Craftworlds 9th Edition

Codex Craftworlds 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
AutarchHQ80
Autarch SkyrunnerHQ105
Autarch with Swooping Hawk WingsHQ90
Crimson HunterFlyer140
Crimson Hunter ExarchFlyer170
Dark ReapersHeavy Support35
Dire AvengersTroops13
FalconHeavy Support115
FarseerHQ115
Farseer SkyrunnerHQ135
Fire DragonsElites23
Fire PrismHeavy Support170
Guardian DefendersTroops10
Heavy weapon platformHeavy Support12
Hemlock WraithfighterFlyer230
Howling BansheesElites15
Night SpinnerHeavy Support145
RangersTroops15
Shining SpearsFast Attack35
SpiritseerHQ60
Storm GuardiansTroops9
Striking ScorpionsElites13
Support weapons (inc crew)Troops30
Swooping HawksFast Attack16
VypersFast Attack40
War WalkersHeavy Support40
WarlockHQ50
Warlock ConclaveHQ40
Warlock SkyrunnerHQ65
Warlock Skyrunner ConclaveHQ55
Warp SpidersFast Attack18
Wave SerpentDedicated Transport130
WindridersFast Attack20
WraithbladesFast Attack40
WraithguardFast Attack38
WraithknightLord of War315
WraithlordHeavy Support100
AsurmenHQ160
Avatar of KhaineHQ235
BaharrothHQ120
Eldrad UlthranHQ155
FueganHQ135
Illic NightspearHQ70
Jain ZarHQ125
KarandrasHQ135
Maugan RaHQ150
Prince YrielHQ85
Aeldari missile launcherRanged0
Avenger shuriken cannonRanged20
Bright lanceRanged40
D-cannonRanged10
D-scytheRanged0
Death spinnerRanged0
DoomweaverRanged10
Dragon's breath flamerRanged15
FirepikeRanged5
FlamerRanged10
Fusion gunRanged0
Fusion pistolRanged5
Hawk's talonRanged0
Heavy D-scytheRanged50
Heavy wraithcannonRanged0
LasblasterRanged0
Laser lanceRanged0
Melta bombRanged0
Plasma grenadeRanged0
Prism cannonRanged0
Pulse laserRanged0
Ranger long rifleRanged0
Reaper launcherRanged10
Scatter laserRanged10
Scorpion's clawRanged20
Shadow weaverRanged10
Shuriken cannonRanged0
Shuriken catapultRanged0
Shuriken pistolRanged5
Singing spearRanged5
Star lanceRanged15
StarcannonRanged60
SuncannonRanged10
Tempest launcherRanged5
TriskeleRanged40
Twin Aeldari missile launcherRanged40
Twin bright lanceRanged20
Twin scatter laserWargear20
Twin shuriken cannonRanged0
Twin shuriken catapultRanged30
Twin starcannonRanged15
Vibro cannonRanged0
WraithcannonRanged10
Aeldari bladeMelee10
Biting bladeMelee0
ChainswordMelee0
DireswordMelee0
ExecutionerMelee0
GhostaxeMelee5
GhostglaiveMelee0
GhostswordsMelee0
MirrorswordsMelee0
Paragon sabreMelee30
Power glaiveMelee0
Power swordMelee0
PowerbladesMelee0
Scorpion chainswordMelee0
Star glaiveMelee0
Titanic feetMelee0
Titanic ghostglaiveMelee30
Titanic wraithbone fistsMelee0
WitchbladeMelee0
Witch staffMelee0
Wraithbone fistsMelee0
Wraithguard fistsMelee0
Banshee maskWargear0
Crystal targeting matrixWargear5
ForceshieldWargear0
MandiblastersWargear0
ScattershieldWargear15
ShimmershieldWargear5
Spirit stonesWargear10
Star enginesWargear10
Vectored enginesWargear10
Webway GateFortifcation95
IrillythHQ150
WraithseerHQ115
Corsair Reaver BandTroops10
Corsair Skyreaver BandTroops13
Shadow SpectresElites27
Corsair Cloud Dancer BandFast Attack23
HornetFast Attack65
Wasp Assault WalkerFast Attack65
LynxHeavy Support360
Warp HunterHeavy Support205
NightwingFlyer95
PhoenixFlyer210
CobraLord of War600
Phantom TitanLord of War2400
Revenant TitanLord of War2000
ScorpionLord of War700
Skathach WraithknightLord of War470
BlasterRanged15
Brace of pistolsRanged5
Cloudburst missile launcherRanged0
D-bombardRanged0
D-flailRanged0
D-impalerRanged0
Heavy D-cannonRanged40
Dark LanceRanged15/20
Deathshroud cannonRanged45
Dire pulsarRanged0
Dissonance cannonRanged20
Dissonance pistolRanged5
Haywire launcherRanged0
Hornet pulse laserRanged25
Inferno lanceRanged60
Lasblaster (Anrahe)Ranged7
Lynx pulsarRanged0
Nightfire missile arrayRanged0
Phoenix missile arrayRanged0
Phoenix pulse laserRanged0
Prism blasterRanged5
Prism rifleRanged15
PulsarRanged0
ShardcarbineRanged0
ShredderRanged10
Sonic lanceRanged60
Splinter cannonRanged10/15
Sunburst grenadesRanged0
Twin scorpion pulsarRanged0
Voidstorm missile launcherRanged0
GhostspearMelee0
Spar-glaiveMelee0
Titanic strideMelee0
Titanic wraithbone fistsMelee0
Void sabreMelee10
Wraith glaiveMelee10
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

Craftworlds Special Rules

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 units.

