Craftworlds – Datasheets

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8

Asurmen

NoNAME  M WS BS S T W A Ld Sv Base
160
Asurmen (base: 25mm)
1
160
Asurmen
7" 2+ 2+ 4 4 6 5 9 2+ 25mm
Asurmen is a single model armed with the Sword of Asur and two avenger shuriken catapults. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
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.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Shield of Grace: Asurmen has a 4+ invulnerable save against ranged weapons and a 3+ invulnerable save against melee weapons.
Defence Tactics: When Asurmen fires Overwatch, he successfully hits on a roll of 5 or 6, instead of only 6.
Hand of Asuryan: Friendly ASPECT WARRIOR units within 6" have a 5+ invulnerable save. Friendly Dire Avengers units have a 4+ invulnerable save instead.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR
KEYWORDS: CHARACTER, INFANTRY, PHOENIX LORD, ASURMEN


4

Autarch

NoNAME  M WS BS S T W A Ld Sv Base
80
Autarch (base: 32mm)
1
80
Autarch
7" 2+ 2+ 3 3 5 4 9 3+ 32mm
An Autarch is a single model armed with a star glaive and plasma grenades. They are equipped with a Forceshield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Star glaive
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.
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
ABILITIES
ABILITIES
Ancient Doom, Battle Focus, The Path of Command
Forceshield: This model has a 4+ invulnerable save.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: CHARACTER, INFANTRY, AUTARCH


6

Autarch Skyrunner

NoNAME  M WS BS S T W A Ld Sv Base
105
Autarch Skyrunner (base: 32mm flying base)
1
105
Autarch Skyrunner
16" 2+ 2+ 3 4 6 4 9 3+ 32mm flying base
An Autarch Skyrunner is a single model armed with a power sword. Their Aeldari jetbike is equipped with a twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Fusion gun
+10
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.
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
Laser lance (shooting)
+5
Laser lance (shooting)
6"
Assault 1
6
-4
2
-
+5
Laser lance (melee)
+5
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.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its power sword with a laser lance or fusion gun.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus, The Path of Command
Peerless Agility: This model has a 4+ invulnerable save.
Ride the Wind: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: BIKER, CHARACTER, FLY, AUTARCH, AUTARCH SKYRUNNER


5

Autarch with Swooping Hawk Wings

NoNAME  M WS BS S T W A Ld Sv Base
90
Autarch with Swooping Hawk Wings (base: 32mm)
1
90
Autarch with Swooping Hawk Wings
14" 2+ 2+ 3 3 5 4 9 3+ 32mm
An Autarch with Swooping Hawk wings is a single model armed with a power sword, fusion pistol and plasma grenades. They are equipped with a Forceshield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fusion pistol
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.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
ABILITIES
ABILITIES
Ancient Doom, Battle Focus, The Path of Command
Children of Baharroth: During deployment, you can set up this model in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can descend – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Forceshield: This model has a 4+ invulnerable save.
Skyleap: At the beginning of your Movement phase, if this model is not within 1" of an enemy model it can leap into the skies. Remove this model from the battlefield. It can return to the battlefield as described in the Children of Baharroth ability. This model may not both skyleap and descend in the same turn. If the battle ends while this model is in the skies, it is considered to be slain.
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.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: CHARACTER, INFANTRY, JUMP PACK, FLY, AUTARCH


12

Avatar of Khaine

NoNAME  M WS BS S T W A Ld Sv Base
200
Avatar of Khaine (base: 40mm)
1
200
Avatar of Khaine
7" 2+ 2+ 6 6 8 5 9 3+ 40mm
The Avatar of Khaine is a single model armed with the Wailing Doom. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
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.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Molten Body: Roll a D6 whenever the Avatar of Khaine suffers a wound or mortal wound. On a 5+ that wound is ignored.
Khaine Awakened: Friendly ASURYANI units within 12" of the Avatar of Khaine do not take Morale tests, and you can re-roll failed charge rolls for these units.
Daemon: The Avatar of Khaine has a 5+ invulnerable save.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: CHARACTER, MONSTER, DAEMON, AVATAR OF KHAINE


6

Baharroth

NoNAME  M WS BS S T W A Ld Sv Base
120
Baharroth (base: 25mm)
1
120
Baharroth
14" 2+ 2+ 4 4 6 4 9 2+ 25mm
Baharroth is a single model armed with the Shining Blade and a hawk’s talon. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Hawk’s talon
Hawk’s talon
24"
Assault 4
5
0
1
-
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.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Baharroth’s Grenade Pack: Baharroth can fire a spread of grenades when he is set up on the battlefield using the Cry of the Wind ability and as he flies over enemy units in his Movement phase. To do so after he has been set up using the Cry of the Wind ability, pick an enemy unit within 12" of him. To do so after he has moved, pick one enemy unit that he flew over. Then, in either case, roll one dice for each model in the enemy unit (up to a maximum of 3 dice). Each time you roll a 4+, the target unit suffers 1 mortal wound.
The Brilliant Sun: You can add 1 to the Leadership of friendly ASPECT WARRIOR units within 6" of Baharroth. Add 2 to the Leadership of friendly Swooping Hawks units instead.
Cry of the Wind: During deployment, you can set up Baharroth in the skies instead of placing him on the battlefield. At the end of any of your Movement phases Baharroth can descend – set him up anywhere on the battlefield that is more than 9" away from any enemy models.
Skyleap: At the beginning of your Movement phase, if Baharroth is not within 1" of an enemy model he can leap back into the skies. Remove him from the battlefield. He can return to the battlefield as described in the Cry of the Wind ability. He may not both skyleap and descend in the same turn. If the battle ends while Baharroth is in the skies, he is considered to be slain.
Blazing Fury: You can re-roll hit rolls of 1 for friendly Swooping Hawks units within 6" of Baharroth.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR
KEYWORDS: CHARACTER, INFANTRY, JUMP PACK, PHOENIX LORD, FLY, BAHARROTH


8

Eldrad Ulthran

NoNAME  M WS BS S T W A Ld Sv Base
155
Eldrad Ulthran (base: 32mm)
1
155
Eldrad Ulthran
7" 2+ 2+ 3 4 6 2 9 6+ 32mm
Eldrad Ulthran is a single model armed with a shuriken pistol, a witchblade and the Staff of Ulthamar. Only one of this model may be included in your army.
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.
Staff of Ulthamar
Staff of Ulthamar
Melee
Melee
+2
-2
D3
-
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+.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Spiritlink: Whenever you pass a Psychic test for Eldrad Ulthran, you can add 1 to the next Psychic test you take for him until the end of the phase.
Armour of the Last Runes: Eldrad Ulthran has a 3+ invulnerable save.
Runes of the Farseer: Once in each Psychic phase, you can re-roll any number of dice used for Eldrad Ulthran’s attempt to manifest or deny a psychic power.
Ghosthelm: Roll a D6 whenever Eldrad Ulthran suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as the result of him suffering Perils of the Warp. On a 5+ that wound is ignored.
PSYKER
PSYKER
Eldrad Ulthran can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. He knows the Smite power and three psychic powers from the Runes of Fate discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Fate Reader: 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.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, ULTHWÉ
KEYWORDS: CHARACTER, INFANTRY, PSYKER, FARSEER, ELDRAD ULTHRAN


6

Farseer

NoNAME  M WS BS S T W A Ld Sv Base
115
Farseer (base: 25mm)
1
115
Farseer
7" 2+ 2+ 3 3 5 2 9 6+ 25mm
A Farseer is a single model armed with a shuriken pistol and a witchblade.
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.
+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.
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: CHARACTER, INFANTRY, PSYKER, FARSEER


7

Farseer Skyrunner

NoNAME  M WS BS S T W A Ld Sv Base
135
Farseer Skyrunner (base: 32mm flying base)
1
135
Farseer Skyrunner
16" 2+ 2+ 3 4 6 2 9 4+ 32mm flying base
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


7

Fuegan

NoNAME  M WS BS S T W A Ld Sv Base
135
Fuegan (base: 25mm)
1
135
Fuegan
7" 2+ 2+ 5 4 6 4 9 2+ 25mm
Fuegan is a single model armed with the Fire Axe, a firepike and melta bombs. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Firepike
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.
Fire Axe
Fire Axe
Melee
Melee
User
-4
D3
-
Melta bomb
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.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Assured Destruction: You can re-roll wound rolls of 1 in the Shooting phase for attacks Fuegan makes that target MONSTERS or VEHICLES.
Last to Fall: Roll a D6 whenever Fuegan suffers a wound or mortal wound. On a 5+ that wound is ignored.
Unflinching Focus: You can re-roll hit rolls of 1 for Fuegan’s ranged weapons, and for those of friendly Fire Dragons units within 6".
Unquenchable Resolve: At the end of the first Fight phase in which Fuegan lost one or more wounds, his Strength and Attacks characteristics increase by 2. These bonuses last for the rest of the game.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR
KEYWORDS: CHARACTER, INFANTRY, PHOENIX LORD, FUEGAN


4

Illic Nightspear

NoNAME  M WS BS S T W A Ld Sv Base
70
Illic Nightspear (base: 25mm)
1
70
Illic Nightspear
7" 2+ 2+ 3 3 5 4 9 5+ 25mm
Illic Nightspear is a single model armed with Voidbringer, a shuriken pistol and a power sword. Only one of this model may be included in your army.
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.
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.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Appear Unbidden: During deployment, you can set up Illic Nightspear walking the winding paths of the webway instead of placing him on the battlefield. At the end of one of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on the battlefield that is more than 9" away from any enemy models.
Bringer of the True Death: You can re-roll hit and wounds rolls of 1 for Illic Nightspear’s attacks when they target a NECRON unit.
Hunter Unseen: Your opponent must subtract 1 from hit rolls for ranged weapons that target Illic Nightspear. Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
WARLORD TRAIT!
WARLORD TRAIT!
Puritanical Leader: As long as all friendly units within 6" of your Warlord are ALAITOC units, those units automatically pass Morale tests.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, ALAITOC
KEYWORDS: CHARACTER, INFANTRY, RANGER, ILLIC NIGHTSPEAR


7

Karandras

NoNAME  M WS BS S T W A Ld Sv Base
135
Karandras (base: 25mm)
1
135
Karandras
7" 2+ 2+ 4 4 6 4 9 2+ 25mm
Karandras is a single model armed with a scorpion chainsword, a scorpion’s claw and plasma grenades. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Scorpion’s claw (shooting)
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.
Scorpion’s claw (melee)
Scorpion’s claw (melee)
Melee
Melee
x2
-3
D3
-
Scorpion chainsword
Scorpion chainsword
Melee
Melee
+1
0
1
-
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Master of Stealth: During deployment, you can set up Karandras in the shadows instead of placing him on the battlefield. At the end of any of your Movement phases Karandras can stalk from his hiding place – set him up anywhere on the battlefield that is more than 9" away from any enemy models.
Shadow Strike: Add 1 to hit rolls for attacks for Karandras that target a unit in cover.
The Scorpion’s Bite: At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of Karandras and roll four dice. For each roll of 5 or 6, that unit suffers a mortal wound.
Death by a Thousand Stings: Each time you roll a hit roll of 6+ when making a close combat attack for Karandras, or a model from a friendly Striking Scorpions unit within 6" of him, that model can immediately make another close combat attack using the same weapon. These extra attacks cannot generate any additional attacks.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR
KEYWORDS: CHARACTER, INFANTRY, PHOENIX LORD, KARANDRAS


