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: Battalion Detachment (Min: 2 HQ & 3 Troops) – +5 CP

HQ: 2/3

  • Farseer – 100 [105]

    • | 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 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.
    • 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: Doom – Warp Charge 7
      • If manifested, choose an enemy unit within 24″ of the psyker. You can re-roll failed wound rolls against that unit until your next Psychic phase.
    • Psychic Power: Fortune – Warp Charge 7
      • If manifested, choose a friendly Asuryani unit within 24″ of the psyker. Until your next Psychic phase, whenever that unit suffers a wound, roll a d6. On a 5+ that wound is ignored.
      • If that unit already has an ability with a similar effect than the effect of Fortune replaces that of the ability until your next Psychic phase.
    • 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.
  • Farseer – 100 [105]

    • | 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 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.
    • 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: Executioner – Warp Charge 7
      • 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 unit suffers an additional d3 mortal wounds.
    • Psychic Power: Guide
      • Guide has a warp charge value of 7. If manifested, choose a friendly Asuryani unit within 24″ of the psyker. You can re-roll failed hit rolls for that unit’s ranged weapons until your next Psychic phase.

Troops: 3/6

  • 5 Dire Avengers – 40 [64]

    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 8 | SV: 4+ |
    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: 8 | SV: 4+ |
    • Exarch – 0
      • 2 Avenger Shuriken Catapults – 8
        • | 18″ | 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. |
      • Plasma Grenades – 0
        • | 6″ | Grenade d6 | S: 4 | AP: -1 | D: 1 | – |
    • 4 Avenger Shuriken Catapults – 16
      • | 18″ | 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. |
    • Plasma Grenades – 0
      • | 6″ | Grenade d6 | S: 4 | AP: -1 | D: 1 | – |
    • 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.
    • Defence Tactics
      • When models in this unit fire Overwatch, they successfully hit on 5 or 6, instead of only 6.
    • Battle Fortune
      • The Dire Avenger Exarch has a 4+ invulnerable save.
    • Shimemrshield
      • A unit which includes a model with a shimmershield has a 5+ invulnerable save.
  • 5 Dire Avengers – 40 [64]

    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 8 | SV: 4+ |
    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: 8 | SV: 4+ |
    • Exarch – 0
      • 2 Avenger Shuriken Catapults – 8
        • | 18″ | 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. |
      • Plasma Grenades – 0
        • | 6″ | Grenade d6 | S: 4 | AP: -1 | D: 1 | – |
    • 4 Avenger Shuriken Catapults – 16
      • | 18″ | 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. |
    • Plasma Grenades – 0
      • | 6″ | Grenade d6 | S: 4 | AP: -1 | D: 1 | – |
    • 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.
    • Defence Tactics
      • When models in this unit fire Overwatch, they successfully hit on 5 or 6, instead of only 6.
    • Battle Fortune
      • The Dire Avenger Exarch has a 4+ invulnerable save.
    • Shimemrshield
      • A unit which includes a model with a shimmershield has a 5+ invulnerable save.
  • 5 Dire Avengers – 40 [64]

    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 8 | SV: 4+ |
    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: 8 | SV: 4+ |
    • Exarch – 0
      • 2 Avenger Shuriken Catapults – 8
        • | 18″ | 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. |
      • Plasma Grenades – 0
        • | 6″ | Grenade d6 | S: 4 | AP: -1 | D: 1 | – |
    • 4 Avenger Shuriken Catapults – 16
      • | 18″ | 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. |
    • Plasma Grenades – 0
      • | 6″ | Grenade d6 | S: 4 | AP: -1 | D: 1 | – |
    • 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.
    • Defence Tactics
      • When models in this unit fire Overwatch, they successfully hit on 5 or 6, instead of only 6.
    • Battle Fortune
      • The Dire Avenger Exarch has a 4+ invulnerable save.
    • Shimemrshield
      • A unit which includes a model with a shimmershield has a 5+ invulnerable save.

