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Asuryani warriors fight with flawless poise, singular focus and breathtaking speed and skill. Their technological mastery is so advanced that it appears to the galaxy’s other races more akin to sorcery, and their ability to wreak annihilation upon their foes is terrifying to behold.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: Are models with the Battle Focus ability always Readied?
 A
No.
 Q: How do I add a Heavy Weapon Platform to my kill team?
 A
Add it to your kill team the same way you would add a Guardian Defender to your kill team. It costs 8 points plus the cost of whatever weapon it is armed with.
 Q: Can a Readied Heavy Weapon Platform shoot in the Ready, Fire! section of the Shooting phase, even if the Guardian Defender I choose to ‘fire’ it is not Readied?
 A
Yes.
 Q: Can I choose a Guardian Defender to ‘fire’ a Heavy Weapon Platform if that Guardian Defender has made a charge attempt, Fallen Back or Retreated in the same battle round?
 A
No.
 Q: When a Heavy Weapon Platform shoots, do I check range and visibility from that model or from the Guardian Defender?
 A
From the Heavy Weapon Platform.

Asuryani Kill Teams

If every model in your kill team has the ASURYANI Faction keyword, you can use Asuryani/Craftworlds Tactics.

MATCHLESS AGILITY
Craftworlds Tactic
Use this Tactic in the Movement phase when a model from your kill team Advances. Add 6" to the model's Move characteristic for that Movement phase instead of rolling a dice.
1 COMMAND POINT
PHANTASM
Craftworlds Tactic
Use this Tactic at the beginning of the first battle round. Pick a model from your kill team and set it up again, anywhere in your deployment zone.
2 COMMAND POINTS
ASURMEN'S BLESSING
Craftworlds Tactic
Use this Tactic when you choose a DIRE AVENGER from your kill team to shoot in the Shooting phase. You can re-roll failed hit rolls for that model until the end of the phase.
1 COMMAND POINT
FEIGNED RETREAT
Craftworlds Tactic
Use this Tactic after a model from your kill team Falls Back. That model can still shoot this battle round.
1 COMMAND POINT
FIRE AND FADE
Craftworlds Tactic
Use this Tactic after a model from your kill team shoots in the Shooting phase. The model can immediately make a normal move of up to 7" as if it were the Movement phase.
1 COMMAND POINT
RUNE OF YNNEAD
Craftworlds Tactic
Use this Tactic when a model from your kill team is taken out of action. Roll a D6. On a 4+ that model suffers a flesh wound instead.
2 COMMAND POINTS
MASTERS OF STEALTH
Asuryani Tactic
Use this Tactic at the end of the Movement phase. Choose up to three STRIKING SCORPION models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
APPEAR UNBIDDEN
Asuryani Tactic
Use this Tactic at the beginning of the first battle round. Choose up to three RANGER models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 9" away from any enemy deployment zone.
1 COMMAND POINT

Aura Tactics

THE PATH OF COMMAND
Asuryani Tactic
Autarch Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes an AUTARCH. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
SPIRIT MARK
Asuryani Tactic
Spiritseer Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a SPIRITSEER. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly SPIRIT HOST models that target enemy models within 6" of this model.
1 COMMAND POINT
WAYFORGER
Asuryani Tactic
Illic Nightspear Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes Illic Nightspear and that model is not shaken. That model becomes Readied, and for the purposes of making shooting attacks in this phase, that model is considered to have remained stationary in the preceding Move phase.
2 COMMAND POINTS

Psychic Powers


Runes of Battle Discipline

To generate psychic powers from the Runes of Battle discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

D3PSYCHIC POWER
1

CONCEAL/REVEAL

The psyker takes command of the darkness around them.

Conceal/Reveal has a warp charge value of 5. If manifested, choose a model within 12" of the psyker. If you chose a friendly model, your opponent must subtract 1 from hit rolls for ranged weapons that target that model until the next Psychic phase. If you chose an enemy model, that model is not considered to be obscured for the purposes of hit rolls until the next Psychic phase.

2

PROTECT/JINX

Chained by runes of power, fate itself is bound to the will of the psyker.

Protect/Jinx has a warp charge value of 6. If manifested, choose a model within 12" of the psyker. If you chose a friendly model, add 1 to saving throws made for that model until the next Psychic phase. If you chose an enemy model, that model’s controlling player must subtract 1 from saving throws made for that model until the next Psychic phase.

