Craftworld Eldar

Homebrew by TruckDriggle

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Common Abilities and Options

Available Equipment:
- Plasma Grenade

  • Wraithbone Talisman
  • Celestial Shield
  • Extra Platform Controls
  • Scatter Shurikens
  • Restoratives

Eldritch Raiders:
Each friendly CORSAIR operative can perform a free Dash action during their activation.

Rifles:
Whenever a friendly CORSAIR operative is shooting with a shuriken rifle or ranger long rifle during an activation in which it has not performed the Charge, Fall Back or Reposition action, that operative has the Accurate 1 weapon rule. Note that operative is not restricted from performing those actions after shooting.

Dire Avenger:
1. This operative is armed with a Shuriken Catapult and Fists, Shuriken pistol or Shimmershield and Diresword or Power Weapon, Twin Shuriken Catapults and Gun Butts. 2. Whenever this operative contests an objective marker or one of your mission markers, or whenever it’s shooting an enemy operative that does, this operative’s weapons have the Balanced weapon rule. 3. This operative has access to the Dire Avenger Aspect Techniques

  • Shimmershield: Whenever an operative is shooting a friendly ASPECT WARRIOR operative that’s visible to and within 2" of this operative, ignore the Piercing weapon rule. This operative only has this rule if you select the shimmershield weapon option.

Howling Banshee:
1. This operative is armed with a Shuriken Pistol and Power Weapon. 2. Whenever this operative is fighting, worsen the Hit stat of the enemy operative’s melee weapons by 1. This isn’t cumulative with being injured. 3. This operative has access to the Howling Banshee Aspect Techniques

Striking Scorpion:
1. This operative is armed with a Shuriken Pistol and Biting Blade or Scorpion's Claw and Chainsword, Twin Shuriken Pistols and Twin Chainswords 2. Whenever this operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 2 damage on the enemy operative in that sequence. 3. Improve this operative's save by 1 4. This operative has access to the Striking Scorpion Aspect Techniques

Harlequin's Panoply:
Whenever a friendly HARLEQUIN operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).

Luck Of The Laughing God:
Whenever an operative is shooting a friendly HARLEQUIN operative, and no attack dice are retained as critical successes, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Void Dancer:
Friendly HARLEQUIN operatives can move within control range of enemy operatives (they must still start and end the move following all requirements for that move).

Shield:
Improve this operative's save by one

Ram (1 AP):
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.

CORE
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
None
4
4+
3/4
Abilities
Aspect TechniquesStrands of Fate
Options
ELDRITCH REJUVENATION (Strategic Ploy)WARRIORS OF THE CRAFTWORLD (Strategic Ploy)DOOMED RACE (Tactical Ploy)GUIDED BY FATE (Tactical Ploy)

Aspect Techniques:

Strands of Fate: In the Ready step of each Strategy phase, you gain a number of Fate points equal to half the number of friendly AELDARI operatives that haven’t been incapacitated (rounding up). Whenever a friendly AELDARI operative is shooting, fighting or retaliating, or an operative is shooting it, in the Roll Attack Dice (or Roll Defence Dice step if an operative is shooting it), you can spend your Faith points to use one of the following abilities.

  • Guidance (1FP): You can re-roll one of your dice.
  • Intervention (2FP): You can retain one of your normal successes as a critical success instead.
  • Foreseen (3FP): You can retain one of your fails as a normal success instead of discarding it.

ELDRITCH REJUVENATION (Strategic Ploy): Whenever you spend Fate Points, at the end of that action, the friendly operative you spent them on can regain up to D3 lost wounds. Note this ploy has no effect if that friendly operative was incapacitated during that action.

WARRIORS OF THE CRAFTWORLD (Strategic Ploy): Whenever an operative is shooting against, fighting against or retaliating against a friendly AELDARI operative that contests an objective marker, in the Resolve Attack Dice step of that sequence, you can halve the damage inflicted (rounding up and to a minimum of 2) on that friendly operative from one success.

