Craftworld Guardians
Operatives
1. 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
1AP: Tactical PivotCraftworld VeteranFACTION RULES2. Heavy Weapon Platform
A 2
M 5"
S 3+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Star Cannon (Piercing 1, 1" Devastating 2) | 4 | 3+ | 5/5 |
| None | - | - | - |
Abilities
1AP: RamAeldari PlatformHeavy Weapon PlatformReinforced Wraithbone Panels3. 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
Remote Platform Control1AP: Activate Platform4. Stormblade Adept
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Chainsword and Blade (Ceaseless, Rending) | 4 | 3+ | 4/6 |
| Shuriken Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
Abilities
Dual Wielding5. Stormblade Gunner
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aeldari Flamer (Rng 8", Torrent 2") | 6 | 2+ | 3/3 |
| Gun butt | 3 | +3 | 2/3 |
6. Stormblade Gunner
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Gun (Rng 6", Devastating 3, Piercing 2) | 4 | 3+ | 5/3 |
| Gun butt | 3 | +3 | 2/3 |
7. 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 |
8. 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 |
9. Stormblade
A 2
M 7"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 8", Rending) | 4 | 3+ | 3/4 |
| Blade | 4 | 3+ | 4/6 |
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
Soul Stone Recovery
Firefight PloyUse 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.
Nimble Escape
Firefight PloyUse 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.
Second Wind
Firefight PloyUse 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.
Locked on Target
Firefight PloyUse 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.
Will to Duel
Strategy PloyFriendly STORMBLADE operatives' melee weapons have the Ceasless weapon rule. If they already have Ceasless, they have Relentless instead.
Familiar Ground
Strategy PloyWhenever 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.
Blade Dance
Strategy PloyThe 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.
Craftworld Defenders
Strategy PloyWhenever 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.
Tac Ops
Plant Banner
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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.
Flank
ReconReveal: 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
ReconReveal: 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
ReconReveal: 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.