8

Maugan Ra

NoNAME  M WS BS S T W A Ld Sv Base
150
Maugan Ra (base: 25mm)
1
150
Maugan Ra
6" 2+ 2+ 4 4 6 4 9 2+ 25mm
Maugan Ra is a single model armed with the Maugetar. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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 Maugetar (melee)
The Maugetar (melee)
Melee
Melee
+2
-2
D3
-
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Whirlwind of Death: Maugan Ra can fire the Maugetar twice in each Shooting phase.
Legacy of Altansar: You can re-roll wound rolls of 1 for Maugan Ra’s attacks that target CHAOS units.
Inescapable Death: Maugan Ra always hits on a 2+ when firing a ranged weapon in the Shooting phase, regardless of any modifiers.
The Harvester: You can re-roll hit rolls of 1 for Maugan Ra’s ranged weapon, and for those of friendly Dark Reapers units within 6".
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR
KEYWORDS: CHARACTER, INFANTRY, PHOENIX LORD, MAUGAN RA


5

Prince Yriel

NoNAME  M WS BS S T W A Ld Sv Base
85
Prince Yriel (base: 32mm)
1
85
Prince Yriel
7" 2+ 2+ 3 3 6 4 9 3+ 32mm
Prince Yriel is a single model armed with the Eye of Wrath, the Spear of Twilight and plasma grenades. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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 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+.
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
ABILITIES
ABILITIES
Ancient Doom, Battle Focus, The Path of Command
Forceshield: Prince Yriel has a 4+ invulnerable save.
Cursed: You must re-roll saving throws of 6 for Prince Yriel in the Fight phase.
WARLORD TRAIT!
WARLORD TRAIT!
Enduring Resolve: 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).
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, IYANDEN
KEYWORDS: CHARACTER, INFANTRY, AUTARCH, PRINCE YRIEL


3

Spiritseer

NoNAME  M WS BS S T W A Ld Sv Base
60
Spiritseer (base: 25mm)
1
60
Spiritseer
7" 2+ 2+ 3 3 4 2 8 6+ 25mm
A Spiritseer is a single model armed with a shuriken pistol and a witch staff.
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.
Witch staff
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+.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Rune Armour: This model has a 4+ invulnerable save.
Spirit Mark: You can re-roll hit rolls of 1 for friendly <CRAFTWORLD> SPIRIT HOST units’ attacks against enemy units that are within 6" of this model.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Runes of Battle discipline.
FACTION KEYWORDS: AELDARI, ASURYANI, SPIRIT HOST, <CRAFTWORLD>
KEYWORDS: CHARACTER, INFANTRY, PSYKER, SPIRITSEER


3

Warlock

NoNAME  M WS BS S T W A Ld Sv Base
50
Warlock (base: 25mm)
1
50
Warlock
7" 3+ 3+ 3 3 2 2 8 6+ 25mm
A Warlock is a single model armed with a shuriken pistol and a witchblade.
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.
+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
Rune Armour: This model has a 4+ invulnerable save.
Destructor: When this model manifests the Smite psychic power, it has a range of 9" rather than 18" and only deals a single mortal wound.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Runes of Battle discipline.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: CHARACTER, INFANTRY, PSYKER, WARLOCK


4

Warlock Conclave

NoNAME  M WS BS S T W A Ld Sv Base
40
Warlock (base: 25mm)
2‑10
40
Warlock
7" 3+ 3+ 3 3 2 2 8 6+ 25mm
This unit contains 2 Warlocks. It can include up to 8 additional Warlocks (Power Rating +2 per model). Each model is armed with a shuriken pistol and a witchblade.
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.
+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
 • Any model may replace its witchblade with a singing spear.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Rune Armour: Models in this unit have a 4+ invulnerable save.
Destructor: When this unit manifests the Smite psychic power, it has a range of 9" rather than 18". In addition, if this unit consists of 1-3 models when it manifests Smite, it only deals a single mortal wound. If it consists of 7-10 models when it manifests Smite, it always deals D6 mortal wounds.
PSYKER
PSYKER
If this unit has 1-3 models it can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. If this unit has 4-6 models it can attempt to manifest two powers and deny two powers, and if it has 7-10 models it can attempt to manifest three powers and deny three powers. This unit knows the Smite power and two psychic powers from the Runes of Battle discipline.

If this unit has more than one model, when manifesting or denying a psychic power, first select a model in the unit – measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the manifesting unit to be slain.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: INFANTRY, PSYKER, WARLOCK, WARLOCK CONCLAVE


4

Warlock Skyrunner

NoNAME  M WS BS S T W A Ld Sv Base
65
Warlock Skyrunner (base: 32mm flying base)
1
65
Warlock Skyrunner
16" 3+ 3+ 3 4 3 2 8 4+ 32mm flying base
A Warlock 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
Ride the Wind: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Rune Armour: This model has a 4+ invulnerable save.
Destructor: When this model manifests the Smite psychic power, it has a range of 9" rather than 18" and only deals a single mortal wound.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Runes of Battle discipline.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: BIKER, CHARACTER, FLY, PSYKER, WARLOCK, WARLOCK SKYRUNNER


6

Warlock Skyrunner Conclave

NoNAME  M WS BS S T W A Ld Sv Base
55
Warlock Skyrunner (base: 32mm flying base)
2‑10
55
Warlock Skyrunner
16" 3+ 3+ 3 4 3 2 8 4+ 32mm flying base
This unit contains 2 Warlock Skyrunners. It can include up to 8 additional Warlock Skyrunners (Power Rating +3 per model). Each model is armed with a shuriken pistol and a witchblade. Each of their Aeldari jetbikes 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
 • Any model may replace its witchblade with a singing spear.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Rune Armour: Models in this unit have a 4+ invulnerable save.
Ride the Wind: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Destructor: When this unit manifests the Smite psychic power, it has a range of 9" rather than 18". In addition, if this unit consists of 1-3 models when it manifests Smite, it only deals a single mortal wound. If it consists of 7-10 models when it manifests Smite, it always deals D6 mortal wounds.
PSYKER
PSYKER
If this unit has 1-3 models it can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. If this unit has 4-6 models it can attempt to manifest two powers and deny two powers, and if it has 7-10 models it can attempt to manifest three powers and deny three powers. This unit knows the Smite power and two psychic powers from the Runes of Battle discipline.

If this unit consists of more than one model, when manifesting or denying a psychic power, first select a model in the unit – measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the manifesting unit to be slain.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: BIKER, FLY, PSYKER, WARLOCK, WARLOCK SKYRUNNER CONCLAVE


7

Jain Zar

NoNAME  M WS BS S T W A Ld Sv Base
125
Jain Zar (base: 40mm)
1
125
Jain Zar
8" 2+ 2+ 4 4 6 4 9 2+ 40mm
Jain Zar is a single model equipped with: Silent Death; Blade of Destruction. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Silent Death
Silent Death
12"
Assault 4
User
-3
1
-
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.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Acrobatic: This model can be chosen to charge with even if it Advanced this turn. If this model Advanced this turn, you can choose it to charge with if it is within 15" of any enemy units instead of 12", and you can add 3 to the charge roll.
The Storm of Silence: When this model fights, you can choose for its Attacks characteristic to be equal to the number of enemy models within 2" of it after any pile in moves have been made.
Banshee Mask: Enemy units cannot fire Overwatch at this model.
Cry of War Unending: This model, and friendly HOWLING BANSHEES units that are within 6" of it at the start of the Fight phase, 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.
War Shout: When resolving an attack made with a melee weapon against this model, subtract 1 from the hit roll.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR
KEYWORDS: CHARACTER, INFANTRY, PHOENIX LORD, JAIN ZAR


7

Irillyth

NoNAME  M WS BS S T W A Ld Sv Base
140
Irillyth (base: 25mm)
1
140
Irillyth
12" 2+ 2+ 4 4 6 4 9 2+ 25mm
Irillyth is equipped with: Spear of Starlight. Your army can only include one IRILLYTH model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Spear of Starlight (shooting)
Spear of Starlight (shooting)
24"
Assault 3
8
-4
3
-
Spear of Starlight (melee)
Spear of Starlight (melee)
Melee
Melee
+1
-3
2
-
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Spectre Holo-field: Each time an attack is made against this model, subtract 1 from that attack’s hit roll.
Shade of Twilight: During deployment, you can set up this model in the shadows instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Reaper of Souls (Aura): While a friendly SHADOW SPECTRES unit is within 6" of this model, each time a model in that unit makes an attack, you can re-roll a hit roll of 1.
Shadow of Death (Aura): While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that unit.
Shadow Spectres Phoenix Lord: This model has a 4+ invulnerable save.
WARLORD TRAIT!
WARLORD TRAIT!
Inspiring Leader (Aura): Add 1 to the Leadership characteristic of friendly units while they are within 6" of this WARLORD.
FACTION KEYWORDS: AELDARI, ASURYANI
KEYWORDS: INFANTRY, CHARACTER, JUMP PACK, FLY, PHOENIX LORD, ASPECT WARRIOR, IRILLYTH


4

Autarch (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
65
Autarch (base: 25mm)
1
65
Autarch
7" 2+ 2+ 3 3 5 4 9 3+ 25mm
An Autarch is a single model armed with a star glaive and plasma grenades. They are equipped with a Forceshield.
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.
Fusion pistol
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.
Star glaive
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.
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 star glaive: 1 fusion pistol; 1 shuriken pistol. If it is, it has the following additional wargear options:
  - This model can additionally be equipped with up to 2 weapons from the Autarch Weapons list.
  - This model can have one of the following: banshee mask; mandiblasters.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus, The Path of Command
Forceshield:
+2
This model has a 4+ invulnerable save.
Banshee Mask: If this model has a banshee mask, enemy units cannot fire Overwatch at this model.
Mandiblasters: If this model has mandiblasters, then at the start of the Fight phase, you can select one enemy INFANTRY unit within 1" of this model. Roll one D6; on a 6, that enemy unit suffers 1 mortal wound.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: CHARACTER, INFANTRY, AUTARCH


6

Autarch Skyrunner (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
95
Autarch Skyrunner (base: 32mm)
1
95
Autarch Skyrunner
16" 2+ 2+ 3 4 6 4 9 3+ 32mm
An Autarch Skyrunner is a single model armed with a power sword. Their Aeldari jetbike is equipped with a twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fusion pistol
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.
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.
+14
Fusion gun
+14
Fusion gun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
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.
+8
Laser lance (shooting)
+8
Laser lance (shooting)
6"
Assault 1
6
-4
2
-
+8
Laser lance (melee)
+8
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.
+4
Power sword
+4
Power sword
Melee
Melee
+1
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its power sword with a laser lance or fusion gun.
 • This model can be equipped with one of the following instead of 1 power sword: 1 fusion pistol; 1 shuriken pistol. If it is, it gains the following additional wargear options:
  - This model can additionally be equipped with one of the following: up to 2 weapons from the Autarch Weapons list; 1 laser lance and up to 1 weapon from the Autarch Weapons list.
  - This model can have one of the following: banshee mask; mandiblasters.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus, The Path of Command
Peerless Agility: This model has a 4+ invulnerable save.
Ride the Wind: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Banshee Mask: If this model has a banshee mask, enemy units cannot fire Overwatch at this model.
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.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: BIKER, CHARACTER, FLY, AUTARCH, AUTARCH SKYRUNNER


