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The craftworld Eldar are an ancient and enigmatic race that cross the galactic wilderness on vast world-ships. Though they once ruled the stars, the Eldar brought a terrible curse upon themselves that sundered their empire forever. Now they struggle against the dying of the light, the embers of their former splendour burning in the darkness of the void.

This section contains all of the datasheets that you will need in order to fight battles with your Craftworlds miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Craftworlds units – these are described below and are referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Xenos 1Index81.4September 2018
  Imperial Armour: XenosIndex81.3November 2018
  CraftworldsCodex81.2September 2018
  Chapter Approved 2017 EditionExpansion81.1April 2018
  Chapter Approved 2018 EditionExpansion81.0December 2018

FAQ

Index: Xenos 1

 Q: Do units with the Battle Focus ability still suffer the -1 penalty to their hit rolls for moving and firing Heavy weapons?
 A
Yes.
 Q: If Eldrad Ulthran passes two Psychic tests and manifests two psychic powers in his Psychic phase, does he get +1 or +2 to the Psychic test when attempting to manifest his third power?
 A
+1.
 Q: Does Fuegan gain the bonuses granted by his Unquenchable Resolve ability if he suffers a wound which is subsequently ignored due to his Last to Fall ability?
 A
No.
 Q: If, in a matched play game, I use the Swooping Hawk’s Skyleap ability to remove the unit from the battlefield during the third or subsequent battle round, does the Tactical Reserves rule mean they count as destroyed?
 A
No. The unit must already have arrived on the battlefield before the end of the third battle round in order to be able to use the Skyleap ability.

However, if the unit used its Children of Baharroth ability to set up in the skies during deployment, and it had not arrived by the end of third battle round, then it would count as destroyed in a matched play game due to the Tactical Reserves rule.

Index: Imperial Armour: Xenos

 Q: There are no datasheets for Corsair Princes or Corsair Barons – are there datasheets I should use for these models?
 A
Use either the Corsair Cloud Dancer Band, Corsair Reaver Band or Corsair Skyreaver Band datasheets (whichever best describes the model) with the model taking the place of the unit’s Felarch.
 Q: There are no datasheets for Corsair Venoms or Corsair Falcons – are there datasheets I should use for these models?
 A
Use the Venom or Falcon datasheets respectively (from Index: Xenos 1 or the appropriate codex). In either case, the vehicle replaces its <KABAL>, <WYCH CULT>, <HAEMONCULUS COVEN> or <CRAFTWORLD> Faction keyword with <COTERIE>, and that model can only transport <COTERIE> INFANTRY models (the number of models and any other restrictions remain the same).
 Q: Can I use the weapon profiles for things like lasblasters and D-cannons from Codex: Craftworlds, or do I have to use the ones printed in Imperial Armour – Index: Xenos?
 A
You can use the profiles from Codex: Craftworlds.
 Q: There are no datasheets for Corsair Venoms or Corsair Falcons – are there datasheets I should use for these models?
 A
Use the Venom or Falcon datasheets respectively (from Index: Xenos 1 or the appropriate codex). In either case, the vehicle replaces its <KABAL>, <WYCH CULT>, <HAEMONCULUS COVEN> or <CRAFTWORLD> Faction keyword with <COTERIE>, and that model can only transport INFANTRY models (the number of models and any other restrictions remain the same). So long as your Warlord is Aeldari, you can include this unit in a Patrol, Battalion, or Outrider Detachment even if that Detachment contains no HQ units. However, if you do so, that Detachment’s Command Benefits are changed to ‘None’.

Codex: Craftworlds

 Q: If the Warlord of my Battle-forged army is an Autarch, can I use the Path of Command ability to refund Command Points when I spend them on Stratagems used during deployment (for example, Cloudstrike, Webway Strike, etc.)?
 A
Yes, but only if your Autarch Warlord is on the battlefield when the Stratagem is used.
 Q: If the Warlord of my Battle-forged army is an Autarch, does the Path of Command ability refund Command Points when my opponent spends Command Points on their Stratagems?
 A
No. This ability only applies to Command Points you spend.
 Q: Is the Avatar of Khaine a named character?
 A
No.
 Q: Can the Avatar of Khaine have a Warlord Trait?
 A
Yes.
 Q: If I want to arm my Wraithblades with a ghostsword in each hand, how many points do I have to pay for those ghostswords and how many attacks does each Wraithblade get to make with its ghostswords?
 A
Ghostswords (plural) is a single weapon profile. You pay for it once per model and you get one bonus attack per model.
 Q: The Dark Reapers’ Inescapable Accuracy ability no longer mentions Overwatch. Does this mean that they can hit on Overwatch on rolls of 3+?
 A
No. Inescapable Accuracy only affects attacks made in the Shooting phase.
 Q: If a unit of Dark Reapers (which have the Inescapable Accuracy ability) shoots at a Culexus Assassin (which has the Etherium ability), what roll do the Dark Reapers require to successfully hit the Assassin?
 A
3+.

This is because while the Dark Reapers treat their Ballistic Skill as 6+ because of the Etherium ability, they always score a hit on rolls of 3+ because of their Inescapable Accuracy ability, which is irrespective of their Ballistic Skill characteristic or any modifiers.
 Q: If my army is led by a Harlequins Warlord, for example, and I have a Detachment of Craftworld units, can I use the Treasures of the Craftworld Stratagem to give a CHARACTER in the Craftworld Detachment a Remnant of Glory?
 A
Yes. The only requirement to have access to Stratagems is that you have a Detachment of the appropriate Faction. If you have a Craftworld Detachment, you have access to their Stratagems.
 Q: When using the Linked Fire Stratagem, if the first Fire Prism targets a CHARACTER that the other Fire Prisms would not normally be able to target (because it is not the nearest model to them), can they still shoot that character?
 A
Yes.
 Q: If I use the Supreme Disdain Stratagem on a unit of Striking Scorpions, and that unit is also within range of Karandras’ Death by a Thousand Stings ability, what happens each time I roll a hit roll of 6+ for a model in that unit when making a close combat attack?
 A
You would then make 2 additional close combat attacks using the same weapon against the same target (or 3 additional attacks if the model the hit roll was made for was a Striking Scorpion Exarch). None of these extra attacks can generate further attacks.
 Q: Which, if any, Movement phase rules apply to a move made with the Fire and Fade Stratagem?
 A
All such rules apply.
 Q: Can a Swooping Hawk unit use Fire and Fade to move over an enemy unit and use the Swooping Hawk Grenade Pack ability? If I use Fire and Fade on a Crimson Hunter, will it crash due to not being able to move its minimum distance? If a unit that can FLY uses Fire and Fade in a Fire and Fury Battlezone, does it have to roll for the Burning Skies special rule?
 A
Yes in all cases.
 Q: When a PSYKER in my army casts the Quicken psychic power on one of my units, can that unit Advance when it makes this move?
 A
Yes.
 Q: When using the Phantasm Stratagem, can the Webway Strike Stratagem be used in conjunction, to move one of the affected units into reserves?
 A
No.
 Q: If a CHARACTER with the Phoenix Gem is targeted by an enemy unit’s attacks, and these attacks cause several successful wounds, the saving throws are taken one at a time. If the Character fails a saving throw and is slain, but the Phoenix Gem causes them to remain in play, what happens to any remaining successful wounds that were allocated – are they lost, or does the Character then have to take saving throws against them?
 A
The CHARACTER must then take the remaining saving throws.

