Craftworlds 8th Edition

Craftworld Summary as of 11-12-17

The Space Pirates, to Eldar, and now the IP-able Aeldari, have easily been one of the most popular armies in the Warhammer 40k universe. The Aeldari has grown well beyond their humble beginnings, presenting one of the most complex and rich backgrounds in sci-fiction. They are known on the tabletop as the quintessential cheese army, where many players vomit great angst towards.

Often the Aeldari fluctuate from being average to great depending on the edition. 2nd edition saw them being extremely powerful with the Avatar and Warp Spiders dominating. Then came a few editions in the dog house to only rise up with annoying tricks like Serpent Shields, Warp Spider spam, and OP Wraithknight. Then came 8th edition and a major power level beat down was delivered with most units being underpowered or overcosted. With all the Aeldari problems 8th edition didn’t fix, the completely unnecessary and unfun Ynnari rules, that make up 99% of all Aeldari armies.

To correct this the new Craftworld codex is an attempt to bring the basic Aeldari up to par, but sadly all they ended up doing is making even more units playable for Ynnari players to exploit. Still, the Craftworld Eldar got a host of new tools to use and most importantly Craftworld specific bonus that will at least make folks pause when you invariably they still choose to use the Ynnari. The biggest help for the Aeldari is the point reductions across the board for almost the entire unit range. Now you can stuff more things into a list, you might otherwise never use.

It will take a bit of time to figure out if the point drops are enough to make certain better than others, but is pretty clear the current winners have been Support Batteries, Falcons, and Eldrad. Still units that didn’t need point reductions got even better like Dark Reapers and Crimson Hunters.

Through it all until Games Workshop fixes the Ynnari you will only be seeing maybe some Alaitoc armies, until then expect to see a very little variety among Aeldari armies on the battlefield, unless they have the Ynnari keyword.

Below you will find quick reference material for building Craftworld armies.

As of 11-12-2017 Astra Militarum Stratagems groups are…

  • Universal Stratagems
  • Craftworlds Stratagems
  • Craftworld Specific Stratagems

(See tabs for details)

As of 08-03-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

 

As of 11-13-2017 Craftworld Stratagems are…

Matchless Agility: 1 CP

Use this before moving an Asuryani unit from your army in the Movement phase. If that unit Advances this phase, add 6″ to its movement instead of rolling D6.

Celestial Shield 1 CP

Use this in the enemy Shooting phase when a friendly Guardian unit is chosen as the target for an attack. That unit has 4+ invulnerable save for the rest of the Shooting phase.

Cloudstrike: 1 CP

Use this during deployment if you have used the Webway Strike Stratagem this battle. You can set up an Asuryani Vehicle unit from your army that can Fly in the clouds instead of on the battlefield. It can be set up at the end of any of your Movement phases anywhere on the battlefield more than 9″ from any enemy units.

Treasures of the Craftworld: 1/3 CP

Use before the battle. Your army can have one extra Remnant of Glory for 1 CP, or two extra Remnant of Glory for 3 CPs. All the Remnant of Glory that you include must be different and be given to different Craftworlds Characters.

Forewarned: 2 CP

Use this immediately after you opponent sets up a unit that is arriving on the battlefield as reinforcements within sight of one of you Craftworld units that is itself within 6″ of your Craftworld Farseer. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase.

The Great Enemy: 1 CP

Use this when a friendly Asuryani unit is chose to fight. If you do so, you can re-roll any failed wound rolls for a unit if the target of the attack has the Slaanesh keyword.

Concordance of Power: 1 CP

Use this when an Asuryani Warlock Conclave successfully manifests a Runes of Battle psychic power. You can double the range of the power that was manifested.

Unparalleled Mastery: 1 CP

Use this when an Asuryani Farseer successfully manifests their last psychic power in a Psychic phase. That psyker can attempt to manifest an additional psychic power this turn.

Feigned Retreat: 2 CP

Use this if an Asuryani unit from your army Falls Back. That unit can still shoot and charge this turn.

Linked Fire: 1 CP

Use this when you select a target for a Fire Prism’s prism cannon. Do not resolve that weapon’s attacks until the end of the phase. Any Craftworld Fire Prisms from your army can link fire with that Fire Prism within visible 60″. Each Fire Prism must target the same unit and can ignore range and visibility, all re-rolling failed hit and wound rolls.

Lightning-Fast Reactions: 2 CP

Use this when a friendly Asuryani Infantry unit, or a friendly Asuryani unit with the Fly keyword, is chosen as the target for an enemy attack in the Shooting or Fight phase. Subtract 1 from all hit rolls that targetthat unit for the rest of the phase.

Defensive Gunners: 1 CP

Use this when a charge is declared against one of your Astra Militarum Vehicle units. When that unit fires Overwatch this phase, they successfully hit on a roll of 5 or 6, instead of only 6.

Supreme Disdain: 1 CP

Use this when an Asuryani unit is chosen to attack in the Fight phase. Each time you make a hit roll of 6+ for a model in this unit during this phase, it can immediately make an extra attack against the same target using the same weapon. Extra attacks cannot generate any further attacks.

