abilities: Adrenal Glands, Shadow in the Warp (Aura), Synapse (Aura), Warrior Spawning

        • Tyranid Warrior

          Selections: Dual Boneswords, Venom Cannon

          Unit: Tyranid Warrior, Weapon: Dual Boneswords, Venom Cannon

        • Tyranid Warrior

          Selections: Dual Boneswords, Venom Cannon

          Unit: Tyranid Warrior, Weapon: Dual Boneswords, Venom Cannon

        • Tyranid Warrior

          Selections: Dual Boneswords, Venom Cannon

          Unit: Tyranid Warrior, Weapon: Dual Boneswords, Venom Cannon

        • Tyranid Warrior

          Selections: Deathspitter, Dual Boneswords

          Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords

        • Tyranid Warrior

          Selections: Deathspitter, Dual Boneswords

          Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords

        • Tyranid Warrior

          Selections: Deathspitter, Dual Boneswords

          Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords

        • Tyranid Warrior

          Selections: Deathspitter, Dual Boneswords

          Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords

        • Tyranid Warrior

          Selections: Deathspitter, Dual Boneswords

          Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords

        • Tyranid Warrior

          Selections: Deathspitter, Lash Whip and Bonesword

          Categories: Lash Whip

          Abilities: Lash Whip, Unit: Tyranid Warrior, Weapon: Bonesword, Deathspitter


        AbilitiesDescriptionRef
        Adrenal GlandsThe bearer gains the ADRENAL GLANDS keyword. Add 1" to the Move characteristic and add 1 to the Strength characteristic of the bearer.Codex: Tyranids pOthArm
        Lash WhipThe bearer gains the LASH WHIP keyword. Each time the bearer makes a melee attack, re-roll a hit roll of 1.Codex: Tyranids pOthArm
        Shadow in the Warp (Aura)While an enemy PSYKER unit is within 18" of this unit:
        • Subtract 1 from Psychic tests taken for that enemy unit.
        • Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.
        Codex: Tyranids p86
        Synapse (Aura)While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests.Codex: Tyranids p86
        Warrior SpawningIf your army is Battle-forged, then for each Detachment that includes any <HIVE FLEET> TYRANID WARRIORS units, one <HIVE FLEET> TYRANID PRIME model can be included in that Detachment without taking up a Battlefield Role slot.Codex: Tyranids p97
        UnitMWSBSSTWALdSaveRef
        Tyranid Warrior6"3+3+553394+Codex: Tyranids p97
        WeaponRangeTypeSAPDAbilitiesRef
        BoneswordMeleeMelee+2-22-Codex: Tyranids pMelArm
        Deathspitter24"Assault 35-21-Codex: Tyranids pRanArm
        Dual BoneswordsMeleeMelee+2-22Each time the bearer fights, it makes 1 additional attack with this weapon.Codex: Tyranids pMelArm
        Venom Cannon36"Assault D38-32BlastCodex: Tyranids pRanArm
      • Tyranid Warriors [4 PL, 75pts]

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Synapse, Infantry, Core, Troops

        Abilities: Shadow in the Warp (Aura), Synapse (Aura), Warrior Spawning

        • Tyranid Warrior

          Selections: Deathspitter, Dual Boneswords

          Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords

        • Tyranid Warrior

          Selections: Deathspitter, Dual Boneswords

          Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords

        • Tyranid Warrior

          Selections: Deathspitter, Lash Whip and Bonesword

          Categories: Lash Whip

          Abilities: Lash Whip, Unit: Tyranid Warrior, Weapon: Bonesword, Deathspitter


        AbilitiesDescriptionRef
        Lash WhipThe bearer gains the LASH WHIP keyword. Each time the bearer makes a melee attack, re-roll a hit roll of 1.Codex: Tyranids pOthArm
        Shadow in the Warp (Aura)While an enemy PSYKER unit is within 18" of this unit:
        • Subtract 1 from Psychic tests taken for that enemy unit.
        • Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.
        Codex: Tyranids p86
        Synapse (Aura)While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests.Codex: Tyranids p86
        Warrior SpawningIf your army is Battle-forged, then for each Detachment that includes any <HIVE FLEET> TYRANID WARRIORS units, one <HIVE FLEET> TYRANID PRIME model can be included in that Detachment without taking up a Battlefield Role slot.Codex: Tyranids p97
        UnitMWSBSSTWALdSaveRef
        Tyranid Warrior6"3+3+553394+Codex: Tyranids p97
        WeaponRangeTypeSAPDAbilitiesRef
        BoneswordMeleeMelee+2-22-Codex: Tyranids pMelArm
        Deathspitter24"Assault 35-21-Codex: Tyranids pRanArm
        Dual BoneswordsMeleeMelee+2-22Each time the bearer fights, it makes 1 additional attack with this weapon.Codex: Tyranids pMelArm

Created with BattleScribe

New Roster (Warhammer 40,000 9th Edition) [95 PL, 6CP, 1,500pts]

  • Outrider Detachment -3CP (Orks) [38 PL, 7CP, 585pts]

    Rules: Ork Detachment Abilities, Waaagh!