Keywords

Throughout this book you will come across a keyword that is within angular brackets, specifically <CRAFTWORLD>. This is shorthand for a keyword of your own choosing, as described below.

<CRAFTWORLD>, <COTERIE> and <CONCLAVE>

Many Aeldari (with the exception of some units, such as the mysterious Phoenix Lords) belong to either a Craftworld, a Corsair Coterie or a Wraithtitan Conclave. When you include an Aeldari unit in your army which has one of the <CRAFTWORLD>, <COTERIE> or <CONCLAVE> keywords, you must nominate which Craftworld, Corsair Coterie or Wraithtitan Conclave that unit is from. There are many different factions to choose from; you can use any of the groups described in our books, or make up your own if you prefer. You then simply replace the appropriate bracketed keyword in every instance on that unit’s datasheet.

For example, if you were to include an Autarch in your army, and you decided they were from Craftworld Biel-Tan, then their <CRAFTWORLD> keyword is changed to BIEL-TAN, and their The Path of Command ability would say ‘You can re-roll hit rolls of 1 for friendly BIEL-TAN units within 6" of this model.’

Abilities

The following abilities are common to many ASURYANI units:

Ancient Doom

The Aeldari loathe and fear She Who Thirsts above all else, for in Slaanesh they see their doom made manifest.

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

When the Asuryani don their war masks, they enter a battle trance so focused that they flow across the battlefield like quicksilver, killing their foes without breaking stride.

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

Masters of the Asuryani arts of war, Autarchs are unrivalled strategists and inspiring battlefield leaders.

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 yourWarlord 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.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include Craftworlds Detachments – that is, any Detachment which only includes Craftworlds units (as defined below).


Craftworlds Units

In the rules described in this section we often refer to ‘Craftworlds units’ and ‘Craftworlds Warlords’. This is shorthand for a unit or Warlord that has the ASURYANI keyword. Note that other Aeldari, such as the Harlequins and Drukhari, deviate significantly in terms of organisation and fighting styles. These Aeldari cannot make use of any of the rules or abilities listed in this section, and instead have their own rules.

YNNARI is a keyword that some units in this book can gain when taken as part of a Reborn army, as detailed in other publications. If a Detachment includes any YNNARI units, it is no longer a Craftworlds Detachment and will not gain either of the abilities listed below.

Abilities

Craftworlds Detachments gain the following abilities:

The Path of War

Even at the furthest reaches, there is no peace amongst the stars. To survive the conflict that rages across the galaxy, every craftworld has been forced to adopt a total war footing. In times of need, citizen soldiers have always been called upon to don armour and gird themselves for battle. Now, however, that need is a constant, and every son and daughter of Asuryan must fight for their home and kin.

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

Each of the craftworlds that escaped the Fall left for their own reasons. In the millennia since that cataclysm, each craftworld has developed its own traditions, including warhosts that fight in their own unique manner.

If your army is Battle-forged, all units in a Craftworlds Detachment gain a Craftworld Attribute, so long as every unit in that Detachment is from the same craftworld. The Craftworld Attribute gained depends upon the craftworld they are drawn from, as shown in the table on the right. For example, all units in a SAIM-HANN Detachment gain the Wild Host Craftworld Attribute.

If you have chosen a craftworld that does not have an associated Craftworld Attribute, you can choose the attribute that best suits the fighting style and battlefield strategies of the warriors that hail from it.

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.

Craftworld Attributes


Alaitoc: Fieldcraft

Through a combination of stealth, superior scouting reports and peerless camouflage, Alaitoc units are able to obscure themselves upon the battlefield.

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

Biel-Tan warhosts are famed for the indomitable spirit of their Aspect Warriors, as well as for the prodigious storms of shuriken fire they unleash upon the foe.

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, the Blazing Star of Vaul and Scorpion’s claw (shooting) are also shuriken weapons.

Iyanden: Stoic Endurance

The tenacity of those from Iyanden is the stuff of legends. Their craftworld has suffered much, yet the spirits of both its living and dead remain unbowed.

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

Each member of a Saim-Hann Wild Host longs to be the first into the fight, the one to win all the glory; nothing stands between them and their quarry.

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.

Ulthwé: Foresight of the Damned

All Aeldari are psychically attuned, but none more so than those of Ulthwé. Perhaps tainted by their long proximity to the Eye of Terror, their intuition borders well into prescience.

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.

Stratagems

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.

1CP

MATCHLESS AGILITY

Craftworlds Stratagem

Use this Stratagem before moving an ASURYANI unit from your army in theMovement phase. If that unit Advances this phase, add 6" to its movement instead of rolling a D6.

1CP

CELESTIAL SHIELD

Craftworlds Stratagem

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

1CP

CLOUDSTRIKE

Craftworlds Stratagem

Use this Stratagem during deployment if you have not 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 placing it on the battlefield. It can descend at the end of any of your Movement phases – set it up anywhere on the battlefield more than 9" from any enemy units. If you use this Stratagem on a transport, all units embarked inside it remain so when it is set up in the clouds.

1CP/3CP

TREASURES OF THE CRAFTWORLD

Craftworlds Stratagem

Use this Stratagem before the battle. Your army can have one extra Remnant of Glory for 1 CP, or two extra Remnants of Glory for 3 CPs. All of the Remnants of Glory that you include must be different and be given to different Craftworlds CHARACTERS. You can only use this Stratagem once per battle.

2CP

FOREWARNED

Craftworlds Stratagem

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within sight of one of your <CRAFTWORLD> units that is itself within 6" of a friendly <CRAFTWORLD> FARSEER. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase.

1CP

THE GREAT ENEMY

Craftworlds Stratagem

You can use this Stratagem when a friendly ASURYANI unit is chosen to fight. If you do so, you can re-roll any failed wound rolls for the unit if the target of the attack has the SLAANESH keyword.

1CP

CONCORDANCE OF POWER

Craftworlds Stratagem

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

1CP

UNPARALLELED MASTERY

Craftworlds Stratagem

Use this Stratagem 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.

