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.
Contents

Books

BookKindEditionVersionLast update
  Xenos 1
  Xenos 1Index81.4September 2018
  Imperial Armour: Xenos
  Imperial Armour: XenosIndex8Indomitus 1.0July 2020
  Craftworlds
  CraftworldsCodex8Indomitus 1.0July 2020
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018
  Psychic Awakening: Phoenix Rising
  Psychic Awakening: Phoenix RisingExpansion8Indomitus 1.0July 2020
  Warhammer Legends: Craftworlds
  Warhammer Legends: CraftworldsDataslate8December 2019
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

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: What datasheets should I use for Grot Bomb Launchas, Attack Fightas, Fighta-Bommers, Dethrolla Battle Fortresses, Kill Krushas, Raven Strike Fighters, Knarloc Riders, Great Knarlocs and Firestorms?
A:
It is an unfortunate truth that we can’t continue indefinitely to sell and support every model we’ve ever made. As we make new models, and new books to explore their background and rules, we have to stop producing and featuring some older models. But just like many of you, we still treasure our collections of older miniatures, and we still want to be able to use them in games and forge glorious narratives on the tabletop! As such, the datasheets for these classic models can be found below, but they are intended for use in open play or narrative play games; they are not designed or approved for use in matched play games (as they won’t, for example, have any points values).

Note that the Ork datasheets have been updated to have the Dakka! Dakka! Dakka! ability from Codex: Orks.
 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: Does the Wave Serpent’s Serpent Shield ability reduce the damage of each attack by 1, or the damage of one attack made by each weapon that targets it by 1?
A:
The Serpent Shield ability reduces the damage inflicted by each attack by 1.
 Q: If, when targeting an ALAITOC unit benefitting from the Fieldcraft attribute, some models from the attacking unit are within 12" of that unit and some are more than 12" away, does the whole unit suffer the -1 penalty to hit rolls, or only the models more than 12" away?
A:
Only the models more than 12" away from that unit.
 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: The vibro cannon can add more than +1 to the wound roll. Given that these rolls cannot be modified by more than -1 or +1, how does this work?
A:
While hit rolls and wounds rolls cannot be modified by more than -1 or +1, this limit takes effect after all applicable modifiers have been applied, some of which may cancel each other out.

For example, if a model making an attack with a vibro cannon that is conferring a +2 modifier to the wound roll targets a unit that has a rule that applies a -1 modifier to the wound roll, then, after applying both of these modifiers to the roll, there would be a final modifier of +1.
 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: Can a player cast a psychic power that targets a unit that is only in range if they then use the Concordance of Power Stratagem to extend that power’s range?
A:
Yes.
 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 due to the Look Out, Sir rule, 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: Can a Swooping Hawk unit that moves over an enemy unit as a result of the Quicken psychic power use its Grenade Pack ability?
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.

Expansion: Imperium Nihilus: Vigilus Defiant

 Q: When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction?
A:
No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics.
 Q: What is the Armour Penetration characteristic of an attack made with a shuriken weapon by a WINDRIDER HOST FARSEER SKYRUNNER model if the wound roll is a 6+ and it is being affected by the Tempest of Blades Stratagem?
A:
-4.
 Q: If a unit of Wraithblades is targeted by the Psytronome of Iyanden relic and the Wrath of the Dead Stratagem, what is their Attacks characteristic that phase?
A:
5. When modifying characteristics you always apply any multiplication or division (rounding fractions up) before applying any addition or subtraction.

Expansion: Psychic Awakening: Phoenix Rising

 Q: How does the Witch Strike Rune of Fortune psychic power work when manifested by a Warlock Conclave unit with more than one model?
A:
The psychic power applies to the model you select when you are asked to select a model to measure range, check visibility, etc. from.
 Q: If a double 1 is rolled for a Psychic test for a model from a Detachment with the Children of Prophecy trait, does that model still suffer Perils of the Warp?
A:
No.
 Q: Can I use the Exemplar of the (insert aspect warrior name here) Shrine Stratagem to take an Exarch power in addition to the original ability, then replace the original ability as normal?
A:
No.

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.

Powers of the Aspect Shrines

The Exarchs of the Aspect Warrior shrines have long travelled the Path of the Warrior. Their skills honed over countless decades of war, they are amongst the finest fighters of the Asuryani.

Presented here are alternative abilities for the Exarchs from your Aspect Warrior units, allowing you to customise their datasheets and open up new strategies for using these peerless fighters on the battlefield. Alternatively, you can use the new Stratagems included in this section to grant additional abilities to your Exarchs, enabling you to represent the most truly devoted of Khaine’s followers.

Note on your army roster any Exarch powers you have added or replaced for each Aspect Warrior unit in your army.

Fire Dragons

The Fire Dragons burn with the heat of Vaul’s own forge. Not only could Vaul craft fabulous devices but he could also melt down and destroy them; so it is with the Exarchs of the Fire Dragon shrines, who unleash powers of fiery unmaking upon living warrior and war engine alike.
If a FIRE DRAGONS unit from your army contains a Fire Dragon Exarch, you can replace the Crack Shot ability on that unit’s datasheet with one of the Fire Dragon Exarch powers opposite. If you have any FIRE DRAGONS units in your army, you also have access to the Exemplar of the Dragon Shrine Stratagem below.

1CP

EXEMPLAR OF THE DRAGON SHRINE

Craftworlds Stratagem

This Exarch burns with inner fire and is surely a worthy inheritor of the armour of Fuegan.

Use this Stratagem before the battle. When you select a Fire Dragon Exarch power from the list, 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.
FIRE DRAGON EXARCH POWERS
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.

Dire Avengers

Devotees of Asuryan himself, those who walk the path of the Dire Avenger become adept at both attack and defence. Their Exarchs are masters of a swift and flexible warrior-stance that capitalises on everything it means to be Asuryani.
If a DIRE AVENGERS unit from your army contains a Dire Avenger Exarch, you can replace the Battle Fortune ability on that unit’s datasheet with one of the Dire Avenger Exarch powers opposite. If you have any DIRE AVENGER units in your army, you also have access to the Exemplar of the Avenger Shrine Stratagem below.

1CP

EXEMPLAR OF THE AVENGER SHRINE

Craftworlds Stratagem

This Exarch possesses a deadly focus worthy of mighty Asuryan himself.

Use this Stratagem before the battle. When you select a Dire Avenger Exarch power from the list, 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.
DIRE AVENGER EXARCH POWERS
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.

Dark Reapers

Those who fight as Dark Reapers become living embodiments of death. Their Exarchs are anathema, grim and cruel-hearted figures whose every thought and deed are bent towards the annihilation of their foes by whatever means necessary. They are truly terrifying beings.
If a DARK REAPER unit from your army contains a Dark Reaper Exarch, you can replace the Crack Shot ability on that unit’s datasheet with one of the Dark Reaper Exarch powers opposite. If you have any DARK REAPER units in your army, you also have access to the Exemplar of the Reaper Shrine Stratagem below.

1CP

EXEMPLAR OF THE REAPER SHRINE

Craftworlds Stratagem

This Exarch stands silently in battle, bringing a grim inevitability to his enemies’ destruction.

Use this Stratagem before the battle. When you select a Dark Reaper Exarch power from the list, 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.
DARK REAPER EXARCH POWERS
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.

Howling Banshees

Speed, grace and overwhelming force are the hallmarks of the Howling Banshee shrines. Their Exarchs exhibit the greatest ability of all, their very presence enhancing the terrifying capacity for murder that their followers can unleash.
If a HOWLING BANSHEES unit from your army contains a Howling Banshee Exarch, you can replace the War Shout ability on that unit’s datasheet with one of the Howling Banshee Exarch powers opposite. If you have any HOWLING BANSHEE units in your army, you also have access to the Exemplar of the Banshee Shrine Stratagem below.

1CP

EXEMPLAR OF THE BANSHEE SHRINE

Craftworlds Stratagem

The mournful wail of this Exarch has been the last thing heard by many foes of the Asuryani.

