Craftworlds 9th Edition Codex Leak Compilation

Jan 4, 2022

Time for another leak and rumor compilation, this time we have Warhammer 40k Craftworlds 9th edition codex, rumors, leaks, previews. As with the other compilations the A running compilation of rumors, leaks, sneak peaks for Craftworlds 9th edition codex. With new rules, point adjustments, stratagems and units. Compilation will feature both Games Workshop community info and any Internet leaks and rumors as they come!

Check back everyday as new leaks and rumors for Warhammer 40k Craftworlds 9th edition codex will be added, without notification.

Pre-orders: Feb 12th 2022 Release Date: Feb 19th 2022

  • Craftworlds Codex: $50
  • Eldritch Omens Box Set: $200
  • Avatar: $110
  • Guardian Squad: $60
  • Rangers: $50
  • Shining Spears: $50
  • Shroud Runners: $60
  • Baharroth Pheonix Lord: $35
  • Autarch: $35

 

Current Rumor Dump

All Aspect Armour to get a 5+ Invulnerable Save

Phoenix Lords to be completely re-worked

Fire Dragons Get Re-Roll Hits and Wounds vs Vehicles

Fire Dragons get New Melta Rules same as everyone else

Falcon Grav Tanks Get Drop Pod Rules from Deep Strike.

Lynx Tank get Better Lance Weapon

Bright Lances Damage D3+3

Scatter lasers- Heavy 6, S5 D1 Ap0
Shuricannons- Assault 3, S6 D2 Ap1 (Ap3 on a 6 to wound)
Star cannon- Heavy 2, S7 D2 Ap3

Ulthwe, Alaitoc (additional meditations and can make two terrain features dense), Saim Hann, Iyanden and Yme-Loc! (get exclusively the Expert Crafters trait and -1 dmg for non-aircraft vehicles) get half a page each. 2 pages for built-a-craftworld, Biel Tan has a whole page with a custom Court of The Young King hero hammer HQ-only detachment. Ynnari get almost two pages with their trait (bonus CP for every destroyed unit, capped at three, that can be spent on Command Reroll, Insane Bravery or Counteroffensive in the same round with an addendum when not battleforged that I skipped), a couple of relics, but only a single stratagem (resurrection for 2CP) and a list of drukhari/harlequin models that can be included as mercenaries.
 
Stratagems: celestial shield and seer council, forwarned are gone, Fire and Fade is still 1CP. There is a new 3CP one that lets all aspect units that have another one in 6” reroll wounds.
 
4 psychic tables:
  • runes of destruction (doom, jinx, eldritch storm, drain, mind war, executioner)
  • runes of war (destructor, flail, protect, horrify, enhance, quicken)
  • runes of fate (guide, fortune, conceal, forwarning, and two more)
  • runes of the revenant. (ghostwalk, storm of whispers, shield of ynnead, enliven, word of the phoenix, unbind souls)
3 tables of warlord traits: aspect, ynnari and generic.
 
Farseer can be upgraded to high farseer, knows/casts/denies additional power. Autarch upgrade gives them a shrine creed and +2 attacks if enough models in 2”. Hierarchs can become Disciples of Asurmen, giving them a 4++
 
Objectives are: enemy unit destroyed by attacks of two/three or more friendly units in a turn, enemy characters/monsters killed by own aspect characters and one that gives you VP if the enemy holds one designated objective
 
Army wide rules
 
some new deployment rules
 
Battle Focus: ignores the first negative shooting modifier and resolves the rest normally
 
Path of Asuryan: this one is long, complicated and it would be a miracle if I got everything correct or complete. The rules text alone consists of some dense paragraphs and the list of traits is four pages long with a couple of categories. Units can choose traits from a certain category and no trait can be picked twice. But there are lots of exceptions, though. It seems that wraith units put the rule on its head and all units must choose the same trait. When a phoenix lord is part of the detachment, aspect units can take the same trait. Aspects units without an exarch are also exempt. There is a rules text for ynnari, but I can’t remember what it was.
 
There are Lamentations, meditations, shrine creeds and exarch powers.
 
There is a lamentation that gives a unit deep strike, but there are not that many traits. Meditations are more plentiful. The path of the acrobat gives advance bonus, path of the arbiter, MW on dice roll when wound is mitigated after taking saves, path of the warlock: can take powers from the runes of war. an ynnari only one makes an autarch a level 1 psyker. Path of the Black Guard is Ulthwe only, gives 6” more range. There are many more. this is speculation: I think they represent former path experiences, since some model have rules like: Path of Farseer/Command etc: yaddayadda, in addition, can take up to one meditation. Speaking of which: Path of command is unchanged, but not an army wide rule, but only for the autarch with wings. The autarch on jetbike doesn’t have this and Yriel has Path of the Outcast (deploy after both armies are deployed). But I should stop here. I will describe what I could remember about the datasheets later.
 