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

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

        Categories: Configuration

      • Clan Kultur

        Selections: Evil Sunz

        Categories: Configuration

        Abilities: Evil Sunz


        AbilitiesDescriptionRef
        Evil Sunz- Add 1" to the Move characteristic of models with this kultur. If that model is a SPEED FREEKS model, add 2" instead.
        - Add 1 to Advance rolls made for units with this kultur
        - Models with this kultur do not suffer the penalty incurred to their hit rolls for firing Assault weapons in the same turn in which their unit Advanced.
      • Detachment Command Cost [-3CP]

        Categories: Configuration

    • HQ [4 PL, 70pts]
      • Weirdboy [4 PL, 70pts]

        Selections: 3. Da Jump, 4. Fists of Gork, Weirdboy Staff

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

        Rules: 'Ere We Go!

        Abilities: Waaagh! Energy, Psychic Power: Da Jump, Fists of Gork, Smite, Psyker: Weirdboy, Unit: Weirdboy, Weapon: Weirdboy Staff


        AbilitiesDescriptionRef
        Waaagh! EnergyWhile there are 20 or more ORKS models (excluding GRETCHIN) within 12" of this model, this model can attempt to manifest one additional psychic power in your Psychic phase.Codex: Orks 2021 p85
        Psychic PowerWarp ChargeRangeDetailsRef
        Da Jump712"BLESSING: Da Jump has a warp charge value of 7. If manifested, select one friendly <CLAN> CORE unit that is within 12" of this PSYKER. Remove that unit from the battlefield and set them up anywhere on the battlefield more than 9" from any enemy models.
        Fists of Gork612"BLESSING: Fists of Gork has a warp charge value of 6. IF manifested, select one friendly ORKS CHARACTER model that is within 12" of this PSYKER and visible to them. Until the start of your next Psychic phase, add 2 to that model's Strength and Attacks characteristic. If the result of the Psychic test was 11 or more, add 3 to that model's Strength and Attacks characteristic 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
        Weirdboy11Smite + 2 PotWSee Waaagh! Energy
        UnitMWSBSSTWALdSaveRef
        Weirdboy5"3+5+555366+Codex: Orks 2021 p85
        WeaponRangeTypeSAPDAbilitiesRef
        Weirdboy StaffMeleeMelee+3-1D3-Codex: Orks 2021 p85
    • Troops [2 PL, 50pts]
      • Gretchin [2 PL, 50pts]

        Categories: Faction: <Clan>, Faction: Orks, Gretchin, Infantry, Troops, Core

        Abilities: Cowardly, Diminutive

        • 10x Gretchin [50pts]

          Selections: 10x Grot Blaster

          Unit: Gretchin, Weapon: Grot Blaster


        AbilitiesDescriptionRef
        CowardlyUnless a friendly RUNTHERD model is within 6" of this unit, each time a model in this unit makes a Combat Attrition test, subtract 1 from the result.
        DiminutiveEach time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.Codex: Orks 2021
        UnitMWSBSSTWALdSaveRef
        Gretchin5"5+4+231147+Codex: Orks 2021 p91
        WeaponRangeTypeSAPDAbilitiesRef
        Grot Blaster12"Pistol 1301-Codex: Orks 2021 p119
    • Elites [8 PL, 125pts]
      • Kommandos [4 PL, 65pts]

        Categories: Infantry, Faction: Orks, Faction: <Clan>, Elites, Kommando, Mob, Tankbusta Bombs, Core

        Rules: 'Ere We Go!, Mob Rule

        Abilities: Kunnin' Infiltrators, Sneaky Gits, Throat Slittas

        • Boss Nob [17pts]

          Selections: Power Klaw [5pts], Slugga, Stikkbombs

          Unit: Boss Nob (Kommandos), Weapon: Power Klaw, Slugga, Stikkbomb

        • 4x Kommando [48pts]

          Selections: 4x Choppa, 4x Slugga, 4x Stikkbombs

          Unit: Kommando, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Kunnin' InfiltratorsDuring deployment, when you set up this unit it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.Codex: Orks 2021 p87,100
        Sneaky GitsEach time an attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack.Codex: Orks 2021 p87,100
        Throat SlittasEach time a model in this unit makes a melee attack, if it is within 1" of a terrain feature, add 1 to that attack's wound roll.Codex: Orks 2021 p87,100
        UnitMWSBSSTWALdSaveRef
        Boss Nob (Kommandos)6"3+5+552376+Codex: Orks 2021 p100
        Kommando6"3+5+451266+Codex: Orks 2021 p100
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks 2021 p121
        Power KlawMeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.Codex: Orks 2021 p121
        Slugga12"Pistol 1401-Codex: Orks 2021 p120
        Stikkbomb8"Grenade D6301BlastCodex: Orks 2021 p129
      • Kommandos [4 PL, 60pts]

        Categories: Infantry, Faction: Orks, Faction: <Clan>, Elites, Kommando, Mob, Tankbusta Bombs, Core

        Rules: 'Ere We Go!, Mob Rule

        Abilities: Kunnin' Infiltrators, Sneaky Gits, Throat Slittas

        • Boss Nob [12pts]