5

Autarch with Swooping Hawk Wings (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
80
Autarch with Swooping Hawk Wings (base: 25mm)
1
80
Autarch with Swooping Hawk Wings
14" 2+ 2+ 3 3 5 4 9 3+ 25mm
An Autarch with Swooping Hawk wings is a single model armed with a power sword, fusion pistol and plasma grenades. They are equipped with a Forceshield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fusion pistol
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.
+4
Power sword
+4
Power sword
Melee
Melee
+1
-3
1
-
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 shuriken pistol instead of 1 power sword and 1 fusion pistol. If it is, it loses the Mandiblasters ability and has the following additional wargear options:
  - This model can additionally be equipped with up to 2 weapons from the Autarch Weapons list.
  - This model can have one of the following: banshee mask; mandiblasters.
  - This model can be equipped with 1 fusion pistol instead of 1 shuriken pistol.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus, The Path of Command
Children of Baharroth: During deployment, you can set up this model in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can descend – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Forceshield:
+2
This model has a 4+ invulnerable save.
Skyleap: At the beginning of your Movement phase, if this model is not within 1" of an enemy model it can leap into the skies. Remove this model from the battlefield. It can return to the battlefield as described in the Children of Baharroth ability. This model may not both skyleap and descend in the same turn. If the battle ends while this model is in the skies, it is considered to be slain.
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.
Banshee Mask: If this model has a banshee mask, enemy units cannot fire Overwatch at this model.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: CHARACTER, INFANTRY, JUMP PACK, FLY, AUTARCH


5

Autarch with Warp Jump Generator

NoNAME  M WS BS S T W A Ld Sv Base
73
Autarch with Warp Jump Generator (base: 32mm)
1
73
Autarch with Warp Jump Generator
7" 2+ 2+ 3 3 5 4 9 3+ 32mm
An Autarch with Warp Jump Generator is a single model equipped with: shuriken pistol; plasma grenades. It has a forceshield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fusion pistol
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.
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.
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can additionally be equipped with up to 2 weapons from the Autarch Weapons list.
 • This model can be equipped with 1 fusion pistol instead of 1 shuriken pistol.
 • This model can have one of the following: banshee mask; mandiblasters.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus, The Path of Command
Warp Strike: During deployment, you can set up this model in preparation to launch a warp strike instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Forceshield: This model has a 4+ invulnerable save.
Banshee Mask: If this model has a banshee mask, enemy units cannot fire Overwatch at this model.
Warp Jump Generator: In your Movement phase, when this model is chosen to move with, it can use its warp jump generator. If it does, until the end of the turn, add 4D6" to its Movement characteristic and it gains the FLY keyword, but cannot Advance or charge. In addition, this model can shoot in a turn in which it Fell Back while using its warp jump generator.
Mandiblasters: If this model has mandiblasters, then at the start of the Fight phase, you can select one enemy INFANTRY unit within 1" of this model. Roll one D6; on a 6, that enemy unit suffers 1 mortal wound.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: CHARACTER, INFANTRY, JUMP PACK, AUTARCH


Troops


2

Dire Avengers

NoNAME  M WS BS S T W A Ld Sv Base
11
Dire Avenger (base: 25mm)
5‑10
11
Dire Avenger
7" 3+ 3+ 3 3 1 1 8 4+ 25mm
11
Dire Avenger Exarch (base: 25mm)
0‑1
11
Dire Avenger Exarch
7" 3+ 3+ 3 3 2 2 8 4+ 25mm
This unit contains 5 Dire Avengers. It can include up to 5 additional Dire Avengers (Power Rating +3). A Dire Avenger Exarch can take the place of one Dire Avenger. Each model is armed with an avenger shuriken catapult and plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
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.
Diresword
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.
Power glaive
Power glaive
Melee
Melee
+1
-2
1
-
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Dire Avenger Exarch may replace their avenger shuriken catapult with one of the following:
  - Two avenger shuriken catapults
  - Shuriken pistol and power glaive
  - Shuriken pistol and diresword
  - Shimmershield and power glaive
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Defence Tactics: When models in this unit fire Overwatch, they successfully hit on a roll of 5 or 6, instead of only 6.
Battle Fortune: The Dire Avenger Exarch has a 4+ invulnerable save.
Shimmershield:
+5
A unit which includes a model with a shimmershield has a 5+ invulnerable save.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: INFANTRY, DIRE AVENGERS


4

Guardian Defenders

NoNAME  M WS BS S T W A Ld Sv Base
8
Guardian (base: 25mm)
10‑20
8
Guardian
7" 3+ 3+ 3 3 1 1 7 5+ 25mm
12
Heavy Weapon Platform (base: 40mm)
0‑2
12
Heavy Weapon Platform
7" 6+ 3+ 3 3 2 1 7 3+ 40mm
This unit contains 10 Guardians. It can include up to 10 additional Guardians (Power Rating +4). For every 10 Guardians in the unit, you may include one Heavy Weapon Platform (Power Rating +1 per Heavy Weapon Platform).
 • Each Guardian is armed with a shuriken catapult and plasma grenades.
 • Each Heavy Weapon Platform is armed with a shuriken cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+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.
Shuriken catapult
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.
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Heavy Weapon Platform may replace its shuriken cannon with an item from the Heavy Weapons list.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Crewed Weapon: A Heavy Weapon Platform can only fire its ranged weapon if a Guardian from its unit is within 3" and ‘fires’ it instead of shooting any of their own weapons. A single Guardian cannot operate multiple Heavy Weapon Platforms in this way in a single turn.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS (Guardian): INFANTRY, GUARDIAN, GUARDIAN DEFENDERS
KEYWORDS (Heavy Weapon Platform): INFANTRY, ARTILLERY, GUARDIAN, HEAVY WEAPON PLATFORM


3

Rangers

NoNAME  M WS BS S T W A Ld Sv Base
13
Ranger (base: 25mm)
5‑10
13
Ranger
7" 3+ 3+ 3 3 1 1 7 5+ 25mm
This unit contains 5 Rangers. It can include up to 5 additional Rangers (Power Rating +3). Each model is armed with a shuriken pistol and a ranger long rifle.
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.
Ranger long rifle
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.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Cameleoline Cloaks: Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Appear Unbidden: During deployment, you can set up this unit walking the winding paths of the webway instead of placing it on the battlefield. At the end of one of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: INFANTRY, RANGERS


3

Storm Guardians

NoNAME  M WS BS S T W A Ld Sv Base
7
Guardian (base: 25mm)
8‑24
7
Guardian
7" 3+ 3+ 3 3 1 1 7 5+ 25mm
This unit contains 8 Guardians. It can include up to 8 additional Guardians (Power Rating +3) or up to 16 additional Guardians (Power Rating +6). Each model is armed with a shuriken pistol, an Aeldari blade and plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Fusion gun
+10
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.
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.
Aeldari blade
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.
Chainsword
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.
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to two Guardians may replace their shuriken pistol and Aeldari blade with a flamer or a fusion gun.
 • Any Guardian may replace their Aeldari blade with a chainsword.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: INFANTRY, GUARDIAN, STORM GUARDIANS


3

Storm Guardians (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
6
Guardian (base: 25mm)
8‑24
6
Guardian
7" 3+ 3+ 3 3 1 1 7 5+ 25mm
This unit contains 8 Guardians. It can include up to 8 additional Guardians (Power Rating +3) or up to 16 additional Guardians (Power Rating +6). Each model is armed with a shuriken pistol, an Aeldari blade and plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+14
Fusion gun
+14
Fusion gun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
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.
Aeldari blade
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.
Chainsword
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.
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
+4
Power sword
+4
Power sword
Melee
Melee
+1
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Up to two Guardians may replace their shuriken pistol and Aeldari blade with a flamer or a fusion gun.
 • Any Guardian may replace their Aeldari blade with a chainsword.
 • Up to two models can be equipped with 1 power sword instead of 1 Aeldari blade.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: INFANTRY, GUARDIAN, STORM GUARDIANS


2

Corsair Reaver Band

NoNAME  M WS BS S T W A Ld Sv Base
9
Corsair Reaver (base: 25mm)
5‑15
9
Corsair Reaver
8" 3+ 3+ 3 3 1 1 6 5+ 25mm
9
Corsair Reaver Felarch (base: 25mm)
0‑1
9
Corsair Reaver Felarch
8" 3+ 3+ 3 3 1 2 7 5+ 25mm
If this unit contains between 6 and 10 models, it has Power Rating 4. If this unit contains 11 or more models, it has Power Rating 6. One Corsair Reaver model in this unit can be replaced with 1 Corsair Reaver Felarch model. Each model is equipped with: brace of pistols; lasblaster; plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Brace of pistols
Brace of pistols
12"
Pistol 2
4
0
1
-
+5
Dissonance pistol
+5
Dissonance pistol
12"
Pistol 1
5
-2
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
+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
-
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Fusion gun
+10
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.
Lasblaster
Lasblaster
24"
Assault 4
3
0
1
-
+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.
Shuriken catapult
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.
+10
Splinter cannon
+10
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+.
+15
Blaster
+15
Blaster
18"
Assault 1
8
-4
D6
-
Shardcarbine
Shardcarbine
18"
Assault 3
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+15
Dark lance
+15
Dark lance
36"
Heavy 1
8
-4
D3+3
-
Spar-glaive
Spar-glaive
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Void sabre
Void sabre
Melee
Melee
User
-3
1
-
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their lasblaster replaced with one of the following: 1 shardcarbine; 1 shuriken catapult; 1 spar-glaive.
 • For every 5 models in this unit, 1 model can replace its lasblaster with one of the following: 1 Aeldari missile launcher; 1 blaster; 1 dark lance; 1 flamer; 1 fusion gun; 1 shredder; 1 shuriken cannon; 1 splinter cannon.
 • The Corsair Reaver Felarch can be equipped with one of the following: 1 dissonance pistol; 1 void sabre.
ABILITIES
ABILITIES
Reckless Abandon: This unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
Ally of Convenience: If your army is Battle-forged:
  • This unit can be included in a <CRAFTWORLD> or <KABAL> Detachment and models in that Detachment can still gain their Detachment abilities.
  • The inclusion of this unit in your army does not prevent ASURYANI or DRUKHARI units in your army from using any rules that require every model in your army to have the ASURYANI or DRUKHARI keywords.
FACTION KEYWORDS: AELDARI, ANHRATHE, <COTERIE>
KEYWORDS: INFANTRY, CORSAIR REAVER BAND