2CP

FEIGNED RETREAT

Craftworlds Stratagem

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

1CP

LINKED FIRE

Craftworlds Stratagem

Use this Stratagem 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. Until then, any <CRAFTWORLD> Fire Prisms from your army can link fire with that Fire Prism if it is visible to and within 60" of them; if they do so, when firing their prism cannons they must target the unit that the first Fire Prism targeted with its prism cannon, ignoring range and visibility, and re-rolling failed hit and wound rolls. At the end of the phase, resolve the prism cannon shots from the first Fire Prism, re-rolling failed hit and wound rolls if at least one other Fire Prism linked fire with it.

2CP

LIGHTNING-FAST REACTIONS

Craftworlds Stratagem

Use this Stratagem when a friendly ASURYANI INFANTRY unit, or a friendly ASURYANI unit with the FLY keyword, is targeted by a ranged or melee weapon. Subtract 1 from all hit rolls made against that unit for the rest of the phase.

1CP

SUPREME DISDAIN

Craftworlds Stratagem

Use this Stratagem 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. These extra attacks cannot themselves generate any further attacks.

1CP/3CP

WEBWAY STRIKE

Craftworlds Stratagem

Use this Stratagem during deployment if you have not used the Cloudstrike Stratagem this battle. If you spend 1 CP, you can set up one ASURYANI INFANTRY or one ASURYANI BIKER unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can set up two such units in the webway instead. A unit in the webway can emerge at the end of any of your Movement phases – set it up anywhere on the battlefield that is more than 9" from any enemy units. This Stratagem can only be used once per battle.

1CP

OVERLOADED ENERGY FIELD PROJECTORS

Craftworlds Stratagem

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

1CP

STARHAWK MISSILE

Craftworlds Stratagem

You can use this Stratagem just before an ASURYANI INFANTRY model from your army attacks a unit that can FLY with an Aeldari missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.

1CP

SEER COUNCIL

Craftworlds Stratagem

Use this Stratagem in your Psychic phase if a <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.

1CP

FIRE AND FADE

Craftworlds Stratagem

You can use this Stratagem 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 (it cannot Advance as part of this move). However, it cannot charge in the same turn that it does so.

2CP

RUNES OF WITNESSING

Craftworlds Stratagem

Use this Stratagem 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.

2CP

PHANTASM

Craftworlds Stratagem

Use this Stratagem 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 from the battlefield and set them up again as described in the Deployment section of the mission you are playing (if you redeploy a transport, all units embarked inside it remain so when it is set up again).

2CP

TEARS OF ISHA

Craftworlds Stratagem

Use this Stratagem at the start of your turn. Select a WRAITH CONSTRUCT model. That model immediately regains D3 lost wounds.

1CP

VAUL’S MIGHT

Craftworlds Stratagem

Use this Stratagem 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.

3CP

THE AVATAR RESURGENT

Craftworlds Stratagem

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

1CP

PATHFINDERS

Alaitoc Stratagem

Use this Stratagem 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.

2CP

COURT OF THE YOUNG KING

Biel-Tan Stratagem

Use this Stratagem at the start of your 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 how 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 the Stratagem is used, then add 3 to the charge roll and re-roll any failed hit rolls instead.

1CP

GUIDED WRAITHSIGHT

Iyanden Stratagem

Use this Stratagem at the start of your turn. When you do so, pick an IYANDEN Spiritseer from your army. Until your next turn the 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.

1CP

WARRIORS OF THE RAGING WINDS

Saim-Hann Stratagem

Use this Stratagem when a 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.

1CP

DISCIPLINE OF THE BLACK GUARDIANS

Ulthwé Stratagem

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


Runes Disciplines

Thelatent psychic talent of the Aeldari and the incredible discipline of the Asuryani combine to produce some of the most formidable psykers in the galaxy, capable of bolstering their allies, hindering their foes and unleashing raw destructive power.

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. 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.

Runes of Battle

Note that the Runes of Battle psychic powers have two names, and two effects. Each effect counts as a different psychic power, so in matched play games a Warlock Conclave that manifests Conceal could also attempt to manifest Reveal.

D6PSYCHIC POWER
1

CONCEAL/REVEAL

The psyker takes command of the darkness around them, using it to conceal their kin or reveal any opponents who skulk in the shadows.

Conceal/Reveal has a warp charge value of 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 saving throws for being in cover until your next Psychic phase.

2

EMBOLDEN/HORRIFY

The psyker reaches into the minds of the battlefields combatants, instilling his allies with valour or sapping courage from his enemies.

Embolden/Horrify has a warp charge value of 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 the Leadership of that unit until your next Psychic phase.

3

ENHANCE/DRAIN

Calling upon Khaine’s immortal favour, the psyker enhances the combat skills of his allies or weakens those of his foes.

Enhance/Drain has a warp charge value of 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.

4

PROTECT/JINX

Chained by runes of power, fate itself is bound to the will of the psyker. Such power is the difference between life and death.

Protect/Jinx has a warp charge value of 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.

5

QUICKEN/RESTRAIN

The psyker twists time, their outline blurring as they and their fellows move like phantoms across the field. Those cursed by such temporal manipulations find themselves moving as if through deep water.

Quicken/Restrain has a warp charge value of 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.

6

EMPOWER/ENERVATE

The psyker helps their comrades to strike at their full potential, imbuing them with the strength of the Aeldari heroes of old whilst diminishing the powers of his foes.

Empower/Enervate has a warp charge value of 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.


Runes of Fate

D6PSYCHIC POWER
1

GUIDE

The psyker twists the strands of destiny to their will, picking out targets from amidst the swirling chaos of battle and guiding the shots of his allies to where they might do the most harm.

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.

2

DOOM

With a simple manipulation of that which is to come, the psyker grants a darkened fate to a chosen foe. While this shadow rests upon the enemy’s soul, death seeks them out above all others, each blow or shot that comes their way rendered inescapably lethal.

Doom has a warp charge value of 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.

3

FORTUNE

The psyker scries possible futures to foresee imminent danger, then aids his allies in avoiding it. The terrors of the warp recoil from the psyker’s mind, while shots pass through thin air where Asuryani warriors stood but a moment before.

Fortune has a warp charge value of 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.

4

EXECUTIONER

The psyker summons an astral doppelgänger and unleashes it upon the foe. This vengeful apparition carves a path through the enemy’s ranks, each kill spurring it on as it rips apart flesh in a blaze of psychic energy.

Executioner has a warp charge value of 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.

5

WILL OF ASURYAN

Sensing an approaching crux of destiny, the psyker summons the certainty and confidence of ancient days. Doubt and fear are washed away from their mind, and those nearby gain grim resolve from his indomitable aura.

Will of Asuryan has a warp charge value of 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.

6

MINDWAR

The psyker reaches out to attack the mind of an enemy in a desperate mental duel. Foes find their thoughts invaded by the crushing presence of the invader, whose ancient and inscrutable will triggers a cascade of psychosomatic trauma by extinguishing their victim’s personality with horrific ease.

Mind War has a warp charge value of 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.


Warlord Traits

As tacticians, the leaders of the Asuryani can be counted amongst the brightest and best in a galaxy full of warmongers.