3

EMPOWER/ENERVATE

The psyker helps their comrades to strike at their full potential, imbuing them with the strength of the Aeldari heroes of old whilst diminishing the powers of their foes.

Empower/Enervate has a warp charge value of 5. If manifested, choose a model within 12". If you chose a friendly model, add 1 to wound rolls in the Fight phase for that model’s attacks until the next Psychic phase. If you chose an enemy model, that model’s controlling player must subtract 1 from wound rolls made for that model’s attacks in the Fight phase until the next Psychic phase.


Runes of Fate Discipline

To generate psychic powers from the Runes of Fate discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

D3PSYCHIC POWER
1

GUIDE

The psyker twists the strands of destiny, picking out targets and guiding the shots of their allies.

Guide has a warp charge value of 6. If manifested, choose a friendly model within 12" of the psyker. You can re-roll failed hit rolls for that model’s ranged weapons until the next Psychic phase.

2

FORTUNE

The psyker scries possible futures to foresee imminent danger.

Fortune has a warp charge value of 6. If manifested, choose a friendly model within 12" of the psyker. Until the next Psychic phase, roll a D6 each time that model loses a wound. On a 5+ that wound is not lost. If that model already has an ability with a similar effect, you can choose which effect applies, and re-roll 1s when making these rolls.

3

WILL OF ASURYAN

Sensing an approaching crux of destiny, the psyker summons the certainty of ancient days.

Will of Asuryan has a warp charge value of 5. If manifested, friendly models automatically pass Nerve tests while they are within 6" of the psyker until the next Psychic phase. In addition, you can add 1 to Deny the Witch tests that you make for the psyker until the next Psychic phase.


Craftworld Attributes

The Sub-factions for models with the ASURYANI Faction keyword are called craftworlds, and their Sub-faction abilities are called Craftworld Attributes. If your kill team is Battle-forged and all models in your kill team are drawn from the same craftworld, models in the kill team gain the Craftworld Attribute described below, and you can use that craftworld’s Tactics.

ULTHWÉ: FORESIGHT OF THE DAMNED

All Aeldari are psychically attuned, but none more so than those of Ulthwé. Perhaps tainted by their long proximity to the Eye of Terror, their intuition borders well into prescience.

Roll a dice each time a model in your kill team loses a wound. On a 6, the damage is ignored and the model does not lose a wound. If a model already has a similar ability, choose which effect applies, and re-roll 1s when making these rolls.

SAIM-HANN: WILD HOST

Each member of a Saim-Hann Wild Host longs to be the first into the fight, the one to win all the glory; nothing stands between them and their quarry.

You can re-roll charge rolls for models in your kill team.

ALAITOC: FIELDCRAFT

Through a combination of stealth, superior scouting reports and peerless camouflage, Alaitoc warriors are able to obscure themselves upon the battlefield.

Models in your kill team are considered to be obscured to enemy models that target them if they are more than 12" away from those models.

BIEL-TAN: SWORDWIND

Biel-Tan warhosts are famed for the indomitable spirit of their Aspect Warriors, as well as for the prodigious storms of shuriken fire they unleash upon the foe.

Add 1 to the Leadership characteristic of ASPECT WARRIORS in your kill team. In addition, you can re-roll hit rolls of 1 for shuriken weapons used by models in your kill team. A shuriken weapon is any weapon profile whose name includes the word ‘shuriken’ (e.g. shuriken pistol, Avenger shuriken catapult etc.). The ranged profile of a scorpion’s claw is also a shuriken weapon.

IYANDEN: STOIC ENDURANCE

The tenacity of those from Iyanden is the stuff of legends. Their craftworld has suffered much, yet the spirits of both its living and dead remain unbowed.

When you take a Nerve test for a model in your kill team, roll a D3 (instead of a D6).


Datasheets


Dire Avenger

NAME M WS BS S T W A Ld Sv Max
Dire Avenger 7" 3+ 3+ 3 3 1 1 8 4+ -
Dire Avenger Exarch 7" 3+ 3+ 3 3 2 2 8 4+ 1
This model is armed with an avenger shuriken catapult and plasma grenades.
One Dire Avenger in your kill team can be a Dire Avenger Exarch.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Avenger shuriken catapult
18"
Assault 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
2
Diresword
Melee
Melee
User
-2
1
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
1
Power glaive
Melee
Melee
+1
-2
1
-
WARGEAR OPTIONS
 • A Dire Avenger Exarch may replace their avenger shuriken catapult with one of the following:
  - Two avenger shuriken catapults
  - Shuriken pistol and power glaive
  - Shuriken pistol and diresword
  - Shimmershield and power glaive
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.