3

Corsair Skyreaver Band

NoNAME  M WS BS S T W A Ld Sv Base
12
Corsair Skyreaver (base: 25mm)
5‑15
12
Corsair Skyreaver
16" 3+ 3+ 3 3 1 1 6 5+ 25mm
12
Corsair Skyreaver Felarch (base: 25mm)
0‑1
12
Corsair Skyreaver Felarch
16" 3+ 3+ 3 3 1 2 7 5+ 25mm
If this unit contains between 6 and 10 models, it has Power Rating 6. If this unit contains 11 or more models, it has Power Rating 9. One Corsair Skyreaver model in this unit can be replaced with 1 Corsair Skyreaver Felarch model. Each model is equipped with: brace of pistols; lasblaster; plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Brace of pistols
Brace of pistols
12"
Pistol 2
4
0
1
-
+5
Dissonance pistol
+5
Dissonance pistol
12"
Pistol 1
5
-2
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
+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
-
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+10
Fusion gun
+10
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.
Lasblaster
Lasblaster
24"
Assault 4
3
0
1
-
+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.
Shuriken catapult
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.
+10
Splinter cannon
+10
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+.
Void sabre
Void sabre
Melee
Melee
User
-3
1
-
+15
Blaster
+15
Blaster
18"
Assault 1
8
-4
D6
-
Shardcarbine
Shardcarbine
18"
Assault 3
2
0
1
Poisoned Weapon (4+)
Poisoned Weapon (4+)
+15
Dark lance
+15
Dark lance
36"
Heavy 1
8
-4
D3+3
-
Spar-glaive
Spar-glaive
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their lasblaster replaced with one of the following: 1 shardcarbine; 1 shuriken catapult; 1 spar-glaive.
 • For every 5 models in this unit, 1 model can replace its lasblaster with one of the following: 1 Aeldari missile launcher; 1 blaster; 1 dark lance; 1 flamer; 1 fusion gun; 1 shredder; 1 shuriken cannon; 1 splinter cannon.
 • The Corsair Reaver Felarch can be equipped with one of the following: 1 dissonance pistol; 1 void sabre.
ABILITIES
ABILITIES
Reckless Abandon: This unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
Ally of Convenience: If your army is Battle-forged:
  • This unit can be included in a <CRAFTWORLD> or <KABAL> Detachment and models in that Detachment can still gain their Detachment abilities.
  • The inclusion of this unit in your army does not prevent ASURYANI or DRUKHARI units in your army from using any rules that require every model in your army to have the ASURYANI or DRUKHARI keywords.
FACTION KEYWORDS: AELDARI, ANHRATHE, <COTERIE>
KEYWORDS: INFANTRY, FLY, JET PACK, CORSAIR SKYREAVER BAND


Dedicated Transport


9

Wave Serpent

NoNAME  M WS BS S T W! A Ld Sv Base
130
Wave Serpent (base: 60mm flying base)
1
130
Wave Serpent
16" 6+ 3+ 6 7 7-13 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 Wave Serpent is a single model equipped with a twin shuriken cannon and a twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+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.
+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
-
+20
Twin scatter laser
+20
Twin scatter laser
36"
Heavy 8
6
0
1
-
+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.
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.
+30
Twin starcannon
+30
Twin starcannon
36"
Heavy 4
6
-3
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its twin shuriken cannon with a twin bright lance, a twin scatter laser, a twin starcannon or a twin Aeldari missile launcher.
 • This model may replace its twin shuriken catapult with a shuriken cannon.
 • This model may take items from the Vehicle Equipment list.
ABILITIES
ABILITIES
Serpent Shield: Any damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. In addition, once per battle, a Wave Serpent can discharge its serpent shield in its Shooting phase by rolling a D6. On a 2+ the nearest visible enemy unit within 24" suffers D3 mortal wounds. The Wave Serpent then gains no benefit from this ability for the remainder of the battle.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Hover Tank: Distance and ranges are always measured to and from this model’s hull, even though it has a base.
TRANSPORT
TRANSPORT
This model can transport 12 PHOENIX LORD or <CRAFTWORLD> INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: VEHICLE, TRANSPORT, FLY, WAVE SERPENT


Elites


6

Fire Dragons

NoNAME  M WS BS S T W A Ld Sv Base
20
Fire Dragon (base: 25mm)
5‑10
20
Fire Dragon
7" 3+ 3+ 3 3 1 1 8 3+ 25mm
20
Fire Dragon Exarch (base: 25mm)
0‑1
20
Fire Dragon Exarch
7" 3+ 3+ 3 3 2 2 8 3+ 25mm
This unit contains 5 Fire Dragons. It can include up to 5 additional Fire Dragons (Power Rating +6). A Fire Dragon Exarch can take the place of one Fire Dragon. Each model is armed with a fusion gun and melta bombs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Dragon’s breath flamer
+10
Dragon’s breath flamer
12"
Assault D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the 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.
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.
Melta bomb
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Fire Dragon Exarch may replace their fusion gun with a dragon’s breath flamer or a firepike.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Crack Shot: You can re-roll hit rolls of 1 for a Fire Dragon Exarch’s ranged weapons.
Assured Destruction: You can re-roll wound rolls of 1 in the Shooting phase for attacks this unit make that target a MONSTER or VEHICLE.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: INFANTRY, FIRE DRAGONS


3

Striking Scorpions

NoNAME  M WS BS S T W A Ld Sv Base
13
Striking Scorpion (base: 25mm)
5‑10
13
Striking Scorpion
7" 3+ 3+ 3 3 1 2 8 3+ 25mm
13
Striking Scorpion Exarch (base: 25mm)
0‑1
13
Striking Scorpion Exarch
7" 3+ 3+ 3 3 2 3 8 3+ 25mm
This unit contains 5 Striking Scorpions. It can include up to 5 additional Striking Scorpions (Power Rating +3). A Striking Scorpion Exarch can take the place of one Striking Scorpion. Each model is armed with a shuriken pistol, a scorpion chainsword and plasma grenades.
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.
+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.
+10
Scorpion’s claw (melee)
+10
Scorpion’s claw (melee)
Melee
Melee
x2
-3
D3
-
+5
Biting blade
+5
Biting blade
Melee
Melee
+2
-1
2
-
Scorpion chainsword
Scorpion chainsword
Melee
Melee
+1
0
1
-
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Striking Scorpion Exarch may replace their shuriken pistol with a scorpion’s claw.
 • The Striking Scorpion Exarch may replace their scorpion chainsword with a biting blade.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Masters of Stealth: During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases this unit can stalk from their hiding place – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Shadow Strike: Add 1 to hit rolls for attacks for this unit that target a unit in cover.
Mandiblasters: At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of this unit. Roll a D6 for each model in this unit; for each roll of 6, the enemy unit suffers a mortal wound.
Sustained Attack: Each time you roll a hit roll of 6+ when making a close combat attack for a Striking Scorpion Exarch, that model can immediately make another close combat attack using the same weapon. These extra attacks cannot generate any additional attacks.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: INFANTRY, STRIKING SCORPIONS


10

Wraithblades

NoNAME  M WS BS S T W A Ld Sv Base
37
Wraithblade (base: 40mm)
5‑10
37
Wraithblade
5" 3+ 3+ 5 6 3 2 9 3+ 40mm
This unit contains 5 Wraithblades. It can include up to 5 additional Wraithblades (Power Rating +10). Each model is armed with ghostswords.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Ghostaxe
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.
Ghostswords
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The entire unit may replace their ghostswords with ghostaxes and forceshields.
ABILITIES
ABILITIES
Ancient Doom
Fires of Wrath: Add 1 to the Attacks characteristic of models in this unit in a turn in which it charges.
Forceshield: A model equipped with a forceshield has a 4+ invulnerable save.
FACTION KEYWORDS: AELDARI, ASURYANI, SPIRIT HOST, <CRAFTWORLD>
KEYWORDS: INFANTRY, WRAITH CONSTRUCT, WRAITHBLADES


10

Wraithguard

NoNAME  M WS BS S T W A Ld Sv Base
35
Wraithguard (base: 40mm)
5‑10
35
Wraithguard
5" 3+ 3+ 5 6 3 1 9 3+ 40mm
This unit contains 5 Wraithguard. It can include up to 5 additional Wraithguard (Power Rating +10). Each model is armed with a wraithcannon and Wraithguard fists.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
D-scythe
+10
D-scythe
8"
Assault D3
10
-4
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Wraithcannon
Wraithcannon
12"
Assault 1
10
-4
D6
-
Wraithguard fists
Wraithguard fists
Melee
Melee
User
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The entire unit may replace their wraithcannons with D-scythes.
ABILITIES
ABILITIES
Ancient Doom
Implacable: This unit can Fall Back and still shoot in a turn that it does so.
FACTION KEYWORDS: AELDARI, ASURYANI, SPIRIT HOST, <CRAFTWORLD>
KEYWORDS: INFANTRY, WRAITH CONSTRUCT, WRAITHGUARD


3

Howling Banshees

NoNAME  M WS BS S T W A Ld Sv Base
15
Howling Banshee (base: 28mm)
5‑10
15
Howling Banshee
8" 3+ 3+ 3 3 1 2 8 4+ 28mm
15
Howling Banshee Exarch (base: 28mm)
0‑1
15
Howling Banshee Exarch
8" 3+ 3+ 3 3 2 3 8 4+ 28mm
This unit contains 5 Howling Banshees. It can include up to 5 additional Howling Banshees (Power Rating +3). A Howling Banshee Exarch can take the place of one Howling Banshee. Every model is equipped with: shuriken pistol; power sword. Every model has a banshee mask.
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.
+5
Triskele (shooting)
+5
Triskele (shooting)
12"
Assault 3
4
-2
1
-
+5
Executioner
+5
Executioner
Melee
Melee
+1
-3
D3
-
Mirrorswords
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.
Power sword
Power sword
Melee
Melee
+1
-3
1
-
+5
Triskele (melee)
+5
Triskele (melee)
Melee
Melee
User
-2
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Howling Banshee Exarch can be equipped with one of the following instead of 1 power sword: 1 executioner; 1 triskele.
 • The Howling Banshee Exarch can be equipped with mirrorswords instead of 1 shuriken pistol and 1 power sword.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Acrobatic: This unit can be chosen to charge with even if it Advanced this turn. If this unit Advanced this turn, you can choose it to charge with if it is within 15" of any enemy units instead of 12", and you can add 3 to the charge roll.
War Shout: If this unit contains a Howling Banshee Exarch, then when resolving an attack made with a melee weapon against this unit, subtract 1 from the hit roll.
Banshee Mask: Enemy units cannot fire Overwatch at this unit.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: INFANTRY, HOWLING BANSHEES


3

Amallyn Shadowguide

NoNAME  M WS BS S T W A Ld Sv Base
55
Amallyn Shadowguide (base: 32mm)
1
55
Amallyn Shadowguide
7" 3+ 2+ 3 3 3 2 7 5+ 32mm
Amallyn Shadowguide is a single model armed with a ranger long rifle, power blade and plasma grenades. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Ranger long rifle
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.
Power blade
Power blade
Melee
Melee
User
-2
1
-
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Phase Crystal: Amallyn Shadowguide has a 4+ invulnerable save and can move across models and terrain as if they were not there.
Appear Unbidden: During deployment, you can set up Amallyn Shadowguide walking the winding paths of the webway instead of placing her on the battlefield. At the end of one of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on the battlefield that is more than 9" away from any enemy models.
Cameleoline Cloak: Your opponent must subtract 1 from hit rolls for ranged weapons that target Amallyn Shadowguide. Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
WARLORD TRAIT!
WARLORD TRAIT!
Natural Leader: At the start of your Shooting phase, pick a friendly BIEL-TAN unit within 3" of your Warlord. You can re-roll all failed hit rolls for that unit in that phase.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, BIEL-TAN
KEYWORDS: CHARACTER, INFANTRY, RANGER, AMALLYN SHADOWGUIDE