If the Warlord of your army is a Craftworlds CHARACTER, you can either pick their Warlord Trait from the Asuryani Warlord Traits below or roll a dice and consult the table to randomly generate it.

D6WARLORD TRAIT
1

AMBUSH OF BLADES

The Warlord’s uncanny senses pierce the fog of war. Knowing the precise time at which to strike, he commands his kin to level a storm of blades, energy blasts and razor-edged shuriken into the foe.

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 is increased by 1 (i.e. AP0 becomes AP-1, AP-1 becomes AP-2, and so on).

2

AN EYE ONDISTANT EVENTS

The Warlord’s well-honed survival instincts allow him to use every advantage of the battlefield for the betterment of his plan, so they can stalk unseen toward the enemy’s lines.

Enemy units cannot fire Overwatch at your Warlord.

3

FALCON’S SWIFTNESS

The Warlord moves across broken ruins and blasted battlefields with an astonishing certainty and agility as they close with those they hunt.

Add 2 to your Warlord’s Move characteristic.

4

FATE’S MESSENGER

The strands of fate coil and twist around the Warlord, the paths of destiny manipulated to keep him from harm so that he might strike back at his foes.

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

5

MARK OF THE INCOMPARABLE HUNTER

The Warlord is a skilled hunter and a master marksman. He places his shots precisely where they are most needed, each kill tipping the course of the battle to his advantage.

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

6

SEER OF THE SHIFTING VECTOR

The Warlord is wise enough to read the skeins of destiny, seeing many possible futures amid the mayhem of combat.

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


Craftworld Warlord Traits

If you wish, you can pick a Craftworld Warlord Trait from the list below instead of using the Asuryani Warlord Traits table to the left, but only if your Warlord is from the relevant craftworld.

Named Characters and Warlord Traits

The mightiest Asuryani heroes are exemplars of their craftworld’s methods of waging war. If a named character is your Warlord, they must be given the associated Warlord Trait of their craftworld; for example, Prince Yriel would receive the Iyanden Enduring Resolve Warlord Trait. However, if a Phoenix Lord is your Warlord, they can never have a Warlord Trait.

CRAFTWORLDTRAIT
AlaitocPuritanical Leader: Zealous in their belief in the superiority of their craftworld, this Warlord inspires unwavering discipline in their kin.
As long as all friendly units within 6" of your Warlord are ALAITOC units, those units automatically pass Morale tests
Biel-TanNatural Leader: Tactical acumen and the use of targeting matrices are second nature to this battle-seasoned Warlord.
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. 
IyandenEnduring Resolve: Resolute in mind and body, this Warlord’s willpower is second to none.
Your Warlord can attempt to deny one psychic power in each enemy Psychic phase (if your Warlord is a PSYKER, they can attempt to deny one psychic power more than usual). 
Saim-HannWild Rider Chieftain: To the bravest goes the glory, as they say aboard Saim-Hann.
Whenever your Warlord piles-in or performs a Heroic Intervention, they can move 3" towards the 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 characteristic until the end of the phase. 
UlthwéFate Reader: Using their prescience to discern the enemy commander’s intentions, this Warlord can react before the foe’s plans even come into action.
If your army is Battle-forged and your Warlord is on the battlefield, roll a D6 at the start of each turn (yours and your opponent’s). On a 6 you gain a Command Point

Tactical Objectives

D66Result
11Legacy of Sorrow 
12Master of Runes 
13Khaine’s Wrath 
14TheHidden Path 
15Strands of Fate 
16Combined Strike 

Guided by the prescience of the seers and the strategic brilliance of the Autarchs, the warhosts of the craftworlds are without equal on the battlefield, capable of reacting to threats before they even manifest. Throughthe precise application of overwhelming firepower, rapid strikes and eldritch might, the Asuryani claim dominion over the battlefield.

If your army is led by a Craftworlds Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Craftworlds player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Craftworlds Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are used normally.

11
LEGACY OF SORROW
Craftworlds

By slaying an enemy leader now, a potential disaster in the years to come can be averted.

Score 1 victory point if an enemy CHARACTER was destroyed during this turn.

12
MASTER OF RUNES
Craftworlds

Asuryani psykers use their mastery of runes to dominate the battlefield and lead their army to victory.

Score 1 victory point if you successfully manifested a psychic power from the Runes of Battle or Runes of Fate discipline during this turn. If you successfully manifested 3 or more psychic powers from the Runes of Battle and/or Runes of Fate disciplines during this turn, score D3 victory points instead.

13
KHAINE’S WRATH
Craftworlds

Just as there is a time for subtlety and finesse, there is a time for unfettered rage and slaughter.

Score 1 victory point if, during your turn, a friendly Craftworlds unit successfully charged an enemy unit. If 3 or more friendly Craftworlds units made successful charges, score D3 victory points instead.

14
THEHIDDEN PATH
Craftworlds

Dormant though it may be, a conduit to the webway cannot be allowed to fall into enemy hands.

Roll a D6 when this Tactical Objective is generated. Score 1 victory point if there are no enemy units within 12" of the corresponding objective marker.

15
STRANDS OF FATE
Craftworlds

Themyriad potential outcomes of a battle are ever in flux, but it is within the abilities of a gifted seer to edge them in his favour by being in the right place at the right time.

Roll a D6 when this Tactical Objective is generated. You can immediately increase or decrease the result by 1 if your Warlord is a PSYKER. Score 1 victory point if you control the corresponding objective marker.

16
COMBINED STRIKE
Craftworlds

A well-coordinated attack by the Asuryani is a glorious symphony of destruction.

Score 1 victory point if an enemy unit was destroyed during the Psychic, Shooting or Fight phase of your turn. Score D3 victory points instead if an enemy unit was destroyed in any two of these phases. Score D3+3 victory points instead if an enemy unit was destroyed in all three of these phases.


Remnants of Glory

Remnants of Glory are items of incredible rarity and power, each one a reflection of the ancient Aeldari empire’s brilliance. During times of need, each craftworld brings out even the most prized of artefacts from their armouries.

If your army is led by a Craftworlds Warlord, then before the battle you may give one of the following items to an ASURYANI CHARACTER. Avatars of Khaine and named characters such as Prince Yriel already have one or more artefacts, and cannot be given any of the following items.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Remnants of Glory items your characters have on your army roster.

BLAZING STAR OF VAUL

The Bonesinger Keáirde was the most famed of the weapon smiths from before the Fall, and his works have never been duplicated. The shuriken fired from weapons he crafted are infused with his peerless spirit, and leave contrails of light in their wake. So rapidly can they shoot that it is akin to a meteor storm, and to this day the few surviving weapons of his craft are still known as Blazing Stars of Vaul.

Model with a shuriken pistol or twin 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.

