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The Hell Games

Warhammer 40,000

  • 01-05-2021
  • Connor Gosnell
  • New Zealand/Christchurch/Christchurch Wargaming Club
  • 53
  • Lists Visible+Unlocked
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  • Signups Closed
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Player Rank List Faction W/D/L Time/Lists/Sports/Painting Total TP SOS/VP Club/Affiliation Group
Aaron Jukes1ViewHarlequins0/0/00/0/0/000.00/0
Aaron Kirkman2ViewAdeptus Custodes0/0/00/0/0/000.00/0
Alan Redmond3ViewAstra Militarum0/0/00/0/0/000.00/0
Alec Whitticase4ViewChaos Space Marines0/0/00/0/0/000.00/0
Alex Cameron5ViewOrks0/0/00/0/0/000.00/0
Alex Tomov6ViewDeath Guard0/0/00/0/0/000.00/0
Alex Towse7ViewNecrons0/0/00/0/0/000.00/0
Alexander Rogers8ViewNurgle0/0/00/0/0/000.00/0
Arron Alford9ViewBlood Angels0/0/00/0/0/000.00/0
Ben Tulloch10ViewBlood Angels0/0/00/0/0/000.00/0
Benjamin Duston R11ViewDeathwatch0/0/00/0/0/000.00/0
Cameron King12ViewAstra Militarum0/0/00/0/0/000.00/0
Dan Millar13ViewDeathwatch0/0/00/0/0/000.00/0
Daniel Beale14ViewTau Empire0/0/00/0/0/000.00/0
Daniel Morris15ViewAdeptus Astartes0/0/00/0/0/000.00/0
Daniel Wyatt16ViewAdepta Sororitas0/0/00/0/0/000.00/0
David RotheR17ViewThousand Sons0/0/00/0/0/000.00/0
Eric Porter18ViewAeldari0/0/00/0/0/000.00/0
Evan Shackley19ViewTau Empire0/0/00/0/0/000.00/0
Francis McLauchlan20ViewNecrons0/0/00/0/0/000.00/0
Gabriel Hart21ViewNecrons0/0/00/0/0/000.00/0
Gary GranthamR22ViewNecrons0/0/00/0/0/000.00/0Christchurch 40k
Harry Wood23ViewNecrons0/0/00/0/0/000.00/0
James Piesse24--0/0/00/0/0/000.00/0
James Titterington25ViewAstra Militarum0/0/00/0/0/000.00/0
Jeremy Aitken26ViewOrks0/0/00/0/0/000.00/0
Joe Walker27ViewNecrons0/0/00/0/0/000.00/0
Joel Faithfull28ViewGenestealer Cults0/0/00/0/0/000.00/0
Jordan Lawson29ViewAdeptus Astartes0/0/00/0/0/000.00/0
Joseph Chan30ViewChaos Space Marines0/0/00/0/0/000.00/0
Kamini Maasch31ViewAdeptus Astartes0/0/00/0/0/000.00/0
Kane Paterson32ViewAdeptus Astartes0/0/00/0/0/000.00/0
Luke CarneyR33ViewDrukhari0/0/00/0/0/000.00/0
Mark OttleyR34ViewTyranids0/0/00/0/0/000.00/0CWC
Mason Lithgow35ViewTau Empire0/0/00/0/0/000.00/0
Matthew PearceR36ViewSlaanesh0/0/00/0/0/000.00/0Christchurch wargaming club
Michael Cooper37ViewSpace Wolves0/0/00/0/0/000.00/0
Nathan Pryor38ViewAdepta Sororitas0/0/00/0/0/000.00/0
Nic CromartyR39ViewDrukhari0/0/00/0/0/000.00/0Linwood Luchadores
Nick Ashurst40ViewBlood Angels0/0/00/0/0/000.00/0
Nick McBreartyR41ViewDrukhari0/0/00/0/0/000.00/0Christchurch Wargaming Club
Ollie Brown42ViewNecrons0/0/00/0/0/000.00/0
Ray ChenR43ViewAdeptus Astartes0/0/00/0/0/000.00/0Chad Rising
Sam Brosnan44ViewAdeptus Astartes0/0/00/0/0/000.00/0
Sam Tulloch45ViewNecrons0/0/00/0/0/000.00/0
Scott CloughR46ViewOrks0/0/00/0/0/000.00/0Linwood Luchadores
Simon Pritchard47ViewDeath Guard0/0/00/0/0/000.00/0
Tim Adams48ViewSpace Wolves0/0/00/0/0/000.00/0
Tim Toth49ViewBlood Angels0/0/00/0/0/000.00/0
Tom Phipps50ViewDeathwatch0/0/00/0/0/000.00/0
Vinnie PurcellR51ViewThousand Sons0/0/00/0/0/000.00/0Linwood Luchadores
Woody Cleverley R52ViewDeath Guard0/0/00/0/0/000.00/0The Woodend woodies
Zach Neal53ViewTau Empire0/0/00/0/0/000.00/0
Rounds are yet to be drawn, check back soon!

The Hell Games event created

1 year ago

Lists are currently locked.

Hell Games - Harlequins (Warhammer 40,000 9th Edition) [31 PL, 3CP, 666pts]

  • Patrol Detachment 0CP (Aeldari - Harlequins) [31 PL, 3CP, 666pts]
    • Configuration [6CP]
      • Battle Size [6CP]

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Masque Form

        Selections: The Soaring Spite: Serpent's Blood

        Categories: Configuration, Faction: Harlequins

        Abilities: The Soaring Spite: Serpent's Blood


        AbilitiesDescriptionRef
        The Soaring Spite: Serpent's BloodModels with this form that can FLY, or that are embarked upon a TRANSPORT that can FLY, treat all Pistol weapons they are equipped with as Assault 1 weapons during a turn in which they (or the transport they are embarked upon) Advanced. In addition, these models do not suffer the penalty to their hit rolls for shooting Assault weapons during a turn in which they Advanced.
    • Stratagems [-1CP]
      • Enigmas of the Black Library (1 Relic) [-1CP]

        Categories: Stratagems

    • HQ [8 PL, -2CP, 146pts]
      • Troupe Master [4 PL, -1CP, 70pts]

        Selections: Choreographer of War, Darkness' Bite, Fusion Pistol [5pts], Harlequin's Blade, Plasma Grenades, Soaring Spite: Skystrider, Stratagem: Pivotal Role [-1CP], The Twilight Fang, Warlord

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

        Abilities: Choreographer of War, Darkness' Bite, Flip Belt, Holo-suit, Rising Crescendo, Soaring Spite: Skystrider, Unit: Troupe Master, Weapon: Fusion Pistol, Harlequin's Blade, Plasma Grenade, The Twilight Fang


        AbilitiesDescriptionRef
        Choreographer of WarIn the Fight phase, re-roll failed wound rolls for friendly MASQUE units that are within 6" of this model.Codex: Harlequins p56
        Darkness' Biteeach time this model fights, after it has fought, you can select one enemy unit this model made an attack against, that unit suffers two mortal wounds.
        Flip BeltEach time this unit makes a Normal Move, Advances, Falls
        Back or makes a charge move, until that move is finished,
        models in this unit can move horizontally through models and
        terrain features (they cannot finish a move on top of another
        model, or its base).
        Codex: Harlequins
        Holo-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn.Codex: Harlequins
        Soaring Spite: SkystriderYour Warlord can disembark from a TRANSPORT even after it has moved.
        UnitMWSBSSTWALdSaveRef
        Troupe Master8"2+2+335596+Codex: Harlequins p56
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.Codex: Harlequins
        Harlequin's BladeMeleeMeleeUser01-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11BlastCodex: Harlequins
        The Twilight FangMeleeMelee+2-32Each time the bearer fights, it makes a number of additional attacks with this weapon equal to the current battle round number
      • Troupe Master [4 PL, -1CP, 76pts]

        Selections: Cegorach's Rose, Choreographer of War, Fusion Pistol [5pts], Harlequin's Kiss [6pts], Plasma Grenades, Stratagem: Pivotal Role [-1CP], Twilight's Grasp

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

        Abilities: Choreographer of War, Flip Belt, Holo-suit, Rising Crescendo, Twilight's Grasp, Unit: Troupe Master, Weapon: Cegorach's Rose, Fusion Pistol, Harlequin's Kiss, Plasma Grenade


        AbilitiesDescriptionRef
        Choreographer of WarIn the Fight phase, re-roll failed wound rolls for friendly MASQUE units that are within 6" of this model.Codex: Harlequins p56
        Flip BeltEach time this unit makes a Normal Move, Advances, Falls
        Back or makes a charge move, until that move is finished,
        models in this unit can move horizontally through models and
        terrain features (they cannot finish a move on top of another
        model, or its base).
        Codex: Harlequins
        Holo-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn.Codex: Harlequins
        Twilight's GraspEach time a melee attack is made by this model against a unit that is not a MONSTER or VEHICLE, an unmodified wound roll of 2+ is always successful.
        UnitMWSBSSTWALdSaveRef
        Troupe Master8"2+2+335596+Codex: Harlequins p56
        WeaponRangeTypeSAPDAbilitiesRef
        Cegorach's RoseMeleeMelee+1-1D3Re-roll failed wound rolls for this weapon. When attacking Infantry, this weapon has a Damage of 3.
        Fusion Pistol6"Pistol 18-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.Codex: Harlequins
        Harlequin's KissMeleeMelee+1-1D3-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11BlastCodex: Harlequins
    • Troops [10 PL, 250pts]
      • Troupe [5 PL, 125pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 25pts]

          Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades

          Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade

        • Player [1 PL, 25pts]

          Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades

          Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade

        • Player [1 PL, 25pts]

          Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades

          Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade

        • Player [1 PL, 25pts]

          Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades

          Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade

        • Player [1 PL, 25pts]

          Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades

          Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade


        AbilitiesDescriptionRef
        Flip BeltEach time this unit makes a Normal Move, Advances, Falls
        Back or makes a charge move, until that move is finished,
        models in this unit can move horizontally through models and
        terrain features (they cannot finish a move on top of another
        model, or its base).
        Codex: Harlequins
        Holo-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn.Codex: Harlequins
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.Codex: Harlequins
        Harlequin's CaressMeleeMelee+2-21-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11BlastCodex: Harlequins
      • Troupe [5 PL, 125pts]

        Categories: Faction: Aeldari, Faction: <Masque>, Infantry, Faction: Harlequins, Troops, Troupe

        • Player [1 PL, 25pts]

          Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades

          Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade

        • Player [1 PL, 25pts]

          Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades

          Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade

        • Player [1 PL, 25pts]

          Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades

          Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade

        • Player [1 PL, 25pts]

          Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades

          Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade

        • Player [1 PL, 25pts]

          Selections: Fusion Pistol [5pts], Harlequin's Caress [6pts], Plasma Grenades

          Abilities: Flip Belt, Holo-suit, Rising Crescendo, Unit: Player, Weapon: Fusion Pistol, Harlequin's Caress, Plasma Grenade


        AbilitiesDescriptionRef
        Flip BeltEach time this unit makes a Normal Move, Advances, Falls
        Back or makes a charge move, until that move is finished,
        models in this unit can move horizontally through models and
        terrain features (they cannot finish a move on top of another
        model, or its base).
        Codex: Harlequins
        Holo-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Rising CrescendoModels in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn.Codex: Harlequins
        UnitMWSBSSTWALdSaveRef
        Player8"3+3+331486+Codex: Harlequins p58
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion Pistol6"Pistol 18-4D6If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.Codex: Harlequins
        Harlequin's CaressMeleeMelee+2-21-Codex: Harlequins
        Plasma Grenade6"Grenade D64-11BlastCodex: Harlequins
    • Fast Attack [5 PL, 110pts]
      • Skyweavers [5 PL, 110pts]

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

        Abilities: Blur of Colour, Holo-suit, Mirage Launchers, Rising Crescendo

        • Skyweaver [55pts]

          Selections: Haywire Cannon [5pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive

        • Skyweaver [55pts]

          Selections: Haywire Cannon [5pts], Zephyrglaive [5pts]

          Unit: Skyweaver, Weapon: Haywire Cannon, Zephyrglaive


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        Holo-suitModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Rising CrescendoModels in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn.Codex: Harlequins
        UnitMWSBSSTWALdSaveRef
        Skyweaver16"3+3+343384+Codex: Harlequins p61
        WeaponRangeTypeSAPDAbilitiesRef
        Haywire Cannon24"Assault D64-11Blast. If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead.Codex: Harlequins
        ZephyrglaiveMeleeMelee+1-22-Codex: Harlequins
    • Dedicated Transport [8 PL, 160pts]
      • Starweaver [4 PL, 80pts]

        Selections: 2x Shuriken Cannon

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

        Abilities: Blur of Colour, Explodes, Holo-fields, Mirage Launchers, Open-topped, Transport: Starweaver - Transport, Unit: Starweaver, Weapon: Shuriken Cannon


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.Codex: Harlequins
        Holo-fieldsModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Open-toppedModels embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn and so on, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that, due to their Rising Crescendo ability, the passengers can shoot if this model Falls Back.Codex: Harlequins
        TransportCapacityRef
        Starweaver - TransportA Starweaver can transport 6 MASQUE INFANTRY models.Codex: Harlequins p63
        UnitMWSBSSTWALdSaveRef
        Starweaver16"3+3+556384+Codex: Harlequins p63
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken Cannon24"Assault 3601Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.Codex: Harlequins
      • Starweaver [4 PL, 80pts]

        Selections: 2x Shuriken Cannon

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

        Abilities: Blur of Colour, Explodes, Holo-fields, Mirage Launchers, Open-topped, Transport: Starweaver - Transport, Unit: Starweaver, Weapon: Shuriken Cannon


        AbilitiesDescriptionRef
        Blur of ColourWhen this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.Codex: Harlequins p61
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.Codex: Harlequins
        Holo-fieldsModels in this unit have a 4+ Invulnerable save.Codex: Harlequins
        Mirage LaunchersYour opponent must subtract 1 from any hit rolls made against this unit in the Shooting phaseCodex: Harlequins
        Open-toppedModels embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn and so on, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that, due to their Rising Crescendo ability, the passengers can shoot if this model Falls Back.Codex: Harlequins
        TransportCapacityRef
        Starweaver - TransportA Starweaver can transport 6 MASQUE INFANTRY models.Codex: Harlequins p63
        UnitMWSBSSTWALdSaveRef
        Starweaver16"3+3+556384+Codex: Harlequins p63
        WeaponRangeTypeSAPDAbilitiesRef
        Shuriken Cannon24"Assault 3601Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.Codex: Harlequins

Created with BattleScribe

Custodes 666 (Warhammer 40,000 9th Edition) [31 PL, -1CP, 636pts]

  • Patrol Detachment 0CP (Imperium - Adeptus Custodes) [31 PL, -1CP, 636pts]

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

    • Configuration
      • Detachment Command Cost

        Categories: Configuration

      • Shield Host

        Selections: Dread Host

        Categories: Configuration

    • HQ [6 PL, -1CP, 112pts]
      • Shield-Captain [6 PL, -1CP, 112pts]

        Selections: Captain-Commander [-1CP], Indomitable Constitution, Sentinel Blade [2pts], Storm Shield [10pts], Superior Creation

        Categories: Character, Faction: Adeptus Custodes, Faction: Imperium, Infantry, Shield-Captain, HQ, Faction: Dread Host, Dread Host Warlord

        Abilities: Aegis of The Emperor, Indomitable Constitution, Inspirational Fighter, Storm shield, Superior Creation, Unit: Shield-Captain (Indomitable Constitution), Weapon: Sentinel Blade (Melee), Sentinel Blade (Ranged)

        • Warlord

          Selections: Warlord

          Categories: Warlord


        AbilitiesDescriptionRef
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        Indomitable ConstitutionAdd 2 to the Wounds characteristic of this model.
        Inspirational FighterYou can re-roll hit rolls of 1 made for friendly ADEPTUS CUSTODES units within 6" of this model.
        Storm shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Superior CreationEach time your Warlord loses a wound, roll a D6; on a 5+ your Warlord does not lose that wound.
        UnitMWSBSSTWALdSaveRef
        Shield-Captain (Indomitable Constitution)6"2+2+558592+
        WeaponRangeTypeSAPDAbilitiesRef
        Sentinel Blade (Melee)MeleeMeleeUser-3D3
        Sentinel Blade (Ranged)12"Pistol 2401
    • Troops [7 PL, 162pts]
      • Custodian Guard Squad [7 PL, 162pts]

        Categories: Faction: Adeptus Custodes, Custodian Guard, Infantry, Troops, Faction: Dread Host

        Abilities: Aegis of The Emperor

        • Custodian [52pts]

          Selections: Sentinel Blade [2pts], Storm Shield [5pts]

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

        • Custodian [55pts]

          Selections: Misericordia [3pts], Sentinel Blade [2pts], Storm Shield [5pts]

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

        • Custodian [55pts]

          Selections: Misericordia [3pts], Sentinel Blade [2pts], Storm Shield [5pts]

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


        AbilitiesDescriptionRef
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        Storm shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        UnitMWSBSSTWALdSaveRef
        Custodian6"2+2+553382+
        WeaponRangeTypeSAPDAbilitiesRef
        MisericordiaMeleeMeleeUser-21When the model fights, it may make 1 additional attack with this weapon unless using a storm shield
        Sentinel Blade (Melee)MeleeMeleeUser-3D3
        Sentinel Blade (Ranged)12"Pistol 2401
    • Elites [6 PL, 98pts]
      • Vexilus Praetor [6 PL, 98pts]

        Selections: Castellan Axe [10pts], Eagle's Eye, Misericordia [3pts], Vexilla Magnifica

        Categories: Character, Faction: Adeptus Custodes, Faction: Imperium, Infantry, Vexilus Praetor, Elites, Faction: Dread Host

        Abilities: Aegis of The Emperor, Custodes Vexilla, Eagle's Eye, Vexilla Magnifica, Unit: Vexillus Praetor, Weapon: Castellan Axe (Melee), Castellan Axe (Ranged), Misericordia


        AbilitiesDescriptionRef
        Aegis of The EmperorModels with the Aegis of the Emperor special rule have a 5+ invulnerable save. In Addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase. On a 6 that mortal wound is ignored.
        Custodes VexillaYou can re-roll failed morale tests for friendly IMPERIUM INFANTRY and BIKER units within 6" of this model. In addition, when you add this model to your army, choose one of the following vexillas for this model to carry:
        Eagle's EyeImprove this model's invulnerable save by 1 (to a maximum of 3+)
        Vexilla MagnificaYour opponent must subtract 1 from hit rolls in the Shooting phase for attacks that target ADEPTUS CUSTODES units within 6" of any friendly VEXILUS PRAETORS with this vexilla.
        UnitMWSBSSTWALdSaveRef
        Vexillus Praetor6"2+2+555492+
        WeaponRangeTypeSAPDAbilitiesRef
        Castellan Axe (Melee)MeleeMelee+3-2D3
        Castellan Axe (Ranged)24"Rapid Fire 14-12
        MisericordiaMeleeMeleeUser-21When the model fights, it may make 1 additional attack with this weapon unless using a storm shield
    • Fast Attack [12 PL, 264pts]
      • Vertus Praetors [12 PL, 264pts]

        Categories: Biker, Fly, Faction: Imperium, Faction: Adeptus Custodes, Vertus Praetors, Fast Attack, Faction: Dread Host

        Abilities: Aegis of The Emperor, Implacable Vanguard

        • Vertus Praetor [4 PL, 88pts]

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

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

        • Vertus Praetor [4 PL, 88pts]

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

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

        • Vertus Praetor [4 PL, 88pts]

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

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


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

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

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

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

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

Talons of the Emperor: If your army is Battle-forged, units with the SISTERS OF SILENCE Faction keyword can be included in an ADEPTUS CUSTODES Detachment in your army, without preventing that Detachment from being an ADEPTUS CUSTODES Detachment. Note that this does not prevent ADEPTUS CUSTODES units in that Detachment from gaining any Detachment abilities (e.g. The Emperor’s Chosen and the Sworn Guardians abilities), however SISTERS OF SILENCE units cannot themselves gain any Detachment abilities. Similarly, those SISTERS OF SILENCE units are 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’s Faction. (Psychic Awakening VIII: War of the Spider p42)

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

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


Created with BattleScribe

New Roster (Warhammer 40,000 9th Edition) [29 PL, 5CP, 666pts]

  • Battalion Detachment 0CP (Imperium - Astra Militarum) [29 PL, 5CP, 666pts]

    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: Regiment: Vostroyan

        Categories: Configuration

        Abilities: Heirloom Weapons


        AbilitiesDescriptionRef
        Heirloom WeaponsUnits with this doctrine can add 6" to the maximum range of Heavy or Rapid Fire weapons they fire which would normally have a range of 24" or more.
    • Stratagems [-1CP]
      • Imperial Commander's Armoury [-1CP]

        Selections: 1 additional Heirloom of Conquest [-1CP]

        Categories: Stratagems, No Force Org Slot

    • HQ [4 PL, 75pts]
      • Company Commander [2 PL, 40pts]

        Selections: Frag grenades, Laspistol, Power sword [5pts], Relic (Vostroyan): The Armour of Graf Toschenko, Warlord, WT (Vostroyan): Honoured Duellist

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

        Abilities: Honoured Duellist, Refractor Field, Senior Officer, The Armour of Graf Toschenko, Voice of Command, Unit: Company Commander, Weapon: Frag grenades, Laspistol, Power sword