Use this Stratagem before the battle. When you select a Howling Banshee Exarch power from the list, 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.
HOWLING BANSHEE EXARCH POWERS
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.

Swooping Hawks

Swooping Hawks rely upon speed and firepower to tear their foes apart, committing to melee only when they need to strike a killing blow. Their Exarchs perfectly embody this way of war.
If a SWOOPING HAWKS unit from your army contains a Swooping Hawks Exarch, you can replace the Herald of Victory ability on that unit’s datasheet with one of the Swooping Hawk Exarch powers opposite. If you have any SWOOPING HAWKS units in your army, you also have access to the Exemplar of the Hawk Shrine Stratagem below.

1CP

EXEMPLAR OF THE HAWK SHRINE

Craftworlds Stratagem

Gliding effortlessly above the battlefield, this Exarch leads their warriors in pinpoint strikes.

Use this Stratagem before the battle. When you select a Swooping Hawk Exarch power from the list, 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.
SWOOPING HAWK EXARCH POWERS
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.

Striking Scorpions

Striking Scorpions rely upon stealth to stalk their prey. When they attack, their Exarchs lead them in lightning-fast explosions of violence that see their foes reduced to torn and bloody shreds.
If a STRIKING SCORPIONS unit from your army contains a Striking Scorpions Exarch, you can replace the Sustained Attack ability on that unit’s datasheet with one of the Striking Scorpion Exarch powers opposite. If you have any STRIKING SCORPIONS units in your army, you also have access to the Exemplar of the Scorpion Shrine Stratagem below.

1CP

EXEMPLAR OF THE SCORPION SHRINE

Craftworlds Stratagem

This Exarch is an expert hunter, remaining unseen by their foe until the moment they strike.

Use this Stratagem before the battle. When you select a Striking Scorpion Exarch power from the list, 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.
STRIKING SCORPION EXARCH POWERS
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.

Shining Spears

Like elite cavalrymen, the Shining Spears fight from the saddles of their jetbike steeds with blistering speed and skill. So supremely graceful are their Exarchs that it is as though they ride the zephyrs of the wind themselves and strike with the fury of the hurricane.
If a SHINING SPEARS unit from your army contains a Shining Spear Exarch, you can replace the Expert Hunter ability on that unit’s datasheet with one of the Shining Spear Exarch powers opposite. If you have any SHINING SPEARS units in your army, you also have access to the Exemplar of the Spear Shrine stratagem below.

1CP

EXEMPLAR OF THE SPEAR SHRINE

Craftworlds Stratagem

This Exarch manoeuvres their jetbike with breathtaking speed and skill.

Use this Stratagem before the battle. When you select a Shining Spear Exarch power from the list, 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.
SHINING SPEAR EXARCH POWERS
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.

Crimson Hunters

Few, if any, can equal the airborne grace, skill and lethality of the Crimson Hunters. Their Exarchs are sufficiently deadly that they make even the ace pilots of the galaxy’s other races look like fumbling green recruits.
If your army contains a Crimson Hunter Exarch unit, you can replace the Marksman’s Eye ability on that unit’s datasheet with one of the Crimson Hunter Exarch powers opposite. If you have any Crimson Hunter Exarch units in your army, you also have access to the Exemplar of the Hunter Shrine Stratagem, below.

1CP

EXEMPLAR OF THE HUNTER SHRINE

Craftworlds Stratagem

This Exarch slays their foes in dazzling feats of aerobatics before disappearing in a blur of crimson.

Use this Stratagem before the battle. When you select a Crimson Hunter Exarch power from the list, 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.
CRIMSON HUNTER EXARCH POWERS
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: Each time this model makes a ranged attack, you can ignore any or all hit roll and Ballistic Skill modifiers.
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°.

Warp Spiders

Warp Spider Exarchs are masters of misdirection. Their minds spin constantly with tactical ruses and vicious predatory schemes, made all the more deadly for their ability to think beyond the dull physical dimensions of realspace.
If a WARP SPIDERS unit from your army contains a Warp Spider Exarch, you can replace the Iron Resolve ability on that unit’s datasheet with one of the Warp Spider Exarch powers opposite. If you have any WARP SPIDERS units in your army, you also have access to the Exemplar of the Spider Shrine Stratagem below.

1CP

EXEMPLAR OF THE SPIDER SHRINE

Craftworlds Stratagem

Flickering in and out of reality, this Exarch dissects their foes with pinpoint monofilament fire.

Use this Stratagem before the battle. When you select a Warp Spider Exarch power from the list, 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.
WARP SPIDERS EXARCH POWERS
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 and is within Engagement Range of any enemy models, 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.

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.

Specialist Detachments


Windrider Host

Fighting a Windrider Host has been likened to being hunted by the flying coatls of Mezolustrius VI. These swift Aeldari swerve and dart through the air, dealing out vicious pinpoint attacks – then, just when the survivors think their assailants have moved on, the airborne host comes around for the kill…

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

WINDRIDER HOST

Specialist Detachment Stratagem

The Windrider Host is the fury of the craftworld carried upon the storm. The speed and cunning of this airborne formation mirrors that of the Cosmic Serpent itself.

Use this Stratagem when choosing your army. Pick a Craftworld Detachment from your army to be a Windrider Host Specialist Detachment. AUTARCH SKYRUNNERS, FARSEER SKYRUNNERS, WARLOCK SKYRUNNERS, WARLOCK SKYRUNNER CONCLAVES, WINDRIDERS and VYPERS in that Detachment gain the WINDRIDER HOST keyword.

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

WILD RIDER

Making full use of the agility of their jetbikes, this Warlord leads their host back in a feint, only to turn at the last moment and rush the unprepared foe with a devastatingly swift charge.

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

REMNANT OF GLORY
If your army includes any Windrider Host Specialist Detachments, you can give the following relic to a WINDRIDER HOST CHARACTER in your army:

HOWLING SKYSWORD OF GALALETH

Legend surrounds the famed weaponsmith Galaleth, but little is known of her true origins. Her distinctive skyswords have been found scattered across a dozen maiden worlds and, despite the passing of millennia, the edge of each never dulls. The blade of this skysword vibrates as it is swung, emitting a shrieking noise that is the harbinger of doom for all who face it in battle.

Model with witchblade only. The Howling Skysword of Galaleth replaces the bearer’s witchblade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Howling Skysword of Galaleth
Howling Skysword of Galaleth
Melee
Melee
User
0
3
Abilities: This weapon always wounds on a roll of 2+.

STRATAGEMS
If your army includes any Windrider Host Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

NIMBLE ESCAPE

Craftworlds Stratagem

After striking their quarry, the warriors of the Windrider Host pull off a daring manoeuvre to twist out of the grasp of the enemy.

Use this Stratagem in the Fight phase after a WINDRIDER HOST unit from your army has fought. That unit can immediately make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead.
3CP

TEMPEST OF BLADES

Craftworlds Stratagem

When the command to kill is given, a gale of razor-edged discs is unleashed to tear the enemy’s lines to shreds.

Use this Stratagem at the start of your Shooting phase. Pick a WINDRIDER HOST FARSEER SKYRUNNER unit from your army. Improve the Armour Penetration characteristic of shooting attacks made by friendly WINDRIDER HOST units within 6" of the unit you picked by 1 until the end of that phase (e.g. AP-1 would become AP-2).

Wraith Host

Where the main Asuryani assault is arrow-swift, the Wraith Host strides forward through the twilight of war, unhurried and all but impervious to the bullets and laser blasts levelled against them. When they are in striking range, the demise of the enemy is assured.

SPECIALIST DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

WRAITH HOST

Specialist Detachment Stratagem

Guided by Spiritseers, the wraith hosts of the craftworlds are the noble houses of Aeldari myth given life once more.

Use this Stratagem when choosing your army. Pick a Craftworlds Detachment from your army to be a Wraith Host Specialist Detachment. SPIRITSEERS and WRAITH CONSTRUCTS in that Detachment gain the WRAITH HOST keyword.

