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Tempest 1250 points

Warhammer 40,000

1250 points of a tempestuously good time!

  • 11-04-2021
  • Nick McBrearty
  • New Zealand/Heathcote/Christchurch/Woolston Club
  • 44/42
  • Lists Visible+Unlocked
  • 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
Alex Cameron1ViewAeldari4/0/00/0/0/010413.69/315
Alex Towse2ViewImperial Knights4/0/00/0/0/010115.38/259
Vinnie PurcellR3ViewChaos Space Marines4/0/00/0/0/010115.06/321Linwood Luchadores
Francis McLauchlan4ViewNecrons3/0/10/0/0/07512.00/324Francis vs Chris
David Rothe5ViewNecrons3/0/10/0/0/07213.63/252
Tim Toth6ViewBlood Angels3/0/10/0/0/07111.88/229
Nathan Pryor7ViewAdepta Sororitas3/0/10/0/0/0708.31/101
Raymond Chen8ViewAdeptus Astartes3/0/10/0/0/0707.94/223
Thomas LibertyR9ViewDeathwatch3/0/10/0/0/06913.50/240Christchurch Wargaming Club
Cameron Lemon10ViewSpace Wolves3/0/10/0/0/06912.50/211
Chris Jones11ViewAstra Militarum3/0/10/0/0/06910.25/225
Jordan Mclean12ViewChaos Space Marines3/0/10/0/0/06813.38/178
Luke Carney13ViewDrukhari2/1/10/0/0/05612.75/223Luke vs Daniel
Daniel Beale14ViewAeldari2/1/10/0/0/0568.63/232Luke vs Daniel
Mark Cross15ViewDark Angels2/0/20/0/0/0447.94/240
Connor GosnellR16ViewSpace Wolves2/0/20/0/0/04313.94/214Linwood Luchadores
Aaron Jukes17ViewHarlequins2/0/20/0/0/0435.69/234
Aaron Kirkman18ViewAdeptus Custodes2/0/20/0/0/0427.31/237
Scott CloughR19ViewOrks2/0/20/0/0/04111.81/248Linwood Luchadores
Jeremy Aitken20ViewOrks2/0/20/0/0/04013.31/175
Ollie Brown21ViewBlood Angels2/0/20/0/0/0409.88/125
Daniel Wyatt22ViewAdepta Sororitas2/0/20/0/0/03916.06/154
Joe Chan23ViewAdeptus Astartes2/0/20/0/0/03910.38/178
Andrew Walls24ViewChaos Space Marines2/0/20/0/0/0396.31/152
Gary GranthamR25ViewNecrons2/0/20/0/0/0394.31/179Christchurch 40kGary vs Sam
Benjamin Duston26ViewHarlequins2/0/20/0/0/03813.75/179
Woody Cleverley27ViewDeath Guard2/0/20/0/0/03812.00/118Nic vs Woody
Samuel Brosnan28ViewDark Angels2/0/20/0/0/03714.13/249Gary vs Sam
Shane Hammond29ViewAdeptus Astartes2/0/20/0/0/0379.44/168
Joseph Walker30ViewNecrons2/0/20/0/0/03611.38/149
Zach Neal31ViewTau Empire1/0/30/0/0/0149.69/143
Nic CromartyR32ViewOrks1/0/30/0/0/0137.75/221Linwood LuchadoresNic vs Woody
Mark Wells33ViewGenestealer Cults1/0/30/0/0/0127.88/76
Chris Wilson34ViewAdepta Sororitas1/0/30/0/0/01110.44/103Francis vs Chris
Alex Rogers35ViewAstra Militarum1/0/30/0/0/0115.75/120
James Titterington36ViewAstra Militarum1/0/30/0/0/0106.13/145
Jordan Lawson37ViewAdeptus Astartes1/0/30/0/0/0910.13/111
Nick Ashurst38ViewBlood Angels1/0/30/0/0/089.88/135
Harry Wood39ViewDeath Guard1/0/30/0/0/073.31/121
Mitchell Leaman40ViewAstra Militarum1/0/30/0/0/072.31/121
Tom Phipps41ViewGenestealer Cults1/0/30/0/0/065.69/190
Joel Faithful42ViewDark Angels1/0/30/0/0/0510.75/119
Alex Tomov43ViewDeath Guard0/0/40/0/0/0-177.56/198
Stuart Herriot44ViewThousand Sons0/0/40/0/0/0-226.25/89

Round 4: Jordan Mclean (60) def. Benjamin Duston (40)

1 year ago

Round 4: Alex Rogers (48) def. Tom Phipps (33)

1 year ago

Round 4: Raymond Chen (84) def. Woody Cleverley (2)

1 year ago

Round 4: Mitchell Leaman (44) def. Stuart Herriot (21)

1 year ago

Round 4: Aaron Jukes (82) def. Chris Wilson (10)

1 year ago

Round 4: Harry Wood (40) def. Alex Tomov (38)

1 year ago

Round 4: Francis McLauchlan (90) def. Connor Gosnell (37)

1 year ago

Round 4: David Rothe (84) def. Daniel Wyatt (31)

1 year ago

Round 4: Nathan Pryor (30) def. Ollie Brown (16)

1 year ago

Round 4: Jeremy Aitken (55) def. Nic Cromarty (51)

1 year ago

Round 4: Joe Chan (48) def. James Titterington (28)

1 year ago

Round 4: Cameron Lemon (63) def. Mark Cross (57)

1 year ago

Round 4: Gary Grantham (18) def. Mark Wells (13)

1 year ago

Round 4: Daniel Beale (79) def. Joseph Walker (32)

1 year ago

Round 4: Alex Towse (56) def. Thomas Liberty (21)

1 year ago

Round 4: Aaron Kirkman (52) def. Zach Neal (29)

1 year ago

Round 4: Shane Hammond (75) def. Joel Faithful (27)

1 year ago

Round 4: Alex Cameron (77) def. Tim Toth (23)

1 year ago

Round 4: Vinnie Purcell (90) def. Luke Carney (17)

1 year ago

Round 4: Chris Jones (75) def. Samuel Brosnan (44)

1 year ago

Round 4: Scott Clough (90) def. Jordan Lawson (10)

1 year ago

Round 4: Andrew Walls (69) def. Nick Ashurst (15)

1 year ago

Round 4 draw created

1 year ago

Round 3: Andrew Walls (62) def. Stuart Herriot (39)

1 year ago

Round 3: Daniel Beale (81) def. Tom Phipps (35)

1 year ago

Round 3: Nathan Pryor (23) def. Zach Neal (15)

1 year ago

Round 3: Gary Grantham (82) def. Alex Tomov (60)

1 year ago

Round 3: Thomas Liberty (81) def. Joseph Walker (23)

1 year ago

Round 3: Chris Wilson (61) def. Alex Rogers (27)

1 year ago

Round 3: Ollie Brown (21) def. Mark Wells (6)

1 year ago

Round 3: Benjamin Duston (85) def. Shane Hammond (16)

1 year ago

Round 3: Jordan Mclean (84) def. Joel Faithful (28)

1 year ago

Round 3: Luke Carney (76) def. Aaron Kirkman (41)

1 year ago

Round 3: Raymond Chen (67) def. Scott Clough (56)

1 year ago

Round 3: James Titterington (72) def. Mitchell Leaman (13)

1 year ago

Round 3: Vinnie Purcell (60) def. Francis McLauchlan (54)

1 year ago

Round 3: David Rothe (85) def. Joe Chan (19)

1 year ago

Round 3: Samuel Brosnan (79) def. Aaron Jukes (72)

1 year ago

Round 3: Tim Toth (84) def. Daniel Wyatt (23)

1 year ago

Round 3: Mark Cross (73) def. Jordan Lawson (10)

1 year ago

Round 3: Woody Cleverley (53) def. Nick Ashurst (38)

1 year ago

Round 3: Nic Cromarty (89) def. Harry Wood (13)

1 year ago

Round 3: Connor Gosnell (63) def. Jeremy Aitken (0)

1 year ago

Round 3: Alex Cameron (71) def. Cameron Lemon (16)

1 year ago

Round 3: Alex Towse (83) def. Chris Jones (22)

1 year ago

Round 3 draw created

1 year ago

Round 2: Thomas Liberty (56) def. Aaron Kirkman (54)

1 year ago

Round 2: Nathan Pryor (35) def. Alex Rogers (10)

1 year ago

Round 2: Shane Hammond (46) def. Gary Grantham (44)

1 year ago

Round 2: Jordan Lawson (68) def. Mitchell Leaman (38)

1 year ago

Round 2: Mark Wells (45) def. Stuart Herriot (19)

1 year ago

Round 2: Joseph Walker (48) def. Zach Neal (41)

1 year ago

Round 2: Aaron Jukes (49) def. Harry Wood (30)

1 year ago

Round 2: Daniel Wyatt (60) def. Raymond Chen (32)

1 year ago

Round 2: Benjamin Duston (29) def. Chris Wilson (21)

1 year ago

Round 2: Tom Phipps (73) def. Alex Tomov (71)

1 year ago

Round 2: Francis McLauchlan (90) def. Samuel Brosnan (41)

1 year ago

Round 2: Mark Cross (90) def. James Titterington (5)

1 year ago

Round 2: Tim Toth (57) def. Nick Ashurst (27)

1 year ago

Round 2: Joe Chan (61) def. Nic Cromarty (37)

1 year ago

Round 2: Alex Towse (79) def. Jordan Mclean (14)

1 year ago

Round 2: Chris Jones (48) def. Connor Gosnell (39)

1 year ago

Round 2: Luke Carney (68) def. Joel Faithful (25)

1 year ago

Round 2: Alex Cameron (81) def. Scott Clough (12)

1 year ago

Round 2: David Rothe (50) def. Andrew Walls (18)

1 year ago

Round 2: Cameron Lemon (79) def. Ollie Brown (8)

1 year ago

Round 2: Jeremy Aitken (80) def. Daniel Beale (10)

1 year ago

Round 2: Vinnie Purcell (87) def. Woody Cleverley (8)

1 year ago

Remember to leave your army on display with your name plate, then go and get lunch. Take some time in the break to have a look at other armies on display. Grab a voting card from Nick McBrearty and nominate the best painted army at Tempest 2021!

1 year ago

Round 2 draw created

1 year ago

Round 1: Ollie Brown (80) def. Mitchell Leaman (26)

1 year ago

Round 1: Raymond Chen (40) def. Jordan Lawson (23)

1 year ago

Round 1: Zach Neal (58) def. Harry Wood (38)

1 year ago

Round 1: Cameron Lemon (53) def. Mark Wells (12)

1 year ago

Round 1: Joel Faithful (39) def. Alex Rogers (35)

1 year ago

Round 1: Woody Cleverley (55) def. Nic Cromarty (44)

1 year ago

Round 1: Daniel Wyatt (40) def. Mark Cross (20)

1 year ago

Round 1: Nick Ashurst (55) def. James Titterington (40)

1 year ago

Round 1: Samuel Brosnan (85) def. Gary Grantham (35)

1 year ago

Round 1: Jordan Mclean (20) def. Nathan Pryor (13)

1 year ago

Round 1: Alex Cameron (86) def. Benjamin Duston (25)

1 year ago

Round 1: Joseph Walker (46) def. Aaron Jukes (31)

1 year ago

Round 1: Tim Toth (65) def. Joe Chan (50)

1 year ago

Round 1: Aaron Kirkman (90) def. Stuart Herriot (10)

1 year ago

Round 1: Scott Clough (90) def. Tom Phipps (49)

1 year ago

Round 1: Thomas Liberty (82) def. Shane Hammond (31)

1 year ago

Round 1: Luke Carney (62) tied with Daniel Beale (62)

1 year ago

Round 1: Francis McLauchlan (90) def. Chris Wilson (11)

1 year ago

Round 1: Chris Jones (80) def. Alex Tomov (29)

1 year ago

Round 1: Vinnie Purcell (84) def. David Rothe (33)

1 year ago

Round 1: Alex Towse (41) def. Jeremy Aitken (40)

1 year ago

Round 1: Connor Gosnell (75) def. Andrew Walls (3)

1 year ago

The round one draw is now available! See you at 8:45am on Sunday!

1 year ago

Round 1 draw created

1 year ago

Looking forward to seeing you on Sunday 11th!

1 year ago

Tempest 1250 points event created

2 years ago

Lists are currently locked.

Tempest v8 (Warhammer 40,000 9th Edition) [62 PL, 2CP, 1,250pts]

  • Patrol Detachment 0CP (Aeldari - Craftworlds) [62 PL, 2CP, 1,250pts]
    • Configuration [3CP]
      • Battle Size [3CP]

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

        Categories: Configuration

      • Craftworld Attribute

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

        • *Custom Craftworld*

          Selections: Expert Crafters, Hail of Doom

          Abilities: Expert Crafters, Hail of Doom


        AbilitiesDescriptionRef
        Expert CraftersWhen a unit with this attribute fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll.
        Hail of DoomWhen resolving an attack made with a shuriken weapon by a model with this attribute against an enemy unit within 12" of that model, improve the Armour Penetration characteristic of that weapon by 1 (e.g. AP 0 becomes AP -1). This does not affect the abilities of that shuriken weapon (i.e. a wound roll of 6+ is still resolved at AP-3).
        A shuriken weapon is any weapon whose profile includes the word ‘shuriken’ (shuriken pistol, Avenger shuriken catapult etc.), a scorpion’s claw (shooting) and any Relic that replaces a shuriken weapon (e.g. Kurnous’ Bow).
      • Detachment Command Cost

        Categories: Configuration

    • Stratagems [-1CP]
      • Treasures of the Craftworld (1 Relic) [-1CP]

        Categories: Stratagems

    • HQ [12 PL, 225pts]
      • Autarch Skyrunner [6 PL, 110pts]

        Selections: 6: Seer of the Shifting Vector, Laser Lance [5pts], Peerless Agility, Ride the Wind, The Path of Command, Twin Shuriken Catapult, Warlord

        Categories: Faction: Aeldari, Autarch, Character, Fly, HQ, Biker, Faction: Warhost, Autarch Skyrunner, Warlord

        Rules: Ancient Doom

        Abilities: 6: Seer of the Shifting Vector, Battle Focus, Peerless Agility, Ride the Wind, The Path of Command, Unit: Autarch Skyrunner, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult

        • The Phoenix Gem

          Selections: Remnant of Glory

          Abilities: The Phoenix Gem


        AbilitiesDescriptionRef
        6: Seer of the Shifting VectorOnce per battle round, you can re-roll a single hit roll, wound roll, save roll, Psychic test or Deny The Witch test made for your Warlord.
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Peerless AgilityThis model has a 4+ invulnerable save.
        Ride the WindWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        The Path of CommandYou can re-roll hit rolls of 1 for friendly <CRAFTWORLD> units within 6" of this model. In addition, if your army is Battle-forged and this model is your Warlord and on the battlefield, roll a D6 for each Command Point spent when using Stratagems; on a 6 that Command Point is immediately refunded. Note that for Prince Yriel, the first effect of this ability applies specifically to IYANDEN units.
        The Phoenix GemThe first time this model is slain, roll a D6 for each unit (friend or foe) within 3" of this model. On a roll of 2 or more, that unit suffers D3 mortal wounds. If at least one mortal wound is inflicted as a result of this, then this model is not slain, but remains in play with a single wound remaining. If no mortal wounds are inflicted, this model is slain.
        UnitMWSBSSTWALdSaveRef
        Autarch Skyrunner16"2+2+346493+
        WeaponRangeTypeSAPDAbilitiesRef
        Laser Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 6.
        Laser Lance (shooting)6"Assault 16-42-
        Twin Shuriken Catapult12"Assault 4401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      • Farseer [6 PL, 115pts]

        Selections: 0. Smite, 2. Doom, 4. Executioner, Ghosthelm, Psyker (Farseer), Rune Armour, Runes of the Farseer, Shuriken Pistol, Witchblade

        Categories: Faction: Aeldari, Character, Farseer, HQ, Infantry, Psyker, Faction: Warhost

        Rules: Ancient Doom

        Abilities: Battle Focus, Ghosthelm, Rune Armour, Runes of the Farseer, Psychic Power: Doom, Executioner, Smite, Psyker: Psyker (Farseer), Unit: Farseer, Weapon: Shuriken pistol, Witchblade

        • Faolchu's Wing

          Selections: Remnant of Glory

          Abilities: Faolchu's Wing


        AbilitiesDescriptionRef
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Faolchu's WingINFANTRY model only. The bearer of Faolchu's Wing has a Move characteristic of 12" and can FLY.
        GhosthelmRoll a D6 whenever this model suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as a result of the psyker suffering Perils of the Warp. On a roll of 5+, that wound is ignored.
        Rune ArmourThis model has a 4+ invulnerable save.
        Runes of the FarseerOnce in each Psychic phase, you can re-roll any number of dice used for this model's attempt to manifest or deny a psychic power.
        Psychic PowerWarp ChargeRangeDetailsRef
        Doom724"If manifested, choose an enemy unit within 24" of the psyker. You can re-roll failed wound rolls for attacks made by Asuryani units from your army against that unit until the start of your next Psychic phase.
        Executioner718"If manifested, the nearest enemy unit within 18" of the psyker suffers D3 mortal wounds. If a model in the target unit is slain as a result of this, the target units suffers an additional D3 mortal wounds.Codex: Craftworlds p125
        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
        Psyker (Farseer)222 powers from Runes of Fate and one from Runes of Fortune
        UnitMWSBSSTWALdSaveRef
        Farseer7"2+2+335296+
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        WitchbladeMeleeMeleeUser0D3This weapon always wounds on a roll of 2+
    • Troops [4 PL, 110pts]
      • Dire Avengers [2 PL, 55pts]

        Selections: Defence Tactics

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

        Rules: Ancient Doom

        Abilities: Battle Focus, Defence Tactics

        • 4x Dire Avenger [44pts]

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

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

        • Dire Avenger Exarch [11pts]

          Selections: Plasma Grenades, Two Avenger Shuriken Catapults

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

          • Exarch Power

            Selections: Shredding Fire

            Abilities: Shredding Fire


        AbilitiesDescriptionRef
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Defence TacticsWhen this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.
        Shredding FireRanged weapons that do not have the Grenade type that this unit’s Dire Avenger Exarch is equipped with have an Armour Penetration characteristic of -3 and its Abilities text reads ‘-’.
        UnitMWSBSSTWALdSaveRef
        Dire Avenger7"3+3+331184+
        Dire Avenger Exarch7"3+3+332284+
        WeaponRangeTypeSAPDAbilitiesRef
        Avenger Shuriken Catapult18"Assault 2401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        Plasma Grenade6"Grenade D64-11Blast
      • Dire Avengers [2 PL, 55pts]