FAOLCHÚ’S WING

When Eldanesh fell battling Khaine, the great falcon Faolchú was disconsolate. Faolchú gifted a single golden pinfeather to Eldanesh’s heirs, that perhaps its swiftness might aid them where her own had failed. Legend tells that this artefact is that selfsame token of grief, handed down through generations of Aeldari, and surviving even the tumult of the Fall.

INFANTRY model only. The bearer of Faolchú’s Wing has a Move characteristic of 12" and can FLY.

FIRESABRE

Many legends speak of Draoch-var, the great drake whose ethereal fires reduced the great forests of Velorn to inert ash, and whose wrathful strength toppled the pillars of the Temple of Isha. Reputedly, this sword was forged from Draoch’s razored fang in celebration of Ulthanesh’s victory. It burns with a fury that can never be quenched, and its fire spreads like a living thing.

Model with a power sword only. The Firesabre replaces the model’s power sword and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Firesabre
Melee
Melee
+1
-4
1
Abilities: Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target instead of the normal damage.

GHOSTHELM OF ALISHAZIER

The millennia-old Farseer Alishazier of Ulthwé harboured a deep terror that she would one day join the ranks of her crystallised predecessors. Unable to accept such a fate, she invested her psyche into the circuitry network of her ghosthelm, so that her spirit might forever keep others of her Path safe from harm.

ULTHWÉ PSYKER only. Thewearer adds 1 to any Psychic test when attempting to manifest the Smite power.

KURNOUS’ BOW

Aeldari myth recounts of how Kurnous hunted across the stars, fashioning an arrow specific to each prey he sought. When loosed from his bow, such a missile would seek out the greatest weakness in their target, finding gaps in defences to reach the soft flesh beneath. Kurnous’ Bow is a shuriken pistol created long ago in honour of these ancient tales. Its psycho-sympathetic ammunition reacts to the vulnerabilities of the foe, turning a shot that should have merely wounded into a killing blow.

Model with a shuriken pistol only. Kurnous’ Bow replaces this model’s shuriken pistol and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Kurnous’ Bow
12"
Pistol 1
4
0
2
Abilities: Each time you make a wound roll of 4+ for this weapon, that hit is resolved with an AP of -3 instead of 0.

PSYTRONOME OF IYANDEN

The Asuryani psychic engineers known as Bonesingers are patient artisans who understand that true craftsmanship takes time. Growing and shaping wraithbone is both art and science, and cannot be rushed without ill effects. Yet the times have grown dire, and needs dictate that the artefact known as the Psytronome be removed from beneath its dome of preservation and taken to battle. Very much a weapon of last resort, the small pendant pulses when activated, resonating at such a frequency that its vibrations echo through all realms, including the warp. For reasons unknown, this regular thrum boosts the growth and vitality of wraithbone, but such vigour comes at a cost. After an unprecedented burst of energy, the wraithbone becomes brittle, often cracking open.

IYANDEN PSYKER only. Once during the battle, at the start of a Fight phase, you can declare that this model will activate the Psytronome of Iyanden. If you do so, for the rest of that Fight phase the Attacks characteristics of all friendly IYANDEN WRAITH CONSTRUCT units that are within 6" of this model are doubled. However, at the end of the Fight phase, each IYANDEN WRAITH CONSTRUCT unit that was affected by the Psytronome suffers D3 mortal wounds.

SHARD OF ANARIS

When Kaela Mensha Khaine slew Eldanesh, he took the sword Anaris and claimed it as his own.When Khaine was shattered in battle with Slaanesh, Anaris too was splintered, the fragments of both blade and wielder coming to rest within the craftworlds. Legend tells that the Shard of Anaris was then crafted into a blade to be borne by the Asuryani’s mightiest warriors.

Model with a power sword only. The Shard of Anaris replaces this model’s power sword and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Shard of Anaris
Melee
Melee
User
-3
D3
Abilities: You can re-roll failed wound rolls for this weapon.

SHIFTSHROUD OF ALANSSAIR

Long before the first cameleoline cloak there was the Shiftshroud of Alanssair – a garment that didn’t so much camouflage or obscure its wearer as shift them from their plane of existence. Made using secrets gleaned from starfarers far more ancient than they, anyone wrapped in its fibres could all but disappear from plain sight. At one time some dozen such Shiftshrouds could be found preserved beneath crystal in Alaitoc; now, all but one remains, the others lost to the ages. Should a commander of Alaitoc have need of this powerful relic, they will withdraw it from the world-ship’s deepest vault.

ALAITOC 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 model in hiding instead of placing it 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.

SHIMMERPLUME OF ACHILLRIAL

Achillrial was a fearless champion of great renown and one of the first of the Autarchs. Upon his appointment to the Path of Command he was gifted a helm that could capture light itself, its resplendent plume reflecting colours like a sun-splashed prism. Blinded by his glory, none could best Achillrial in close combat, and although his radiance drew an inordinate amount of the enemy’s fire, no shot could fell him. It was treachery that ultimately bested Achillrial and led to the downfall of his craftworld of Féin-Cineál. Of that worldship, only the Shimmerplume of Achillrial remains.

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

THE BURNISHED BLADE OF ELIARNA

The Aeldari hero known as Eliarna predates the Fall by many thousands of years. As the tale is told, she was the greatest of warriors – a precursor to the Howling Banshees in their finely honed bladecraft. To combat the Ork menace that beset many kingdoms, Eliarna had forged a weapon imbued with eldritch properties especially deadly to the greenskins. Made of some unknown metal, the blade gleams like a star, and its quiet hum of power rises in volume in the presence of Orks. To this day, the Burnished Blade of Eliarna is still used by the greatest of warriors of Biel-Tan, and the weapon’s keen blade still thirsts for Ork blood.

BIEL-TAN model with a power sword only. The Burnished Blade of Eliarna replaces the model’s power sword and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Burnished Blade of Eliarna
Melee
Melee
User
-3
2
Abilities: Add 1 to this weapon’s Strength and Damage characteristics for any attack made for it that targets an ORK unit.

THE NOVALANCE OF SAIM-HANN

To earn the right to bear the Novalance, a Saim-Hann warrior must win the clan challenge known as Tionchar. To all appearances, the weapon appears like any other of its kind, yet upon impact the release of pent-up energy burns brighter than a sun. A single blow from this fabled weapon has shattered battle tanks and toppled Dreadnoughts.

SAIM-HANN model with a laser lance only. The Novalance of Saim-Hann replaces this model’s laser lance and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Novalance of Saim-Hann (shooting)
12"
Assault 1
6
-4
2
Novalance of Saim-Hann (melee)
Melee
Melee
+2
-4
2
Abilities: Attacks with this weapon in the Fight phase are made at Strength 8 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.