DOOMED RACE (Tactical Ploy): Use this tactical ploy when a friendly AELDARI operative is incapacitated, before it’s removed from the killzone. For each enemy operative visible to and within 2" of it, you gain 1 Fate point and inflict D3 damage on that enemy operative (roll separately for each).

GUIDED BY FATE (Tactical Ploy): Use this tactical ploy when a friendly AELDARI operative is performing the Shoot action and you’re selecting a ranged weapon. Until the end of that action, whenever that operative is shooting an operative within 6" of it, that weapon has the Seek Light weapon rule.

32
Autarch
A 3
M 6"
S 3+
W 13
Weapons
ATK
HIT
DMG
Death Spinner (Tor 2'', Sat, Rng 8'')
5
2+
3/3
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Dragon Fusion Pistol (Rng 3'', Devastating 3, Prc 2)
4
3+
5/3
Star Glaive (Brutal)
4
3+
4/7
Power Weapon (Lethal 5+)
4
2+
4/6
Chainsword (Rnd)
4
2+
4/5
Abilities
Master Of The Path Of The WarriorOne Step AheadStrategise (1 AP)

Master Of The Path Of The Warrior: Whenever this operative incapacitates an enemy operative, you gain 1 Fate point, or 2 Fate points if that enemy operative had a Wounds stat of 12 or more. This rule has no effect when using the DOOMED RACE firefight ploy.

One Step Ahead: Once per battle, after an enemy operative performs an action, if this operative is ready, you can use this rule. If you do, roll one D6: if the result is higher than that enemy operative’s APL stat, you can interrupt and immediately perform either a free Shoot or a free Fight action with this operative, but you cannot select any other enemy operative as a valid target or to fight against during that action (note that secondary targets from the Blast weapon rule can still be targeted). After you perform that action, subtract 1 from this operative’s APL stat until the end of its next activation.

Strategise (1 AP): You gain 1CP. This operative cannot perform this action while within 3'' of an enemy operative.

32AUTARCH, AELDARI, INFANTRY, LEADER, LORD, COMMANDER
Farseer
A 3
M 6"
S 4+
W 13
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Smite (Prc 1)
4
3+
4/5
Staff
4
3+
3/5
Abilities
Freezing GraspManifest Psychic Power (1AP)Warding Shield

Freezing Grasp: Select one enemy operative Visible to this operative. Until the end of the Turning Point, subtract 2'' from that enemy operative’s Movement characteristic and it cannot perform the Dash action.

Manifest Psychic Power (1AP): Roll one D6: on a 1-2, that friendly operative suffers D3 mortal wounds; on a 3+, select one psychic power from the list below to be resolved. You cannot select a psychic power that you have already resolved during this Turning Point.

  • Smite
  • Freezing Grasp
  • Warding Shield

Warding Shield: Select one friendly AELDARI operative Visible to and within 6'' of this operative. Until the end of the Turning Point, that operative has a 3+ invulnerable save.

32FARSEER, AELDARI, INFANTRY, LEADER, LORD, PSYKER
Guardian Veteran [20R]
A 2
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Shuriken Catapult (Rending)
4
2+
3/4
Shuriken Pistol (Rending, Rng 8'')
4
2+
3/4
Flamer (Rng 8", Torrent 2", Bal)
5
2+
3/3
Fusion Gun (Rng 6", Devastating 4, Piercing 2)
4
2+
6/3
Storm Guardian Blades
4
2+
3/4
Fists
3
2+
2/3
Abilities
Available EquipmentCraftworld Veteran
Options
SUPREME DISDAIN (Strategic Ploy)FLEET (Strategic Ploy)HIDDEN PATHS (Strategic Ploy)WILL TO DUEL (Strategic Ploy)FAMILIAR GROUND (Tactical Ploy)MATCHLESS AGILITY (Tactical Ploy)SECOND WIND (Tactical Ploy)LOCKED ON TARGET (Tactical Ploy)

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

SUPREME DISDAIN (Strategic Ploy): Until the end of the Turning Point, each time a friendly RANGER or GUARDIAN operative fights in combat, in the Roll Attack Dice step of that combat, if your opponent discards more attack dice as failed hits than you do, you can change one of your retained normal hits to a critical hit.