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. Note that for Prince Yriel, the first effect of this ability applies specifically to IYANDEN units.

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 is 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.

Craftworld Attributes

Alaitoc Fieldcraft: Your opponent must subtract 1 from any hit rolls for attacks that target a unit with this attribute at a range of more than 12″.

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’ (e.g. shuriken pistol, Avenger shuriken catapult etc.) Kurnous’ Bow is also a shuriken weapon.

Iyanden Stoic Endurance: A unit with this attribute can never lose more than one model as a result of any single failed Morale test. In addition, if a unit with a damage chart has this attribute, double the number of wounds it actually has remaining whenever you are consulting the chart to determine its characteristics.

Saim-Hann Wild Host: You can re-roll failed charge rolls for units with this attribute. In addition, BIKER units with this attribute do not suffer the penalty to their hit rolls for moving and firing Heavy weapons.

Ulthwe Foresight of the Damned: Roll a D6 each time a model with this attribute loses a wound; on a 6 that wound is ignored. If a model has a similar ability (e.g. the Hemlock Wraithfighter’s Spirit Stones ability, or the Farseer’s Ghosthelm ability) you can choose which ability to use when a model loses a wound, but you cannot use both.

Codex: Craftworlds describes how the <CRAFTWORLD> keyword can be substituted with the name of your chosen craftworld, as well as describing the abilities that units in Craftworlds Detachments gain. One of these abilities is Craftworld Attributes. If your chosen craftworld does not have an associated Craftworld Attribute in Codex: Craftworlds, you can create its Craftworld Attribute by selecting rules from the list here. Unless otherwise stated, your chosen craftworld has two Craftworld Attributes from the following list:

Children of Khaine: When resolving an attack made with a melee weapon by an ASPECT WARRIOR model with this attribute, on an unmodified wound roll of 6 add 1 to the Damage characteristic of that weapon for that attack.

Children of Morai-Heg: When resolving an attack made by a model with this attribute in a unit in which at least half its starting number of models have been destroyed, add 1 to the hit roll. For the purposes of this attribute, destroyed models returned to a unit with this attribute are still considered to have been destroyed.

Children of Prophecy: When a Psychic test is taken for a model with this attribute, each individual dice roll of 1 is treated as a 2.

Children of the Open Skies: When a unit with this attribute that can FLY Advances, add an additional 2″ to the Move characteristics of models in that unit until the end of the phase.

Diviners of Fate: Models with this attribute have a 6+ invulnerable save.

Expert Crafters: When a unit with this attribute fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll.

Grim: When a Morale test is taken for a unit with this attribute, you can re-roll the dice.

Hail of Doom: When resolving an attack made with a shuriken weapon by a model with this attribute against an enemy unit within 12″ of that model, improve the Armour Penetration characteristic of that weapon by 1 (e.g. AP 0 becomes AP -1). This does not affect the abilities of that shuriken weapon (i.e. a wound roll of 6+ is still resolved at AP-3). A shuriken weapon is any weapon whose profile includes the word ‘shuriken’ (shuriken pistol, Avenger shuriken catapult etc.), a scorpion’s claw (shooting) and any Relic that replaces a shuriken weapon (e.g. Kurnous’ Bow).

Hunters of Ancient Relics: Add 1 to the Attacks characteristic of models with this attribute whilst their unit is within 3″ of any objective markers.

Martial Citizenry: When resolving an attack made by a GUARDIAN model with this attribute, re-roll a hit roll of 1.

Masterful Shots: When resolving an attack made by a model with this attribute, the target does not receive the benefit of cover to its saving throw.

Masters of Concealment: When resolving an attack made with a ranged weapon against a unit with this attribute by a model that is more than 12″ away, that unit is treated as having the benefit of cover to its saving throw.

Mobile Fighters: When resolving an attack made by a model with this attribute in a turn in which that model’s unit disembarked from a transport, re-roll a hit roll of 1.

Savage Blades: When resolving an attack made with a melee weapon by a model with this attribute in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, re-roll a hit roll of 1.

Strike and Fade: If you select this Craftworld Attribute you cannot select a second. Units with this attribute can Charge during a turn in which they Fell Back. When a model with this attribute that is not within 3″ of any enemy units makes a consolidation move, it does not have to end that move closer to the nearest enemy model.

Students of Vaul: At the start of your turn, each VEHICLE model with this attribute regains 1 lost wound.

Superior Shurikens: Add 4″ to the Range characteristic of shuriken weapons models with this attribute are equipped with. A shuriken weapon is any weapon whose profile includes the word ‘shuriken’ (shuriken pistol, Avenger shuriken catapult etc.), a scorpion’s claw (shooting) and any Relic that replaces a shuriken weapon (e.g. Kurnous’ Bow).