Defence Tactics: When this model fires Overwatch, they successfully hit on a roll of 5 or 6.

Battle Fortune: A Dire Avenger Exarch has a 4+ invulnerable save.

Shimmershield:
4
DIRE AVENGER models within 2" of a friendly model with a shimmershield have a 5+ invulnerable save.
SPECIALISTS
Leader (Exarch only), Combat, Comms, Medic, Scout, Veteran
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, ASPECT WARRIOR, INFANTRY, DIRE AVENGER


Guardian Defender

NAME M WS BS S T W A Ld Sv Max
Guardian Defender 7" 3+ 3+ 3 3 1 1 7 5+ -
Heavy Weapon Platform 7" 6+ 3+ 3 3 2 1 7 3+ 1
This model is armed with a shuriken catapult and plasma grenades.
One Guardian Defender in your kill team can be a Heavy Weapon Platform. A Heavy Weapon Platform is instead armed with a shuriken cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Sunburst missile
48"
Heavy D6
4
-1
1
-
 - Starshot missile
48"
Heavy 1
8
-2
D6
-
4
Bright lance
36"
Heavy 1
8
-4
D6
-
2
Scatter laser
36"
Heavy 4
6
0
1
-
2
Shuriken cannon
24"
Assault 3
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Shuriken catapult
12"
Assault 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
3
Starcannon
36"
Heavy 2
6
-3
D3
-
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
WARGEAR OPTIONS
 • A Heavy Weapon Platform may replace its shuriken cannon with an Aeldari missile launcher, bright lance, scatter laser or starcannon.
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.

Crewed Weapon: A Heavy Weapon Platform can only move, Advance, React, shoot or fight if a friendly Guardian Defender that is not shaken is within 3" of it. If a Heavy Weapon Platform shoots, you must choose one such Guardian Defender that could still shoot its own ranged weapons in that phase: that Guardian Defender may not fire any of its own ranged weapons this phase. Heavy Weapon Platforms may not charge, may not be specialists, are not part of a fire team and do not gain experience. A Heavy Weapon Platform automatically passes Nerve tests.
SPECIALISTS
Leader, Comms, Medic, Scout, Veteran
FACTION KEYWORDS
ASURYANI
KEYWORDS (Guardian)
AELDARI, WARHOST, INFANTRY, GUARDIAN, GUARDIAN DEFENDER
KEYWORDS (Heavy Weapon Platform)
AELDARI, WARHOST, INFANTRY, ARTILLERY, GUARDIAN, HEAVY WEAPON PLATFORM


Ranger

NAME M WS BS S T W A Ld Sv Max
Ranger 7" 3+ 3+ 3 3 1 1 7 5+ -
This model is armed with a shuriken pistol and Ranger long rifle.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Ranger long rifle
36"
Heavy 1
4
0
1
A model firing a Ranger long rifle does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.

Cameleoline Cloak: When an enemy player makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
SPECIALISTS
Leader, Comms, Medic, Scout, Sniper, Veteran
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, WARHOST, INFANTRY, RANGER


Storm Guardian

NAME M WS BS S T W A Ld Sv Max
Storm Guardian 7" 3+ 3+ 3 3 1 1 7 5+ -
Storm Guardian Gunner 7" 3+ 3+ 3 3 1 1 7 5+ 2
This model is armed with a shuriken pistol, Aeldari blade and plasma grenades.
Up to two Storm Guardians in your kill team can be Storm Guardian Gunners.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
3
Fusion gun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
0
Aeldari blade
Melee
Melee
User
0
1
You can re-roll failed hit rolls for this weapon.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
 • This model may replace its Aeldari blade with a chainsword.
 • A Storm Guardian Gunner may replace their shuriken pistol and Aeldari blade with a flamer or fusion gun.
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.
SPECIALISTS
Leader, Combat, Comms, Medic, Scout, Veteran
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, WARHOST, INFANTRY, GUARDIAN, STORM GUARDIAN


