Craftworld Eldar

Craftworld Eldar

Common Abilities and Options

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.

Aspect Techniques:

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.)

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.

Available Equipment:

Shield:
Improve this operative's save by one

Operatives

1. CORE
CORE
A 2
M 6"
S 4+
W 10/10
Abilities
Strands of FateAspect Techniques
32
2. Farseer
Farseer
A 3
M 6"
S 4+
W 13/13
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
Warding ShieldManifest Psychic Power (1AP)Freezing Grasp

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.

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

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.

32FARSEER, AELDARI, INFANTRY, LEADER, LORD, PSYKER
3. John Christian
Guardian Heavy Weapon Platform [12R]
A 2
M 5"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Shuriken Cannon (Lethal 5+, Rending)
6
3+
3/5
Abilities
Heavy Weapon PlatformRam (1 AP)
32GUARDIAN, AELDARI, SUPPORT
4. Player [18R]
Player [18R]
A 3
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Fusion Pistol (Rng 3", Dev3, Prc2)
4
3+
5/3
Caress (Rending)
5
3+
4/5
Abilities
Available EquipmentLuck Of The Laughing GodVoid DancerHarlequin's Panoply

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).

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).

32HARLEQUIN, AELDARI, INFANTRY
5. Wraithblade [25R]
Wraithblade [25R]
A 2
M 4"
S 3+
W 4/15
Weapons
ATK
HIT
DMG
Ghost Swords (Rending)
5
4+
3/4
Abilities
ShieldAvenging SpiritHollow FighterAvailable Equipment

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
6. Aspect Warrior [18R]
Aspect Warrior [18R]
A 3
M 7"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Shuriken Pistol (Rng 8", Rnd)
4
3+
3/4
Abilities
Striking ScorpionAvailable EquipmentHowling BansheeDire Avenger

Striking Scorpion: 1. This operative is armed with a Shuriken Pistol and Chainsword. 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

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

Dire Avenger: 1. This operative is armed with a Shuriken Catapult and Fists. 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

32ASPECT WARRIOR, AELDARI, INFANTRY
7. Wraithveteran [30R]
Wraithveteran [30R]
A 2
M 5"
S 3+
W 16/16
Abilities
ShieldAvailable Equipment
Options
MIND BRIDGE (Strategic Ploy)MALEVOLANT SOULS (Strategic Ploy)AURA OF DEATHLESS DREAD (Strategic 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.

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.

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
8. CORE
CORE
A 2
M 6"
S 4+
W 10/10
Abilities
Strands of FateAspect Techniques
Options
ELDRITCH REJUVENATION (Strategic Ploy)DOOMED RACE (Tactical Ploy)GUIDED BY FATE (Tactical Ploy)

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.

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
9. Guardian Serpent's Scale Platform [12R]
Guardian Serpent's Scale Platform [12R]
A 2
M 7"
S 2+
W 16/16
Weapons
ATK
HIT
DMG
Hull
3
6+
0/0
Abilities
Shield PlatformRam (1 AP)Shield 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
10. Guardian Heavy Weapon Platform [12R]
Guardian Heavy Weapon Platform [12R]
A 2
M 5"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Scatter Laser (Ceaseless, Torrent 2")
5
3+
4/5
Hull
1
6+
0/0
Abilities
Heavy Weapon PlatformRam (1 AP)
32GUARDIAN, AELDARI, SUPPORT
11. Guardian Heavy Weapon Platform [12R]
Guardian Heavy Weapon Platform [12R]
A 2
M 5"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Shuriken Cannon (Lethal 5+, Rending)
6
3+
3/5
Hull
1
6+
0/0
Abilities
Heavy Weapon PlatformRam (1 AP)
32GUARDIAN, AELDARI, SUPPORT
12. Guardian Heavy Weapon Platform [12R]
Guardian Heavy Weapon Platform [12R]
A 2
M 5"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Bright Lance (Piercing 2)
4
3+
6/7
Hull
1
6+
0/0
Abilities
Heavy Weapon PlatformRam (1 AP)
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

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.