All aspects have three bespoke shrine creeds that are all very powerful and a couple of unaligned ones. Then there are a dozen Exarch powers that are all unaligned, with only one locked for biel tan armies. Scorpions have one creed that lets them advance and charge if movement starts in terrain. Dark reaper shrine creeds: indirect fire with single shot, additional shot within 18″, krak shot available and reroll hits on 1. There is one generic that allows to reroll charges. Some exarch powers are simple stat modifiers.
 
Unit entries:
entries for the Ynnari triumvirate
 
Farseer: still 2 powers. Witchblade is S+2 AP-2 D2 now. Path of the Farseer: +2 to all psychic tests, two meditations
 
Solo warlocks and spirit seers can also cast 2 powers, but only deny one. spirit seers draw from revenant runes discipline
 
Avatar: 14 wounds, different equipment options
 
Damanhalla: warp spider phoenix lord. all phoenix lords present, all I have seen in detail have 4++, have missed the Karandras profile unfortunately
 
Hierarchs: 4 separate HQ entries for Striking Scorpions, Swooping Hawks, Howling Banshees and Dire Avengers. Female models except the scorpion. Haven’t found their fluff, so don’t know what exactly they are. But they get three exarch powers and have one attack more than an autarch (5)
 
Something Swordwind, named Swooping Hawk Hierarch, Biel Tan, just the Hawk Hierarch with a scimitar and a bare head, mohawk and a shooting weapon that is mainly out of picture but has a skull pommel
 
Asurmen: has two seperate set of rules. Only martial harmony rule is in both, no limitations for shrine creeds. Starts every (own?) turn with an aura, 3++, parry, fallback and do stuff. And can switch when aspect warrior destroys unit or model (don’t remember which): +2 attacks, reroll hits and wounds, shoot twice with D3, reroll charge
 
Fireheart: Saim hann jetbike diorama character, resurrects at start of round unless enemy deals additional damage against dummy. The only picture is in the small datasheet bubble, so not much to see, except that it pulls a molten heart and fire wings and the riders have fiery axes. There are another two unit entries, that are only shown in the datasheet section:
 
both are a single Wraithguard sized model with avatar-like molten skin, burning shoulders. One is called Embers of Khaine and agonized eldar sized head with flame hair, dagger and blood bowl in hand, loose chains around wrist. melee infantry with high single digit wounds, two or three shrine creeds from any aspects, and exploding 6 melee aura.
 
anvil of souls, yme-loc specific, same body, but two-handed hammer in hand and no chains. repairs vehicles and deals MW to enemy vehicles
 
Striking Scorpions: Chainsword: +1 -2 D1, 2 additional attacks. Mandiblaster: in first round of combat: chainswords have +1 damage. I find this very unfluffy.
 
Warp spiders: flat 12″ move, enemy units shot at cannot advance or take actions – the same rule is on other spinner stuff, no CP cost for Fire & Fade
 
Wraithguard split: Wraithcannon elite, d-scythe troops. d-scythe assault flat6, does need to roll to hit. Can use old D6 auto-hit profile only during overwatch
 
Dire Avenger/Guardians: both 4+ Save, Shuriken catapult Assault 3 18″ S4, AP-1, Only Dire Avengers have the AP on 6 rule. Dire Avengers are the only (or the only one I am aware of) that have a baked in shrine creed and can take another: Defend(+1 Sv against attacks from units within 24″)
 
Corsairs: elite infantry, plethora of options, brace of las pistols, lasblaster, melee weapons, deep strike, two traits, lasweapons, including scatterlasers etc. can shoot twice if at least one lasshot of unit hits. Second salvo hits automatically if it is the same target.
 
Rangers: cannot be targeted by units when no enemy unit is within 18″ at all when in terrain. Can shoot twice as long as pathfinder leader lives
 
Windrider Fireblades: windriders with more attacks and power axes
 
Vyper: reroll to hits when advanced and moved full
 
Anvil of Something: wraith, vyper with power fist with MW aura
 
Wild Rider Host: fast melee unit with 9 wounds and transport capacity for aspect units
 
Support weapons: troop size flat 1, vibro cannon extra damage against units in terrain
 
Wave Serpent field is now 5++
 
No Storm Guardians and Jetbike Conclaves entries if it isn’t hidden as an option somewhere.
 