Howling Banshee

NAME M WS BS S T W A Ld Sv Max
Howling Banshee 8" 3+ 3+ 3 3 1 2 8 4+ -
Howling Banshee Exarch 8" 3+ 3+ 3 3 2 3 8 4+ 1
This model is armed with a with a shuriken pistol and power sword.
One Howling Banshee in your kill team can be a Howling Banshee Exarch.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
3
Executioner
Melee
Melee
+1
-3
D3
-
0
Mirrorswords
Melee
Melee
User
-2
1
You can re-roll failed hit rolls when attacking with this weapon.
0
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • A Howling Banshee Exarch may replace their power sword with an executioner.
 • A Howling Banshee Exarch may replace their shuriken pistol and power sword with mirrorswords.
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.

Acrobatic: You can re-roll failed charge rolls for this model.

Banshee Mask: Enemy models cannot React when they are a target of this model’s charge.

War Shout: Your opponents must subtract 1 from hit rolls in the Fight phase for attacks that target a Howling Banshee Exarch.
SPECIALISTS
Leader (Exarch only), Combat, Comms, Veteran, Zealot
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, ASPECT WARRIOR, INFANTRY, HOWLING BANSHEE


Striking Scorpion

NAME M WS BS S T W A Ld Sv Max
Striking Scorpion 7" 3+ 3+ 3 3 1 2 8 3+ -
Striking Scorpion Exarch 7" 3+ 3+ 3 3 2 3 8 3+ 1
This model is armed with a shuriken pistol, a scorpion chainsword and plasma grenades.
One Striking Scorpion in your kill team can be a Striking Scorpion Exarch.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
7
Scorpion’s claw
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
 - Melee
Melee
Melee
x2
-3
D3
-
3
Biting blade
Melee
Melee
+2
-1
2
-
0
Scorpion chainsword
Melee
Melee
+1
0
1
-
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
WARGEAR OPTIONS
 • A Striking Scorpion Exarch may replace their shuriken pistol with a scorpion’s claw.
 • A Striking Scorpion Exarch may replace their scorpion chainsword with a biting blade.
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.

Shadow Strike: Add 1 to hit rolls for attacks made by this model that target a model that is obscured or when there is intervening terrain.

Mandiblasters: At the beginning of the Fight phase, you can pick a single enemy model within 1" of this model. Roll a D6; on a roll of 6, the enemy model suffers a mortal wound.

Sustained Attack: Each time you roll an unmodified hit roll of 6 when making a close combat attack for a Striking Scorpion Exarch, that model can immediately make another close combat attack using the same weapon against the same target. These extra attacks cannot generate any additional attacks.
SPECIALISTS
Leader (Exarch only), Combat, Demolitions, Scout, Veteran, Zealot
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, ASPECT WARRIOR, INFANTRY, STRIKING SCORPION


Wraithblade

NAME M WS BS S T W A Ld Sv Max
Wraithblade 5" 3+ 3+ 5 6 3 2 9 3+ -
This model is armed with ghostswords.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Ghostswords
Melee
Melee
+1
-3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
1
Ghostaxe
Melee
Melee
+2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
WARGEAR OPTIONS
 • This model may replace its ghostswords with a ghostaxe and forceshield.
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Fires of Wrath: Add 1 to the Attacks characteristic of this model in a battle round in which it charged.

Forceshield:
8
A model with a forceshield has a 4+ invulnerable save.

Ghost Warrior: This model cannot gain experience.
SPECIALISTS
Combat, Veteran, Zealot
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, SPIRIT HOST, INFANTRY, WRAITH CONSTRUCT, WRAITHBLADE


Wraithguard

NAME M WS BS S T W A Ld Sv Max
Wraithguard 5" 3+ 3+ 5 6 3 1 9 3+ -
This model is armed with a wraithcannon and Wraithguard fists
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Wraithcannon
12"
Assault 1
10
-4
D6
-
0
D-scythe
8"
Assault D3
10
-4
1
This weapon automatically hits its target.
0
Wraithguard fists
Melee
Melee
User
-1
D3
-
WARGEAR OPTIONS
 • This model may replace its wraithcannon with a D-scythe.
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Implacable: This model can shoot or React even if it Fell Back or Retreated earlier in the battle round.