Fast Attack: 2/3

  • 5 Swooping Hawks – 30 [68]
    • | M: 14″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 8 | SV: 4+ |
    • | M: 14″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: 8 | SV: 4+ |
    • Exarch
      • Hawk’s Talon – 10
        • | 24″ | Assault 4 | S: 5 | AP: 0 | D: 1 | – |
    • 4 Lasblasters – 28
      • | 24″ | Assault 4 | S: 3 | AP: 0 | D: 1 | – |
    • 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.
    • Children of Baharroth
      • During deployment, you can set up this unit in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.
    • Skyleap
      • At the beginning of your Movement phase, if this unit is not wihtin 1″ of an enemy model they can leap into the skies. Remove this unit from the battlefield.
      • They can return to the battlefield as described in the Children of Baharroth ability. This unit may not both skyleap and descend in the same turn. If the battle ends while this unit is int he skies, they are considered to be slain.
    • Swooping Hawk Grenade Pack
      • Swooping Hawks can fire a spread of grenades when they are set up on the battlefield using the Children of Baharroth ability and as they fly over enemy units in the Movement phase.
      • To do so after the unit has been set up using the Children of Baharroth ability, pick an enemy unit within 12″ of them.
      • To do so after the unit has moved, pick one enemy unit that they flew over.
      • Then, in either case, roll one dice for each model in the enemy unit (up to a maximum of one dice for each Swooping Hawk). For each roll of a 6 the enemy unit suffers a mortal wound.
    • Herald of Victory
      • You can add 1 to the Leadership of friendly Craftworld units within 3″ of any unit that includes a Swooping Hawk Exarch
  • 5 Warp Spiders – 50 [102]

    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 8 | SV: 3+ |
    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: 8 | SV: 3+ |
    • Exarch
      • 2 Death Spinners – 16
        • | 12″ | Assault 2 | S: 6 | AP: 0 | D: 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. |
      • Power Blades – 4
        • | Melee | Melee | S: User | AP: -2 | D: 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
    • 4 Death Spinners – 32
      • | 12″ | Assault 2 | S: 6 | AP: 0 | D: 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. |
    • 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.
    • 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 than immediately roll 2d6; on a 2, one model form the 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.
    • Flickerjump
      • When this unit is targeted by a ranged weapon, you can declare that they will make a flickerjump – your opponent must subtract 1 from all hit rolls for attacks that target this unit  the end of the phase. You must then immediately roll 2d6; on a 2, one model from the Warp Spiders unit is slain.

Heavy Support: 3/3

  • 5 Dark Reapers – 25 [135]
    • | M: 6″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 8 | SV: 3+ |
    • | M: 6″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: 8 | SV 3+ |
    • Exarch
      • Reaper Launcher – 22
        • | 48″ | Heavy 1 | S: 8 | AP: -2 | D: 3 | – |
        • | 48″ | Heavy 2 | S: 5 | AP: -2 | D: 2 | – |
    • 4 Reaper Launchers – 88
      • | 48″ | Heavy 1 | S: 8 | AP: -2 | D: 3 | – |
      • | 48″ | Heavy 2 | S: 5 | AP: -2 | D: 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
    • Crack Shot
      • You can re-roll hit rolls of 1 for a Dark Reaper Exarch’s ranged weapons.
    • Inescapable Accuracy
      • Models in this unit always hit on a 3+ when firing a ranged weapon in the Shooting phase, regardless of any modifiers.
  • Falcon – 125 [165]
    • | M: 16″ (7-12+) / 12″ (4-6) / 8″ (1-3) | WS: 6+ | BS: 3/4/5+ | S: 6 | T: 7 | W: 12 | A: 3/d3/1 | LD: 8 | SV: 3+ |
    • 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. |
    • Pulse Laser – 0
      • | 48″ | Heavy 2 | S: 8 | AP: -3 | D: 3 | – |
    • Hover Tank
      • Distance and ranges are always measured to and from this model’s hull, even though it has a base.
    • 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.
    • Star Engines – 10
      • When a model with star engines Advances, add 2d6″ to that model’s Move characteristic for that Movement phase instead of d6″.
    • Vectored Engines – 10
      • 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.
  • 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: 1006

 

Detachment: Vanguard Detachment (Min: 1 HQ & 3 Elites) – +1 CP

HQ: 1/2

  • Warlock – 35 [40]

    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 2 | A: 2 | LD 8 | 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 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″ and only deals a single mortal wound.
    • Psychic Power – ???
      • ???

