Craftworld Guardians

Homebrew by Elephantbat

The people of the Craftworlds can rest easy knowing their guardians are strong!

This rules set is meant to facilitate a one-box kill team using the Aeldari Guardians kit. No extra bits needed. Not even for the sword guy...(the kit includes one chainsword on the pistol hand and GW has never fixed the build instructions)

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Composition

A CRAFTWORLD GUARDIANS KillTeam is composed of:

  • 1 CRAFTWORLD GUARDIANS VETERAN operative from the following list:

    • DEFENDER VETERAN

    • STORMBLADE VETERAN

  • 1 CRAFTWORLD GUARDIANS PLATFORM operative from the following list:

    • HEAVY WEAPON PLATFORM with one of the following options:

      • Aeldari Missile Launcher
      • Bright Lance
      • Scatter Laser
      • Shuriken Cannon
      • Star Cannon
    • SERPENT'S SCALE PLATFORM

  • 7 CRAFTWORLD GUARDIANS operatives from the following list:

    • STORMBLADE with one of the following options:

      • Shuriken Pistol; Chainsword

      • Shuriken Pistol; Blade

    • DEFENDER

    • DEFENDER PLATFORM CONTROLLER

    • STORMBLADE GUNNER with Aeldari Flamer; Gun butt

    • STORMBLADE GUNNER with Fusion Gun; Gun butt

    • STORMBLADE ADEPT

Other than DEFENDER and STORM GUARDIAN operatives, your kill team can only include each operative on this list once.


FACTION RULES

TACTICAL MANEUVERS - Every other Turning Point, before determining Initiative, choose Storm Tactics or Defence Tactics. Every Turning Point, as a Strategic Gambit, choose a Maneuver under your current Tactics for the turning point.

  • Storm Tactics Maneuvers

    • Fleetfoot - Each friendly CRAFTWORLD GUARDIANS operative can perform a free Dash action during its activation.

    • Flurry of Cuts - Each friendly CRAFTWORLD GUARDIANS operatives' melee weapons have the Balanced weapon rule.

    • Acrobatics - Each friendly CRAFTWORLD GUARDIANS operatives can move within control range of enemy operatives (they must still start and end the move following all requirements for that move).

  • Defence Tactics Maneuvers

    • Fleetfoot - Each friendly CRAFTWORLD GUARDIANS operative can perform a free Dash action during its activation.

    • Shuriken Panopoly - Each friendly CRAFTWORLD GUARDIANS operative's Shuriken weapons have the Balanced weapon rule.

    • Gain Control - Whenever determining control of a marker, treat friendly CRAFTWORLD GUARDIANS operatives' APL stats as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this. Up to three times this turning point, friendly CRAFTWORLD GUARDIANS operatives can perform, Pick Up, Place Marker, and Mission Actions for 1 less AP.

Common Abilities and Options

Aeldari Platform:
- This operative can't be activatated unless another friendly CRAFTWORLD GUARDIAN operative is within control range of it.(Or 3," at the beginning of its activation, in the case of the PLATFORM CONTROLLER operative.)

  • If this operative performs a Reposition action, choose another friendly CRAFTWORLD GUARDIAN operative within its control range (or within 3" in the case of a DEFENDER PLATFORM CONTROLLER). If you chose a friendly DEFENDER PLATFORM CONTROLLER operative, you can ignore the following: That friendly operative must move with this operative. At the end of the move, that friendly operative must be placed within control range of this operative. If that friendly operative can't be placed within its control range, the move can't be done and action points are refunded. That friendly operative cannot perform the reposition action for the rest of the turning point and if it performs a Charge later in the turning point, it can only move up to 3".

  • This operative provides light cover for other friendly CRAFTWORLD GUARDIAN operatives.

  • This operative's APL stat cannot be changed.

  • Whenever determining control of an objective marker, treat this operative's APL stat as 1 lower.

  • When determining what's visible to this operative, the fixture above the disc (excluding gun barrels) is its head.

  • This operative cannot use any weapons or equipment that are not on its datacard.

  • This operative can perform the Fall Back action for 1AP.

Ram (1AP):
If another friendly CRAFTWORLD GUARDIANS operative is within its control range(or within 3" in the case of a friendly DEFENDER PLATFORM CONTROLLER operative), this operative can perform a free Charge action. At the end of its movement, it deals D3+2 damage to up to two enemy operatives within its control range.

Reinforced Wraithbone Panels:
Whenever an enemy operative fights this operative, each time that enemy operative retains a normal success roll a D6. On a 5+, halve the Dmg dealt to this operative(rounding up) to a minimum of 2. (This abilty does not affect critical damage.)