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

REVERED BY THE DEAD

This Spiritseer shares strong ties of kinship with the wraith constructs under their command, and their ferocious determination to vanquish the enemy resonates through each towering warrior that follows them to battle.

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

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

TWILIGHT GLOOM

A thin tear between reality and the spirit world enshrouds the ghost warriors in a veil of dark shadows.

Twilight Gloom has a warp charge value of 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.

REMNANT OF GLORY
If your army includes any Wraith Host Specialist Detachments, you can give the following relic to a WRAITH HOST CHARACTER in your army:

WARP-SPAWN BANE

This witch staff is anathema to psykers and creatures of the warp.

Model with witch staff only. Warp-spawn Bane replaces the bearer’s witch staff and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Warp-spawn Bane
Warp-spawn Bane
Melee
Melee
User
0
2
Abilities: This weapon always wounds on a roll of 2+. In addition, ignore invulnerable saves for attacks made by this weapon that target enemy PSYKERS or DAEMONS.

STRATAGEMS
If your army includes any Wraith Host Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

WRATH OF THE DEAD

Craftworlds Stratagem

With cold and unforgiving fury, these wraith constructs carve a path of devastation through the enemy.

Use this Stratagem at the start of the Fight phase. Pick a WRAITH HOST WRAITH CONSTRUCT unit from your army. Add 1 to the Attacks characteristic of models in that unit until the end of that phase.
2CP

SPIRIT SHIELD

Craftworlds Stratagem

Diverting the defensive properties of their rune armour, this Spiritseer shrouds their precious wraith constructs from harm.

Use this Stratagem at the end of your Movement phase. Pick a WRAITH HOST WRAITH CONSTRUCT unit from your army that is within 6" of a friendly WRAITH HOST SPIRITSEER. Until the start of your next turn, that unit gains a 4+ invulnerable save but the SPIRITSEER loses the 4+ invulnerable save granted by its Rune Armour.

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.

Each time a Combat Attrition test is taken for a unit with this attribute, it is automatically passed. 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, if a BIKER unit with this attribute Advances, until the end of the turn, all models in that unit treat all Heavy weapons they are equipped with as Assault 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.

Custom Craftworld Attributes

Although their warrior cultures and practices can be traced back to the Aeldari empire of old, the craftworlds fight to preserve the last flickering embers of their dying race in their own distinct ways. These martial traditions are no less deadly for their differences, nor for the passing of millennia.


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

This craftworld holds a special reverence for Khaine, and contains a great number of Aspect Shrines dedicated to the Bloody-handed God. The warriors these shrines produce are ruthless in the extreme, cutting down their enemies without mercy or hesitation.

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

The story of Morai-Heg teaches all Aeldari that wisdom cannot come without sacrifice. Some craftworlds even take the severed hand of Morai-Heg as their sigil, reminding them that in even the most dire circumstances, legends can be born.

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

A larger proportion of this craftworld’s citizens find themselves drawn to the Path of the Seer. As a result, they can better focus and direct psychic energy in battle and know how best to avoid the dangers of those that hunger in the immaterium.

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

These Aeldari display an affinity for open spaces, the vast training domes of their craftworld perfect for honing the skills of their Windriders and other airborne warriors.

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

The Farseers of this craftworld share openly the twists of fate they have seen. Each warrior goes to battle knowing a portion of what awaits them, allowing them to anticipate and avoid situations that might otherwise see them slain.

Models with this attribute have a 6+ invulnerable save.

Expert Crafters

Some Aeldari display an affinity for crafting wraithbone into beautiful sculptures that bring tears to the eyes of connoisseurs. They can also turn this art towards creating potent weapons of war.

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

The Aeldari of this craftworld have been to the forbidden places of the galaxy and triumphed against its many horrors. For them the darkness holds no fear, for they have faced such dire situations before and emerged victorious.

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

Hail of Doom

When gathered in large numbers, the focused shuriken-fire of the Asuryani falls upon the foe like a rain of blades. Even the toughest plate is slashed to ribbons by the hail of deadly projectiles.

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).

Headstrong

When the call of war is sent out and the fury of Khaine pumps through their veins, these Aeldari can barely contain their need to get to grips with their foes and destroy them.

When a charge roll is made for a unit with this attribute, add 1 to the result.

Hunters of Ancient Relics

All Aeldari seek out relics from the glorious past, when their race was at its zenith and artefacts of great power were created throughout their empire. Since the Fall, many of these have been lost, but there are some who see these priceless treasures as the key to their race’s survival, and will fight all the harder to recover them.

Add 1 to the Attacks characteristic of models with this attribute whilst their unit is within 3" of any objective markers.

Martial Citizenry

Many craftworlds train even their ordinary citizenry to the same degree as the professional soldiers of other races.

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

Masterful Shots

The warriors of this craftworld have trained long at fighting their wars in dense terrain. To give them even the merest glimpse of yourself is to invite death.

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

Turning their talents to self-preservation, and utilising complex camouflage fields, the warriors of this craftworld turn every scrap of cover to their advantage.

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

These warriors have trained extensively with the grav-tank pilots of their craftworld. In the blink of an eye, their transports will descend, disgorging warriors who spit deadly accurate salvoes of fire or plunge blades-first into their stunned foes before they can react.

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

Whilst many craftworlds do not encourage their warriors to put themselves in harm’s way, others positively encourage their fighters to destroy their enemies blade to blade.

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

The inhabitants of this craftworld can claim a mastery of hit and run tactics beyond that normally displayed by their cousins.

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

Some craftworlds utilise wraithbone vehicle hulls infused with additional empathic circuits. When attacked, the pilot can divert a portion of their consciousness to repairing and regrowing the most serious damage, allowing them to fight at peak efficiency long enough to see victory won.

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

Superior Shurikens

Utilising more aerodynamic shurikens, superior gravitic accelerators or potent trajectory calculators, the warriors of this craftworld are able to project shurikens over greater distance.

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

Whilst all craftworlds recognise the dire threat of Slaanesh, many also recognise that She Who Thirsts is but one piece of a greater threat to the galaxy. The warriors of these world-ships are indiscriminate in opposing the threat of Chaos and treat the minions of all the gods with equal ire.

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

These warriors decorate their armour and wargear with ancient Aeldari runes of warding. Malign energies that would slay these warriors are mysteriously turned aside.

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 warriors of this craftworld know many of the secret paths of the webway, and can use them to launch devastating ambushes on their foes.

The Webway Strike Stratagem 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

Most Aeldari find the use of ghost warriors to be distasteful, but sometimes the dead don’t rest easy and are eager to vent their fury at the living.

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

Stratagems by Phase

Before battle

TREASURES OF THE CRAFTWORLD

EXEMPLAR OF THE AVENGER SHRINE

EXEMPLAR OF THE BANSHEE SHRINE

EXEMPLAR OF THE DRAGON SHRINE

EXEMPLAR OF THE HAWK SHRINE

EXEMPLAR OF THE HUNTER SHRINE

EXEMPLAR OF THE REAPER SHRINE

EXEMPLAR OF THE SCORPION SHRINE

EXEMPLAR OF THE SPEAR SHRINE

EXEMPLAR OF THE SPIDER SHRINE

WINDRIDER HOST (Specialist Detachment)

WRAITH HOST (Specialist Detachment)

During deployment

CLOUDSTRIKE

WEBWAY STRIKE

Battle Round

At the start of battle round

PHANTASM

At the start of your turn

TEARS OF ISHA

GUIDED WRAITHSIGHT (Iyanden)

Movement phase

MATCHLESS AGILITY

RUNES OF WITNESSING

FEIGNED RETREAT

SPIRIT SHIELD

WARRIORS OF THE RAGING WINDS (Saim-Hann)