        Selections: Defence Tactics

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

        Rules: Ancient Doom

        Abilities: Battle Focus, Defence Tactics

        • 4x Dire Avenger [44pts]

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

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

        • Dire Avenger Exarch [11pts]

          Selections: Plasma Grenades, Two Avenger Shuriken Catapults

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

          • Exarch Power

            Selections: Shredding Fire

            Abilities: Shredding Fire


        AbilitiesDescriptionRef
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Defence TacticsWhen this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.
        Shredding FireRanged weapons that do not have the Grenade type that this unit’s Dire Avenger Exarch is equipped with have an Armour Penetration characteristic of -3 and its Abilities text reads ‘-’.
        UnitMWSBSSTWALdSaveRef
        Dire Avenger7"3+3+331184+
        Dire Avenger Exarch7"3+3+332284+
        WeaponRangeTypeSAPDAbilitiesRef
        Avenger Shuriken Catapult18"Assault 2401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        Plasma Grenade6"Grenade D64-11Blast
    • Elites [6 PL, 115pts]
      • Fire Dragons [6 PL, 115pts]

        Selections: Assured Destruction

        Categories: Faction: Aeldari, Aspect Warrior, Infantry, Elites, Fire Dragons

        Rules: Ancient Doom

        Abilities: Assured Destruction, Battle Focus

        • 4x Fire Dragon [92pts]

          Selections: 4x Fusion Gun, 4x Melta Bombs

          Unit: Fire Dragon, Weapon: Fusion Gun, Melta bomb

        • Fire Dragon Exarch [23pts]

          Selections: Fusion Gun, Melta Bombs

          Unit: Fire Dragon Exarch, Weapon: Fusion Gun, Melta bomb

          • Exarch Power

            Selections: Swiftstep

            Abilities: Swiftstep


        AbilitiesDescriptionRef
        Assured DestructionYou can re-roll wound rolls of 1 in the Shooting phase for attacks this unit makes that target a MONSTER or VEHICLE.
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        SwiftstepWhilst this unit contains a Fire Dragon Exarch, when this unit Advances you can roll three D6 and discard two of the results.
        UnitMWSBSSTWALdSaveRef
        Fire Dragon7"3+3+331183+
        Fire Dragon Exarch7"3+3+332283+
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Gun12"Assault 18-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
        Melta bomb4"Grenade 18-4D6You can re-roll failed wound rolls for this weapon when targeting a VEHICLE.
    • Fast Attack [10 PL, 220pts]
      • Shining Spears [5 PL, 110pts]

        Selections: Aerobatic Grace, Ride the Wind

        Categories: Faction: <Craftworld>, Faction: Aeldari, Aspect Warrior, Faction: Asuryani, Biker, Fast Attack, Fly, Shining Spears

        Rules: Ancient Doom

        Abilities: Aerobatic Grace, Battle Focus, Ride the Wind

        • 2x Shining Spear [70pts]

          Selections: 2x Laser Lance, 2x Twin Shuriken Catapult

          Unit: Shining Spear, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult

        • Shining Spear Exarch [40pts]

          Selections: Star Lance [5pts], Twin Shuriken Catapult

          Unit: Shining Spear Exarch, Weapon: Star Lance (melee), Star Lance (shooting), Twin Shuriken Catapult

          • Exarch Power

            Selections: Skilled Rider

            Abilities: Skilled Rider


        AbilitiesDescriptionRef
        Aerobatic GraceModels in this unit have a 4+ invulnerable save against ranged weapons.
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Ride the WindWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        Skilled RiderThis unit’s Shining Spear Exarch has a 3+ invulnerable save against attacks made with ranged weapons.
        UnitMWSBSSTWALdSaveRef
        Shining Spear16"3+3+342283+
        Shining Spear Exarch16"3+3+343383+
        WeaponRangeTypeSAPDAbilitiesRef
        Laser Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 6.
        Laser Lance (shooting)6"Assault 16-42-
        Star Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 8.
        Star Lance (shooting)6"Assault 18-42-
        Twin Shuriken Catapult12"Assault 4401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      • Shining Spears [5 PL, 110pts]

        Selections: Aerobatic Grace, Ride the Wind

        Categories: Faction: <Craftworld>, Faction: Aeldari, Aspect Warrior, Faction: Asuryani, Biker, Fast Attack, Fly, Shining Spears

        Rules: Ancient Doom

        Abilities: Aerobatic Grace, Battle Focus, Ride the Wind

        • 2x Shining Spear [70pts]

          Selections: 2x Laser Lance, 2x Twin Shuriken Catapult

          Unit: Shining Spear, Weapon: Laser Lance (melee), Laser Lance (shooting), Twin Shuriken Catapult

        • Shining Spear Exarch [40pts]

          Selections: Star Lance [5pts], Twin Shuriken Catapult

          Unit: Shining Spear Exarch, Weapon: Star Lance (melee), Star Lance (shooting), Twin Shuriken Catapult

          • Exarch Power

            Selections: Skilled Rider

            Abilities: Skilled Rider


        AbilitiesDescriptionRef
        Aerobatic GraceModels in this unit have a 4+ invulnerable save against ranged weapons.
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Ride the WindWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        Skilled RiderThis unit’s Shining Spear Exarch has a 3+ invulnerable save against attacks made with ranged weapons.
        UnitMWSBSSTWALdSaveRef
        Shining Spear16"3+3+342283+
        Shining Spear Exarch16"3+3+343383+
        WeaponRangeTypeSAPDAbilitiesRef
        Laser Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 6.
        Laser Lance (shooting)6"Assault 16-42-
        Star Lance (melee)MeleeMeleeUser-42If the bearer charged this turn, attacks with this weapon are made at Strength 8.
        Star Lance (shooting)6"Assault 18-42-
        Twin Shuriken Catapult12"Assault 4401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
    • Heavy Support [12 PL, 240pts]
      • Support Weapons [4 PL, 70pts]

        Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Heavy Support, Vehicle, Faction: Warhost, Support Weapon, Artillery, Guardian

        Rules: Ancient Doom

        Abilities: Battle Focus

        • Support Weapon [4 PL, 70pts]

          Selections: D-cannon [25pts], Guardian Crew, Shuriken Catapult, Support Weapons

          Abilities: Guardian Crew, Support Weapons, Unit: Support Weapon, Weapon: D-cannon, Shuriken Catapult


        AbilitiesDescriptionRef
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        Guardian CrewEach Support Weapon and its crew are treated as a single model for all rules purposes. The crew must remain within 1" of their Support Weapon and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Support Weapon and its crew are measured from the Support Weapon, not the crew.
        Support WeaponsThe first time this unit is set up, all Support Weapons in this unit must be placed within 6" of each other, and with each crew within 1" of their Support Weapon. From that point on each Support Weapon acts as a single unit.
        UnitMWSBSSTWALdSaveRef
        Support Weapon6"3+3+355274+
        WeaponRangeTypeSAPDAbilitiesRef
        D-cannon24"Heavy D312-4D6This weapon can target units that are not visible to the firer. ; Blast
        Shuriken Catapult12"Assault 2401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
      • Wraithseer [8 PL, 170pts]

        Selections: 0. Smite, 4. Protect/Jinx, D-cannon [40pts], Eldritch Wraith Construct, Ghostspear, Psyker, Wraithshield

        Categories: Faction: Aeldari, Faction: Spirit Host, Monster, Psyker, Wraithseer, Wraith Construct, Faction: <Craftworld>, Faction: Asuryani, Heavy Support

        Rules: Ancient Doom

        Abilities: Eldritch Wraith Construct, Wraithshield, Psychic Power: 4.1 Protect, 4.2 Jinx, Smite, Psyker:Psyker, Unit: Wraithseer, Weapon: D-cannon, Ghostspear


        AbilitiesDescriptionRef
        Eldritch Wraith ConstructEach time an attack with an Armour Penetration characteristic of -1 is allocated to this model, that attack has an Armour Penetration characteristic of 0 instead.
        WraithshieldThis model has a 5+ invulnerable save.
        Psychic PowerWarp ChargeRangeDetailsRef
        4.1 Protect718"Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to the saving throws made for that unit until your next Psychic phase.
        4.2 Jinx718"Choose an enemy unit within 18" of the psyker – your opponent must subtract 1 from all saving throws made for that unit against attacks made by Asuryani units from your army until the start of your next Psychic phase.
        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
        Psyker11One power from Runes of Battle and one from Runes of Fortune
        UnitMWSBSSTWALdSaveRef
        Wraithseer8"3+3+789493+
        WeaponRangeTypeSAPDAbilitiesRef
        D-cannon24"Heavy D312-4D6This weapon can target units that are not visible to the firer. ; Blast
        GhostspearMeleeMelee+3-3D3+3-
    • Dedicated Transport [18 PL, 340pts]
      • Wave Serpent [9 PL, 170pts]

        Selections: Explodes (Hover Tank), Hover Tank, Serpent Shield, Spirit Stones [10pts], Transport, Twin Shuriken Catapult, Twin Starcannon [30pts]

        Categories: Dedicated Transport, Wave Serpent, Fly, Transport, Vehicle, Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Faction: Warhost

        Abilities: Explodes (Hover Tank), Hover Tank, Serpent Shield, Spirit Stones, Transport: Transport (Wave Serpent), Unit: Wave Serpent, Weapon: Twin Shuriken Catapult, Twin Starcannon, Wound Track: Wave Serpent 1., Wave Serpent 2., Wave Serpent 3.


        AbilitiesDescriptionRef
        Explodes (Hover Tank)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.
        Hover TankDistance and ranges are always measured to and from this model's hull, even though it has a base.
        Serpent ShieldAny damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. In addition, once per battle, in your Shooting phase, a Wave Serpent can discharge its serpent shield in its Shooting phase by rolling a D6. On a 2+ the nearest visible enemy unit within 24" suffers D3 mortal wounds. The Wave Serpent then gains no benefit from this ability for the remainder of the battle.
        Spirit StonesRoll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
        TransportCapacityRef
        Transport (Wave Serpent)This model can transport 12 PHOENIX LORD or <CRAFTWORLD> INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.
        UnitMWSBSSTWALdSaveRef
        Wave Serpent*6+*6713*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Twin Shuriken Catapult12"Assault 4401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        Twin Starcannon36"Heavy 46-3D3-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Wave Serpent 1.7-13+16"3+3
        Wave Serpent 2.4-612"4+D3
        Wave Serpent 3.1-38"5+1
      • Wave Serpent [9 PL, 170pts]

        Selections: Explodes (Hover Tank), Hover Tank, Serpent Shield, Spirit Stones [10pts], Transport, Twin Shuriken Catapult, Twin Starcannon [30pts]

        Categories: Dedicated Transport, Wave Serpent, Fly, Transport, Vehicle, Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Faction: Warhost

        Abilities: Explodes (Hover Tank), Hover Tank, Serpent Shield, Spirit Stones, Transport: Transport (Wave Serpent), Unit: Wave Serpent, Weapon: Twin Shuriken Catapult, Twin Starcannon, Wound Track: Wave Serpent 1., Wave Serpent 2., Wave Serpent 3.


        AbilitiesDescriptionRef
        Explodes (Hover Tank)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.
        Hover TankDistance and ranges are always measured to and from this model's hull, even though it has a base.
        Serpent ShieldAny damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. In addition, once per battle, in your Shooting phase, a Wave Serpent can discharge its serpent shield in its Shooting phase by rolling a D6. On a 2+ the nearest visible enemy unit within 24" suffers D3 mortal wounds. The Wave Serpent then gains no benefit from this ability for the remainder of the battle.
        Spirit StonesRoll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
        TransportCapacityRef
        Transport (Wave Serpent)This model can transport 12 PHOENIX LORD or <CRAFTWORLD> INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.
        UnitMWSBSSTWALdSaveRef
        Wave Serpent*6+*6713*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Twin Shuriken Catapult12"Assault 4401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        Twin Starcannon36"Heavy 46-3D3-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Wave Serpent 1.7-13+16"3+3
        Wave Serpent 2.4-612"4+D3
        Wave Serpent 3.1-38"5+1
Selection Rules

Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units. (Codex: Craftworlds)


Created with BattleScribe

New Roster (Warhammer 40,000 9th Edition) [63 PL, 10CP, 1,250pts]

  • Super-Heavy Detachment 0CP (Imperium - Imperial Knights) [63 PL, 10CP, 1,250pts]

    Rules: Knight Lance

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

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Household Choice

        Selections: Questor Mechanicus

        Categories: Configuration

        Allegiance Oath: Sacristan Pledge

        • House Krast

          Selections: Household Tradition: Cold Fury

          Household Tradition: Cold Fury


        Allegiance OathDescriptionRef
        Sacristan PledgeAt the start of your turn, a model with this Questor Allegiance Oath regains 1 lost wound.Psychic Awakening VII: Engine War p62
        Household TraditionDescriptionRef
        Cold FuryYou can re-roll failed hit rolls in the Fight phase for a model with this Household Tradition during any turn in which it charged, was charged, or performed a Heroic Intervention. In addition, you can re-roll all failed hit rolls in the Fight phase for a model with this Household Tradition against TITANIC Units.Codex: Imperial Knights p107
    • Stratagems [-2CP]
      • Exalted Court [-1CP]

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

        Categories: Stratagems

      • Heirlooms of the Household [-1CP]

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

        Categories: Stratagems

    • Lord of War [63 PL, 1,250pts]
      • Armiger Warglaives [7 PL, 135pts]

        Categories: Lord of War

        • Armiger Warglaive [7 PL, 135pts]

          Selections: Character (Knight Lance), Heavy Stubber, Reaper Chain-Cleaver, Thermal Spear

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

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


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights p92
        Vehicle SquadronWhen this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.Codex: Imperial Knights p91
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights p91
        UnitMWSBSSTWALdSaveRef
        Armiger Warglaive [1] (7+ Wounds Remaining)14"3+3+6712483+Codex: Imperial Knights p91
        Armiger Warglaive [2] (4-6 Wounds Remaining)10"4+4+6712483+Codex: Imperial Knights p91
        Armiger Warglaive [3] (1-3 Wounds Remaining)7"5+5+6712483+Codex: Imperial Knights p91
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy stubber36"Heavy 3401-
        Reaper Chain-Cleaver (Strike)MeleeMeleex2-33-Codex: Imperial Knights p103
        Reaper Chain-Cleaver (Sweep)MeleeMeleeUser-21Make 2 hit rolls for each attack made with this weapon, instead of 1.Codex: Imperial Knights p103
        Thermal Spear30"Assault D38-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Blast.Codex: Imperial Knights p102
      • Knight Moiraxes [8 PL, 155pts]

        Categories: Lord of War

        • Knight Moirax [8 PL, 155pts]

          Selections: 2x Lightning Lock

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

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

          • Freeblade

            Selections: Freeblade Questor Mechanicus

            Rules: Freeblades

            Allegiance Oath: Sacristan Pledge

          • Qualities and Burdens

            Rules: Freeblade Qualities and Burdens

            • Chosen Burdens

              Selections: Burden: Exiled in Shame, Burden: Impetuous Nature

              Burden: Exiled in Shame, Impetuous Nature

            • Chosen Qualities

              Selections: Quality: Sworn to a Quest

              Quality: Sworn to a Quest


        AbilitiesDescriptionRef
        Ion ShieldThis model has a 5+ invulnerable save against attacks made with ranged weapons.Codex: Imperial Knights p92
        Protection ProtocolsWhilst this model is within 6" of any friendly <HOUSEHOLD> TITANIC models, it can perform Heroic Interventions as if it were a CHARACTER. This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit. Each time this model makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.Imperial Armour: Compendium p104
        Vehicle SquadronWhen this unit is set up, all of its models must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit.Codex: Imperial Knights p91
        Allegiance OathDescriptionRef
        Sacristan PledgeAt the start of your turn, a model with this Questor Allegiance Oath regains 1 lost wound.Psychic Awakening VII: Engine War p62
        BurdenDescriptionRef
        Exiled in ShameWhilst this Burden applies, the Freeblade cannot be affected by any Stratagems (this includes using the Command Re-roll Stratagem to re-roll a dice for this Freeblade).Codex: Imperial Knights p118
        Impetuous NatureWhilst this Burden applies, every move that the Freeblade makes must take it closer to the nearest enemy model, and - unless it is already within 1" of an enemy unit - it must declare a charge against every enemy unit within 12" of it in your Charge phase.Codex: Imperial Knights p118
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (Armiger)6+6"D3Codex: Imperial Knights p91
        QualityDescriptionRef
        Sworn to a QuestRe-roll hit rolls of 1 for this Freeblade when it targets the enemy Warlord. If this freeblade is within range of an objective marker (as specified in the mission) it controls that objective marker even if there are more enemy models within range of the same objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.Codex: Imperial Knights p118
        UnitMWSBSSTWALdSaveRef
        Knight Moirax [1] (7+ Wounds Remaining)12"3+3+6712483+Imperial Armour: Compendium p104
        Knight Moirax [2] (4-6 Wounds Remaining)10"4+4+6712483+Imperial Armour: Compendium p104
        Knight Moirax [3] (1-3 Wounds Remaining)8"5+5+6712483+Imperial Armour: Compendium p104
        WeaponRangeTypeSAPDAbilitiesRef
        Lightning Lock36"Heavy 66-21Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.Imperial Armour: Compendium p104
      • Questoris Knight Magaera [24 PL, 480pts]

        Selections: Character (Heirloom of the House), Heirloom (Krast): The Headsman's Mark, Lightning Cannon, Phased Plasma-Fusil, Titanic Feet, Warlord, Warlord Trait: Ion Bulwark

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

        Abilities: Empyreal Preysight, Ionic Flare Shield, Super-Heavy Walker, The Headsman's Mark, Explosion:Explodes, Unit: Questoris Knight Magaera [1] (13+ Wounds Remaining), Questoris Knight Magaera [2] (7-12 Wounds Remaining), Questoris Knight Magaera [3] (1-6 Wounds Remaining), Warlord Trait: Ion Bulwark, Weapon: Lightning Cannon, Phased Plasma-Fusil, Titanic Feet

        • Hekaton Siege Claw and Twin Rad-Cleanser

          Selections: Hekaton Siege Claw, Twin Rad-Cleanser

          Weapon: Hekaton Siege Claw (Crush), Hekaton Siege Claw (Smash), Twin Rad-Cleanser


