Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
Selections: Ulthwe: Foresight of the Damned
Categories: Configuration, Faction: <Craftworld>, Faction: Asuryani
Abilities: Ulthwe: Foresight of the Damned
Abilities | Description | Ref |
---|---|---|
Ulthwe: Foresight of the Damned | Roll a D6 each time a model with this attribute loses a wound; on a 6 that wound is ignored. If a model has a similar ability (e.g. the Hemlock Wraithfighter's Spirit Stones ability, or the Farseer's Ghosthelm ability) you can choose which ability to use when a model loses a wound, but you cannot choose both. |
Categories: Configuration
Selections: 0. Smite, 2. Doom, 4. Executioner, Ghosthelm, Psyker (Farseer), Rune Armour, Runes of the Farseer, Shuriken Pistol, Ulthwe: Fate Reader, Warlord, Witchblade
Categories: Faction: Aeldari, Character, Farseer, HQ, Infantry, Psyker, Faction: Warhost, Faction: Asuryani, Warlord
Rules: Ancient Doom
Abilities: Battle Focus, Ghosthelm, Rune Armour, Runes of the Farseer, Ulthwe: Fate Reader, Psychic Power: Doom, Executioner, Smite, Psyker: Psyker (Farseer), Unit: Farseer, Weapon: Shuriken pistol, Witchblade
Selections: Remnant of Glory
Abilities: Ghosthelm of Alishazier
Abilities | Description | Ref |
---|---|---|
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Ghosthelm | Roll 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. | |
Ghosthelm of Alishazier | ULTHWE PSYKER only. The wearer adds 1 to any Psychic test when attempting to manifest the Smite power. | |
Rune Armour | This model has a 4+ invulnerable save. | |
Runes of the Farseer | Once 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. | |
Ulthwe: Fate Reader | If your army is Battle-forged and your Warlord is on the battlefield, roll a D6 at the start of each turn (yours and your opponent’s). On a 6 you gain a Command Point. |
Psychic Power | Warp Charge | Range | Details | Ref |
---|---|---|---|---|
Doom | 7 | 24" | 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. | |
Executioner | 7 | 18" | 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 |
Smite | 5 | 18" | 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. |
Psyker | Cast | Deny | Powers Known | Other | Ref |
---|---|---|---|---|---|
Psyker (Farseer) | 2 | 2 | 2 powers from Runes of Fate and one from Runes of Fortune |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Farseer | 7" | 2+ | 2+ | 3 | 3 | 5 | 2 | 9 | 6+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. | |
Witchblade | Melee | Melee | User | 0 | D3 | This weapon always wounds on a roll of 2+ |
Selections: Appear Unbidden, Cameleoline Cloaks
Categories: Faction: <Craftworld>, Faction: Aeldari, Infantry, Rangers, Troops, Faction: Warhost, Faction: Asuryani
Rules: Ancient Doom
Abilities: Appear Unbidden, Battle Focus, Cameleoline Cloaks
Selections: 5x Ranger Long Rifle, 5x Shuriken Pistol
Unit: Ranger, Weapon: Ranger Long Rifle, Shuriken pistol
Abilities | Description | Ref |
---|---|---|
Appear Unbidden | During deployment, you can set up this unit walking the winding paths of the webway instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on the battlefield that is more than 9" away from any enemy models. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Cameleoline Cloaks | Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.’ |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Ranger | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 7 | 5+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Ranger Long Rifle | 36" | Heavy 1 | 4 | 0 | 1 | Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage. | |
Shuriken pistol | 12" | Pistol 1 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Selections: Assured Destruction
Categories: Faction: Aeldari, Aspect Warrior, Infantry, Elites, Fire Dragons, Faction: Asuryani
Rules: Ancient Doom
Abilities: Assured Destruction, Battle Focus
Selections: 4x Fusion Gun, 4x Melta Bombs
Unit: Fire Dragon, Weapon: Fusion Gun, Melta bomb
Selections: Fusion Gun, Melta Bombs
Unit: Fire Dragon Exarch, Weapon: Fusion Gun, Melta bomb
Selections: Crack Shot