5

Shadow Spectres

NoNAME  M WS BS S T W A Ld Sv Base
26
Shadow Spectre (base: 25mm)
5‑10
26
Shadow Spectre
12" 3+ 3+ 3 3 1 1 8 3+ 25mm
26
Shadow Spectre Exarch (base: 25mm)
0‑1
26
Shadow Spectre Exarch
12" 3+ 3+ 3 3 2 2 8 3+ 25mm
This unit can contain a maximum of 10 models. If this unit contains 6 or more models, it has Power Rating 10. Every model is equipped with: prism rifle; plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Prism rifle
Before selecting targets, select one of the profiles below to make attacks with.
Prism rifle
Before selecting targets, select one of the profiles below to make attacks with.
 - Diffuse
 - Diffuse
18"
Assault D6
5
-1
1
Blast
Blast
 - Focused
 - Focused
24"
Assault 1
6
-3
3
-
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Spectre Holo-field: Each time an attack is made against this unit, subtract 1 from that attack's hit roll.
Shadow of Death (Aura): While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that unit.
Shade of Twilight: During deployment, you can set up this unit in the shadows instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: AELDARI, ASURYANI, <CRAFTWORLD>
KEYWORDS: INFANTRY, FLY, JUMP PACK, ASPECT WARRIOR, SHADOW SPECTRES


4

Bonesinger

NoNAME  M WS BS S T W A Ld Sv Base
70
Bonesinger (base: 25mm)
1
70
Bonesinger
7" 3+ 3+ 3 3 4 1 7 6+ 25mm
A Bonesinger is a single model equipped with: psytronome shaper.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Psytronome shaper
Psytronome shaper
Melee
Melee
User
0
D3
-
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Rune Armour: This model has a 4+ invulnerable save.
Path of the Shaper: In your Psychic phase, instead of attempting to manifest psychic powers, this model can reknit the wraithbone of one friendly <CRAFTWORLD> VEHICLE or <CRAFTWORLD> WRAITH CONSTRUCT model within 3". If it does, that model regains D3 lost wounds. Each model can only be reknit once per turn.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase, and attempt to deny one psychic power in your opponent’s Psychic phase. It knows the Smite power.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: CHARACTER, INFANTRY, PSYKER, BONESINGER


4

Striking Scorpions (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
8
Striking Scorpion (base: 25mm)
5‑10
8
Striking Scorpion
7" 3+ 3+ 3 3 1 2 8 3+ 25mm
8
Striking Scorpion Exarch (base: 25mm)
0‑1
8
Striking Scorpion Exarch
7" 3+ 3+ 3 3 2 3 8 3+ 25mm
This unit contains 5 Striking Scorpions. It can include up to 5 additional Striking Scorpions (Power Rating +3). A Striking Scorpion Exarch can take the place of one Striking Scorpion. Each model is armed with a shuriken pistol, a scorpion chainsword and plasma grenades.
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.
+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.
+10
Scorpion’s claw (melee)
+10
Scorpion’s claw (melee)
Melee
Melee
x2
-3
D3
-
+5
Biting blade
+5
Biting blade
Melee
Melee
+2
-1
2
-
Scorpion chainsword
Scorpion chainsword
Melee
Melee
+1
0
1
-
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Striking Scorpion Exarch may replace their shuriken pistol with a scorpion’s claw.
 • The Striking Scorpion Exarch may replace their scorpion chainsword with a biting blade.
 • The Striking Scorpion Exarch can be equipped with 2 chainsabres instead of 1 shuriken pistol and 1 scorpion chainsword.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Masters of Stealth: During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases this unit can stalk from their hiding place – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Shadow Strike: Add 1 to hit rolls for attacks for this unit that target a unit in cover.
Mandiblasters: At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of this unit. Roll a D6 for each model in this unit; for each roll of 6, the enemy unit suffers a mortal wound.
Sustained Attack: Each time you roll a hit roll of 6+ when making a close combat attack for a Striking Scorpion Exarch, that model can immediately make another close combat attack using the same weapon. These extra attacks cannot generate any additional attacks.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: INFANTRY, STRIKING SCORPIONS


Fast Attack


5

Shining Spears

NoNAME  M WS BS S T W A Ld Sv Base
35
Shining Spear (base: 32mm flying base)
3‑9
35
Shining Spear
16" 3+ 3+ 3 4 2 2 8 3+ 32mm flying base
35
Shining Spear Exarch (base: 32mm flying base)
0‑1
35
Shining Spear Exarch
16" 3+ 3+ 3 4 3 3 8 3+ 32mm flying base
This unit contains 3 Shining Spears. It can include up to 3 additional Shining Spears (Power Rating +5) or up to 6 additional Shining Spears (Power Rating +10). A Shining Spear Exarch can take the place of one Shining Spear. Each model is armed with a laser lance and each of their jetbikes is armed with a twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
Laser lance (shooting)
Laser lance (shooting)
6"
Assault 1
6
-4
2
-
Laser lance (melee)
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.
+5
Star lance (shooting)
+5
Star lance (shooting)
6"
Assault 1
8
-4
2
-
+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.
Paragon sabre
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Shining Spear Exarch may replace their laser lance with a star lance or paragon sabre.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Ride the Wind: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Aerobatic Grace: Models in this unit have a 4+ invulnerable save against ranged weapons.
Expert Hunter: You can re-roll wound rolls for a Shining Spear Exarch when attacking a MONSTER or VEHICLE.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: BIKER, FLY, SHINING SPEARS


4

Swooping Hawks

NoNAME  M WS BS S T W A Ld Sv Base
16
Swooping Hawk (base: 25mm)
5‑10
16
Swooping Hawk
14" 3+ 3+ 3 3 1 1 8 4+ 25mm
16
Swooping Hawk Exarch (base: 25mm)
0‑1
16
Swooping Hawk Exarch
14" 3+ 3+ 3 3 2 2 8 4+ 25mm
This unit contains 5 Swooping Hawks. It can include up to 5 additional Swooping Hawks (Power Rating +4). A Swooping Hawk Exarch can take the place of one Swooping Hawk. Each model is armed with a lasblaster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hawk’s talon
+5
Hawk’s talon
24"
Assault 4
5
0
1
-
Lasblaster
Lasblaster
24"
Assault 4
3
0
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Swooping Hawk Exarch may replace their lasblaster with a hawk’s talon.
 • The Swooping Hawk Exarch may take a power sword.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Children of Baharroth: During deployment, you can set up this unit in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Skyleap: At the beginning of your Movement phase, if this unit is not within 1" of an enemy model they can leap into the skies. Remove this unit from the battlefield. They can return to the battlefield as described in the Children of Baharroth ability. This unit may not both skyleap and descend in the same turn. If the battle ends while this unit is in the skies, they are considered to be slain.
Swooping Hawk Grenade Pack: Swooping Hawks can fire a spread of grenades when they are set up on the battlefield using the Children of Baharroth ability and as they fly over enemy units in the Movement phase. To do so after the unit has been set up using the Children of Baharroth ability, pick an enemy unit within 12" of them. To do so after the unit has moved, pick one enemy unit that they flew over. Then, in either case, roll one dice for each model in the enemy unit (up to a maximum of one dice for each model in the Swooping Hawks unit). For each roll of a 6 the enemy unit suffers a mortal wound.
Herald of Victory: You can add 1 to the Leadership of friendly <CRAFTWORLD> units within 3" of any unit that includes a Swooping Hawk Exarch.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: INFANTRY, JUMP PACK, FLY, SWOOPING HAWKS


3

Vypers

NoNAME  M WS BS S T W A Ld Sv Base
40
Vyper (base: 60mm flying base)
1‑3
40
Vyper
16" 6+ 3+ 4 5 6 1 8 3+ 60mm flying base
This unit contains 1 Vyper. It can include up to 2 additional Vypers (Power Rating +3 per model). Each model is armed with a shuriken cannon and a twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+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
 • Any model may replace its shuriken cannon with an item from the Heavy Weapons list.
 • Any model may replace its twin shuriken catapult with a shuriken cannon.
ABILITIES
ABILITIES
Blade Wind: This unit has a Move characteristic of 20" instead of 16" whilst it contains 3 models.
Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: BIKER, VEHICLE, FLY, VYPERS


4

Warp Spiders

NoNAME  M WS BS S T W A Ld Sv Base
18
Warp Spider (base: 25mm)
5‑10
18
Warp Spider
7" 3+ 3+ 3 3 1 1 8 3+ 25mm
18
Warp Spider Exarch (base: 25mm)
0‑1
18
Warp Spider Exarch
7" 3+ 3+ 3 3 2 2 8 3+ 25mm
This unit contains 5 Warp Spiders. It can include up to 5 additional Warp Spiders (Power Rating +4). A Warp Spider Exarch can take the place of one Warp Spider. Each model is armed with a death spinner.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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.
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Warp Spider Exarch may replace their death spinner with two death spinners.
 • The Warp Spider Exarch may take powerblades.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Warp Strike: During deployment, you can set up this unit in preparation to launch a warp strike instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use their warp jump generators to enter the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models. You must then immediately roll 2D6; on a 2, one model from the unit is slain.
Iron Resolve: You can re-roll failed Morale tests for a unit that contains a Warp Spider Exarch.
Warp Jump Generator: When this unit moves in the Movement phase, they can use their warp jump generators. If they do, they cannot Advance or charge this turn, but their Move characteristic is increased by 4D6" and they can FLY until the end of the phase. A unit that uses warp jump generators to Fall Back can still shoot in its Shooting phase.
Flickerjump: When this unit is targeted by a ranged weapon, you can declare that they will make a flickerjump – your opponent must subtract 1 from hit rolls for attacks that target this unit until the end of the phase. You must then immediately roll 2D6; on a 2, one model from the Warp Spiders unit is slain.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: INFANTRY, JUMP PACK, WARP SPIDERS


4

Windriders

NoNAME  M WS BS S T W A Ld Sv Base
20
Windrider (base: 32mm flying base)
3‑9
20
Windrider
16" 3+ 3+ 3 4 2 1 7 4+ 32mm flying base
This unit contains 3 Windriders. It can include up to 3 additional Windriders (Power Rating +3) or up to 6 additional Windriders (Power Rating +7). Each of their Aeldari jetbikes is equipped with a twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Scatter laser
+10
Scatter laser
36"
Heavy 4
6
0
1
-
+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
 • Any Aeldari jetbike may replace its twin shuriken catapult with either a scatter laser or a shuriken cannon.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Ride the Wind: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: BIKER, FLY, WINDRIDERS