        AbilitiesDescriptionRef
        Empyreal PreysightEach time this model makes a ranged attack, the target does not receive the benefits of cover against that attack.Imperial Armour: Compendium p102
        Ionic Flare ShieldThis model has a 5+ invulnerable save.Imperial Armour: Compendium p102
        Super-Heavy WalkerThis model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.Codex: Imperial Knights p92
        The Headsman's MarkIncrease the damage characteristic of the bearer's weapons by 1 for attacks made against enemy units containing models with a Wounds characteristic of 10 or more. Increase the Damage characteristic by 2 instead for attacks made against TITANIC units.Codex: Imperial Knights p117
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes6+2D6"D6Codex: Imperial Knights p92
        UnitMWSBSSTWALdSaveRef
        Questoris Knight Magaera [1] (13+ Wounds Remaining)12"3+3+8824493+Imperial Armour: Compendium p102
        Questoris Knight Magaera [2] (7-12 Wounds Remaining)9"4+4+8824493+Imperial Armour: Compendium p102
        Questoris Knight Magaera [3] (1-6 Wounds Remaining)6"5+5+8824493+Imperial Armour: Compendium p102
        Warlord TraitDescriptionRef
        Ion BulwarkYour Warlord has a 4+ invulnerable save against ranged weapons.Codex: Imperial Knights p112
        WeaponRangeTypeSAPDAbilitiesRef
        Hekaton Siege Claw (Crush)MeleeMeleex2-46Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or MONSTER unit, add 2 to the Damage characteristic.Imperial Armour: Compendium p105
        Hekaton Siege Claw (Smash)MeleeMeleeUser-23Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.Imperial Armour: Compendium p105
        Lightning Cannon48"Heavy 87-23Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. Imperial Armour: Compendium p102
        Phased Plasma-Fusil24"Rapid Fire 27-32-Imperial Armour: Compendium p102
        Titanic FeetMeleeMeleeUser-2D3Make 3 hit rolls for each attack made with this weapon, instead of 1.Codex: Imperial Knights p103
        Twin Rad-Cleanser12"Assault 2D6203Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.Imperial Armour: Compendium p105
      • Questoris Knight Magaera [24 PL, 480pts]

        Selections: Character (Exalted Court), Heirloom: Armour of the Sainted Ion, Lightning Cannon, Phased Plasma-Fusil, Titanic Feet, Warlord Trait: Landstrider

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

        Abilities: Armour of the Sainted Ion, Empyreal Preysight, Ionic Flare Shield, Super-Heavy Walker, Explosion:Explodes, Unit: Questoris Knight Magaera [1] (13+ Wounds Remaining), Questoris Knight Magaera [2] (7-12 Wounds Remaining), Questoris Knight Magaera [3] (1-6 Wounds Remaining), Warlord Trait: Landstrider, Weapon: Lightning Cannon, Phased Plasma-Fusil, Titanic Feet

        • Hekaton Siege Claw and Twin Rad-Cleanser

          Selections: Hekaton Siege Claw, Twin Rad-Cleanser

          Weapon: Hekaton Siege Claw (Crush), Hekaton Siege Claw (Smash), Twin Rad-Cleanser


        AbilitiesDescriptionRef
        Armour of the Sainted IonThe wearer's Knight has a Save characteristic of 2+Codex: Imperial Knights p114
        Empyreal PreysightEach time this model makes a ranged attack, the target does not receive the benefits of cover against that attack.Imperial Armour: Compendium p102
        Ionic Flare ShieldThis model has a 5+ invulnerable save.Imperial Armour: Compendium p102
        Super-Heavy WalkerThis model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.Codex: Imperial Knights p92
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes6+2D6"D6Codex: Imperial Knights p92
        UnitMWSBSSTWALdSaveRef
        Questoris Knight Magaera [1] (13+ Wounds Remaining)12"3+3+8824493+Imperial Armour: Compendium p102
        Questoris Knight Magaera [2] (7-12 Wounds Remaining)9"4+4+8824493+Imperial Armour: Compendium p102
        Questoris Knight Magaera [3] (1-6 Wounds Remaining)6"5+5+8824493+Imperial Armour: Compendium p102
        Warlord TraitDescriptionRef
        LandstriderAdd 2 to all Advance and charge rolls made for friendly <HOUSEHOLD> units within 6" of your Warlord.Codex: Imperial Knights p112
        WeaponRangeTypeSAPDAbilitiesRef
        Hekaton Siege Claw (Crush)MeleeMeleex2-46Each time an attack is made with this weapon, subtract 1 from that attack's hit roll. Each time an attack is made with this weapon, if that attack targets a VEHICLE or MONSTER unit, add 2 to the Damage characteristic.Imperial Armour: Compendium p105
        Hekaton Siege Claw (Smash)MeleeMeleeUser-23Each time an attack is made with this weapon profile, make 3 hit rolls instead of 1.Imperial Armour: Compendium p105
        Lightning Cannon48"Heavy 87-23Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. Imperial Armour: Compendium p102
        Phased Plasma-Fusil24"Rapid Fire 27-32-Imperial Armour: Compendium p102
        Titanic FeetMeleeMeleeUser-2D3Make 3 hit rolls for each attack made with this weapon, instead of 1.Codex: Imperial Knights p103
        Twin Rad-Cleanser12"Assault 2D6203Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.Imperial Armour: Compendium p105
Force Rules

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

Selection Rules

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

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

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


Created with BattleScribe

Tempest VP (Warhammer 40,000 9th Edition) [63 PL, 9CP, 1,244pts]

  • Spearhead Detachment -3CP (Chaos - Chaos Space Marines) [63 PL, 9CP, 1,244pts]

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

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

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

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

      • Legion

        Selections: Iron Warriors

        Categories: Configuration

        Abilities: Siege Lords


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

        Selections: 2. Daemonsmith, Baleflamer [5pts], Bolt pistol, Frag & Krak grenades, Impaler chainglaive, Insidium, Mark of Khorne, Mechatendrils, Warlord

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

        Rules: Hateful Assault, Malicious Volleys

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

        • Helstalker

          Selections: Bladed limbs and tail, Techno-virus injector

          Weapon: Bladed limbs and tail, Techno-virus injector


        AbilitiesDescriptionRef
        Aura of DiscordSubtract 1 from hit rolls for attacks made by VEHICLE units while they are within 6" of any enemy models with this ability. In addition, add 1 to hit rolls for attacks made by <LEGION> DAEMON ENGINE units while they are within 6" of any friendly <LEGION> models with this ability.
        DaemonicThis model has a 5+ invulnerable save.
        DaemonsmithWhen resolving an attack made by a model in a friendly IRON WARRIORS DAEMON ENGINE or IRON WARRIORS CULT OF DESTRUCTION unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Infernal RegenerationAt the start of your turn, this model regains 1 lost wound.
        InsidiumA model with this Relic gains the DAEMON keyword (if it does not already have it). Add 1 to the Strength, Toughness and Wounds characteristics of that model.
        Spirit ThiefEach time this model destroys an enemy VEHICLE unit in the Fight phase, this model can either repair a friendly Daemon Engine or release a beam of energy. If you choose to repair a friendly Daemon Engine, pick a friendly <LEGION> DAEMON ENGINE (other than models that can FLY) within 3" of this model. That DAEMON ENGINE regains D3 lost wounds. If you choose to release a beam of energy, pick an enemy VEHICLE within 12" of this model and roll a D6. On a 2+ that VEHICLE suffers D3 mortal wounds.
        UnitMWSBSSTWALdSaveRef
        Lord Discordant on Helstalker*2+2+4612492+
        WeaponRangeTypeSAPDAbilitiesRef
        Baleflamer18"Assault D66-22This weapon automatically hits.
        Bladed limbs and tailMeleeMelee+3-2D3After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a number of additional attacks as shown in the damage table above, using this weapon profile.
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Impaler chainglaiveMeleeMelee+2-22If the bearer made a charge move or performed a Heroic Intervention this turn, attacks with this weapon are made with a Strength characteristic of x2 instead of +2.
        Krak grenades6"Grenade 16-1D3-
        MechatendrilsMeleeMeleeUser01Each time the bearer fights, it can make 2 additional attacks with this weapon.
        Techno-virus injectorMeleeMelee+4-4D3After the Lord Discordant makes his close combat attacks, you can attack with his Helstalker. Make a single attack using this weapon profile in addition to the Helstalker’s bladed limbs and tail. Each time a wound roll for an attack made with this weapon is successful when targeting a VEHICLE unit, that unit suffers D3 mortal wounds in addition to any normal damage.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Lord Discordant-MAdditional attacks-
        Lord Discordant17-12+12"5-
        Lord Discordant24-69"4-
        Lord Discordant31-36"3-
      • Master of Possession [5 PL, 95pts]

        Selections: Bolt pistol, Cursed Earth, Force stave, Frag & Krak grenades, Infernal Power, Mark of Tzeentch, Smite

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

        Rules: Hateful Assault, Malicious Volleys

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


        AbilitiesDescriptionRef
        DaemonkinThis model has a 5+ invulnerable save.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Rite of PossessionPSYKERS suffer Perils of the Warp on any Psychic test roll of a double that is made for them, instead of just double 1 or 6, while they are within 12" of any enemy models with this ability.
        Psychic PowerWarp ChargeRangeDetailsRef
        Cursed Earth7N/AIf manifested, then until the start of your next Psychic phase, the invulnerable save of friendly <LEGION> DAEMON units is improved by 1 (to a maximum of 3+) whilst they are within 6" of this psyker.
        Infernal Power6N/AIf manifested, then until the start of your next Psychic phase re-roll hit and wound rolls of 1 for attacks made by friendly <LEGION> DAEMON units whilst they are within 6" of this psyker.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOtherRef
        Master of Possession21Smite and two powers from the Malefic Discipline-
        UnitMWSBSSTWALdSaveRef
        Master of Possession6"3+3+444393+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Force staveMeleeMelee+3-1D3-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
    • Elites [18 PL, 340pts]
      • Decimator [9 PL, 170pts]

        Selections: Decimator claw with hellflamer, No Chaos Mark, Soulburner petard [10pts]

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

        Rules: Hateful Assault, Malicious Volleys

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


        AbilitiesDescriptionRef
        DaemonicThe model has a 5+ invulnerable save.
        Decimator clawsIf this model is equipped with 2 decimator claws, each time it fights, it makes one additional attack with 1 decimator claw.
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the start of your turn, this model regains 1 lost wound.
        UnitMWSBSSTWALdSaveRef
        Decimator 1 (7+ wounds remaining)9"3+3+7712583+
        Decimator 2 (4-6 wounds remaining)7"4+4+77N/A583+
        Decimator 3 (1-3 wounds remaining)5"5+5+77N/A583+
        WeaponRangeTypeSAPDAbilitiesRef
        Decimator clawMeleeMeleex2-33-
        Hellflamer12"Heavy D65-12Each time an attack is made with this weapon, that attack automatically hits its target.
        Soulburner petard24"Assault 2D3101Each time the bearer shoots, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 2+ inflicts 1 mortal wound on the target and the attack sequence ends.
      • Decimator [9 PL, 170pts]

        Selections: Decimator claw with hellflamer, No Chaos Mark, Soulburner petard [10pts]

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

        Rules: Hateful Assault, Malicious Volleys

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


        AbilitiesDescriptionRef
        DaemonicThe model has a 5+ invulnerable save.
        Decimator clawsIf this model is equipped with 2 decimator claws, each time it fights, it makes one additional attack with 1 decimator claw.
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the start of your turn, this model regains 1 lost wound.
        UnitMWSBSSTWALdSaveRef
        Decimator 1 (7+ wounds remaining)9"3+3+7712583+
        Decimator 2 (4-6 wounds remaining)7"4+4+77N/A583+
        Decimator 3 (1-3 wounds remaining)5"5+5+77N/A583+
        WeaponRangeTypeSAPDAbilitiesRef
        Decimator clawMeleeMeleex2-33-
        Hellflamer12"Heavy D65-12Each time an attack is made with this weapon, that attack automatically hits its target.
        Soulburner petard24"Assault 2D3101Each time the bearer shoots, if any unmodified hit rolls of 1 are made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon. Each time an attack is made with this weapon, an unmodified wound roll of 2+ inflicts 1 mortal wound on the target and the attack sequence ends.
    • Fast Attack [3 PL, 69pts]
      • Chaos Spawn [2 PL, 46pts]

        Selections: No Chaos Mark

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

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Fearsome, Mutated Beyond Reason, Mutated Beyond Reason: 1 - Razor Claws, 2 - Grasping Pseudopods, 3 - Toxic Haemorrhage

        • 2x Chaos Spawn [2 PL, 46pts]

          Selections: 2x Hideous mutations

          Unit: Chaos Spawn, Weapon: Hideous mutations


        AbilitiesDescriptionRef
        FearsomeEnemy units within 1" of any Chaos Spawn must subtract 1 from their Leadership.
        Mutated Beyond ReasonWhen a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below.
        Mutated Beyond ReasonEffectRef
        1 - Razor ClawsThe hideous mutations of all Chaos Spawn in the unit have an AP of -4 until the end of the Fight phase.
        2 - Grasping PseudopodsEach Chaos Spawn in the unit adds 2 to its Attacks characteristic until the end of the Fight phase.
        3 - Toxic HaemorrhageYou can re-roll failed wound rolls for this unit until the end of the Fight phase.
        UnitMWSBSSTWALdSaveRef
        Chaos Spawn7"4+-554D695+
        WeaponRangeTypeSAPDAbilitiesRef
        Hideous mutationsMeleeMeleeUser-22-
      • Chaos Spawn [1 PL, 23pts]

        Selections: No Chaos Mark

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

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Fearsome, Mutated Beyond Reason, Mutated Beyond Reason: 1 - Razor Claws, 2 - Grasping Pseudopods, 3 - Toxic Haemorrhage

        • Chaos Spawn [1 PL, 23pts]

          Selections: Hideous mutations

          Unit: Chaos Spawn, Weapon: Hideous mutations


        AbilitiesDescriptionRef
        FearsomeEnemy units within 1" of any Chaos Spawn must subtract 1 from their Leadership.
        Mutated Beyond ReasonWhen a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below.
        Mutated Beyond ReasonEffectRef
        1 - Razor ClawsThe hideous mutations of all Chaos Spawn in the unit have an AP of -4 until the end of the Fight phase.
        2 - Grasping PseudopodsEach Chaos Spawn in the unit adds 2 to its Attacks characteristic until the end of the Fight phase.
        3 - Toxic HaemorrhageYou can re-roll failed wound rolls for this unit until the end of the Fight phase.
        UnitMWSBSSTWALdSaveRef
        Chaos Spawn7"4+-554D695+
        WeaponRangeTypeSAPDAbilitiesRef
        Hideous mutationsMeleeMeleeUser-22-
    • Heavy Support [27 PL, 540pts]
      • Defiler [9 PL, 180pts]

        Selections: Battle cannon, Combi-melta [10pts], Defiler claws, Defiler scourge [5pts], No Chaos Mark, Smoke Launchers, Twin lascannon [30pts]

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

        Rules: Combi Weapon, Hateful Assault, Malicious Volleys

        Abilities: Daemonic, Explodes, Infernal Regeneration, Smoke Launchers, Unit: Defiler, Weapon: Battle cannon, Boltgun, Defiler claws, Defiler scourge, Meltagun, Twin lascannon, Wound Track: Defiler, Defiler1, Defiler2, Defiler3


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        UnitMWSBSSTWALdSaveRef
        Defiler*4+*8714*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Boltgun24"Rapid Fire 1401-
        Defiler clawsMeleeMeleex2-3D6-
        Defiler scourgeMeleeMelee+4-23Each time the bearer fights, it can make 3 additional attacks with this weapon.
        Meltagun12"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.
        Twin lascannon48"Heavy 29-3D6-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Defiler-MBSA
        Defiler18-14+8"4+4
        Defiler24-76"5+3
        Defiler31-34"5+2
      • Defiler [9 PL, 180pts]

        Selections: Battle cannon, Combi-melta [10pts], Defiler claws, Defiler scourge [5pts], No Chaos Mark, Smoke Launchers, Twin lascannon [30pts]

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

        Rules: Combi Weapon, Hateful Assault, Malicious Volleys

        Abilities: Daemonic, Explodes, Infernal Regeneration, Smoke Launchers, Unit: Defiler, Weapon: Battle cannon, Boltgun, Defiler claws, Defiler scourge, Meltagun, Twin lascannon, Wound Track: Defiler, Defiler1, Defiler2, Defiler3


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        UnitMWSBSSTWALdSaveRef
        Defiler*4+*8714*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Boltgun24"Rapid Fire 1401-
        Defiler clawsMeleeMeleex2-3D6-
        Defiler scourgeMeleeMelee+4-23Each time the bearer fights, it can make 3 additional attacks with this weapon.
        Meltagun12"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.
        Twin lascannon48"Heavy 29-3D6-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Defiler-MBSA
        Defiler18-14+8"4+4
        Defiler24-76"5+3
        Defiler31-34"5+2
      • Defiler [9 PL, 180pts]

        Selections: Battle cannon, Combi-melta [10pts], Defiler claws, Defiler scourge [5pts], No Chaos Mark, Smoke Launchers, Twin lascannon [30pts]

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

        Rules: Combi Weapon, Hateful Assault, Malicious Volleys

        Abilities: Daemonic, Explodes, Infernal Regeneration, Smoke Launchers, Unit: Defiler, Weapon: Battle cannon, Boltgun, Defiler claws, Defiler scourge, Meltagun, Twin lascannon, Wound Track: Defiler, Defiler1, Defiler2, Defiler3


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        UnitMWSBSSTWALdSaveRef
        Defiler*4+*8714*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Battle cannon72"Heavy D68-2D3Blast
        Boltgun24"Rapid Fire 1401-
        Defiler clawsMeleeMeleex2-3D6-
        Defiler scourgeMeleeMelee+4-23Each time the bearer fights, it can make 3 additional attacks with this weapon.
        Meltagun12"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.
        Twin lascannon48"Heavy 29-3D6-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Defiler-MBSA
        Defiler18-14+8"4+4
        Defiler24-76"5+3
        Defiler31-34"5+2
Force Rules

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

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

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

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

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

Selection Rules

Combi Weapon: When attacking with this weapon, choose one or both of the profiles. If you choose both, subtract 1 from all hit rolls for this weapon. ()

