Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
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: 0. Smite, 3. Enhance/Drain, Psyker, Rune Armour, Shuriken Pistol, Spirit Mark, Witch Staff
Categories: Faction: <Craftworld>, Faction: Aeldari, Character, HQ, Infantry, Psyker, Faction: Spirit Host, Spiritseer, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Rune Armour, Spirit Mark, Psychic Power: 3.1 Enhance, 3.2 Drain, Smite, Psyker: Psyker, Unit: Spiritseer, Weapon: Shuriken pistol, Witch Staff
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. | |
Rune Armour | This model has a 4+ invulnerable save. | |
Spirit Mark | You can re-roll hit rolls of 1 for friendly <CRAFTWORLD> SPIRIT HOST units' attacks against enemy units that are within 6" of this model. |
Psychic Power | Warp Charge | Range | Details | Ref |
---|---|---|---|---|
3.1 Enhance | 7 | 18" | Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to hit rolls in the Fight phase made for that unit until your next Psychic phase. | |
3.2 Drain | 7 | 18" | Choose an enemy unit within 18" of the psyker - your opponent must subtract 1 from all hit rolls for that unit in the Fight phase until your next Psychic phase. | Codex: Craftworlds |
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 |
---|---|---|---|---|---|---|---|---|---|---|
Spiritseer | 7" | 2+ | 2+ | 3 | 3 | 4 | 2 | 8 | 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. | |
Witch Staff | Melee | Melee | User | 0 | 2 | This weapon always wounds on the roll of 2+. |
Selections: Defence Tactics
Categories: Faction: Aeldari, Aspect Warrior, Dire Avengers, Infantry, Troops, Faction: Asuryani
Rules: Ancient Doom
Abilities: Battle Focus, Defence Tactics
Selections: 4x Avenger Shuriken Catapult, 4x Plasma Grenades
Unit: Dire Avenger, Weapon: Avenger Shuriken Catapult, Plasma Grenade
Selections: Plasma Grenades, Two Avenger Shuriken Catapults
Unit: Dire Avenger Exarch, Weapon: Avenger Shuriken Catapult, Plasma Grenade
Selections: Shredding Fire
Abilities: Shredding Fire
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. | |
Defence Tactics | When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6. | |
Shredding Fire | Ranged weapons that do not have the Grenade type that this unit’s Dire Avenger Exarch is equipped with have an Armour Penetration characteristic of -3 and its Abilities text reads ‘-’. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Dire Avenger | 7" | 3+ | 3+ | 3 | 3 | 1 | 1 | 8 | 4+ | |
Dire Avenger Exarch | 7" | 3+ | 3+ | 3 | 3 | 2 | 2 | 8 | 4+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Avenger Shuriken Catapult | 18" | Assault 2 | 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. | |
Plasma Grenade | 6" | Grenade D6 | 4 | -1 | 1 | Blast |
Selections: Fires of Wrath, Ghostaxe and Forceshield, 5x Wraithblade [185pts]
Categories: Elites, Wraithblades, Faction: <Craftworld>, Faction: Aeldari, Infantry, Faction: Spirit Host, Wraith Construct, Faction: Asuryani
Rules: Ancient Doom
Abilities: Fires of Wrath, Forceshield, Unit: Wraithblade, Weapon: Ghostaxe
Abilities | Description | Ref |
---|---|---|
Fires of Wrath | Add 1 to the Attacks characteristic of models in this unit in a turn in which it charges. | |
Forceshield | This model has a 4+ invulnerable save. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Wraithblade | 5" | 3+ | 3+ | 5 | 6 | 3 | 2 | 9 | 3+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Ghostaxe | Melee | Melee | +2 | -3 | D3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
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: 4x Death Spinner
Unit: Warp Spider, Weapon: Death Spinner
Selections: Two Death Spinners
Unit: Warp Spider Exarch, Weapon: Death Spinner
Selections: Spider's Lair
Abilities: Spider's Lair
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. | |
Spider's Lair | Whilst this unit contains a Warp Spider Exarch and is wholly on or within a terrain feature, when an enemy unit finishes a charge move within 1" of this unit, roll one D6; on a 3+ that enemy unit suffers D3 mortal wounds. | |
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: Flamer [5pts], Flamer [5pts], Ghostglaive [10pts], Starcannon [15pts], Wraithbone Fists
Categories: Faction: <Craftworld>, Faction: Aeldari, Heavy Support, Monster, Faction: Spirit Host, Wraithlord, Wraith Construct, Faction: Asuryani
Rules: Ancient Doom
Unit: Wraithlord, Weapon: Flamer, Ghostglaive, Starcannon, Wraithbone Fists, Wound Track: Wraithlord 1., Wraithlord 2., Wraithlord 3.