        AbilitiesDescriptionRef
        Honoured DuellistRe-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord.
        Refractor FieldThis model has a 5+ invulnerable save.
        Senior OfficerThis model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.
        The Armour of Graf ToschenkoVOSTROYAN INFANTRY model only. Increase the model’s Toughness characteristic to 4 and Save characteristic to 2+.
        Voice of CommandThis unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
        UnitMWSBSSTWALdSaveRef
        Company Commander6"3+3+334385+Codex: Astra Militarum p30
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Laspistol12"Pistol 1301-
        Power swordMeleeMelee+1-31-
      • Company Commander [2 PL, 35pts]

        Selections: Chainsword, Frag grenades, Laspistol, Relic: The Laurels of Command

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

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


        AbilitiesDescriptionRef
        Refractor FieldThis model has a 5+ invulnerable save.
        Senior OfficerThis model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.
        The Laurels of CommandOFFICER with Voice of Command ability only. Roll a dice each time the bearer issues an order to a friendly <REGIMENT>unit within 6" of them. On a 4+ the bearer can immediately issue another order to the same unit. This does not count towards the maximum number of orders this model may issue each turn.
        Voice of CommandThis unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
        UnitMWSBSSTWALdSaveRef
        Company Commander6"3+3+334385+Codex: Astra Militarum p30
        WeaponRangeTypeSAPDAbilitiesRef
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenades6"Grenade D6301Blast.
        Laspistol12"Pistol 1301-
    • Troops [9 PL, 200pts]
      • Infantry Squad [3 PL, 70pts]

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

        Weapon: Frag grenades

        • 7x Guardsman

          Selections: 7x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Heavy Weapon Team [15pts]

          Selections: Lascannon [15pts], Lasgun

          Unit: Heavy Weapons Team, Weapon: Lascannon, Lasgun

        • Sergeant

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Heavy Weapons Team6"4+4+332265+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lascannon48"Heavy 19-3D6-
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 60pts]

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

        Weapon: Frag grenades

        • 8x Guardsman

          Selections: 8x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman W/ Special Weapon [5pts]

          Selections: Meltagun [5pts]

          Unit: Guardsman, Weapon: Meltagun

        • Sergeant

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
        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.
      • Infantry Squad [3 PL, 70pts]

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

        Weapon: Frag grenades

        • 7x Guardsman

          Selections: 7x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Heavy Weapon Team [15pts]

          Selections: Lascannon [15pts], Lasgun

          Unit: Heavy Weapons Team, Weapon: Lascannon, Lasgun

        • Sergeant

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Heavy Weapons Team6"4+4+332265+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lascannon48"Heavy 19-3D6-
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
    • Elites [6 PL, 228pts]
      • Command Squad [2 PL, 65pts]

        Categories: Command Squad, Faction: <REGIMENT>, Faction: Imperium, Infantry, Veterans, Faction: Astra Militarum, Elites

        • Veteran w/ Special Weapon [10pts]

          Selections: Frag grenades, Meltagun [10pts]

          Unit: Veteran, Weapon: Frag grenades, Meltagun

        • Veteran w/ Special Weapon [10pts]

          Selections: Frag grenades, Meltagun [10pts]

          Unit: Veteran, Weapon: Frag grenades, Meltagun

        • Veteran w/ Special Weapon [10pts]

          Selections: Frag grenades, Meltagun [10pts]

          Unit: Veteran, Weapon: Frag grenades, Meltagun

        • Veteran w/ Special Weapon [10pts]

          Selections: Frag grenades, Meltagun [10pts]

          Unit: Veteran, Weapon: Frag grenades, Meltagun


        UnitMWSBSSTWALdSaveRef
        Veteran6"4+3+331165+Codex: Astra Militarum p30
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        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.
      • Command Squad [2 PL, 65pts]

        Categories: Command Squad, Faction: <REGIMENT>, Faction: Imperium, Infantry, Veterans, Faction: Astra Militarum, Elites

        • Veteran w/ Special Weapon [10pts]

          Selections: Frag grenades, Meltagun [10pts]

          Unit: Veteran, Weapon: Frag grenades, Meltagun

        • Veteran w/ Special Weapon [10pts]

          Selections: Frag grenades, Meltagun [10pts]

          Unit: Veteran, Weapon: Frag grenades, Meltagun

        • Veteran w/ Special Weapon [10pts]

          Selections: Frag grenades, Meltagun [10pts]

          Unit: Veteran, Weapon: Frag grenades, Meltagun

        • Veteran w/ Special Weapon [10pts]

          Selections: Frag grenades, Meltagun [10pts]

          Unit: Veteran, Weapon: Frag grenades, Meltagun


        UnitMWSBSSTWALdSaveRef
        Veteran6"4+3+331165+Codex: Astra Militarum p30
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        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.
      • Special Weapons Squad [1 PL, 49pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Special Weapons Squad, Elites

        Weapon: Frag grenades

        • 3x Guardsman

          Selections: 3x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman W/ Special Weapon [3pts]

          Selections: Flamer [3pts]

          Unit: Guardsman, Weapon: Flamer

        • Guardsman W/ Special Weapon [3pts]

          Selections: Flamer [3pts]

          Unit: Guardsman, Weapon: Flamer

        • Guardsman W/ Special Weapon [3pts]

          Selections: Flamer [3pts]

          Unit: Guardsman, Weapon: Flamer


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Flamer12"Assault D6401Each time an attack is made with this weapon, that attack automatically hits the target.Warhammer 40,000 Core Book
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
      • Special Weapons Squad [1 PL, 49pts]

        Categories: Faction: <REGIMENT>, Faction: Imperium, Infantry, Special Weapons Squad, Elites

        Weapon: Frag grenades

        • 3x Guardsman

          Selections: 3x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Guardsman W/ Special Weapon [3pts]

          Selections: Flamer [3pts]

          Unit: Guardsman, Weapon: Flamer

        • Guardsman W/ Special Weapon [3pts]

          Selections: Flamer [3pts]

          Unit: Guardsman, Weapon: Flamer

        • Guardsman W/ Special Weapon [3pts]

          Selections: Flamer [3pts]

          Unit: Guardsman, Weapon: Flamer


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Flamer12"Assault D6401Each time an attack is made with this weapon, that attack automatically hits the target.Warhammer 40,000 Core Book
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
    • Dedicated Transport [10 PL, 163pts]
      • Chimera [5 PL, 83pts]

        Selections: Heavy Bolter [10pts], Hunter-Killer Missile [5pts], 2x Lasgun Arrays, Multi-laser, Stat Damage (Chimera), Storm Bolter [3pts]

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

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


        AbilitiesDescriptionRef
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Chimera 16-10+12"4+3
        Chimera 23-58"5+D3
        Chimera 31-24"6+1
        TransportCapacityRef
        Transport: ChimeraThis model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models.
        UnitMWSBSSTWALdSaveRef
        Chimera*6+*6710*73+Codex: Astra Militarum p40
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy bolter36"Heavy 35-12-
        Hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Lasgun Array24"Rapid Fire 3301This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
        Multi-laser36"Heavy 3601-
        Storm bolter24"Rapid Fire 2401-
      • Chimera [5 PL, 80pts]

        Selections: Heavy Bolter [10pts], Hunter-Killer Missile [5pts], 2x Lasgun Arrays, Multi-laser, Stat Damage (Chimera)

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

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


        AbilitiesDescriptionRef
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Chimera 16-10+12"4+3
        Chimera 23-58"5+D3
        Chimera 31-24"6+1
        TransportCapacityRef
        Transport: ChimeraThis model can transport 12 ASTRA MILITARUM INFANTRY models. Each Heavy Weapons Team or Veteran Heavy Weapons Team takes the place of two other models and each OGRYN takes the space of three other models.
        UnitMWSBSSTWALdSaveRef
        Chimera*6+*6710*73+Codex: Astra Militarum p40
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy bolter36"Heavy 35-12-
        Hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Lasgun Array24"Rapid Fire 3301This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
        Multi-laser36"Heavy 3601-
Force Rules

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


Created with BattleScribe

++ Patrol Detachment 0CP (Chaos - Chaos Space Marines) [44 PL, 2CP, 666pts] ++
+ Configuration +
Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) 
Detachment Command Cost
Legion: Emperor's Children
+ HQ +
Chaos Lord [6 PL, 90pts]: 6. Loathsome Grace, Distortion, Mark of Slaanesh, Plasma pistol, Power sword, Warlord
+ Troops +
Noise Marines [10 PL, 146pts]. Marine w/ blastmaster: Blastmaster. 4x Marine w/ sonic blaster: 4x Sonic Blaster. Noise Champion: Doom siren, 2x Lightning Claw
Noise Marines [10 PL, 149pts]. Marine w/ blastmaster: Blastmaster. 4x Marine w/ sonic blaster: 4x Sonic Blaster. Noise Champion: Combi-bolter, Doom siren, Power fist
Noise Marines [10 PL, 106pts]. Marine w/ blastmaster: Blastmaster. 4x Marine w/ chainsword. Noise Champion: Astartes chainsword, Boltgun
+ Elites +
Chaos Contemptor Dreadnought [8 PL, -1CP, 175pts]: Hellforged Dreadnought chainfist, Hellforged plasma blaster, Mark of Slaanesh, Twin lascannon
++ Total: [44 PL, 2CP, 666pts] ++

:) (Warhammer 40,000 9th Edition) [34 PL, 4CP, 666pts]Patrol Detachment 0CP (Orks) [34 PL, 4CP, 666pts]

  • Rules: Dis Is Ours! Zog Off!

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

        Categories: Configuration

Clan Kultur / Specialist Mobs
      • Selections: Evil Sunz

        Categories: Configuration

        Abilities: Evil Sunz


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

HQ [10 PL, -2CP, 190pts]Warboss on Warbike [6 PL, -1CP, 115pts]
      • Selections: Brutal but Kunnin, Da Biggest Boss [-1CP], Da Killa Klaw, 2x Dakkagun, Power Klaw, Warlord

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

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

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


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

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

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

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


        AbilitiesDescriptionRef
        Waaagh! EnergyAdd 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.Codex: Orks p88
        Warphead (1 CP)Use this Stratagem before the battle begins. Select a WEIRDBOY model knows 1 additional psychic power from the Power of the Waaagh! discipline and can attempt to manifest 1 additional psychic power in each of your Psychic phases.
        Psychic PowerWarp ChargeRangeDetailsRef
        Da Jump712"If Manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons
        Fists of Gork612"If Manifested, select a friendly ORK CHARACTER model that is visible to and within 12" of the psyker. Add 2 to that model's Strength and Attacks characteristics until the start of your next Psychic phase.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOtherRef
        Psyker111See Waaagh! Energy
        UnitMWSBSSTWALdSaveRef
        Weirdboy5"3+5+544366+Codex: Orks p88
        WeaponRangeTypeSAPDAbilitiesRef
        Weirdboy StaffMeleeMelee+2-1D3-
Troops [24 PL, 476pts]Boyz [12 PL, 242pts]
      • Selections: 2x Tankbusta Bombs

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

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

        Abilities: Green Tide, Weapon: Tankbusta Bomb

Boss Nob [18pts]
        • Selections: Choppa, Killsaw [10pts], Stikkbombs

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

28x Ork Boy W/ Slugga & Choppa [224pts]
        • Selections: 28x Choppa, 28x Slugga, 28x Stikkbombs

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


        AbilitiesDescriptionRef
        Green TideIf this unit includes 20 or more models, add 1 to the Attacks characteristic of each model in the unit.
        UnitMWSBSSTWALdSaveRef
        Boss Nob5"3+5+542376+Codex: Orks p91
        Ork Boy5"3+5+441266+Codex: Orks p89
        WeaponRangeTypeSAPDAbilitiesRef
        ChoppaMeleeMeleeuser01Each time the bearer fights, it can make 1 additional attack with this weapon.Codex: Orks p121
        KillsawMeleeMeleex2-42When attacking with this weapon, you must subtract 1 from the hit roll. If a model is equipped with 2 Killsaws, add 1 to its Attacks characteristicCodex: Orks p121
        Slugga12"Pistol 1401-Codex: Orks p120
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
        Tankbusta Bomb6"Grenade D38-2D6BlastCodex: Orks p120
Boyz [12 PL, 234pts]
      • Selections: 2x Tankbusta Bombs

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

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

        Abilities: Green Tide, Weapon: Tankbusta Bomb

Boss Nob [18pts]
        • Selections: Choppa, Killsaw [10pts], Stikkbombs

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

27x Ork Boy W/ Slugga & Choppa [216pts]
        • Selections: 27x Choppa, 27x Slugga, 27x Stikkbombs

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


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

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

Selection Rules

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

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

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

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


Created with BattleScribe

Yolo 666 (Warhammer 40,000 9th Edition) [40 PL, -1CP, 666pts]

  • Patrol Detachment 0CP (Chaos - Death Guard) [40 PL, -1CP, 666pts]

    Rules: Contagion Abilities, Plague Weapon

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

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Plague Company

        Selections: The Ferrymen

        Categories: Configuration

    • Stratagems [-1CP]
      • Gifts of Decay [-1CP]

        Selections: Additional Relics [-1CP]

        Categories: Stratagems

    • HQ [7 PL, 135pts]
      • Lord of Contagion [7 PL, 135pts]

        Selections: 1. Revoltingly Resilient, Plaguereaper, Reaper of Glorious Entropy, Unstable Sickness [1 PL, 15pts], Warlord

        Categories: HQ, Character, Infantry, Terminator, Faction: Death Guard, Faction: Nurgle, Faction: Heretic Astartes, Faction: Chaos, Lord of Contagion, Bubonic Astartes, Lord of the Death Guard, Faction: Ferrymen, Ferrymen Warlord, Warlord

        Rules: Contagions of Nurgle, Deadly Pathogens, Inexorable Advance

        Abilities: Diseased Terminator Armour, Disgustingly Resilient, Lord of the Death Guard (Aura), Revoltingly Resilient, Teleport Strike, Unstable Sickness, Vector of Disease, Unit: Lord of Contagion, Weapon: Plaguereaper, Reaper of Glorious Entropy


        AbilitiesDescriptionRef
        Diseased Terminator ArmourModels in this unit have a 4+ invulnerable save.
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Lord of the Death Guard (Aura)While a friendly <PLAGUE COMPANY> 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.
        Revoltingly ResilientEach time this WARLORD would lose a wound, roll a D6: on a 5+, that wound is not lost.
        Teleport StrikeDuring deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
        Unstable SicknessEach time an attack is made with this weapon, if any enemy models are destroyed by that attack, roll one D6: on a 4+, that model's unit suffers 1 mortal wound (to a maximum of 3 mortal wounds per turn). The bearer cannot be selected for the Befouled Incubators stratagem.
        Vector of DiseaseAdd 3" to the Contagion range of all Contagion abilities this model has (to a maximum of 12").
        UnitMWSBSSTWALdSaveRef
        Lord of Contagion5"2+2+456592+
        WeaponRangeTypeSAPDAbilitiesRef
        PlaguereaperMeleeMeleex2-33Plague Weapon. Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
        Reaper of Glorious EntropyMeleeMeleex2-33Plague Weapon. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound of the target in addition to any normal damage.
    • Troops [5 PL, 60pts]
      • Poxwalkers [5 PL, 60pts]

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

        Rules: Contagions of Nurgle, Objective Secured

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

        • 12x Poxwalker [60pts]

          Selections: 12x Improvised weapon

          Unit: Poxwalker, Weapon: Improvised weapon


        AbilitiesDescriptionRef
        Curse of the Walking PoxEach time a melee attack is made by a model in this unit, if an enemy model is destroyed (excluding VEHICLE or MONSTER models), one of this unit's destroyed models is added back to it with 1 wound remaining. Models added back to this unit in this way can be set up within Engagement Range of enemy units that are already within Engagement Range of this unit.
        FodderEach time a Morale test is taken for this unit, it is automatically passed.
        Mindless HordeThis unit cannot perform actions (excluding the Spread the Sickness action).
        Unending HordeEach time a model in this unit would lose a wound, roll one D6; on a 6, that wound is not lost.
        UnitMWSBSSTWALdSaveRef
        Poxwalker4"4+-341247+
        WeaponRangeTypeSAPDAbilitiesRef
        Improvised weaponMeleeMeleeUser01-
    • Elites [19 PL, -2CP, 285pts]
      • Deathshroud Terminators [14 PL, -1CP, 200pts]

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

        Rules: Contagions of Nurgle, Inexorable Advance

        Abilities: Bodyguard (Aura), Diseased Terminator Armour, Disgustingly Resilient, Remorseless, Teleport Strike

        • Deathshroud Champion [-1CP, 50pts]

          Selections: Champion of Disease [-1CP], Manreaper, Plague Skull of Glothila, Plaguespurt gauntlet

          Abilities: Plague Skull of Glothila, Unit: Deathshroud Champion, Weapon: Manreaper, Manreaper - Cleave, Manreaper - Scythe, Plaguespurt gauntlet

        • 3x Deathshroud Terminator [150pts]

          Selections: 3x Manreaper, 3x Plaguespurt gauntlet

          Unit: Deathshroud Terminator, Weapon: Manreaper, Manreaper - Cleave, Manreaper - Scythe, Plaguespurt gauntlet


        AbilitiesDescriptionRef
        Bodyguard (Aura)While a friendly <PLAGUE COMPANY> CHARACTER unit that has a Wounds characteristic of 9 or less is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
        Diseased Terminator ArmourModels in this unit have a 4+ invulnerable save.
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Plague Skull of GlothilaOnce per battle, at the end of your Movement phase, the bearer can use this Relic. If it does, select one enemy unit within 6" of the bearer and roll seven D6s; for each 4-5, that unit suffers 1 mortal wound; for each 6, that unit suffers D3 mortal wounds.
        RemorselessEach time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
        Teleport StrikeDuring deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSaveRef
        Deathshroud Champion5"2+3+453592+
        Deathshroud Terminator5"2+3+453482+
        WeaponRangeTypeSAPDAbilitiesRef
        Manreaper-----Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
        Manreaper - CleaveMeleeMelee+3-32Plague Weapon. Each time an attack is made with this weapon profile, subtract 1 from that attack's hit roll.
        Manreaper - ScytheMeleeMelee+1-11Plague Weapon. Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
        Plaguespurt gauntlet12"Pistol D6301Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
      • Foul Blightspawn [5 PL, -1CP, 85pts]

        Selections: 4. Arch-Contaminator, Blight grenades, Krak grenades, Plague sprayer, Plaguechosen [-1CP], Revolting Stench-vats, Unholy death's head grenade, Viscous Death [1 PL, 10pts]

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

        Rules: Contagions of Nurgle, Deadly Pathogens, Inexorable Advance

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


        AbilitiesDescriptionRef
        Arch-Contaminator (Aura)While a friendly <PLAGUE COMPANY> CORE unit is within 6" of this WARLORD:
        - Each time a model in that unit makes a melee attack with a plague weapon, you can re-roll the wound roll.
        - Each time a model in that unit makes a ranged attack with a Plague Weapon that targets a unit within 12", you can re-roll the wound roll.
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Putrefying StinkAt the start of the Fight phase, you can select one enemy unit within 3" of this model. That unit is not eligible to fight this phase until after all eligible units from your army have done so.
        Revolting Stench (Aura)While an enemy unit is within 6" of the bearer, that unit cannot make use of any rules that allow it to fight first and never counts as having made a charge move this turn, irrespective of any abilities that unit may have.
        Viscous DeathEach time you roll to determine the number of attacks made with this weapon, you can re-roll the result.
        UnitMWSBSSTWALdSaveRef
        Foul Blightspawn5"3+3+454483+
        WeaponRangeTypeSAPDAbilitiesRef
        Blight grenade6"Grenade D6401Plague Weapon. Blast.
        Krak grenades6"Grenade 16-1D3-
        Plague sprayer12"Assault D67-32Plague Weapon. Each time an attack is made with this weapon, that attack automatically hits the target.
        Unholy death's head grenade6"Grenade 2D65-11Blast. Plague Weapon. The bearer can only shoot with this weapon once per battle.
    • Fast Attack [9 PL, -1CP, 186pts]
      • Chaos Spawn [2 PL, -1CP, 46pts]

        Selections: Grandfatherly Influence [-1CP]

        Categories: Fast Attack, Beast, Faction: Death Guard, Faction: Heretic Astartes, Faction: Nurgle, Faction: Chaos, Chaos Spawn, Faction: Ferrymen

        Rules: Contagions of Nurgle

        Abilities: Disgustingly Resilient, Fearsome (Aura), 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 (Grandfatherly Influence), Weapon: Hideous mutations


        AbilitiesDescriptionRef
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Fearsome (Aura)While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that enemy unit.
        Mutated Beyond ReasonThe first time this unit is selected to fight in each Fight phase, roll one D3 and consult the table below.
        Mutated Beyond ReasonEffectRef
        1 - Razor ClawsUnil the end of the phase, hideous mutations models in this unit are equipped with have an Armour Penetration characteristic of -4.
        2 - Grasping PseudopodsUntil the end of the phase, models in this unit have an Attacks characteristic of 3D3.
        3 - Toxic HaemorrhageUntil the end of the phase, each time a model in this unit makes an attack, you can re-roll the wound roll.
        UnitMWSBSSTWALdSaveRef
        Chaos Spawn (Grandfatherly Influence)7"4+-5642D395+
        WeaponRangeTypeSAPDAbilitiesRef
        Hideous mutationsMeleeMeleeUser-22-
      • Myphitic Blight-haulers [7 PL, 140pts]

        Categories: Faction: Chaos, Daemon, Daemon Engine, Faction: Death Guard, Fast Attack, Faction: Heretic Astartes, Faction: Nurgle, Vehicle, Myphitic Blight-haulers