Vengeful Blades: When resolving an attack made with a melee weapon by a model with this attribute against a CHAOS unit in a turn in which that model’s unit made a charge move, was charged, or performed a Heroic Intervention, you can re-roll the hit roll.

Warding Runes: When a model with this attribute would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

Webway Warriors: The Webway Strike Stratagem (see Codex: Craftworlds) can be used one additional time per battle for each Detachment (excluding Auxiliary Support Detachments) in your army that contains units with this attribute. The second and any subsequent uses of this Stratagem can only be used to set up units with this attribute in the webway.

Wrath of the Dead: When resolving an attack made by a WRAITH CONSTRUCT with this attribute, re-roll a wound roll of 1.

Craftworlds Stratagems

As of 07-25-2020 Craftworlds Stratagems groups are…

  • Core Stratagems
  • Craftworlds Stratagems
  • Craftworld Specific Stratagems
  • Aspect Shrines Stratagems & Powers

(See tabs for details)  

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

If your army is Battle-forged and includes any Craftworlds Detachments, excluding Auxiliary Support Detachments, you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies and fluid tactics used by the Asuryani on the battlefield.

Matchless Agility: 1 CP

Use this before moving an Asuryani unit from your army in the Movement phase. If that unit Advances this phase, add 6″ to its movement instead of rolling D6.

Celestial Shield 1 CP

Use this in the enemy Shooting phase when a friendly Guardian unit is chosen as the target for an attack. That unit has 4+ invulnerable save for the rest of the Shooting phase.

Cloudstrike: 1 CP

Use this during deployment if you have used the Webway Strike Stratagem this battle. You can set up an Asuryani Vehicle unit from your army that can Fly in the clouds instead of on the battlefield. It can be set up at the end of any of your Movement phases anywhere on the battlefield more than 9″ from any enemy units.

Treasures of the Craftworld: 1/3 CP

Use before the battle. Your army can have one extra Remnant of Glory for 1 CP, or two extra Remnant of Glory for 3 CPs. All the Remnant of Glory that you include must be different and be given to different Craftworlds Characters.

Forewarned: 2 CP

Use this immediately after you opponent sets up a unit that is arriving on the battlefield as reinforcements within sight of one of you Craftworld units that is itself within 6″ of your Craftworld Farseer. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase.

The Great Enemy: 1 CP

Use this when a friendly Asuryani unit is chose to fight. If you do so, you can re-roll any failed wound rolls for a unit if the target of the attack has the Slaanesh keyword.

Concordance of Power: 1 CP

Use this when an Asuryani Warlock Conclave successfully manifests a Runes of Battle psychic power. You can double the range of the power that was manifested.

Unparalleled Mastery: 1 CP

Use this when an Asuryani Farseer successfully manifests their last psychic power in a Psychic phase. That psyker can attempt to manifest an additional psychic power this turn.

Feigned Retreat: 2 CP

Use this if an Asuryani unit from your army Falls Back. That unit can still shoot and charge this turn.

Linked Fire: 1 CP

Use this when you select a target for a Fire Prism’s prism cannon. Do not resolve that weapon’s attacks until the end of the phase. Any Craftworld Fire Prisms from your army can link fire with that Fire Prism within visible 60″. Each Fire Prism must target the same unit and can ignore range and visibility, all re-rolling failed hit and wound rolls.

Lightning-Fast Reactions: 2 CP

Use this when a friendly Asuryani Infantry unit, or a friendly Asuryani unit with the Fly keyword, is chosen as the target for an enemy attack in the Shooting or Fight phase. Subtract 1 from all hit rolls that targetthat unit for the rest of the phase.

Defensive Gunners: 1 CP

Use this when a charge is declared against one of your Astra Militarum Vehicle units. When that unit fires Overwatch this phase, they successfully hit on a roll of 5 or 6, instead of only 6.

Supreme Disdain: 1 CP

Use this when an Asuryani unit is chosen to attack in the Fight phase. Each time you make a hit roll of 6+ for a model in this unit during this phase, it can immediately make an extra attack against the same target using the same weapon. Extra attacks cannot generate any further attacks.

Webway Strike: 1 CP/ 3 CP

Use this during deployment if you have not used the Cloudtrike Strategem this battle. If you spend 1 CP you can set up one Asuryani Infantry or Asuryani Biker unit from your army in the webway instead on the battlefield. If you spend 3 CPs you can set up two such units in the webway instead. Units at the end of any of your Movement phases set up anywhere on the battlefield that is more than 9″ from any enemy units. This can only be used once per battle.

Overloaded Energy Field Projectors: 1 CP

Use this in your Shooting phase. When you do so pick a friendly Wave Serpent that discharged its serpent shield in a earlier turn. It can immediately discharge the serpent shield again.

Starhawk Missile: 1 CP

Use this just bfore an Asuryani Infantry model from your army attacks a unit that can Fly with an Aeldari missile launcher. You can make a single hit roll with the weapon this phase; however, add 1 to the hits, it it hits, the target suffers D3 mortal wounds.

Seer Council: 1 CP

Use this in your Psychic phase if Craftworld Farseer unit is within 6″ of a friendly Craftworld Warlock unit. You can add 1 to the results of any Psychic tests you take for the two units for the rest of that phase.

