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: 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.
    • 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.
  • 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 – Protect/Jinx – Warp Charge 7
      • Protect
        • Choose a friendly Asuryani Infantry or Asuryani Biker unit within 18″ of the psyker – add 1 to the saving throws made for that unit until your next Psychic phase.
      • Jinx
        • Choose an enemy unit within 18″ of the psyker – your opponent must subtract 1 from all saving throws made for that unit until your next Psychic phase.

Troops: 3/6

  •  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.

Heavy Support: 2/3

  • 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 [150]
    • | 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.
    • Spirit Stones – 5
      • Roll a d6 each time a model with spirit stones suffers a wound or mortal wound; on a 6 the wound is ignored.

Dedicated Transport: 1/3

  • Wave Serpent – 107 [134]
    • | 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.

Total: 756