5

Hornet

NoNAME  M WS BS S T W A Ld Sv Base
80
Hornet (base: 60mm)
1‑3
80
Hornet
18" 6+ 3+ 4 6 8 2 8 3+ 60mm
If this unit contains 2 models, it has Power Rating 10. If this unit contains 3 models, it has Power Rating 15. Each model is equipped with: 2 Hornet pulse lasers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hornet pulse laser
+5
Hornet pulse laser
36"
Heavy 2
7
-2
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have any of their Hornet pulse lasers replaced with 1 item from the Heavy Weapons list.
 • All of the models in the unit can be equipped with 1 crystal targeting matrix each.
 • All of the models in the unit can be equipped with 1 spirit stone each.
 • All of the models in the unit can each be equipped with star engines.
 • All of the models in the unit can each be equipped with vectored engines.
ABILITIES
ABILITIES
Hover Tank: Distance and ranges are always measured to and from this model’s hull, even though it has a base.
Lightning Assault: Each time a ranged attack is made against this unit, subtract 1 from that attack’s hit roll.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Crystal targeting matrix:
+5
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).
Spirit stones:
+10
Roll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
Star engines:
+10
When a model with star engines Advances, add 2D6" to that model’s Move characteristic for that Movement phase instead of D6".
Vectored engines:
+10
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.
FACTION KEYWORDS: AELDARI, ASURYANI, <CRAFTWORLD>
KEYWORDS: VEHICLE, FLY, HORNET


3

Swooping Hawks (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
6
Swooping Hawk (base: 25mm)
5‑10
6
Swooping Hawk
14" 3+ 3+ 3 3 1 1 8 4+ 25mm
6
Swooping Hawk Exarch (base: 25mm)
-
6
Swooping Hawk Exarch
14" 3+ 3+ 3 3 2 2 8 4+ 25mm
This unit contains 5 Swooping Hawks. It can include up to 5 additional Swooping Hawks (Power Rating +3). A Swooping Hawk Exarch can take the place of one Swooping Hawk. Each model is armed with a lasblaster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Hawk’s talon
+5
Hawk’s talon
24"
Assault 4
5
0
1
-
+7
Lasblaster
+7
Lasblaster
24"
Assault 4
3
0
1
-
+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.
+4
Power sword
+4
Power sword
Melee
Melee
+1
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Swooping Hawk Exarch may replace their lasblaster with a hawk’s talon.
 • The Swooping Hawk Exarch may take a power sword.
 • The Swooping Hawk Exarch can be equipped with 1 sunrifle instead of 1 lasblaster.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Children of Baharroth: During deployment, you can set up this unit in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Skyleap: At the beginning of your Movement phase, if this unit is not within 1" of an enemy model they can leap into the skies. Remove this unit from the battlefield. They can return to the battlefield as described in the Children of Baharroth ability. This unit may not both skyleap and descend in the same turn. If the battle ends while this unit is in the skies, they are considered to be slain.
Swooping Hawk Grenade Pack: Swooping Hawks can fire a spread of grenades when they are set up on the battlefield using the Children of Baharroth ability and as they fly over enemy units in the Movement phase. To do so after the unit has been set up using the Children of Baharroth ability, pick an enemy unit within 12" of them. To do so after the unit has moved, pick one enemy unit that they flew over. Then, in either case, roll one dice for each model in the enemy unit (up to a maximum of one dice for each model in the Swooping Hawks unit). For each roll of a 6 the enemy unit suffers a mortal wound.
Herald of Victory: You can add 1 to the Leadership of friendly <CRAFTWORLD> units within 3" of any unit that includes a Swooping Hawk Exarch.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: INFANTRY, JUMP PACK, FLY, SWOOPING HAWKS


5

Warp Spiders (Legendary)

NoNAME  M WS BS S T W A Ld Sv Base
9
Warp Spider (base: 25mm)
5‑10
9
Warp Spider
7" 3+ 3+ 3 3 1 1 8 3+ 25mm
9
Warp Spider Exarch (base: 25mm)
0‑1
9
Warp Spider Exarch
7" 3+ 3+ 3 3 2 2 8 3+ 25mm
This unit contains 5 Warp Spiders. It can include up to 5 additional Warp Spiders (Power Rating +4). A Warp Spider Exarch can take the place of one Warp Spider. Each model is armed with a death spinner.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+6
Death spinner
+6
Death spinner
12"
Assault 2
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of 0.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of 0.
+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.
+12
Spinneret rifle
+12
Spinneret rifle
18"
Rapid Fire 1
6
-4
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Warp Spider Exarch may replace their death spinner with two death spinners.
 • The Warp Spider Exarch may take powerblades.
 • The Warp Spider Exarch can be equipped with 1 spinneret rifle instead of 1 death spinner.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Warp Strike: During deployment, you can set up this unit in preparation to launch a warp strike instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use their warp jump generators to enter the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models. You must then immediately roll 2D6; on a 2, one model from the unit is slain.
Iron Resolve: You can re-roll failed Morale tests for a unit that contains a Warp Spider Exarch.
Warp Jump Generator: When this unit moves in the Movement phase, they can use their warp jump generators. If they do, they cannot Advance or charge this turn, but their Move characteristic is increased by 4D6" and they can FLY until the end of the phase. A unit that uses warp jump generators to Fall Back can still shoot in its Shooting phase.
Flickerjump: When this unit is targeted by a ranged weapon, you can declare that they will make a flickerjump – your opponent must subtract 1 from hit rolls for attacks that target this unit until the end of the phase. You must then immediately roll 2D6; on a 2, one model from the Warp Spiders unit is slain.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: INFANTRY, JUMP PACK, WARP SPIDERS


5

Corsair Cloud Dancer Band

NoNAME  M WS BS S T W A Ld Sv Base
22
Corsair Cloud Dancer (base: 32mm flying base)
3‑9
22
Corsair Cloud Dancer
16" 3+ 3+ 3 4 2 1 6 4+ 32mm flying base
22
Corsair Cloud Dancer Felarch (base: 32mm flying base)
0‑1
22
Corsair Cloud Dancer Felarch
16" 3+ 3+ 3 4 2 2 7 4+ 32mm flying base
If this unit contains between 4 and 6 models, it has Power Rating 10. If this unit contains 7 or more models, it has Power Rating 15. One Corsair Cloud Dancer model in this unit can be replaced with 1 Corsair Cloud Dancer Felarch model. Each model is equipped with: brace of pistols; twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Brace of pistols
Brace of pistols
12"
Pistol 2
4
0
1
-
+5
Dissonance pistol
+5
Dissonance pistol
12"
Pistol 1
5
-2
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
+15
Dissonance cannon
+15
Dissonance cannon
24"
Assault 2
5
-2
2
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
+10
Scatter laser
+10
Scatter laser
36"
Heavy 4
6
0
1
-
+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.
+15
Splinter cannon
+15
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+.
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.
+20
Dark lance
+20
Dark lance
36"
Heavy 1
8
-4
D3+3
-
Void sabre
Void sabre
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have their twin shuriken catapult replaced with one of the following: 1 dark lance; 1 dissonance cannon; 1 scatter laser; 1 shuriken cannon; 1 splinter cannon.
 • The Corsair Cloud Dancer Felarch’s brace of pistols can be replaced with one of the following: 1 dissonance pistol; 1 void sabre.
ABILITIES
ABILITIES
Ride the Wind: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Reckless Abandon: This unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
Ally of Convenience: If your army is Battle-forged:
  • This unit can be included in a <CRAFTWORLD> or <KABAL> Detachment and models in that Detachment can still gain their Detachment abilities.
  • The inclusion of this unit in your army does not prevent ASURYANI or DRUKHARI units in your army from using any rules that require every model in your army to have the ASURYANI or DRUKHARI keywords.
FACTION KEYWORDS: AELDARI, ANHRATHE, <COTERIE>
KEYWORDS: BIKER, FLY, CORSAIR CLOUD DANCER BAND


3

Wasp Assault Walker

NoNAME  M WS BS S T W A Ld Sv Base
50
Wasp Assault Walker (base: 60mm)
1‑3
50
Wasp Assault Walker
10" 3+ 3+ 5 6 6 2 8 4+ 60mm
If this unit contains 2 models, it has Power Rating 6. If this unit contains 3 models, it has Power Rating 9. Each model is equipped with: 2 shuriken cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
+10
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
-
+10
Bright lance
+10
Bright lance
36"
Heavy 1
8
-4
D6
-
Scatter laser
Scatter laser
36"
Heavy 4
6
0
1
-
Shuriken cannon
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.
+5
Starcannon
+5
Starcannon
36"
Heavy 2
6
-3
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each have each of their shuriken cannons replaced with one of the following: 1 Aeldari missile launcher; 1 bright lance; 1 scatter laser; 1 starcannon.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Cloudbreaker: During deployment you can set up this unit in an orbital transport instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Power Field: Models in this unit have a 5+ invulnerable save.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: VEHICLE, FLY, WASP ASSAULT WALKER


Flyers


9

Crimson Hunter

NoNAME  M WS BS S T W! A Ld Sv Base
180
Crimson Hunter (base: 170 x 109mm flying base)
1
180
Crimson Hunter
20-60" 6+ 2+ 6 6 7-12 3 8 3+ 170 x 109mm flying base
20-40" 6+ 3+ 6 6 4-6 3 8 3+
20-25" 6+ 4+ 6 6 1-3 3 8 3+
A Crimson Hunter is a single model equipped with two bright lances and a pulse laser.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bright lance
Bright lance
36"
Heavy 1
8
-4
D6
-
Pulse laser
Pulse laser
48"
Heavy 2
8
-3
3
-
ABILITIES
ABILITIES
Wings of Khaine: When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a dice. Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90° as before.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Skyhunters: You can re-roll all failed wound rolls for this model’s ranged weapons that target units that can FLY.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: AIRCRAFT, VEHICLE, FLY, CRIMSON HUNTER


11

Crimson Hunter Exarch

NoNAME  M WS BS S T W! A Ld Sv Base
170
Crimson Hunter Exarch (base: 170 x 109mm flying base)
1
170
Crimson Hunter Exarch
20-60" 6+ 2+ 6 6 7-12 3 8 3+ 170 x 109mm flying base
20-40" 6+ 3+ 6 6 4-6 3 8 3+
20-25" 6+ 4+ 6 6 1-3 3 8 3+
A Crimson Hunter Exarch is a single model equipped with two bright lances and a pulse laser.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Bright lance
+20
Bright lance
36"
Heavy 1
8
-4
D6
-
Pulse laser
Pulse laser
48"
Heavy 2
8
-3
3
-
+15
Starcannon
+15
Starcannon
36"
Heavy 2
6
-3
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its two bright lances with two starcannons.
ABILITIES
ABILITIES
Wings of Khaine: When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a dice. Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90° as before.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Skyhunters: You can re-roll all failed wound rolls for this model’s ranged weapons that target units that can FLY.
Marksman’s Eye: You can re-roll hit rolls of 1 for this model’s ranged weapons.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: AIRCRAFT, VEHICLE, FLY, CRIMSON HUNTER


12

Hemlock Wraithfighter

NoNAME  M WS BS S T W! A Ld Sv Base
240
Hemlock Wraithfighter (base: 170 x 109mm flying base)
1
240
Hemlock Wraithfighter
20-60" 6+ 3+ 6 6 7-12 3 8 3+ 170 x 109mm flying base
20-40" 6+ 3+ 6 6 4-6 3 8 3+
20-25" 6+ 3+ 6 6 1-3 3 8 3+
A Hemlock Wraithfighter is a single model equipped with two heavy D-scythes and spirit stones.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy D-scythe
Heavy D-scythe
16"
Assault D3
12
-4
2
This weapon automatically hits its target.
This weapon automatically hits its target.
ABILITIES
ABILITIES
Wings of Khaine: When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a dice. Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90° as before.
Spirit Stones: Roll a D6 each time this model suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Mindshock Pod: Units must subtract 2 from their Leadership characteristic whilst they are within 12" of any enemy Hemlock Wraithfighters.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Runes of Battle discipline.

