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

  •  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.

Elites: 2/6

  • 5 Wraithblades – 145 [225]

    • | M: 5″ | WS: 3+ | BS: 3+ | S: 5 | T: 6 | W: 3 | A: 2 | LD: 9 | SV: 3+ |
    • 5 Ghostaxes – 50
      • | Melee | Melee | S:+2 | AP: -3 | D: d3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
    • 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.
    • Fires of Wraith
      • Add 1 to the Attacks characteristic of models in this unit in a turn in which it charges.
    • 5 Forceshield – 30
      • A model equipped with a forceshield has a 4+ invulnerable save.

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: 963


Potential Stratagems:
  • Forewarned – 2 CP
    • When an enemy unit arrives from deepstrike, choose one unit within sight of the enemy and within 6″ of a friendly Farseer. You can shoot at the enemy unit with this unit as though it was the Shooting phase.
  • Unparalleled Mastery – 1 CP
    • Use this when a Farseer successfully manifests their last psychic power. That psyker can attempt to manifest an additional psychic power this turn.
  • Feigned Retreat – 2 CP
    • A unit that has fallen back can still shoot and charge this turn like normal.
  • Lighting-Fast Reactions – 2 CP
    • Infantry or friendly unit with Fly when targeted by enemy unit. Get -1 to hit.
  • Supreme Disdain – 1 CP
    • Choose friendly Asuryani unit. In the fight phase every 6+ roll generates an additional attack.
  • Webway Strike – 1 CP / 3 CP
    • Setup Asuryani Infantry or Biker unit in webway. Deepstrike like normal.
  • Fire and Fade – 1 CP
    • You can use this after a friendly unit shoots int he shooting phase. The unit can immediately move 7″ as if it were the movement phase (but cannot Advance). However, it cannot charge in the same turn that it does so.
  • Runes of Witnessing – 2 CP
    • Reroll failed wound rolls of 1 for friendly craftworld units wihtin 6″ of the chosen Farseer.
  • Phantasm – 2 CP
    • At end of deployment but before turn 1 begins, choose up to 3 units and redoloy them with normal deployment rules.
  • Tears of Isha – 2 CP
    • Heal a Wraith construct d3 lost wounds.