FLEET (Strategic Ploy): Until the end of the Turning Point, each time a friendly GUARDIAN OR RANGER operative performs a Fall Back or Normal Move action, it can perform a free Dash action with that action.

HIDDEN PATHS (Strategic Ploy): Each friendly RANGER operative that has a Conceal order, is within 1'' of Light or Heavy terrain, and is more than 6'' from enemy operatives can immediately perform a free Dash action, but must finish that move within 1'' of Light or Heavy terrain.

WILL TO DUEL (Strategic Ploy): Until the end of the Turning Point, Friendly GUARDIAN operatives' melee weapons have the Ceaseless weapon rule. If they already have Ceaseless, they have Relentless instead.

FAMILIAR GROUND (Tactical Ploy): Whenever a friendly GUARDIAN operative that's in your territory and in cover becomes the target of a Shoot action, you can re-roll one defence die.

MATCHLESS AGILITY (Tactical Ploy): Use this Tactical Ploy when a friendly GUARDIAN or RANGER operative is activated. Until the end of that operative’s activation, if it performs a Dash action, it can move an additional 2'' for that action.

SECOND WIND (Tactical Ploy): Use this when a friendly GUARDIAN 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.

LOCKED ON TARGET (Tactical Ploy): Use this when you activate a friendly GUARDIAN or RANGER operative. 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.

32GUARDIAN, AELDARI, INFANTRY, LEADER
Corsair Felarch [21R]
A 2
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Shuriken Rifle (Rnd)
4
3+
3/4
Shuriken Pistol (Rnd, Rng 8'')
4
3+
3/4
Neuro Disruptor (Rng 8", Prc1, Stun)
4
3+
4/5
Fists
3
3+
2/3
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Available EquipmentEldritch RaidersRifles
Options
PLUNDERERS (Strategic Ploy)PIRATICAL PROFITEERS (Strategic Ploy)MOBILE ENGAGEMENT (Strategic Ploy)OUTCASTS (Strategic Ploy)OPPORTUNISTIC FIGHTERS (Tactical Ploy)LIGHT FINGERS (Tactical Ploy)CAPRICIOUS FLIGHT (Tactical Ploy)CONTEMPTUOUS ADVENTURER (Tactical Ploy)

PLUNDERERS (Strategic Ploy): Up to D3 friendly CORSAIR operatives can immediately perform a free Dash action in an order of your choice. This turning point, each that does so cannot perform the Dash action during their activation. You cannot use this ploy during the first turning point.

PIRATICAL PROFITEERS (Strategic Ploy): Whenever a friendly CORSAIR operative is shooting, fighting or retaliating, if it or the enemy operative in that sequence contests an objective marker or one of your mission markers, that friendly operative’s weapons have the Balanced weapon rule.

MOBILE ENGAGEMENT (Strategic Ploy): Whenever an operative is shooting a friendly CORSAIR operative that performed an action in which it moved during this turning point, you can re-roll one of your defence dice.

OUTCASTS (Strategic Ploy): Whenever a friendly CORSAIR operative is more than 5" from other friendly operatives, its weapons have the Punishing weapon rule.

OPPORTUNISTIC FIGHTERS (Tactical Ploy): Use this tactical ploy when an enemy operative performs the Fall Back action. Before it moves, inflict 2D3 damage on that operative for each friendly CORSAIR VOIDSCARRED operative within its control range.

LIGHT FINGERS (Tactical Ploy): Use this tactical ploy during a friendly CORSAIR operative’s activation. Until the end of that activation, having an enemy operative within its control range doesn’t prevent that friendly operative from performing the Pick Up Marker or mission actions.

CAPRICIOUS FLIGHT (Tactical Ploy): Use this tactical ploy during a friendly CORSAIR operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.

CONTEMPTUOUS ADVENTURER (Tactical Ploy): Use this tactical ploy when the first friendly CORSAIR operative is activated during the turning point, if it’s more than 5" from other friendly operatives. The first time that operative performs either the Shoot or Fight action during that activation, its weapons have the Relentless weapon rule. Note this ploy cannot come into effect more than once per activation (you cannot use it during both the Shoot and Fight action in the same activation).