        Rules: Contagions of Nurgle

        Abilities: Daemonic, Disgustingly Resilient, Foul Stench, Putrid Explosion, Remorseless, Unit: Myphitic Blight-hauler

        • Myphitic Blight-hauler [7 PL, 140pts]

          Selections: Bile spurt, Gnashing maw, Missile launcher, Multi-melta

          Categories: Faction: Ferrymen

          Weapon: Bile spurt, Gnashing maw, Missile launcher, Frag missile, Missile launcher, Krak missile, Multi-melta


        AbilitiesDescriptionRef
        DaemonicModels in this unit have a 5+ invulnerable save.
        Disgustingly ResilientEach time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
        Foul StenchEach time a melee attack is made against this unit, subtract 1 from that attack's hit roll.
        Putrid ExplosionEach time a model in this unit is destroyed, roll one D6 before removing it from play. On a 4+ it explodes, and each unit (excluding NURGLE units) within 6" suffers 1 mortal wound.
        RemorselessEach time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
        UnitMWSBSSTWALdSaveRef
        Myphitic Blight-hauler10"3+3+679483+
        WeaponRangeTypeSAPDAbilitiesRef
        Bile spurt12"Assault D36-11Blast. Plague Weapon. This weapon can be used to make attacks against an enemy unit within Engagement Range of the bearer's unit.
        Gnashing mawMeleeMeleeUser-21Plague Weapon
        Missile launcher, Frag missile48"Heavy D6401Blast.
        Missile launcher, Krak missile48"Heavy 18-2D6-
        Multi-melta24"Heavy 28-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Force Rules

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

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

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

Selection Rules

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

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

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

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

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


Created with BattleScribe

Hell Games - Alex Towse (Warhammer 40,000 9th Edition) [35 PL, 6CP, 666pts]

  • Patrol Detachment 0CP (Necrons) [35 PL, 6CP, 666pts]

    Rules: Dynastic Agents and Star Gods, The Royal Court

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

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Dynasty Choice

        Selections: Dynasty: Mephrit

        Categories: Configuration

        Dynastic Code: Solar Fury


        Dynastic CodeDescriptionRef
        Solar FuryAdd 3" to the Range characteristic of ranged weapons (excluding Pistols) that models with this code are equipped with. Each time a model with this code makes a ranged attack that targets a unit within half range, the Armour Penetration characteristic of that attack is improved by 1. When the Protocol of the Vengeful Stars becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.Codex: Necrons p52
    • HQ [4 PL, 75pts]
      • Royal Warden [4 PL, 75pts]

        Selections: Relic (Mephrit): Conduit of Stars, Relic Gauss Blaster, Warlord, Warlord Trait (Codex 1): Enduring Will

        Categories: Character, Faction: <Dynasty>, Faction: Necrons, Infantry, Royal Warden, HQ, Warlord

        Rules: Command Protocols, Living Metal

        Abilities: Adaptive Strategy, Relentless March (Aura), Unit: Royal Warden, Warlord Trait: Enduring Will, Weapon: Conduit of Stars, Relic Gauss Blaster


        AbilitiesDescriptionRef
        Adaptive StrategyIn your Command phase, you can select one friendly <DYNASTY> CORE unit within 9" of this model. Until the end of the turn, that unit is eligible to shoot and declare a charge with in a turn in which they Fell Back.Codex: Necrons p86
        Relentless March (Aura)While a friendly <DYNASTY> CORE unit is within 6" of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1" to the Move characteristic of models in that unit.Codex: Necrons p86
        UnitMWSBSSTWALdSaveRef
        Royal Warden6"3+3+5543103+Codex: Necrons p86
        Warlord TraitDescriptionRef
        Enduring WillEach time an attack is allocated to this WARLORD, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).Codex: Necrons p64
        WeaponRangeTypeSAPDAbilitiesRef
        Conduit of Stars36"Rapid Fire 36-22This Relic replaces a relic gauss blaster.Codex: Necrons p67
        Relic Gauss Blaster30"Rapid Fire 25-22-Codex: Necrons p112
    • Troops [12 PL, 221pts]
      • Necron Warriors [12 PL, 221pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Infantry, Core, Necron Warriors, Troops

        Rules: Command Protocols, Objective Secured, Reanimation Protocols

        Abilities: Their Number Is Legion

        • 17x Necron Warrior (Gauss Reaper) [221pts]

          Selections: 17x Gauss Reaper

          Unit: Necron Warrior, Weapon: Gauss Reaper


        AbilitiesDescriptionRef
        Their Number Is LegionRe-roll Reanimation Protocol rolls of 1 made for this unit.Codex: Necrons p92
        UnitMWSBSSTWALdSaveRef
        Necron Warrior5"3+3+4411104+Codex: Necrons p92
        WeaponRangeTypeSAPDAbilitiesRef
        Gauss Reaper12"Assault 25-21-Codex: Necrons p112
    • Elites [19 PL, 370pts]
      • C'tan Shard of the Nightbringer [19 PL, 370pts]

        Selections: Power of the C'tan: Gaze of Death, Power of the C'tan: Transdimensional Thunderbolt, Scythe of the Nightbringer

        Categories: C'tan Shard, Faction: Necrons, Character, Fly, Monster, C'tan Shard of the Nightbringer, Elites

        Rules: Living Metal, Powers of the C'tan (Instructions)

        Abilities: Drain Life, Enslaved Star God, Necrodermis, Powers of the C'tan (Nightbringer), Explosion: Reality Unravels, Power of the C'tan: Gaze of Death, Transdimensional Thunderbolt, Unit: C'tan Shard of the Nightbringer, Weapon: Scythe of the Nightbringer (Entropic Blow), Scythe of the Nightbringer (Reaping Sweep)


        AbilitiesDescriptionRef
        Drain LifeEach time this model makes a melee attack that is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.Codex: Necrons p98
        Enslaved Star GodThis model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.Codex: Necrons p98
        NecrodermisThis model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.Codex: Necrons p98
        Powers of the C'tan (Nightbringer)This model knows the Gaze of Death C'tan Power and one other C'tan Power from the Powers of the C'tan. At the end of your Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C'tan Powers it knows. It cannot use the same C'tan Power more than once per turn.Codex: Necrons p98
        ExplosionDice RollDistanceMortal WoundsRef
        Reality Unravels4+6"D3Codex: Necrons p98
        Power of the C'tanDescriptionRef
        Gaze of DeathSelect one enemy unit within 9" of and visible to this C'TAN SHARD. Roll three D6s; for each 4+, that unit suffers D3 mortal wounds.Codex: Necrons p68
        Transdimensional ThunderboltSelect one enemy unit within 24" of and visible to this C'TAN SHARD (an enemy CHARACTER unit with a Wounds characteristic of 9 or less cannot be selected for this power while it is within 3" of another enemy unit, unless that CHARACTER unit is the closest visible enemy unit). Roll one D6; on a 2+, that unit suffers D3 mortal wounds. Then, roll one D6 for each other enemy unit within 3" of the selected unit; on a 4+, that unit suffers 1 mortal wound. If this C'TAN SHARD is a TESSERACT VAULT, roll for each other enemy unit within 6" of the selected unit, instead of 3".Codex: Necrons p68
        UnitMWSBSSTWALdSaveRef
        C'tan Shard of the Nightbringer8"2+2+7796104+Codex: Necrons p98
        WeaponRangeTypeSAPDAbilitiesRef
        Scythe of the Nightbringer (Entropic Blow)MeleeMeleex2-4D6Each time an attack is made with this weapon profile, invulnerable saving throws cannot be made against that attack.Codex: Necrons p115
        Scythe of the Nightbringer (Reaping Sweep)MeleeMeleeUser-31Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.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)

Powers of the C'tan (Instructions): Before the battle, generate the Powers of the C'tan for C'TAN SHARD units from your army using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers each unit knows. If selecting powers, a power cannot be selected for a second time until all other powers have been selected at least once by units in your army, and no unit can know the same power more than once. Write down any Powers of the C'tan your units know on your army roster.

1) Antimatter Meteor
2) Time's Arrow
3) Sky of Falling Stars
4) Cosmic Fire
5) Seismic Assault
6) Transdimensional Thunderbolt (Codex: Necrons p68)

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

hell games nurgle (Warhammer 40,000 9th Edition) [35 PL, 5CP, 666pts]

  • Patrol Detachment 0CP (Chaos - Daemons) [35 PL, 5CP, 666pts]
    • Configuration [6CP]
      • Battle Size [6CP]

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

        Categories: Configuration

      • Chaos Allegiance

        Selections: Nurgle

        Categories: Configuration

        Abilities: Locus of Virulence


        AbilitiesDescriptionRef
        Locus of VirulenceCHARACTERS in a NURGLE Chaos Daemons detachment have the following ability:Each time you make a wound roll of 6+ for a NURGLE DAEMON unit within 6" of any friendly model with the Locus of Virulence, that attack inflicts 1 additional damage.
      • Detachment Command Cost

        Categories: Configuration

    • HQ [28 PL, -1CP, 530pts]
      • Great Unclean One [14 PL, -1CP, 260pts]

        Selections: Bileblade [10pts], Bilesword [10pts], Exalted Great Unclean One [-1CP], Fleshy Abundance, Nurglings, Plaguefly Hive, Smite, The Endless Gift, Virulent Blessing, Warlord

        Categories: HQ, Character, Faction: Daemon, Monster, Psyker, Faction: Nurgle, Faction: Chaos, Exalted, Warlord, Nurgle Warlord

        Rules: Daemonic Ritual

        Abilities: Crushing Bulk, Daemonic, Disgustingly Resilient, Greater Daemon, Plaguefly Hive, Putrid Offering, The Endless Gift, Psychic Power: Fleshy Abundance, Smite, Virulent Blessing, Psyker: Great Unclean One, Unit: Great Unclean One, Weapon: Attendant's claws and teeth, Bileblade, Bilesword, Wound Track: Great Unclean One, Great Unclean One1, Great Unclean One2, Great Unclean One3


        AbilitiesDescriptionRef
        Crushing BulkRoll a D6 at the end of your charge phase if this model made a successful charge during that phase; on a 4+ you can select one enemy unit within 1" to suffer a mortal wound.
        DaemonicUnits with this ability have a 5+ invulnerable save.
        Disgustingly ResilientEach time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.
        Greater DaemonFriendly NURGLE DAEMON units within 6" of this model when they take a Morale test can use this model's Leadership instead of their own.
        Plaguefly HiveYour opponent must subtract 1 from all hit rolls that target your Warlord if the attacking unit is within 7".
        Putrid OfferingIf a Great Unclean One is armed with a bileblade, it can use it to hook out a portion of its own rotting guts as an offering to Nurgle each time it attempts to manifest a psychic power. If it does so, the Great Unclean One immediately suffers a mortal wound (which you may attempt to ignore due to being Disgustingly Resilient) before you take the Psychic test, but you can then add 1 to the result.
        The Endless GiftA model with this Relic regains 1 lost wound at the end of each phase in which it lost any wounds.
        Psychic PowerWarp ChargeRangeDetailsRef
        Fleshy Abundance518"If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. One model in that unit regains D3 wounds lost wounds.
        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.
        Virulent Blessing718"If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. Add 1 to wound rolls made by that unit in the Fight phase. Furthermore, wound rolls of 7+ made for that unit in the Fight phase inflict double damage.
        PsykerCastDenyPowers KnownOtherRef
        Great Unclean One21Smite and two powers from the Nurgle Discipline-
        UnitMWSBSSTWALdSaveRef
        Great Unclean One*2+3+*718*106+
        WeaponRangeTypeSAPDAbilitiesRef
        Attendant's claws and teethMeleeMelee201Each time a model attended by Nurglings fights, it can make D6 additional attacks with this weapon. You can re-roll wound rolls of 1 for these attacks.
        BilebladeMeleeMeleeUser-3D3You can re-roll failed wound rolls for this weapon.
        BileswordMeleeMelee+1-3D6You can re-roll failed wound rolls for this weapon.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Great Unclean One-MSA
        Great Unclean One110-18+7"75
        Great Unclean One25-95"64
        Great Unclean One31-43"53
      • Rotigus [14 PL, 270pts]

        Selections: Fanged maw, Fleshy Abundance, Gnarlrod, Miasma of Pestilence, Nurglings, Shrivelling Pox, Smite, Streams of brackish filth

        Categories: Faction: Chaos, Character, Faction: Nurgle, Faction: Daemon, Monster, Psyker, Great Unclean One, HQ

        Rules: Daemonic Ritual

        Abilities: Crushing Bulk, Daemonic, Deluge of Nurgle, Disgustingly Resilient, Greater Daemon, Psychic Power: Fleshy Abundance, Miasma of Pestilence, Shrivelling Pox, Smite, Psyker: Rotigus, Unit: Rotigus, Weapon: Attendant's claws and teeth, Fanged maw, Gnarlrod, Streams of brackish filth, Wound Track: Rotigus, Rotigus1, Rotigus2, Rotigus3


        AbilitiesDescriptionRef
        Crushing BulkRoll a D6 at the end of your charge phase if this model made a successful charge during that phase; on a 4+ you can select one enemy unit within 1" of this model to suffer a mortal wound.
        DaemonicUnits with this ability have a 5+ invulnerable save.
        Deluge of NurgleEach time Rotigus successfully manifests a psychic power with a Psychic test of 7 or more, the closest enemy unit to him suffers a mortal wound after the effects of the psychic power have been resolved.
        Disgustingly ResilientEach time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.
        Greater DaemonFriendly NURGLE DAEMON units within 6" of this model when they take a Morale test can use this model's Leadership instead of their own.
        Psychic PowerWarp ChargeRangeDetailsRef
        Fleshy Abundance518"If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. One model in that unit regains D3 wounds lost wounds.
        Miasma of Pestilence618"If manifested, select a friendly NURGLE DAEMON unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must select 1 from all hit rolls that target that unit.
        Shrivelling Pox618"If manifested, select an enemy unit that is within 18" of the psyker and visible to it. Until the start of your next Psychic phase, subtract 1 from the target unit's Toughness characteristic.
        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
        Rotigus22Smite and 3 from Nurgle Discipline-
        UnitMWSBSSTWALdSaveRef
        Rotigus*2+3+*718*106+
        WeaponRangeTypeSAPDAbilitiesRef
        Attendant's claws and teethMeleeMelee201Each time a model attended by Nurglings fights, it can make D6 additional attacks with this weapon. You can re-roll wound rolls of 1 for these attacks.
        Fanged mawMeleeMeleeUser-11Each time Rotigus fights, he can make D6 additional attacks with this weapon.
        GnarlrodMeleeMelee+1-23You can re-roll failed wound rolls for this weapon.
        Streams of brackish filth7"Assault 2D6User-31This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Rotigus-MSA
        Rotigus110-18+7"75
        Rotigus25-95"64
        Rotigus31-43"53
    • Troops [3 PL, 66pts]
      • Nurglings [3 PL, 66pts]

        Categories: Troops, Faction: Daemon, Faction: Nurgle, Nurglings, Swarm, Faction: Chaos

        Rules: Daemonic Ritual

        Abilities: Daemonic, Disgustingly Resilient, Mischief Makers, Squishable

        • 3x Nurgling Swarms [66pts]

          Selections: 3x Diseased claws and teeth

          Unit: Nurgling Swarm, Weapon: Diseased claws and teeth


        AbilitiesDescriptionRef
        DaemonicUnits with this ability have a 5+ invulnerable save.
        Disgustingly ResilientEach time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.
        Mischief MakersWhen you set up a unit of Nurglings during deployment, they can either be set up in their deployment zone, or anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models
        SquishableBecause of their diminutive size, Nurglings only receive the benefits of their Disgustingly Resilient ability against attacks with a Damage characteristic of 1.
        UnitMWSBSSTWALdSaveRef
        Nurgling Swarm5"4+4+224476+
        WeaponRangeTypeSAPDAbilitiesRef
        Diseased claws and teethMeleeMeleeUser01You can re-roll wound rolls of 1 for this weapon.
    • Elites [4 PL, 70pts]
      • Beasts of Nurgle [4 PL, 70pts]

        Categories: Elites, Faction: Chaos, Faction: Nurgle, Faction: Daemon, Beast, Beasts of Nurgle

        Rules: Daemonic Ritual

        Abilities: Attention Seeker, Daemonic, Deadly Slime Trail, Disgustingly Resilient

        • 2x Beast of Nurgle [4 PL, 70pts]

          Selections: 2x Putrid appendages

          Unit: Beast of Nurgle, Weapon: Putrid appendages


        AbilitiesDescriptionRef
        Attention SeekerBeasts of Nurgle sometimes feel left out of the fun, and so bound forth to join in whenever they can. This unit can perform Heroic Interventions as if they were CHARACTERS.
        DaemonicUnits with this ability have a 5+ invulnerable save.
        Deadly Slime TrailRoll a D6 for each enemy unit that Falls Back within 1" of this unit; on a 4+ that unit suffers a mortal wound.
        Disgustingly ResilientEach time a model with this ability loses a wound, roll a dice; on a 5+, the model does not lose that wound.
        UnitMWSBSSTWALdSaveRef
        Beast of Nurgle6"4+-455D676+
        WeaponRangeTypeSAPDAbilitiesRef
        Putrid appendagesMeleeMeleeUser02You can re-roll failed wound rolls for this weapon.
Selection 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 so, 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 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 (in the case of units that have the choice of allegiance, such as Furies, the unit when summoned will have this keyword.) This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12" of the character and 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. ()


Created with BattleScribe

New Roster (Warhammer 40,000 9th Edition) [34 PL, 4CP, 665pts]

  • Patrol Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) [34 PL, 4CP, 665pts]

    Rules: Angels of Death, Bolter Discipline, Shock Assault

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

        Selections: Blood Angels

        Categories: Configuration

        Rules: Red Thirst

      • Battle Size [6CP]

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

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

        Selections: Number of Extra Relics [-1CP]

        Categories: Stratagems

    • HQ [10 PL, -1CP, 195pts]
      • Lieutenants [5 PL, 90pts]

        Categories: HQ

        Abilities: Company Heroes

        • Primaris Lieutenant [5 PL, 90pts]

          Selections: Adamantine Mantle, Frag & Krak grenades

          Categories: Character, Faction: Imperium, Faction: Adeptus Astartes, Primaris, Infantry

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

          Abilities: Adamantine Mantle, Company Heroes, Tactical Precision, Unit: Primaris Lieutenant, Weapon: Frag grenades, Krak grenades

          • Neo-volkite pistol, Master-crafter power sword and Storm Shield [1 PL, 15pts]

            Selections: Master-crafted power sword, Neo-volkite pistol [15pts], Storm shield

            Abilities: Storm shield, Weapon: Master-crafted power sword, Neo-volkite pistol


        AbilitiesDescriptionRef
        Adamantine MantleWhen a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.
        Company HeroesIf your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
        Storm shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Tactical PrecisionWhile a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1
        UnitMWSBSSTWALdSaveRef
        Primaris Lieutenant6"2+2+445483+
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Master-crafted power swordMeleeMelee+1-32-
        Neo-volkite pistol15"Pistol 2502Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage
      • Primaris Captain [5 PL, -1CP, 105pts]

        Selections: 5. Gift of Foresight, Frag & Krak grenades, Stratagem: Angel Exemplar [-1CP], The Imperium's Sword, The Shield Eternal, Warlord

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

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

        Abilities: 5. Gift of Foresight, Iron Halo, Rites of Battle, The Imperium's Sword, The Shield Eternal, Unit: Primaris Captain, Weapon: Frag grenades, Krak grenades

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

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

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


        AbilitiesDescriptionRef
        5. Gift of ForesightIn each turn, you can re-roll one hit roll, one wound roll and one saving through made for this WARLORD.
        Iron HaloThis model has a 4+ invulnerable save.
        Relic ShieldEach time the bearer suffers a mortal wound, roll a D6; on a 4+, that mortal wound is ignored. Add 1 to armour saving throws made for the bearer.
        Rites of BattleWhile a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1
        The Imperium's SwordYou can re-roll charge rolls made for this WARLORD
        Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight phase is resolved, add 1 to its Strength and Attacks characteristics
        The Shield EternalModel with a storm shield, relic shield, or combat shield only. This Relic replaces a storm shield, relic shield, or combat shield.
        - The bearer has a 4+ invulnerable save
        - Add 1 to armour saving throws made for the bearer
        - Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.
        UnitMWSBSSTWALdSaveRef
        Primaris Captain6"2+2+446593+
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenades6"Grenade 16-1D3-
        Master-crafted power swordMeleeMelee+1-32-
    • Troops [5 PL, 100pts]
      • Assault Intercessor Squad [5 PL, 100pts]

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

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

        Abilities: Combat Squads

        • 4x Assault Intercessor [76pts]

          Selections: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol

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

        • Assault Intercessor Sgt [24pts]

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

          Unit: Assault Intercessor Sgt, Weapon: Astartes Chainsword, Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge


        AbilitiesDescriptionRef
        Combat SquadsBefore any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
        UnitMWSBSSTWALdSaveRef
        Assault Intercessor6"3+3+442273+
        Assault Intercessor Sgt6"3+3+442383+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes ChainswordMeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon.
        Frag grenades6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenades6"Grenade 16-1D3-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
    • Elites [5 PL, 105pts]
      • Bladeguard Veteran Squad [5 PL, 105pts]

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

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

        • 2x Bladeguard Veteran [70pts]

          Selections: 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Master-crafted power sword, 2x 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-
    • 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, Savage Echoes, The Red Thirst