Ghost Warrior: This model cannot gain experience.
SPECIALISTS
Demolitions, Heavy, Veteran
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, SPIRIT HOST, INFANTRY, WRAITH CONSTRUCT, WRAITHGUARD


Commanders


Autarch

NAME M WS BS S T W A Ld Sv Max
Autarch 7" 2+ 2+ 3 3 5 4 9 3+ 1
This model is armed with a star glaive and plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Fusion pistol
6"
Pistol 1
8
-4
D6
-
0
Power sword
Melee
Melee
User
-3
1
-
0
Star glaive
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
WARGEAR OPTIONS
 • This model may replace its star glaive with a power sword, fusion pistol and Swooping Hawk wings. If it does, its Move characteristic is increased to 14" and it gains the JUMP PACK and FLY keywords.
20
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.

Children of Baharroth: Autarch with Swooping Hawk wings only. During deployment, you can set up this model in the skies instead of placing it on the battlefield. At the end of any Movement phase this model can descend – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

Forceshield: This model has a 4+ invulnerable save.

Mandiblasters: Autarch with Swooping Hawk wings only. At the beginning of each Fight phase, you can pick a single enemy model within 1" of this model and roll a D6. On a roll of 6, that model suffers a mortal wound.
SPECIALISTS
Ferocity, Leadership, Logistics, Melee, Shooting, Stealth, Strategist
TACTICS
The Path of Command
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, WARHOST, COMMANDER, INFANTRY, AUTARCH


Farseer

NAME M WS BS S T W A Ld Sv Max
Farseer 7" 2+ 2+ 3 3 5 2 9 6+ 1
This model is armed with a shuriken pistol and witchblade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
5
Singing spear
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 1
9
0
D3
This weapon always wounds on a roll of 2+.
 - Melee
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
0
Witchblade
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
WARGEAR OPTIONS
 • This model may replace its witchblade with a singing spear.
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.

Ghosthelm: Roll a D6 whenever this model suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as the result of the psyker suffering Perils of the Warp. On a 5+ that wound is not lost.

Rune Armour: This model has a 4+ invulnerable save.

Runes of the Farseer: Once in each Psychic phase, you can re-roll any number of dice used for this model’s attempt to manifest or deny a psychic power.
PSYKER
This model can attempt to manifest two psychic powers and deny two psychic powers in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Runes of Fate discipline.
SPECIALISTS
Leadership, Logistics, Psyker, Strategist
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, WARHOST, COMMANDER, INFANTRY, PSYKER, FARSEER


Warlock

NAME M WS BS S T W A Ld Sv Max
Warlock 7" 3+ 3+ 3 3 2 2 8 6+ 1
This model is armed with a shuriken pistol and witchblade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
3
Singing spear
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 1
9
0
D3
This weapon always wounds on a roll of 2+.
 - Melee
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
0
Witchblade
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
WARGEAR OPTIONS
 • This model may replace its witchblade with a singing spear.
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.

Rune Armour: This model has a 4+ invulnerable save.
PSYKER
This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as one psychic power generated from the Runes of Battle discipline.
SPECIALISTS
Logistics, Melee, Psyker, Shooting
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, WARHOST, COMMANDER, INFANTRY, PSYKER, WARLOCK


Illic Nightspear

NAME M WS BS S T W A Ld Sv Max
Illic Nightspear 7" 2+ 2+ 3 3 5 4 9 5+ 1
This model is armed with Voidbringer, a shuriken pistol and a power sword.
Only one of this model may be included on your command roster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Voidbringer
48"
Heavy 1
4
-3
3
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range. This weapon wounds on a 2+. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
0
Power sword
Melee
Melee
User
-3
1
-
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.

Hunter Unseen: If this model is obscured when it is the target of a shooting attack, improve its Save characteristic to 3+ until that attack has been resolved.

Bringer of the True Death: You can re-roll hit and wound rolls of 1 for this model’s attacks that target NECRONS models.
SPECIALISTS
Legendary Hunter (Level 3)
TACTICS
Wayforger
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, WARHOST, ALAITOC, COMMANDER, INFANTRY, RANGER, ILLIC NIGHTSPEAR


Spiritseer

NAME M WS BS S T W A Ld Sv Max
Spiritseer 7" 2+ 2+ 3 3 4 2 8 6+ 1
This model is armed with a shuriken pistol and witch staff.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Witch staff
Melee
Melee
User
0
2
-
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.