Webway Strike: 1 CP/ 3 CP

Use this during deployment if you have not used the Cloudtrike Strategem this battle. If you spend 1 CP you can set up one Asuryani Infantry or Asuryani Biker unit from your army in the webway instead on the battlefield. If you spend 3 CPs you can set up two such units in the webway instead. Units at the end of any of your Movement phases set up anywhere on the battlefield that is more than 9″ from any enemy units. This can only be used once per battle.

Overloaded Energy Field Projectors: 1 CP

Use this in your Shooting phase. When you do so pick a friendly Wave Serpent that discharged its serpent shield in a earlier turn. It can immediately discharge the serpent shield again.

Starhawk Missile: 1 CP

Use this just bfore an Asuryani Infantry model from your army attacks a unit that can Fly with an Aeldari missile launcher. You can make a single hit roll with the weapon this phase; however, add 1 to the hits, it it hits, the target suffers D3 mortal wounds.

Seer Council: 1 CP

Use this in your Psychic phase if Craftworld Farseer unit is within 6″ of a friendly Craftworld Warlock unit. You can add 1 to the results of any Psychic tests you take for the two units for the rest of that phase.

Fire and Fade: 1 CP

Use this after a friendly Asuryani unit shoots in your Shooting phase. If you do so, the unit can immediately move 7″ as if it were the Movement phase. However, it cannot charge in teh same turn that it does so.

Runes of Witnessing: 2 CP

Use this at the start of any phase. Select a Farseer from your army. Until the end of the phase, you can re-roll all wound rolls of 1 for friendly Craftworld units within 6″ of that Farseer.

Phantasm: 2 CP

Use this at the start of the first battle round, but before the first turn has begun. Pick up to three Asuryani units from your army that are on the battlefield. You can immediately remove these units and set them up again as described in the Deployment section of the mission you are playing.

Tears of Isha: 2 CP

Use this at the start of your turn. Select a Wraith Construct model. That model immediately regains D3 lost wounds.

Vaul’s Might: 1 CP

Use this in your Shooting phase if a Support Weapon from your army is within 6″ of another friendly Craftworld Support Weapon. You can re-roll wound rolls of 1 made for both Support Weapons for the rest of that phase.

The Avatar Resurgent: 3 CP

Use this in the Fight phase if an Avatar of Khaine is slain. Do not remove the Avatar as a casualty. Instead, roll a D6 after the enemy unit that slew it has resolved all of its attacks; the Avatar reminds on the battlefield with that many wounds remaining.

 

As of 11-13-2017 Craftworld Specific Stratagems are…

Pathfinders: 1 CP 

Use this at the start of an enemy shooting phase. Pick an Alaitoc Ranger unit from your army that is in cover. Attacks that target that unit in this phase will only hit on rolls of a 6, irrespective of any modifiers.

Court of the Young King: 2 CP 

Use this at the start of the Charge phase. When you do so pick a Biel-Tan Aspect Warrior unit from your army that contains an Exarch. You can add 2 to result of the roll to see ho far that unit can charge in that Charge phase, and can re-roll hit rolls of 1 for that unit in the following Fight phase. If the unit is within 6″ of the Avatar of Khaine when this is used, then add 3 to the charge roll and re-roll all failed to hit rolls instead.

Guided Wraithsight: 1 CP

use this at the start of your turn. When you do so pick an Iyanden Spiritseer from your army. Until your next turnthe range of that model’s Spirit Mark ability is increased from 6″ to 12″, and the ability allows friendly Iyanden Wraith Construct units to re-roll all failed hit rolls instead of only hit rolls of 1.

Warriors of the Raging Winds: 1 CP

Use this whena Saim-Hann Biker unit Advances. That unit can still charge in the same turn, and can re-roll hit rolls of 1 in the Fight phase of that turn.

Discipline of the Black Guardians: 1 CP

Use this at the start of the Shooting or Fight phase. Pick an Ulthwe Guardian unit from your army. Add 1 to all hit rolls made for that unit until the end of the phase.

As of 11-13-2017 Craftworld Unique Item groups are…

  • Remnants of Glory
  • Craftworld Specific Relics

(See tabs for details)

If your army is led by a Craftworld Warlord, you may give one Remnants of Glory to a Craftworld Character in your army. Named characters cannot be given Remnants of Glory. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Kurnous’ Bow

Model with a shuriken pistol only. Replace the bearer’s shuriken pistol bolt pistol with the following profile: Range: 12″, Type: Pistol, S4, AP 0, D 2, Each time you make a wound roll on 4+ for this weapon that hit is resolved with an AP -3 instead of 0.

The Phoenix Gem

The first time this model is slain, roll a D6 for each unit within3″ of this model. On a roll of 2 or more , that unit suffers D3 mortal wounds. If at least one mortal wound is inflicted as a result of this, then this model is not slain, but remains in play with a single remaining wound. If no mortal wounds are inflicted, this model is slain.

