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: ???
      • ???
    • 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.
  • 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: ???
      • ???
    • Psychic Power: ???
      • ???

Troops: 3/6

  • 5 Rangers – 60 [60]

    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 7 | SV: 5+ |
    • 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.
    • Ranger Long Rifle – 0
      • | 36″ | Heavy 1 | S: 4 | AP: 0 | D: 1 | This weapon may target a Character even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
    • 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.
    • Cameleoline Cloaks
      • Your opponent must subtract 1 from hit rolls for ranged weapons that target this unit.
      • In addition, add 2 instead of 1 to the saving throws made for models from this unit that are in cover.
    • 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 start of the first battle round but before the first turn begins, this unit can emerge from the webway – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.
  • 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.

Elites: 2/6

  • 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.
  • 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.

Dedicated Transport: 2/7

  • Wave Serpent – 107 [149]
    • | 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. |
    • Twin Shuriken Catapult – 5
      • | 12″ | Assault 4 | 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. |
    • 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.
  • Wave Serpent – 107 [139]
    • | 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. |
    • Twin Shuriken Catapult – 5
      • | 12″ | Assault 4 | 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. |
    • 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″.

Total: 932

 

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: 10 | AP: -4 | D: d6 | – |
    • 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.
    • Relic: The Phoenix Gem
      • The first time this model is slain, roll a d6 for each unit (friend or foe) within 3″ of this model. On a roll of 2 or more, that unit suffers d3 mortal wounds. If at least one mortal wound is inflicted as a result of this, then this model is not slain, btu remains in play with a single wound remaining. If no mortal wounds are inflicted, this model is slain.

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.
  • 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.

Total: 1501 (569)


2000 Point Add-On

Detachment: Add to existing Spearhead Detachment

HQ: 2/2

  • Farseer Skyrunner – 130 [140]
    • | M: 16″ | WS: 2+ | BS: 2+ | S: 3 | T: 4 | W: 6 | A: 2 | LD: 9 | SV: 4+ |
    • Twin Shuriken Catapult – 5
      • | 12″ | Assault 4 | 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. |
    • 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.
    • Ride the Wind
      • When this model Advances, add 6″ to its Move characteristic for that Movement phase instead of rolling a dice.
    • Psychic Power: ???
      • ???
    • Psychic Power: ???
      • ???

Detachment: Supreme Command Detachment (Min: 3-5 HQ) – +1 CP

HQ: 4/5

  • Warlock Skyrunner – 65 [75]
    • | M: 16″ | WS: 3+ | BS: 3+ | S: 3 | T: 4 | W: 3 | A: 2 | LD: 8 | SV: 4+ |
    • Twin Shuriken Catapult – 5
      • | 12″ | Assault 4 | 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. |
    • 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.
    • Ride the Wind
      • When this model Advances, add 6″ to its Move characteristic for that Movement phase instead of rolling a dice.
    • Destructor
      • When this model manifests the Smite psychich power, it has a range of 9″ rahter than 18″ and only deals a single mortal wound.
    • Psychic Power: ???
      • ???
  • Warlock Skyrunner – 65 [75]
    • | M: 16″ | WS: 3+ | BS: 3+ | S: 3 | T: 4 | W: 3 | A: 2 | LD: 8 | SV: 4+ |
    • Twin Shuriken Catapult – 5
      • | 12″ | Assault 4 | 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. |
    • 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.
    • Ride the Wind
      • When this model Advances, add 6″ to its Move characteristic for that Movement phase instead of rolling a dice.
    • Destructor
      • When this model manifests the Smite psychich power, it has a range of 9″ rahter than 18″ and only deals a single mortal wound.
    • Psychic Power: ???
      • ???
  • Warlock Skyrunner – 65 [75]
    • | M: 16″ | WS: 3+ | BS: 3+ | S: 3 | T: 4 | W: 3 | A: 2 | LD: 8 | SV: 4+ |
    • Twin Shuriken Catapult – 5
      • | 12″ | Assault 4 | 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. |
    • 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.
    • Ride the Wind
      • When this model Advances, add 6″ to its Move characteristic for that Movement phase instead of rolling a dice.
    • Destructor
      • When this model manifests the Smite psychich power, it has a range of 9″ rahter than 18″ and only deals a single mortal wound.
    • Psychic Power: ???
      • ???
  • Warlock Skyrunner – 65 [75]
    • | M: 16″ | WS: 3+ | BS: 3+ | S: 3 | T: 4 | W: 3 | A: 2 | LD: 8 | SV: 4+ |
    • Twin Shuriken Catapult – 5
      • | 12″ | Assault 4 | 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. |
    • 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.
    • Ride the Wind
      • When this model Advances, add 6″ to its Move characteristic for that Movement phase instead of rolling a dice.
    • Destructor
      • When this model manifests the Smite psychich power, it has a range of 9″ rahter than 18″ and only deals a single mortal wound.
    • Psychic Power: ???
      • ???

Total: 1941 (440)

  • Notes: Add Shuriken Cannons to both Wave Serpents (+20), add Vector Engines to second Wave Serpent (+10). Add 1 Dire Avenger to each squad (+24). Add Crystal Targeting Matrix to Wraithseer (+5).

Total: 2000