Hemlock Wraithfighters can only attempt to manifest the second effect of psychic powers from the Rune of Battle discipline. For example, if a Hemlock Wraithfighter knew the Embolden/Horrify power, it could only attempt to manifest Horrify.
FACTION KEYWORDS: AELDARI, ASURYANI, SPIRIT HOST, <CRAFTWORLD>
KEYWORDS: AIRCRAFT, VEHICLE, FLY, PSYKER, WRAITH CONSTRUCT, HEMLOCK WRAITHFIGHTER


11

Nightwing

NoNAME  M WS BS S T W! A Ld Sv Base
220
Nightwing (base: 120 x 92mm flying base)
1
220
Nightwing
20-60" 6+ 3+ 6 6 8-14 3 8 3+ 120 x 92mm flying base
20-40" 6+ 4+ 6 6 4-7 D3 8 3+
20-25" 6+ 5+ 6 6 1-3 1 8 3+
A Nightwing is equipped with: twin bright lance; twin shuriken cannon; crystal targeting matrix.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Twin bright lance
Twin bright lance
36"
Heavy 2
8
-4
D6
-
Twin shuriken cannon
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.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Wings of Khaine: When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a dice. Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90° as before.
Extend Wings: In your Command phase, this model can extend its wings. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Wings of Khaine, Airborne, Hard to Hit and Agile Interceptor abilities.
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.
Agile Interceptor: This model has a 5+ invulnerable save. Each time this model makes an attack against an AIRCRAFT unit, add 1 to that attack’s hit roll.
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).
FACTION KEYWORDS: AELDARI, ASURYANI, <CRAFTWORLD>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, NIGHTWING


11

Phoenix

NoNAME  M WS BS S T W! A Ld Sv Base
210
Phoenix (base: 120 x 92mm flying base)
1
210
Phoenix
20-60" 6+ 3+ 6 6 9-16 3 8 3+ 120 x 92mm flying base
20-40" 6+ 4+ 6 6 5-8 D3 8 3+
20-25" 6+ 5+ 6 6 1-4 1 8 3+
A Phoenix is equipped with: Phoenix missile array; Phoenix pulse laser; twin shuriken cannon; crystal targeting matrix.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Phoenix missile array
Phoenix missile array
48"
Heavy D6
6
-3
2
Blast
Blast
Phoenix pulse laser
Phoenix pulse laser
48"
Heavy 2
9
-3
3
-
Twin shuriken cannon
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.
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Wings of Khaine: When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a dice. Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90° as before.
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.
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).
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, PHOENIX


30

Vampire Hunter

NoNAME  M WS BS S T W! A Ld Sv Base
600
Vampire Hunter (base: 170 x 109mm flying base)
1
600
Vampire Hunter
20-50" 6+ 3+ 8 8 17-32 6 9 3+ 170 x 109mm flying base
20-40" 6+ 4+ 8 8 9-16 D6 9 3+
20-25" 6+ 5+ 8 8 1-8 D3 9 3+
A Vampire Hunter is equipped with: scatter laser; 2 twin pulse lasers; twin Vampire pulsar; spirit stones; crystal targeting matrix.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Scatter laser
Scatter laser
36"
Heavy 4
6
0
1
-
Twin pulse laser
Twin pulse laser
48"
Heavy 4
8
-3
3
-
Twin vampire pulsar
Twin vampire pulsar
60"
Heavy 9
12
-4
D3+3
-
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Wings of Khaine: When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a dice. Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90° as before.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Wings of Khaine abilities.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
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).
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.
Distortion field: This model has a 4+ invulnerable save against ranged attacks.

Designer’s note: Before the battle, if you don’t have a base for this model, both players must agree the footprint of this model as if it had a base.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: VEHICLE, AIRCRAFT, FLY, TITANIC, VAMPIRE, VAMPIRE HUNTER


20

Vampire Raider

NoNAME  M WS BS S T W! A Ld Sv Base
400
Vampire Raider (base: 170 x 109mm flying base)
1
400
Vampire Raider
20-50" 6+ 3+ 8 8 17-32 6 9 3+ 170 x 109mm flying base
20-40" 6+ 4+ 8 8 9-16 D6 9 3+
20-25" 6+ 5+ 8 8 1-8 D3 9 3+
A Vampire Raider is equipped with: scatter laser; 2 twin pulse lasers; spirit stones; crystal targeting matrix.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Scatter laser
Scatter laser
36"
Heavy 4
6
0
1
-
Twin pulse laser
Twin pulse laser
48"
Heavy 4
8
-3
3
-
ABILITIES
ABILITIES
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
Wings of Khaine: When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a dice. Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90° as before.
Hover Jet: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Wings of Khaine abilities.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
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).
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.
Distortion field: This model has a 4+ invulnerable save against ranged attacks.

Designer’s note: Before the battle, if you don’t have a base for this model, both players must agree the footprint of this model as if it had a base.
TRANSPORT
TRANSPORT
This model has a transport capacity of 30 <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, AIRCRAFT, FLY, TRANSPORT, TITANIC, VAMPIRE, VAMPIRE RAIDER


Heavy Support


5

Dark Reapers

NoNAME  M WS BS S T W A Ld Sv Base
32
Dark Reaper (base: 25mm)
3‑10
32
Dark Reaper
6" 3+ 3+ 3 3 1 1 8 3+ 25mm
32
Dark Reaper Exarch (base: 25mm)
0‑1
32
Dark Reaper Exarch
6" 3+ 3+ 3 3 2 2 8 3+ 25mm
This unit contains 3 Dark Reapers. It can include up to 2 additional Dark Reapers (Power Rating +4) or up to 7 additional Dark Reapers (Power Rating +13). A Dark Reaper Exarch can take the place of one Dark Reaper. Each model is armed with a reaper launcher.
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
-
Reaper launcher
When attacking with this weapon, choose one of the profiles below.
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
-
Shuriken cannon
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.
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • The Dark Reaper Exarch may replace their reaper launcher with a shuriken cannon, Aeldari missile launcher or tempest launcher.
ABILITIES
ABILITIES
Ancient Doom
Crack Shot: You can re-roll hit rolls of 1 for a Dark Reaper Exarch’s ranged weapons.
Inescapable Accuracy: Models in this unit always hit on a 3+ when firing a ranged weapon in the Shooting phase, regardless of any modifiers.
FACTION KEYWORDS: AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
KEYWORDS: INFANTRY, DARK REAPERS


8

Falcon

NoNAME  M WS BS S T W! A Ld Sv Base
115
Falcon (base: 60mm flying base)
1
115
Falcon
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 Falcon is a single model equipped with a pulse laser, shuriken cannon and a twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Pulse laser
Pulse laser
48"
Heavy 2
8
-3
3
-
+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 may replace its shuriken cannon with an item from the Heavy Weapons list.
 • This model may replace its twin shuriken catapult with a shuriken cannon.
 • This model may take 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: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
TRANSPORT
TRANSPORT
This model can transport 6 PHOENIX LORD or <CRAFTWORLD> INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: VEHICLE, TRANSPORT, FLY, FALCON


9

Fire Prism

NoNAME  M WS BS S T W! A Ld Sv Base
155
Fire Prism (base: 60mm flying base)
1
155
Fire Prism
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 Fire Prism is a single model equipped with a prism cannon and a twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Prism cannon
When attacking with this weapon, choose one of the profiles below.
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
-
+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 may replace its twin shuriken catapult with a shuriken cannon.
 • This model may take 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: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Pulsed Laser Discharge: If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its prism cannon twice in its next Shooting phase (the prism cannon must use the same profile and target the same unit both times it is fired).
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: VEHICLE, FLY, FIRE PRISM


8

Night Spinner

NoNAME  M WS BS S T W! A Ld Sv Base
135
Night Spinner (base: 60mm flying base)
1
135
Night Spinner
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 Night Spinner is a single model equipped with a doomweaver and a twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Doomweaver
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
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 may replace its twin shuriken catapult with a shuriken cannon.
 • This model may take 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: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: VEHICLE, FLY, NIGHT SPINNER


4

Support Weapons

NoNAME  M WS BS S T W A Ld Sv Base
Support Weapon (base: 40mm)
1‑3Support Weapon 6" 3+ 3+ 3 5 5 2 7 4+ 40mm
This unit contains 1 Support Weapon and 2 crew, one manning the weapon and one standing alongside it. It can include up to 2 additional Support Weapons and their crews (Power Rating +4 per Support Weapon). Each Support Weapon is equipped with a shadow weaver. In addition, one of its crew can attack with a shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+25
D-cannon
+25
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.
+5
Shadow weaver
+5
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.
Shuriken catapult
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.
Vibro cannon
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Support Weapon may replace its shadow weaver with a vibro cannon or a D-cannon.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Support Weapons: The first time this unit is set up, all Support Weapons in this unit must be placed within 6" of each other, and with each crew within 1" of their Support Weapon. From that point on, each Support Weapon acts as a single unit.
Guardian Crew: Each Support Weapon and its crew are treated as a single model for all rules purposes. The crew must remain within 1" of their Support Weapon and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Support Weapon and its crew are measured from the Support Weapon, not the crew.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: VEHICLE, ARTILLERY, GUARDIAN, SUPPORT WEAPONS


4

War Walkers

NoNAME  M WS BS S T W A Ld Sv Base
60
War Walker (base: 60mm)
1‑3
60
War Walker
10" 3+ 3+ 5 6 6 2 8 4+ 60mm
This unit contains 1 War Walker. It can include 1 additional War Walker (Power Rating +4) or 2 additional War Walkers (Power Rating +8). Each model is armed with two shuriken cannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Shuriken cannon
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace any shuriken cannon with an item from the Heavy Weapons list.
ABILITIES
ABILITIES
Ancient Doom, Battle Focus
Scout Vehicle: During deployment, you can set up this unit on the enemy’s flanks instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join battle – set it up so that all models in the unit are within 3" of a battlefield edge of your choice and more than 9" away from any enemy models.
Power Field: Models in this unit have a 5+ invulnerable save.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
FACTION KEYWORDS: AELDARI, ASURYANI, WARHOST, <CRAFTWORLD>
KEYWORDS: VEHICLE, WAR WALKERS


7

Wraithlord

NoNAME  M WS BS S T W! A Ld Sv Base
100
Wraithlord (base: 60mm)
1
100
Wraithlord
8" 3+ 3+ 7 8 6-10 4 9 3+ 60mm
7" 4+ 4+ 7 8 3-5 4 9 3+
6" 5+ 5+ 7 8 1-2 4 9 3+
A Wraithlord is a single model armed with two shuriken catapults and wraithbone fists.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Shuriken catapult
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.
+10
Ghostglaive
+10
Ghostglaive
Melee
Melee
+2
-4
D6
-
Wraithbone fists
Wraithbone fists
Melee
Melee
User
-3
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace any shuriken catapult with a flamer.
 • This model may take a ghostglaive.
 • This model may take up to two items from the Heavy Weapons list.
ABILITIES
ABILITIES
Ancient Doom
FACTION KEYWORDS: AELDARI, ASURYANI, SPIRIT HOST, <CRAFTWORLD>
KEYWORDS: MONSTER, WRAITH CONSTRUCT, WRAITHLORD


