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

  • Asurmen – 175 [175]
    • | M: 7″ | WS: 2+ | BS: 2+ | S: 4 | T: 4 | W: 6 | A: 5 | LD: 9 | SV: 2+ |
    • 2 Avenger Shuriken Catapults – 0
      • | 18″ | 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 of -3 instead of 0.
    • The Sword of Asur
      • | Melee | Melee | S: +1 | AP: -3 | D: d3 | Each time you make a wound roll of 6+ for this weapon, the target suffers d3 mortal wound in addition to any other damage.
    • 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.
    • Shield of Grace
      • Asurmen has a 4+ invulnerable save against ranged weapons and a 3+ invulnerable save against melee weapons.
    • Defense Tactics
      • When Asurmen fires Overwatch, he successfully hits on a roll of 5 or 6, instead of 6 only.
    • Hand of Asuryan
      • Friendly Aspect Warrior units within 6″ have a 5+ invulnerable save. Friendly Dire Avengers units have a 4+ invulnerable save instead.
  • 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: ???
      • ???
    • 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 – ???
      • ???

Troops: 3/6

  • 10 Dire Avengers – 80 [124]
    • | 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 | – |
    • 9 Avenger Shuriken Catapults – 36
      • | 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 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.
    • 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.
    • Shimmershield
      • A unit which includes a model with a shimmershield has a 5+ invulnerable save.
  • 10 Dire Avengers – 80 [124]
    • | 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 | – |
    • 9 Avenger Shuriken Catapults – 36
      • | 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 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.
    • 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.
    • Shimmershield
      • A unit which includes a model with a shimmershield has a 5+ invulnerable save.
  • 10 Dire Avengers – 80 [124]
    • | 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 | – |
    • 9 Avenger Shuriken Catapults – 36
      • | 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 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.
    • 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.
    • Shimmershield
      • A unit which includes a model with a shimmershield has a 5+ invulnerable save.

Flyers: 2/2

  • Crimson Hunter Exarch – 135 [175]
    • | M: 20-60″ / 20-40″ / 20-25″ | WS: 6+ | BS: 2/3/4+ | S: 6 | T: 6 | W: 12 | A: 3 | LD: 8 | SV: 3+ |
    • Pulse Laser – 0
      • | 48″ | Heavy 2 | S: 8 | AP: -3 | D: 3 | – |
    • 2 Bright Lances – 40
      • | 36″ | Heavy 1 | S: 8 | AP: -4 | D: d6 | – |
    • Wings of Khaine
      • When this model Advances, add 20″ to its Movement characteristic for that Movement phase instead of rolling a dice. Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the mode moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90 degrees as before.
    • Hard to Hit
      • Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
    • Skyhunters
      • You can re-roll all failed wound rolls for this model’s ranged weapons that target units that can fly.
    • Marksman’s Eye
      • You can re-roll hit rolls of 1 for this model’s ranged weapons.
    • Airborne
      • This model cannot charge, can only be charged by units that can fly, and can only attack or be attack in the Fight phase by units that can fly.
    • Crash and Burn
      • If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion and each unit within 6″ suffers d3 mortal wounds.
  • Hemlock Wraithfighter – 200 [200]
    • | M: 20-60″ / 20-40″ / 20-25″ | WS: 6+ | BS: 3+ | S: 6 | T: 6 | W: 12 | A: 3 | LD: 8 | SV: 3+
    • 2 Heavy D-Scythes – 0
      • | 16″ | Assault d3 | S: 12 | AP: -4 | D: 2 | This weapon automatically hits its target. |
    • Wings of Khaine
      • When this model Advances, add 20″ to its Movement characteristic for that Movement phase instead of rolling a dice. Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the mode moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90 degrees as before.
    • Spirit Stones
      • Roll a d6 each time this model suffers a wound or mortal wound: on a 6 the wound is ignored.
    • Hard to Hit
      • Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
    • Mindshock Pod
      • Units must subtract 2 from their Leadership characteristic whilst they are within 12″ of any enemy Hemlock Wraightfighters.
    • Airborne
      • This model cannot charge, can only be charged by units that can fly, and can only attack or be attack in the Fight phase by units that can fly.
    • Crash and Burn
      • If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion and each unit within 6″ suffers d3 mortal wounds.
    • Psychic Power: ???
      • ???

Total: 1442

 

Detachment: Patrol Detachment (Min: 1 HQ + 1 Troop) – +0 CP

HQ: 2/2

  • 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.
  • Autarch with Swooping Hawk wings – 85 [98]
    • | M: 14″ | WS: 2+ | BS: 2+ | S: 3 | T: 3 | W: 5 | A: 4 | LD: 9 | SV: 3+ |
    • Fusion Pistol – 9
      • | 6″ | Pistol 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. |
    • Power Sword – 4
      • | Melee | Melee | S: User | AP: -3 | D: 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 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.
    • The Path of Command
      • You can re-roll hit rolls of 1 for friendly Craftworld units within 6″ of this model.
      • In addition, if your army is Battle-forged and this model is your Warlord and on the battlefield, roll a D6 for each Command Point spent when using Stratagems; on a 6 that Command Point is immediately refunded.
    • Children of Baharroth
      • During deployment, you can set up this model in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can descend – set it up anywhere on the battlefield that is more than 9″ away from any enemy models.
    • Forceshield
      • This model has a 4+ invulnerable save.
    • Skyleap
      • At the beginning of your Movement phase, if this model is not within 1″ of an enemy model it can leap into the skies. Remove this model from the battlefield. IT can return to the battlefield as described in the Children of Baharroth ability. This model may not both skyleap and descend in the same turn. If the battle ends while this model is in the skies, it is considered to be slain.
    • Banshee Mask
      • A model with a banshee mask always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
    • 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.

Troops: 1/3

  • 5 Rangers – 60 [60]
    • | M: 7″ | WS: 3+ | BS: 3+ | S: 3 | T: 3 | W: 1 | A: 1 | LD: 7 | SV: 5+ |
    • 5 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 Ranger Long Rifles – 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.
      • Int addition, add 2 instead of 1 to shaving 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.

Total: 408 (1850)