Rune Armour: This model has a 4+ invulnerable save.
PSYKER
This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as one psychic power generated from the Runes of Battle discipline.
SPECIALISTS
Leadership, Melee, Psyker, Stealth, Strategist
TACTICS
Spirit Mark
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, SPIRIT HOST, COMMANDER, INFANTRY, PSYKER, SPIRITSEER

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Aeldari missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Sunburst missile
48"
Heavy D6
4
-1
1
-
 - Starshot missile
48"
Heavy 1
8
-2
D6
-
0
Avenger shuriken catapult
18"
Assault 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
4
Bright lance
36"
Heavy 1
8
-4
D6
-
0
D-scythe
8"
Assault D3
10
-4
1
This weapon automatically hits its target.
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
3
Fusion gun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
Fusion pistol
6"
Pistol 1
8
-4
D6
-
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
0
Ranger long rifle
36"
Heavy 1
4
0
1
A model firing a Ranger long rifle does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
2
Scatter laser
36"
Heavy 4
6
0
1
-
7
Scorpion’s claw
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
 - Melee
Melee
Melee
x2
-3
D3
-
2
Shuriken cannon
24"
Assault 3
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Shuriken catapult
12"
Assault 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
0
Shuriken pistol
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.
3..5
Singing spear
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
12"
Assault 1
9
0
D3
This weapon always wounds on a roll of 2+.
 - Melee
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
3
Starcannon
36"
Heavy 2
6
-3
D3
-
0
Voidbringer
48"
Heavy 1
4
-3
3
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range. This weapon wounds on a 2+. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
0
Wraithcannon
12"
Assault 1
10
-4
D6
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Aeldari blade
Melee
Melee
User
0
1
You can re-roll failed hit rolls for this weapon.
3
Biting blade
Melee
Melee
+2
-1
2
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
2
Diresword
Melee
Melee
User
-2
1
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
3
Executioner
Melee
Melee
+1
-3
D3
-
1
Ghostaxe
Melee
Melee
+2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Ghostswords
Melee
Melee
+1
-3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Mirrorswords
Melee
Melee
User
-2
1
You can re-roll failed hit rolls when attacking with this weapon.
1
Power glaive
Melee
Melee
+1
-2
1
-
0
Power sword
Melee
Melee
User
-3
1
-
0
Scorpion chainsword
Melee
Melee
+1
0
1
-
0
Star glaive
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Witch staff
Melee
Melee
User
0
2
-
0
Witchblade
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
0
Wraithguard fists
Melee
Melee
User
-1
D3
-

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Forceshield
A model with a forceshield has a 4+ invulnerable save.
4
Shimmershield
DIRE AVENGER models within 2" of a friendly model with a shimmershield have a 5+ invulnerable save.
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.
Ready, Fire!
Readied models shoot before all other models. Players take it in turn to choose a Readied model from their kill team to shoot with (following the sequence below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. Once all players have done so, they do so again in the same order, until all players pass in succession. When all of the players pass in succession, the Ready, Fire! section of the Shooting phase is over.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.

The ASURYANI keyword is used in following Asuryani datasheets:

Datasheet
• Ranger
Commander
• Autarch
• Farseer
• Warlock
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.

The DIRE AVENGER keyword is used in following Asuryani datasheets:

Datasheet
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

The STRIKING SCORPION keyword is used in following Asuryani datasheets:

Datasheet
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

The RANGER keyword is used in following Asuryani datasheets:

Datasheet
• Ranger
Commander

The AUTARCH keyword is used in following Asuryani datasheets:

Commander
• Autarch
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

The SPIRITSEER keyword is used in following Asuryani datasheets:

Commander

The SPIRIT HOST keyword is used in following Asuryani datasheets:

Datasheet
Commander
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.

The ASPECT WARRIOR keyword is used in following Asuryani datasheets:

Datasheet
Does not include wargear

Shuriken pistol used in following datasheets:

Datasheet
• Ranger
0
Commander
• Farseer
0
• Warlock
0
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Plasma grenade used in following datasheets:

Datasheet
Commander
• Autarch
0
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The ASURYANI keyword is used in following Asuryani datasheets:

Datasheet
• Ranger
Commander
• Autarch
• Farseer
• Warlock

The AELDARI keyword is used in following Asuryani datasheets:

Datasheet
• Ranger
Commander
• Autarch
• Farseer
• Warlock

The ASPECT WARRIOR keyword is used in following Asuryani datasheets:

Datasheet

The INFANTRY keyword is used in following Asuryani datasheets:

Datasheet
• Ranger
Commander
• Autarch
• Farseer
• Warlock
eact
After you have declared a charge, any opponents take it in turn to make Reactions with any models from their kill teams that are allowed to do so, if they wish to do so, in the order determined in the Initiative phase. Once one opponent has resolved all of their models’ Reactions, the next player can do so, and so on.