Craftworld Veteran:
This operative can perform a 1 AP action for free during its activation.

FACTION RULES:
TACTICAL MANEUVERS - Every other Turning Point, before determining Initiative, choose Storm Tactics or Defence Tactics.

Every Turning Point, as a Strategic Gambit, choose a Maneuver under your current Tactics for the turning point.

  • Storm Tactics Maneuvers

    • Fleetfoot - Each friendly CRAFTWORLD GUARDIANS operative can perform a free Dash action during its activation.

    • Flurry of Cuts - Friendly CRAFTWORLD GUARDIANS operative's melee weapons have the Balanced weapon rule.

    • Acrobatics - Friendly CRAFTWORLD GUARDIANS operatives can move within control range of enemy operatives (they must still start and end the move following all requirements for that move).

  • Defence Tactics Maneuvers

    • Fleetfoot - Each friendly CRAFTWORLD GUARDIANS operative can perform a free Dash action during its activation.

    • Shuriken Panopoly - Friendly CRAFTWORLD GUARDIANS operative's Shuriken weapons have the Balanced weapon rule.

    • Gain Control - Whenever determining control of a marker, treat friendly CRAFTWORLD GUARDIANS operatives' APL stats as 1 higher. Note this is not a change to its APL stat, so any changes are cumulative with this. Up to three times this turning point, friendly CRAFTWORLD GUARDIANS operatives can perform, Pick Up, Place Marker, and Mission Actions for 1 less AP.

Tactical Pivot (1AP):
Once per battle, if the current tactics are Defence Tactics, change it to Storm Tactics then choose a new Maneuver for the rest of the Turning Point. This resets your tactics choice so you cannot change tactics until the turning point after the next.

Heavy Weapon Platform
A 2
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Aeldari Missile Launcher
Sunburst (Blast 2")
5
3+
3/5
Starshot (Piercing 1)
4
3+
5/6
Bright Lance (Piercing 2)
4
3+
6/7
Scatter Laser (Ceaseless, Torrent 2")
5
3+
4/5
Shuriken Cannon (Lethal 5+, Rending)
6
3+
3/5
Star Cannon (Piercing 1, 1" Devastating 2)
4
3+
5/5
None
-
-
-
Abilities
Aeldari PlatformHeavy Weapon Platform1AP: RamReinforced Wraithbone Panels

Heavy Weapon Platform: - This operative cannot perform any actions other than, Dash, Fall Back, Reposition, Pass, and Shoot.

  • This operative can perform two Shoot actions during its activation but in order to do so, choose another friendly CRAFTWORLD GUARDIANS operative within this operative's control range. Subtract 1 from the APL of that friendly operative until the end of its next activation.
Craftworld Guardian, Aeldari, Heavy Weapon Platform
Serpent's Scale Platform
A 2
M 7"
S 3+
W 12
Weapons
ATK
HIT
DMG
None
-
-
-
Abilities
Aeldari PlatformDistortion Field1AP: RamReinforced Wraithbone PanelsShield Platform1AP: Shield Projection

Distortion Field: - Friendly CRAFTWORLD GUARDIAN operatives within 2" of this operative are obscured and ignore the Piercing weapon rule.

  • Whenever a friendly CRAFTWORLD GUARDIAN operative within 1" of this operative is the target of a Shoot action, before resolving defense dice you can re-roll one die.

Shield Platform: - This operative cannot perform any actions other than, Dash, Fall Back, Pass, Ram, Reposition, and Shield Projection.

Shield Projection (1AP): Choose a visible friendly CRAFTWORLD GUARDIAN operative within 6" of this operative. Until the end of the turning point, improve that operative's save stat by 1.

Craftworld Guardian, Aeldari, Serpent's Scale Platform
Stormblade Veteran
A 2
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 8", Rending)
4
3+
3/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Craftworld VeteranFACTION RULES1AP: Tactical Pivot
Craftworld Guardian, Aeldari, Stormblade, Leader, Veteran
Defender Veteren
A 2
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Shuriken Catapult (Rending)
4
3+
3/4
Gun butt
4
3+
2/3
Abilities
Craftworld VeteranFACTION RULES1AP: Tactical Pivot
Craftworld Guardian, Aeldari, Defender, Leader, Veteran
Stormblade
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 8", Rending)
4
3+
3/4
Chainsword (Rending)
4
3+
4/5
Blade
4
3+
4/6
Craftworld Guardian, Aeldari, Stormblade
Defender
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Catapult (Rending)
4
3+
3/4
Gun butt
3
3+
2/3
Craftworld Guardian, Aeldari, Defender
Stormblade Gunner
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Aeldari Flamer (Rng 8", Torrent 2")
6
2+
3/3
Fusion Gun (Rng 6", Devastating 3, Piercing 2)
4
3+
5/3
Gun butt
3
+3
2/3
Craftworld Guardian, Aeldari, Stormblade, Gunner
Defender Platform Controller
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Catapult (Rending)
4
3+
3/4
Gun butt
3
3+
2/3
Abilities
1AP: Activate PlatformRemote Platform Control

