Craftworlds – Farseer Skyrunner
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7

Farseer Skyrunner

NoNAME  M WS BS S T W A Ld Sv
135
Farseer Skyrunner
1
135
Farseer Skyrunner
16" 2+ 2+ 3 4 6 2 9 4+
A Farseer Skyrunner is a single model armed with a shuriken pistol and a witchblade. Their Aeldari jetbike is equipped with a twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Shuriken pistol
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.
Twin shuriken catapult
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.
+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+.
+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+.
Witchblade
Witchblade
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
This weapon always wounds on a roll of 2+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its witchblade with a singing spear.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Ghosthelm: Roll a D6 whenever this model suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as the result of the psyker suffering Perils of the Warp. On a 5+ that wound is ignored.
Rune Armour: This model has a 4+ invulnerable save.
Runes of the Farseer: Once in each Psychic phase, you can re-roll any number of dice used for this model’s attempt to manifest or deny a psychic power.
Ride the Wind: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
PSYKER
PSYKER
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Runes of Fate discipline.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: BIKER, CHARACTER, FLY, PSYKER, FARSEER, FARSEER SKYRUNNER

Datasheet-related Stratagems

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.
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/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

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

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/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

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.
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.
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.
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.
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.

Singing spear (shooting) used in following datasheets:

Singing spear (melee) used in following datasheets:

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.
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.
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.
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.
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.
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.
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.
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.
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.

The FARSEER keyword is used in following Craftworlds datasheets:

The AUTARCH SKYRUNNER keyword is used in following Craftworlds datasheets:

The FARSEER 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

The FARSEER SKYRUNNER keyword is used in following Craftworlds datasheets:

The FARSEER keyword is used in following Craftworlds datasheets:

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

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.
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.

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

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

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.

The FARSEER keyword is used in following Craftworlds datasheets:

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

© Vyacheslav Maltsev 2013-2021