THE PHOENIX GEM

At the height of the War in Heaven, Asuryan himself was laid low by the chill blades of his foes. To save her beloved, Isha drew down the heat of a hundred stars into a glittering gem. The light and heat that had once nurtured countless planets drove the unnatural chill from the Phoenix King’s bones and returned him to his people and his consort. It is said that the Phoenix Gem is the only surviving fragment of this ancient stone. Even now, millions of years hence, it can still return life to the fallen…

The first time thismodel is slain, roll a D6 for each unit (friend or foe) within 3" of thismodel. 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 thismodel is not slain, but remains in play with a single wound remaining. If no mortal wounds are inflicted, this model is slain.

THE SPIRIT STONE OF ANATH’LAN

Anath’lan was once one of Craftworld Biel-Tan’s most skilled Farseers. Alas, pride caused him to misread the runes, dooming a maiden world to a bitter demise. Unable to forgive himself, Anath’lan died of grief. His spirit stone refused to bond with the infinity circuit, and to this day guides other Asuryani away from the error that led to his own disgrace.

BIEL-TAN PSYKER models 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.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Autarch Weapons). When this is the case, the unit may take any item from the appropriate list below.

AUTARCH WEAPONS

Not used in Codex:Craftworlds

 • Avenger shuriken catapult

 • Death spinner

 • Fusion gun1

 • Lasblaster1

 • Power sword

 • Reaper launcher1

 • Scorpion chainsword

1 A model can only carry one of these weapons.

HEAVY WEAPONS

 • Aeldari missile launcher

 • Bright lance

 • Scatter laser

 • Shuriken cannon

 • Starcannon

VEHICLE EQUIPMENT

 • Crystal targeting matrix

 • Spirit stones

 • Star engines

 • Vectored engines


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
20
Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Sunburst missile
48"
Heavy D6
4
-1
1
-
 - Starshot missile
48"
Heavy 1
8
-2
D6
-
3
Avenger shuriken catapult
18"
Assault 2
4
0
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.
15
Blaster
18"
Assault 1
8
-4
D3
-
2
Brace of pistols
8"
Pistol D6
*
0
1
When firing this weapon, roll once to determine how many shots all models in the unit will fire in a given phase; this weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+. Each time you make a wound roll of a 6+ for that weapon, that hit is resolved with an AP of -1 instead of 0.
20
Bright lance
36"
Heavy 1
8
-4
D6
-
16
Chainsabres (shooting)
12"
Pistol 2
4
0
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.
0
Cloudburst missile launcher
48"
Heavy 2D6
8
-2
D3
This weapon adds 1 to hit rolls when targeting enemy units with the FLY keyword.
0
D-bombard
72"
Macro D6
16
-5
2D6
Each wound roll of 6+ made for this weapon inflicts three mortal wounds on the target in addition to any other damage.
45
D-cannon
24"
Heavy D3
12
-4
D6
This weapon can target units that are not visible to the firer.
0
D-flail
When attacking with this weapon, choose one of the profiles below:
 - Blast
36"
Heavy D3
10
-4
D6
This weapon may target enemy units that are not visible to the bearer. When targeting an enemy unit that has 10 or more models, increase the number of hit rolls made to 2D3.
 - Rift
12"
Heavy D6
10
-4
D6
This weapon hits its target automatically.
0
D-impaler
36"
Heavy D6
16
-5
2D6
Each wound roll of 6+ made for this weapon inflicts D3 mortal wounds to the target in addition to all damage.
20
D-scythe
8"
Assault D3
10
-4
1
This weapon automatically hits its target.
20
Dark lance
36"
Heavy 1
8
-4
D6
Change the weapon’s Type from Heavy to Assault if it is equipped on a VEHICLE.
6
Death spinner
12"
Assault 2
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of 0.
45
Deathshroud cannon
When you attack with this weapon, choose one of the following profiles:
 - Focussed
10"
Heavy 2D6
7
0
1
This weapon automatically hits its target. Wound rolls of 5+ for this weapon are resolved at AP -4 instead of AP 0.
 - Dispersed
48"
Heavy D6
8
-2
D3
Wound rolls of 5+ for this weapon are resolved at AP -4 instead of AP -2.
0
Dire pulsar
120"
Macro 2D6
14
-5
D6
Each wound roll of 6+ made for this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
20
Dissonance cannon
24"
Heavy 2
5
-2
D3
Each time you make a hit roll of 6+ for this weapon, that hit is resolved at Strength 6 with an AP of -3 instead of Strength 5 and AP -2.
5
Dissonance pistol
12"
Pistol 1
5
-2
1
Each time you make a hit roll of 6+ for this weapon, that hit is resolved at Strength 6 with an AP of -3 instead of Strength 5 and AP -2.
0
Doomweaver
48"
Heavy 2D6
7
0
2
Wound rolls of 6+ for this weapon are resolved with AP -4 instead of AP 0. This weapon can target units that are not visible to the bearer.
14
Dragon’s breath flamer
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
17
Firepike
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Firestorm scatter laser
60"
Heavy 12
6
0
1
Add 1 to hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
14
Fusion gun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
7
Fusion pistol
6"
Pistol 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
Hawk’s talon
24"
Assault 4
5
0
1
-
17
Haywire launcher
24"
Heavy D3
4
-1
1
If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead of 1.
0
Heavy D-scythe
16"
Assault D3
12
-4
2
This weapon automatically hits its target.
50
Heavy wraithcannon
36"
Assault 2
16
-4
D6
-
25
Hornet pulse laser
48"
Heavy 3
6
-3
2
-
60
Inferno lance
24"
Heavy D6
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
7
Lasblaster (Index)
24"
Rapid Fire 2
3
0
1
-
7
Lasblaster
24"
Assault 4
3
0
1
-
8
Laser lance (shooting)
6"
Assault 1
6
-4
2
-
0
Lynx pulsar
When attacking with this weapon, choose one of the profiles below:
 - Saturation mode
48"
Heavy 2D3
7
-3
D3
-
 - Salvo mode
36"
Heavy 2
12
-4
D6
-
0
Melta bomb
4"
Grenade 1
8
-4
D6
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
0
Nightfire missile array
48"
Heavy 2D6
4
-1
1
If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from their hit rolls until the end of the turn.
0
Phoenix missile array
48"
Heavy D6
6
-3
2
-
0
Phoenix pulse laser
48"
Heavy 2
9
-3
3
-
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
25
Prism blaster
12"
Assault 1
6
-2
D3
Each hit inflicted with this weapon allows an additional attack to be made with it. As long as each following attack hits, the controlling player may keep making attacks until a total of 3 hits have been inflicted with this weapon.
0
Prism cannon
When attacking with this weapon, choose one of the profiles below.
 - Dispersed
60"
Heavy D6
6
-3
1
-
 - Focused
60"
Heavy D3
9
-4
D3
-
 - Lance
60"
Heavy 1
12
-5
D6
-
20
Prism rifle
When attacking with this weapon, choose one of the profiles below:
 - Diffuse
8"
Assault D6
5
-1
1
This weapon hits its target automatically.
 - Coherent
18"
Assault 1
6
-3
1
Each hit inflicted with this weapon allows an additional attack to be made with it. As long as each following attack hits, the controlling player may keep making attacks until a total of 3 hits have been inflicted with this weapon.
0
Pulsar
60"
Heavy 2D6
12
-4
D6
Any wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
0
Pulse laser
48"
Heavy 2
8
-3
3
-
0
Ranger long rifle
36"
Heavy 1
4
0
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.
22
Reaper launcher
When attacking with this weapon, choose one of the profiles below.
 - Starshot missile
48"
Heavy 1
8
-2
3