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

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


Created with BattleScribe

Tempest revised (Warhammer 40,000 9th Edition) [63 PL, 6CP, 1,250pts]

  • Outrider Detachment -3CP (Necrons) [29 PL, 9CP, 575pts]

    Rules: Dynastic Agents and Star Gods, The Royal Court

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

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

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

      • Dynasty Choice

        Selections: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Eternal Conquerors, Dynasty: <Custom>

        Categories: Configuration

        Rules: Objective Secured

        Dynastic Code: Eternal Conquerors, Relentlessly Expansionist


        Dynastic CodeDescriptionRef
        Eternal ConquerorsUnits with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.Codex: Necrons p54
        Relentlessly ExpansionistAt the start of the first battle round, before the first turn begins, units with this code can make a Normal Move of up to 6".Codex: Necrons p55
    • HQ [11 PL, 215pts]
      • Chronomancer [5 PL, 95pts]

        Selections: Arkana: Cryptogeometric Adjuster [1 PL, 15pts], Chronotendrils, Entropic Lance

        Categories: Faction: <Dynasty>, Faction: Necrons, Infantry, Fly, Character, Cryptek, Chronomancer, HQ

        Rules: Command Protocols, Living Metal

        Abilities: Chronometron, Cryptogeometric Adjuster, Dynastic Advisors, Timesplinter Mantle, Unit:Chronomancer, Weapon: Chronotendrils, Entropic Lance (Melee), Entropic Lance (Shooting)


        AbilitiesDescriptionRef
        ChronometronIn your Command phase, you can select one friendly <DYNASTY> unit within 9" of this model. Until the start of your next Command phase, you can re-roll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.Codex: Necrons p91
        Cryptogeometric AdjusterAt the start of your opponent's Shooting phase, you can select one enemy unit that is within 12" of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.Codex: Necrons p62
        Dynastic AdvisorsIf your army is Battle-forged, then for each CRYPTEK unit (excluding DYNASTIC AGENTS units) included in a Detachment that also contains at least one NOBLE unit, a second CRYPTEK unit (excluding DYNASTIC AGENTS units) can be included in that Detachment without taking up an additional Battlefield Role slot. [These are located in the Cryptek Selection under Dynastic Advisor]Codex: Necrons p90
        Timesplinter MantleThis model has a 4+ invulnerable save.Codex: Necrons p91
        UnitMWSBSSTWALdSaveRef
        Chronomancer8"3+3+4441104+Codex: Necrons p91
        WeaponRangeTypeSAPDAbilitiesRef
        ChronotendrilsMeleeMeleeUser01Each time the bearer fights, it makes 3 additional attacks with this weapon.Codex: Necrons p113
        Entropic Lance (Melee)MeleeMeleeUser-33-Codex: Necrons p114
        Entropic Lance (Shooting)18"Assault 18-3D3+3-Codex: Necrons p112
      • Technomancer [6 PL, 120pts]

        Selections: Arkana: Fail-Safe Overcharger [2 PL, 30pts], Canoptek Control Node [15pts], Relic: Voltaic Staff, Staff of Light, Warlord, Warlord Trait (Codex 4): Thrall of the Silent King

        Categories: Character, Cryptek, Faction: <Dynasty>, Faction: Necrons, Infantry, Technomancer, HQ, Warlord

        Rules: Command Protocols, Living Metal

        Abilities: Canoptek Control Node, Dynastic Advisors, Fail-Safe Overcharger, Rites of Reanimation, Unit:Technomancer, Warlord Trait: Thrall of the Silent King, Weapon: Staff of Light (Melee), Staff of Light (Shooting), Voltaic Staff (Melee), Voltaic Staff (Shooting)


        AbilitiesDescriptionRef
        Canoptek Control NodeThe bearer has the following ability: 'Control Node (Aura): While a friendly <DYNASTY> CANOPTEK unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to that attack's hit roll.'Codex: Necrons p90
        Dynastic AdvisorsIf your army is Battle-forged, then for each CRYPTEK unit (excluding DYNASTIC AGENTS units) included in a Detachment that also contains at least one NOBLE unit, a second CRYPTEK unit (excluding DYNASTIC AGENTS units) can be included in that Detachment without taking up an additional Battlefield Role slot. [These are located in the Cryptek Selection under Dynastic Advisor]Codex: Necrons p90
        Fail-Safe OverchargerIn your Command phase, you can select one friendly CANOPTEK unit within 9" of the bearer. Until the start of your next Command phase, add 1 to the Attacks characterisitc of models in that unit. If that unit is a MONSTER or VEHICLE unit, add D3 to the Attacks characteristic of models in that unit instead of 1.Codex: Necrons p63
        Rites of ReanimationIn your Command phase, you can select one friendly <DYNASTY> CORE unit within 6" of this model. One destroyed model from that unit is Reanimated. If the selected unit is a NECRON WARRIORS unit, D3 destroyed models from that unit are Reanimated instead. Each unit can only be selected for this ability once per phase.Codex: Necrons p84
        UnitMWSBSSTWALdSaveRef
        Technomancer5"3+3+4441104+Codex: Necrons p90
        Warlord TraitDescriptionRef
        Thrall of the Silent KingAdd 3" to the range of this WARLORD's aura abilities (to a maximum of 9"). In addition, when this WARLORD uses its My Will Be Done, The Lord's Will or Adaptive Strategy abilities, you can select one friendly <DYNASTY> CORE unit within 12" of this WARLORD instead of 9"Codex: Necrons p64
        WeaponRangeTypeSAPDAbilitiesRef
        Staff of Light (Melee)MeleeMeleeUser-21-Codex: Necrons p115
        Staff of Light (Shooting)18"Assault 35-21-Codex: Necrons p113
        Voltaic Staff (Melee)MeleeMelee+1-22This Relic replaces a staff of light.Codex: Necrons p66
        Voltaic Staff (Shooting)18"Assault 46-22Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits. This Relic replaces a staff of light.Codex: Necrons p66
    • Fast Attack [18 PL, 360pts]
      • Canoptek Scarab Swarms [6 PL, 120pts]

        Categories: Canoptek Scarab Swarms, Faction: Canoptek, Faction: <Dynasty>, Faction: Necrons, Fly, Swarm, Fast Attack

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        • 8x Canoptek Scarab Swarm [120pts]

          Selections: 8x Feeder Mandibles

          Unit: Canoptek Scarab Swarm, Weapon: Feeder Mandibles


        UnitMWSBSSTWALdSaveRef
        Canoptek Scarab Swarm10"4+-3344106+Codex: Necrons p101
        WeaponRangeTypeSAPDAbilitiesRef
        Feeder MandiblesMeleeMeleeUser01Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.Codex: Necrons p114
      • Canoptek Scarab Swarms [6 PL, 120pts]

        Categories: Canoptek Scarab Swarms, Faction: Canoptek, Faction: <Dynasty>, Faction: Necrons, Fly, Swarm, Fast Attack

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        • 8x Canoptek Scarab Swarm [120pts]

          Selections: 8x Feeder Mandibles

          Unit: Canoptek Scarab Swarm, Weapon: Feeder Mandibles


        UnitMWSBSSTWALdSaveRef
        Canoptek Scarab Swarm10"4+-3344106+Codex: Necrons p101
        WeaponRangeTypeSAPDAbilitiesRef
        Feeder MandiblesMeleeMeleeUser01Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.Codex: Necrons p114
      • Canoptek Scarab Swarms [6 PL, 120pts]

        Categories: Canoptek Scarab Swarms, Faction: Canoptek, Faction: <Dynasty>, Faction: Necrons, Fly, Swarm, Fast Attack

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        • 8x Canoptek Scarab Swarm [120pts]

          Selections: 8x Feeder Mandibles

          Unit: Canoptek Scarab Swarm, Weapon: Feeder Mandibles


        UnitMWSBSSTWALdSaveRef
        Canoptek Scarab Swarm10"4+-3344106+Codex: Necrons p101
        WeaponRangeTypeSAPDAbilitiesRef
        Feeder MandiblesMeleeMeleeUser01Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.Codex: Necrons p114
  • Vanguard Detachment -3CP (Necrons) [34 PL, -3CP, 675pts]

    Rules: Dynastic Agents and Star Gods, The Royal Court

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

        Categories: Configuration

      • Dynasty Choice

        Selections: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Eternal Conquerors, Dynasty: <Custom>

        Categories: Configuration

        Rules: Objective Secured

        Dynastic Code: Eternal Conquerors, Relentlessly Expansionist


        Dynastic CodeDescriptionRef
        Eternal ConquerorsUnits with this code have the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.Codex: Necrons p54
        Relentlessly ExpansionistAt the start of the first battle round, before the first turn begins, units with this code can make a Normal Move of up to 6".Codex: Necrons p55
    • HQ [8 PL, 160pts]
      • Chronomancer [4 PL, 80pts]

        Selections: Chronotendrils, Entropic Lance

        Categories: Faction: <Dynasty>, Faction: Necrons, Infantry, Fly, Character, Cryptek, Chronomancer, HQ

        Rules: Command Protocols, Living Metal

        Abilities: Chronometron, Dynastic Advisors, Timesplinter Mantle, Unit: Chronomancer, Weapon:Chronotendrils, Entropic Lance (Melee), Entropic Lance (Shooting)


        AbilitiesDescriptionRef
        ChronometronIn your Command phase, you can select one friendly <DYNASTY> unit within 9" of this model. Until the start of your next Command phase, you can re-roll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.Codex: Necrons p91
        Dynastic AdvisorsIf your army is Battle-forged, then for each CRYPTEK unit (excluding DYNASTIC AGENTS units) included in a Detachment that also contains at least one NOBLE unit, a second CRYPTEK unit (excluding DYNASTIC AGENTS units) can be included in that Detachment without taking up an additional Battlefield Role slot. [These are located in the Cryptek Selection under Dynastic Advisor]Codex: Necrons p90
        Timesplinter MantleThis model has a 4+ invulnerable save.Codex: Necrons p91
        UnitMWSBSSTWALdSaveRef
        Chronomancer8"3+3+4441104+Codex: Necrons p91
        WeaponRangeTypeSAPDAbilitiesRef
        ChronotendrilsMeleeMeleeUser01Each time the bearer fights, it makes 3 additional attacks with this weapon.Codex: Necrons p113
        Entropic Lance (Melee)MeleeMeleeUser-33-Codex: Necrons p114
        Entropic Lance (Shooting)18"Assault 18-3D3+3-Codex: Necrons p112
      • Chronomancer [4 PL, 80pts]

        Selections: Chronotendrils, Entropic Lance

        Categories: Faction: <Dynasty>, Faction: Necrons, Infantry, Fly, Character, Cryptek, Chronomancer, HQ

        Rules: Command Protocols, Living Metal

        Abilities: Chronometron, Dynastic Advisors, Timesplinter Mantle, Unit: Chronomancer, Weapon:Chronotendrils, Entropic Lance (Melee), Entropic Lance (Shooting)


        AbilitiesDescriptionRef
        ChronometronIn your Command phase, you can select one friendly <DYNASTY> unit within 9" of this model. Until the start of your next Command phase, you can re-roll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.Codex: Necrons p91
        Dynastic AdvisorsIf your army is Battle-forged, then for each CRYPTEK unit (excluding DYNASTIC AGENTS units) included in a Detachment that also contains at least one NOBLE unit, a second CRYPTEK unit (excluding DYNASTIC AGENTS units) can be included in that Detachment without taking up an additional Battlefield Role slot. [These are located in the Cryptek Selection under Dynastic Advisor]Codex: Necrons p90
        Timesplinter MantleThis model has a 4+ invulnerable save.Codex: Necrons p91
        UnitMWSBSSTWALdSaveRef
        Chronomancer8"3+3+4441104+Codex: Necrons p91
        WeaponRangeTypeSAPDAbilitiesRef
        ChronotendrilsMeleeMeleeUser01Each time the bearer fights, it makes 3 additional attacks with this weapon.Codex: Necrons p113
        Entropic Lance (Melee)MeleeMeleeUser-33-Codex: Necrons p114
        Entropic Lance (Shooting)18"Assault 18-3D3+3-Codex: Necrons p112
    • Elites [16 PL, 305pts]
      • Canoptek Spyders [12 PL, 225pts]

        Categories: Faction: <Dynasty>, Faction: Canoptek, Faction: Necrons, Canoptek Spyders, Monster, Fly, Elites

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Scarab Hive, Explosion: Explodes (6/3/1)

        • Canoptek Spyder [4 PL, 75pts]

          Selections: Automaton Claws, Gloom Prism [5pts]

          Abilities: Gloom Prism, Unit: Canoptek Spyder, Weapon: Automaton Claws

          • Two Particle Beamers [10pts]

            Selections: 2x Particle Beamer

            Weapon: Particle Beamer

        • Canoptek Spyder [4 PL, 75pts]

          Selections: Automaton Claws, Gloom Prism [5pts]

          Abilities: Gloom Prism, Unit: Canoptek Spyder, Weapon: Automaton Claws

          • Two Particle Beamers [10pts]

            Selections: 2x Particle Beamer

            Weapon: Particle Beamer

        • Canoptek Spyder [4 PL, 75pts]

          Selections: Automaton Claws, Gloom Prism [5pts]

          Abilities: Gloom Prism, Unit: Canoptek Spyder, Weapon: Automaton Claws

          • Two Particle Beamers [10pts]

            Selections: 2x Particle Beamer

            Weapon: Particle Beamer


        AbilitiesDescriptionRef
        Gloom PrismIn your opponent's Psychic phase, the bearer's unit can attempt to deny one psychic power as if it were a PSYKER.Codex: Necrons p101
        Scarab HiveIn your Command phase, one destroyed model from each friendly <DYNASTY> CANOPTEK SCARAB SWARM unit within 6" of this unit is Reanimated. Each unit can only be affected by this ability once per phase.Codex: Necrons p101
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (6/3/1)63"1Codex: Necrons p88
        UnitMWSBSSTWALdSaveRef
        Canoptek Spyder6"4+4+6665103+Codex: Necrons p101
        WeaponRangeTypeSAPDAbilitiesRef
        Automaton ClawsMeleeMelee+2-32-Codex: Necrons p113
        Particle Beamer18"Assault 6501-Codex: Necrons p112
      • Cryptothralls [2 PL, 40pts]

        Categories: Cryptothralls, Faction: <Dynasty>, Faction: Canoptek, Faction: Necrons, Infantry, Elites

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Bound Creation, Protectors (Aura), Systematic Vigour

        • 2x Cryptothrall

          Selections: 2x Scouring Eye, 2x Scythed Limbs

          Unit: Cryptothrall, Weapon: Scouring Eye, Scythed Limbs


        AbilitiesDescriptionRef
        Bound CreationIf your army is Battle-forged, then for each CRYPTEK unit included in a Detachment, one CRYPTOTHRALLS unit can be included in that Detachment without taking up a Battlefield Role slot.Codex: Necrons p95
        Protectors (Aura)While a friendly CRYPTEK unit is within 3" of this unit, enemy units cannot target that CRYPTEK unit with ranged weapons.Codex: Necrons p95
        Systematic VigourWhile this unit is within 6" of any friendly CRYPTEK units, models in this unit have a Weapon Skill and Ballistic Skill of 3+ and an Attacks characterisitc of 6.Codex: Necrons p95
        UnitMWSBSSTWALdSaveRef
        Cryptothrall5"4+4+5523103+Codex: Necrons p95
        WeaponRangeTypeSAPDAbilitiesRef
        Scouring Eye12"Pistol 25-21-Codex: Necrons p112
        Scythed LimbsMeleeMeleeUser-11-Codex: Necrons p115
      • Cryptothralls [2 PL, 40pts]

        Categories: Cryptothralls, Faction: <Dynasty>, Faction: Canoptek, Faction: Necrons, Infantry, Elites

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Bound Creation, Protectors (Aura), Systematic Vigour

        • 2x Cryptothrall

          Selections: 2x Scouring Eye, 2x Scythed Limbs

          Unit: Cryptothrall, Weapon: Scouring Eye, Scythed Limbs


        AbilitiesDescriptionRef
        Bound CreationIf your army is Battle-forged, then for each CRYPTEK unit included in a Detachment, one CRYPTOTHRALLS unit can be included in that Detachment without taking up a Battlefield Role slot.Codex: Necrons p95
        Protectors (Aura)While a friendly CRYPTEK unit is within 3" of this unit, enemy units cannot target that CRYPTEK unit with ranged weapons.Codex: Necrons p95
        Systematic VigourWhile this unit is within 6" of any friendly CRYPTEK units, models in this unit have a Weapon Skill and Ballistic Skill of 3+ and an Attacks characterisitc of 6.Codex: Necrons p95
        UnitMWSBSSTWALdSaveRef
        Cryptothrall5"4+4+5523103+Codex: Necrons p95
        WeaponRangeTypeSAPDAbilitiesRef
        Scouring Eye12"Pistol 25-21-Codex: Necrons p112
        Scythed LimbsMeleeMeleeUser-11-Codex: Necrons p115
    • Fast Attack [10 PL, 210pts]
      • Canoptek Wraiths [5 PL, 105pts]

        Categories: Beast, Canoptek Wraiths, Faction: <Dynasty>, Faction: Necrons, Faction: Canoptek, Fast Attack

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Slinking Strike, Wraith Form

        • 3x Canoptek Wraith (Claws) [105pts]

          Selections: 3x Vicious Claws

          Unit: Canoptek Wraith, Weapon: Vicious Claws


        AbilitiesDescriptionRef
        Slinking StrikeThis unit is eligible to shoot and declare a charge with in a turn in which it Fell Back Codex: Necrons p103
        Wraith FormModels in this unit have a 4+ invulnerable save. In addition, each time this unit makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).Codex: Necrons p103
        UnitMWSBSSTWALdSaveRef
        Canoptek Wraith12"4+4+4534103+Codex: Necrons p103
        WeaponRangeTypeSAPDAbilitiesRef
        Vicious ClawsMeleeMelee+2-22-Codex: Necrons p115
      • Canoptek Wraiths [5 PL, 105pts]

        Categories: Beast, Canoptek Wraiths, Faction: <Dynasty>, Faction: Necrons, Faction: Canoptek, Fast Attack

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Slinking Strike, Wraith Form

        • 3x Canoptek Wraith (Claws) [105pts]

          Selections: 3x Vicious Claws

          Unit: Canoptek Wraith, Weapon: Vicious Claws


        AbilitiesDescriptionRef
        Slinking StrikeThis unit is eligible to shoot and declare a charge with in a turn in which it Fell Back Codex: Necrons p103
        Wraith FormModels in this unit have a 4+ invulnerable save. In addition, each time this unit makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).Codex: Necrons p103
        UnitMWSBSSTWALdSaveRef
        Canoptek Wraith12"4+4+4534103+Codex: Necrons p103
        WeaponRangeTypeSAPDAbilitiesRef
        Vicious ClawsMeleeMelee+2-22-Codex: Necrons p115
Force Rules

Dynastic Agents and Star Gods: DYNASTIC AGENT and C'TAN SHARD units can be included in a NECRONS detachment without preventing other units in that Detachment from gaining a Dynastic Code. DYNASTIC AGENT and C'TAN SHARD units never gain a Dynastic Code. You can include a maximum of one C'TAN SHARD model in each NECRONS Detachment in your army. (Codex: Necrons p51)

The Royal Court: When mustering your army, if it contains THE SILENT KING model, that model must be selected as your WARLORD. Otherwise, if your army contains a PHAERON model, that model must be selected as your WARLORD. Otherwise, if your army caontains an OVERLORD model, that model must be selected as your WARLORD. Otherwise, if your army contains a LORD model, that model must be selected as your WARLORD. If your army contains none of the listed models, select your WARLORD as normal. (Codex: Necrons p51)

Selection Rules

Command Protocols: If every unit from your army (excluding DYNASTIC AGENT, C'TAN SHARD and UNALIGNED units) is from the same dynasty, and you select a NOBLE model to be your WARLORD, this unit is eligible to benefit from this ability and the following rules apply.  