Fire and Fade: 1 CP

Use this after a friendly Asuryani unit shoots in your Shooting phase. If you do so, the unit can immediately move 7″ as if it were the Movement phase. However, it cannot charge in teh same turn that it does so.

Runes of Witnessing: 2 CP

Use this at the start of any phase. Select a Farseer from your army. Until the end of the phase, you can re-roll all wound rolls of 1 for friendly Craftworld units within 6″ of that Farseer.

Phantasm: 2 CP

Use this at the start of the first battle round, but before the first turn has begun. Pick up to three Asuryani units from your army that are on the battlefield. You can immediately remove these units and set them up again as described in the Deployment section of the mission you are playing.

Tears of Isha: 2 CP

Use this at the start of your turn. Select a Wraith Construct model. That model immediately regains D3 lost wounds.

Vaul’s Might: 1 CP

Use this in your Shooting phase if a Support Weapon from your army is within 6″ of another friendly Craftworld Support Weapon. You can re-roll wound rolls of 1 made for both Support Weapons for the rest of that phase.

The Avatar Resurgent: 3 CP

Use this in the Fight phase if an Avatar of Khaine is slain. Do not remove the Avatar as a casualty. Instead, roll a D6 after the enemy unit that slew it has resolved all of its attacks; the Avatar reminds on the battlefield with that many wounds remaining.

   

If your army is Battle-forged and includes any Craftworlds Detachments, excluding Auxiliary Support Detachments, you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies and fluid tactics used by the Asuryani on the battlefield.

Pathfinders: 1 CP 

Use this at the start of an enemy shooting phase. Pick an Alaitoc Ranger unit from your army that is in cover. Attacks that target that unit in this phase will only hit on rolls of a 6, irrespective of any modifiers.

Court of the Young King: 2 CP 

Use this at the start of the Charge phase. When you do so pick a Biel-Tan Aspect Warrior unit from your army that contains an Exarch. You can add 2 to result of the roll to see ho far that unit can charge in that Charge phase, and can re-roll hit rolls of 1 for that unit in the following Fight phase. If the unit is within 6″ of the Avatar of Khaine when this is used, then add 3 to the charge roll and re-roll all failed to hit rolls instead.

Guided Wraithsight: 1 CP

use this at the start of your turn. When you do so pick an Iyanden Spiritseer from your army. Until your next turnthe range of that model’s Spirit Mark ability is increased from 6″ to 12″, and the ability allows friendly Iyanden Wraith Construct units to re-roll all failed hit rolls instead of only hit rolls of 1.

Warriors of the Raging Winds: 1 CP

Use this whena Saim-Hann Biker unit Advances. That unit can still charge in the same turn, and can re-roll hit rolls of 1 in the Fight phase of that turn.

Discipline of the Black Guardians: 1 CP

Use this at the start of the Shooting or Fight phase. Pick an Ulthwe Guardian unit from your army. Add 1 to all hit rolls made for that unit until the end of the phase.

 

You can use the new Stratagems included in this section to grant additional abilities to your Exarchs. Note on your army roster any Exarch powers you have added or replaced for each Aspect Warrior unit in your army.

Exemplar of the Dragon Shrine: 1 CP 

Use this Stratagem before the battle. When you select a Fire Dragon Exarch power from the list opposite, you can take that ability in addition to the Crack Shot ability instead of replacing it. You can only use this Stratagem once per battle.

  • Dragon’s Bite: Whilst this unit contains a Fire Dragon Exarch, at the start of your Shooting phase you can change the Type characteristic of this unit’s fusion guns to Pistol 1 until the end of that phase.
  • Tank Killer: When resolving an attack made with a firepike by this unit’s Fire Dragon Exarch against a VEHICLE unit, you can re-roll one D6 when making the damage roll.
  • Burning Fists: Melee weapons that this unit’s Fire Dragon Exarch is equipped with have an Armour Penetration characteristic of -2 and a Damage characteristic of 2. When resolving an attack made with a melee weapon by this unit’s Fire Dragon Exarch, you can re-roll the wound roll.
  • Swiftstep: Whilst this unit contains a Fire Dragon Exarch, when this unit Advances you can roll three D6 and discard two of the results.
  • Wall of Fire: When this unit fires Overwatch, a Fire Dragon Exarch in this unit equipped with a Dragon’s Breath Flamer can make a wall of fire attack. If he does so, instead of shooting with that model, roll one D6; on a 2+ the charging unit suffers D3 mortal wounds.
  • Burning Heat: Whilst this unit contains a Fire Dragon Exarch, when resolving an attack made with a melee weapon against this unit, subtract 1 from the hit roll.

Exemplar of the Avenger Shrine: 1 CP 

Use this Stratagem before the battle. When you select a Dire Avenger Exarch power from the list opposite, you can take that ability in addition to the Battle Fortune ability instead of replacing it. You can only use this Stratagem once per battle.

