Craftworlds – Firestorm
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8

Firestorm

NoNAME  M WS BS S T W! A Ld Sv Base
130
Firestorm (base: 60mm flying base)
1
130
Firestorm
16" 6+ 3+ 6 7 7-12 3 8 3+ 60mm flying base
12" 6+ 4+ 6 7 4-6 D3 8 3+
8" 6+ 5+ 6 7 1-3 1 8 3+
A Firestorm is equipped with: Firestorm scatter laser; twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Firestorm scatter laser
Firestorm scatter laser
60"
Heavy 12
6
0
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+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.
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin shuriken catapult can be replaced with 1 shuriken cannon.
 • This model can be equipped with items from the Vehicle Equipment list.
ABILITIES
ABILITIES
Hover Tank: Distance and ranges are always measured to and from this model’s hull, even though it has a base.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 6 <CRAFTWORLD> INFANTRY or PHOENIX LORD INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of 2 models. It cannot transport JUMP PACK models.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: VEHICLE, FLY, TRANSPORT, FIRESTORM

Datasheet-related Stratagems

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

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

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.

Optional Wargear

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

VEHICLE EQUIPMENT

 • Crystal targeting matrix

 • Spirit stones

 • Star engines

 • Vectored engines


Other Wargear

OTHER WARGEAR
ABILITIES 
+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).
+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.
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.
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.
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.
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.
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.
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.
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.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The PHOENIX LORD and INFANTRY keywords are used in the following Craftworlds datasheets:

The WRAITHGUARD keyword is used in the following Craftworlds datasheets:

The WRAITHBLADES keyword is used in the following Craftworlds datasheets:

The TRANSPORT keyword is used in the following Craftworlds datasheets:

Dedicated Transport
Heavy Support

Shuriken cannon used in the following datasheets:


– may take Shuriken cannon as an option.
Vehicle Equipment
 • Crystal targeting matrix
+5
 • Spirit stones
+10
 • Star engines
+10
 • Vectored engines
+10

Crystal targeting matrix used in the following datasheets:

Dedicated Transport
Lords of War
Fast Attack

– may take Crystal targeting matrix as an option.

Spirit stones used in the following datasheets:

Dedicated Transport
Lords of War
Fast Attack

– may take Spirit stones as an option.

Star engines used in the following datasheets:

Dedicated Transport
Lords of War
Fast Attack

– may take Star engines as an option.

Vectored engines used in the following datasheets:

Dedicated Transport
Lords of War
Fast Attack

– may take Vectored engines as an option.

This datasheet has Heavy Support Battlefield Role. Full list of Craftworlds units sharing same Battlefield Role follows:

© Vyacheslav Maltsev 2013-2021