        Abilities: Combat Squads, 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
        Combat SquadsBefore any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split into two units each containing an equal number of models.
        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
    • Dedicated Transport [7 PL, 130pts]
      • Impulsor [7 PL, 130pts]

        Selections: 2x Storm Bolters, Ironhail Heavy Stubber [5pts], Shield Dome [15pts]

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

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

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


        AbilitiesDescriptionRef
        Assault VehicleUnits embarked within this transport can disembark even if it has made a Normal Move this phase. Any unit that disembarks after this transport has made a Normal Move cannot charge this turn.
        Hover TankDistances and ranges are always measured to and from this model's hull even though it has a base.
        Shield DomeA model with a shield dome has a 5+ invulnerable save.
        TransportCapacityRef
        TransportThis model has a transport capacity of 6 <CHAPTER> PRIMARIS INFANTRY models. It cannot transport JUMP PACK or MK X GRAVIS models.
        UnitMWSBSSTWALdSaveRef
        Impulsor*6+*7711*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Ironhail Heavy Stubber36"Heavy 44-11-
        Storm bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Impulsor Wound Track 16+14"3+3
        Impulsor Wound Track 23-57"4+D3
        Impulsor Wound Track 31-24"5+1
Force Rules

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

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

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

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

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

Selection Rules

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

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. ()

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. ()

Savage Echoes: Whilst the Assault Doctrine is active, if a unit with this ability makes a charge move, is charged or performs a Heroic Intervention, add 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


++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) [34 PL, 3CP, 655pts] ++
+ Configuration [3CP] +
**Chapter Selection**
Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]
Detachment Command Cost
+ HQ [6 PL, 110pts] +
Captain in Terminator Armour [6 PL, 110pts]: Chainfist [5pts], Combi-melta [5pts], Iron Resolve, The Armour Indomitus, Warlord
+ Troops [15 PL, 290pts] +
Intercessor Squad [5 PL, 100pts]: Stalker Bolt Rifle. 4x Intercessor [80pts]: 4x Bolt pistol, 4x Frag & Krak grenades. Intercessor Sergeant [20pts]: Bolt pistol, Frag & Krak grenades
Tactical Squad [5 PL, 95pts]. 4x Space Marine [72pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades. Space Marine Sergeant [23pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
Tactical Squad [5 PL, 95pts]. 4x Space Marine [72pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades. Space Marine Sergeant [23pts]: Boltgun, Frag & Krak grenades, Power axe [5pts]
+ Elites [5 PL, 90pts] +
Apothecary [5 PL, 90pts]: Astartes Chainsword, Bolt pistol, Chapter Command: Chief Apothecary [1 PL, 15pts], Frag & Krak grenades
+ Heavy Support [8 PL, 165pts] +
Hellblaster Squad [8 PL, 165pts]: Assault Plasma Incinerator. 4x Hellblaster [132pts]: 4x Bolt pistol, 4x Frag & Krak grenades. Hellblaster Sergeant [33pts]: Bolt pistol, Frag & Krak grenades
++ Total: [34 PL, 3CP, 655pts] ++

666 watch (Warhammer 40,000 9th Edition) [39 PL, -2CP, 666pts]

  • Patrol Detachment 0CP (Imperium - Adeptus Astartes - Deathwatch) [39 PL, 666pts, -2CP]

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

    • Configuration
      • Detachment Command Cost

        Categories: Configuration

    • Stratagems [-2CP]
      • Relics of the Chapter [-1CP]

        Selections: Number of Extra Relics [-1CP]

        Categories: Stratagems

      • Stratagem: Sanction of the Black Vault [-1CP]

        Categories: Stratagems

    • HQ [10 PL, 195pts]
      • Lieutenants [5 PL, 90pts]

        Categories: HQ

        Abilities: Company Heroes

        • Primaris Lieutenant [5 PL, 90pts]

          Selections: Frag & Krak grenades, The Blackweave Shroud

          Categories: Character, Faction: Imperium, Faction: Adeptus Astartes, Primaris, Infantry, Lieutenant

          Rules: Angels of Death

          Abilities: Company Heroes, Tactical Precision, The Blackweave Shroud, Unit: Primaris Lieutenant, Weapon: Frag grenades, Krak grenades

          • Neo-volkite pistol, Master-crafter power sword and Storm Shield [1 PL, 15pts]

            Selections: Master-crafted power sword, Neo-volkite pistol [15pts], Storm shield

            Abilities: Storm shield, Weapon: Master-crafted power sword, Neo-volkite pistol


        AbilitiesDescription
        Company HeroesIf your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
        Storm shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        Tactical PrecisionWhile a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1
        The Blackweave Shroud- Add 1 to the Toughness characteristic of the bearer.
        - Each time the bearer would lose a wound as a result of a mortal wound, roll one D6; on a 4+, that wound is not lost.
        UnitMWSBSSTWALdSave
        Primaris Lieutenant6"2+2+445483+
        WeaponRangeTypeSAPDAbilities
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Master-crafted power swordMeleeMelee+1-32-
        Neo-volkite pistol15"Pistol 2502Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage
      • Primaris Captain [5 PL, 105pts]

        Selections: 5. Castellan of the Black Vault, Adamantine Mantle, Frag & Krak grenades, The Burning Blade, Warlord

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

        Rules: Angels of Death

        Abilities: 5. Castellan of the Black Vault, Adamantine Mantle, Iron Halo, Rites of Battle, The Burning Blade, Unit: Primaris Captain, Weapon: Frag grenades, Krak grenades, The Burning Blade

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

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

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


        AbilitiesDescription
        5. Castellan of the Black VaultWhile mustering your army, you can give one of the following Relics to this WARLORD: Adamantine Mantle; Artificer Armour; Master-crafted Weapon; Digital Weapons. This is in addition to any other Relics they may have, and each Relic in your army must be unique.
        Adamantine MantleWhen a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.
        Iron HaloThis model has a 4+ invulnerable save.
        Relic ShieldEach time the bearer suffers a mortal wound, roll a D6; on a 4+, that mortal wound is ignored. Add 1 to armour saving throws made for the bearer.
        Rites of BattleWhile a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1
        The Burning BladeModel equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile:
        UnitMWSBSSTWALdSave
        Primaris Captain6"2+2+446593+
        WeaponRangeTypeSAPDAbilities
        Frag grenades6"Grenade D6301Blast.
        Heavy Bolt Pistol18"Pistol 14-11-
        Krak grenades6"Grenade 16-1D3-
        Master-crafted power swordMeleeMelee+1-32-
        The Burning BladeMeleeMelee+3-52-
    • Troops [19 PL, 326pts]
      • Proteus Kill Team [19 PL, 326pts]

        Selections: Furor [2 PL, 30pts], Jump Packs [1 PL, 10pts]

        Categories: Faction: Imperium, Faction: Adeptus Astartes, Deathwatch, Infantry, Core, Kill Team, Proteus, Troops, Melta Bombs, Furor

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

        Abilities: Furor, Vanguard Wargear: Jump Packs

        • Black Shield [40pts]

          Selections: Frag & Krak grenades, Heavy thunder hammer [15pts]

          Abilities: Black Shield, Unit: Black Shield, Weapon: Frag grenades, Heavy thunder hammer, Krak grenades

        • Deathwatch Veteran [1 PL, 25pts]

          Selections: Deathwatch Boltgun, Frag & Krak grenades, Storm shield [5pts]

          Rules: Special-issue Ammunition

          Abilities: Storm shield, Unit: Deathwatch Veteran, Weapon: Deathwatch Boltgun, Frag grenades, Krak grenades

        • Deathwatch Veteran [1 PL, 28pts]

          Selections: Frag & Krak grenades, Storm shield [5pts]

          Abilities: Storm shield, Unit: Deathwatch Veteran, Weapon: Frag grenades, Krak grenades

          • Deathwatch Boltgun and Power Sword [3pts]

            Selections: Deathwatch Boltgun, Power sword [3pts]

            Rules: Special-issue Ammunition

            Weapon: Deathwatch Boltgun, Power sword

        • Deathwatch Veteran w/ Heavy Weapon [1 PL, 35pts]

          Selections: Frag & Krak grenades, Infernus Heavy Bolter [15pts]

          Abilities: Infernus Heavy Bolter, Unit: Deathwatch Veteran, Weapon: Frag grenades, Infernus Heavy Bolter (Bolter), Infernus Heavy Bolter (Flamer), Krak grenades

        • Vanguard Veteran [2 PL, 26pts]

          Selections: Frag & Krak grenades, Power sword [3pts], Storm shield [4pts]

          Abilities: Storm shield, Unit: Vanguard Veteran (Jump Packs), Weapon: Frag grenades, Krak grenades, Power sword

        • Vanguard Veteran [2 PL, 25pts]

          Selections: Frag & Krak grenades, 2x Lightning Claw [6pts]

          Unit: Vanguard Veteran (Jump Packs), Weapon: Frag grenades, Krak grenades, Lightning claw

        • Vanguard Veteran [2 PL, 35pts]

          Selections: Frag & Krak grenades, Storm shield [4pts], Thunder hammer [12pts]

          Abilities: Storm shield, Unit: Vanguard Veteran (Jump Packs), Weapon: Frag grenades, Krak grenades, Thunder hammer

        • Vanguard Veteran [2 PL, 23pts]

          Selections: Astartes Chainsword, Frag & Krak grenades, Storm shield [4pts]

          Abilities: Storm shield, Unit: Vanguard Veteran (Jump Packs), Weapon: Astartes Chainsword, Frag grenades, Krak grenades

        • Vanguard Veteran [2 PL, 19pts]

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

          Unit: Vanguard Veteran (Jump Packs), Weapon: Astartes Chainsword, Bolt pistol, Frag grenades, Krak grenades

        • Watch Sergeant [30pts]

          Selections: Deathwatch Boltgun, Frag & Krak grenades, Xenophase blade [10pts]

          Rules: Special-issue Ammunition

          Unit: Deathwatch Watch Sergeant, Weapon: Deathwatch Boltgun, Frag grenades, Krak grenades, Xenophase blade


        AbilitiesDescription
        Black ShieldIf a Black Shield is equipped with two melee weapons from the Deathwatch Equipment list (pg 13), increase its Attacks characteristic to 4.
        Furor- Each time a model in this unit makes an attack against an enemy unit with the Troops Battlefield Roll, re-roll a wound roll of 1 for that attack.
        - If you selected the Troops 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.
        Infernus Heavy BolterBefore selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
        Storm shieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
        UnitMWSBSSTWALdSave
        Black Shield6"2+3+442383+
        Deathwatch Veteran6"3+3+442283+
        Deathwatch Watch Sergeant6"3+3+442393+
        Vanguard Veteran (Jump Packs)123+3+442283+
        Vanguard WargearVanguard Wargear
        Jump PacksThe bearer has a Move characteristic of 12", the Death from Above ability and the FLY and JUMP PACK keywords.
        WeaponRangeTypeSAPDAbilities
        Astartes ChainswordMeleeMeleeUser-11When the bearer fights, it makes 1 additional attack with this weapon.
        Bolt pistol12"Pistol 1401-
        Deathwatch Boltgun24"Rapid Fire 1401Special-issue Ammunition
        Frag grenades6"Grenade D6301Blast.
        Heavy thunder hammerMeleeMeleex2-34Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.
        Infernus Heavy Bolter (Bolter)36"Heavy 35-12-
        Infernus Heavy Bolter (Flamer)12"Heavy D65-11Each time an attack is made with this weapon, that attack automatically hits the target.
        Krak grenades6"Grenade 16-1D3-
        Lightning clawMeleeMeleeUser-21Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
        Power swordMeleeMelee+1-31-
        Thunder hammerMeleeMeleex2-23Each time an attack roll is made with this weapon, subtract 1 from the attack's hit roll
        Xenophase bladeMeleeMelee+1-41Each time an attack is made with this weapon, invulnerable saving throws cannot be made against this attack
    • Elites [10 PL, 145pts]
      • Bladeguard Veteran Squad [10 PL, 145pts]

        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 [40pts]

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

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


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

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.

Special-issue Ammunition: Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition:

Dragonfire Bolts:
Each time an attack is made with a weapon firing this special-issue ammunition, the target does not receive the benefits of cover against that attack.

Hellfire Rounds:
Each time an attack is made with a weapon firing this special-issue ammunition against a unit that does not have the VEHICLE or TITANIC keyword, add 1 to that attack’s wound roll.

Vengeance Rounds:
Each time an attack is made with a weapon firing this special-issue ammunition, add 1 to the Damage characteristic of that attack.

Kraken Bolts:
Each time an attack is made with a weapon firing this special-issue ammunition, add 6" to the Range characteristic and improve the Armour Penetration characteristic of that attack by 1 (this is cumulative with the Armour Penetration bonus conferred by the Combat Doctrines ability – see Codex: Space Marines).


Created with BattleScribe

New Roster (Warhammer 40,000 9th Edition) [36 PL, 4CP, 670pts]

  • Patrol Detachment 0CP (Imperium - Death Korps of Krieg) [36 PL, 4CP, 670pts]

    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

      • Gametype

        Selections: Matched

        Categories: Configuration

      • Regimental Doctrine

        Selections: Death Korps of Krieg

        Categories: Configuration

        Abilities: Krieg: Cult of Sacrifice


        AbilitiesDescriptionRef
        Krieg: Cult of Sacrifice- Each time a Combat Attrition test is taken for a unit with this doctrine, ignore any or all modifiers.
        - If a CHARACTER or VEHICLE unit with this doctrine is destroyed by an attack made by an enemy model, and that model did not explode, 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 attacks, either shoot 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 (when resolving these attacks your model is considered to have 1 wound remaining). After resolving these attacks, the destroyed model is then removed.
        Imperial Armour: Compendium p53
    • Stratagems [-2CP]
      • Imperial Commander's Armoury [-1CP]

        Selections: 1 additional Heirloom of Conquest [-1CP]

        Categories: Stratagems, No Force Org Slot

      • Tank Ace [-1CP]

        Categories: Stratagems

    • HQ [15 PL, 245pts]
      • Death Rider Squadron Commander [3 PL, 45pts]

        Selections: Bolt pistol, Death Rider Hunting Lance, Frag & Krak grenades, Power sword, Relic: The Laurels of Command, Savage claws, Warlord, WT: Master of Command

        Categories: Cavalry, Character, Faction: Imperium, Faction: Astra Militarum, Faction: Krieg, Death Rider, Squadron Commander, Officer, HQ, Warlord

        Abilities: Augmented Mount, Death Rider Officer, Flanking Manoeuvres, Master of Command, Refractor Field, The Laurels of Command, Voice of Command, Unit: Death Rider Squadron Commander, Weapon: Bolt pistol, Death Rider Hunting Lance, Frag grenades, Krak grenades, Power sword, Savage claws


        AbilitiesDescriptionRef
        Augmented MountEach time this model would lose a wound, roll one D6; on a 5+, that wound is not lost.Imperial Armour: Compendium p54,55,57
        Death Rider OfficerThis model can issue orders to CAVALRY units, as well as INFANTRY units. All other rules for issuing orders still apply.Imperial Armour: Compendium p54
        Flanking ManoeuvresDuring deployment, you can set this unit up behind enemy lines instead of setting them up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up all of these units wholly within 6" of the same battlefield edge and more than 9" away from enemy models.Imperial Armour: Compendium p54,55,57
        Master of CommandYour Warlord gains the Voice of Command ability. If your Warlord already has the Voice of Command or Tank Orders ability, they may instead issue one additional order per turn. If your Warlord is a COMMISSAR, it can issue an order to any < REGIMENT> INFANTRY unit (irrespective of what regiment that unit is from – e.g. MILITARUM TEMPESTUS, CADIAN, etc.)
        Refractor FieldThis model has a 5+ invulnerable save.
        The Laurels of CommandOFFICER with Voice of Command ability only. Roll a dice each time the bearer issues an order to a friendly <REGIMENT>unit within 6" of them. On a 4+ the bearer can immediately issue another order to the same unit. This does not count towards the maximum number of orders this model may issue each turn.
        Voice of CommandThis unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
        UnitMWSBSSTWALdSaveRef
        Death Rider Squadron Commander10"3+3+345384+Imperial Armour: Compendium p54
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Death Rider Hunting LanceMeleeMeleeUser-11Each time a melee attack is made with this weapon, if the bearer's unit made a charge move this turn, that attack has a Strength characteristic of +2, an Armour Penetration characteristic of -3 and a Damage characteristic of 2.Imperial Armour: Compendium p54,55,57
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Power swordMeleeMelee+1-31-
        Savage clawsMeleeMelee4-11Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.Imperial Armour: Compendium p54,55,57
      • Tank Commander [12 PL, 200pts]

        Selections: Display Tank Orders, Heavy Bolter [15pts], Hunter-Killer Missile [5pts], Relic: Kurov's Aquila, 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, Kurov's Aquila, Smoke Launchers, Tank Orders, Up-armoured, 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: Demolisher cannon, Heavy bolter, Hunter-killer missile


        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.
        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
        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
        Demolisher cannon24"Heavy D610-3D6Blast
        Heavy bolter36"Heavy 35-12-
        Hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
    • Troops [6 PL, 110pts]
      • Infantry Squad [3 PL, 55pts]

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

        Weapon: Frag grenades

        • 9x Guardsman

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 55pts]

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

        Weapon: Frag grenades

        • 9x Guardsman

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
    • Elites [4 PL, 80pts]
      • Combat Engineer Squad [4 PL, 80pts]

        Categories: Infantry, Faction: Astra Militarum, Faction: Krieg, Combat Engineer Squad, Elites

        Abilities: Engineer Weapons Team, Sappers

        • 9x Combat Engineers [72pts]

          Selections: 9x Engineer shotgun, 9x Frag & Krak grenades, 9x Gas bombs

          Unit: Engineer, Weapon: Engineer shotgun, Frag grenades, Gas bombs, Krak grenades

        • Engineer Watch Master [8pts]

          Selections: Engineer shotgun, Frag & Krak grenades, Gas bombs

          Unit: Engineer Watchmaster, Weapon: Engineer shotgun, Frag grenades, Gas bombs, Krak grenades


        AbilitiesDescriptionRef
        Engineer Weapons TeamFor the purposes of determining transport capacity, an Engineer Weapons Team is considered to be a Heavy Weapons Team.Imperial Armour: Compendium p56
        SappersDuring deployment, if every model in this unit has this ability, then you can set up this unit underground instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.Imperial Armour: Compendium p56
        UnitMWSBSSTWALdSaveRef
        Engineer6"4+3+331164+Imperial Armour: Compendium p56
        Engineer Watchmaster6"4+3+331274+Imperial Armour: Compendium p56
        WeaponRangeTypeSAPDAbilitiesRef
        Engineer shotgun12"Assault 3401-Imperial Armour: Compendium p56
        Frag grenades6"Grenade D6301Blast.
        Gas bombs6"Grenade D62-21Blast. 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 p56
        Krak grenades6"Grenade 16-1D3-
    • Fast Attack [6 PL, 155pts]
      • Death Rider Squadron [6 PL, 155pts]

        Categories: Cavalry, Faction: Imperium, Death Riders, Faction: Krieg, Faction: Astra Militarum, Fast Attack

        Abilities: Augmented Mount, Flanking Manoeuvres

        • 9x Death Korps Death Riders [135pts]

          Selections: 9x Death Rider Hunting Lance, 9x Frag & Krak grenades, 9x Laspistol, 9x Savage claws

          Unit: Death Rider, Weapon: Death Rider Hunting Lance, Frag grenades, Krak grenades, Laspistol, Savage claws

        • Ridemaster [20pts]

          Selections: Death Rider Hunting Lance, Frag & Krak grenades, Plasma pistol [5pts], Savage claws

          Unit: Ridemaster, Weapon: Death Rider Hunting Lance, Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge, Savage claws


        AbilitiesDescriptionRef
        Augmented MountEach time this model would lose a wound, roll one D6; on a 5+, that wound is not lost.Imperial Armour: Compendium p54,55,57
        Flanking ManoeuvresDuring deployment, you can set this unit up behind enemy lines instead of setting them up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up all of these units wholly within 6" of the same battlefield edge and more than 9" away from enemy models.Imperial Armour: Compendium p54,55,57
        UnitMWSBSSTWALdSaveRef
        Death Rider10"4+3+343174+Imperial Armour: Compendium p57
        Ridemaster10"4+3+343274+Imperial Armour: Compendium p57
        WeaponRangeTypeSAPDAbilitiesRef
        Death Rider Hunting LanceMeleeMeleeUser-11Each time a melee attack is made with this weapon, if the bearer's unit made a charge move this turn, that attack has a Strength characteristic of +2, an Armour Penetration characteristic of -3 and a Damage characteristic of 2.Imperial Armour: Compendium p54,55,57
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Laspistol12"Pistol 1301-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
        Savage clawsMeleeMelee4-11Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.Imperial Armour: Compendium p54,55,57
    • Dedicated Transport [5 PL, 80pts]
      • Chimera [5 PL, 80pts]

        Selections: Heavy Flamer [10pts], 2x Lasgun Arrays, Multi-laser, Stat Damage (Chimera), Track guards [5pts]

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

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


        AbilitiesDescriptionRef
        ExplodesWhen this model is destroyed, roll one D6 before removing it from play. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Track guardsA vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e., its Move characteristic does not decrease as it suffers wounds).
        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.
        Multi-laser36"Heavy 3601-
Force Rules