32CORSAIR, AELDARI, INFANTRY, LEADER
Aspect Exarch [23R]
A 3
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Shuriken Catapult (Rnd)
4
3+
3/4
Twin Shuriken Catapult (Ceaseless, Rnd)
4
3+
3/4
Triskele (Rng 8", Tor 2", Rnd)
4
3+
2/3
Twin Shuriken Pistols (Rng 8", Ceaseless, Rnd)
4
4+
3/4
Fists
4
3+
2/4
Dire Sword (Lethal 5+, Rnd)
5
3+
4/5
Gun Butts
3
4+
2/3
Power Weapon (Lethal 5+)
4
3+
4/6
Executioner (Lethal 5+)
5
3+
3/7
Mirrorswords (Lethal 5+, Ceaseless)
5
3+
4/6
Triskele (Rnd)
5
3+
4/5
Twin Chainswords (Ceaseless, Rnd)
5
3+
4/5
Biting Blade (Rnd)
5
3+
5/6
Scorpion's Claw and Chainsword (Brutal, Lethal 5+)
5
3+
4/6
Abilities
Available EquipmentDire AvengerExarchHowling BansheeStriking Scorpion
Options
DANCE OF DEATH (Strategic Ploy)KHAINE'S VENGEANCE (Strategic Ploy)FOREWARNED (Strategic Ploy)RUTHLESS POISE (Strategic Ploy)BLADEWIND (Tactical Ploy)STARFALL (Tactical Ploy)FADING LIGHT (Tactical Ploy)CONTEMPT (Tactical Ploy)

Exarch: This operative can perform two Fight or two Shoot actions during its activation.

DANCE OF DEATH (Strategic Ploy): Select two friendly ASPECT WARRIOR operatives visible to and within 6" of each other. Remove them both from the killzone and set them back up in each other’s previous locations (in other words, swap their positions).

KHAINE'S VENGEANCE (Strategic Ploy): Whenever a friendly ASPECT WARRIOR operative is shooting an expended enemy operative, that friendly operative’s ranged weapons have the Ceaseless weapon rule.

FOREWARNED (Strategic Ploy): Whenever an operative is shooting a ready friendly ASPECT WARRIOR operative, you can re-roll any of your defence dice results of one result (e.g. results of 2).

RUTHLESS POISE (Strategic Ploy): Whenever a friendly ASPECT WARRIOR operative is fighting a ready enemy operative, that friendly operative’s melee weapons have the Ceaseless weapon rule.

BLADEWIND (Tactical Ploy): Use this tactical ploy during a friendly ASPECT WARRIOR operative’s activation. During that activation, that operative can perform two Fight actions.

STARFALL (Tactical Ploy): Use this tactical ploy during a friendly ASPECT WARRIOR operative’s activation. During that activation, that operative can perform two Shoot actions.

FADING LIGHT (Tactical Ploy): Use this tactical ploy during a friendly ASPECT WARRIOR operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.

CONTEMPT (Tactical Ploy): Use this tactical ploy when a friendly ASPECT WARRIOR operative is retaliating or an enemy operative is shooting it, after your opponent rolls their attack dice, but before re-rolls. Until the end of the sequence, your opponent cannot re-roll their attack dice (if your opponent declared the use of any firefight ploys during that sequence that would allow them to re-roll, that ploy is cancelled and the CP spent on it is refunded).

32ASPECT WARRIOR, AELDARI, INFANTRY, LEADER
Lead Player [23R]
A 3
M 7"
S 4+
W 9
Weapons
ATK
HIT
DMG
Fusion Pistol (Rng 3", Dev3, Prc2)
4
3+
5/3
Neuro Disruptor (Rng 8", Prc1, Stun)
4
3+
4/5
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Blade
5
3+
4/6
Caress (Rending)
5
3+
4/5
Embrace (Brutal)
5
3+
4/5
Kiss
5
3+
3/7
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
Available EquipmentHarlequin's PanoplyLuck Of The Laughing GodVoid Dancer
Options
CEGORACH’S JEST (Strategic Ploy)PRISMATIC BLUR (Strategic Ploy)RISING CRESCENDO (Strategic Ploy)DARTING SALVO (Strategic Ploy)MURDEROUS ENTRANCE (Tactical Ploy)THE CURTAIN FALLS (Tactical Ploy)ELUSIVE TARGET (Tactical Ploy)DOMINO FIELD (Tactical Ploy)