After both sides have deployed, but before you have determined who will have the first turn, you must assign a different one of the command protocols to each of the first five battle rounds, and note this down secretly on your army roster.

At the start of each battle round, if any NOBLE units from your army are on the battlefield, the command protocol that you assigned to that battle round becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, reveal it to your opponent and select one of its directives. Until the assigned command protocol stops being active, while a unit that is eligible to benefit from this ability is within 6" of a friendly NECRONS CHARACTER model (excluding C'TAN SHARD models), that unit benefits from the selected directive.

If the battle lasts for more than five battle rounds, then until the end of the battle, whichever command protocol was active in the fifth battle round remains active. (Codex: Necrons p81)

Living Metal: At the start of your Command phase, each model in this unit regains 1 lost wound. (Codex: Necrons p80)

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)

Reanimation Protocols: Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit's reanimation protocols are enacted and those destroyed models begin to reassemble.

Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.

If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model:
-Is added back to its unit with its full wounds remaining.
-Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated model's unit.
-Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.
-No longer counts as having been destroyed for the purposes of Morale tests this turn.

You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less than the Wounds characteristic of any of the reassembling models. Any models that did not Reanimate fail to reassemble, and any dice remaining in the pool are discarded. (Codex: Necrons p80)


Created with BattleScribe

++ Patrol Detachment -2CP (Necrons) [36 PL, 720pts, 10CP] ++

+ Configuration [10CP] +

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

Detachment Command Cost [-2CP]

Dynasty Choice: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Eternal Conquerors, Dynasty: <Custom>

+ No Force Org Slot [2 PL, 40pts] +

Bound Creation [2 PL, 40pts]
. Cryptothralls [2 PL, 40pts]
. . 2x Cryptothrall: 2x Scouring Eye, 2x Scythed Limbs

+ HQ [4 PL, 80pts] +

Technomancer [4 PL, 80pts]: Canoptek Cloak [5pts], Staff of Light

+ Troops [6 PL, 130pts] +

Necron Warriors [6 PL, 130pts]
. 10x Necron Warrior (Gauss Flayer) [130pts]: 10x Gauss Flayer

+ Elites [18 PL, 350pts] +

C'tan Shard of the Void Dragon [18 PL, 350pts]: Canoptek Tail Blades, Power of the C'tan: Sky of Falling Stars, Power of the C'tan: Voltaic Storm, Spear of the Void Dragon

+ Fast Attack [6 PL, 120pts] +

Canoptek Scarab Swarms [6 PL, 120pts]
. 8x Canoptek Scarab Swarm [120pts]: 8x Feeder Mandibles

++ Patrol Detachment 0CP (Necrons) [28 PL, 530pts] ++

+ Configuration +

Detachment Command Cost

Dynasty Choice: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Eternal Conquerors, Dynasty: <Custom>

+ HQ [5 PL, 75pts] +

Lord [5 PL, 75pts]: Relic: Voidreaper, Warlord, Warlord Trait (Codex 1): Enduring Will, Warscythe [5pts]

+ Troops [4 PL, 85pts] +

Immortals [4 PL, 85pts]: Gauss Blaster, 5x Immortal [85pts]

+ Elites [19 PL, 370pts] +

C'tan Shard of the Nightbringer [19 PL, 370pts]: Power of the C'tan: Gaze of Death, Power of the C'tan: Transdimensional Thunderbolt, Scythe of the Nightbringer

++ Total: [64 PL, 10CP, 1,250pts] ++

Created with BattleScribe (https://battlescribe.net

Bloodangels tempest 3 (Warhammer 40,000 9th Edition) [86 PL, 8CP, 1,250pts]

  • Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Blood Angels) [86 PL, 8CP, 1,250pts]

    Rules: Angels of Death, Bolter Discipline, Shock Assault

    • Configuration [9CP]
      • **Chapter Selection**

        Selections: Blood Angels

        Categories: Configuration

        Rules: Red Thirst

      • Battle Size [12CP]

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

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

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

        Selections: Number of Extra Relics [-1CP]

        Categories: Stratagems

    • HQ [13 PL, 265pts]
      • Librarian [7 PL, 145pts]

        Selections: 2) Might of Heroes, 3) Null Zone (Aura), 6) Psychic Fortress (Aura), Chapter Command: Chief Librarian [1 PL, 25pts], Force sword, Frag & Krak grenades, Inferno pistol [5pts], Jump Pack [1 PL, 25pts], Psychic Mastery, Smite, Warlord

        Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Psyker, Librarian, HQ, Fly, Jump Pack, Warlord, Chief Librarian

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

        Abilities: Chief Librarian, Psychic Hood, Psychic Mastery, Psychic Power: 2) Might of Heroes, 3) Null Zone (Aura), 6) Psychic Fortress (Aura), Smite, Psyker: Psyker, Unit: Librarian (Jump Pack), Weapon: Force sword, Frag grenades, Inferno pistol, Krak grenades


        AbilitiesDescriptionRef
        Chief LibrarianThis model knows one additional psychic power from their chosen discipline and can attempt to Deny one additional psychic power in your opponent’s Psychic phase.
        Psychic HoodEach time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test
        Psychic MasteryAdd 1 to psychic tests taken for this WARLORD
        Psychic PowerWarp ChargeRangeDetailsRef
        2) Might of Heroes612"Details: Blessing: Might of Heroes has a warp charge value of 6. If manifested, select one friendly <Chapter> Core or <Chapter> Character model within 12" of this Psyker. Until the start of your next Psychic phase, add 1 to that model's Strength, Toughness, and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic when resolving any rules). 
        3) Null Zone (Aura)7SelfDetails: Blessing (Aura): Null Zone has a warp charge value of 7. If manifested, then:
        - Until the start of your next Psychic phase, while a unit is within 6" of this Psyker, each time an attack is made against that unit, invulnerable saving throws cannot be made against that attack.
        - Until the start of your next Psychic phase, while an enemy Psyker unit is within 6" of this Psyker, halve the total of Psychic tests taken for that unit. 
        6) Psychic Fortress (Aura)618"Details: Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly <Chapter> unit is within 6" of this Psyker, models in that nit have a 5+ invulnerable save. 
        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
        Psyker21Smite & 2 Librarius-
        UnitMWSBSSTWALdSaveRef
        Librarian (Jump Pack)12"3+3+444393+
        WeaponRangeTypeSAPDAbilitiesRef
        Force swordMeleeMelee+1-3D3-
        Frag grenades6"Grenade D6301Blast.
        Inferno pistol6"Pistol 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.Index: Imperium 2 p157
        Krak grenades6"Grenade 16-1D3-
      • Sanguinary Priest [6 PL, 120pts]

        Selections: Astartes Chainsword, Bolt pistol, Frag & Krak grenades, Icon of The Angel, Jump Pack [1 PL, 30pts]

        Categories: Character, Faction: Blood Angels, Faction: Imperium, Infantry, Sanguinary Priest, HQ, Apothecary, Faction: Adeptus Astartes, Fly, Jump Pack

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

        Abilities: Blood Chalice, Combat Restoratives, Icon of The Angel, Narthecium [Aura], Unit: Sanguinary Priest (Jump Pack), Weapon: Astartes Chainsword, Bolt pistol, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Blood ChaliceIn your Command phase, select one friendly Blood Angels Core or Blood Angels Character unit (excluding Vehicle units) within 6" of this model. Until the start of your next Command phase, if the Tactical Doctrine or Devastator Doctrine is active for your army, then each time a model in that unit makes an attack, the Assault Doctrine is considered to be active for that attack instead.
        Combat RestorativesAt the end of your Movement phase, this model can heal one friendly Blood Angels Infantry or Blood Angels Biker model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
        Icon of The AngelThe bearer gains the following ability: 'Icon of the Angel (Aura): While a friendly BLOOD ANGELS unit is within 6" of this model, you can re-roll charge rolls made for that unit.'
        Narthecium [Aura]While a friendly Blood Angels Infantry or Blood Angels Biker unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
        UnitMWSBSSTWALdSaveRef
        Sanguinary Priest (Jump Pack)12"2+3+444393+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes ChainswordMeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon. 
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
    • Elites [66 PL, 850pts]
      • Death Company Marines [8 PL, 125pts]

        Selections: Jump Pack [1 PL, 15pts]

        Categories: Elites, Faction: Blood Angels, Faction: Death Company, Faction: Imperium, Infantry, Core, Faction: Adeptus Astartes, Fly, Jump Pack

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

        Abilities: Black Rage

        • Death Company Marine [22pts]

          Selections: Frag & Krak grenades

          Unit: Death Company Marine (Jump Pack), Weapon: Frag grenades, Krak grenades

          • Bolt pistol and chainsword

            Selections: Astartes Chainsword, Bolt pistol

            Weapon: Astartes Chainsword, Bolt pistol

        • Death Company Marine [22pts]

          Selections: Frag & Krak grenades

          Unit: Death Company Marine (Jump Pack), Weapon: Frag grenades, Krak grenades

          • Bolt pistol and chainsword

            Selections: Astartes Chainsword, Bolt pistol

            Weapon: Astartes Chainsword, Bolt pistol

        • Death Company Marine [22pts]

          Selections: Frag & Krak grenades

          Unit: Death Company Marine (Jump Pack), Weapon: Frag grenades, Krak grenades

          • Bolt pistol and chainsword

            Selections: Astartes Chainsword, Bolt pistol

            Weapon: Astartes Chainsword, Bolt pistol

        • Death Company Marine [22pts]

          Selections: Frag & Krak grenades

          Unit: Death Company Marine (Jump Pack), Weapon: Frag grenades, Krak grenades

          • Bolt pistol and chainsword

            Selections: Astartes Chainsword, Bolt pistol

            Weapon: Astartes Chainsword, Bolt pistol

        • Death Company Marine [22pts]

          Selections: Frag & Krak grenades

          Unit: Death Company Marine (Jump Pack), Weapon: Frag grenades, Krak grenades

          • Bolt pistol and chainsword

            Selections: Astartes Chainsword, Bolt pistol

            Weapon: Astartes Chainsword, Bolt pistol


        AbilitiesDescriptionRef
        Black Rage• In your Movement phase, each time this unit is selected to move, it cannot Fall Back.
        • Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.
        • Each time a model in this unit would lose a wound, roll one D6: on a 6 that wound is not lost.
        • This unit cannot perform any Actions, as described in the Warhammer 40,000 Core book.
        UnitMWSBSSTWALdSaveRef
        Death Company Marine (Jump Pack)12"3+3+442273+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes ChainswordMeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon. 
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
      • Sanguinary Ancient [7 PL, 125pts]

        Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades, Wrath of Baal

        Categories: Character, Elites, Faction: Blood Angels, Faction: Imperium, Fly, Infantry, Jump Pack, Sanguinary Guard, Ancient, Faction: Adeptus Astartes

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

        Abilities: Angelic Visage, Astartes Banner (Aura), Chapter Banner, Heirs of Azkaellon, Wrath of Baal, Unit:Sanguinary Ancient, Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Angelic VisageEach time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.
        Astartes Banner (Aura)While a friendly BLOOD ANGELS CORE unit is within 6" of this model, add 1 to the Leadership characteristic of models in that unit. In addition, each time a model in such a unit is destroyed by an attack made by an enemy model, roll one D6. On a 4+, do not remove the destroyed model from play – it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.
        Chapter BannerIn your Command phase, select one friendly BLOOD ANGELS CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
        Heirs of AzkaellonEach time a model in this unit makes an attack, if that model’s unit is within 6" of any friendly BLOOD ANGELS WARLORD models, add 1 to that attack’s hit roll.
        Wrath of BaalSanguinary Ancient model only.
        • The bearer has the following ability: ‘Wrath of Baal (Aura):
        While a friendly BLOOD ANGELS JUMP PACK unit is within 6" of this model, each time that unit is selected to make a Normal Move, Advance or Fall Back, add 2" to that unit's Move characteristic until the end of the phase.’
        UnitMWSBSSTWALdSaveRef
        Sanguinary Ancient12"3+3+444392+
        WeaponRangeTypeSAPDAbilitiesRef
        Angelus boltgun18"Assault 24-11-
        Encarmine swordMeleeMelee+1-32-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
      • Sanguinary Guard [17 PL, 300pts]

        Categories: Elites, Faction: Blood Angels, Faction: Imperium, Infantry, Fly, Jump Pack, Sanguinary Guard, Core, Faction: Adeptus Astartes

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

        Abilities: Angelic Visage, Heirs of Azkaellon, Unit: Sanguinary Guard

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Angelic VisageEach time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.
        Heirs of AzkaellonEach time a model in this unit makes an attack, if that model’s unit is within 6" of any friendly BLOOD ANGELS WARLORD models, add 1 to that attack’s hit roll.
        UnitMWSBSSTWALdSaveRef
        Sanguinary Guard12"3+3+442382+
        WeaponRangeTypeSAPDAbilitiesRef
        Angelus boltgun18"Assault 24-11-
        Encarmine swordMeleeMelee+1-32-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
      • Sanguinary Guard [17 PL, 150pts]

        Categories: Elites, Faction: Blood Angels, Faction: Imperium, Infantry, Fly, Jump Pack, Sanguinary Guard, Core, Faction: Adeptus Astartes

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

        Abilities: Angelic Visage, Heirs of Azkaellon, Unit: Sanguinary Guard

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Angelic VisageEach time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.
        Heirs of AzkaellonEach time a model in this unit makes an attack, if that model’s unit is within 6" of any friendly BLOOD ANGELS WARLORD models, add 1 to that attack’s hit roll.
        UnitMWSBSSTWALdSaveRef
        Sanguinary Guard12"3+3+442382+
        WeaponRangeTypeSAPDAbilitiesRef
        Angelus boltgun18"Assault 24-11-
        Encarmine swordMeleeMelee+1-32-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
      • Sanguinary Guard [17 PL, 150pts]

        Categories: Elites, Faction: Blood Angels, Faction: Imperium, Infantry, Fly, Jump Pack, Sanguinary Guard, Core, Faction: Adeptus Astartes

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

        Abilities: Angelic Visage, Heirs of Azkaellon, Unit: Sanguinary Guard

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades

        • Sanguinary Guard [30pts]

          Selections: Angelus boltgun, Encarmine sword, Frag & Krak grenades

          Rules: And They Shall Know No Fear

          Weapon: Angelus boltgun, Encarmine sword, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Angelic VisageEach time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.
        Heirs of AzkaellonEach time a model in this unit makes an attack, if that model’s unit is within 6" of any friendly BLOOD ANGELS WARLORD models, add 1 to that attack’s hit roll.
        UnitMWSBSSTWALdSaveRef
        Sanguinary Guard12"3+3+442382+
        WeaponRangeTypeSAPDAbilitiesRef
        Angelus boltgun18"Assault 24-11-
        Encarmine swordMeleeMelee+1-32-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
    • Heavy Support [7 PL, 135pts]
      • Eradicator Squad [7 PL, 135pts]

        Selections: Melta rifle

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

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

        Abilities: Total Obliteration, Weapon: Melta rifle

        • 2x Eradicator [90pts]

          Selections: 2x Bolt pistol

          Unit: Eradicator, Weapon: Bolt pistol

        • Eradicator Sgt [45pts]

          Selections: Bolt pistol

          Unit: Eradicator Sgt, Weapon: Bolt pistol


        AbilitiesDescriptionRef
        Total ObliterationIn your shooting phase, each time this unit is selected to shoot, if it has not Advanced this turn, it can unleash total obliteration, If it does, select one enemy unit; models in this unit can shoot twice this phase, but they can only make attacks that target that enemy unit(and only if that enemy unit is an eliglbe target for those attacks)
        UnitMWSBSSTWALdSaveRef
        Eradicator5"3+3+453273+
        Eradicator Sgt5"3+3+453383+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Melta rifle24"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
Force Rules

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

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

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

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

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

Selection Rules

And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers ()

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

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

Death from Above: During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from enemy models. ()

Red Thirst: - Add 1 to Advance rolls and charge rolls made for units with this tactic.
- Each time a model with this tactic makes a melee attack, if that model's unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack's wound roll. ()

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

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

The Red Thirst: When resolving an attack made with a melee weapon by a model with this ability in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, add 1 to the wound roll. When a unit with this ability Advances or makes a charge move, add 1 to the Advance roll or charge roll. ()