-
 - Starswarm missile
48"
Heavy 2
5
-2
2
-
7
Scatter laser
36"
Heavy 4
6
0
1
-
9
Scorpion’s claw (shooting)
12"
Assault 2
4
0
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.
12
Shadow weaver
48"
Heavy D6
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of 0. This weapon can target units that are not visible to the bearer.
0
Shardcarbine
18"
Assault 3
*
0
1
This weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+.
8
Shredder
12"
Assault D3
6
0
1
When attacking a unit of INFANTRY, you can re-roll failed wound rolls for this weapon.
10
Shuriken cannon
24"
Assault 3
6
0
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.
0
Shuriken catapult
12"
Assault 2
4
0
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.
0
Shuriken pistol
12"
Pistol 1
4
0
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.
Silent Death
12"
Assault 4
User
-3
1
-
5
Singing spear (shooting)
12"
Assault 1
9
0
D3
This weapon always wounds on a roll of 2+.
60
Sonic lance
18"
Heavy 3D6
*
-3
1
This weapon automatically hits its targets. This weapon wounds INFANTRY on a 2+, and all other units on a 4+.
0
Spear of Starlight (shooting)
24"
Assault 1
6
-3
2
Each hit inflicted with this weapon allows an additional attack to be made with it. As long as each following attack hits, the controlling player may keep making attacks until a total of 4 hits have been inflicted with this weapon.
12
Spinneret rifle
18"
Rapid Fire 1
6
-4
1
-
10
Splinter cannon
36"
Rapid Fire 3
*
0
1
Poisoned Weapon
15
Splinter cannon (IA:Index Xenos)
36"
Rapid Fire 3
*
0
1
This weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+.
10
Star lance (shooting)
6"
Assault 1
8
-4
2
-
13
Starcannon
36"
Heavy 2
6
-3
D3
-
60
Suncannon
48"
Heavy 2D6
6
-3
2
-
11
Sunrifle
24"
Assault 4
3
-2
1
If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from their hit rolls until the end of the turn.
27
Tempest launcher
36"
Heavy 2D6
4
-2
1
This weapon can target units that are not visible to the bearer.
The Eye of Wrath
3"
Pistol D6
6
-2
1
This weapon can only be fired once per battle.
The Maugetar (shooting)
When attacking with this weapon, choose one of the profiles below. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of -1.
 - Shrieker
36"
Assault 1
6
-1
1
If an INFANTRY model is slain by an attack made with this weapon, its unit suffers D3 mortal wounds.
 - Shuriken
36"
Assault 4
6
-1
1
-
The Wailing Doom (shooting)
12"
Assault 1
8
-4
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
9
Triskele (shooting)
12"
Assault 3
3
-2
1
-
40
Twin Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Sunburst missile
48"
Heavy 2D6
4
-1
1
-
 - Starshot missile
48"
Heavy 2
8
-2
D6
-
40
Twin bright lance
36"
Heavy 2
8
-4
D6
-
0
Twin pulse lasers
48"
Heavy 4
8
-3
3
-
12
Twin scatter laser
36"
Heavy 8
6
0
1
-
0
Twin Scorpion pulsar
60"
Heavy 4D6
12
-4
3
Any wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 6 rather than 3.
17
Twin shuriken cannon
24"
Assault 6
6
0
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.
2
Twin shuriken catapult
12"
Assault 4
4
0
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.
0
Twin splinter rifle
24"
Rapid Fire 2
*
0
1
Poisoned Weapon
24
Twin starcannon
36"
Heavy 4
6
-3
D3
-
0
Twin Vampire pulsar
60"
Heavy 4D6
12
-4
D6
Any wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
15
Vibro cannon
48"
Heavy D3
7
-1
2
For each vibro cannon that has already been fired at the same target in this phase, improve the AP of this weapon by 1 (to a maximum of -3) and add 1 to the wound rolls for this weapon (to a maximum of +2). For example, if a firing model is the third to target the same unit with a vibro cannon, its AP is -3 and you add 2 to its wound rolls. If this weapon inflicts any damage on an enemy unit, that unit cannot Advance in its next Movement phase unless it can FLY.
Voidbringer
48"
Heavy 1
4
-3
3
This weapon can target an enemy CHARACTER even if they are not the closest enemy unit. This weapon wounds on a 2+, unless it is targeting a VEHICLE. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
0
Voidstorm missile launcher
72"
Heavy 2D6
8
-3
D3
This weapon gains +1 on hit rolls when targeting enemy units with the FLY keyword.
15
Wraithcannon
12"
Assault 1
10
-4
D6
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Aeldari blade
Melee
Melee
User
0
1
You can re-roll failed hit rolls for this weapon.
5
Biting blade
Melee
Melee
+2
-1
2
-
Blade of Destruction
Melee
Melee
+2
-3
D3
You can re-roll failed wound rolls for this weapon.
0
Bladevanes
Melee
Melee
4
-1
1
-
16
Chainsabres (melee)
Melee
Melee
+1
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
4
Diresword
Melee
Melee
User
-2
1
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
7
Executioner
Melee
Melee
+1
-3
D3
-
Fire Axe
Melee
Melee
User
-4
D3
-
10
Ghostaxe
Melee
Melee
+2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
10
Ghostglaive
Melee
Melee
+2
-4
D6
-
0
Ghostspear
Melee
Melee
+2
-4
D6
When making wound rolls for hits inflicted with this weapon upon a VEHICLE, re-roll any results of ‘1’.
6
Ghostswords
Melee
Melee
+1
-3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
8
Laser lance (melee)
Melee
Melee
User
-4
2
If the bearer charged this turn, attacks with this weapon are made at Strength 6.
4
Mirrorswords
Melee
Melee
User
-2
1
You can re-roll failed hit rolls in the Fight phase for this weapon.
8
Paragon sabre
Melee
Melee
User
-4
1
You can re-roll failed hit and wound rolls for this weapon.
4
Power glaive
Melee
Melee
+1
-2
1
-
4
Power sword
Melee
Melee
User
-3
1
-
4
Powerblades
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Psytronome shaper
Melee
Melee
User
0
D3
-
1
Scorpion chainsword
Melee
Melee
+1
0
1
-
9
Scorpion’s claw (melee)
Melee
Melee
x2
-3
D3
-
5
Singing spear (melee)
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
0
Spar-glaive
Melee
Melee
User
0
1
A model attacking with this weapon in the Fight phase gains a single bonus attack that must be resolved with this profile.
0
Spear of Starlight (melee)
Melee
Melee
+1
-3
2
If the bearer has charged in the current turn, this weapon inflicts D3+1 damage instead of 2.
Staff of Ulthamar
Melee
Melee
+2
-2
D3
-
6
Star glaive
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
10
Star lance (melee)
Melee
Melee
User
-4
2
If the bearer charged this turn, attacks with this weapon are made at Strength 8.
The Maugetar (melee)
Melee
Melee
+2
-2
D3
-
The Shining Blade
Melee
Melee
+1
-3
D3
If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from that unit's hit rolls until the end of the turn.
The Spear of Twilight
Melee
Melee
User
-2
D3
This weapon always wounds on a roll of 2+.
The Sword of Asur
Melee
Melee
+1
-3
D3
Each time you make a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
The Wailing Doom (melee)
Melee
Melee
+2
-4
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
30
Titanic ghostglaive
Melee
Melee
x2
-4
6
-
0
Titanic stride
Melee
Melee
User
-3
3
Make 3 hit rolls for each attack made with this weapon instead of 1.
0
Titanic wraithbone fists
Melee
Melee
User
-3
D6
-
9
Triskele (melee)
Melee
Melee
User
-2
1
-
10
Void sabre
Melee
Melee
User
-3
1
-
0
Witch staff
Melee
Melee
User
0
2
This weapon always wounds on a roll of 2+.
0
Witchblade
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
0
Wraith glaive
Melee
Melee
x2
-5
9
Any hit roll of 6 made with this weapon allows a single additional attack to be made. These additional attacks do not trigger further bonus attacks.
0
Wraithbone fists
Melee
Melee
User
-3
3
-
0
Wraithguard fists
Melee
Melee
User
-1
D3
-