CEGORACH’S JEST (Strategic Ploy): Whenever a friendly HARLEQUIN operative is fighting or retaliating and your opponent strikes with a normal success, you can roll one D6:

  • if the result is less than the Hit stat of your opponent’s selected weapon, that strike is a block instead (ignore the Brutal weapon rule, if relevant) and you cannot use this rule for the rest of the sequence.

PRISMATIC BLUR (Strategic Ploy): Whenever an operative is shooting a friendly HARLEQUIN operative that performed an action in which it moved during this turning point, you can re-roll one of your defence dice.

RISING CRESCENDO (Strategic Ploy): Friendly HARLEQUIN operatives can perform the Dash action during the same activation in which they performed the Charge action, but not vice versa (i.e. not DASH then CHARGE).

DARTING SALVO (Strategic Ploy): Whenever a friendly HARLEQUIN operative performs the Reposition action during its activation, it can perform the Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Reposition action can be used after it does so).

MURDEROUS ENTRANCE (Tactical Ploy): Use this tactical ploy when a friendly HARLEQUIN operative is fighting during an activation in which it performed the Charge action, after you strike. You can immediately resolve another of your normal successes as a strike (before your opponent), or one of your critical successes if there are none.

THE CURTAIN FALLS (Tactical Ploy): Use this tactical ploy when a friendly HARLEQUIN operative is fighting, after you strike with a critical success, if the enemy operative isn’t incapacitated. End that sequence (any remaining attack dice are discarded) and immediately perform a free Fall Back action up to 3" with that operative (then the Fight action ends). That operative can do so even if it’s performed an action that prevents it from performing the Fall Back action.

ELUSIVE TARGET (Tactical Ploy): Use this tactical ploy during a friendly HARLEQUIN operative’s activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

DOMINO FIELD (Tactical Ploy): Use this tactical ploy when an operative is shooting a friendly HARLEQUIN operative, during the Resolve Defence Dice step. You can allocate one of your rolled successful dice to block all of your opponent’s attack dice with matching results (e.g. one of your successful defence dice results of 5 can be used to block all successful attack dice results of 5).

32HARLEQUIN, AELDARI, ELITE, INFANTRY
Wraithveteran [30R]
A 2
M 5"
S 3+
W 16
Weapons
ATK
HIT
DMG
Wraithcannon (Piercing Crit1)
4
3+
4/5
D-Scythe (Saturate)
5
3+
3/4
Fists
4
4+
3/4
Ghost Swords (Rending)
5
3+
3/4
Ghost Axe and Shield (Brutal, Shield)
4
3+
3/4
Abilities
Available EquipmentShield
Options
MIND BRIDGE (Strategic Ploy)UNFLINCHING SPIRITS (Strategic Ploy)MALEVOLANT SOULS (Strategic Ploy)AURA OF DEATHLESS DREAD (Strategic Ploy)SONG OF THE HOWLING BIRD (Tactical Ploy)VENGEANCE FOR THE FALLEN (Tactical Ploy)UNBREAKABLE WRAITHBONE (Tactical Ploy)CRUSHING ASSAULT (Tactical Ploy)

MIND BRIDGE (Strategic Ploy): Whenever a friendly WRAITH operative performs a shooting attack, and the target is obscured or in cover, line of sight may be drawn from another WRAITH operative instead.

UNFLINCHING SPIRITS (Strategic Ploy): You can ignore any changes to stats for WRAITH operatives due to the Injured state.

MALEVOLANT SOULS (Strategic Ploy): Until the start of the next strategy phase, whenever a friendly WRAITH operative is incapacitated during an enemy operative's fight action, you may expend one of your attack dice to deal damage before removing the operative from the killzone.