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Wraithlord | * | * | * | 7 | 8 | 10 | 4 | 9 | 3+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. | Warhammer 40,000 Core Book |
Ghostglaive | Melee | Melee | +2 | -4 | D6 | - | |
Starcannon | 36" | Heavy 2 | 6 | -3 | D3 | - | |
Wraithbone Fists | Melee | Melee | User | -3 | 3 | - |
Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 | Ref |
---|---|---|---|---|---|
Wraithlord 1. | 6-10+ | 8" | 3+ | 3+ | |
Wraithlord 2. | 3-5 | 7" | 4+ | 4+ | |
Wraithlord 3. | 1-2 | 6" | 5+ | 5+ |
Selections: 0. Smite, 6. Empower/Enervate, 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: 6.1 Empower, 6.2 Enervate, 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 |
---|---|---|---|---|
6.1 Empower | 6 | 18" | Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to wound rolls in the Fight phase for that unit until your next Psychic phase. | |
6.2 Enervate | 6 | 18" | Choose an enemy unit within 18" of the psyker - your opponent must subtract 1 from all wound rolls made for that unit in the Fight phase until 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: 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: Catastrophic Collapse, Starcannon [15pts], Starcannon [15pts], Titanic Feet, Titanic Ghostglaive and Scattershield [45pts], Titanic Wraithbone Fists, Unstoppable Revenant
Categories: Faction: <Craftworld>, Faction: Aeldari, Lord of War, Monster, Wraithknight, Faction: Spirit Host, Titanic, Wraith Construct, Faction: Asuryani
Rules: Ancient Doom
Abilities: Catastrophic Collapse, Scattershield, Unstoppable Revenant (Wraithknight), Unit: Wraithknight, Weapon: Starcannon, Titanic Feet, Titanic Ghostglaive, Titanic Wraithbone Fists, Wound Track: Wraithknight 1., Wraithknight 2., Wraithknight 3.
Abilities | Description | Ref |
---|---|---|
Catastrophic Collapse | If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it collapses with catastrophic effect, and each unit within 2D6" suffers D6 mortal wounds. | |
Scattershield | A model equipped with a scattershield has a 5+ invulnerable save. | |
Unstoppable Revenant (Wraithknight) | A Wraithknight can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Wraithknight Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" from all enemy units. In addition, a Wraithknight can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, a Wraithknight only gains a bonus to its save in cover if at least half of the model is obscured from the firer. |
Unit | M | WS | BS | S | T | W | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|
Wraithknight | * | * | * | 8 | 8 | 24 | 4 | 9 | 3+ |
Weapon | Range | Type | S | AP | D | Abilities | Ref |
---|---|---|---|---|---|---|---|
Starcannon | 36" | Heavy 2 | 6 | -3 | D3 | - | |
Titanic Feet | Melee | Melee | User | -2 | D3 | When you make an attack with this weapon, roll three dice instead of 1. | |
Titanic Ghostglaive | Melee | Melee | x2 | -4 | 6 | - | |
Titanic Wraithbone Fists | Melee | Melee | User | -3 | D6 | - |
Wound Track | Remaining W | Characteristic 1 | Characteristic 2 | Characteristic 3 | Ref |
---|---|---|---|---|---|
Wraithknight 1. | 13-24+ | 12" | 3+ | 3+ | |
Wraithknight 2. | 7-12 | 10" | 4+ | 4+ | |
Wraithknight 3. | 1-6 | 8" | 5+ | 5+ |
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)
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