Shard of Anaris

Model with a power sword only. Replace the bearer’s power sword with the following profile: Range: Melee, Type: Melee, S User, AP -3, D D3. You can re-roll failed wound rolls for this weapon.

Faolchu’s Wing:

Infantry model only. The bearer of has a Move characteristic of 12″ and can Fly.

Firesabre

Model with a power sword only. Replace the bearer’s power sword with the following profile: Range: Melee, Type: Melee, S +1, AP -4, D1. Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target instead of normal damage.

Blazing Star of Vaul

Model with a shuriken pistol or shuriken catapult only. One shuriken weapon carried by the model is a Blazing Star of Vaul. Add 2 to the number of attacks that the weapon can make.

Shimmerplume of Achillrial

Autarch only. Subtract 1 from all hit rolls that target this model.

If your army is led by a Craftworld Warlord, you may give one Craftworld Specific Relics to a Craftworld Character in your army. Named characters cannot be given relics. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced. 

The Spirit Stone of Anath’Lan

Biel-Tan Psyker models only. You can re-roll any failed Psychic tests for the bearer. Should this result in a second failure, than the model cannot attempt to manifest any more psychic powers this phase.

The Burnished Blade of Eliarna

Biel-Tan model with a power sword only. Replace the bearer’s power sword with the following profile: Range: Melee, Type: Melee S User, AP-3, D 2. Add 1 to the weapons’s Strength and Damage characteristics if any attack is made against an Ork unit.

Shiftshroud of Alanssair

Alatoc Infantry model only. Your opponent must subtract 1 from their hit rolls for attacks that target the bearer in the shooting phase. In addition, during deployment, you may set up this in hiding instead on the battlefield. At the end of your first Movement phase, this model steps out from hiding – set it anywhere on the battlefield that is more than 9″ from any enemy models.

Psytronome of Iyanden

Iyanden Psyker only. Once during the battle, at the start of a Fight phase, you can declare that this model will activate this remnant. If you do so, for the rest of that Fight phase the Attacks of all friendly Iyanden Wraith Constructs units within 6″ of the this model are doubled. However, at the end of the Fight phase, each Iyanden Wraith Construct unit that was affected by suffers D3 mortal wounds.

Ghosthelm of Alishazier

Ulthwe Psyker only. The wearer adds 1 to any Psychic test when attempting to manifest the Smite power.

The Novalance of Saim-Hann

Saim-Hann model with a laser lance only. Replaces the model’s laser lance with the following profile: (Shooting) Range: 12″, Type: Assault 1, S6, AP-4, D 2 or (Melee) Range: Melee, Type, Melee, S +2, AP -4, D2. Attacks with this weapon in the Fight phase are made at S8 if the bearer charged in the same turn. In addition, if the wound roll for an attack made with this weapon is 6+, add 2 to the damage inflicted by that attack.

As of 11-13-2017 Craftworld Warlord Trait groups are…

  • Universal Warlord Traits
  • Craftworld Warlord Traits
  • Craftworld Specific Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is an Craftworld Character, you can pick the Warlord Trait from the Craftworld Traits Table.

Ambush of Blades:

Each time you make a hit roll of 6 or more for a friendly Craftworld unit within 6″ of your Warlord in the Fight phase, the armour Penetration characteristic of that attack increases by 1.

An Eye on Distant Events:

Enemy units cannot fire Overwatch at your Warlord.

Falcon’s Swiftness: 

Add 2 to your Warlord’s Move characteristic.

Fate’s Messenger:

Add 1 to the Wounds of your Warlord. Roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord does not lose the wound.

Mark of the Incomparable Hunter:

Your Warlord can target enemy Characters in the Shooting phase even if they are not the closest enemy model.

Seer of the Shifting Vector: 

Once per battle, you can re-roll a single hit roll, wound roll, save roll, Psychic test or Deny the Witch test made for your Warlord.

You can instead pick a Craftworld Specific Warlord Trait instead of the Craftworld Warlord Traits, but only if your Warlord is from the relevant Craftworld.

Alaitoc: Puritanical Leader

As long as all friendly units within 6″ of your Warlord are Alaitoc units, those units automatically pass Morale tests.

Biel-Tan: Natural Leader

At the start of your Shooting phase, pick a friendly Biel-Tan unit within 3″ of your Warlord. You can re-roll all failed hit rolls for that unit in that phase.

Iyanden: Enduring Resolve

Your Warlord can attempt to deny one psychic power in each enemy Psychic phase.

Saim-Hann: Wild Rider Chieftain

Whenever your Warlord piles-in or performs a Heroic Intervention, they can move 3″ towards teh nearest enemy Character rather than towards the nearest enemy model. In addition, if your Warlord chooses to target the same enemy Character with all of their close combat attacks, you can add 1 to your Warlord’s Attacks unit the end of the phase.

Ulthwe: Fate Reader

If your army is Battle-forged and your Warlord is on the battlefield, roll a D6 at the start of each turn. On a 6 you gain a Command point.

Codex Craftworld 8th edition was released on 10-28-17

Below are links to any buying guides, product reviews, or tactical articles related to the Craftworld.