AURA OF DEATHLESS DREAD (Strategic Ploy): Until the start of the next strategy phase, enemy operatives within the control zone of friendly WRAITH operatives may not reroll attack dice.

SONG OF THE HOWLING BIRD (Tactical Ploy): Use this ploy after a friendly WRAITH operative has performed the shoot or fight action and is not within the control zone of an enemy operative, that operative may make an immediate free dash action, with the usual restrictions.

VENGEANCE FOR THE FALLEN (Tactical Ploy): Use this ploy when a friendly WRAITH operative shoots, fights or retaliates. If 1 friendly WRAITH operative is incapacitated, for the remainder of the activation, this operative's weapons have the Lethal 5+ rule. If 2 or more are incapacitated, the weapons have Lethal 4+

UNBREAKABLE WRAITHBONE (Tactical Ploy): Use this tactical ploy when an operative is shooting a friendly WRAITH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

CRUSHING ASSAULT (Tactical Ploy): When a friendly WRAITH operative makes a charge move, the enemy operative targetted takes d3 damage with no save roll.

32WRAITH, AELDARI, ELITE, LEADER
Guardian [15R]
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Catapult (Rending)
4
3+
3/4
Shuriken Pistol (Rending, Rng 8'')
4
3+
3/4
Flamer (Rng 8", Torrent 2")
5
2+
3/3
Fusion Gun (Rng 6", Devastating 4, Piercing 2)
4
3+
6/3
Storm Guardian Blades
4
3+
3/4
Fists
3
3+
2/3
Abilities
Available Equipment
32GUARDIAN, AELDARI, INFANTRY
Ranger [15R]
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
Ranger Long Rifle
Mobile
4
3+
3/4
Stationary (Dev3, Hvy, Silent)
4
2+
3/3
Shuriken Pistol (Rending, Rng 8'')
4
3+
3/4
Fists
3
3+
2/3
Abilities
Available EquipmentCamo Cloak

Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.

32RANGER, AELDARI, INFANTRY
Wraithblade [25R]
A 2
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Ghost Swords (Rending)
5
3+
3/4
Ghost Axe and Shield (Brutal, Shield)
4
3+
3/4
Abilities
Available EquipmentAvenging SpiritHollow FighterShield

Avenging Spirit: If this unit is in melee combat and would be incapacitated, resolve all remaining unresolved dice as attacks at the same time and then remove the model. Attacks resolved in this way cannot be blocked by the opposing operative.

Hollow Fighter: Whenever this operative incapacitates an enemy operative in combat gain one Fate Point

32WRAITH, AELDARI, ELITE
Wraithguard [25R]
A 2
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Wraithcannon (Piercing Crit1)
4
3+
4/5
D-Scythe (Saturate)
5
3+
3/4
Fists
4
4+
3/4
Abilities
Available EquipmentGhost warriors (1 AP)Hollow Marksman

Ghost warriors (1 AP): This unit may use the Fall Back action and may shoot (for an additional 1AP) after this move.

Hollow Marksman: Whenever this operative incapacitates an enemy operative with a shooting attack, gain one Fate Point.