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Banshee Mask
Enemy units cannot fire Overwatch at this unit.
0
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.
5
Crystal targeting matrix
A model with a crystal targeting matrix does not suffer the penalty for firing a Heavy weapon after moving when targeting the closest enemy unit.
6
Forceshield
A model equipped with a forceshield has a 4+ invulnerable save.
0
Mandiblasters
At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of this model and roll a D6. On a roll of 6, that unit suffers a mortal wound.
30
Scattershield
A model equipped with a scattershield has a 5+ invulnerable save.
10
Shimmershield
A unit which includes a model with a shimmershield has a 5+ invulnerable save.
10
Spirit stones
Roll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
10
Star engines
When a model with star engines Advances, add 2D6" to that model’s Move characteristic for that Movement phase instead of D6".
10
Vectored engines
If a model with vectored engines Advances, your opponent must subtract 1 from all hit rolls for ranged weapons that target it until your next Movement phase.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Battle Focus

When the Asuryani don their war masks, they enter a battle trance so focused that they flow across the battlefield like quicksilver, killing their foes without breaking stride.

If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.

The <COTERIE> keyword is used in following Craftworlds datasheets:

Fast Attack
Heavy Support
Troops
Dedicated Transport
The Path of Command

Masters of the Asuryani arts of war, Autarchs are unrivalled strategists and inspiring battlefield leaders.

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 yourWarlord 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.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The PHOENIX LORD keyword is used in following Craftworlds datasheets:

HQ
• Asurmen
• Fuegan

The ASPECT WARRIOR keyword is used in following Craftworlds datasheets:

The BIKER keyword is used in following Craftworlds datasheets:

HQ
Fast Attack
• Vypers

The GUARDIAN keyword is used in following Craftworlds datasheets:

Troops
Heavy Support
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The ASURYANI and VEHICLE keywords are used in following Craftworlds datasheets:

Heavy Support
• Falcon
• Lynx
Fast Attack
• Vypers
• Hornet
Dedicated Transport
Lords of War
• Cobra

The FARSEER keyword is used in following Craftworlds datasheets:

HQ
• Farseer
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

The ASURYANI and FARSEER keywords are used in following Craftworlds datasheets:

HQ
• Farseer
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The ASURYANI and FLY keywords are used in following Craftworlds datasheets:

The ASURYANI and BIKER keywords are used in following Craftworlds datasheets:

HQ
Fast Attack
• Vypers
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The <CRAFTWORLD> and FARSEER keywords are used in following Craftworlds datasheets:

HQ
• Farseer

The <CRAFTWORLD> and WARLOCK keywords are used in following Craftworlds datasheets:

HQ
• Warlock

The WRAITH CONSTRUCT keyword is used in following Craftworlds datasheets:

Flyers
Elites
Lords of War
Heavy Support

The ALAITOC and RANGER keywords are used in following Craftworlds datasheets:

HQ
Troops
• Rangers
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

The BIEL-TAN and ASPECT WARRIOR keywords are used in following Craftworlds datasheets:

HQ
Flyers
Heavy Support
Troops
Elites
Fast Attack

The IYANDEN and WRAITH CONSTRUCT keywords are used in following Craftworlds datasheets:

Flyers
Elites
Lords of War
Heavy Support

The SAIM-HANN and BIKER keywords are used in following Craftworlds datasheets:

HQ
Fast Attack
• Vypers

The ULTHWÉ and GUARDIAN keywords are used in following Craftworlds datasheets:

Troops
Heavy Support
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Pile In Move
You may move each model in the unit up to 3" – this move can be in any direction so long as the model ends the move closer to the nearest enemy model.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

The ULTHWÉ and PSYKER keywords are used in following Craftworlds datasheets:

HQ
• Farseer
• Warlock
Flyers
Elites
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

The IYANDEN and PSYKER keywords are used in following Craftworlds datasheets:

HQ
• Farseer
• Warlock
Flyers
Elites

The ALAITOC and INFANTRY keywords are used in following Craftworlds datasheets:

The AUTARCH keyword is used in following Craftworlds datasheets:

HQ
• Autarch
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

The BIEL-TAN and PSYKER keywords are used in following Craftworlds datasheets:

HQ
• Farseer
• Warlock
Flyers
Elites
MACRO

Macro weapons are truly gigantic in proportion, often the size of armoured vehicles in their own right in many cases. Such mighty weapons are unwieldy and only able to be mounted on the largest of war engines such as Titans, but their power is enough to annihilate the most well-protected target and is particularly effective against fortifications and the largest war machines, against which their power can be fully spent.

A model armed with a Macro weapon may not fire if it has moved previously in the turn, unless the firing unit also has the TITANIC keyword. No Macro weapon may be used to make Overwatch attacks. When used against units with the TITANIC or BUILDING keyword, the damage inflicted by a Macro weapon is doubled (this doubling takes place after any randomised damage has been rolled for).
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Poisoned Weapon

The Drukhari frequently use virulent poisons to slay their prey in excruciating ways.

This weapon wounds on a 4+, unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
© Vyacheslav Maltsev 2013-2018