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


Created with BattleScribe

++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Black Templars) [33 PL, 665pts] ++
+ Configuration +
Detachment Command Cost
+ HQ [5 PL, 95pts] +
Primaris Captain [5 PL, 95pts]: Frag & Krak grenades, Iron Resolve, Master-crafted power sword [5pts], The Armour Indomitus, Warlord. Master-crafted stalker bolt rifle: Bolt pistol
+ Troops [5 PL, 75pts] +
Crusader Squad [5 PL, 75pts]. 4x Initiate [60pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades. Sword Brother [15pts]: Bolt pistol, Boltgun, Frag & Krak grenades
+ Elites [9 PL, 165pts] +
Terminator Assault Squad [9 PL, 165pts]. Assault Terminator Sergeant [33pts]: Lightning Claw (Pair). 4x Assault Terminator w/x2LC [132pts]: 4x Lightning Claw (Pair)
+ Fast Attack [6 PL, 165pts] +
Attack Bike Squad [6 PL, 165pts]. Attack Bike [2 PL, 55pts]: 2x Bolt pistol, 2x Frag & Krak grenades, Multi-melta [10pts], Twin boltgun. Attack Bike [2 PL, 55pts]: 2x Bolt pistol, 2x Frag & Krak grenades, Multi-melta [10pts], Twin boltgun. Attack Bike [2 PL, 55pts]: 2x Bolt pistol, 2x Frag & Krak grenades, Multi-melta [10pts], Twin boltgun
+ Heavy Support [8 PL, 165pts] +
Hellblaster Squad [8 PL, 165pts]: Assault Plasma Incinerator. 4x Hellblaster [132pts]: 4x Bolt pistol, 4x Frag & Krak grenades. Hellblaster Sergeant [33pts]: Bolt pistol, Frag & Krak grenades
++ Total: [33 PL, 665pts] ++
Created with BattleScribe (https://battlescribe.net)

Hell Tau (Warhammer 40,000 9th Edition) [38 PL, 2CP, 666pts]

  • Patrol Detachment 0CP (T'au Empire) [38 PL, 2CP, 666pts]
    • Configuration [3CP]
      • Battle Size [3CP]

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Sept Choice

        Selections: T'au Sept

        Categories: Configuration

        Abilities: T'au Sept Tenet: Coordinated Fire Arcs


        AbilitiesDescriptionRef
        T'au Sept Tenet: Coordinated Fire ArcsWhen a unit with this tenet uses their For the Greater Good ability, or when they fire Overwatch whilst they are within 6" of another friendly T’AU SEPT unit, a 5 or 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.Codex: T'au Empire p127
    • Stratagems [-1CP]
      • Emergency Dispensation (1 Relic) [-1CP]

        Categories: Stratagems

    • HQ [8 PL, 153pts]
      • Commander in XV86 Coldstar Battlesuit [8 PL, 153pts]

        Selections: Burst cannon [8pts], Missile pod [15pts], Shield generator [10pts], Strength of Belief (T'au Sept), Vectored manoeuvring thrusters, Warlord

        Categories: Faction: <Sept>, Battlesuit, Character, Fly, Jet Pack, HQ, Faction: T'au Empire, XV86 Coldstar, Commander, Warlord

        Rules: For the Greater Good, Manta Strike

        Abilities: Coldstar, Master of War, Shield generator, Strength of Belief (T'au Sept), Vectored manoeuvring thrusters, Unit: Commander in XV86 Coldstar Battlesuit, Weapon: Burst cannon, Missile pod


        AbilitiesDescriptionRef
        ColdstarWhen this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a D6.Codex: T'au Empire p93
        Master of WarOnce per battle, at the start of your turn, a single <SEPT> COMMANDER unit from your army can declare either Kauyon or Mont’ka:
        Kauyon: In a turn in which a <SEPT> COMMANDER unit from your army declared Kauyon, at the start of your Movement phase you can select any friendly <SEPT> units within 6" of that unit. Until the end of that turn, the selected units cannot move for any reason, but when resolving an attack made by a model in any of those units you can re-roll the hit roll.

        Mont’ka: In a turn in which a <SEPT> COMMANDER unit from your army declared Mont’ka, at the start of your Movement phase you can select any friendly <SEPT> units within 6" of that unit. Until the end of that turn, the selected units can shoot as if they did not move this turn.

        Unless stated otherwise, you can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.
        Codex: T'au Empire p89
        Shield generatorA model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit.Codex: T'au Empire p123
        Strength of Belief (T'au Sept)Roll a D6 for each mortal wound inflicted on your Warlord; on a 5+, that mortal wound is ignored and has no effect.Codex: T'au Empire p131
        Vectored manoeuvring thrustersT'AU SEPT BATTLESUIT only. This model may immediately move up to 6" after attacking in the Shooting phase. This move cannot bring this model within Engagement Range of any enemy models.Codex: T'au Empire p133
        UnitMWSBSSTWALdSaveRef
        Commander in XV86 Coldstar Battlesuit20"3+2+556493+Codex: T'au Empire p93
        WeaponRangeTypeSAPDAbilitiesRef
        Burst cannon18"Assault 4501-Codex: T'au Empire p121
        Missile pod36"Assault 27-1D3-Codex: T'au Empire p121
    • Troops [5 PL, 83pts]
      • Strike Team [5 PL, 83pts]

        Selections: MV36 Guardian Drone [10pts]

        Categories: Infantry, Troops, Faction: <Sept>, Faction: T'au Empire, Strike Team, Drone, Fly, Guardian Drone

        Rules: Drone Support, For the Greater Good, Saviour Protocols

        Abilities: Bonding Knife Ritual, Guardian Field, Unit: MV36 Guardian Drone

        • 7x Fire Warrior w/ Pulse Rifle [63pts]

          Selections: 7x Photon grenades, 7x Pulse rifle

          Unit: Fire Warrior, Weapon: Photon grenade, Pulse rifle

        • MV7 Marker Drone [10pts]

          Selections: Markerlight

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

          Rules: Drone Support, For the Greater Good, Markerlights, Saviour Protocols

          Abilities: Stable Platform, Unit: MV7 Marker Drone, Weapon: Markerlight


        AbilitiesDescriptionRef
        Bonding Knife RitualIf you roll a 6 when taking a Morale test for this unit, the test is automatically passed.Codex: T'au Empire p98,99,102-104,107,111
        Guardian FieldGuardian Drones have a 5+ invulnerable save. Breacher Teams within 3" of any friendly Guardian Drone have a 5+ invulnerable save. Strike Teams within 3" of any friendly Guardian Drone have a 6+ invulnerable save.Codex: T'au Empire p98,99
        Stable PlatformMarker Drones do not suffer the penalty for moving and firing Heavy weapons.Codex: T'au Empire p109
        UnitMWSBSSTWALdSaveRef
        Fire Warrior6"5+4+331164+Codex: T'au Empire p98,99
        MV36 Guardian Drone8"5+5+341164+Codex: T'au Empire p98,99
        MV7 Marker Drone8"5+5+341164+Codex: T'au Empire p109
        WeaponRangeTypeSAPDAbilitiesRef
        Markerlight36"Heavy 1---See Markerlights (rule).Codex: T'au Empire p121
        Photon grenade12"Grenade D6--Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.Codex: T'au Empire p121
        Pulse rifle30"Rapid Fire 1501-Codex: T'au Empire p122
    • Elites [19 PL, 320pts]
      • XV104 Riptide Battlesuit [19 PL, 320pts]

        Selections: 2x Fusion blaster [14pts], Amplified ion accelerator, Ion accelerator [15pts]

        Categories: Fly, Elites, Faction: <Sept>, Battlesuit, Jet Pack, Faction: T'au Empire, Monster, XV104 Riptide Battlesuit

        Rules: Drone Support, For the Greater Good

        Abilities: Amplified ion accelerator, Nova Reactor, Riptide Shield Generator, Unit: XV104 Riptide Battlesuit [1] (7-14+ Wounds Remaining), XV104 Riptide Battlesuit [2] (4-6 Wounds Remaining), XV104 Riptide Battlesuit [3] (1-3 Wounds Remaining), Weapon: Amplified ion accelerator (overcharge), Amplified ion accelerator (standard), Fusion blaster, Ion accelerator (Overcharge), Ion accelerator (Standard)

        • 2x MV84 Shielded Missile Drone [4 PL, 30pts]

          Selections: 2x Missile pod, 2x Shield generator

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

          Rules: Drone Support, For the Greater Good, Saviour Protocols

          Abilities: Shield generator (Drone), Unit: MV84 Shielded Missile Drone, Weapon: Missile pod


        AbilitiesDescriptionRef
        Amplified ion acceleratorXV104 RIPTIDE BATTLESUIT model only. This Weapon System replaces ion accelerator and has the following profile.Psychic Awakening V: The Greater Good p37
        Nova ReactorIn your Movement phase you can choose to use this model's Nova Reactor. If you do, this model suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn:
        * Nova Shield: This model has a 3+ invulnerable save.
        * Boost: This model can move 2D6" in your Charge phase. You cannot use this ability to move within Engagement Range of any enemy models. If it does so, this model cannot declare a charge that phase.
        * Nova-charge: Choose for either of this model's heavy burst cannon Type to change to Heavy 18, or its ion accelerator Type (both standard and overcharge) to change to Heavy 6.
        Codex: T'au Empire p106
        Riptide Shield GeneratorThis model has a 5+ invulnerable save.Codex: T'au Empire p106
        Shield generator (Drone)A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound.Codex: T'au Empire p109
        UnitMWSBSSTWALdSaveRef
        MV84 Shielded Missile Drone12"5+5+441164+Codex: T'au Empire p106
        XV104 Riptide Battlesuit [1] (7-14+ Wounds Remaining)12"5+4+6714482+Codex: T'au Empire p106
        XV104 Riptide Battlesuit [2] (4-6 Wounds Remaining)8"5+5+67N/A382+Codex: T'au Empire p106
        XV104 Riptide Battlesuit [3] (1-3 Wounds Remaining)4"5+5+67N/A282+Codex: T'au Empire p106
        WeaponRangeTypeSAPDAbilitiesRef
        Amplified ion accelerator (overcharge)72"Heavy 69-43+D3For each unmodified hit roll of 1 made for attacks with this weapon's overcharge profile, the bearer suffers 1 mortal wound after shooting with this weapon.Psychic Awakening V: The Greater Good p37
        Amplified ion accelerator (standard)72"Heavy 68-43-Psychic Awakening V: The Greater Good p37
        Fusion blaster18"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.Codex: T'au Empire p121
        Ion accelerator (Overcharge)72"Heavy D69-33Blast. If you roll one or more unmodified hit rolls of 1, the bearer suffers a mortal wound after all of this weapon's shots have been resolved.Codex: T'au Empire p121
        Ion accelerator (Standard)72"Heavy D68-3D3BlastCodex: T'au Empire p121
        Missile pod36"Assault 27-1D3-Codex: T'au Empire p121
    • Heavy Support [6 PL, 110pts]
      • XV88 Broadside Battlesuits [6 PL, 110pts]

        Categories: Faction: <Sept>, Battlesuit, Heavy Support, Faction: T'au Empire, XV88 Broadside Battlesuits

        Rules: For the Greater Good

        Abilities: Bonding Knife Ritual

        • Broadside Shas'ui [5 PL, 90pts]

          Selections: 2x Smart missile system [10pts], Heavy rail rifle, Shield generator [10pts]

          Abilities: Shield generator, Unit: Broadside Shas'ui, Weapon: Heavy rail rifle, Smart missile system

        • MV8 Missile Drone [20pts]

          Selections: Missile pod

          Categories: Faction: <Sept>, Drone, Fly, Faction: T'au Empire, MV8 Missile Drones

          Rules: Drone Support, For the Greater Good, Saviour Protocols

          Unit: MV8 Missile Drone, Weapon: Missile pod


        AbilitiesDescriptionRef
        Bonding Knife RitualIf you roll a 6 when taking a Morale test for this unit, the test is automatically passed.Codex: T'au Empire p98,99,102-104,107,111
        Shield generatorA model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit.Codex: T'au Empire p123
        UnitMWSBSSTWALdSaveRef
        Broadside Shas'ui5"5+4+556272+Codex: T'au Empire p111
        MV8 Missile Drone8"5+5+341164+Codex: T'au Empire p111
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy rail rifle60"Heavy 28-4D6For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage.Codex: T'au Empire p121
        Missile pod36"Assault 27-1D3-Codex: T'au Empire p121
        Smart missile system30"Heavy 4501This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.Codex: T'au Empire p122
Selection Rules

Drone Support: When a unit is set up on the battlefield, any accompanying DRONE models are set up in unit coherency with it. From that point onwards, the DRONE models are treated as a separate unit. (Codex: T'au Empire)

For the Greater Good: - Each time an enemy unit declares a charge against this unit, this unit can fire Overwatch before the charge roll is made.
- While a friendly unit with this ability is within 6" of this unit, each time an enemy unit declares a charge against this unit, that friendly unit can fire Overwatch before the charge roll is made. If it does so, until the end of the phase, that friendly unit cannot fire Overwatch again. (Codex: T'au Empire p89)

Manta Strike: During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases, this unit can use a Manta strike to enter the fray - set it up anywhere on the battlefield that is more than 9" from any enemy models. (Codex: T'au Empire p91-93,103-104,109)

Markerlights: If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T'AU EMPIRE models have when shooting at a unit that has markerlight counters. All benefits are cumulative.
* 1 - You can re-roll hit rolls of 1 for T'AU EMPIRE models attacking this unit.
* 2 - Destroyer and seeker missiles fired at this unit use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6.
* 3 - The target unit does not gain any bonus to its saving throws for being in cover.
* 4 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
* 5 or more - Add 1 to hit rolls for T'AU EMPIRE models attacking this unit. (Codex: T'au Empire p123)

Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> DRONES unit, if the wound roll is successful, you can roll one D6; on a 2+ that DRONES unit suffers 1 mortal wound and the attack sequence ends. (Codex: T'au Empire pvar)


Created with BattleScribe

++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Black Templars) [33 PL, 665pts] ++
+ Configuration +
Detachment Command Cost
+ HQ [5 PL, 95pts] +
Primaris Captain [5 PL, 95pts]: Frag & Krak grenades, Iron Resolve, Master-crafted power sword [5pts], The Armour Indomitus, Warlord. Master-crafted stalker bolt rifle: Bolt pistol
+ Troops [5 PL, 75pts] +
Crusader Squad [5 PL, 75pts]. 4x Initiate [60pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades. Sword Brother [15pts]: Bolt pistol, Boltgun, Frag & Krak grenades
+ Elites [9 PL, 165pts] +
Terminator Assault Squad [9 PL, 165pts]. Assault Terminator Sergeant [33pts]: Lightning Claw (Pair). 4x Assault Terminator w/x2LC [132pts]: 4x Lightning Claw (Pair)
+ Fast Attack [6 PL, 165pts] +
Attack Bike Squad [6 PL, 165pts]. Attack Bike [2 PL, 55pts]: 2x Bolt pistol, 2x Frag & Krak grenades, Multi-melta [10pts], Twin boltgun. Attack Bike [2 PL, 55pts]: 2x Bolt pistol, 2x Frag & Krak grenades, Multi-melta [10pts], Twin boltgun. Attack Bike [2 PL, 55pts]: 2x Bolt pistol, 2x Frag & Krak grenades, Multi-melta [10pts], Twin boltgun
+ Heavy Support [8 PL, 165pts] +
Hellblaster Squad [8 PL, 165pts]: Assault Plasma Incinerator. 4x Hellblaster [132pts]: 4x Bolt pistol, 4x Frag & Krak grenades. Hellblaster Sergeant [33pts]: Bolt pistol, Frag & Krak grenades
++ Total: [33 PL, 665pts] ++
Created with BattleScribe (https://battlescribe.net)

++ Patrol Detachment 0CP (Imperium - Adepta Sororitas) [35 PL, 3CP, 666pts] ++ + Configuration [3CP] + Battle Size [3CP]: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP] Detachment Command Cost Order Convictions: Order: Bloody Rose + No Force Org Slot [6 PL, 150pts] + Arco-Flagellants [6 PL, 150pts] . 10x Arco Flagellant [150pts]: 10x Arco-flails + HQ [6 PL, 100pts] + Canoness [3 PL, 55pts]: Chainsword, Frag & Krak grenades, Inferno pistol [5pts], Relic: Beneficence, Warlord, Warlord Trait: 5. Indomitable Belief Missionary [3 PL, 45pts]: Chainsword, Frag & Krak grenades . Autogun and Laspistol: Autogun, Laspistol + Troops [8 PL, 110pts] + Battle Sister Squad [4 PL, 55pts] . 4x Battle Sister [44pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades . Sister Superior [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades Battle Sister Squad [4 PL, 55pts] . 4x Battle Sister [44pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades . Sister Superior [11pts]: Bolt pistol, Boltgun, Frag & Krak grenades + Elites [12 PL, 256pts] + Sisters Repentia [6 PL, 128pts] . 8x Sisters Repentia [128pts]: 8x Penitent Eviscerator Sisters Repentia [6 PL, 128pts] . 8x Sisters Repentia [128pts]: 8x Penitent Eviscerator + Heavy Support [3 PL, 50pts] + Penitent Engines [3 PL, 50pts] . Penitent Engine [3 PL, 50pts]: 2x Heavy Flamer, 2x Penitent Flails ++ Total: [35 PL, 3CP, 666pts] ++ Created with BattleScribe (https://battlescribe.net)

++ Patrol Detachment 0CP (Chaos - Thousand Sons) [41 PL, 666pts, 2CP] ++

+ Configuration [3CP] +

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

Cults of the Legion: Cult of Magic

Detachment Command Cost

+ HQ [19 PL, 370pts, -1CP] +

Ahriman on Disc of Tzeentch [9 PL, 170pts]: Black Staff of Ahriman, Blades on Disc of Tzeentch, Frag & Krak grenades, Gift of Chaos, Glamour of Tzeentch, Inferno Bolt Pistol, Smite, Temporal Manipulation, Warlord

Daemon Prince of Tzeentch [10 PL, 200pts, -1CP]: Arcane Focus, Devastating Sorcery, Infernal Gateway, Infernal Gaze, Magister [-1CP], Malefic talon, Malefic talon [15pts], Smite, Wings [2 PL, 35pts]

+ Troops [21 PL, 273pts] +

Chaos Cultists [3 PL, 60pts]
. 9x Chaos Cultist w/ autopistol and brutal assault weapon [54pts]: 9x Autopistol, 9x Brutal assault weapon
. Cultist Champion [6pts]: Autogun

Rubric Marines [18 PL, 213pts]
. Aspiring Sorcerer [23pts]: Force stave, Plasma pistol [5pts], Smite, Weaver of Fates
. 9x Rubric Marine w/ Inferno Boltgun [162pts]: 9x Inferno boltgun
. Rubric Marine w/ Soulreaper cannon [28pts]: Soulreaper cannon [10pts]

+ Fast Attack [1 PL, 23pts] +

Chaos Spawn [1 PL, 23pts]
. Chaos Spawn [1 PL, 23pts]: Hideous mutations

++ Total: [41 PL, 2CP, 666pts] ++

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

EM Porter - Hell Games (Warhammer 40,000 9th Edition) [33 PL, 6CP, 666pts]

  • Patrol Detachment 0CP (Aeldari - Craftworlds) [33 PL, 6CP, 666pts]
    • Configuration [6CP]
      • Battle Size [6CP]

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

        Categories: Configuration

      • Craftworld Attribute

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

        • *Custom Craftworld*

          Selections: Expert Crafters, Superior Shurikens

          Abilities: Expert Crafters, Superior Shurikens


        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.
        Superior ShurikensAdd 4" to the Range characteristic of shuriken weapons models with this attribute are equipped with. 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

    • HQ [6 PL, 115pts]
      • Farseer [6 PL, 115pts]

        Selections: 0. Smite, 2. Doom, 4. Executioner, 6: Seer of the Shifting Vector, Ghosthelm, Psyker (Farseer), Rune Armour, Runes of the Farseer, Shuriken Pistol, Warlord, Witchblade

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

        Rules: Ancient Doom

        Abilities: 6: Seer of the Shifting Vector, 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
        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.
        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: Bladestorm

            Abilities: Bladestorm


        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.
        BladestormWhilst this unit contains a Dire Avenger Exarch, when resolving an attack made with a ranged weapon that does not have the Grenade type by a model in this unit, an unmodified hit roll of 6 scores 1 additional hit.
        Defence TacticsWhen this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.
        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: Bladestorm

            Abilities: Bladestorm


        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.
        BladestormWhilst this unit contains a Dire Avenger Exarch, when resolving an attack made with a ranged weapon that does not have the Grenade type by a model in this unit, an unmodified hit roll of 6 scores 1 additional hit.
        Defence TacticsWhen this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.
        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, 101pts]
      • Striking Scorpions [6 PL, 101pts]

        Selections: Mandiblasters, Masters of Stealth, Shadow Strike

        Categories: Faction: <Craftworld>, Faction: Aeldari, Aspect Warrior, Faction: Asuryani, Elites, Infantry, Striking Scorpions

        Rules: Ancient Doom

        Abilities: Battle Focus, Mandiblasters, Masters of Stealth, Shadow Strike

        • 6x Striking Scorpion [78pts]

          Selections: 6x Plasma Grenades, 6x Scorpion Chainsword, 6x Shuriken Pistol

          Unit: Striking Scorpion, Weapon: Plasma Grenade, Scorpion Chainsword, Shuriken pistol

        • Striking Scorpion Exarch [23pts]

          Selections: Plasma Grenades, Scorpion Chainsword, Scorpion's Claw [10pts]

          Unit: Striking Scorpion Exarch, Weapon: Plasma Grenade, Scorpion Chainsword, Scorpion's Claw (melee), Scorpion's Claw (shooting)