  • Bladestorm: Whilst this unit contains a Dire Avenger Exarch, when resolving an attack made with a ranged weapon that does not have the Grenade type by a model in this unit, an unmodified hit roll of 6 scores 1 additional hit.
  • Defend: Whilst this unit contains a Dire Avenger Exarch, when resolving an attack made with a melee weapon against this unit, subtract 1 from the wound roll.
  • Stand Firm: Whilst this unit contains a Dire Avenger Exarch, when a Morale test is taken for this unit, do not roll the dice; it is automatically passed.
  • Martial Adept: This unit’s Dire Avenger Exarch has a Weapons Skill and Ballistic Skill characteristic of 2+.
  • Shredding Fire: Ranged weapons that do not have the Grenade type that this unit’s Dire Avenger Exarch is equipped with have an Armour Penetration characteristic of -3 and its Abilities text reads ‘-’.
  • Avenging Strikes: Whilst this unit contains a Dire Avenger Exarch and any models from this unit have been destroyed, when resolving an attack made by a model in this unit, add 1 to the hit roll and wound roll.

Exemplar of the Reaper Shrine: 1 CP 

Use this Stratagem before the battle. When you select a Dark Reaper Exarch power from the list opposite, you can take that ability in addition to the Crack Shot ability instead of replacing it. You can only use this Stratagem once per battle.

  • Rapid Shot: When this unit’s Dark Reaper Exarch shoots, add 1 to the number of attacks made with that model’s ranged weapon.
  • Rain of Death: When this unit’s Dark Reaper Exarch shoots with a tempest launcher, you can re-roll the dice to determine the number of attacks made.
  • Grim Visage: Whilst this unit contains a Dark Reaper Exarch, subtract 1 from the Leadership characteristic of enemy units whilst they are within 6″ of this unit. Long-ranged Fire: Whilst this unit contains a Dark Reaper Exarch, add 6″ to the Range characteristic of ranged weapons models in this unit are equipped with.
  • Deadly Touch: When resolving an attack made with a melee weapon by this unit’s Dark Reaper Exarch, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any other damage.
  • Focused Fire: When this unit is chosen to shoot with, this unit’s Dark Reaper Exarch can target a CHARACTER unit even if it is not the closest enemy unit, so long as the target is within 18″ of that Dark Reaper Exarch.

Exemplar of the Banshee Shrine: 1 CP 

Use this Stratagem before the battle. When you select a Howling Banshee Exarch power from the list opposite, you can take that ability in addition to the War Shout ability instead of replacing it. You can only use this Stratagem once per battle.

  • Graceful Avoidance: Whilst this unit contains a Howling Banshee Exarch, when a model in this unit would lose a wound in the Fight phase, roll one D6; on a 5+ that wound is not lost.
  • Piercing Strike: When this unit is chosen to fight with, a Howling Banshee Exarch in this unit that is equipped with an executioner can make a piercing strike. If they do, until the end of the phase, subtract 1 from the Attacks characteristic and add 3 to the Strength characteristic of that Howling Banshee Exarch, and that executioner has a Damage characteristic of 3.
  • Disarming Strike: At the start of the Fight phase, you can select one enemy model within 1″ of this unit’s Howling Banshee Exarch. Subtract 2 from the Attacks characteristic of that enemy model (to a minimum of 1) until the end of that phase.
  • Whirling Blades: Add 1 to the Attacks characteristic of this unit’s Howling Banshee Exarch. If that Howling Banshee Exarch is equipped with mirrorswords, add 2 to its Attacks characteristic instead.
  • Decapitating Strikes: When resolving an attack made with a melee weapon by this unit’s Howling Banshee Exarch, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
  • Nerve-shredding Shriek: When this unit finishes a charge move, if it includes a Howling Banshee Exarch, you can select one enemy unit within 1″ of this unit and roll one D6; on a 4+ that enemy unit suffers D3 mortal wounds.

Exemplar of the Hawk Shrine: 1 CP 

Use this Stratagem before the battle. When you select a Swooping Hawk Exarch power from the list opposite, you can take that ability in addition to the Herald of Victory ability instead of replacing it. You can only use this Stratagem once per battle.

  • Intercept: Whilst this unit contains a Swooping Hawk Exarch, when resolving an attack made by a model in this unit against an enemy unit that can FLY, you can re-roll the hit roll.
  • Suppressing Fire: When this unit’s Swooping Hawk Exarch fires Overwatch at an enemy unit, subtract 2 from charge rolls made for that unit until the end of the phase.
  • Evade: Whilst this unit contains a Swooping Hawk Exarch, models in this unit have a 5+ invulnerable save.
  • Rapid Assault: If this unit made a charge move or was charged this turn, add 2 to the Attacks characteristic of this unit’s Swooping Hawk Exarch this turn.
  • Fast Shot: Ranged weapons this unit’s Swooping Hawk Exarch is equipped with have a Type characteristic of Assault 6.
  • Swooping Barrage: Whilst this unit contains a Swooping Hawk Exarch, add 1 to rolls made for this unit’s Swooping Hawk Grenade Pack ability.

Exemplar of the Scorpion Shrine: 1 CP 

Use this Stratagem before the battle. When you select a Striking Scorpion Exarch power from the list opposite, you can take that ability in addition to the Sustained Attack ability instead of replacing it. You can only use this Stratagem once per battle.