Created with BattleScribe

++ Battalion Detachment 0CP (Imperium - Adepta Sororitas) [66 PL, 5CP, 1,250pts] ++ + Configuration + Battle Size [6CP]: 2. Incursion (51-100 Total PL / 501-1000 Points) Detachment Command Cost Order Convictions: Order: Bloody Rose + HQ + Celestine [8 PL, 170pts]: Warlord, Warlord Trait: 4. Beacon of Faith Triumph of Saint Katherine [10 PL, 195pts] + Troops + Battle Sister Squad [4 PL, 55pts] . 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades . Sister Superior: Bolt pistol, Boltgun Battle Sister Squad [4 PL, 55pts] . 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades . Sister Superior: Bolt pistol, Boltgun Battle Sister Squad [4 PL, 55pts] . 4x Battle Sister: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades . Sister Superior: Bolt pistol, Boltgun + Elites + Imagifier [3 PL, -1CP, 45pts]: Heroine in the Making, Relic: Book of St. Lucius, Tale of the Warrior, Warlord Trait: 5. Indomitable Belief Sisters Repentia [6 PL, 144pts] . 9x Sisters Repentia: 9x Penitent Eviscerator + Fast Attack + Dominion Squad [5 PL, 75pts] . Dominion Superior: Bolt pistol, Storm bolter [Legends] . Dominion w/ Special Weapon: Storm bolter . Dominion w/ Special Weapon: Storm bolter . Dominion w/ Special Weapon: Storm bolter . Dominion w/ Special Weapon: Storm bolter + Heavy Support + Mortifiers [3 PL, 65pts] . Anchorite: 2x Heavy bolter, 2x Penitent Flails Mortifiers [3 PL, 65pts] . Anchorite: 2x Heavy bolter, 2x Penitent Flails Retributor Squad [7 PL, 140pts]: 2x Armourium Cherub . Retributor Superior: Bolt pistol, Boltgun . Retributor w/ Heavy Weapon: Multi-melta . Retributor w/ Heavy Weapon: Multi-melta . Retributor w/ Heavy Weapon: Heavy bolter . Retributor w/ Heavy Weapon: Heavy bolter + Dedicated Transport + Repressor [Legends] [5 PL, 106pts]: Heavy flamer Sororitas Rhino [4 PL, 80pts] ++ Total: [66 PL, 5CP, 1,250pts] ++ Created with BattleScribe (https://battlescribe.net)

New Roster (Warhammer 40,000 9th Edition) [66 PL, 6CP, 1,250pts]

  • Vanguard Detachment -3CP (Imperium - Adeptus Astartes - Imperial Fists) [66 PL, 6CP, 1,250pts]

    Rules: Angels of Death, Bolter Discipline, Shock Assault

    • Configuration [9CP]
      • **Chapter Selection**

        Selections: Imperial Fists

        Categories: Configuration

        Rules: Siege Masters

      • Battle Size [12CP]

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

        Categories: Configuration

      • Detachment Command Cost [-3CP]

        Categories: Configuration

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

        Selections: Number of Extra Relics [-1CP]

        Categories: Stratagems

    • HQ [11 PL, -2CP, 210pts]
      • Primaris Librarian [6 PL, -1CP, 120pts]

        Selections: 1) Veil of Time, 3) Null Zone (Aura), 6) Psychic Fortress (Aura), Bolt pistol, Chapter Command: Chief Librarian [1 PL, 25pts], Force sword, Frag & Krak grenades, Hand of Dorn, Psychic Mastery, Stratagem: Sentinel of Terra [-1CP], The Armour Indomitus, Warlord

        Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Librarian, Primaris, Psyker, HQ, Chief Librarian, Warlord

        Rules: Angels of Death

        Abilities: Chief Librarian, Hand of Dorn, Psychic Hood, Psychic Mastery, The Armour Indomitus, Psychic Power: 1) Veil of Time, 3) Null Zone (Aura), 6) Psychic Fortress (Aura), Psyker: Primaris Librarian, Unit:Primaris Librarian, Weapon: Bolt pistol, Force sword, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Chief LibrarianThis model knows one additional psychic power from their chosen discipline and can attempt to Deny one additional psychic power in your opponent’s Psychic phase.
        Hand of DornBefore the battle, if your army is Battle-forged, roll one D3; you gain a number of Command Points equal to the result. 
        Psychic HoodEach time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test
        Psychic MasteryAdd 1 to psychic tests taken for this WARLORD
        The Armour Indomitus- Add 1 to the Wounds characteristic of the bearer.
        - The bearer has a save of 2+
        - Once per battle, before making a saving throw for the bearer, it can activate its armour's force field. If it does, the until the end of the phase, the bearer has a 3+ invulnerable save.
        Psychic PowerWarp ChargeRangeDetailsRef
        1) Veil of Time618"Details: Blessing: Veil of Time has a warp charge vale of 6. If manifested, select one friendly <Chapter> nit within 18" of this Psyker.
        - Until the start of your next Psychic phase, you can re-roll Advances rolls and charge rolls made for that unit.
        - Until the start of your next Psychic phase, if that unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that phase. 
        3) Null Zone (Aura)7SelfDetails: Blessing (Aura): Null Zone has a warp charge value of 7. If manifested, then:
        - Until the start of your next Psychic phase, while a unit is within 6" of this Psyker, each time an attack is made against that unit, invulnerable saving throws cannot be made against that attack.
        - Until the start of your next Psychic phase, while an enemy Psyker unit is within 6" of this Psyker, halve the total of Psychic tests taken for that unit. 
        6) Psychic Fortress (Aura)618"Details: Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly <Chapter> unit is within 6" of this Psyker, models in that nit have a 5+ invulnerable save. 
        PsykerCastDenyPowers KnownOtherRef
        Primaris Librarian21Smite, 2 Librarius-
        UnitMWSBSSTWALdSaveRef
        Primaris Librarian6"3+3+445493+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Force swordMeleeMelee+1-3D3-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
      • Techmarine [5 PL, -1CP, 90pts]

        Selections: Boltgun, Chapter Command: Master of the Forge [1 PL, 20pts], Frag & Krak grenades, Omnissian power axe, Rites of War, Servo-arm, Stratagem: Hero of the Chapter [-1CP], The Eye of Hypnoth

        Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Techmarine, HQ, Master of the Forge

        Rules: Angels of Death

        Abilities: Awaken the Machine Spirits, Blessing of the Omnissiah, Master of the Forge, Rites of War, The Eye of Hypnoth, Unit: Techmarine, Weapon: Boltgun, Frag grenades, Krak grenades, Omnissian power axe, Servo-arm


        AbilitiesDescriptionRef
        Awaken the Machine SpiritsIn your command phase, this model can awaken one friendly <CHAPTER> VEHICLE model within 3" of it. Until the start of your next command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack's hit roll. Each model can only be awakened once per turn. 
        Blessing of the OmnissiahAt the end of your Movement phase this model can repair a one <CHAPTER> VEHICLE within 3". That VEHICLE regains D3 lost wounds. Each model can only be repaired once per turn.
        Master of the ForgeEach time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of D3
        Rites of WarWhile a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability. 
        The Eye of HypnothThe bearer has the following ability: ‘Eye of Hypnoth (Aura): While a friendly IMPERIAL FISTS CORE unit is within 6" of the bearer, each time a model in that unit makes a ranged attack, re-roll a wound roll of 1.’
        UnitMWSBSSTWALdSaveRef
        Techmarine6"3+2+444382+
        WeaponRangeTypeSAPDAbilitiesRef
        Boltgun24"Rapid Fire 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Omnissian power axeMeleeMelee+2-22-
        Servo-armMeleeMeleex2-23Each time the bearer fights, no more than one attack can be made with each servo-arm.
    • Troops [11 PL, 220pts]
      • Infiltrator Squad [6 PL, 120pts]

        Categories: Smokescreen, Faction: Adeptus Astartes, Primaris, Infantry, Infiltrator Squad, Phobos, Faction: Imperium, Core, Troops

        Rules: Angels of Death, Combat Squads, Concealed Positions

        Abilities: Omni-scramblers

        • 4x Infiltrator [96pts]

          Selections: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

          Unit: Infiltrator, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine

        • Infiltrator Sergeant [24pts]

          Selections: Bolt pistol, Frag & Krak grenades, Marksman bolt carbine

          Unit: Infiltrator Sergeant, Weapon: Bolt pistol, Frag grenades, Krak grenades, Marksman bolt carbine


        AbilitiesDescriptionRef
        Omni-scramblersEnemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.
        UnitMWSBSSTWALdSaveRef
        Infiltrator6"3+3+442273+
        Infiltrator Sergeant6"3+3+442383+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Marksman bolt carbine24"Rapid Fire 1401Each unmodified hit roll of 6 made for this weapon's attacks automatically hits and results in a wound (do not make a wound roll for that attack).
      • Intercessor Squad [5 PL, 100pts]

        Selections: Auto Bolt Rifle

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

        Rules: Angels of Death, Combat Squads

        Weapon: Auto Bolt Rifle

        • 4x Intercessor [80pts]

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

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

        • Intercessor Sergeant [20pts]

          Selections: Bolt pistol, Frag & Krak grenades

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


        UnitMWSBSSTWALdSaveRef
        Intercessor6"3+3+442273+
        Intercessor Sergeant6"3+3+442383+
        WeaponRangeTypeSAPDAbilitiesRef
        Auto Bolt Rifle24"Assault 3401-
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
    • Elites [37 PL, 685pts]
      • Bladeguard Veteran Squad [10 PL, 140pts]

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

        Rules: Angels of Death, Combat Squads

        • 3x Bladeguard Veteran [105pts]

          Selections: 3x Frag & Krak grenades, 3x Heavy Bolt Pistol, 3x Master-crafted power sword, 3x Storm Shield

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

        • Bladeguard Veteran Sergeant [35pts]

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

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


        AbilitiesDescriptionRef
        Storm shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        UnitMWSBSSTWALdSaveRef
        Bladeguard Veteran6"3+3+443383+
        Bladeguard Veteran Sergeant6"3+3+443493+
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenades6"Grenade 16-1D3-
        Master-crafted power swordMeleeMelee+1-32-
      • Redemptor Dreadnought [9 PL, 180pts]

        Selections: 2x Storm Bolters, Macro Plasma Incinerator, Onslaught Gatling Cannon [5pts], Redemptor Fist

        Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites

        Rules: Angels of Death, Explodes (6"/D3)

        Abilities: Duty Eternal, Unit: Redemptor Dreadnought, Weapon: Macro Plasma Incinerator, Standard, Macro Plasma Incinerator, Supercharged, Onslaught Gatling Cannon, Redemptor Fist, Storm bolter, Wound Track:Redemptor Dreadnought 1, Redemptor Dreadnought 2, Redemptor Dreadnought 3


        AbilitiesDescriptionRef
        Duty EternalEach time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1)
        UnitMWSBSSTWALdSaveRef
        Redemptor Dreadnought***7713483+
        WeaponRangeTypeSAPDAbilitiesRef
        Macro Plasma Incinerator, Standard36"Heavy D68-42Blast
        Macro Plasma Incinerator, Supercharged36"Heavy D69-43Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting wiht this weapon. 
        Onslaught Gatling Cannon24"Heavy 85-11-
        Redemptor FistMeleeMeleex2-3D3+3-
        Storm bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Redemptor Dreadnought 17-13+8"3+3+
        Redemptor Dreadnought 24-66"4+4+
        Redemptor Dreadnought 31-34"5+5+
      • Redemptor Dreadnought [9 PL, 180pts]

        Selections: 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon [5pts], Redemptor Fist

        Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites

        Rules: Angels of Death, Explodes (6"/D3)

        Abilities: Duty Eternal, Unit: Redemptor Dreadnought, Weapon: Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon, Redemptor Fist, Storm bolter, Wound Track: Redemptor Dreadnought 1, Redemptor Dreadnought 2, Redemptor Dreadnought 3


        AbilitiesDescriptionRef
        Duty EternalEach time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1)
        UnitMWSBSSTWALdSaveRef
        Redemptor Dreadnought***7713483+
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy Onslaught Gatling Cannon30"Heavy 126-11-
        Onslaught Gatling Cannon24"Heavy 85-11-
        Redemptor FistMeleeMeleex2-3D3+3-
        Storm bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Redemptor Dreadnought 17-13+8"3+3+
        Redemptor Dreadnought 24-66"4+4+
        Redemptor Dreadnought 31-34"5+5+
      • Redemptor Dreadnought [9 PL, 185pts]

        Selections: 2x Storm Bolters, Icarus Rocket Pod [5pts], Macro Plasma Incinerator, Onslaught Gatling Cannon [5pts], Redemptor Fist

        Categories: Faction: Adeptus Astartes, Dreadnought, Faction: Imperium, Redemptor Dreadnought, Vehicle, Core, Elites

        Rules: Angels of Death, Explodes (6"/D3)

        Abilities: Duty Eternal, Unit: Redemptor Dreadnought, Weapon: Icarus Rocket Pod, Macro Plasma Incinerator, Standard, Macro Plasma Incinerator, Supercharged, Onslaught Gatling Cannon, Redemptor Fist, Storm bolter, Wound Track: Redemptor Dreadnought 1, Redemptor Dreadnought 2, Redemptor Dreadnought 3


        AbilitiesDescriptionRef
        Duty EternalEach time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1)
        UnitMWSBSSTWALdSaveRef
        Redemptor Dreadnought***7713483+
        WeaponRangeTypeSAPDAbilitiesRef
        Icarus Rocket Pod24"Heavy D37-12Blast. Each time an attack is made with this weapon against an Aircraft unit, add 1 to that attack's hit roll. 
        Macro Plasma Incinerator, Standard36"Heavy D68-42Blast
        Macro Plasma Incinerator, Supercharged36"Heavy D69-43Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting wiht this weapon. 
        Onslaught Gatling Cannon24"Heavy 85-11-
        Redemptor FistMeleeMeleex2-3D3+3-
        Storm bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Redemptor Dreadnought 17-13+8"3+3+
        Redemptor Dreadnought 24-66"4+4+
        Redemptor Dreadnought 31-34"5+5+
    • Fast Attack [7 PL, 135pts]
      • Inceptor Squad [7 PL, 135pts]

        Selections: Assault bolter x2, 2x Inceptor [90pts], Inceptor Sergeant [45pts]

        Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Inceptor Squad, Infantry, Jump Pack, Mk X Gravis, Primaris, Core, Fast Attack

        Rules: Angels of Death, Combat Squads, Death from Above

        Unit: Inceptor, Inceptor Sergeant, Weapon: Assault bolter


        UnitMWSBSSTWALdSaveRef
        Inceptor10"3+3+453273+
        Inceptor Sergeant10"3+3+453383+
        WeaponRangeTypeSAPDAbilitiesRef
        Assault bolter18"Assault 35-11-
Force Rules

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

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

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

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

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

Selection Rules

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

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

Concealed Positions: During Deployment when you set up this unit, if every model in this unit has this ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models ()

Death from Above: During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from enemy models. ()

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

Siege Masters: - Each time a model with this tactic makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
- Each time a model with this tactic makes an attack with a bolt weapon, an unmodified hit roll of 6 scores 1 additional hit. ()


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Tempest - Thomas Liberty (Warhammer 40,000 9th Edition) [60 PL, 3CP, 1,250pts]

  • Patrol Detachment 0CP (Imperium - Adeptus Astartes - Deathwatch) [60 PL, 3CP, 1,250pts]

    Rules: And They Shall Know No Fear, Angels of Death, Bolter Discipline, Chapter Tactics, Combat Doctrines, Mission Tactics, Shock Assault

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

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Gametype

        Selections: Matched

        Categories: Configuration

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

        Selections: Number of Extra Relics [-1CP]

        Categories: Stratagems

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

        Selections: Bolt pistol, Dominus Aegis, Frag & Krak grenades, Power sword [5pts], Storm shield [10pts], Stratagem: A Vigil Unmatched [-1CP], Warlord

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

        Rules: Angels of Death

        Abilities: 4. Optimised Priority (Aura), Dominus Aegis, Iron Halo, Rites of Battle, Storm shield, Stratagem: A Vigil Unmatched, Unit: Captain, Weapon: Bolt pistol, Frag grenades, Krak grenades, Power sword

        • 2. Paragon of their Chapter

          Selections: Ultramarines: Adept of the Codex

          Abilities: 2. Paragon of their Chapter, Adept of the Codex

        • 4. Optimised Priority (Aura)

          Abilities: 4. Optimised Priority (Aura)


        AbilitiesDescriptionRef
        2. Paragon of their ChapterSelect one Warlord Trait from the Chapter Warlord Traits (see Codex: Space Marines) for this WARLORD. Replace all instances of that Chapter's keyword on that Warlord Trait with DEATHWATCH. If this WARLORD has the heraldry of one of those Chapters (or, other than Crimson Fists, Black Templars and Flesh Tearers, one of their successor Chapters), you must select that Chapter's Warlord Trait. Note that this cannot be a Chapter Warlord Trait found in a Codex supplement.Codex Supplement: Deathwatch p37
        4. Optimised Priority (Aura)While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit that is performing an action is within 6" of this WARLORD, that unit can make ranged attacks without that action failing.Codex Supplement: Deathwatch p37
        Adept of the CodexWhilst this Warlord is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.
        Dominus AegisModel with a storm shield, relic shield or combat shield only. This Relic replaces a storm shield, relic shield or combat shield.

