Battle-forged Abilities:

  • The Path of War
    • If your army is battle-forged, all troops units in Craftworlds Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.
  • Biel-Tan: Swordwind
    • Add 1 to the Leadership characteristic of Aspect Warriors with this attribute.
    • In addition, you can re-roll hit rolls of 1 for shuriken weapons used by units with this attribute. A shuriken weapon is any weapon profile whose name includes the word ‘shuriken’. Kurnous Bow, the Scorpion Claw, and Blazing Star of Vaul are also shuriken weapons.
  • Heroes of Legend
    • The inclusion of a Phoenix Lord in a Craftworlds Detachment does not prevent other units in that Detachment from gaining a Craftworld Attribute. However, Phoenix Lords can never themselves benefit from a Craftworld Attribute.

Detachment: Supreme Command Detachment (Min: 3 HQ) – +1 CP

HQ: 3/5

  • Avatar of Khaine – 250 [250]
    • | M: 7″ | WS: 2+ | BS: 2+ | S: 6 | T: 6 | W: 8 | A: 5 | LD: 9 | SV: 3+ |
    • The Wailing Doom (Shooting) – 0
      • | 12″ | Assault 1 | S: 8 | AP: -4 | D: d6 | Roll two dice when inflicting damage with this weapon and discard the lowest result. |
    • The Wailing Doom (Melee) – 0
      • | Melee | Melee | S: +2 | AP: -4 | D: d6 | Roll two dice when inflicting damage with this weapon and discard the lowest result. |
    • 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 unit
    • 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.
    • Molten Body
      • Roll a d6 whenever the Avatar of Khaine suffers a wound or mortal wound. On a 5+ that wound is ignored.
    • Khaine Awakened
      • Friendly Asuryani units within 12″ of the Avatar of Khaine do not take Morale tests, and you can re-roll failed charge rolls for these units.
    • Daemon
      • The Avatar of Khaine has a 5+ invulnerable save.
  • Farseer – 110 [115]
    • | M: 7″ | WS: 2+ | BS: 2+ | S: 3 | T: 3 | W: 5 | A: 2 | LD: 9 | SV: 6+ |
    • Shuriken Pistol – 0
      • | 12″ | Pistol 1 | S: 4 | AP: 0 | D: 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP -3 instead of 0. |
    • Singing Spear (Shooting) – 5
      • | 12″ | Assault 1 | S: 9 | AP: 0 | D: d3 | This weapon always wounds on a roll of a 2+. |
    • Singing Spear (Melee )
      • | Melee | Melee | S: User | AP: 0 | D: d3 | This weapon always wounds on a roll of a 2+. |
    • 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 unit
    • 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.
    • Ghost Helm
      • Roll a d6 whenever this model suffers a mortal wound, adding 3 to the roll if the moral wound was inflicted as the result of a psyker suffering Perils of the Warp. On a 5+ that wound is ignored.
    • 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.
    • Psychic Power: ???
      • ???
    • Psychic Power: ???
      • ???
    • Warlord Trait: Natural Leader
      • At the start of your Shooting phase, pick a friendly Biel-Tan unit within 3″ of your Warlord. You can re-roll all failed hit rolls for that unit in that phase.
    • Relic: The Spirit Stones of Anath’lan
      • Beil-Tan Psykers only. You can re-roll any failed Psychic tests for the bearer.
      • However, should this result in a second failure, then this model is overwhelmed by waves of grief and cannot attempt to manifest any more psychic powers this phase.
  • 9 Warlock Conclave – 405 [405]
    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 2 | A: 2 | LD 8 | SV: 6+ |
    • 9 Shuriken Pistols – 0
      • | 12″ | Pistol 1 | S: 4 | AP: 0 | D: 1 | Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP -3 instead of 0. |
    • 9 Witchblades – 0
      • | Melee | Melee | S: User | AP: 0 | D: d3 | This weapon always wounds on a roll of a 2+. |
    • Ancient Doom
      •  You can re-roll failed hit rolls int he 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 unit
    • 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.
    • Destructor
      • When this model manifests the Smite psychic power, it has a range of 9″ rather than 18″. In addition, if this unit consists of 1-3 models when it manifests Smite, it only deals a single mortal wound.
      • If it consists of 4-6 models when it manifests Smite, it always deals d3 mortal wounds.
      • If it consists of 7-10 models when it manifests Smite, it always deals d6 mortal wounds.
    • Psychic Power – ???
      • ???
    • Psychic Power – ???
      • ???