  • Stalker: Whilst this unit contains a Striking Scorpion Exarch and is wholly on or within a terrain feature, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
  • Crushing Blow: Add 2 to the Strength characteristic of this unit’s Striking Scorpion Exarch. Scorpion’s Grasp: When resolving an attack made with a scorpion claw by this unit’s Striking Scorpion Exarch, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
  • Ambush: Whilst this unit contains a Striking Scorpion Exarch and is wholly on or within a terrain feature, this unit can always fight first in the Fight phase, even if they did not 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.
  • Withdraw: At the end of the Fight phase, if this unit contains a Striking Scorpion Exarch and is within 1″ of any enemy models, this unit can make a Fall Back move of up to 6″ as if it were your Movement phase.
  • Scorpion’s Sting: Whilst this unit contains a Striking Scorpion Exarch, add 1 to rolls made for this unit’s Mandiblasters ability.

Exemplar of the Scorpion Shrine: 1 CP 

Use this Stratagem before the battle. When you select a Shining Spear Exarch power from the list opposite, you can take that ability in addition to the Expert Hunter ability instead of replacing it. You can only use this Stratagem once per battle.

  • Withdraw: At the end of the Fight phase, if this unit contains a Shining Spear Exarch and is within 1″ of any enemy models, this unit can make a Fall Back move of up to 6″ as if it were your Movement phase.
  • Swooping Dive: Whilst this unit contains a Shining Spear Exarch, when a charge roll is made for this unit, add 1 to the result.
  • Blademaster: A paragon sabre that this unit’s Shining Spear Exarch is equipped with has a Damage characteristic of 3.
  • Lancer: When resolving an attack made with a laser lance or star lance by this unit’s Shining Spear Exarch, an unmodified hit roll of 6 scores 1 additional hit.
  • Skilled Rider: This unit’s Shining Spear Exarch has a 3+ invulnerable save against attacks made with ranged weapons.
  • Heartstrike: When resolving an attack made with a melee weapon by this unit’s Shining Spear Exarch, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

Exemplar of the Hunter Shrine: 1 CP 

Use this Stratagem before the battle. When you select a Crimson Hunter Exarch power from the list opposite, you can take that ability in addition to the Marksman’s Eye ability instead of replacing it. You can only use this Stratagem once per battle.

  • Aerial Predator: When resolving an attack made with a ranged weapon by this model against a unit that can FLY, add 1 to the Damage characteristic of that weapon for that attack.
  • Evade: This unit has a 5+ invulnerable save.
  • Hawkeye: This model does not suffer the penalty for moving and firing Heavy weapons.
  • Strafing Assault: When resolving an attack made with a ranged weapon by this model against a unit that cannot FLY, re-roll a wound roll of 1.
  • Eyes of Khaine: When resolving an attack made with a ranged weapon by this model, the target does not receive the benefit of cover to its saving throw.
  • Aerial Manoeuvring: When this model moves, you can pivot it up to 180° before it moves, instead of up to 90°.

Exemplar of the Spider Shrine: 1 CP 

Use this Stratagem before the battle. When you select a Warp Spider Exarch power from the list opposite, you can take that ability in addition to the Iron Resolve ability instead of replacing it. You can only use this Stratagem once per battle.

  • Surprise Assault: Whilst this unit contains a Warp Spider Exarch, when resolving an attack made with a death spinner by a model in this unit in a turn in which it was set up on the battlefield using the Warp Strike ability, you can re-roll the hit roll.
  • Withdraw: At the end of the Fight phase, if this unit contains a Warp Spider Exarch, this unit can make a Fall Back move of up to 6″ as if it were your Movement phase.
  • Web of Deceit: Once per battle, in your Movement phase, if this unit contains a Warp Spider Exarch it can make a warp jump instead of moving normally. Remove this unit from the battlefield and set it up at the end of that phase, anywhere on the battlefield that is more than 9″ away from any enemy models.
  • Spider’s Lair: Whilst this unit contains a Warp Spider Exarch and is wholly on or within a terrain feature, when an enemy unit finishes a charge move within 1″ of this unit, roll one D6; on a 3+ that enemy unit suffers D3 mortal wounds.
  • Flickering Assault: Whilst this unit contains a Warp Spider Exarch, models in this unit can pile in up to 6″ instead of 3″.
  • Spider’s Bite: Powerblades this unit’s Warp Spider Exarch is equipped with have a Strength characteristic of +1 and a Damage characteristic of 2.

Craftworlds Unique Items

As of 07-25-2020 Craftworld Unique Item groups are…

  • Remnants of Glory
  • Craftworld Specific Remnants of Glory

(See tabs for details)

If your army is led by a Craftworld Warlord, you may give one Remnants of Glory to a Craftworld Character in your army. Named characters cannot be given Remnants of Glory. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Kurnous’ Bow

Model with a shuriken pistol only. Replace the bearer’s shuriken pistol bolt pistol with the following profile: Range: 12″, Type: Pistol, S4, AP 0, D 2, Each time you make a wound roll on 4+ for this weapon that hit is resolved with an AP -3 instead of 0.

The Phoenix Gem

The first time this model is slain, roll a D6 for each unit within3″ 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, but remains in play with a single remaining wound. If no mortal wounds are inflicted, this model is slain.

Shard of Anaris

Model with a power sword only. Replace the bearer’s power sword with the following profile: Range: Melee, Type: Melee, S User, AP -3, D D3. You can re-roll failed wound rolls for this weapon.