          • Exarch Power

            Selections: Scorpion's Sting

            Abilities: Scorpion's Sting


        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.
        MandiblastersAt the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of this unit. Roll a D6 for each model in this unit; for each roll of a 6, the enemy unit suffers a mortal wound.
        Masters of StealthDuring deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases this unit can stalk from their hiding place - set it up anywhere on the battlefield that is more than 9" away from enemy models.
        Scorpion's StingWhilst this unit contains a Striking Scorpion Exarch, add 1 to rolls made for this unit’s Mandiblasters ability.
        Shadow StrikeAdd 1 to hit rolls for attacks for this unit that target a unit in cover.
        UnitMWSBSSTWALdSaveRef
        Striking Scorpion7"3+3+331283+
        Striking Scorpion Exarch7"3+3+332383+
        WeaponRangeTypeSAPDAbilitiesRef
        Plasma Grenade6"Grenade D64-11Blast
        Scorpion ChainswordMeleeMelee+101-
        Scorpion's Claw (melee)MeleeMeleex2-3D3-
        Scorpion's Claw (shooting)12"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.
        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.
    • Heavy Support [8 PL, 150pts]
      • War Walkers [8 PL, 150pts]

        Categories: Faction: <Craftworld>, Faction: Aeldari, Faction: Asuryani, Heavy Support, Vehicle, War Walker, Faction: Warhost

        • War Walker [4 PL, 75pts]

          Selections: Aeldari Missile Launcher [10pts], Explodes, Power Field, Scout Vehicle, Starcannon [5pts]

          Rules: Ancient Doom

          Abilities: Battle Focus, Explodes (War Walker), Power Field, Scout Vehicle, Unit: War Walker, Weapon: (AML) Starshot Missile, (AML) Sunburst Missile, Starcannon

        • War Walker [4 PL, 75pts]

          Selections: Aeldari Missile Launcher [10pts], Explodes, Power Field, Scout Vehicle, Starcannon [5pts]

          Rules: Ancient Doom

          Abilities: Battle Focus, Explodes (War Walker), Power Field, Scout Vehicle, Unit: War Walker, Weapon: (AML) Starshot Missile, (AML) Sunburst Missile, Starcannon


        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.
        Explodes (War Walker)If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers a mortal wound.
        Power FieldModels in this unit have a 5+ invulnerable save.
        Scout VehicleDuring deployment, you can set up this unit on the enemy's flanks instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join battle - set it up so that all models in the unit are within 3" of a battlefield edge of your choice and more than 9" away from any enemy models.
        UnitMWSBSSTWALdSaveRef
        War Walker10"3+3+566284+
        WeaponRangeTypeSAPDAbilitiesRef
        (AML) Starshot Missile48"Heavy 18-2D6-
        (AML) Sunburst Missile48"Heavy D64-11Blast
        Starcannon36"Heavy 26-3D3-
    • Dedicated Transport [9 PL, 190pts]
      • Wave Serpent [9 PL, 190pts]

        Selections: Explodes (Hover Tank), Hover Tank, Serpent Shield, Shuriken Cannon [10pts], Spirit Stones [10pts], Transport, Twin Aeldari Missile Launcher [40pts]

        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: (TAML) Starshot Missile, (TAML) Sunburst Missile, Shuriken Cannon, 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
        (TAML) Starshot Missile48"Heavy 28-2D6-
        (TAML) Sunburst Missile48"Heavy 2D64-11Blast
        Shuriken Cannon24"Assault 3601Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 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

666 Evan Shackley (Warhammer 40,000 9th Edition) [32 PL, 5CP, 665pts]

  • Patrol Detachment 0CP (T'au Empire) [32 PL, 5CP, 665pts]
    • 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

      • Sept Choice

        Selections: Vior'la Sept

        Categories: Configuration

        Abilities: Vior'la Sept Tenet: Strike Fast


        AbilitiesDescriptionRef
        Vior'la Sept Tenet: Strike FastIf a unit with this tenet Advances, it treats all Rapid Fire weapons it is armed with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon). In addition, models with this tenet do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.Codex: T'au Empire p127
    • Stratagems [-1CP]
      • Emergency Dispensation (1 Relic) [-1CP]

        Categories: Stratagems

    • HQ [12 PL, 250pts]
      • Cadre Fireblade [3 PL, 45pts]

        Selections: Markerlight, Photon grenades, Pulse rifle

        Categories: Faction: <Sept>, Character, Infantry, HQ, Faction: T'au Empire, Cadre Fireblade

        Rules: For the Greater Good, Markerlights

        Abilities: Volley Fire, Unit: Cadre Fireblade, Weapon: Markerlight, Photon grenade, Pulse rifle


        AbilitiesDescriptionRef
        Volley FireModels in <SEPT> units within 6" of any friendly <SEPT> Cadre Fireblades may fire an extra shot with pulse pistols, pulse carbines and pulse rifles when shooting at a target within half the weapon's range.Codex: T'au Empire p96
        UnitMWSBSSTWALdSaveRef
        Cadre Fireblade6"3+2+335384+Codex: T'au Empire p96
        WeaponRangeTypeSAPDAbilitiesRef
        Markerlight36"Heavy 1---See Markerlights (rule).Codex: T'au Empire p121
        Photon grenade12"Grenade D6--Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.Codex: T'au Empire p121
        Pulse rifle30"Rapid Fire 1501-Codex: T'au Empire p122
      • Commander in XV86 Coldstar Battlesuit [9 PL, 205pts]

        Selections: 4. Through Boldness, Victory, 3x Fusion blaster [45pts], Onager gauntlet, Shield generator [10pts], Warlord

        Categories: Faction: <Sept>, Battlesuit, Character, Fly, Jet Pack, HQ, Faction: T'au Empire, XV86 Coldstar, Commander, Warlord

        Rules: For the Greater Good, Manta Strike

        Abilities: 4. Through Boldness, Victory, Coldstar, Master of War, Shield generator, Unit: Commander in XV86 Coldstar Battlesuit, Weapon: Fusion blaster, Onager gauntlet

        • 2x MV4 Shield Drone [30pts]

          Selections: 2x Shield generator

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

          Rules: Drone Support, For the Greater Good, Saviour Protocols

          Abilities: Shield generator (Drone), Unit: MV4 Shield Drone


        AbilitiesDescriptionRef
        4. Through Boldness, VictoryIf your Warlord is within 12" of an enemy unit at the start of the Shooting phase, you can re-roll failed hit rolls made for your Warlord until the end of the phase.Codex: T'au Empire p131
        ColdstarWhen this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a D6.Codex: T'au Empire p93
        Master of WarOnce per battle, at the start of your turn, a single <SEPT> COMMANDER unit from your army can declare either Kauyon or Mont’ka:
        Kauyon: In a turn in which a <SEPT> COMMANDER unit from your army declared Kauyon, at the start of your Movement phase you can select any friendly <SEPT> units within 6" of that unit. Until the end of that turn, the selected units cannot move for any reason, but when resolving an attack made by a model in any of those units you can re-roll the hit roll.

        Mont’ka: In a turn in which a <SEPT> COMMANDER unit from your army declared Mont’ka, at the start of your Movement phase you can select any friendly <SEPT> units within 6" of that unit. Until the end of that turn, the selected units can shoot as if they did not move this turn.

        Unless stated otherwise, you can only use the Master of War ability once per battle, irrespective of how many models in your army have this ability.
        Codex: T'au Empire p89
        Shield generatorA model with a shield generator has a 4+ invulnerable save. You cannot take this support system on a Riptide battlesuit.Codex: T'au Empire p123
        Shield generator (Drone)A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound.Codex: T'au Empire p109
        UnitMWSBSSTWALdSaveRef
        Commander in XV86 Coldstar Battlesuit20"3+2+556493+Codex: T'au Empire p93
        MV4 Shield Drone8"5+5+341164+Codex: T'au Empire p109
        WeaponRangeTypeSAPDAbilitiesRef
        Fusion blaster18"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.Codex: T'au Empire p121
        Onager gauntletMeleeMelee10-4D6Each time the bearer fights, it can make one (and only one) attack with this weapon.Codex: T'au Empire p132
    • Troops [5 PL, 115pts]
      • Breacher Team [5 PL, 115pts]

        Selections: MV36 Guardian Drone [10pts]

        Categories: Troops, Infantry, Faction: <Sept>, Faction: T'au Empire, Breacher Team, Drone, Fly, Guardian Drone

        Rules: Drone Support, For the Greater Good, Saviour Protocols

        Abilities: Bonding Knife Ritual, Guardian Field, Unit: MV36 Guardian Drone

        • 9x Fire Warrior [81pts]

          Selections: 9x Photon grenades, 9x Pulse blaster

          Rules: Pulse blaster

          Unit: Fire Warrior, Weapon: Photon grenade, Pulse blaster (1 Close range), Pulse blaster (2 Medium range), Pulse blaster (3 Long range)

        • Fire Warrior Shas'ui [9pts]

          Selections: Photon grenades, Pulse blaster

          Rules: Pulse blaster

          Unit: Fire Warrior Shas'ui, Weapon: Photon grenade, Pulse blaster (1 Close range), Pulse blaster (2 Medium range), Pulse blaster (3 Long range)

        • MV4 Shield Drone [15pts]

          Selections: Shield generator

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

          Rules: Drone Support, For the Greater Good, Saviour Protocols

          Abilities: Shield generator (Drone), Unit: MV4 Shield Drone


        AbilitiesDescriptionRef
        Bonding Knife RitualIf you roll a 6 when taking a Morale test for this unit, the test is automatically passed.Codex: T'au Empire p98,99,102-104,107,111
        Guardian FieldGuardian Drones have a 5+ invulnerable save. Breacher Teams within 3" of any friendly Guardian Drone have a 5+ invulnerable save. Strike Teams within 3" of any friendly Guardian Drone have a 6+ invulnerable save.Codex: T'au Empire p98,99
        Shield generator (Drone)A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound.Codex: T'au Empire p109
        UnitMWSBSSTWALdSaveRef
        Fire Warrior6"5+4+331164+Codex: T'au Empire p98,99
        Fire Warrior Shas'ui6"5+4+331274+Codex: T'au Empire p98,99
        MV36 Guardian Drone8"5+5+341164+Codex: T'au Empire p98,99
        MV4 Shield Drone8"5+5+341164+Codex: T'au Empire p109
        WeaponRangeTypeSAPDAbilitiesRef
        Photon grenade12"Grenade D6--Blast. This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for INFANTRY units that have suffered any hits from photon grenades until the end of the turn.Codex: T'au Empire p121
        Pulse blaster (1 Close range)5"Assault 26-21-Codex: T'au Empire p122
        Pulse blaster (2 Medium range)10"Assault 25-11-Codex: T'au Empire p122
        Pulse blaster (3 Long range)15"Assault 2401-Codex: T'au Empire p122
    • Heavy Support [15 PL, 300pts]
      • TX7 Hammerhead Gunship [9 PL, 180pts]

        Selections: 2x Smart missile system [30pts], High-capacitance railgun, Railgun, 2x Seeker missile [10pts]

        Categories: Vehicle, Fly, Heavy Support, Faction: <Sept>, Faction: T'au Empire, TX7 Hammerhead Gunship, Hammerhead

        Rules: Attached Drones, Explodes, Hover Tank

        Abilities: High-capacitance railgun, Unit: TX7 Hammerhead Gunship [1] (7-13+ Wounds Remaining), TX7 Hammerhead Gunship [2] (4-6 Wounds Remaining), TX7 Hammerhead Gunship [3] (1-3 Wounds Remaining), Weapon: High-capacitance railgun (solid shot), High-capacitance railgun (submunitions), Railgun (Solid shot), Railgun (Submunitions), Seeker missile, Smart missile system


        AbilitiesDescriptionRef
        High-capacitance railgunTX7 HAMMERHEAD GUNSHIP model equipped with a railgun only. This Weapon System replaces a railgun and has the following profile.Psychic Awakening V: The Greater Good p36
        UnitMWSBSSTWALdSaveRef
        TX7 Hammerhead Gunship [1] (7-13+ Wounds Remaining)12"6+3+6713383+Codex: T'au Empire p112
        TX7 Hammerhead Gunship [2] (4-6 Wounds Remaining)6"6+4+67N/AD383+Codex: T'au Empire p112
        TX7 Hammerhead Gunship [3] (1-3 Wounds Remaining)3"6+5+67N/A183+Codex: T'au Empire p112
        WeaponRangeTypeSAPDAbilitiesRef
        High-capacitance railgun (solid shot)60"Heavy 210-4D6When resolving an attack made with the solid shot profile, a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any other damage.Psychic Awakening V: The Greater Good p36
        High-capacitance railgun (submunitions)60"Heavy 4D36-11BlastPsychic Awakening V: The Greater Good p36
        Railgun (Solid shot)72"Heavy 110-4D6Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.Codex: T'au Empire p122
        Railgun (Submunitions)72"Heavy D66-11BlastCodex: T'au Empire p122
        Seeker missile72"Heavy 18-2D6Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model's Ballistic Skill or any modifiers.Codex: T'au Empire p122
        Smart missile system30"Heavy 4501This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.Codex: T'au Empire p122
      • XV88 Broadside Battlesuits [6 PL, 120pts]

        Categories: Faction: <Sept>, Battlesuit, Heavy Support, Faction: T'au Empire, XV88 Broadside Battlesuits

        Rules: For the Greater Good

        Abilities: Bonding Knife Ritual

        • Broadside Shas'ui [5 PL, 90pts]

          Selections: 2x Smart missile system [10pts], Advanced targeting system [5pts], Heavy rail rifle, Seeker missile [5pts]

          Abilities: Advanced targeting system, Unit: Broadside Shas'ui, Weapon: Heavy rail rifle, Seeker missile, Smart missile system

        • 2x MV4 Shield Drone [30pts]

          Selections: 2x Shield generator

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

          Rules: Drone Support, For the Greater Good, Saviour Protocols

          Abilities: Shield generator (Drone), Unit: MV4 Shield Drone


        AbilitiesDescriptionRef
        Advanced targeting systemA model equipped with an advanced targeting system increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).Codex: T'au Empire p123
        Bonding Knife RitualIf you roll a 6 when taking a Morale test for this unit, the test is automatically passed.Codex: T'au Empire p98,99,102-104,107,111
        Shield generator (Drone)A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound.Codex: T'au Empire p109
        UnitMWSBSSTWALdSaveRef
        Broadside Shas'ui5"5+4+556272+Codex: T'au Empire p111
        MV4 Shield Drone8"5+5+341164+Codex: T'au Empire p109
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy rail rifle60"Heavy 28-4D6For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage.Codex: T'au Empire p121
        Seeker missile72"Heavy 18-2D6Each seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model's Ballistic Skill or any modifiers.Codex: T'au Empire p122
        Smart missile system30"Heavy 4501This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.Codex: T'au Empire p122
Selection Rules

Attached Drones: When this model is set up, any accompanying Gun Drones are attached, and are treated as being embarked. Whilst the Drones remain attached, this model is considered to be equipped with their weapons in addition to its own. (Codex: T'au Empire pvar)

Drone Support: When a unit is set up on the battlefield, any accompanying DRONE models are set up in unit coherency with it. From that point onwards, the DRONE models are treated as a separate unit. (Codex: T'au Empire)

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. (Codex: T'au Empire pvar)

For the Greater Good: - Each time an enemy unit declares a charge against this unit, this unit can fire Overwatch before the charge roll is made.
- While a friendly unit with this ability is within 6" of this unit, each time an enemy unit declares a charge against this unit, that friendly unit can fire Overwatch before the charge roll is made. If it does so, until the end of the phase, that friendly unit cannot fire Overwatch again. (Codex: T'au Empire p89)

Hover Tank: Instead of measuring distances to and from this model's base, measure to and from this model's hull or base (whichever is closer). (Codex: T'au Empire pvar)

Manta Strike: During deployment, you can set up this unit in a Manta hold instead of placing them on the battlefield. At the end of any of your Movement phases, this unit can use a Manta strike to enter the fray - set it up anywhere on the battlefield that is more than 9" from any enemy models. (Codex: T'au Empire p91-93,103-104,109)

Markerlights: If a model (other than a VEHICLE) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits T'AU EMPIRE models have when shooting at a unit that has markerlight counters. All benefits are cumulative.
* 1 - You can re-roll hit rolls of 1 for T'AU EMPIRE models attacking this unit.
* 2 - Destroyer and seeker missiles fired at this unit use the firing model's Ballistic Skill (and any modifiers) rather than only hitting on a 6.
* 3 - The target unit does not gain any bonus to its saving throws for being in cover.
* 4 - T'AU EMPIRE models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.
* 5 or more - Add 1 to hit rolls for T'AU EMPIRE models attacking this unit. (Codex: T'au Empire p123)

Pulse blaster: When attacking with this weapon, choose one of the profiles below. ()

Saviour Protocols: When resolving an attack made against a <SEPT> INFANTRY or <SEPT> BATTLESUIT unit whilst that unit is within 3" of a friendly <SEPT> DRONES unit, if the wound roll is successful, you can roll one D6; on a 2+ that DRONES unit suffers 1 mortal wound and the attack sequence ends. (Codex: T'au Empire pvar)


Created with BattleScribe

++ Patrol Detachment 0CP (Necrons) [33 PL, 6CP, 665pts] ++

+ Configuration [6CP] +

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

Detachment Command Cost

Dynasty Choice: Dynasty: Novokh

+ 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 [5 PL, 95pts] +

Chronomancer [5 PL, 95pts]: Arkana: Cryptogeometric Adjuster [1 PL, 15pts], Chronotendrils, Entropic Lance, Relic: Veil of Darkness, Warlord, Warlord Trait (Codex 4): Thrall of the Silent King

+ Troops [12 PL, 260pts] +

Necron Warriors [12 PL, 260pts]
. 20x Necron Warrior (Gauss Reaper) [260pts]: 20x Gauss Reaper

+ Elites [14 PL, 270pts] +

Transcendent C'tan [14 PL, 270pts]: Crackling Tendrils, Power of the C'tan: Antimatter Meteor, Power of the C'tan: Time's Arrow, Random Fractured Personality

++ Total: [33 PL, 6CP, 665pts] ++

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

666 (Warhammer 40,000 9th Edition) [32 PL, -1CP, 660pts]

  • Patrol Detachment 0CP (Necrons) [32 PL, -1CP, 660pts]

    Rules: Dynastic Agents and Star Gods, The Royal Court

    • Configuration
      • Detachment Command Cost

        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, -1CP, 160pts]
      • Plasmancer [4 PL, -1CP, 70pts]

        Selections: Dynastic Heirlooms [-1CP], Plasmic Lance, Relic: Veil of Darkness

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

        Rules: Command Protocols, Living Metal

        Abilities: Dynastic Advisors, Harbinger of Destruction, Living Lightning, Veil of Darkness, Unit: Plasmancer, Weapon: Plasmic Lance (Melee), Plasmic Lance (Shooting)


        AbilitiesDescriptionRef
        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
        Harbinger of DestructionAt the end of your Movement phase, if this model did not Fall Back that phase, roll three D6s; for each 4+, the closest enemy unit within 24" of and visible to this model suffers 1 mortal wound.Codex: Necrons p91
        Living LightningAt the start fo the Fight phase, roll one D6 for each enemy unit within 6" of this model; on a 4+, that unit suffers 1 mortal wound.Codex: Necrons p91
        Veil of DarknessOnce per battle, in your Movement phase, the bearer can use this Relic. If it does, the bearer's unit and up to one friendly <DYNASTY> CORE unit within 3" of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9" away from any enemy models. If two units are set back up on the battlefield using this Relic, both units must be placed wholly within 6" of each other.Codex: Necrons p66
        UnitMWSBSSTWALdSaveRef
        Plasmancer5"3+3+4441104+Codex: Necrons p91
        WeaponRangeTypeSAPDAbilitiesRef
        Plasmic Lance (Melee)MeleeMeleeUser-32-Codex: Necrons p115
        Plasmic Lance (Shooting)18"Assault D37-32-Codex: Necrons p112
      • Technomancer [4 PL, 90pts]

        Selections: 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, 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
        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
    • Troops [6 PL, 130pts]
      • Necron Warriors [6 PL, 130pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Infantry, Core, Necron Warriors, Troops

        Rules: Command Protocols, Objective Secured, Reanimation Protocols

        Abilities: Their Number Is Legion

        • 10x Necron Warrior (Gauss Reaper) [130pts]

          Selections: 10x Gauss Reaper

          Unit: Necron Warrior, Weapon: Gauss Reaper


        AbilitiesDescriptionRef
        Their Number Is LegionRe-roll Reanimation Protocol rolls of 1 made for this unit.Codex: Necrons p92
        UnitMWSBSSTWALdSaveRef
        Necron Warrior5"3+3+4411104+Codex: Necrons p92
        WeaponRangeTypeSAPDAbilitiesRef
        Gauss Reaper12"Assault 25-21-Codex: Necrons p112
    • Fast Attack [4 PL, 90pts]
      • Canoptek Scarab Swarms [2 PL, 45pts]

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

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        • 3x Canoptek Scarab Swarm [45pts]

          Selections: 3x 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 [2 PL, 45pts]

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

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        • 3x Canoptek Scarab Swarm [45pts]

          Selections: 3x 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
    • Heavy Support [14 PL, 280pts]
      • Canoptek Doomstalker [7 PL, 140pts]

        Selections: Doomsday Blaster, Twin Gauss Flayer

        Categories: Faction: <Dynasty>, Faction: Necrons, Faction: Canoptek, Monster, Canoptek Doomstalker, Heavy Support