Enemy Movement phase

RUNES OF WITNESSING

FOREWARNED

Psychic phase

RUNES OF WITNESSING

CONCORDANCE OF POWER

SEER COUNCIL

UNPARALLELED MASTERY

Enemy Psychic phase

RUNES OF WITNESSING

Shooting phase

RUNES OF WITNESSING

STARHAWK MISSILE

TEMPEST OF BLADES

FIRE AND FADE

LINKED FIRE

OVERLOADED ENERGY FIELD PROJECTORS

VAUL’S MIGHT

DISCIPLINE OF THE BLACK GUARDIANS (Ulthwé)

Enemy Shooting phase

CELESTIAL SHIELD

RUNES OF WITNESSING

PATHFINDERS (Alaitoc)

Being targeted

LIGHTNING-FAST REACTIONS

Charge phase

RUNES OF WITNESSING

COURT OF THE YOUNG KING (Biel-Tan)

Enemy Charge phase

RUNES OF WITNESSING

Fight phase

RUNES OF WITNESSING

WRATH OF THE DEAD

SUPREME DISDAIN

THE AVATAR RESURGENT

THE GREAT ENEMY

NIMBLE ESCAPE

DISCIPLINE OF THE BLACK GUARDIANS (Ulthwé)

Enemy Fight phase

RUNES OF WITNESSING

Morale phase

RUNES OF WITNESSING

Enemy Morale phase

RUNES OF WITNESSING


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

Grace in battle and merciless efficiency are prized virtues in craftworld armies. Like the shimmering blades of Khaine, the Asuryani carve through the ranks of their enemies.

Use this Stratagem 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 a D6.
1CP

CELESTIAL SHIELD

Craftworlds Stratagem

Guardians are sometimes equipped with artefacts known as celestial shields, psychically activated force fields that allow them to weather enemy firepower at a vital moment in a battle.

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

The Asuryani often deploy Falcons and Wave Serpents in the lower atmosphere rather than on the ground. At a signal, they strike before the enemy have a chance to react.

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

In times of great need, the Seer Council of a craftworld will authorise the use of the full array of the world-ship’s treasures, arming their kin with artefacts of extraordinary power.

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

Farseers are able to unravel the strands of fate, allowing them to forewarn their craftworld’s warriors of enemy ambushes.

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

The Chaos God Slaanesh is reviled by the Aeldari, who hate and despise his followers with a ferocious loathing.

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

The psykers in aWarlock Conclave can focus and direct the psychic powers that they unleash, greatly increasing their range.

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

The incredible discipline of a Farseer makes them amongst the most formidable psykers in the galaxy.

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

The Aeldari are forever elusive and their actions are unpredictable and deceptive. What appears to be a full retreat one moment is revealed as the prelude to a devastating attack the next.

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

Fire Prisms can combine their destructive power to unleash allpowerful beams of laser energy.

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

The Aeldari can process thoughts and emotions with baffling speed, making their physical reactions so fast that it seems they are able to dodge out of the way attacks and blows that would have hit any other target.

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

‘The stars themselves once lived and died at our command, and yet you still dare to oppose our will.’
- Farseer Mirehn Bielann

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

The warhosts of the Asuryani use the ancient labyrinth of webway portals to strike from nowhere.

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

The energy field projector on aWave Serpent can be overloaded at times of dire need in order to discharge additional waves of force at the enemy.

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

Some Aeldari missile launchers are equipped with starhawk missiles, which are specifically designed to target enemy flyers.

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

Together, a craftworld’s Farseers and Warlocks are far greater than the sum of their parts, skilled at shaping reality to their will.

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

The Aeldari are masters at using hit and run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.

You can use this Stratagem after an Asuryani unit from your army (excluding AIRCRAFT) 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

A Farseer uses runes of witnessing to guide his second sight along the twisting strands of fate. He can use the insights that are revealed to direct deadly attacks upon the foe.

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

The Asuryani are masters of misdirection, and they employ holo-emitters and psychic phantasms to fool enemy scouts.

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

According to Aeldari legend, spirit stones were created from the tears wept by the goddess Isha when she was separated from her mortal children, and sometimes she will intervene to save a spirit stone from destruction.

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

Support Weapons can combine their firepower to unleash a hail of killing energies upon the foe.

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

The Avatar of Khaine bursts out from the centre of a mound of enemy dead, roaring its refusal to die.

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

Some Alaitoc Rangers lose themselves to their lifestyle and become Pathfinders. Supernaturally adept at concealment, they are near-invisible assassins.

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

The Aspect Warriors of Biel-Tan have given their souls to the bloody arts of destruction. The presence of an Avatar of Khaine will inspire them to even greater acts of fury.

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

When the armies of Craftworld Iyanden march to battle, the Spirit Hosts are at the centre. Among the ranks of wraith constructs walk the Spiritseers, their minds bridging the gap between the real world and that of the spirit realm.

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

Like the bloody spear of Khaine, the Wild Rider clans strike from above, their riders and pilots screaming war cries into the raging winds.

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

The Black Guardians of Ulthwé are professional soldiers that have a discipline and skill exceeding that of their kin in other craftworlds.

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 receive the benefit of cover against attacks made by ASURYANI units from your army until the start of 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 against attacks made by ASURYANI units from your army until the start of 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 for attacks made by ASURYANI units from your army against that unit until the start of 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.



Runes of Fortune

Those who walk the Path of the Seer can harness psychic energies to manifest a great many powers. Whilst their effects can be subtle, when applied at the correct moment, Aeldari lives may be saved and fate turned to a more favourable path.

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.

D6PSYCHIC POWER
1

FATEFUL DIVERGENCE

Exerting their will upon destiny, the psyker shifts the paths of fate.

Fateful Divergence has a warp charge value of 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.

2

WITCH STRIKE

Focusing a still greater portion of their power into their weapon, each strike from the psyker blasts foes with potent aetheric energies.

Witch Strike has a warp charge value of 4. If manifested, until the start of your next Psychic phase, add 2 to the Damage characteristic of this psyker’s melee weapons.

3

GHOSTWALK

Channelling energies from their runic armour, the psyker imbues their allies with ethereal speed.

Ghostwalk has a warp charge value of 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.

4

CRUSHING ORB

The psyker crushes their foe in a sphere of kinetic energy.

Crushing Orb has a warp charge value of 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.

5

FOCUS WILL

The psyker channels their mind to aid a fellow seer.

Focus Will has a warp charge value of 6. If manifested, select one friendly <CRAFTWORLD> PSYKER model within 6" of this psyker. Until the end of the phase, when a Psychic test is taken for that model, add 2 to the total.

6

IMPAIR SENSES

The psyker dims the foe’s senses.

Impair Senses has a warp charge value of 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.


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.

Each time you select a target for a ranged weapon this Warlord is equipped with, you can ignore the Look Out, Sir rule.

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

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
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
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
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 one of your Movement phase, this model can emerge from hiding – set this model up anywhere on the battlefield that is more than 9" away 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
The Burnished Blade of Eliarna
The 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)
Novalance of Saim-Hann (shooting)
12"
Assault 1
6
-4
2
Novalance of Saim-Hann (melee)
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. Heavy Weapons). When this is the case, the unit may take any item from the appropriate list below.