32WRAITH, AELDARI, ELITE
Player [18R]
A 3
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Fusion Pistol (Rng 3", Dev3, Prc2)
4
3+
5/3
Neuro Disruptor (Rng 8", Prc1, Stun)
4
3+
4/5
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Blade
5
3+
4/6
Caress (Rending)
5
3+
4/5
Embrace (Brutal)
5
3+
4/5
Kiss
5
3+
3/7
Abilities
Available EquipmentHarlequin's PanoplyLuck Of The Laughing GodVoid Dancer
32HARLEQUIN, AELDARI, INFANTRY
Corsair [16R]
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Rifle (Rnd)
4
3+
3/4
Shuriken Pistol (Rnd, Rng 8'')
4
3+
3/4
Blaster (Prc2)
4
3+
4/5
Shredder (Rnd, Tor 2")
4
3+
4/5
Shuriken Cannon
Focused (Hvy(Dash), Rnd)
5
3+
4/5
Sweeping (Hvy(Dash), Rnd, Tor 1")
4
3+
4/5
Wraith Cannon (Dev4, Hvy(Dash), Prc2)
4
3+
6/3
Ranger Long Rifle
Mobile
4
3+
3/4
Stationary (Dev3, Hvy, Silent)
4
2+
3/3
Fusion Pistol (Rng 3", Dev3, Prc2))
4
3+
5/3
Fists
3
3+
2/3
Power Weapon (Lethal 5+)
4
3+
4/6
Dual Power Weapons (Lethal 5+, Ceaseless)
4
3+
4/6
Abilities
Available EquipmentEldritch RaidersRifles
32CORSAIR, AELDARI, INFANTRY
Aspect Warrior [18R]
A 3
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Shuriken Catapult (Rnd)
4
3+
3/4
Power Weapon (Lethal 5+)
4
3+
4/6
Chainsword (Rnd)
4
3+
4/5
Fists
4
3+
2/4
Abilities
Available EquipmentDire AvengerHowling BansheeStriking Scorpion
32ASPECT WARRIOR, AELDARI, INFANTRY
Guardian Heavy Weapon Platform [12R]
A 2
M 5"
S 3+
W 16
Weapons
ATK
HIT
DMG
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
Hull
3
6+
0/0
Abilities
Heavy Weapon PlatformRam (1 AP)

Heavy Weapon Platform: 1. This operative cannot perform any actions other than, Dash, Fall Back, Reposition, Pass, and Shoot.

  1. This operative can perform two Shoot actions during its activation but in order to do so, choose another friendly AELDARI operative within this operative's control range. Subtract 1 from the APL of that friendly operative until the end of its next activation.

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

  3. This operative can't perform the Dash, Ram, Reposition, or Fall Back actions unless another friendly AELDARI operative is within its control range at the beginning of that action. (If a friendly operative with the Extra Platform Controls equipment is in the killzone, ignore this rule.)

32GUARDIAN, AELDARI, SUPPORT
Guardian Serpent's Scale Platform [12R]
A 2
M 7"
S 2+
W 16
Weapons
ATK
HIT
DMG
Hull
3
6+
0/0
Abilities
Ram (1 AP)Shield PlatformShield Projection (1 AP)

Shield Platform: 1. This operative cannot perform any actions other than Dash, Fall Back, Pass, Ram, Reposition, and Shield Projection.

  1. This operative can't perform the Dash, Ram, Reposition, or Fall Back actions unless another friendly AELDARI operative is within its control range at the beginning of that action. (If a friendly operative with the Extra Platform Controls equipment is in the killzone, ignore this rule.)

  2. Friendly AELDARI operatives within 2" of this operative are obscured and ignore the Piercing weapon rule.

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

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

32GUARDIAN, AELDARI, SUPPORT
Equipment

Plasma Grenade [3R]:
The operative is equipped with the following ranged weapon for the battle:

NameATKHITDMGWR
Plasma Grenade43+3/4Lim, Sat, Blast 2'', Rng 6''

Wraithbone Talisman [3R]:
The operative gains the following ability for the battle:

  • Wraithbone Talisman: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if that shooting attack was made as a result of the Manifest Psychic Power action, you can re-roll any or all of your defence dice.

Mistfield [3R]:
The operative gains the following ability for the battle:

  • Mistfield: While a friendly CORSAIR operative is within of this operative, that operative has a 5+ invulnerable save

Corsair Blade [1R]:
The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Corsair Blade33+3/4

Pathfinder Cloak [2R]:
The operative gains the following ability for the battle:

  • Pathfinder Cloak: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

Runes Of Shielding [3R]:
The operative gains the following ability for the battle:

  • Rune of Shielding: Once per battle, when this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, you can ignore the damage inflicted on it from one attack dice.

Pure Psychocrystals [3R]:
Select one neuro disruptor the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.


Supertensile Monofilament Wire [3R]:
Select one kiss the operative is equipped with. Add 1 to that weapon’s Normal Damage characteristic for the battle.