        Rules: Command Protocols, Living Metal

        Abilities: Containment Field, Sentinel Construct, Explosion: Explodes (5/6/D3), Unit: Canoptek Doomstalker [1] (7+ Wounds Remaining), Canoptek Doomstalker [2] (4-6 Wounds Remaining), Canoptek Doomstalker [3] (1-3 Wounds Remaining), Weapon: Doomsday Blaster (High Power), Doomsday Blaster (Low Power), Twin Gauss Flayer


        AbilitiesDescriptionRef
        Containment FieldThis model has a 4+ invulnerable save.Codex: Necrons p106
        Sentinel ConstructEach time an enemy unit declares a charge against a friendly <DYNASTY> or DYNASTIC AGENT unit within 6" of this model, unless this model is within Engagement Range of any enemy models, this model can fire Overwatch at the charging unit as if it were also a target of that charge (this is in addition to any other units that are firing Overwatch). Each time this model fires Overwatch, it makes attacks with its doomsday blaster using the high power profile.Codex: Necrons p106
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (5/6/D3)5+6"D3Codex: Necrons p106
        UnitMWSBSSTWALdSaveRef
        Canoptek Doomstalker [1] (7+ Wounds Remaining)10"4+4+66123103+Codex: Necrons p106
        Canoptek Doomstalker [2] (4-6 Wounds Remaining)8"5+4+66122103+Codex: Necrons p106
        Canoptek Doomstalker [3] (1-3 Wounds Remaining)6"6+4+66121103+Codex: Necrons p106
        WeaponRangeTypeSAPDAbilitiesRef
        Doomsday Blaster (High Power)48"Heavy D610-5D6Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.Codex: Necrons p112
        Doomsday Blaster (Low Power)24"Heavy D68-2D3BlastCodex: Necrons p112
        Twin Gauss Flayer24"Rapid Fire 24-11-Codex: Necrons p113
      • Canoptek Doomstalker [7 PL, 140pts]

        Selections: Doomsday Blaster, Twin Gauss Flayer

        Categories: Faction: <Dynasty>, Faction: Necrons, Faction: Canoptek, Monster, Canoptek Doomstalker, Heavy Support

        Rules: Command Protocols, Living Metal

        Abilities: Containment Field, Sentinel Construct, Explosion: Explodes (5/6/D3), Unit: Canoptek Doomstalker [1] (7+ Wounds Remaining), Canoptek Doomstalker [2] (4-6 Wounds Remaining), Canoptek Doomstalker [3] (1-3 Wounds Remaining), Weapon: Doomsday Blaster (High Power), Doomsday Blaster (Low Power), Twin Gauss Flayer


        AbilitiesDescriptionRef
        Containment FieldThis model has a 4+ invulnerable save.Codex: Necrons p106
        Sentinel ConstructEach time an enemy unit declares a charge against a friendly <DYNASTY> or DYNASTIC AGENT unit within 6" of this model, unless this model is within Engagement Range of any enemy models, this model can fire Overwatch at the charging unit as if it were also a target of that charge (this is in addition to any other units that are firing Overwatch). Each time this model fires Overwatch, it makes attacks with its doomsday blaster using the high power profile.Codex: Necrons p106
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (5/6/D3)5+6"D3Codex: Necrons p106
        UnitMWSBSSTWALdSaveRef
        Canoptek Doomstalker [1] (7+ Wounds Remaining)10"4+4+66123103+Codex: Necrons p106
        Canoptek Doomstalker [2] (4-6 Wounds Remaining)8"5+4+66122103+Codex: Necrons p106
        Canoptek Doomstalker [3] (1-3 Wounds Remaining)6"6+4+66121103+Codex: Necrons p106
        WeaponRangeTypeSAPDAbilitiesRef
        Doomsday Blaster (High Power)48"Heavy D610-5D6Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.Codex: Necrons p112
        Doomsday Blaster (Low Power)24"Heavy D68-2D3BlastCodex: Necrons p112
        Twin Gauss Flayer24"Rapid Fire 24-11-Codex: Necrons p113
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

666 NecronsNecrons - Incursion - Grand Tournament  6CP - 657PT 
Necrons Patrol Detachment ( 2CP - 657PT ) SUB-FACTION: MephritHQ
WARLORD: Royal Warden (75)  TRAITS: Immortal Pride    
Royal Warden (75)     RELICS: Veil of Darkness 
TROOPS
Necron Warriors (260)20x Necron Warrior: Gauss reaper     
Necron Warriors (247)19x Necron Warrior: Gauss reaper     
 Total Command Points: 6
Total Points: 657/666

Blood Fuelled Fury (Warhammer 40,000 9th Edition) [37 PL, 2CP, 666pts]

  • Patrol Detachment 0CP (Necrons) [37 PL, 2CP, 666pts]

    Rules: Dynastic Agents and Star Gods, The Royal Court

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

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Dynasty Choice

        Selections: Dynasty: Novokh

        Categories: Configuration

        Dynastic Code: Awakened By Murder


        Dynastic CodeDescriptionRef
        Awakened By MurderAdd 1 to the charge rolls made for units with this code. Each time a model with this code makes a melee attack, if that model's unit made a charge move, was charged, or performed a Heroic Intervention this turn, improve the Armour Penetration characteristic of that attack by 1. When the Protocol of the Hungry Void becomes active for your army, if every unit in your army (excluding DYNASTIC AGENT and C'TAN SHARD units) has this code, you can select both of that command protocol's directives instead of just one.Codex: Necrons p52
    • HQ [12 PL, -1CP, 225pts]
      • Chronomancer [5 PL, -1CP, 95pts]

        Selections: Aeonstave, Arkana: Cryptogeometric Adjuster [1 PL, 15pts], Chronotendrils, Rarefied Nobility [-1CP], Warlord Trait (Codex 6): Honourable Combatant

        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, Warlord Trait: Honourable Combatant, Weapon: Aeonstave (Melee), Aeonstave (Shooting), Chronotendrils


        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
        Warlord TraitDescriptionRef
        Honourable CombatantIn the Fight phase, each time this WARLORD is selected to fight, it can engage in honourable combat. If it does, select one enemy CHARACTER unit; until the end of the phase, add 2 to the Attacks characteristic of this WARLORD, but it can only make attacks that target that enemy CHARACTER unit.Codex: Necrons p64
        WeaponRangeTypeSAPDAbilitiesRef
        Aeonstave (Melee)MeleeMeleeUser-21Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against this attack.Codex: Necrons p114
        Aeonstave (Shooting)18"Assault D35-21Blast. Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against this attack.Codex: Necrons p112
        ChronotendrilsMeleeMeleeUser01Each time the bearer fights, it makes 3 additional attacks with this weapon.Codex: Necrons p113
      • Skorpekh Lord [7 PL, 130pts]

        Selections: Enmitic Annihilator, Flensing Claw, Hyperphase Harvester, Relic: Nanoscarab Casket, Warlord, Warlord Trait (Novokh): Blood-Fuelled Fury

        Categories: Faction: <Dynasty>, Faction: Destroyer Cult, Faction: Necrons, Character, Infantry, Skorpekh Lord, HQ, Warlord

        Rules: Command Protocols, Living Metal

        Abilities: Hardwired for Destruction, Nanoscarab Casket, Phase Shifter, United in Destruction (Aura), Unit: Skorpekh Lord, Warlord Trait: Blood-Fuelled Fury, Weapon: Enmitic Annihilator, Flensing Claw, Hyperphase Harvester


        AbilitiesDescriptionRef
        Hardwired for DestructionEach time this model makes an attack, re-roll a hit roll of 1.Codex: Necrons p86
        Nanoscarab CasketEach time the bearer uses its Living Metal ability, it regains 1 additional lost wound.Codex: Necrons p66
        Phase ShifterThis model has a 4+ invulnerable Save.Codex: Necrons p82
        United in Destruction (Aura)While a friendly <DYNASTY> DESTROYER CULT unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.Codex: Necrons p86
        UnitMWSBSSTWALdSaveRef
        Skorpekh Lord8"2+2+6664103+Codex: Necrons p86
        Warlord TraitDescriptionRef
        Blood-Fuelled FuryEach time this WARLORD makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.Codex: Necrons p65
        WeaponRangeTypeSAPDAbilitiesRef
        Enmitic Annihilator18"Assault 2D36-11BlastCodex: Necrons p112
        Flensing ClawMeleeMeleeUser-11Each time an attack is made with this weapon, make 2 hit rolls instead of 1.Codex: Necrons p114
        Hyperphase HarvesterMeleeMelee+2-43Each time an attack is made with this weapon, subtract 1 from that attack's hit roll.Codex: Necrons p114
    • Troops [12 PL, 156pts]
      • Necron Warriors [12 PL, 156pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Infantry, Core, Necron Warriors, Troops

        Rules: Command Protocols, Objective Secured, Reanimation Protocols

        Abilities: Their Number Is Legion

        • 12x Necron Warrior (Gauss Flayer) [156pts]

          Selections: 12x Gauss Flayer

          Unit: Necron Warrior, Weapon: Gauss Flayer


        AbilitiesDescriptionRef
        Their Number Is LegionRe-roll Reanimation Protocol rolls of 1 made for this unit.Codex: Necrons p92
        UnitMWSBSSTWALdSaveRef
        Necron Warrior5"3+3+4411104+Codex: Necrons p92
        WeaponRangeTypeSAPDAbilitiesRef
        Gauss Flayer24"Rapid Fire 14-11-Codex: Necrons p112
    • Elites [5 PL, 105pts]
      • Skorpekh Destroyers [5 PL, 105pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Faction: Destroyer Cult, Infantry, Skorpekh Destroyers, Elites

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Hardwired for Destruction

        • Skorpekh Destroyer (Reap-Blade) [35pts]

          Selections: Hyperphase Reap-Blade

          Unit: Skorpekh Destroyer, Weapon: Hyperphase Reap-Blade

        • 2x Skorpekh Destroyer (Thresher) [70pts]

          Selections: 2x Hyperphase Threshers

          Unit: Skorpekh Destroyer, Weapon: Hyperphase Threshers


        AbilitiesDescriptionRef
        Hardwired for DestructionEach time this model makes an attack, re-roll a hit roll of 1.Codex: Necrons p86
        UnitMWSBSSTWALdSaveRef
        Skorpekh Destroyer8"3+3+5533103+Codex: Necrons p96
        WeaponRangeTypeSAPDAbilitiesRef
        Hyperphase Reap-BladeMeleeMelee+2-43-Codex: Necrons p114
        Hyperphase ThreshersMeleeMeleeUser-32Each time the bearer fights, it makes 1 additional attack with this weapon.Codex: Necrons p114
    • Fast Attack [8 PL, 180pts]
      • Canoptek Scarab Swarms [4 PL, 90pts]

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

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        • 6x Canoptek Scarab Swarm [90pts]

          Selections: 6x 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 [4 PL, 90pts]

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

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        • 6x Canoptek Scarab Swarm [90pts]

          Selections: 6x 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
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)


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No list data available

Hell Games - Goat Roast (Warhammer 40,000 9th Edition) [36 PL, 4CP, 666pts]

  • Battalion Detachment 0CP (Imperium - Astra Militarum) [36 PL, 4CP, 666pts]

    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: Agile Warriors, Gunnery Experts

        Categories: Configuration

        Abilities: Agile Warriors, Gunnery Experts


        AbilitiesDescriptionRef
        Agile Warriors“When an INFANTRYunit with this doctrine Advances, you can re-roll the Advance roll
        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.
    • Stratagems [-2CP]
      • Imperial Commander's Armoury [-1CP]

        Selections: 1 additional Heirloom of Conquest [-1CP]

        Categories: Stratagems, No Force Org Slot

      • Tank Ace [-1CP]

        Categories: Stratagems

    • HQ [5 PL, 85pts]
      • Company Commander [2 PL, 35pts]

        Selections: Chainsword, Frag grenades, Laspistol, Relic: The Dagger of Tu'Sakh, Warlord

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

        Abilities: Refractor Field, Senior Officer, The Dagger of Tu'Sakh, Voice of Command, Unit: Company Commander, Weapon: Chainsword, Frag grenades, Laspistol


        AbilitiesDescriptionRef
        Refractor FieldThis model has a 5+ invulnerable save.
        Senior OfficerThis model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.
        The Dagger of Tu'SakhDuring deployment, you can set up the bearer and one ASTRA MILITARUM INFANTRY unit from your army behind enemy lines instead of placing them on the battlefield. The infantry unit must have the same <REGIMENT> keyword as the bearer if the bearer has one.At the end of any of your Movement phases these units can launch their daring attack – set them up within 3" of each other, anywhere on the battlefield that is wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
        Voice of CommandThis unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT> keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
        UnitMWSBSSTWALdSaveRef
        Company Commander6"3+3+334385+Codex: Astra Militarum p30
        WeaponRangeTypeSAPDAbilitiesRef
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenades6"Grenade D6301Blast.
        Laspistol12"Pistol 1301-
      • Primaris Psyker [3 PL, 50pts]

        Selections: Force Stave, Laspistol, Psychic Barrier, Psychic Maelstrom, Relic: The Deathmask of Ollanius

        Categories: Character, Faction: Astra Telepathica, Faction: Imperium, Faction: Scholastica Psykana, Infantry, Primaris Psyker, Psyker, HQ

        Abilities: It's For Your Own Good, The Deathmask of Ollanius, Psychic Power: 3) Psychic Barrier, 6) Psychic Maelstrom, Psyker: Psyker, Unit: Primaris Psyker, Weapon: Force Stave, Laspistol


        AbilitiesDescriptionRef
        It's For Your Own GoodIf this model is slain as a result of Perils of the Warp whilst within 6" of a friendly COMMISSAR they are executed before anything untoward can happen -- the power they were attempting still fails, but units within 6" of them do not suffer D3 mortal wounds as normal.
        The Deathmask of OllaniusINFANTRY model only. The bearer of this item has a 4+ invulnerable save. In addition, once per game, at the start of any of your turns, the bearer may immediately heal D3 wounds.
        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.
        6) Psychic Maelstrom718"Select an enemy unit within 18" of the psyker. Roll a D6. On a 2+, that unit suffers a mortal wound. Unless this mortal wound is negated, you can ten roll another die. On a 3+ that enemy unit suffers another mortal wound. Continue this process, adding 1 to the die roll required each time (so the next roll would need a 4+, than 5+, etc.) until you fail to cause a mortal wound, or the enemy unit is destroyed.
        PsykerCastDenyPowers KnownOtherRef
        Psyker11Smite & 2 Psykana
        UnitMWSBSSTWALdSaveRef
        Primaris Psyker6"3+3+334385+
        WeaponRangeTypeSAPDAbilitiesRef
        Force StaveMeleeMelee+3-1D3
        Laspistol12"Pistol 1301-
    • Troops [15 PL, 275pts]
      • Infantry Squad [3 PL, 55pts]

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

        Weapon: Frag grenades

        • 9x Guardsman

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 55pts]

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

        Weapon: Frag grenades

        • 9x Guardsman

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 55pts]

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

        Weapon: Frag grenades

        • 9x Guardsman

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 55pts]

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

        Weapon: Frag grenades

        • 9x Guardsman

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
      • Infantry Squad [3 PL, 55pts]

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

        Weapon: Frag grenades

        • 9x Guardsman

          Selections: 9x Lasgun

          Unit: Guardsman, Weapon: Lasgun

        • Sergeant

          Selections: Laspistol

          Unit: Sergeant, Weapon: Laspistol


        UnitMWSBSSTWALdSaveRef
        Guardsman6"4+4+331165+Codex: Astra Militarum p36
        Sergeant6"4+4+331275+Codex: Astra Militarum p36
        WeaponRangeTypeSAPDAbilitiesRef
        Frag grenades6"Grenade D6301Blast.
        Lasgun24Rapid Fire 1301-
        Laspistol12"Pistol 1301-
    • Heavy Support [16 PL, 306pts]
      • Manticore [8 PL, 153pts]

        Selections: Full Payload, Heavy Bolter, Hunter-Killer Missile [5pts], Stat Damage (HS), Storm Bolter [3pts], 4x Storm Eagle Rockets

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

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


        AbilitiesDescriptionRef
        Full Payload“Do not roll to determine the Damage characteristic of weapons this model is equipped with; they have their maximum values (e.g. a weapon with a Damage characteristic of D3 inflicts 3 damage).”
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Stat Damage (HS) 16-11+12"4+3
        Stat Damage (HS) 23-58"5+D3
        Stat Damage (HS) 31-24"6+1
        UnitMWSBSSTWALdSaveRef
        Manticore*6+*6711*73+Codex: Astra Militarum p52
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy bolter36"Heavy 35-12-
        Hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Storm bolter24"Rapid Fire 2401-
        Storm Eagle Rockets120"Heavy 2D610-2D3Blast. This weapon can target units that are not visible to the bearer. A model can only fire a single storm eagle rocket per turn. Each storm eagle rocket can only be fired once per battle.
      • Manticore [8 PL, 153pts]

        Selections: Full Payload, Heavy Bolter, Hunter-Killer Missile [5pts], Stat Damage (HS), Storm Bolter [3pts], 4x Storm Eagle Rockets

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

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


        AbilitiesDescriptionRef
        Full Payload“Do not roll to determine the Damage characteristic of weapons this model is equipped with; they have their maximum values (e.g. a weapon with a Damage characteristic of D3 inflicts 3 damage).”
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, the vehicle can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.Warhammer 40,000 Core Book
        Stat Damage - M/BS/ARemaining WMovementBSAttacksRef
        Stat Damage (HS) 16-11+12"4+3
        Stat Damage (HS) 23-58"5+D3
        Stat Damage (HS) 31-24"6+1
        UnitMWSBSSTWALdSaveRef
        Manticore*6+*6711*73+Codex: Astra Militarum p52
        WeaponRangeTypeSAPDAbilitiesRef
        Heavy bolter36"Heavy 35-12-
        Hunter-killer missile48"Heavy 110-2D6The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
        Storm bolter24"Rapid Fire 2401-
        Storm Eagle Rockets120"Heavy 2D610-2D3Blast. This weapon can target units that are not visible to the bearer. A model can only fire a single storm eagle rocket per turn. Each storm eagle rocket can only be fired once per battle.
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. ()


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Mad max go broom (Warhammer 40,000 9th Edition) [34 PL, -2CP, 660pts]

  • Outrider Detachment -3CP (Orks) [34 PL, -2CP, 660pts]

    Rules: Dis Is Ours! Zog Off!

    • Configuration []
      • Battle Size [3CP]

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

        Categories: Configuration

      • Clan Kultur / Specialist Mobs

        Selections: Deathskulls

        Categories: Configuration

        Abilities: Deathskulls


        AbilitiesDescriptionRef
        DeathskullsModels with this Kultur have a 6+ invulnerable save. In addition, you can re-roll a single hit roll, a single wound roll, and a single damage roll for each unit with this kultur each time it shoots or fights. In addition, INFANTRY units with this kultur gain the 'Dis is Ours! Zogg Off!' ability, even if they do not have the Troops battlefield role.
      • Detachment Command Cost [-3CP]

        Categories: Configuration

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

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

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

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

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


        AbilitiesDescriptionRef
        Breakin' HeadsIf a <CLAN> unit fails a Morale test within 3" of a friendly <CLAN> WARBOSS, they can restore order with a brutal display of violence. If they do, the unit suffers D3 mortal wounds, but the Morale test is then considered to have been passed.Codex: Orks p85
        Brutal but KunninYou can re-roll failed hit rolls for your warlord in the fight phase. In addition increase the damage characteristic of your warlords melee weapons by 1 if he finished a charge move or performed heroic intervention this turn.Codex: Orks p132
        Da Biggest BossUse this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model’s Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA.
        SPEEDWAAAGH!Friendly <CLAN> BIKER and VEHICLE units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.Codex: Orks p89
        UnitMWSBSSTWALdSaveRef
        Warboss on Warbike (Da Biggest Boss)14"2+5+678684+Imperial Armour: Compendium p193
        WeaponRangeTypeSAPDAbilitiesRef
        Da Killa KlawMeleeMeleex2-33Model with Power Klaw only. You can re-roll failed wound rolls for this weapon.Codex: Orks p130
        Dakkagun18"Assault 3501-Codex: Orks p119
        Power KlawMeleeMeleex2-3D3When attacking with this weapon, you must subtract 1 from the hit rollCodex: Orks p121
    • Fast Attack [28 PL, -1CP, 545pts]
      • Boomdakka Snazzwagons [5 PL, 90pts]

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

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

        Abilities: Billowing Fumes, Explodes, Grot Gunner, Riding Shotgun

        • Boomdakka Snazzwagon [5 PL, 90pts]

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

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


        AbilitiesDescriptionRef
        Billowing Fumes-1 to hit rolls made with ranged weapons to target this model.
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 4+ it explodes, and each unit within D6" suffers D3 mortal wounds.
        Grot GunnerAdd 1 to hits made by this models Big Shoota and Grot Blaster.
        Riding ShotgunWhen this model shoots, it can throw a Grenade and shoot with its Pistol(s) in addition to any other weapons
        UnitMWSBSSTWALdSaveRef
        Boomdakka Snazzwagon12"4+5+568464+Codex: Orks p102
        WeaponRangeTypeSAPDAbilitiesRef
        Big Shoota36"Assault 3501-Codex: Orks p119
        Burna Bottles6"Grenade 2d6401Units do not receive the benefit of cover to their saving throws for attacks made with this weapon. Blast.
        Grot Blaster12"Pistol 1301-Codex: Orks p119
        Mek Speshul24"Assault 95-21
      • DeffKoptas [2 PL, 35pts]

        Categories: Faction: <Clan>, Faction: Ork, Deffkoptas, Fast Attack, Fly, Speed Freeks, Vehicle

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

        Abilities: Scoutin' Ahead, Turbo-boost

        • DeffKopta [2 PL, 35pts]

          Selections: Slugga, Spinnin' Blades, Twin Big Shoota [10pts]

          Unit: Deff Kopta, Weapon: Slugga, Spinnin' Blades, Twin Big Shoota


        AbilitiesDescriptionRef
        Scoutin' AheadDuring deployment, you can set up a unit of Deffkoptas behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, the Deffkoptas can swoop around to ambush the foe - set them up anywhere on the battlefield that is more than 9" away from any enemy models and within 14" of a battlefield edge.
        Turbo-boostWhen this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
        UnitMWSBSSTWALdSaveRef
        Deff Kopta14"3+5+454264+Codex: Orks p104
        WeaponRangeTypeSAPDAbilitiesRef
        Slugga12"Pistol 1401-Codex: Orks p120
        Spinnin' BladesMeleeMelee+101Make D3 hit rolls for each attack made with this weapon instead of 1
        Twin Big Shoota36"Assault 6501-Codex: Orks p120
      • Kustom Boosta Blastas [5 PL, 90pts]

        Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Kustom Boosta-Blasta

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

        Abilities: Explodes, Grot Gunner, Riding Shotgun, Spiked Ram

        • Kustom Boosta Blastas [5 PL, 90pts]

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

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


        AbilitiesDescriptionRef
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Grot GunnerAdd 1 to hit rolls for attacks made with this model's grot blasta
        Riding ShotgunWhen this model shoots, it can throw a grenade and shoot with its pistol(s) in addition to any other weapons.
        Spiked RamEach time this model finishes a charge move, select an enemy unit within 1" of it and on a 4+ that unit suffers D3 mortal wounds
        UnitMWSBSSTWALdSaveRef
        Kustom Boosta Blastas12"4+5+568464+Codex: Orks p101
        WeaponRangeTypeSAPDAbilitiesRef
        Burna Exhaust8"Assault D3401This weapon automatically hits its target.
        Grot Blaster12"Pistol 1301-Codex: Orks p119
        Rivet Cannon36"Assault 67-22
        Stikkbomb6"Grenade D6301BlastCodex: Orks p120
      • Megatrakk Scrapjets [10 PL, -1CP, 220pts]

        Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Megatrakk Scrapjet

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

        Abilities: Explodes, Grot Gunner, Spiked Ram

        • Kustom Job [-1CP]

          Selections: Korkscrew

          Categories: Stratagems

          Abilities: Korkscrew, Kustom Job

        • Megatrakk Scrapjet [5 PL, 110pts]

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

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

        • Megatrakk Scrapjet [5 PL, 110pts]

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

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


        AbilitiesDescriptionRef
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wound.
        Grot GunnerAdd 1 to hit rolls for attacks made with one of this model's Twin Big Shootas.
        KorkscrewMEGATRAKK SCRAPJET unit only. The first time this unit finishes a consolidation move in each Fight phase, it can immediately fight again.
        Kustom JobUse this Stratagem before the battle. Your army can have one additional Kustom Job (pg 76-77). All of the Kustom Jobs that you include must be different and be given to different units.
        Psychic Awakening VI: Saga of the Beast p72
        Spiked RamEach time this model finishes a charge move, select an enemy unit within 1" and roll a D6". On a roll of 4+ that unit suffers D3 mortal wounds.
        UnitMWSBSSTWALdSaveRef
        Megatrakk Scrapjet10"4+5+669464+Codex: Orks p102
        WeaponRangeTypeSAPDAbilitiesRef
        Nose DrillMeleeMelee+2-2D3
        Rokkit Cannon24"Assault 2D38-23Blast
        Twin Big Shoota36"Assault 6501-Codex: Orks p120
        Wing Missiles24"Assault 18-23Add 1 to hit rolls for this weapon against VEHICLES, Subtract 1 from hit rolls made with this weapon against all other targets
      • Rukkatrukk Squigbuggies [6 PL, 110pts]

        Categories: Faction: <Clan>, Faction: Ork, Vehicle, Fast Attack, Speed Freeks, Rukkatrukk Squigbuggy

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

        Abilities: Grot Gunner, Riding Shotgun

        • Rukkatrukk Squigbuggy [6 PL, 110pts]

          Selections: Heavy Squig Launcha, Saw Blades, Shotgun, Squig Launcha, Squig Mine, Stikk Squigs

          Abilities: Squig Mine, Unit: Rukkatrukk Squigbuggy, Weapon: Squig Launcha - Bile Squig, Squig Launcha - Bitey Squig, Squig Launcha - Boom squig, Heavy Squig Launcha - Bile Squig, Heavy Squig Launcha - Bitey Squig, Heavy Squig Launcha - Boom Squig, Saw Blades, Shotgun, Stikk Squigs


        AbilitiesDescriptionRef
        Grot GunnerAdd 1 to hit rolls for attacks made with this model's Heavy Squig Launcha
        Riding ShotgunWhen this model shoots, it can throw a Grenade and shoot with its Pistol(s) in addition to any other weapons.
        Squig MineOnce per battle, in the Movement phase, this model can deploy a squig mine. At any point during this model's move, place the quig mine within 1" of it and more than 3" from any enemy models. The squig mine is represented by the squig mine model, but does not count as a model for any rules purposes. From the start of the next phase, that squig mine is detonated if any unit (friend or foe) moves within 3" of it. Resolve the detonation after the unit that detonated it has ended its move. When a squig mine is detonated, roll a D6: on a 2-3 it inflicts 1 mortal wound on the unit that detonated it; on a 4-5 it inflicts D3 mortal wounds on the unit that detonated it; and on a 6 it inflicts 3 mortal wounds on the unit that detonated it. The squig mine is then removed from the battlefield.
        UnitMWSBSSTWALdSaveRef
        Rukkatrukk Squigbuggy10"4+5+569464+Codex: Orks p103
        WeaponRangeTypeSAPDAbilitiesRef
        Squig Launcha - Bile Squig36"Assault D6*01This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+. Blast.
        Squig Launcha - Bitey Squig36"Assault 15-32
        Squig Launcha - Boom squig36"Assault D36-1D3Blast
        Heavy Squig Launcha - Bile Squig36"Assault 2D6*01This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+. Blast.
        Heavy Squig Launcha - Bitey Squig36"Assault 25-32
        Heavy Squig Launcha - Boom Squig36"Assault 2D36-1D3Blast
        Saw BladesMeleeMelee+1-11
        Shotgun12"Assault 2301Add 1 to this weapons strength if within 1/2 range.
        Stikk Squigs6"Grenade D6301Blast
Force Rules

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

Selection Rules

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

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

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

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

Speed Mob: The first time this unit sets up on the battlefield, all of its models must be placed within 6" of at least one other model from the unit. From that point onwards each model operates independently and is treated as a separate unit for all rules purposes. (Codex: Orks p82)


Created with BattleScribe

Doom Guard (Warhammer 40,000 9th Edition) [34 PL, 5CP, 666pts]

  • Patrol Detachment 0CP (Necrons) [34 PL, 5CP, 666pts]

    Rules: Dynastic Agents and Star Gods, The Royal Court

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

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

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Dynasty Choice

        Selections: Circumstance of Awakening: Relentlessly Expansionist, Dynastic Tradition: Masters of the Martial, Dynasty: <Custom>

        Categories: Configuration

        Dynastic Code: Masters of the Martial, Relentlessly Expansionist


        Dynastic CodeDescriptionRef
        Masters of the MartialEach time a unit with this code is selected to shoot or fight, you can re-roll one hit roll when making that unit's attacks.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
    • No Force Org Slot [5 PL, -1CP, 90pts]
      • Dynastic Advisor [5 PL, -1CP, 90pts]

        Categories: No Force Org Slot

        • Plasmancer [5 PL, -1CP, 90pts]

          Selections: Arkana: Metalodermal Tesla Weave [1 PL, 20pts], Dynastic Heirlooms [-1CP], Plasmic Lance, Relic: Veil of Darkness

          Categories: Character, Cryptek, Faction: <Dynasty>, Faction: Necrons, Infantry, Fly, Plasmancer, Dynastic Advisor

          Rules: Command Protocols, Living Metal

          Abilities: Dynastic Advisors, Harbinger of Destruction, Living Lightning, Metalodermal Tesla Weave, Veil of Darkness, Unit: Plasmancer, Weapon: Plasmic Lance (Melee), Plasmic Lance (Shooting)


        AbilitiesDescriptionRef
        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
        Harbinger of DestructionAt the end of your Movement phase, if this model did not Fall Back that phase, roll three D6s; for each 4+, the closest enemy unit within 24" of and visible to this model suffers 1 mortal wound.Codex: Necrons p91
        Living LightningAt the start fo the Fight phase, roll one D6 for each enemy unit within 6" of this model; on a 4+, that unit suffers 1 mortal wound.Codex: Necrons p91
        Metalodermal Tesla WeaveAt the end of the Charges step of your opponent's Charge phase, you can select one enemy unit that finished a charge move within 6" of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.Codex: Necrons p63
        Veil of DarknessOnce per battle, in your Movement phase, the bearer can use this Relic. If it does, the bearer's unit and up to one friendly <DYNASTY> CORE unit within 3" of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9" away from any enemy models. If two units are set back up on the battlefield using this Relic, both units must be placed wholly within 6" of each other.Codex: Necrons p66
        UnitMWSBSSTWALdSaveRef
        Plasmancer5"3+3+4441104+Codex: Necrons p91
        WeaponRangeTypeSAPDAbilitiesRef
        Plasmic Lance (Melee)MeleeMeleeUser-32-Codex: Necrons p115
        Plasmic Lance (Shooting)18"Assault D37-32-Codex: Necrons p112
    • HQ [5 PL, 115pts]
      • Technomancer [5 PL, 115pts]

        Selections: Arkana: Hypermaterial Ablator [1 PL, 25pts], Canoptek Control Node [15pts], Relic: Voltaic Staff, Staff of Light, Warlord, Warlord Trait (Codex 5): Implacable Conqueror (Aura)

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

        Rules: Command Protocols, Living Metal

        Abilities: Canoptek Control Node, Dynastic Advisors, Hypermaterial Ablator, Rites of Reanimation, Unit: Technomancer, Warlord Trait: Implacable Conqueror (Aura), 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
        Hypermaterial AblatorIn your Command phase, you can select one friendly <DYNASTY> CORE or DYNASTY> CANOPTEK unit within 9" of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12" away, then the unit you selected is treated as having the benefits of light cover.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
        Implacable Conqueror (Aura)While a friendly <DYNASTY> CORE unit is within 6" of this WARLORD, you can re-roll charge rolls made for that unit.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
    • Troops [8 PL, 136pts]
      • Immortals [8 PL, 136pts]

        Selections: Gauss Blaster, 8x Immortal [136pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Immortals, Infantry, Core, Troops

        Rules: Command Protocols, Objective Secured, Reanimation Protocols

        Unit: Immortal, Weapon: Gauss Blaster


        UnitMWSBSSTWALdSaveRef
        Immortal5"3+3+4512103+Codex: Necrons p92
        WeaponRangeTypeSAPDAbilitiesRef
        Gauss Blaster30"Rapid Fire 15-21-Codex: Necrons p112
    • Elites [7 PL, 140pts]
      • Lychguard [7 PL, 140pts]

        Selections: 5x Lychguard [140pts]

        Categories: Faction: <Dynasty>, Faction: Necrons, Infantry, Lychguard, Core, Elites

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        Abilities: Guardian Protocols, Unit: Lychguard

        • Hyperphase Sword and Dispersion Shield

          Selections: Dispersion Shield, Hyperphase Sword

          Abilities: Dispersion Shield, Weapon: Hyperphase Sword


        AbilitiesDescriptionRef
        Dispersion ShieldThe bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.Codex: Necrons p94
        Guardian ProtocolsWhile a friendly <DYNASTY> INFANTRY NOBLE or DYNASTIC AGENT INFANTRY NOBLE unit is within 3" of this unit, enemy units cannot target that unit with ranged weapons.Codex: Necrons p94
        UnitMWSBSSTWALdSaveRef
        Lychguard5"3+3+5523103+Codex: Necrons p94
        WeaponRangeTypeSAPDAbilitiesRef
        Hyperphase SwordMeleeMelee+1-31-Codex: Necrons p114
    • Fast Attack [2 PL, 45pts]
      • Canoptek Scarab Swarms [2 PL, 45pts]

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

        Rules: Command Protocols, Living Metal, Reanimation Protocols

        • 3x Canoptek Scarab Swarm [45pts]

          Selections: 3x 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
    • Heavy Support [7 PL, 140pts]
      • Canoptek Doomstalker [7 PL, 140pts]

        Selections: Doomsday Blaster, Twin Gauss Flayer

        Categories: Faction: <Dynasty>, Faction: Necrons, Faction: Canoptek, Monster, Canoptek Doomstalker, Heavy Support

        Rules: Command Protocols, Living Metal

        Abilities: Containment Field, Sentinel Construct, Explosion: Explodes (5/6/D3), Unit: Canoptek Doomstalker [1] (7+ Wounds Remaining), Canoptek Doomstalker [2] (4-6 Wounds Remaining), Canoptek Doomstalker [3] (1-3 Wounds Remaining), Weapon: Doomsday Blaster (High Power), Doomsday Blaster (Low Power), Twin Gauss Flayer


        AbilitiesDescriptionRef
        Containment FieldThis model has a 4+ invulnerable save.Codex: Necrons p106
        Sentinel ConstructEach time an enemy unit declares a charge against a friendly <DYNASTY> or DYNASTIC AGENT unit within 6" of this model, unless this model is within Engagement Range of any enemy models, this model can fire Overwatch at the charging unit as if it were also a target of that charge (this is in addition to any other units that are firing Overwatch). Each time this model fires Overwatch, it makes attacks with its doomsday blaster using the high power profile.Codex: Necrons p106
        ExplosionDice RollDistanceMortal WoundsRef
        Explodes (5/6/D3)5+6"D3Codex: Necrons p106
        UnitMWSBSSTWALdSaveRef
        Canoptek Doomstalker [1] (7+ Wounds Remaining)10"4+4+66123103+Codex: Necrons p106
        Canoptek Doomstalker [2] (4-6 Wounds Remaining)8"5+4+66122103+Codex: Necrons p106
        Canoptek Doomstalker [3] (1-3 Wounds Remaining)6"6+4+66121103+Codex: Necrons p106
        WeaponRangeTypeSAPDAbilitiesRef
        Doomsday Blaster (High Power)48"Heavy D610-5D6Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.Codex: Necrons p112
        Doomsday Blaster (Low Power)24"Heavy D68-2D3BlastCodex: Necrons p112
        Twin Gauss Flayer24"Rapid Fire 24-11-Codex: Necrons p113
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

++ Battalion Detachment 0CP (Tyranids - Genestealer Cults) [33 PL, 3CP, 666pts] ++

+ Configuration [3CP] +

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

Cult Creed: The Twisted Helix

Detachment Command Cost

+ HQ [9 PL, 160pts] +

Jackal Alphus [4 PL, 75pts]: Amulet of the Voidwyrm, Autopistol, Blasting Charges, Jackal Sniper Rifle, Warlord, Warlord Trait: Bio-alchemist

Magus [5 PL, 85pts]: Autopistol, Cultist Knife, Force stave, Power: Might From Beyond, Power: Psychic Stimulus

+ Troops [15 PL, 351pts] +

Acolyte Hybrids [6 PL, 96pts]
. 3x Acolyte Hybrid (Hand Flamer) [33pts]: 3x Blasting Charges, 3x Cultist Knife, 3x Hand Flamer [9pts], 3x Rending Claw
. Acolyte Hybrid (Heavy Weapon) [26pts]: Blasting Charges, Hand Flamer [3pts], Heavy Rock Drill [15pts]
. Acolyte Hybrid (Heavy Weapon) [26pts]: Blasting Charges, Hand Flamer [3pts], Heavy Rock Drill [15pts]
. Acolyte Leader [11pts]: Blasting Charges, Cultist Knife, Hand Flamer [3pts], Rending Claw

Acolyte Hybrids [3 PL, 85pts]
. 2x Acolyte Hybrid (Hand Flamer) [22pts]: 2x Blasting Charges, 2x Cultist Knife, 2x Hand Flamer [6pts], 2x Rending Claw
. Acolyte Hybrid (Heavy Weapon) [26pts]: Blasting Charges, Hand Flamer [3pts], Heavy Rock Drill [15pts]
. Acolyte Hybrid (Heavy Weapon) [26pts]: Blasting Charges, Hand Flamer [3pts], Heavy Rock Drill [15pts]
. Acolyte Leader [11pts]: Blasting Charges, Cultist Knife, Hand Flamer [3pts], Rending Claw

Acolyte Hybrids [3 PL, 85pts]
. 2x Acolyte Hybrid (Hand Flamer) [22pts]: 2x Blasting Charges, 2x Cultist Knife, 2x Hand Flamer [6pts], 2x Rending Claw
. Acolyte Hybrid (Heavy Weapon) [26pts]: Blasting Charges, Hand Flamer [3pts], Heavy Rock Drill [15pts]
. Acolyte Hybrid (Heavy Weapon) [26pts]: Blasting Charges, Hand Flamer [3pts], Heavy Rock Drill [15pts]
. Acolyte Leader [11pts]: Blasting Charges, Cultist Knife, Hand Flamer [3pts], Rending Claw

Acolyte Hybrids [3 PL, 85pts]
. 2x Acolyte Hybrid (Hand Flamer) [22pts]: 2x Blasting Charges, 2x Cultist Knife, 2x Hand Flamer [6pts], 2x Rending Claw
. Acolyte Hybrid (Heavy Weapon) [26pts]: Blasting Charges, Hand Flamer [3pts], Heavy Rock Drill [15pts]
. Acolyte Hybrid (Heavy Weapon) [26pts]: Blasting Charges, Hand Flamer [3pts], Heavy Rock Drill [15pts]
. Acolyte Leader [11pts]: Blasting Charges, Cultist Knife, Hand Flamer [3pts], Rending Claw

+ Elites [3 PL, 60pts] +

Clamavus [3 PL, 60pts]: Autopistol

+ Heavy Support [6 PL, 95pts] +

Goliath Rockgrinder [6 PL, 95pts]: Drilldozer Blade, Heavy Mining Laser, Heavy Stubber

++ Total: [33 PL, 3CP, 666pts] ++

Idk stuff (Warhammer 40,000 9th Edition) [38 PL, 6CP, 666pts]

  • Patrol Detachment 0CP (Imperium - Adeptus Astartes - Black Templars) [38 PL, 6CP, 666pts]

    Rules: Angels of Death, Bolter Discipline, Righteous Zeal, 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

    • HQ [5 PL, 80pts]
      • Chaplain [5 PL, 80pts]

        Selections: 4. Fires of Devotion, Boltgun, Crozius arcanum, Frag & Krak grenades, Litany of Hate, The Crusader's Helm, Warlord

        Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Chaplain, Priest, HQ, Warlord

        Rules: Angels of Death

        Abilities: 4. Fires of Devotion, Litany of Hate, Rosarius, Spiritual Leaders, The Crusader's Helm, Unit: Chaplain, Weapon: Boltgun, Crozius arcanum, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        4. Fires of DevotionIf this litany is inspiring, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this Priest. If that unit makes a charge move or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in that unit until the end of the turn.
        Litany of HateIf this litany is inspiring, then while a friendly Core or Character unit is within 6" of this Priest, each time a model in that unit makes a melee attack, you can re-roll the hit roll
        RosariusThis model has a 4+ invulnerable save.
        Spiritual LeadersWhile a friendly <CHAPTER> CORE unit is within 6" of this model, models in that unit can use this model's Leadership characteristic instead of their own
        The Crusader's Helm• Add 3" to the range of the bearer’s aura abilities (to a maximum of 12").
        • At the start of your Movement phase, select one friendly BLACK TEMPLARS unit that has a Combat Doctrines ability (see Codex: Space Marines) and is within 6" of the bearer. Until the start of your next Movement phase, the Assault Doctrine becomes active for that unit, instead of the currently active combat doctrine.
        UnitMWSBSSTWALdSaveRef
        Chaplain6"2+3+444393+
        WeaponRangeTypeSAPDAbilitiesRef
        Boltgun24"Rapid Fire 1401-
        Crozius arcanumMeleeMelee+2-12-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
    • Troops [5 PL, 75pts]
      • Crusader Squad [5 PL, 75pts]

        Categories: Faction: Adeptus Astartes, Faction: Imperium, Infantry, Faction: Black Templars, Crusader Squad, Troops, Core, Melta Bombs

        Rules: Angels of Death

        Abilities: Blind Grenades, Paired Combatants, Unit: Initiate

        • 4x Initiate [60pts]

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

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

        • Sword Brother [15pts]

          Selections: Bolt pistol, Boltgun, Frag & Krak grenades

          Unit: Sword Brother, Weapon: Bolt pistol, Boltgun, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Blind GrenadesWhile this unit contains 1 or more Neophytes, it has the SMOKESCREEN keyword.
        Paired CombatantsWhile this unit contains at least as many Initiates as Neophytes, when resolving an attack made with a melee weapon by a Neophyte in this unit, re-roll a hit roll of 1.
        UnitMWSBSSTWALdSaveRef
        Initiate6"3+3+442173+
        Sword Brother6"3+3+442283+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Boltgun24"Rapid Fire 1401-