        - Add 1 to armour saving throws made for the bearer.
        - The bearer has the following ability: 'Dominus Aegis (Aura): While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit is within 6" of the bearer, models in that unit have a 5+ invulnerable save.'
        Codex Supplement: Deathwatch p38
        Iron HaloThis model has a 4+ invulnerable save.
        Rites of BattleWhile a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1
        Storm shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Stratagem: A Vigil UnmatchedUse this Stratagem after nominating a DEATHWATCH CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them from the Deathwatch Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
        UnitMWSBSSTWALdSaveRef
        Captain6"2+2+445493+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Power swordMeleeMelee+1-31-
    • Troops [36 PL, 785pts]
      • Bikes - Fortis Kill Team [16 PL, 350pts]

        Categories: Infantry, Core, Primaris, Kill Team, Fortis, Troops

        Rules: Angels of Death, Combat Squads, Mixed Unit

        Abilities: Devastating Charge, Fortis Kill Team, Turbo-boost

        • Intercessor Sergeant [20pts]

          Selections: Astartes Chainsword, Auto Bolt Rifle, Bolt pistol, Frag & Krak grenades

          Categories: Intercessors

          Unit: Intercessor Sergeant, Weapon: Astartes Chainsword, Auto Bolt Rifle, Bolt pistol, Frag grenades, Krak grenades

        • 4x Intercessor w/ Auto Bolt Rifle [4 PL, 80pts]

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

          Categories: Intercessors

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

        • 5x Outrider [10 PL, 250pts]

          Selections: 5x Astartes Chainsword, 5x Frag & Krak grenades, 5x Heavy Bolt Pistol, 5x Twin Bolt rifle

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


        AbilitiesDescriptionRef
        Devastating ChargeEach time this unit fights, if it made a charge move this turn, then until that fight is resolved, add 2 to the Attacks characteristic of models in this unit This ability only applies to Outriders in this unit.
        Fortis Kill TeamWhile a FORTIS KILL TEAM only contains Outriders, it has the BIKER keyword and loses the INFANTRY keyword.
        Turbo-boostWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. Outriders can only use the Turbo-boost ability iftheir unit only contains Outriders (such as afterusing the Combat Squads ability).
        UnitMWSBSSTWALdSaveRef
        Intercessor6"3+3+442273+
        Intercessor Sergeant6"3+3+442383+
        Outrider14"3+3+454273+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes ChainswordMeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon. 
        Auto Bolt Rifle24"Assault 3401-
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenades6"Grenade 16-1D3-
        Twin Bolt rifle30"Rapid Fire 24-11
      • Plas + elites - Indomitor Kill Team [20 PL, 435pts]

        Selections: Dominatus [1 PL, 20pts]

        Categories: Infantry, Core, Primaris, Mk X Gravis, Kill Team, Indomitor, Faction: Imperium, Deathwatch, Faction: Adeptus Astartes, Troops, Dominatus

        Rules: Angels of Death, Combat Squads, Death from Above, Mixed Unit

        Abilities: Dominatus, Indomitor Kill Team

        • Heavy Intercessor Sergeant [28pts]

          Selections: Bolt pistol, Frag & Krak grenades, Hellstorm Bolt Rifle

          Categories: Intercessors

          Unit: Heavy Intercessor Sergeant, Weapon: Bolt pistol, Frag grenades, Hellstorm bolt rifle, Krak grenades

        • 4x Heavy Intercessor w/ Hellstorm Bolt Rifle [8 PL, 112pts]

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

          Categories: Intercessors

          Unit: Heavy Intercessor, Weapon: Bolt pistol, Frag grenades, Hellstorm bolt rifle, Krak grenades

        • 5x Inceptor w/ Plasma Exterminators [10 PL, 275pts]

          Selections: 5x 2x Plasma Exterminators [50pts]

          Unit: Inceptor, Weapon: Plasma Exterminator, Standard, Plasma Exterminator, Supercharged


        AbilitiesDescriptionRef
        Dominatus- Each time a model in this unit makes an attack against an enemy unit with the elites Battlefield Role, re-roll a wound roll of 1.
        - If you selected the Elites Battlefield Role for the Xenos Hunters Chapter Tactic (see Codex: Space Marines), each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.
        Codex Supplement: Deathwatch p36
        Indomitor Kill TeamWhile an INDOMITOR KILL TEAM only contains Inceptors, it has the FLY keyword.Codex Supplement: Deathwatch p53
        UnitMWSBSSTWALdSaveRef
        Heavy Intercessor5"3+3+453273+
        Heavy Intercessor Sergeant5"3+3+453383+
        Inceptor10"3+3+453273+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Hellstorm bolt rifle30"Assault 3501-
        Krak grenades6"Grenade 16-1D3-
        Plasma Exterminator, Standard18"Assault D37-31Blast
        Plasma Exterminator, Supercharged18"Assault D38-32Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. 
    • Elites [5 PL, -1CP, 90pts]
      • Selfless tome - Apothecary [5 PL, -1CP, 90pts]

        Selections: Astartes Chainsword, Bolt pistol, Chapter Command: Chief Apothecary [1 PL, 15pts], Frag & Krak grenades, Selfless Healer, Stratagem: Hero of the Chapter [-1CP], The Tome of Ectoclades

        Categories: Faction: Adeptus Astartes, Apothecary, Character, Faction: Imperium, Infantry, Command Squad, Elites, Chief Apothecary

        Rules: Angels of Death

        Abilities: Chief Apothecary, Combat Restoratives, Command Squad, Narthecium [Aura], Selfless Healer, The Tome of Ectoclades, Unit: Apothecary, Weapon: Astartes Chainsword, Bolt pistol, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Chief ApothecaryAt the end of your Movement phase this model can use its Combat Restoratives ability twice instead of once. 
        Combat RestorativesAt the end of your Movement phase, this model can heal one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn. 
        Command SquadFor each <CHAPTER> COMPANY VETERANS units included in a Detachment, one <CHAPTER> COMMAND SQUAD APOTHECARY unit can be included in that detachment without taking up a Battlefield Role slot. 
        Narthecium [Aura]While a friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6; on a 6, that wound is not lost. 
        Selfless HealerEach time this WARLORD uses its Combat Restoratives ability, the model being healed regains up to 3 lost wounds instead of D3
        Each time this WARLORD is selected to return a destroyed model to a unit by using the Combat Revival Stratagem, that Stratagem costs 0 command points
        The Tome of EctocladesOnce per battle, in your Command phase, you can use the Tome of Ectoclades. If you do, select one datasheet used by a unit from your opponent's army. Until the start of your next Command phase, the bearer has the following ability: 'Tome of Ectoclades (Aura): While a friendly DEATHWATCH CORE unit is within 6" of the bearer, each time a model in that unit makes an attack against a unit belonging to the selected datasheet, you can re-roll the wound roll.'Codex Supplement: Deathwatch p38
        UnitMWSBSSTWALdSaveRef
        Apothecary6"3+3+444383+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes ChainswordMeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon. 
        Bolt pistol12"Pistol 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
    • Fast Attack [14 PL, 275pts]
      • 5 plas - Inceptor Squad [14 PL, 275pts]

        Selections: 4x Inceptor [180pts], Inceptor Sergeant [45pts], Plasma Exterminator x2 [50pts]

        Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Inceptor Squad, Infantry, Jump Pack, Mk X Gravis, Primaris, Core, Fast Attack

        Rules: Angels of Death, Combat Squads, Death from Above

        Unit: Inceptor, Inceptor Sergeant, Weapon: Plasma Exterminator, Standard, Plasma Exterminator, Supercharged


        UnitMWSBSSTWALdSaveRef
        Inceptor10"3+3+453273+
        Inceptor Sergeant10"3+3+453383+
        WeaponRangeTypeSAPDAbilitiesRef
        Plasma Exterminator, Standard18"Assault D37-31Blast
        Plasma Exterminator, Supercharged18"Assault D38-32Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. 
Force Rules

And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers ()

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

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

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

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

Chapter Tactics: Deathwatch: Xenos Hunters

- Each time a model with this tactic makes a melee attack against a TYRANIDS, AELDARI, ORK, NECRONS or T'AU EMPIRE unit, re-roll a hit roll of 1.
- After both sides have finished deploying their armies, select one Battlefield Role. Until the end of the battle, each time a model with this tactical makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1. ()

Combat Doctrines: If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and ALIGNED units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:

• During the first battle round, the Devastator Doctrine is active for your army.
• During the second battle round, the Tactical Doctrine is active for your army.
• At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
• During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.

Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).

Devastator Doctrine
While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.

Tactical Doctrine
While this combat doctrine is active, improve the Armour Penetration characteristics of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.

Assault Doctrine
While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1. ()

Mission Tactics: If every unit from your army (excluding UNALIGNED units) has the DEATHWATCH keyword, then every unit that has the Combat Doctrines ability and is in a DEATHWATCH Detachment gains the Mission Tactics ability below:

Do not use the rules in Codex: Space Marines to determine which combat doctrine is active for your army during each battle round. Instead, at the start of each battle round, select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. The combat doctrine you select is active for your army until the end of that battle round. Note, however, that when selecting a combat doctrine at the start of the battle round.
- You cannot select the Devastator Doctrine to be active for your army more than once during the battle.
- You cannot select the Tactical Doctrine to be active for your army more than twice during the battle.
- You cannot select the Assault Doctrine to be active for your army more than three times during the battle. (Codex Supplement: Deathwatch p33)

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

Selection Rules

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

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

Death from Above: During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from enemy models. ()

Mixed Unit: If this unit contains models with different Toughness characteristics, each time an attack is made against this unit, use the Toughness characteristic of the majority of the models in this unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, the controlling player selects one of the tied values to be the majority value. ()


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++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves)
[64 PL, 10CP, 1,250pts] ++

+ Configuration +

**Chapter Selection**: Space Wolves

Battle Size [8CP]: Tempest (1250 Points)

Detachment Command Cost

+ HQ +

Logan Grimnar on Stormrider [9 PL, 180pts]: Storm bolter, The Axe
Morkai, Tyrnak and Fenrir

Primaris Chaplain on Bike [7 PL, -1CP, 140pts]: 4. Mantra of Strength,
5. Recitation of Focus, Absolver Bolt pistol, Chapter Command:  Master
of Sanctity, Crozius Arcanum, Frag & Krak grenades, Hunter, Stratagem:
Warrior of Legend, The Armour of Russ, The Imperium's Sword, Twin Bolt
rifle, Warlord

+ Troops +

Blood Claws [6 PL, 90pts]
. 4x Blood Claw: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades
. Blood Claw Pack Leader: Astartes Chainsword, Bolt pistol, Frag & Krak grenades

Blood Claws [6 PL, 90pts]
. 4x Blood Claw: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades
. Blood Claw Pack Leader: Astartes Chainsword, Bolt pistol, Frag & Krak grenades

+ Elites +

Leviathan Dreadnought [13 PL, -1CP, 235pts]: 2x Heavy Flamers,
Grav-flux bombard, 3x hunter-killer missile. Leviathan siege claw:
Meltagun

Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Icarus Rocket
Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon, Redemptor
Fist

+ Fast Attack +

Inceptor Squad [14 PL, 330pts]: 5x Inceptor, Inceptor Sergeant, Plasma
Exterminator x2

++ Total: [64 PL, 10CP, 1,250pts] ++

Created with BattleScribe (https://battlescribe.net

5TH Crucis Lancers - Chris Jones (Polarman) IG 1250pts (Warhammer 40,000 9th Edition) [71 PL, 5CP, 1,250pts]

  • Patrol Detachment 0CP (Imperium - Astra Militarum) [71 PL, 5CP, 1,250pts]

    Rules: Defenders of Humanity

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

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Regimental Doctrine

        Selections: Gunnery Experts, Jury-rigged Repairs

        Categories: Configuration

        Abilities: Gunnery Experts, Jury-rigged Repairs


        AbilitiesDescriptionRef
        Gunnery ExpertsWhen you roll to determine the Type characteristic of any weapon a VEHICLEmodel with this doctrine is equipped with, you can re-roll one of the dice.
        Jury-rigged Repairs“At the start of your turn, roll one D6 for each VEHICLEmodel from your army with this doctrine that has lost any wounds. On a 2-4 that model regains 1 lost wound. On a 5+ that model regains up to D3 lost wounds
    • Stratagems [-1CP]
      • Tank Ace [-1CP]

        Categories: Stratagems

    • Agents of the Imperium [5 PL, 100pts]
      • Vindicare Assassin [5 PL, 100pts]

        Selections: Blind Grenades, Exitus Pistol, Exitus Rifle

        Categories: Character, Vindicare Assassin, Faction: Officio Assassinorum, Infantry, Faction: Imperium, Agent of the Imperium

        Rules: Agent of the Imperium, Execution Force, Independent Operative, Lightning Reflexes

        Abilities: Deadshot, Faultless Aim, Head Shot, Spy Mask, Stealth Suit, Unit: Vindicare Assassin, Weapon:Blind Grenades, Exitus Pistol, Exitus Rifle


        AbilitiesDescriptionRef
        DeadshotEach time you select a target for a weapon this model is making an attack with, you can ignore the Look Out, Sir rule. In addition, each time an unmodified wound roll of 6 is made for an attack with a ranged weapon by this model, the Damage for that attack is D6.
        Faultless AimAttacks made with ranged weapons by this model always hit on a 2+ if this model did not move this turn (hit rolls of 6 are still required when firing Overwatch).
        Head ShotIf, after resolving an attack with an exitus pistol or exitus rifle by this model, a model in an enemy unit lost any wounds as a result of that attack but was not destroyed, roll one D6; on a 3+ that model suffers 1 mortal wound and, if that model is not destroyed, you can roll one more D6. This time, that model suffers 1 mortal wound on a 4+. Keep rolling one D6, increasing the result required to cause a mortal wound by 1 each time, until the model in the enemy unit being rolled for is destroyed or the roll is failed.
        Spy MaskWhen resolving an attack made with a ranged weapon by this model, the target does not receive the benefit of cover to its saving throw.
        Stealth SuitWhen resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll. If this model is on or in a terrain feature, subtract 2 from the hit roll instead.
        UnitMWSBSSTWALdSaveRef
        Vindicare Assassin7"2+2+445596+
        WeaponRangeTypeSAPDAbilitiesRef
        Blind Grenades12"Grenade D6***This weapon does not inflict any damage (do not make any wound rolls). Instead, if a unit is hit by any blind grenades, subtract 1 from all hit rolls for attacks made by that unit until the end of the turn. Blast.
        Exitus Pistol12"Pistol 14-3D3When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
        Exitus Rifle72"Heavy 15-3D3When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
    • HQ [24 PL, 440pts]
      • Tank Commander [12 PL, 215pts]

        Selections: Display Tank Orders, Lascannon [20pts], Relic: Kurov's Aquila, Stat Damage (Leman Russ Commander), Turret-mounted Punisher Gatling Cannon [20pts], Warlord, Weapon Expert

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

        Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Kurov's Aquila, Smoke Launchers, Tank Orders, Weapon Expert, Stat Damage - M/BS/A: TC Russ 1, TC Russ 2, TC Russ 3, Tank Orders: Full Throttle!, Gunners, Kill on Sight!, Strike and Shroud!, Unit: Tank Commander, Weapon: Lascannon, Punisher Gatling Cannon


        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.
        Kurov's AquilaOFFICERS only. Whilst the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command Point.
        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> LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of this model and choose which order you wish to issue from the Tank Orders table. Each LEMAN RUSS can only be given a single order each turn.
        Weapon Expert“Improve the Armour Penetration characteristic of turret weapons (see Codex: Astra Militarum) this model is equipped with by 1 (e.g. AP 0 becomes AP -1).
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        TC Russ 17-12+10"3+3
        TC Russ 24-67"4+D3
        TC Russ 31-34"5+1
        Tank OrdersEffectRef
        Full Throttle!Instead of shooting this phase the ordered model immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn.
        Gunners, Kill on Sight!Re-roll hit rolls of 1 for the ordered model until the end of the phase.
        Strike and Shroud!This order can only be issued to a model that has not yet used its smoke launchers during the battle. The ordered model can shoot its weapons and launch its smoke launchers during this phase.
        UnitMWSBSSTWALdSaveRef
        Tank Commander*6+*7812*73+
        WeaponRangeTypeSAPDAbilitiesRef
        Lascannon48"Heavy 19-3D6-
        Punisher Gatling Cannon24"Heavy 20501-Warhammer 40,000 Core Book
      • Tank Commander [12 PL, 225pts]

        Selections: Heavy Bolter [15pts], Stat Damage (Leman Russ Commander), Turret-mounted Demolisher Siege Cannon [5pts], Up-armoured

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

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

        • 2 Heavy Bolters [30pts]

          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.
        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> LEMAN RUSS at the start of your Shooting phase. To issue a Tank Order, pick a target LEMAN RUSS within 6" of this model and choose which order you wish to issue from the Tank Orders table. Each LEMAN RUSS can only be given a single order each turn.
        Up-armoured“This model has a Save characteristic of 2+”
        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*73+
        WeaponRangeTypeSAPDAbilitiesRef
        Demolisher cannon24"Heavy D610-3D6Blast
        Heavy bolter36"Heavy 35-12-
    • Troops [3 PL, 45pts]
      • Militarum Tempestus Scions [3 PL, 45pts]

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

        Abilities: Aerial Drop

        • 4x Scion [36pts]

          Selections: 4x Frag & Krak grenades, 4x Hot-shot Lasgun

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

        • Tempestor [9pts]

          Selections: Chainsword, Frag & Krak grenades, Hot-shot Laspistol

          Unit: Tempestor, Weapon: Frag grenades, Hot-shot Laspistol, Krak grenades


        AbilitiesDescriptionRef
        Aerial DropDuring deployment, you can set up this model in a high altitude transport, ready to deploy via grav-chute, instead of placing it on the battlefield. At the end of any of your movement phases the model can make an aerial drop - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSaveRef
        Tempestor6"3+3+331274+Codex: Astra Militarum p39
        Tempestus Scion6"4+3+331164+Codex: Astra Militarum p39
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Hot-shot Lasgun18"Rapid Fire 13-21-Warhammer 40,000 Core Book
        Hot-shot Laspistol6"Pistol 13-21-Warhammer 40,000 Core Book
        Krak grenades6"Grenade 16-1D3-
    • Elites [4 PL, 70pts]
      • Astropath [2 PL, 35pts]

        Selections: Psychic Barrier, Telepathica Stave

        Categories: Astropath, Character, Faction: Astra Telepathica, Faction: Imperium, Infantry, Faction: Scholastica Psykana, Psyker, Faction: Astra Militarum, Elites

        Abilities: Astral Divination, Telepathic Assault, Psychic Power: 3) Psychic Barrier, Psyker: Psyker, Unit:Astropath, Weapon: Telepathica Stave


        AbilitiesDescriptionRef
        Astral DivinationAt the start of your Shooting phase, pick and enemy unit within 18" of this model. For the duration of the phase, the unit you picked gains no bonus to their saving throws for being in cover when it is targeted by attacks made by friendly ASTRA MILITARUM units within 6" of this model.
        Telepathic AssaultEach time you take a Psychic test for this unit when it attempts to manifest Smite, roll 1D6 instead of 2D6.
        Psychic PowerWarp ChargeRangeDetailsRef
        3) Psychic Barrier612"Select a friendly ASTRA MILITARUM unit within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that unit's saving throws.
        PsykerCastDenyPowers KnownOtherRef
        Psyker11Smite & 1 Psykana
        UnitMWSBSSTWALdSaveRef
        Astropath6"5+6+333166+
        WeaponRangeTypeSAPDAbilitiesRef
        Telepathica StaveMeleeMelee+10D3
      • Tech-Priest Enginseer [2 PL, 35pts]

        Selections: Laspistol, Omnissan Axe, Servo-arm

        Categories: Character, Cult Mechanicus, Enginseer, Faction: <FORGEWORLD>, Faction: Imperium, Infantry, Tech-Priest, Elites

        Rules: Designer's Note (forgeworld)

        Abilities: Bionics, Master of Machines, Unit: Tech-Priest Enginseer, Weapon: Laspistol, Omnissan Axe, Servo-arm