A model can React if it is the target of a charging model and it is more than 1" from an enemy model. A model can either fire Overwatch or Retreat when it Reacts. If, at any point, the charging model is slain, no further Reactions can be made for this charge sequence.

The WARHOST keyword is used in following Asuryani datasheets:

Datasheet
• Ranger
Commander
• Autarch
• Farseer
• Warlock

The GUARDIAN keyword is used in following Asuryani datasheets:

Datasheet

The RANGER keyword is used in following Asuryani datasheets:

Datasheet
• Ranger
Commander

Power sword used in following datasheets:

Datasheet
Commander
• Autarch
0

The SPIRIT HOST keyword is used in following Asuryani datasheets:

Datasheet
Commander

The WRAITH CONSTRUCT keyword is used in following Asuryani datasheets:

Datasheet
LevelPoints per model*
155
270
385
4110
* Does not include wargear
Fly
If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base. Do not measure vertical distance when moving a model that can FLY.
THE PATH OF COMMAND
Asuryani Tactic
Autarch Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes an AUTARCH. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT

The COMMANDER keyword is used in following Asuryani datasheets:

Commander
• Autarch
• Farseer
• Warlock

Singing spear used in following datasheets:

Commander
• Farseer
5
• Warlock
3

Witchblade used in following datasheets:

Commander
• Farseer
0
• Warlock
0
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds. If the psyker is taken out of action by Perils of the Warp, the power they were attempting to manifest automatically fails and each model within 3" immediately suffers D3 mortal wounds.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.

The PSYKER keyword is used in following Asuryani datasheets:

Commander
• Farseer
• Warlock
LevelPoints per model*
120
225
340
460
* Does not include wargear
WAYFORGER
Asuryani Tactic
Illic Nightspear Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes Illic Nightspear and that model is not shaken. That model becomes Readied, and for the purposes of making shooting attacks in this phase, that model is considered to have remained stationary in the preceding Move phase.
2 COMMAND POINTS
LevelPoints per model*
161
276
391
4116
* Does not include wargear
SPIRIT MARK
Asuryani Tactic
Spiritseer Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a SPIRITSEER. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly SPIRIT HOST models that target enemy models within 6" of this model.
1 COMMAND POINT

Aeldari missile launcher used in following datasheets:

Datasheet

Avenger shuriken catapult used in following datasheets:

Datasheet

Bright lance used in following datasheets:

Datasheet

D-scythe used in following datasheets:

Datasheet

Flamer used in following datasheets:

Datasheet

Fusion gun used in following datasheets:

Datasheet

Fusion pistol used in following datasheets:

Commander
• Autarch
10

Ranger long rifle used in following datasheets:

Datasheet
• Ranger
0

Scatter laser used in following datasheets:

Datasheet

Scorpion’s claw used in following datasheets:

Datasheet

Shuriken cannon used in following datasheets:

Datasheet

Shuriken catapult used in following datasheets:

Datasheet

Starcannon used in following datasheets:

Datasheet

Voidbringer used in following datasheets:

Commander

Wraithcannon used in following datasheets:

Datasheet

Aeldari blade used in following datasheets:

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Biting blade used in following datasheets:

Datasheet

Chainsword used in following datasheets:

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Diresword used in following datasheets:

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Executioner used in following datasheets:

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Ghostaxe used in following datasheets:

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Ghostswords used in following datasheets:

Datasheet

Mirrorswords used in following datasheets:

Datasheet

Power glaive used in following datasheets:

Datasheet

Scorpion chainsword used in following datasheets:

Datasheet

Star glaive used in following datasheets:

Commander
• Autarch
0

Witch staff used in following datasheets:

Commander

Wraithguard fists used in following datasheets:

Datasheet

Forceshield used in following datasheets:

Datasheet
Commander
• Autarch
8

Shimmershield used in following datasheets:

Datasheet
© Vyacheslav Maltsev 2013-2020