Faolchu’s Wing:

Infantry model only. The bearer of has a Move characteristic of 12″ and can Fly.

Firesabre

Model with a power sword only. Replace the bearer’s power sword with the following profile: Range: Melee, Type: Melee, S +1, AP -4, D1. Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target instead of normal damage.

Blazing Star of Vaul

Model with a shuriken pistol or shuriken catapult only. One shuriken weapon carried by the model is a Blazing Star of Vaul. Add 2 to the number of attacks that the weapon can make.

Shimmerplume of Achillrial

Autarch only. Subtract 1 from all hit rolls that target this model.

If your army is led by a Craftworld Warlord, you may give one Craftworld Specific Relics to a Craftworld Character in your army. Named characters cannot be given relics. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced. 

The Spirit Stone of Anath’Lan

Biel-Tan Psyker models only. You can re-roll any failed Psychic tests for the bearer. Should this result in a second failure, than the model cannot attempt to manifest any more psychic powers this phase.

The Burnished Blade of Eliarna

Biel-Tan model with a power sword only. Replace the bearer’s power sword with the following profile: Range: Melee, Type: Melee S User, AP-3, D 2. Add 1 to the weapons’s Strength and Damage characteristics if any attack is made against an Ork unit.

Shiftshroud of Alanssair

Alatoc Infantry model only. Your opponent must subtract 1 from their hit rolls for attacks that target the bearer in the shooting phase. In addition, during deployment, you may set up this in hiding instead on the battlefield. At the end of your first Movement phase, this model steps out from hiding – set it anywhere on the battlefield that is more than 9″ from any enemy models.

Psytronome of Iyanden

Iyanden Psyker only. Once during the battle, at the start of a Fight phase, you can declare that this model will activate this remnant. If you do so, for the rest of that Fight phase the Attacks of all friendly Iyanden Wraith Constructs units within 6″ of the this model are doubled. However, at the end of the Fight phase, each Iyanden Wraith Construct unit that was affected by suffers D3 mortal wounds.

Ghosthelm of Alishazier

Ulthwe Psyker only. The wearer adds 1 to any Psychic test when attempting to manifest the Smite power.

The Novalance of Saim-Hann

Saim-Hann model with a laser lance only. Replaces the model’s laser lance with the following profile: (Shooting) Range: 12″, Type: Assault 1, S6, AP-4, D 2 or (Melee) Range: Melee, Type, Melee, S +2, AP -4, D2. Attacks with this weapon in the Fight phase are made at S8 if the bearer charged in the same turn. In addition, if the wound roll for an attack made with this weapon is 6+, add 2 to the damage inflicted by that attack.

Craftworlds Psychic Powers

As of 02-08-2020 Craftworld Psychic Powers are…

  • Runes of Battle
  • Runes of Fate
  • Vigilus Defiant Rune of Battle
  • Runes of Fortune

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Runes of Battle and Runes of Fate disciplines using the tables below and opposite. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

Conceal/Reveal: WC 6

If manifested, choose one of the following:

Conceal: Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18″ of the psyker – your opponent must subtract 1 from all hit rolls for ranged weapons that target that unit until your next Psychic phase.

Reveal: Choose an enemy unit within 18″ of the psyker – it does not gain any bonus to its

Embolden/Horrify: WC 6

If manifested, choose one of the following:

Embolden: Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18″ of the psyker – add 2 to the Leadership characteristics of that unit until your next Psychic phase.

Horrify: Choose an enemy unit within 18″ of the psyker – your opponent must subtract 1 from

Enhance/Drain: WC 7

If manifested, choose one of the following:

Enhance: Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18″ of the psyker – add 1 to hit rolls in the Fight phase made for that unit until your next Psychic phase.

Drain: Choose an enemy unit within 18″ of the psyker – your opponent must subtract 1 from all hit rolls made for that unit in the Fight phase until your next Psychic phase.

Protect/Jinx: WC 7

If manifested, choose one of the following:

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.

Quicken/Restrain: WC 7

If manifested, choose one of the following:

Quicken: Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18″ of the psyker – that unit can immediately move as if it were the Movement phase. You cannot use Quicken on a single unit more than once per Psychic phase.

Restrain: Choose an enemy unit within 18″ of the psyker – your opponent must halve the Move characteristic of all models in that unit until your next Psychic phase.

Empower/Enervate: WC 6

If manifested, choose one of the following:

Empower: Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18″ of the psyker – add 1 to wound rolls in the Fight phase for that unit until your next Psychic phase.

Enervate: Choose an enemy unit within 18″ of the psyker – your opponent must subtract 1 from all wound rolls made for that unit in the Fight phase until your next Psychic phase.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Runes of Battle and Runes of Fate disciplines using the tables below and opposite. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

Guide: WC 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.

Doom: WC 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.

Fortune: WC 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 a unit already has an ability with a similar effect (e.g. Ulthwé’s Foresight of the Damned attribute, or the Avatar of Khaine’s Molten Body ability) then the effect of Fortune replaces that of the ability until your next Psychic phase.

Executioner: WC 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.