Elites: 3/6

  • 5 Fire Dragons – 35 [123]

    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 8 | SV: 3+ |
    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 2 | A: 2 | LD: 8 | SV: 3+ |
    • Exarch – 0
      • Fire Pike – 20
        • | 18″ | Assault 1 | S: 8 | AP: -4 | D: 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 Bombs – 0
        • | 4″ | Grenade 1 | S: 8 | AP: -4 | D: 6 | You can re-roll failed wound rolls for this weapon if the target is a Vehicle. |
    • 4 Fusion Guns – 68
      • | 12″| Assault 1 | S: 8 | AP: -4 | D: 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 Bombs – 0
      • | 4″ | Grenade 1 | S: 8 | AP: -4 | D: 6 | You can re-roll failed wound rolls for this weapon if the target is a Vehicle. |
    • 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.
    • Crack Shot
      • You can re-roll hit rolls of 1 for a Fire Dragon Exarch’s ranged weapons.
    • Assured Destruction
      • You can re-roll wound rolls of 1 in the Shooting phase for attacks this unit make that target a Monster or Vehicle.
  • 6 Howling Banshees – 54 [81]

    • | M: 8″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 8 | SV: 4+ |
    • | M: 8″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 2 | A: 3 | LD: 8 | SV: 4+ |
    • Exarch – 0
      • 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.
      • Executioner – 7
        • | Melee | Melee | S: +1 | AP: -3 | D: d3 | – |
    • 4 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. |
    • 5 Power Swords – 20
      • | Melee | Melee | S: User | AP: -3 | D: 1 | – |
    • 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.
    • Acrobatic
      • This unit can Advance and charge in the same turn. In a turn in which it Advanced, you can declare a charge move for this unit if there are any enemy units within 15″ of it, and you can add 3t o the resulting charge roll.
    • Banshee Mask
      • Enemy units cannot fire Overwatch at this unit.
    • War Shout
      • Your opponent must subtract 1 from hit rolls in the Fight phase for attacks that target a unit that includes a Howling Banshee Exarch.
  • 6 Striking Scorpions – 78 [95]

    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 1 | A: 2 | LD: 8 | SV: 3+ |
    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 2 | A: 3 | LD: 8 | SV: 3+ |
    • Exarch – 0
      • Scorpion Claw (Shooting) – 12
        • | 12″ | Assault 2 | 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. |
      • Scorpion Claw (Melee)
        • | Melee | Melee | S: x2 | AP: -3 | D: d3 | – |
    • 4 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. |
    • 5 Scorpion Chainswords – 5
      • | Melee | Melee | S: +1 | AP: 0 | D: 1 | – |
    • Plasma Grenades – 0
      • | 6″ | Grenade d6 | S: 4 | AP: -1 | D: 1 | – |
    • 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.
    • Masters of Stealth
      • During 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 any enemy models.
    • Shadow Strike
      • Add 1 to hit rolls for attacks for this unit that target a unit in cover.
    • Mandiblasters
      • At 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 6, the enemy unit suffers a mortal wound.
    • Sustained Attack
      • Each time you roll a hit roll of 6+ when making a close combat attack for a Striking Scorpion Exarch, that model can immediately make another close combat attack using the same weapon. These extra attacks cannot generate any additional attacks.

Dedicated Transport: 1/7

  • Wave Serpent – 107 [154]
    • | M: 16″ (7-13+) / 12″ (4-6) / 8″ (1-3) | WS: 6+ | BS: 3/4/5+ | S: 6 | T: 7 | W: 13 | A: 3/d3/1 | LD: 8 | SV: 3+ |
    • Twin Shuriken Cannon – 17
      • | 24″ | Assault 6 | 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. |
    • Shuriken Cannons – 10
      • | 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. |
    • Serpent Shield
      • Any damaged suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1.
      • In addition, once per battle, 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.
    • Hover Tank
      • Distance and ranges are always measured to and from this model’s hull, even though it has a base.
    • 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.
    • Star Engines – 10
      • When a model with star engines Advances, add 2d6″ to that model’s Move characteristic for that Movement phase instead of d6″.
    • Vectored Engines – 10
      • 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.

Total: 1499 (493)