          Selections: Choppa, Slugga, Stikkbombs

          Unit: Boss Nob (Kommandos), Weapon: Choppa, Slugga, Stikkbomb

        • 4x Kommando [48pts]

          Selections: 4x Choppa, 4x Slugga, 4x Stikkbombs

          Unit: Kommando, Weapon: Choppa, Slugga, Stikkbomb


        AbilitiesDescriptionRef
        Kunnin' InfiltratorsDuring deployment, when you set up this unit it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.Codex: Orks 2021 p87,100
        Sneaky GitsEach time an attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 2 to any armour saving throw made against that attack.Codex: Orks 2021 p87,100
        Throat SlittasEach time a model in this unit makes a melee attack, if it is within 1" of a terrain feature, add 1 to that attack's wound roll.Codex: Orks 2021 p87,100
        UnitMWSBSSTWALdSaveRef
        Boss Nob (Kommandos)6"3+5+552376+Codex: Orks 2021 p100
        Kommando6"3+5+451266+Codex: Orks 2021 p100
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks 2021 p121
        Slugga12"Pistol 1401-Codex: Orks 2021 p120
        Stikkbomb8"Grenade D6301BlastCodex: Orks 2021 p129
    • Fast Attack [24 PL, -2CP, 340pts]
      • DeffKoptas [16 PL, 200pts]

        Selections: Boom Boyz

        Categories: Faction: <Clan>, Faction: Orks, Deffkoptas, Fast Attack, Fly, Speed Freeks, Vehicle, Faction: Boom Boyz, Specialist Mob

        Rules: 'Ere We Go!, Mob Rule

        Abilities: Big Red Button, Boom Boyz, Ramshackle, Swoopin' Down

        • DeffKopta [50pts]

          Selections: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs

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

        • DeffKopta [50pts]

          Selections: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs

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

        • DeffKopta [50pts]

          Selections: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs

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

        • DeffKopta [50pts]

          Selections: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs

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


        AbilitiesDescriptionRef
        Big Red ButtonEach time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
        Boom BoyzBIG MEK, BLITZA-BOMMER, DEFFKOPTAS, MEK, NOB, TANKBUSTAS, WAGON or WARBOSS units only. The selected unit gains the BOOM BOYZ keyword and the following ability:

        Boom Boyz: Each time a BOOM BOYZ model shoots with a weapon with the Blast ability, improve the Armour Penetration characteristic of that attack by 1.
        RamshackleEach time an attack is allocated to this model, unless that attack has a Strength characteristic of 8 or more, subtract 1 from the Damage characteristic of that attack (to a minimum of 1)Codex: Orks 2021 p113
        Swoopin' DownDuring 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
        Deff Kopta14"3+5+454264+Codex: Orks 2021 p104
        WeaponRangeTypeSAPDAbilitiesRef
        Kopta Rokkits24"Heavy 2D38-23Blast
        Slugga12"Pistol 1401-Codex: Orks 2021 p120
        Spinnin' BladesMeleeMelee+1-11Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
        Stikkbomb8"Grenade D6301BlastCodex: Orks 2021 p129
      • Nob on Smasha Squig [4 PL, -2CP, 65pts]

        Selections: 4. Brutal but Kunnin, Big Choppa, Headwoppa's Killchoppa, Slugga, Smasha Squig Jaws, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]

        Categories: Cavalry, Faction: Orks, Faction: <Clan>, Beast Snagga, Squig, Nob, Nob on Smasha Squig, Character, Fast Attack

        Rules: 'Ere We Go!

        Abilities: Beast Snagga, Brutal but Kunnin, Headwoppa's Killchoppa, Smasha 'Ead, Squigboss, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Unit: Nob on Smasha Squig, Weapon: Big Choppa, Headwoppa's Killchoppa, Slugga, Smasha Squig Jaws


        AbilitiesDescriptionRef
        Beast Snagga- Each time a model with this ability makes an attack that targets a VEHICLE or MONSTER, add 1 to that attack's hit roll.
        - Every model in this unit has a 6+ invulnerable save.
        Brutal but KunninEach time this WARLORD fights, if all of its attacks target one enemy unit, after resolving all of those attacks, it can make a number of additional attacks against that enemy unit equal to the number of attacks that did not reach the Inflict Damage step of the attack sequence during that fight.Codex: Orks 2021 p132
        Headwoppa's KillchoppaModel equipped with beastchoppa, big choppa or 'uge choppa only. This Relic replaces a beastchoppa, big choppa or 'uge choppa and has the following profile.
        Smasha 'EadEach time this model finishes a charge move or Heroic Intervention move, select one enemy unit that is within Engagement Range of this model and roll five D6; for each result of 4+, that enemy unit suffers 1 mortal wound.Codex: Orks 2021 p105
        SquigbossFor each <CLAN> SQUIGHOG BOYZ unit included in a Detachment, up to two <CLAN> NOB ON SMASHA SQUIG units can be included in that Detachment without taking up any Battlefield Role slots.Codex: Orks 2021 p105
        Stratagem: Big BossUse this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they could have); that model it 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 T