HEAVY WEAPONS

 • Aeldari missile launcher

 • Bright lance

 • Scatter laser

 • Shuriken cannon

 • Starcannon

VEHICLE EQUIPMENT

 • Crystal targeting matrix

 • Spirit stones

 • Star engines

 • Vectored engines

AUTARCH WEAPONS

 • Avenger shuriken catapult

 • Death spinner

 • Fusion gun1

 • Lasblaster1

 • Power sword

 • Reaper launcher1

 • Scorpion chainsword

1 A model can only be equipped with one of these weapons.


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.
20
Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Sunburst missile
 - Sunburst missile
48"
Heavy D6
4
-1
1
Blast
Blast
 - Starshot missile
 - Starshot missile
48"
Heavy 1
8
-2
D6
-
Avenger shuriken catapult
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.
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
15
Blaster
18"
Assault 1
8
-4
D3
-
5
Brace of pistols
5
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.
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
20
Bright lance
36"
Heavy 1
8
-4
D6
-
0
Cloudburst missile launcher
0
Cloudburst missile launcher
48"
Heavy 2D6
8
-2
D3
Blast. This weapon adds 1 to hit rolls when targeting enemy units with the FLY keyword.
Blast. This weapon adds 1 to hit rolls when targeting enemy units with the FLY keyword.
0
D-bombard
0
D-bombard
72"
Macro D6
16
-5
2D6
Blast. Each wound roll of 6+ made for this weapon inflicts three mortal wounds on the target in addition to any other damage.
Blast. Each wound roll of 6+ made for this weapon inflicts three mortal wounds on the target in addition to any other damage.
40
D-cannon
40
D-cannon
24"
Heavy D3
12
-4
D6
Blast. This weapon can target units that are not visible to the firer.
Blast. 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:
0
D-flail
When attacking with this weapon, choose one of the profiles below:
 - Blast
 - Blast
36"
Heavy D3
10
-4
D6
Blast. 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.
Blast. 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
 - Rift
12"
Heavy D6
10
-4
D6
This weapon hits its target automatically.
This weapon hits its target automatically.
0
D-impaler
0
D-impaler
36"
Heavy D6
16
-5
2D6
Blast. Each wound roll of 6+ made for this weapon inflicts D3 mortal wounds to the target in addition to all damage.
Blast. Each wound roll of 6+ made for this weapon inflicts D3 mortal wounds to the target in addition to all damage.
10
D-scythe
10
D-scythe
8"
Assault D3
10
-4
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Dark lance
Dark lance
36"
Heavy 1
8
-4
D6
Change the weapon’s Type from Heavy to Assault if it is equipped on a VEHICLE.
Change the weapon’s Type from Heavy to Assault if it is equipped on a VEHICLE.
Death spinner
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.
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:
45
Deathshroud cannon
When you attack with this weapon, choose one of the following profiles:
 - Focussed
 - 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.
This weapon automatically hits its target. Wound rolls of 5+ for this weapon are resolved at AP -4 instead of AP 0.
 - Dispersed
 - Dispersed
48"
Heavy D6
8
-2
D3
Wound rolls of 5+ for this weapon are resolved at AP -4 instead of AP -2.
Wound rolls of 5+ for this weapon are resolved at AP -4 instead of AP -2.
0
Dire pulsar
0
Dire pulsar
120"
Macro 2D6
14
-5
D6
Blast. Each wound roll of 6+ made for this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
Blast. Each wound roll of 6+ made for this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
20
Dissonance cannon
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.
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
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.
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
0
Doomweaver
48"
Heavy 2D6
7
0
2
Blast. 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.
Blast. 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.
10
Dragon’s breath flamer
10
Dragon’s breath flamer
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
15
Firepike
15
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.
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
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.
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.
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Fusion gun
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Fusion pistol
0
Fusion pistol
6"
Pistol 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.
5
Hawk’s talon
5
Hawk’s talon
24"
Assault 4
5
0
1
-
0
Haywire launcher
0
Haywire launcher
24"
Heavy D3
4
-1
1
Blast. 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.
Blast. 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
0
Heavy D-scythe
16"
Assault D3
12
-4
2
This weapon automatically hits its target.
This weapon automatically hits its target.
50
Heavy wraithcannon
50
Heavy wraithcannon
36"
Assault 2
16
-4
D6
-
25
Hornet pulse laser
25
Hornet pulse laser
48"
Heavy 3
6
-3
2
-
60
Inferno lance
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Lasblaster (Index)
0
Lasblaster (Index)
24"
Rapid Fire 2
3
0
1
-
0
Lasblaster
0
Lasblaster
24"
Assault 4
3
0
1
-
0
Laser lance (shooting)
0
Laser lance (shooting)
6"
Assault 1
6
-4
2
-
0
Lynx pulsar
When attacking with this weapon, choose one of the profiles below:
0
Lynx pulsar
When attacking with this weapon, choose one of the profiles below:
 - Saturation mode
 - Saturation mode
48"
Heavy 2D3
7
-3
D3
Blast
Blast
 - Salvo mode
 - Salvo mode
36"
Heavy 2
12
-4
D6
-
0
Melta bomb
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.
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
0
Nightfire missile array
0
Nightfire missile array
48"
Heavy 2D6
4
-1
1
Blast. 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.
Blast. 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
0
Phoenix missile array
48"
Heavy D6
6
-3
2
-
0
Phoenix pulse laser
0
Phoenix pulse laser
48"
Heavy 2
9
-3
3
-
0
Plasma grenade
0
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
5
Prism blaster
5
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.
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.
0
Prism cannon
When attacking with this weapon, choose one of the profiles below.
 - Dispersed
 - Dispersed
60"
Heavy D6
6
-3
1
Blast
Blast
 - Focused
 - Focused
60"
Heavy D3
9
-4
D3
Blast
Blast
 - Lance
 - Lance
60"
Heavy 1
12
-5
D6
-
0
Prism rifle
When attacking with this weapon, choose one of the profiles below:
0
Prism rifle
When attacking with this weapon, choose one of the profiles below:
 - Diffuse
 - Diffuse
8"
Assault D6
5
-1
1
This weapon hits its target automatically.
This weapon hits its target automatically.
 - Coherent
 - 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.
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
0
Pulsar
60"
Heavy 2D6
12
-4
D6
Blast. Any wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
Blast. Any wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
0
Pulse laser
0
Pulse laser
48"
Heavy 2
8
-3
3
-
0
Ranger long rifle
0
Ranger long rifle
36"
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
0
Reaper launcher
When attacking with this weapon, choose one of the profiles below.
0
Reaper launcher
When attacking with this weapon, choose one of the profiles below.
 - Starshot missile
 - Starshot missile
48"
Heavy 1
8
-2
3
-
 - Starswarm missile
 - Starswarm missile
48"
Heavy 2
5
-2
2
-
10
Scatter laser
10
Scatter laser
36"
Heavy 4
6
0
1
-
10
Scorpion’s claw (shooting)
10
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.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
20
Shadow weaver
20
Shadow weaver
48"
Heavy D6
6
0
1
Blast. 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.
Blast. 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
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+.
This weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+.
10
Shredder
10
Shredder
12"
Assault D3
6
0
1
Blast. When attacking a unit of INFANTRY, you can re-roll failed wound rolls for this weapon.
Blast. When attacking a unit of INFANTRY, you can re-roll failed wound rolls for this weapon.
10
Shuriken cannon
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.
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
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.
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
0
Shuriken pistol
12"
Pistol 1
4
0
1
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack.
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack.
Silent Death
Silent Death
12"
Assault 4
User
-3
1
-
5
Singing spear (shooting)
5