Shadow-Weave Grenade:
The operative can perform the following action during the battle:

  • Shadow-Weave Grenade (1 AP): Place the centre of one Shadow-wave token on a point within 6'' of this operative. That token creates an area of smoke with a 2'' radius and unlimited upward height (but not below). Until the end of the Turning Point, an operative is Obscured if every Cover line drawn to it crosses an area of smoke. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

Mark Of Fate:
When this operative is shooting, fighting or retaliating against an enemy operative and you have at least 1 Fate Point, you may spend it to use this equipment. Doing so gives thist operative's weapons Piercing 1, or Piercing 2 if they already have Piercing 1, until the end of that activation.


Runes Of Permanence [3R]:
Once per turning point, when this operative is selected as a target for a shoot action, you may use this equipment. Doing so improves their armour save stat by 1 (in other words 4+ becomes 3+ and 3+ becomes 2+) until the end of the current activation.


Scatter Shurikens [2R]:
This operative's Shuriken weapons have the Torrent 1" weapon rule.


Death Mask [3R]:
This operative gains the following ability for the battle:

  • Death Mask: If this operative is incapacitated, at the end of that activation, you gain 1CP.

Prismatic Grenade [3R]:
The operative is equipped with the following ranged weapon for the battle: The operative is equipped with the following melee weapon for the battle:

NameATKHITDMGWR
Prismatic Grenade43+3/4lim, Sat, Blast 2'', Rng 6'', Stun

Shrieker Toxin Round [3R]:
Select one shuriken pistol or shrieker cannon the operative is equipped with. That weapon gains the MW1 critical hit rule for the battle. If you selected a shrieker cannon, this equipment costs 4R; otherwise, it costs 3R.


Rune Of Prophecy [1R]:
Rune of Prophecy: Once per battle, after rolling off to determine initiative, you can add or subtract 1 from your result.


Runes Of Warding [3R]:
Once per turning point, when this 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.


Extra Platform Controls [2R]:
The operative can perform the following action during the battle:

  • Activate Platform (1 AP): After this operative is expended, you can immediately activate a visible and ready, friendly SUPPORT operative. After your friendly SUPPORT 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.

Ranger Scope [3R]:
Select one ranger long rifle the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.


Wraithbone Talisman [3R]:
The operative gains the following ability for the battle:

  • Wraithbone Talisman: Once per battle, when this operative is fighting in combat, making a shooting attack or a shooting attack is being made against it, you can use the Command Re-roll Tactical Ploy without spending any CP.

Ocular Scanner [2R]:
The operative can perform the following action during the battle:

  • Ocular Scan (1 AP): Until the end of this operative’s activation, the ranged weapons it is equipped with gain the Seek Light and Saturate special rules.

Mastercrafted Ranged Weapons [2R]:
This operative's ranged weapons gain the Balanced special rule.


Accelerated Monofilament Wire [3R]:
Select one embrace the operative is equipped with. That weapon gains the Reap 1 critical hit rule and Lethal 5+ special rule for the battle.


Rune Of Foresight [1R]:
The operative gains the following ability for the battle:

  • Rune of Foresight: When you reveal this equipment, select one of your opponent's Strategic or Tactical Ploys (excluding Command Re-roll) The first time your opponent uses that ploy, you gain 1CP

Celestial Shield [2R]:
The operative gains the following ability for the battle:

  • Celestial Shield: Once per battle, in the Roll Defence Dice step of a shooting attack made against this operative, you can use this ability. If you do so, for that shooting attack, this operative has a 4+ invulnerable save.

Telekinetic Impulse [2R]:
The operative gains the following ability for the battle:

  • Telekinetic Impulse: Once per Turning Point this operative may perform a PICK UP MARKER or a mission action provied they are within 4" of the target, this overules the standard rules for such actions.

Restoratives [2R]:
The operative gains the MEDIC keyword until the start of the next battle and can perform the following action during the battle:

  • Restoratives (1 AP): Select one friendly ELDAR operative within 1'' of and Visible to this operative. That operative regains 2D3 lost wounds. This operative cannot perform this action while within Engagement Range of enemy operatives.

Ploys
TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action 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, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

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

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

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


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.


Infiltration: Track Enemy

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

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

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.


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.