Activate Platform (1AP): After this operative is expended, you can immediately activate a visible, ready friendly PLATFORM operative. After your friendly PLATFORM operative is expended, your opponent activates their next operative as normal. This operative cannot perform this action while within control range of an enemy operative.

Remote Platform Control: - As long as this operative is within 3" of a friendly PLATFORM operative at the beginning of that PLATFORM'S activation, that PLATFORM operative can be activated as if this operative were within its control range.

  • When determining what is visible for a friendly PLATFORM operative within 3" of this operative, you may treat this operative as the active operative.
Craftworld Guardian, Aeldari, Defender, Platform Controller
Stormblade Adept
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 8", Rending)
4
3+
3/4
Chainsword and Blade (Ceaseless, Rending)
4
3+
4/6
Abilities
Dual Wielding

Dual Wielding: Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, the success must be used to block.

Craftworld Guardian, Aeldari, Storm Guardian, Stormblade, Adept
Equipment

Extra Platform Controls:
Once per turning point, a friendly CRAFTWORLD GUARDIANS operative (excluding PLATFORM operatives) can perform the following action:

1AP Activate Platform - After this operative is expended, you can immediately activate a visible, ready, friendly PLATFORM operative. After your friendly PLATFORM operative is expended, your opponent activates their next operative as normal. This operative cannot perform this action while within control range of an enemy operative.


Wraithbone Talisman:
Once per turning point, when a friendly CRAFTWORLD GUARDIANS operative is shooting, fighting, or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Scatter Shurikens:
Once per turning point, when a friendly CRAFTWORLD GUARDIANS operative performs a Shoot action, that operative's Shuriken weapons have the Torrent 1" weapon rule.


Restoratives:
Once per turning point, a friendly CRAFTWORLD GUARDIANS operative (excluding PLATFORM operatives) can perform the following action:

1AP Inject Stimms - Select one friendly CRAFTWORLD GUARDIANS operative within this operative’s control range (excluding PLATFORM operatives) to regain up to D3+2 lost wounds. This operative cannot perform this action while within control range of an enemy operative.


Ploys

Firefight - Soul Stone Recovery:
Use this firefight ploy when a friendly CRAFTWORLD GUARDIANS operative would be incapacitated and only once per battle. Before that operative is removed from the kill zone, place a Soul Stone token in its control range. Friendly CRAFTWORLD GUARDIANS operatives may perform the Pick Up and Place Marker actions on that token. At the end of the battle, if a friendly operative controls or is holding that token or it is in your drop zone, your opponent's number of incapacitated enemy operatives for their kill op is treated as being one less.


Firefight - Nimble Escape:
Use this firefight ploy when you activate a friendly operative that's in control range of an enemy operative. That friendly operative can perform the Fall Back action for 1 less AP.


Firefight - Second Wind:
Use this when a friendly CRAFTWORLD GUARDIANS operative has performed both a Fight and Charge action during its activation. If that Charge was 7" or less, it can perform another free Fight action.


Firefight - Locked on Target:
Use this when you activate a friendly CRAFTWORLD GUARDIANS operative (excluding the HEAVY WEAPONS PLATFORM). As long as that operative does not move during its activation, it can perform two Shoot actions if one of those shoot actions is with a Shuriken weapon.


Strategic - Will to Duel:
Friendly STORMBLADE operatives' melee weapons have the Ceasless weapon rule. If they already have Ceasless, they have Relentless instead.


Strategic - Familiar Ground:
Whenever a friendly CRAFTWORLD GUARDIANS operative that's in your territory and in cover becomes the target of a Shoot action, you can re-roll one defence die.


Strategic - Blade Dance:
The first time a friendly LEADER or STORMBLADE operative moves within control range of an enemy operative this turning point, inflict D3+1 damage on that enemy operative.


Strategic - Craftworld Defenders:
Whenever a friendly CRAFTWORLD GUARDIANS operative shoots or retalliates against an enemy operative that is wholly within your territory, that friendly operative's ranged weapons have the Lethal 5+ weapon rule.


TacOps
Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.