Total: 770

 

Detachment: Spearhead Detachment (Min: 1 HQ & 3 Heavy Support) – +1 CP

HQ: 1/2

  • Wraithseer – 125 [170]
    • | M: 8″ (7-12+) / 6″ (4-6) / 4″ (1-3) | WS: 3/4/5+ | BS: 3/4/5+ | S: 7 | T: 7 | W: 12 | A: 4 | LD: 9 | SV: 3+ |
    • Ghost Spear – 0
      • | Melee | Melee | S: +2 | AP: -4 | D: d6 | When making wound rolls for hits inflicted with this weapon upon a vehicle, re-roll any results of 1.
    • D-Cannon – 45
      • | 24″ | Heavy d3 | S: 12 | AP: -4 | D: d6 | This weapon can target units that are not visible to the firer. |
    • Wraithshield
      • A Wraithseer has a 5+ invulnerable save.
    • Ancient Doom
      •  You can re-roll failed hit rolls int he 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 unit.
    • Psyker
      • This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in the enemy Psychic phase. When this model attempts to manifest a psychic power, it may only manifest the following powers and has access to no others:
        • Enliven: WC 6
          • If manifested, select a friendly unit of Wraithguard, Wraithblades, or a Wraithlord within 12″ of the manifesting Psyker. Until the beginning of the controlling player’s next Psychic phase, the targeted unit rolls an additional D6 when Advancing or charging and discards the lowest result.
        • Foreboding: WC 8
          • If manifested, all enemy units within 6″ of the Psyker must reduce their Leadership characteristic by 1 whilst they are within 6″.
        • Deliverance: WC 7
          • If manifested, select a friendly unit of Wraithguard, Wraithblades, or a Wraithlord within 12″ of the manifesting Psyker. Until the beginning of the controlling player’s next turn, the targeted unit rolls a dice every time it loses a wound or mortal wound. On the score of a 6, that wound is ignored and not lost.

Heavy Support: 3/6

  • Wraithlord – 103 [133]
    • | 8″ (6-10+) / 7″ (3-5) / 6″ (1-2) | WS: 3/4/5+ | BS: 3/4/5+ | S: 7 | T: 8 | W: 10 | A: 4 | LD: 9 | SV: 3+ |
    • 2 Shuriken Catapults – 0
      • | 12″ | Assault 2 | S: 4 | AP: 0 | D: 1 | Each time you make a wound roll of a 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
    • 2 Shuriken Cannons – 20
      • | 24″ | Assault 3 | S: 6 | AP: 0 | D: 1 | Each time you make a wound roll of a 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
    • Ghostglaive – 10
      • | Melee | Melee | S: +2 | AP: -4 | D: d6 | – |
    • Wraithbone Fists – 0
      • | Melee | Melee | S: User | AP: -3 | D: 3 | – |
    • Ancient Doom
      •  You can re-roll failed hit rolls int he 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 unit.
  • Wraithlord – 103 [133]
    • | 8″ (6-10+) / 7″ (3-5) / 6″ (1-2) | WS: 3/4/5+ | BS: 3/4/5+ | S: 7 | T: 8 | W: 10 | A: 4 | LD: 9 | SV: 3+ |
    • 2 Shuriken Catapults – 0
      • | 12″ | Assault 2 | S: 4 | AP: 0 | D: 1 | Each time you make a wound roll of a 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
    • 2 Shuriken Cannons – 20
      • | 24″ | Assault 3 | S: 6 | AP: 0 | D: 1 | Each time you make a wound roll of a 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
    • Ghostglaive – 10
      • | Melee | Melee | S: +2 | AP: -4 | D: d6 | – |
    • Wraithbone Fists – 0
      • | Melee | Melee | S: User | AP: -3 | D: 3 | – |
    • Ancient Doom
      •  You can re-roll failed hit rolls int he 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 unit.
  • 1 War Walker – 50 [70]
    • | M: 10″ | WS: 3+ | BS: 3+ | S: 5 | T: 6 | W: 6 | A: 2 | LD: 8 | SV: 4+ |
    • 2 Shuriken Cannons – 20
      • | 12″ | Assault 2 | S: 4 | AP: 0 | D: 1 | Each time you make a wound roll of a 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. |
    • Ancient Doom
      •  You can re-roll failed hit rolls int he 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 unit
    • 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.
    • Scout Vehicle
      •  During 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.
    • Power Field
      •  Models in this unit have a 5+ invulnerable save.
    • Explodes
      • If a model in this unit 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 1 mortal wounds.

Total: 506 (1276)