12

Lynx

NoNAME  M WS BS S T W! A Ld Sv Base
220
Lynx (base: Use model)
1
220
Lynx
18" 6+ 3+ 6 7 9-16 3 8 3+ Use model
14" 6+ 4+ 6 7 5-8 D3 8 3+
10" 6+ 5+ 6 7 1-4 1 8 3+
A Lynx is equipped with: Lynx pulsar; shuriken cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Lynx pulsar
Lynx pulsar
48"
Heavy 6
9
-3
3
-
Shuriken cannon
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s shuriken cannon can be replaced with 1 item from the Heavy Weapons list.
 • This model can be equipped with any of the following: 1 crystal targeting matrix; 1 spirit stone; star engines; vectored engines.
ABILITIES
ABILITIES
Distortion Field: This model has a 5+ invulnerable save against ranged attacks.
Speed of Vaul: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 12" to the Move characteristic of this model.
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.
Crystal targeting matrix:
+5
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).
Spirit stones:
+10
Roll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
Star engines:
+10
When a model with star engines Advances, add 2D6" to that model’s Move characteristic for that Movement phase instead of D6".
Vectored engines:
+10
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.
FACTION KEYWORDS: AELDARI, ASURYANI, <CRAFTWORLD>
KEYWORDS: VEHICLE, FLY, LYNX


10

Warp Hunter

NoNAME  M WS BS S T W! A Ld Sv Base
195
Warp Hunter (base: Use model)
1
195
Warp Hunter
16" 6+ 3+ 6 7 7-12 3 8 3+ Use model
12" 6+ 4+ 6 7 4-6 D3 8 3+
8" 6+ 5+ 6 7 1-3 1 8 3+
A Warp Hunter is equipped with: D-flail; twin shuriken catapult.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
D-flail
Before selecting targets, select one of the profiles below to make attacks with.
D-flail
Before selecting targets, select one of the profiles below to make attacks with.
 - Blast
 - Blast
24"
Heavy D3
12
-4
D3+3
Blast. This weapon profile can target units that are not visible to the bearer.
Blast. This weapon profile can target units that are not visible to the bearer.
 - Rift
 - Rift
12"
Heavy 3
12
-4
D6
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+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.
FACTION KEYWORDS: AELDARI, ASURYANI, <CRAFTWORLD>
KEYWORDS: VEHICLE, FLY, WARP HUNTER


8

Wraithseer

NoNAME  M WS BS S T W A Ld Sv Base
130
Wraithseer (base: 60mm)
1
130
Wraithseer
8" 3+ 3+ 7 8 9 4 9 3+ 60mm
A Wraithseer is equipped with: ghostspear; wraithshield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+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.
Ghostspear
Ghostspear
Melee
Melee
+3
-3
D3+3
-
OTHER WARGEAR
ABILITIES 
Wraithshield
This model has a 5+ invulnerable save.
Wraithshield
This model has a 5+ invulnerable save.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with one of the following: 1 D-cannon; 1 item from the Heavy Weapons list.
ABILITIES
ABILITIES
Ancient Doom
Eldritch Wraith Construct: Each time an attack with an Armour Penetration characteristic of -1 is allocated to this model, that attack has an Armour Penetration characteristic of 0 instead.
PSYKER
PSYKER
This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic powers from the Runes of Battle discipline.
FACTION KEYWORDS: AELDARI, ASURYANI, SPIRIT HOST, <CRAFTWORLD>
KEYWORDS: MONSTER, PSYKER, WRAITH CONSTRUCT, WRAITHSEER


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


Lords of War


21

Wraithknight

NoNAME  M WS BS S T W! A Ld Sv Base
315
Wraithknight (base: 120 x 92mm)
1
315
Wraithknight
12" 3+ 3+ 8 8 13-24 4 9 3+ 120 x 92mm
10" 4+ 4+ 8 8 7-12 4 9 3+
8" 5+ 5+ 8 8 1-6 4 9 3+
A Wraithknight is a single model armed with two heavy wraithcannons, titanic wraithbone fists and titanic feet.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+50
Heavy wraithcannon
+50
Heavy wraithcannon
36"
Assault 2
16
-4
D6
-
+10
Scatter laser
+10
Scatter laser
36"
Heavy 4
6
0
1
-
+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.
+15
Starcannon
+15
Starcannon
36"
Heavy 2
6
-3
D3
-
+60
Suncannon
+60
Suncannon
48"
Heavy 2D6
6
-3
2
Blast
Blast
Titanic feet
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
-
Titanic wraithbone fists
Titanic wraithbone fists
Melee
Melee
User
-3
D6
-
OTHER WARGEAR
ABILITIES 
+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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its heavy wraithcannons with a titanic ghostglaive and scattershield or a suncannon and scattershield.
 • This model may take up to two items from the following:
  - Scatter laser
  - Shuriken cannon
  - Starcannon
ABILITIES
ABILITIES
Ancient Doom
Catastrophic Collapse: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it collapses with catastrophic effect, and each unit within 2D6" suffers D6 mortal wounds.
Unstoppable Revenant: A Wraithknight can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Wraithknight Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" from all enemy units. In addition, a Wraithknight can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, a Wraithknight only gains a bonus to its save in cover if at least half of the model is obscured from the firer.
FACTION KEYWORDS: AELDARI, ASURYANI, SPIRIT HOST, <CRAFTWORLD>
KEYWORDS: MONSTER, TITANIC, WRAITH CONSTRUCT, WRAITHKNIGHT


24

Cobra

NoNAME  M WS BS S T W! A Ld Sv Base
450
Cobra (base: Use model)
1
450
Cobra
14" 6+ 3+ 8 8 14-26 6 9 3+ Use model
10" 6+ 4+ 8 8 7-13 3 9 3+
6" 6+ 5+ 8 8 1-6 D3 9 3+
A Cobra is equipped with: D-impaler; shuriken cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
D-impaler
D-impaler
36"
Heavy 2D3
16
-5
6
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 4+, the target suffers D3 mortal wounds in addition to any normal damage.
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 4+, the target suffers D3 mortal wounds in addition to any normal damage.
Shuriken cannon
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s shuriken cannon can be replaced with 1 item from the Heavy Weapons list.
 • This model can be equipped with items from the Vehicle Equipment list.
ABILITIES
ABILITIES
Distortion Field: This model has a 5+ invulnerable save against ranged attacks.
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 4+ it explodes, and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS: AELDARI, ASURYANI, <CRAFTWORLD>
KEYWORDS: VEHICLE, FLY, TITANIC, COBRA


150

Phantom Titan

NoNAME  M WS BS S T W! A Ld Sv Base
3000
Phantom Titan (base: Use model)
1
3000
Phantom Titan
24" 3+ 3+ 9 9 46-60 6 10 3+ Use model
20" 3+ 4+ 9 9 31-45 6 10 3+
16" 4+ 4+ 9 9 16-30 6 10 3+
12" 5+ 5+ 9 9 1-15 6 10 3+
A Phantom Titan is equipped with: 2 Phantom pulsars; starcannon; voidstorm missile launcher; titanic stride.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bright lance
Bright lance
36"
Heavy 1
8
-4
D6
-
D-bombard
D-bombard
72"
Heavy 2D3
16
-5
8
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 4+, the target suffers 3 mortal wounds in addition to any normal damage.
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 4+, the target suffers 3 mortal wounds in addition to any normal damage.
Phantom pulsar
Phantom pulsar
120"
Heavy 8
14
-4
5
-
Starcannon
Starcannon
36"
Heavy 2
6
-3
D3
-
Voidstorm missile launcher
Voidstorm missile launcher
48"
Heavy 2D6
8
-3
2
-
Titanic stride
Titanic stride
Melee
Melee
User
-3
3
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Wraith glaive
Wraith glaive
Melee
Melee
x2
-5
12
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any of this model’s phantom pulsars can each be replaced with one of the following: 1 D-bombard; 1 starcannon and 1 wraith glaive.
 • Any of this model’s starcannons can each be replaced with 1 bright lance.
ABILITIES
ABILITIES
Ancient Doom
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 5+ it explodes, and each unit within 3D6" suffers 2D6 mortal wounds.
Distortion Field: This model has a 4+ invulnerable save against ranged attacks.
War Engine: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding TITANIC models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.
FACTION KEYWORDS: AELDARI, ASURYANI, SPIRIT HOST, <CRAFTWORLD>
KEYWORDS: MONSTER, TITANIC, PHANTOM TITAN


75

Revenant Titan

NoNAME  M WS BS S T W! A Ld Sv Base
1500
Revenant Titan (base: Use model)
1
1500
Revenant Titan
30" 3+ 3+ 9 9 17-32 4 10 3+ Use model
24" 4+ 4+ 9 9 9-16 4 10 3+
18" 5+ 5+ 9 9 1-8 4 10 3+
A Revenant Titan is equipped with: cloudburst missile launcher; 2 Revenant pulsars; titanic stride.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Cloudburst missile launcher
Cloudburst missile launcher
36"
Heavy 2D6
8
-2
2
Blast
Blast
Revenant pulsar
Revenant pulsar
60"
Heavy 6
12
-4
4
-
Sonic lance
Sonic lance
18"
Heavy 3D6
4
-3
1
Each time an attack is made with this weapon, that attack automatically hits the target, and a wound roll of 2+ is always successful, unless the target is a VEHICLE or MONSTER, then a wound roll of 4+ is always successful.
Each time an attack is made with this weapon, that attack automatically hits the target, and a wound roll of 2+ is always successful, unless the target is a VEHICLE or MONSTER, then a wound roll of 4+ is always successful.
Titanic stride
Titanic stride
Melee
Melee
User
-3
3
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any of this model’s revenant pulsars can each be replaced with 1 sonic lance.
ABILITIES
ABILITIES
Ancient Doom
Revenant Jet Pack: Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 18" to the Move characteristic of this model.
Distortion Field: This model has a 4+ invulnerable save against ranged attacks.
Titanic: This model is eligible to declare a charge in a turn in which it Fell Back.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 5+ it explodes, and each unit within 2D6" suffers D6 mortal wounds.
FACTION KEYWORDS: AELDARI, ASURYANI, SPIRIT HOST, <CRAFTWORLD>
KEYWORDS: MONSTER, TITANIC, FLY, JET PACK, REVENANT TITAN


27

Scorpion

NoNAME  M WS BS S T W! A Ld Sv Base
500
Scorpion (base: Use model)
1
500
Scorpion
14" 6+ 3+ 8 8 14-26 6 9 3+ Use model
10" 6+ 4+ 8 8 7-13 3 9 3+
4" 6+ 5+ 8 8 1-6 D3 9 3+
A Scorpion is equipped with: shuriken cannon; twin Scorpion pulsar.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Shuriken cannon
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 Scorpion pulsar
Twin Scorpion pulsar
60"
Heavy 12
12
-4
3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s shuriken cannon can be replaced with 1 item from the Heavy Weapons list.
 • This model can be equipped with items from the Vehicle Equipment list.
ABILITIES
ABILITIES
Distortion Field: This model has a 5+ invulnerable save against ranged attacks.
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 5+ it explodes, and each unit within 6" suffers D6 mortal wounds.
FACTION KEYWORDS: AELDARI, ASURYANI, <CRAFTWORLD>
KEYWORDS: VEHICLE, FLY,