Singing spear (shooting)
12"
Assault 1
9
0
D3
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.
60
Sonic lance
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+.
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)
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.
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
12
Spinneret rifle
18"
Rapid Fire 1
6
-4
1
-
Splinter cannon
Splinter cannon
36"
Rapid Fire 3
*
0
1
Poisoned Weapon
Poisoned Weapon
Splinter cannon
Splinter cannon
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+.
This weapon always wounds on a 4+, unless targeting a model with the VEHICLE keyword, in which case it wounds on a 6+.
5
Star lance (shooting)
5
Star lance (shooting)
6"
Assault 1
8
-4
2
-
15
Starcannon
15
Starcannon
36"
Heavy 2
6
-3
D3
-
60
Suncannon
60
Suncannon
48"
Heavy 2D6
6
-3
2
Blast
Blast
11
Sunrifle
11
Sunrifle
24"
Assault 4
3
-2
1
When resolving an attack made with this weapon, if the saving throw is failed, the target is blinded until the end of the turn. When resolving an attack made by a model in a blinded unit, subtract 1 from the hit roll.
When resolving an attack made with this weapon, if the saving throw is failed, the target is blinded until the end of the turn. When resolving an attack made by a model in a blinded unit, subtract 1 from the hit roll.
10
Tempest launcher
10
Tempest launcher
36"
Heavy 2D6
4
-2
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
The Eye of Wrath
The Eye of Wrath
3"
Pistol D6
6
-2
1
This weapon can only be fired once per battle.
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.
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
 - 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.
If an INFANTRY model is slain by an attack made with this weapon, its unit suffers D3 mortal wounds.
 - Shuriken
 - Shuriken
36"
Assault 4
6
-1
1
-
The Wailing Doom (shooting)
The Wailing Doom (shooting)
12"
Assault 1
8
-4
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
5
Triskele (shooting)
5
Triskele (shooting)
12"
Assault 3
4
-2
1
-
40
Twin Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
40
Twin Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Sunburst missile
 - Sunburst missile
48"
Heavy 2D6
4
-1
1
Blast
Blast
 - Starshot missile
 - Starshot missile
48"
Heavy 2
8
-2
D6
-
40
Twin bright lance
40
Twin bright lance
36"
Heavy 2
8
-4
D6
-
0
Twin pulse lasers
0
Twin pulse lasers
48"
Heavy 4
8
-3
3
-
20
Twin scatter laser
20
Twin scatter laser
36"
Heavy 8
6
0
1
-
0
Twin Scorpion pulsar
0
Twin Scorpion pulsar
60"
Heavy 4D6
12
-4
3
Blast. Any wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 6 rather than 3.
Blast. Any wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 6 rather than 3.
20
Twin shuriken cannon
20
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.
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 shuriken catapult
0
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.
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
0
Twin splinter rifle
24"
Rapid Fire 2
*
0
1
Poisoned Weapon
Poisoned Weapon
30
Twin starcannon
30
Twin starcannon
36"
Heavy 4
6
-3
D3
-
0
Twin Vampire pulsar
0
Twin Vampire pulsar
60"
Heavy 4D6
12
-4
D6
Blast. Any wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
Blast. Any wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
15
Vibro cannon
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.
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
Voidbringer
48"
Heavy 1
4
-3
3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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
0
Voidstorm missile launcher
72"
Heavy 2D6
8
-3
D3
Blast. This weapon gains +1 on hit rolls when targeting enemy units with the FLY keyword.
Blast. This weapon gains +1 on hit rolls when targeting enemy units with the FLY keyword.
0
Wraithcannon
0
Wraithcannon
12"
Assault 1
10
-4
D6
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Aeldari blade
0
Aeldari blade
Melee
Melee
User
0
1
You can re-roll failed hit rolls for this weapon.
You can re-roll failed hit rolls for this weapon.
5
Biting blade
5
Biting blade
Melee
Melee
+2
-1
2
-
Blade of Destruction
Blade of Destruction
Melee
Melee
+2
-3
D3
When resolving an attack made with this weapon, you can re-roll the wound roll.
When resolving an attack made with this weapon, you can re-roll the wound roll.
0
Bladevanes
0
Bladevanes
Melee
Melee
4
-1
1
-
8
Chainsabre
8
Chainsabre
Melee
Melee
+1
0
1
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack with this weapon profile.
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Diresword
0
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.
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
5
Executioner
5
Executioner
Melee
Melee
+1
-3
D3
-
Fire Axe
Fire Axe
Melee
Melee
User
-4
D3
-
0
Ghostaxe
0
Ghostaxe
Melee
Melee
+2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
10
Ghostglaive
10
Ghostglaive
Melee
Melee
+2
-4
D6
-
0
Ghostspear
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’.
When making wound rolls for hits inflicted with this weapon upon a VEHICLE, re-roll any results of ‘1’.
0
Ghostswords
0
Ghostswords
Melee
Melee
+1
-3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Laser lance (melee)
0
Laser lance (melee)
Melee
Melee
User
-4
2
If the bearer charged this turn, attacks with this weapon are made at Strength 6.
If the bearer charged this turn, attacks with this weapon are made at Strength 6.
0
Mirrorswords
0
Mirrorswords
Melee
Melee
User
-2
1
When resolving an attack made with this weapon, you can re-roll the hit roll.
When resolving an attack made with this weapon, you can re-roll the hit roll.
0
Paragon sabre
0
Paragon sabre
Melee
Melee
User
-4
1
You can re-roll failed hit and wound rolls for this weapon.
You can re-roll failed hit and wound rolls for this weapon.
Power blade
Power blade
Melee
Melee
User
-2
1
-
0
Power glaive
0
Power glaive
Melee
Melee
+1
-2
1
-
4
Power sword
4
Power sword
Melee
Melee
User
-3
1
-
5
Powerblades
5
Powerblades
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
Psytronome shaper
Psytronome shaper
Melee
Melee
User
0
D3
-
0
Scorpion chainsword
0
Scorpion chainsword
Melee
Melee
+1
0
1
-
10
Scorpion’s claw (melee)
10
Scorpion’s claw (melee)
Melee
Melee
x2
-3
D3
-
5
Singing spear (melee)
5
Singing spear (melee)
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.
0
Spar-glaive
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.
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)
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.
If the bearer has charged in the current turn, this weapon inflicts D3+1 damage instead of 2.
Staff of Ulthamar
Staff of Ulthamar
Melee
Melee
+2
-2
D3
-
0
Star glaive
0
Star glaive
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
5
Star lance (melee)
5
Star lance (melee)
Melee
Melee
User
-4
2
If the bearer charged this turn, attacks with this weapon are made at Strength 8.
If the bearer charged this turn, attacks with this weapon are made at Strength 8.
The Maugetar (melee)
The Maugetar (melee)
Melee
Melee
+2
-2
D3
-
The Shining Blade
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.
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
The Spear of Twilight
Melee
Melee
User
-2
D3
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.
The Sword of Asur
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.
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)
The Wailing Doom (melee)
Melee
Melee
+2
-4
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Titanic feet
0
Titanic feet
Melee
Melee
User
-2
D3
Make 3 hit rolls for each attack made with this weapon, instead of 1.
Make 3 hit rolls for each attack made with this weapon, instead of 1.
30
Titanic ghostglaive
30
Titanic ghostglaive
Melee
Melee
x2
-4
6
-
0
Titanic stride
0
Titanic stride
Melee
Melee
User
-3
3
Make 3 hit rolls for each attack made with this weapon instead of 1.
Make 3 hit rolls for each attack made with this weapon instead of 1.
0
Titanic wraithbone fists
0
Titanic wraithbone fists
Melee
Melee
User
-3
D6
-
5
Triskele (melee)
5
Triskele (melee)
Melee
Melee
User
-2
1
-
10
Void sabre
10
Void sabre
Melee
Melee
User
-3
1
-
0
Witch staff
0
Witch staff
Melee
Melee
User
0
2
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.
0
Witchblade
0
Witchblade
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.
0
Wraith glaive
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.
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
0
Wraithbone fists
Melee
Melee
User
-3
3
-
0
Wraithguard fists
0
Wraithguard fists
Melee
Melee
User
-1
D3
-