        AbilitiesDescriptionRef
        BionicsThis model has a 6+ invulnerable save. 
        Master of MachinesAt the end of your Movement phase this model can repair a single friendly <FORGEWORLD>, ASTRAMILITARUM VEHICLE or QUESTOR MECHANICUS model within 3". If the model being repaired is a <FORGEWORLD> or ASTRA MILITARUM model, it regains D3 lost wounds; if it is a QUESTOR MECHANICUS model, it regains 1 lost wound. A model may not be the target of the Master of Machines ability more than once per turn.
        UnitMWSBSSTWALdSaveRef
        Tech-Priest Enginseer6"4+4+444283+
        WeaponRangeTypeSAPDAbilitiesRef
        Laspistol12"Pistol 1301-
        Omnissan AxeMeleeMelee+1-22
        Servo-armMeleeMeleex2-23Each time the bearer fights, no more than one attack can be made with each servo-arm.
    • Heavy Support [30 PL, 510pts]
      • Leman Russ Battle Tanks [30 PL, 510pts]

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

        • Leman Russ Demolisher [10 PL, 190pts]

          Selections: Heavy Flamer [15pts], Stat Damage (Leman Russ), Turret-mounted Demolisher Siege Cannon [5pts]

          Categories: Leman Russ

          Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon:Demolisher cannon, Heavy flamer

          • 2 Heavy Flamers [30pts]

            Selections: 2x Heavy flamer

            Weapon: Heavy flamer

        • Leman Russ Demolisher [10 PL, 160pts]

          Selections: Heavy Bolter [15pts], Stat Damage (Leman Russ), Turret-mounted Demolisher Siege Cannon [5pts]

          Categories: Leman Russ

          Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon:Demolisher cannon, Heavy bolter

        • Leman Russ Demolisher [10 PL, 160pts]

          Selections: Heavy Bolter [15pts], Stat Damage (Leman Russ), Turret-mounted Demolisher Siege Cannon [5pts]

          Categories: Leman Russ

          Abilities: Emergency Plasma Vents, Explodes, Grinding Advance, Smoke Launchers, Vehicle Squadron, Stat Damage - M/BS/A: Leman Russ 1, Leman Russ 2, Leman Russ 3, Unit: Leman Russ, Weapon:Demolisher cannon, 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.
        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
        Leman Russ 17-12+10"4+3
        Leman Russ 24-67"5+D3
        Leman Russ 31-34"6+1
        UnitMWSBSSTWALdSaveRef
        Leman Russ*6+*7812*73+Codex: Astra Militarum p46
        WeaponRangeTypeSAPDAbilitiesRef
        Demolisher cannon24"Heavy D610-3D6Blast
        Heavy bolter36"Heavy 35-12-
        Heavy flamer12"Heavy D65-11Each time an attack is made with this weapon, that attack automatically hits the target.
    • Dedicated Transport [5 PL, 85pts]
      • Chimera [5 PL, 85pts]

        Selections: Heavy Flamer [10pts], Heavy Flamer [10pts], 2x Lasgun Arrays, 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 flamer, Lasgun Array


        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 flamer12"Heavy D65-11Each time an attack is made with this weapon, that attack automatically hits the target.
        Lasgun Array24"Rapid Fire 3301This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
Force Rules

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

Selection Rules

Agent of the Imperium: If your army is Battle-forged, you can include 1 AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN) Patrol, Battalion and Brigade Detachment in your army without those units taking up slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment from benefiting from Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity etc.), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game) and when determining your Army Faction. ()

Designer's Note (forgeworld): When selecting this unit for your army, choose which forgeworld it will be from. This replaces the <FORGEWORLD> keyword in all instances on this datasheet. (Codex: Astra Militarum p100)

Execution Force: If your Warlord has the IMPERIUM keyword (excluding FALLEN), you can include this unit in your army as part of a Vanguard Detachment even if that Detachment contains no HQ units. If you do so, that Detachment’s Command Benefits are changed to ‘None’ and its Restrictions are changed to ‘This Detachment cannot include the same datasheet more than once.’ ()

Independent Operative: This Model can never have a Warlord Trait. During deployment, you can set this model up in concealment instead of placing it on the battlefield. At the end of any of your movement phases, this model can reveal it's position - set it up anywhere on the battlefield that is more than 9" from any enemy model. (Codex: Officio Assassinorum)

Lightning Reflexes: A model with this special rule has a 4+ invulnerable save. (Codex: Officio Assassinorum)


Created with BattleScribe

9th Ed keepers & marines 1250 (Warhammer 40,000 9th Edition) [67 PL, 7CP, 1,250pts]

  • Battalion Detachment 0CP (Chaos - Chaos Space Marines) [51 PL, 10CP, 950pts]

    Rules: Daemonic Ritual, Despoilers of the Galaxy (Emperor's Children)

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

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Legion

        Selections: Emperor's Children

        Categories: Configuration

        Abilities: Flawless Perfection


        AbilitiesDescriptionRef
        Flawless PerfectionIf your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an EMPERORS CHILDREN Detachment gain the following ability: Units with this trait always fight first in the Fight phase, even if they didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight, starting with the player whose turn is taking place.Codex: Heretic Astartes - Chaos Space Marines p157
    • Stratagems [-1CP]
      • Gifts of Chaos (1 Relic) [-1CP]

        Categories: Stratagems

    • HQ [12 PL, 205pts]
      • Chaos Lord [7 PL, 115pts]

        Selections: 6. Loathsome Grace, Astartes chainsword, Frag & Krak grenades, Jump pack [1 PL, 25pts], Mark of Slaanesh, Power fist [10pts], Raiment Repulsive, Warlord

        Categories: HQ, Chaos Lord, Character, Faction: Heretic Astartes, Infantry, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Jump Pack, Fly, Warlord, Faction: Slaanesh

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Death to the False Emperor, Jump Pack Assault, Loathsome Grace, Lord of Chaos, Raiment Repulsive, Sigil of Corruption, Unit: Chaos Lord (Jump pack), Weapon: Astartes chainsword, Frag grenades, Krak grenades, Power fist


        AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Jump Pack AssaultDuring deployment you can set this unit up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        Loathsome GraceWhen a charge roll is made for this Warlord, you can re-roll the dice. If this Warlord makes a charge move or performs a Heroic Intervention, add 1 to their Strength and Attacks characteristics until the end of the subsequent Fight phase.
        Lord of ChaosYou can re-roll hit rolls of 1 made for friendly <LEGION> units within 6" of this model.
        Raiment RepulsiveWhen resolving an attack made by a model with this Relic, you can re-roll the hit roll and you can re-roll the wound roll. When a charge roll is made for a model with this Relic, you can re-roll the result.
        Sigil of CorruptionThis model has a 4+ invulnerable save.
        UnitMWSBSSTWALdSaveRef
        Chaos Lord (Jump pack)12"2+2+445493+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes chainswordMeleeMeleeUser-11Each time the bearer fights, it makes 1 additional attack with this weapon.
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Power fistMeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
      • Sorcerer [5 PL, 90pts]

        Selections: Bolt pistol, Delightful Agonies, Force sword, Frag & Krak grenades, Mark of Slaanesh, Smite, Warptime

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

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Death to the False Emperor, Psychic Power: Delightful Agonies, Smite, Warptime, Psyker:Sorcerer, Unit: Sorcerer, Weapon: Bolt pistol, Force sword, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Psychic PowerWarp ChargeRangeDetailsRef
        Delightful Agonies618"If manifested, select a visible SLAANESH HERETIC ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, roll a D6 each time that unit suffers a wound; on a 5+, it does not lose that wound.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Warptime63"If manifested, pick a HERETIC ASTARTES unit (excluding AIRCRAFT) within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
        PsykerCastDenyPowers KnownOtherRef
        Sorcerer21Smite and 2 powers from the Dark Hereticus discipline-
        UnitMWSBSSTWALdSaveRef
        Sorcerer6"3+3+444393+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Force swordMeleeMelee+1-3D3-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
    • Troops [12 PL, 210pts]
      • Chaos Space Marines [4 PL, 70pts]

        Selections: Mark of Slaanesh

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

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Death to the False Emperor, Unit: Chaos Space Marine

        • Aspiring Champion [14pts]

          Selections: Bolt pistol, Boltgun, Frag & Krak grenades

          Unit: Aspiring Champion, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades

        • 4x Marine w/ boltgun [56pts]

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

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


        AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        UnitMWSBSSTWALdSaveRef
        Aspiring Champion6"3+3+441283+
        Chaos Space Marine6"3+3+441173+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Boltgun24"Rapid Fire 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
      • Chaos Space Marines [4 PL, 70pts]

        Selections: Mark of Slaanesh

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

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Death to the False Emperor, Unit: Chaos Space Marine

        • Aspiring Champion [14pts]

          Selections: Bolt pistol, Boltgun, Frag & Krak grenades

          Unit: Aspiring Champion, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades

        • 4x Marine w/ boltgun [56pts]

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

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


        AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        UnitMWSBSSTWALdSaveRef
        Aspiring Champion6"3+3+441283+
        Chaos Space Marine6"3+3+441173+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Boltgun24"Rapid Fire 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
      • Chaos Space Marines [4 PL, 70pts]

        Selections: Mark of Slaanesh

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

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Death to the False Emperor, Unit: Chaos Space Marine

        • Aspiring Champion [14pts]

          Selections: Bolt pistol, Boltgun, Frag & Krak grenades

          Unit: Aspiring Champion, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades

        • 4x Marine w/ boltgun [56pts]

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

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


        AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        UnitMWSBSSTWALdSaveRef
        Aspiring Champion6"3+3+441283+
        Chaos Space Marine6"3+3+441173+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Boltgun24"Rapid Fire 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
    • Elites [13 PL, -1CP, 235pts]
      • Chaos Leviathan Dreadnought [13 PL, -1CP, 235pts]

        Selections: Hellforged hunter-killer missile [5pts], Leviathan siege drill and meltagun, Mark of Slaanesh, Storm cannon [10pts]

        Categories: Faction: Chaos, Dreadnought, Vehicle, Elites, Relic, Smokescreen, Faction: Heretic Astartes, Faction: <Legion>, Faction: Slaanesh

        Rules: Hateful Assault, Malicious Volleys, Martial Legacy

        Abilities: Explodes, Hellforged Atomantic Shielding, Relentless Hatred, Unit: Chaos Leviathan Dreadnought 1 (8+ wounds remaining), Chaos Leviathan Dreadnought 2 (4-7 wounds remaining), Chaos Leviathan Dreadnought 3 (1-3 wounds remaining), Weapon: Hellforged hunter-killer missile, Leviathan siege drill, Meltagun, Storm cannon

        • Two twin volkite calivers

          Selections: 2x Twin volkite caliver

          Weapon: Twin volkite caliver


        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.
        Hellforged Atomantic ShieldingThis model has a 5+ invulnerable save.
        Relentless HatredEach time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minmum of 1)
        UnitMWSBSSTWALdSaveRef
        Chaos Leviathan Dreadnought 1 (8+ wounds remaining)8"3+3+7714482+
        Chaos Leviathan Dreadnought 2 (4-7 wounds remaining)6"4+4+77N/A482+
        Chaos Leviathan Dreadnought 3 (1-3 wounds remaining)4"5+5+77N/A482+
        WeaponRangeTypeSAPDAbilitiesRef
        Hellforged hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hellforged hunter-killer missile it is equipped with once per battle.
        Leviathan siege drillMeleeMeleex2-42D3Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
        Meltagun12"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.
        Storm cannon36"Heavy 87-12-
        Twin volkite caliver30"Heavy 4502Each 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.
    • Heavy Support [14 PL, 300pts]
      • Havocs [7 PL, 165pts]

        Selections: Mark of Slaanesh

        Categories: Faction: Chaos, Faction: Heretic Astartes, Infantry, Heavy Support, Faction: <Legion>, Faction: Slaanesh

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Death to the False Emperor, Stabilisation Talons, Unit: Havoc

        • Aspiring Champion [17pts]

          Selections: Astartes chainsword, Boltgun, Frag & Krak grenades

          Unit: Aspiring Champion, Weapon: Astartes chainsword, Boltgun, Frag grenades, Krak grenades

        • 4x Havoc w/ reaper chaincannon [148pts]

          Selections: 4x Frag & Krak grenades, 4x Reaper chaincannon [80pts]

          Weapon: Frag grenades, Krak grenades, Reaper chaincannon


        AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Stabilisation TalonsThis unit can move and fire Heavy weapons without suffering the penalty to their hit rolls.
        UnitMWSBSSTWALdSaveRef
        Aspiring Champion6"3+3+451283+
        Havoc6"3+3+451173+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes chainswordMeleeMeleeUser-11Each time the bearer fights, it makes 1 additional attack with this weapon.
        Boltgun24"Rapid Fire 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Reaper chaincannon24"Heavy 85-11-
      • Havocs [7 PL, 135pts]

        Selections: Mark of Slaanesh

        Categories: Faction: Chaos, Faction: Heretic Astartes, Infantry, Heavy Support, Faction: <Legion>, Faction: Slaanesh

        Rules: Hateful Assault, Malicious Volleys

        Abilities: Death to the False Emperor, Stabilisation Talons, Unit: Havoc

        • Aspiring Champion [17pts]

          Selections: Astartes chainsword, Boltgun, Frag & Krak grenades

          Unit: Aspiring Champion, Weapon: Astartes chainsword, Boltgun, Frag grenades, Krak grenades

        • 2x Havoc w/ autocannon [54pts]

          Selections: 2x Autocannon [20pts], 2x Frag & Krak grenades

          Weapon: Autocannon, Frag grenades, Krak grenades

        • 2x Havoc w/ lascannon [64pts]

          Selections: 2x Frag & Krak grenades, 2x Lascannon [30pts]

          Weapon: Frag grenades, Krak grenades, Lascannon


        AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Stabilisation TalonsThis unit can move and fire Heavy weapons without suffering the penalty to their hit rolls.
        UnitMWSBSSTWALdSaveRef
        Aspiring Champion6"3+3+451283+
        Havoc6"3+3+451173+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes chainswordMeleeMeleeUser-11Each time the bearer fights, it makes 1 additional attack with this weapon.
        Autocannon48"Heavy 27-12-
        Boltgun24"Rapid Fire 1401-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Lascannon48"Heavy 19-3D6-
  • Patrol Detachment -2CP (Chaos - Daemons) [16 PL, -3CP, 300pts]
    • Configuration [-2CP]
      • Chaos Allegiance

        Selections: Slaanesh

        Categories: Configuration

        Abilities: Locus of Swiftness


        AbilitiesDescriptionRef
        Locus of SwiftnessCHARACTERS in a SLAANESH Chaos Daemons detachment have the following ability: All SLAANESH DAEMON units within 6" of a friendly model with the Locus of Swiftness in the Charge phase can declare a charge even if they advanced in their Movement phase.
      • Detachment Command Cost [-2CP]

        Categories: Configuration

    • HQ [12 PL, -1CP, 230pts]
      • Keeper of Secrets [12 PL, -1CP, 230pts]

        Selections: Cacophonic Choir, Exalted Keeper of Secrets [-1CP], Hysterical Frenzy, Sinistrous hand, Smite, Snapping claws, Witstealer sword

        Categories: HQ, Character, Faction: Daemon, Monster, Psyker, Faction: Slaanesh, Faction: Chaos, Keeper of Secrets, Exalted

        Rules: Daemonic Ritual

        Abilities: Daemonic, Delicate Precision, Greater Daemon, Mesmerising Aura, Quicksilver Swiftness, Sinistrous hand, Psychic Power: Cacophonic Choir, Hysterical Frenzy, Smite, Psyker: Keeper of Secrets, Unit: Keeper of Secrets, Weapon: Snapping claws, Witstealer sword, Wound Track: Keeper of Secrets, Keeper of Secrets1, Keeper of Secrets2, Keeper of Secrets3


        AbilitiesDescriptionRef
        DaemonicUnits with this ability have a 5+ invulnerable save.
        Delicate PrecisionWhen resolving an attack made by this model, re-roll a wound roll of 1.
        Greater DaemonWhen a Morale test is taken for a friendly SLAANESH DAEMON unit within 6" of this model, you can use this model’s Leadership characteristic instead of that unit’s.
        Mesmerising AuraWhen resolving an attack made with a melee weapon against this model, subtract 1 from the hit roll.
        Quicksilver SwiftnessThis unit always fights first in the Fight phase, even if they didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
        Sinistrous handIf this model has a sinistrous hand, then at the end of the Fight phase, if any enemy models that are not VEHICLES were destroyed as a result of an attack made with a melee weapon by this model that phase, this model regains up to D3 lost wounds.
        Psychic PowerWarp ChargeRangeDetailsRef
        Cacophonic Choir618"If manifested, roll 2D6 (adding 2 to the result if the Psychic test result was more than 10). The closest enemy unit that is within 18" of the psyker and visible to it suffers a mortal wound for each point that the total exceeds their highest Leadership characteristic.
        Hysterical Frenzy818"If manifested, select a single friendly SLAANESH DAEMON unit within 18" of the psyker that is within 1" of an enemy unit. That unit can fight as if it were the Fight phase.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOtherRef
        Keeper of Secrets21Smite and two powers from the Slaanesh discipline-
        UnitMWSBSSTWALdSaveRef
        Keeper of Secrets*2+2+6716*106+
        WeaponRangeTypeSAPDAbilitiesRef
        Snapping clawsMeleeMeleeUser-33When the bearer fights, it makes a number of additional attacks with this weapon equal to the number shown in its damage table. When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -4 for that attack.
        Witstealer swordMeleeMelee+2-33When resolving an attack made by a model that has lost one or more wounds from an attack made with this weapon, subtract 1 from the hit roll.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Keeper of Secrets-MASnapping Claws
        Keeper of Secrets19-16+14"64
        Keeper of Secrets25-811"53
        Keeper of Secrets31-47"42
    • Troops [4 PL, 70pts]
      • Daemonettes [4 PL, 70pts]

        Categories: Troops, Infantry, Faction: Daemon, Daemonette, Faction: Slaanesh, Faction: Chaos

        Rules: Daemonic Ritual

        Abilities: Daemonic, Graceful Killers, Quicksilver Swiftness

        • Alluress [7pts]

          Selections: Piercing claws

          Unit: Alluress, Weapon: Piercing claws

        • 9x Daemonette [63pts]

          Selections: 9x Piercing claws

          Unit: Daemonette, Weapon: Piercing claws


        AbilitiesDescriptionRef