Abilities: Crack Shot
Abilities | Description | Ref |
---|---|---|
Assured Destruction | You can re-roll wound rolls of 1 in the Shooting phase for attacks this unit makes that target a MONSTER or VEHICLE. | |
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Crack Shot | You can re-roll hit rolls of 1 for a Fire Dragon Exarch's ranged weapons. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Fire Dragon | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 8 | 3+ | |
Fire Dragon Exarch | 7" | 3+ | 3+ | 3 | 3 | 2 | 2 | 8 | 3+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Fusion Gun | 12" | Assault 1 | 8 | -4 | D6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. | |
Melta bomb | 4" | Grenade 1 | 8 | -4 | D6 | You can re-roll failed wound rolls for this weapon when targeting a VEHICLE. |
Categories: Faction: <Craftworld>, Faction: Aeldari, Fast Attack, Fly, Vehicle, Vypers, Biker, Faction: Warhost, Faction: Asuryani
Selections: Blade Wind, Explodes, Shuriken Cannon [10pts], Starcannon [15pts]
Abilities: Blade Wind, Explodes (Vyper), Unit: Vyper, Weapon: Shuriken Cannon, Starcannon
Abilities | Description | Ref |
---|---|---|
Blade Wind | This unit has a Move characteristic of 20" instead of 16" whilst it contains 3 models. | |
Explodes (Vyper) | 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. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Vyper | 16" | 6+ | 3+ | 4 | 5 | 6 | 1 | 8 | 3+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Shuriken Cannon | 24" | Assault 3 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. | |
Starcannon | 36" | Heavy 2 | 6 | -3 | D3 | - |
Selections: Flicker Jump, Warp Jump Generator, Warp Strike
Categories: Faction: <Craftworld>, Faction: Aeldari, Aspect Warrior, Fast Attack, Infantry, Jump Pack, Warp Spiders, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Flicker Jump, Warp Jump Generator, Warp Strike
Selections: 7x Death Spinner
Unit: Warp Spider, Weapon: Death Spinner
Selections: Two Death Spinners
Unit: Warp Spider Exarch, Weapon: Death Spinner
Selections: Iron Resolve
Abilities: Iron Resolve
Abilities | Description | Ref |
---|---|---|
Battle Focus | If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary. | |
Flicker Jump | When this unit is targeted by a ranged weapon, you can declare that they will make a flickerjump - your opponent must subtract 1 from hit rolls for attacks that target this unit until the end of the phase. You must then immediately roll 2D6; on a 2, one model from the Warp Spiders unit is slain. | |
Iron Resolve | You can re-roll failed Morale tests for a unit that contains a Warp Spider Exarch. | |
Warp Jump Generator | When this unit moves in the Movement phase, they can use their warp jump generators. If they do, they cannot Advance or Charge this turn, but their Move characteristic is increased by 4D6" and they can FLY until the end of the phase. A unit that uses warp jump generators to Fall Back can still shoot in its Shooting phase. | |
Warp Strike | During deployment, you can set up this unit in preparation to launch a warp strike instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use their warp jump generators to enter the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. You must then immediately roll 2D6; on a 2, one model from the unit is slain. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Warp Spider | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 8 | 3+ | |
Warp Spider Exarch | 7" | 3+ | 3+ | 3 | 3 | 2 | 2 | 8 | 3+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Death Spinner | 12" | Assault 2 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of 0. |
Selections: Explodes (Hover Tank), Hover Tank, Prism Cannon, Pulsed Laser Discharge, Twin Shuriken Catapult
Categories: Heavy Support, Faction: Warhost, Fire Prism, Fly, Vehicle, Faction: Aeldari
Abilities: Explodes (Hover Tank), Hover Tank, Pulsed Laser Discharge, Unit: Fire Prism, Weapon: Prism Cannon (Dispersed), Prism Cannon (Focused), Prism Cannon (Lance), Twin Shuriken Catapult, Wound Track: Fire Prism 1., Fire Prism 2., Fire Prism 3.
Abilities | Description | Ref |
---|---|---|
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 Tank | Distance and ranges are always measured to and from this model's hull, even though it has a base. | |
Pulsed Laser Discharge | If 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 prism cannon twice in its next Shooting phase (the prism cannon must use the same profile and target the same unit both times it is fired). |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Fire Prism | * | 6+ | * | 6 | 7 | 12 | * | 8 | 3+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Prism Cannon (Dispersed) | 60" | Heavy D6 | 6 | -3 | 1 | Blast | |
Prism Cannon (Focused) | 60" | Heavy D3 | 9 | -4 | D3 | Blast | |
Prism Cannon (Lance) | 60" | Heavy 1 | 12 | -5 | D6 | - | |
Twin Shuriken Catapult | 12" | Assault 4 | 4 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 | Ref |
---|---|---|---|---|---|
Fire Prism 1. | 7-12+ | 16" | 3+ | 3 | |
Fire Prism 2. | 4-6 | 12" | 4+ | D3 | |
Fire Prism 3. | 1-3 | 8" | 5+ | 1 |
Selections: 0. Smite, 4. Protect/Jinx, D-cannon [40pts], Eldritch Wraith Construct, Ghostspear, Psyker, Wraithshield
Categories: Faction: Aeldari, Faction: Spirit Host, Monster, Psyker, Wraithseer, Wraith Construct, Faction: <Craftworld>, Faction: Asuryani, Heavy Support
Rules: Ancient Doom
Abilities: Eldritch Wraith Construct, Wraithshield, Psychic Power: 4.1 Protect, 4.2 Jinx, Smite, Psyker: Psyker, Unit: Wraithseer, Weapon: D-cannon, Ghostspear
Abilities | Description | Ref |
---|---|---|
Eldritch Wraith Construct | Each time an attack with an Armour Penetration characteristic of -1 is allocated to this model, that attack has an Armour Penetration characteristic of 0 instead. | |
Wraithshield | This model has a 5+ invulnerable save. |
Psychic Power | Warp Charge | Range | Details | Ref |
---|---|---|---|---|
4.1 Protect | 7 | 18" | Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to the saving throws made for that unit until your next Psychic phase. | |
4.2 Jinx | 7 | 18" | Choose an enemy unit within 18" of the psyker – your opponent must subtract 1 from all saving throws made for that unit against attacks made by Asuryani units from your army until the start of your next Psychic phase. | |
Smite | 5 | 18" | 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. |
Psyker | Cast | Deny | Powers Known | Other | Ref |
---|---|---|---|---|---|
Psyker | 1 | 1 | One power from Runes of Battle and one from Runes of Fortune |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Wraithseer | 8" | 3+ | 3+ | 7 | 8 | 9 | 4 | 9 | 3+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
D-cannon | 24" | Heavy D3 | 12 | -4 | D6 | This weapon can target units that are not visible to the firer. ; Blast | |
Ghostspear | Melee | Melee | +3 | -3 | D3+3 | - |
Selections: Crystal Targeting Matrix [5pts], Explodes (Hover Tank), Hover Tank, Serpent Shield, Shuriken Cannon [10pts], Transport, Twin Starcannon [30pts], Vectored Engines [10pts]
Categories: Dedicated Transport, Wave Serpent, Fly, Transport, Vehicle, Faction: <Craftworld>, Faction: Aeldari, Faction: Warhost, Faction: Asuryani
Abilities: Crystal Targeting Matrix, Explodes (Hover Tank), Hover Tank, Serpent Shield, Vectored Engines, Transport: Transport (Wave Serpent), Unit: Wave Serpent, Weapon: Shuriken Cannon, Twin Starcannon, Wound Track: Wave Serpent 1., Wave Serpent 2., Wave Serpent 3.
Abilities | Description | Ref |
---|---|---|
Crystal Targeting Matrix | If the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to Assault (e.g. a Heavy D6 weapon becomes an Assault D6 weapon) | |
Explodes (Hover Tank) | 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 Tank | Distance and ranges are always measured to and from this model's hull, even though it has a base. | |
Serpent Shield | Any 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. | |
Vectored Engines | If a model with vectored engines Advances, your opponent must subtract 1 from all hit rolls for ranged weapons that target it until your next Movement phase. |
Transport | Capacity | Ref |
---|---|---|
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. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Wave Serpent | * | 6+ | * | 6 | 7 | 13 | * | 8 | 3+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Shuriken Cannon | 24" | Assault 3 | 6 | 0 | 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. | |
Twin Starcannon | 36" | Heavy 4 | 6 | -3 | D3 | - |
Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 | Ref |
---|---|---|---|---|---|
Wave Serpent 1. | 7-13+ | 16" | 3+ | 3 | |
Wave Serpent 2. | 4-6 | 12" | 4+ | D3 | |
Wave Serpent 3. | 1-3 | 8" | 5+ | 1 |
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