Other Wargear

OTHER WARGEAR
ABILITIES 
0
Banshee Mask
Enemy units cannot fire Overwatch at this unit.
0
Banshee Mask
Enemy units cannot fire Overwatch at this unit.
0
Banshee Mask
If this model has a banshee mask, enemy units cannot fire Overwatch at this model.
0
Banshee Mask
If this model has a banshee mask, enemy units cannot fire Overwatch at this model.
5
Crystal targeting matrix
If the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to Assault (e.g. a Heavy D6 weapon becomes an Assault D6 weapon).
5
Crystal targeting matrix
If the bearer Advances, until the end of the turn, the type of any Heavy weapons it is equipped with are changed to Assault (e.g. a Heavy D6 weapon becomes an Assault D6 weapon).
0
Forceshield
A model equipped with a forceshield has a 4+ invulnerable save.
0
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.
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.
15
Scattershield
A model equipped with a scattershield has a 5+ invulnerable save.
15
Scattershield
A model equipped with a scattershield has a 5+ invulnerable save.
5
Shimmershield
A unit which includes a model with a shimmershield has a 5+ invulnerable save.
5
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
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
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.
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.
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.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Psychic Powers
All Psykers know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each Psyker knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A Psyker unit generates their powers before the battle.

  • All Psykers know Smite.
  • Psykers will know additional psychic powers, as described on their datasheets.
Dakka! Dakka! Dakka!

Nothing aids accuracy like the simple expedient of firing so many shots that you just can’t miss.

Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.

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

Dedicated Transport
Heavy Support
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
1CP

CONCORDANCE OF POWER

Craftworlds Stratagem

The psykers in aWarlock Conclave can focus and direct the psychic powers that they unleash, greatly increasing their range.

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.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
1CP/3CP

TREASURES OF THE CRAFTWORLD

Craftworlds Stratagem

In times of great need, the Seer Council of a craftworld will authorise the use of the full array of the world-ship’s treasures, arming their kin with artefacts of extraordinary power.

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.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Factions
A unit's Faction is important when building a Battle-forged army, because most Detachments require all units included in them to be from the same Faction. Importantly, for an army to be Battle-forged it must have an Army Faction (see below).

The Factions that a unit belongs to will be listed in the Faction keywords section of its datasheet.

  • Faction: Described by Faction keywords on a unit's datasheet.
  • If Detachment requires all units to be from the same Faction, they must all share at least one Faction Keyword.

For example: An Intercessor Squad has the Imperium and Adeptus Astartes Faction keywords, so belongs to both the Imperium and Adeptus Astartes Factions. This means that if an Intercessor Squad was part of a Detachment that specified that all units in it must be from the same Faction, all other units in that Detachment must either be from the Imperium Faction, or they must all be from the Adeptus Astartes Faction.
1CP

LINKED FIRE

Craftworlds Stratagem

Fire Prisms can combine their destructive power to unleash allpowerful beams of laser energy.

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.
Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.
1CP

SUPREME DISDAIN

Craftworlds Stratagem

‘The stars themselves once lived and died at our command, and yet you still dare to oppose our will.’
- Farseer Mirehn Bielann

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.

The Aircraft keyword is used in following Craftworlds datasheets:

Heavy Support
1CP

FIRE AND FADE

Craftworlds Stratagem

The Aeldari are masters at using hit and run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.

You can use this Stratagem after an Asuryani unit from your army (excluding AIRCRAFT) 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.
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
2CP

PHANTASM

Craftworlds Stratagem

The Asuryani are masters of misdirection, and they employ holo-emitters and psychic phantasms to fool enemy scouts.

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).
1CP/3CP

WEBWAY STRIKE

Craftworlds Stratagem

The warhosts of the Asuryani use the ancient labyrinth of webway portals to strike from nowhere.

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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

The Farseer Skyrunner keyword is used in following Craftworlds datasheets:

WITCH STRIKE

Focusing a still greater portion of their power into their weapon, each strike from the psyker blasts foes with potent aetheric energies.

Witch Strike has a warp charge value of 4. If manifested, until the start of your next Psychic phase, add 2 to the Damage characteristic of this psyker’s melee weapons.

Perils of the Warp
When a Psyker unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a Psyker unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a Psyker unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The Psyker unit manifesting the power suffers D3 mortal wounds.
  • If Psyker unit is destroyed, the psychic power fails to manifest.
  • If Psyker unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

The Fire Dragons keyword is used in following Craftworlds datasheets:

PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

The Dire Avengers keyword is used in following Craftworlds datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

The Dark Reapers keyword is used in following Craftworlds datasheets:

Heavy Support
Number of Attacks (melee)
When a model fights, it will make a number of attacks. You make one hit roll for each attack being made (see Making Attacks).

The number of attacks a model makes is determined by its Attacks (A) characteristic, which can be found on its datasheet. For example, if a model has an A of 2, it can make two attacks.

  • Number of attacks made by each model that can fight = A.

The Howling Banshees keyword is used in following Craftworlds datasheets:

Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

The Swooping Hawks keyword is used in following Craftworlds datasheets:

Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

The Striking Scorpions keyword is used in following Craftworlds datasheets:

Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.

The Shining Spears keyword is used in following Craftworlds datasheets:

Fast Attack
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

The Warp Spiders keyword is used in following Craftworlds datasheets:

Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.

The Phoenix Lord keyword is used in following Craftworlds datasheets:

The Autarch Skyrunner keyword is used in following Craftworlds datasheets:

The Warlock Skyrunner keyword is used in following Craftworlds datasheets:

The Warlock Skyrunner Conclave keyword is used in following Craftworlds datasheets:

The Windriders keyword is used in following Craftworlds datasheets:

Fast Attack

The Vypers keyword is used in following Craftworlds datasheets:

Fast Attack
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The Wraith Construct keyword is used in following Craftworlds datasheets:

Heavy Support
Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

The Spiritseer keyword is used in following Craftworlds datasheets:

Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

The Guardian keyword is used in following Craftworlds datasheets:

Heavy Support
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
1CP

EXEMPLAR OF THE AVENGER SHRINE

Craftworlds Stratagem

This Exarch possesses a deadly focus worthy of mighty Asuryan himself.

Use this Stratagem before the battle. When you select a Dire Avenger Exarch power from the list, 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.
1CP

EXEMPLAR OF THE BANSHEE SHRINE

Craftworlds Stratagem

The mournful wail of this Exarch has been the last thing heard by many foes of the Asuryani.

Use this Stratagem before the battle. When you select a Howling Banshee Exarch power from the list, 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.
1CP

EXEMPLAR OF THE DRAGON SHRINE

Craftworlds Stratagem

This Exarch burns with inner fire and is surely a worthy inheritor of the armour of Fuegan.

Use this Stratagem before the battle. When you select a Fire Dragon Exarch power from the list, 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.
1CP

EXEMPLAR OF THE HAWK SHRINE

Craftworlds Stratagem

Gliding effortlessly above the battlefield, this Exarch leads their warriors in pinpoint strikes.

Use this Stratagem before the battle. When you select a Swooping Hawk Exarch power from the list, 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.
1CP

EXEMPLAR OF THE HUNTER SHRINE

Craftworlds Stratagem

This Exarch slays their foes in dazzling feats of aerobatics before disappearing in a blur of crimson.

Use this Stratagem before the battle. When you select a Crimson Hunter Exarch power from the list, 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.
1CP

EXEMPLAR OF THE REAPER SHRINE

Craftworlds Stratagem

This Exarch stands silently in battle, bringing a grim inevitability to his enemies’ destruction.

Use this Stratagem before the battle. When you select a Dark Reaper Exarch power from the list, 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.
1CP

EXEMPLAR OF THE SCORPION SHRINE

Craftworlds Stratagem

This Exarch is an expert hunter, remaining unseen by their foe until the moment they strike.

Use this Stratagem before the battle. When you select a Striking Scorpion Exarch power from the list, 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.
1CP

EXEMPLAR OF THE SPEAR SHRINE

Craftworlds Stratagem

This Exarch manoeuvres their jetbike with breathtaking speed and skill.

Use this Stratagem before the battle. When you select a Shining Spear Exarch power from the list, 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.
1CP

EXEMPLAR OF THE SPIDER SHRINE

Craftworlds Stratagem

Flickering in and out of reality, this Exarch dissects their foes with pinpoint monofilament fire.

Use this Stratagem before the battle. When you select a Warp Spider Exarch power from the list, 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.
1CP

WINDRIDER HOST

Specialist Detachment Stratagem

The Windrider Host is the fury of the craftworld carried upon the storm. The speed and cunning of this airborne formation mirrors that of the Cosmic Serpent itself.

Use this Stratagem when choosing your army. Pick a Craftworld Detachment from your army to be a Windrider Host Specialist Detachment. AUTARCH SKYRUNNERS, FARSEER SKYRUNNERS, WARLOCK SKYRUNNERS, WARLOCK SKYRUNNER CONCLAVES, WINDRIDERS and VYPERS in that Detachment gain the WINDRIDER HOST keyword.
1CP

WRAITH HOST

Specialist Detachment Stratagem

Guided by Spiritseers, the wraith hosts of the craftworlds are the noble houses of Aeldari myth given life once more.