The only point costs I remember are wraith knights are now 420 points base and guardians are 9 points

Universal Rules

Stratagems 

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Relics

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Warlord Traits

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Craftworlds Tactics:

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Updated Unit Rules

  • Yncarne

    Wounds M WS BS S T W A Ld Sv
    7+ wounds 12″ 2 2 7 7 12 6 10 3+
    4-6 9 2 2 6 7 NA 5 10 3+
    1-3 6 2 2 5 7 NA 4 10 3+
    Swirling void energy | 6″, Assault D6, S7, -2AP, D1 | Each time an attach is made with this weapon, the attack automatically hits its target

    Sword of Souls (two profiles)

    | Piercing Strikes | S+4, -4AP, Dd3+3 | No invun saves can be made against this profile

    | Sweeping Blow | S User, -4AP, D1 | Make 2 attacks instead of 1

    Abilities

    4++ and Halves Damage

    Ynnari within 12″ ignore modifiers for combat attrition

    During deployment, you can set up this model in waiting instead of setting it up on the battlefield. If you do this, then when another unit is destroyed, before removing the last model in that unit, you can set this model up within 1″ of that model. If this model is on the battlefield when another unit is destroyed, before removing the last model in that unit, you can remove this model from the battlefield and set it up again within 1″ of that model. When this/that model is set up in either of theses ways, it cannot be set up within Engagement range of any enemy models and until the end of the turn, it is not eligible to declare a charge or perform a heroic intervention. 

Leaked Images

 

Warhammer Community Sneak Peeks

Last week we showed off the new Aeldari Guardians kit, and this week we’re taking a closer look at the Autarch that comes in the Eldritch Omens boxed set. This new miniature comes with loads of options allowing you to choose your own path to victory.

Autarchs are skilled military commanders who combine strategic brilliance with deadly combat skills. But, unlike the Guardians that we saw last week, they have walked the Path of the Warrior* several times, gaining experience from a number of different Aspects. They now walk the Path of Command, and they enter battle carrying their personal panoply of weapony, acquired from their time in those Aspects.

40k PathOfPreview2 Jan10 Image1

The new miniature comes with options to equip your Autarch with a Howling Banshee mask, a regular helmet, or a bare head, as well as a choice of male and female torsos. 

You can also take a Warp Spider jump generator along with either a star glaive or a Scorpion chainsword. For those who prefer to slay their enemies from a distance, you also have options to take a shuriken pistol, Reaper launcher, Dragon fusion gun, or death spinner.**

40k PathOfPreview2 Jan10 Image2

Phew! That’s a lot of options. Plus, this new model is fully compatible with the existing Autarch kit, giving you even more modelling choices.

 

You’ll be able to pick up the new Autarch in the Eldritch Omens boxed set, which is available soon – In the meantime, grab a squad of Dire Avengers so that you have someone to lead into battle. Also, sign up for our newsletter to keep up to date with all the big Aeldari reveals this year, including next week’s Path of the Preview, where we’ll be showing off an updated Aspect Warrior.

The new kit includes options to make either a squad of Guardian Defenders (including a heavy weapon platform) or a squad of Storm Guardians, with a new addition for the latter – a Serpent’s Scale Platform. The latter deflects incoming fire, allowing your squad to stroll nonchalantly across the battlefield before slicing their way through the younger races of the galaxy.**

After a month of portents, divinations, and, well, omens, the Advent Engine has succumbed to warp-borne corruption.

As the light within it twists and dims, it summons the energy for one final prognostication – Eldritch Omens.

Fate has conspired to bring the forces of the Asuryani to battle with the Heretic Astartes, in a new battlebox for Warhammer 40,000. This is huge news for fans of pointy ears and spiky galactic despots. Let’s take a closer look at what’s inside.

This battlebox contains 16 miniatures, a whopping 15 of which are all new. The 16th is a mighty, smoke-belching Forgefiend – the forces of Chaos can never have too many daemon engines. You also get a 32-page Eldritch Omens booklet that outlines the narrative of the battle for Daethe in the war-torn Nachmund sector.

But let’s talk about these incredible miniatures. The Asuryani get nine all-new miniatures comprising Autarch Ghaelyn’s Saim-Hann force, including the Autarch herself.

This kit has plenty of options, allowing you to build the Autarch of your dreams, with three head options, two torso variants, and certain other still-secret options! In terms of weapons, you get a star glaive or a scorpion chainsword in one hand, and your pick of four ranged weapons in the other. Not only that, the weapons and upgrades are cross-compatible with the existing Autarch model.

The Autarch leads a contingent of totally revamped Asuryani Rangers.

Equipped with long rifles and cameleoline cloaks which let them obscure themselves from enemy units, Rangers are the Craftworlds’ forward scouts.* Some of them prefer to zoom around the battlefield on Shroud Runners, which are Raptor jetbikes with a two-man crew – a Ranger pilot with a partner riding pillion.**

This new Fast Attack unit outmanoeuvres opponents and harangues them with sniper fire.

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