Will of Asuryan: WC 5

If manifested, friendly ASURYANI units automatically pass Morale tests while they are within 6″ of the psyker until your next Psychic phase. In addition, you can add 1 to all Deny the Witch tests that you make for the psyker until your next Psychic phase.

Mind War: WC 7

If manifested, choose an enemy CHARACTER model within 18″ of the psyker. Each player then rolls a D6 and adds their model’s Leadership characteristic to their result. If your opponent scores higher, or if the scores are drawn, nothing happens. If the psyker’s score is higher, the target suffers a number of mortal wounds equal to the difference between the two scores.

Before the battle, a WRAITH HOST PSYKER can replace a psychic power they know (excluding Smite) with the following psychic power:

Twilight Gloom: WC 6

If manifested, pick a friendly WRAITH HOST unit within 18″ of the psyker. Until the start of your next turn, that unit receives the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature.

Instead of knowing the Smite psychic power, <CRAFTWORLD> PSYKER models can instead know one of the psychic powers from the Runes of Fortune discipline. Before the battle, generate the psychic powers for <CRAFTWORLD> PSYKER models that know powers from the Runes of Fortune discipline using the table below. You can either roll one D6 to generate a power randomly, or you can select the power you wish each psyker to have.

Fateful Divergence: WC 4

If manifested, select one friendly <CRAFTWORLD> unit within 6″ of this psyker. Until the start of your next Psychic phase, you can re-roll a single hit roll, wound roll or save roll for that unit.

Witch Strike: WC 4

If manifested, until the start of your next Psychic phase, add 2 to the Damage characteristic of this psyker’s melee weapons.

Ghostwalk : WC 6

If manifested, select one friendly <CRAFTWORLD> unit within 6″ of this psyker. Until the start of your next Psychic phase, when a charge roll is made for that unit, add 2 to the result.

Crushing Orb: WC 4

If manifested, select one enemy CHARACTER unit within 18″ of and visible to this psyker, and roll three D6; for each roll of 5+ that CHARACTER unit suffers 1 mortal wound.

Focus Will : WC 6

If manifested, select one friendly <CRAFTWORLD> PSYKER model within 6″ of this psyker. Until the end of this phase, when a Deny the Witch test is taken for that model, add 2 to the total.

Impair Senses: WC 6

If manifested, select one enemy unit within 18″ of and visible to this psyker. Until the start of your next Psychic phase, when that unit is chosen to shoot with, models in that unit can only target the closest visible enemy unit unless the target of the attack is within 18″ of the shooting model.

Craftworlds Warlord Traits

 

As of 07-25-2020 Craftworld Warlord Trait groups are…

  • Craftworld Warlord Traits
  • Craftworld Specific Warlord Traits
  • Vigilus Defiant Warlord Traits

(See tabs for details)

If the Warlord of your army is an Craftworld Character, you can pick the Warlord Trait from the Craftworld Traits Table.

Ambush of Blades:

Each time you make a hit roll of 6 or more for a friendly Craftworld unit within 6″ of your Warlord in the Fight phase, the armour Penetration characteristic of that attack increases by 1.

An Eye on Distant Events:

Enemy units cannot fire Overwatch at your Warlord.

Falcon’s Swiftness: 

Add 2 to your Warlord’s Move characteristic.

Fate’s Messenger:

Add 1 to the Wounds of your Warlord. Roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord does not lose the wound.

Mark of the Incomparable Hunter:

Your Warlord can target enemy Characters in the Shooting phase even if they are not the closest enemy model.

Seer of the Shifting Vector: 

Once per battle, you can re-roll a single hit roll, wound roll, save roll, Psychic test or Deny the Witch test made for your Warlord.

You can instead pick a Craftworld Specific Warlord Trait instead of the Craftworld Warlord Traits, but only if your Warlord is from the relevant Craftworld.

Alaitoc: Puritanical Leader

As long as all friendly units within 6″ of your Warlord are Alaitoc units, those units automatically pass Morale tests.

Biel-Tan: 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.

Iyanden: Enduring Resolve

Your Warlord can attempt to deny one psychic power in each enemy Psychic phase.

Saim-Hann: Wild Rider Chieftain

Whenever your Warlord piles-in or performs a Heroic Intervention, they can move 3″ towards teh nearest enemy Character rather than towards the nearest enemy model. In addition, if your Warlord chooses to target the same enemy Character with all of their close combat attacks, you can add 1 to your Warlord’s Attacks unit the end of the phase.

Ulthwe: Fate Reader

If your army is Battle-forged and your Warlord is on the battlefield, roll a D6 at the start of each turn. On a 6 you gain a Command point.

If a WINDRIDER HOST CHARACTER is your Warlord, you can give them the following Warlord Trait.

Wild Rider

Your Warlord, and any friendly WINDRIDER HOST units within 6″ of your Warlord, can charge even if they Fell Back this turn.

If a WRAITH HOST CHARACTER is your Warlord, you can give them the following Warlord Trait.

Revered by the Dead

You can re-roll charge rolls for friendly WRAITH HOST WRAITH CONSTRUCT units whilst they are within 6″ of your Warlord.

Craftworlds Resources

FAQs

Winning Craftworlds Lists of 9th edition

2020 Craftworld Lists

  1.