Use this Stratagem when choosing your army. Pick a Craftworlds Detachment from your army to be a Wraith Host Specialist Detachment. SPIRITSEERS and WRAITH CONSTRUCTS in that Detachment gain the WRAITH HOST keyword.
1CP

CLOUDSTRIKE

Craftworlds Stratagem

The Asuryani often deploy Falcons and Wave Serpents in the lower atmosphere rather than on the ground. At a signal, they strike before the enemy have a chance to react.

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.
2CP

TEARS OF ISHA

Craftworlds Stratagem

According to Aeldari legend, spirit stones were created from the tears wept by the goddess Isha when she was separated from her mortal children, and sometimes she will intervene to save a spirit stone from destruction.

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

The Iyanden and Wraith Construct keywords are used in following Craftworlds datasheets:

Heavy Support
1CP

GUIDED WRAITHSIGHT

Iyanden Stratagem

When the armies of Craftworld Iyanden march to battle, the Spirit Hosts are at the centre. Among the ranks of wraith constructs walk the Spiritseers, their minds bridging the gap between the real world and that of the spirit realm.

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

MATCHLESS AGILITY

Craftworlds Stratagem

Grace in battle and merciless efficiency are prized virtues in craftworld armies. Like the shimmering blades of Khaine, the Asuryani carve through the ranks of their enemies.

Use this Stratagem 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 a D6.

The Farseer keyword is used in following Craftworlds datasheets:

2CP

RUNES OF WITNESSING

Craftworlds Stratagem

A Farseer uses runes of witnessing to guide his second sight along the twisting strands of fate. He can use the insights that are revealed to direct deadly attacks upon the foe.

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

FEIGNED RETREAT

Craftworlds Stratagem

The Aeldari are forever elusive and their actions are unpredictable and deceptive. What appears to be a full retreat one moment is revealed as the prelude to a devastating attack the next.

Use this Stratagem if an ASURYANI unit from your army Falls Back. That unit can still shoot and charge this turn.
2CP

SPIRIT SHIELD

Craftworlds Stratagem

Diverting the defensive properties of their rune armour, this Spiritseer shrouds their precious wraith constructs from harm.

Use this Stratagem at the end of your Movement phase. Pick a WRAITH HOST WRAITH CONSTRUCT unit from your army that is within 6" of a friendly WRAITH HOST SPIRITSEER. Until the start of your next turn, that unit gains a 4+ invulnerable save but the SPIRITSEER loses the 4+ invulnerable save granted by its Rune Armour.

The Saim-Hann and Biker keywords are used in following Craftworlds datasheets:

1CP

WARRIORS OF THE RAGING WINDS

Saim-Hann Stratagem

Like the bloody spear of Khaine, the Wild Rider clans strike from above, their riders and pilots screaming war cries into the raging winds.

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.
2CP

FOREWARNED

Craftworlds Stratagem

Farseers are able to unravel the strands of fate, allowing them to forewarn their craftworld’s warriors of enemy ambushes.

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.

The <Craftworld> and Farseer keywords are used in following Craftworlds datasheets:

The <Craftworld> and Warlock keywords are used in following Craftworlds datasheets:

1CP

SEER COUNCIL

Craftworlds Stratagem

Together, a craftworld’s Farseers and Warlocks are far greater than the sum of their parts, skilled at shaping reality to their will.

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.

The Asuryani and Farseer keywords are used in following Craftworlds datasheets:

1CP

UNPARALLELED MASTERY

Craftworlds Stratagem

The incredible discipline of a Farseer makes them amongst the most formidable psykers in the galaxy.

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.
1CP

STARHAWK MISSILE

Craftworlds Stratagem

Some Aeldari missile launchers are equipped with starhawk missiles, which are specifically designed to target enemy flyers.

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.
3CP

TEMPEST OF BLADES

Craftworlds Stratagem

When the command to kill is given, a gale of razor-edged discs is unleashed to tear the enemy’s lines to shreds.

Use this Stratagem at the start of your Shooting phase. Pick a WINDRIDER HOST FARSEER SKYRUNNER unit from your army. Improve the Armour Penetration characteristic of shooting attacks made by friendly WINDRIDER HOST units within 6" of the unit you picked by 1 until the end of that phase (e.g. AP-1 would become AP-2).
1CP

OVERLOADED ENERGY FIELD PROJECTORS

Craftworlds Stratagem

The energy field projector on aWave Serpent can be overloaded at times of dire need in order to discharge additional waves of force at the enemy.

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

VAUL’S MIGHT

Craftworlds Stratagem

Support Weapons can combine their firepower to unleash a hail of killing energies upon the foe.

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.

The Ulthwé and Guardian keywords are used in following Craftworlds datasheets:

Heavy Support
1CP

DISCIPLINE OF THE BLACK GUARDIANS

Ulthwé Stratagem

The Black Guardians of Ulthwé are professional soldiers that have a discipline and skill exceeding that of their kin in other craftworlds.

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.
1CP

CELESTIAL SHIELD

Craftworlds Stratagem

Guardians are sometimes equipped with artefacts known as celestial shields, psychically activated force fields that allow them to weather enemy firepower at a vital moment in a battle.

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.

The Alaitoc and Ranger keywords are used in following Craftworlds datasheets:

Troops
1CP

PATHFINDERS

Alaitoc Stratagem

Some Alaitoc Rangers lose themselves to their lifestyle and become Pathfinders. Supernaturally adept at concealment, they are near-invisible assassins.

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

LIGHTNING-FAST REACTIONS

Craftworlds Stratagem

The Aeldari can process thoughts and emotions with baffling speed, making their physical reactions so fast that it seems they are able to dodge out of the way attacks and blows that would have hit any other target.

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.
2CP

COURT OF THE YOUNG KING

Biel-Tan Stratagem

The Aspect Warriors of Biel-Tan have given their souls to the bloody arts of destruction. The presence of an Avatar of Khaine will inspire them to even greater acts of fury.

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

WRATH OF THE DEAD

Craftworlds Stratagem

With cold and unforgiving fury, these wraith constructs carve a path of devastation through the enemy.

Use this Stratagem at the start of the Fight phase. Pick a WRAITH HOST WRAITH CONSTRUCT unit from your army. Add 1 to the Attacks characteristic of models in that unit until the end of that phase.
3CP

THE AVATAR RESURGENT

Craftworlds Stratagem

The Avatar of Khaine bursts out from the centre of a mound of enemy dead, roaring its refusal to die.

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

THE GREAT ENEMY

Craftworlds Stratagem

The Chaos God Slaanesh is reviled by the Aeldari, who hate and despise his followers with a ferocious loathing.

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.
2CP

NIMBLE ESCAPE

Craftworlds Stratagem

After striking their quarry, the warriors of the Windrider Host pull off a daring manoeuvre to twist out of the grasp of the enemy.

Use this Stratagem in the Fight phase after a WINDRIDER HOST unit from your army has fought. That unit can immediately make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead.
Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
single/pair

Blaster used in following datasheets:

Brace of pistols used in following datasheets:

Cloudburst missile launcher used in following datasheets:

Lords of War

D-bombard used in following datasheets:

Lords of War
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).

D-cannon used in following datasheets:

Heavy Support

D-flail used in following datasheets:

Heavy Support

D-impaler used in following datasheets:

Lords of War

D-scythe used in following datasheets:

INFANTRY/other model

Dark lance used in following datasheets:

Deathshroud cannon used in following datasheets:

Dire pulsar used in following datasheets:

Lords of War

Dissonance cannon used in following datasheets:

Dissonance pistol used in following datasheets:

Doomweaver used in following datasheets:

Heavy Support

Dragon’s breath flamer used in following datasheets:

Firepike used in following datasheets:

Firestorm scatter laser used in following datasheets:

Heavy Support
FIRE DRAGON/other model

Hawk’s talon used in following datasheets: