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The Ynnari, known as the Reborn, are a rising force in the galaxy. They believe the Aeldari can be saved from the brink of oblivion by the rise of Ynnead, the God of the Dead, whose powers they harness to draw upon the energies of the slain.

This section contains all of the datasheets that you will need in order to fight battles with your Ynnari miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Ynnari units – these are described below and are referenced on the datasheets.

Books

BookKindEditionVersionLast update
  Xenos 1Index81.4September 2018
  Index Xenos: YnnariWhite Dwarf81.1September 2019
  Psychic Awakening: Phoenix RisingExpansion81.0November 2019
  Chapter Approved ’2019Expansion8February 2020

FAQ

Index: Xenos 1

 Q: When an AELDARI PSYKER become Ynnari and gains the Ynnari keyword, do they also gain access to powers from the Revenant Discipline?
 A
No. Only Yvraine and the Yncarne generate their psychic powers from this discipline.
 Q: If a transport is destroyed whilst an YNNARI unit is embarked inside, can that unit make a Soulburst action after it disembarks?
 A
No.
 Q: Can any YNNARI unit embark on any YNNARI transport?
 A
No. Whilst both units have gained the YNNARI keyword, the Transport ability on the transport’s datasheet does not change. So, for example, an Ynnari Starweaver can still only transport ‘6 <MASQUE> Infantry models’.
 Q: If I use a Soulburst action to charge with a YNNARI unit outside of the Charge phase, can my opponent’s CHARACTERS perform a Heroic Intervention after I have made a charge move with my unit?
 A
No.
 Q: Can Yvraine, the Visarch or the Yncarne have a Warlord Trait? If so, what Warlord Traits can they have?
 A
Yes. They can only have one of the Warlord Traits listed in the Warhammer 40,000 rulebook (unless you are playing an expansion such as Planetstrike, Stronghold Assault etc., in which case they would also have access to the Warlord Traits listed there).
 Q: If I include Yvraine, the Visarch or the Yncarne in a Craftworlds, Drukhari or Harlequins Detachment, do I still have access to the all the Stratagems in that Detachment’s codex (Craftworlds, Drukhari or Harlequins respectively)?
 A
Yes, provided the Detachment in question is not an Auxiliary Support Detachment.
 Q: If Yvraine, the Visarch or the Yncarne is my Warlord, do I still get a free ‘relic’? For example, if Yvraine is my Warlord and is part of a Harlequins Detachment, does she count as a HARLEQUINS unit for the purposes of giving one HARLEQUINS CHARACTER in my army an Enigma of the Black Library?
 A
No. You can, however, if your army includes the appropriate Detachment(s), use the Prizes from the Dark City, Treasures of the Craftworld and/or Enigmas of the Black Library Stratagems to give ‘relics’ to your Characters.

Index Xenos: Ynnari

 Q: Do Ynnari Hemlock Wraithfighters generate psychic powers from the Revenant discipline?
 A
Yes. Note that because the Hemlock Wraithfighter is not generating powers from the Runes of Battle, the second paragraph of its Psyker ability will not apply.
 Q: Do YNNARI Wraithseers generate psychic powers from the Revenant discipline?
 A
No. Wraithseers can only use the psychic powers detailed on their datasheet.

Using an Ynnari Army in Warhammer 40,000

In this section you’ll find rules for Battle-forged armies that include YNNARI Detachments – that is, any Detachment that includes only YNNARI units.


The rules presented in this section are intended to be used in addition to those presented in Codex: Craftworlds, Codex: Drukhari and Codex: Harlequins.

If your army is Battle-forged you can include Yvraine, the Visarch or the Yncarne in any Craftworlds, HARLEQUINS or DRUKHARI Detachments (as defined in their respective codexes), provided that the Detachment does not include any of the following units: any AELDARI named character (other than Yvraine, the Visarch or the Yncarne), any Mandrakes, the Avatar of Khaine, Solitaires or any <HAEMONCULUS COVEN> units. Yvraine, the Visarch and/or the Yncarne can be included in such a Detachment even if a rule (e.g. the Battle Brothers matched play rule) states that every unit in the Detachment must be from the same faction and that faction cannot be AELDARI.

If Yvraine, the Visarch or the Yncarne is included in a Craftworlds, HARLEQUINS or DRUKHARI Detachment, you can choose for that Detachment to remain a Craftworlds, HARLEQUINS or DRUKHARI Detachment, or for that Detachment to become an YNNARI Detachment.

If you choose for the Detachment to remain as a Craftworlds, HARLEQUINS or DRUKHARI Detachment, then Yvraine, the Visarch or the Yncarne can be included in that Detachment without preventing other units from gaining the following Detachment abilities: The Path of War, Craftworld Attributes, Vanguard of the Dark City, Raiding Force, Drukhari Obsessions, Defenders of the Black Library, Masque Forms. Note that Yvraine, the Visarch or the Yncarne do not benefit from any of these abilities themselves.

If you choose for the Detachment to become an YNNARI Detachment, then units in that Detachment gain the YNNARI keyword (note that this is not a Faction keyword). The Detachment is no longer considered to be a Craftworlds, HARLEQUINS or DRUKHARI Detachment, and so cannot use their respective Detachment abilities, Stratagems, Warlord Traits, Relics, psychic powers or Tactical Objectives. Also note that you cannot use Craftworlds, Harlequins and Drukhari Stratagems or psychic powers to affect YNNARI units from your army, even though they may have the appropriate keyword (you cannot use a Craftworlds Stratagem to affect an ASURYANI unit from your army that has the YNNARI keyword, you cannot use a psychic power to affect a friendly ASURYANI unit that has the YNNARI keyword etc.). In addition, replace every instance of <CRAFTWORLD>, <KABAL>, <WYCH CULT> or <MASQUE> on the datasheets of YNNARI units with the appropriate keyword from the table below.

KEYWORDREPLACE WITH:
<CRAFTWORLD>REBORN ASURYANI
<KABAL>REBORN DRUKHARI
<WYCH CULT>REBORN DRUKHARI
<MASQUE>REBORN HARLEQUIN

Psykers of the Reborn

Instead of knowing powers from the Runes of Battle, Runes of Fate or Phantasmancy discipline, YNNARI PSYKERS must know their powers from the Revenant discipline.

Abilities

If your army is Battle-forged, all Troops units in YNNARI Detachments gain the Reclaim the Galaxy ability. In addition, if your army is Battle-forged, all YNNARI units (other than BEASTS, INCUBI and SCOURGE units) in YNNARI Detachments gain the Strength From Death ability.

Reclaim the Galaxy

The Ynnari seek out places or relics of great power in the galaxy as a means to restore the power of the Aeldari, zealously driving off any who would seek to claim these in their place.

A unit with this ability that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.

Strength from Death

To the Ynnari, the life forces released by the newly dead are invigorating in the extreme, the souls of the fallen spurring a burst of activity.

When a unit is destroyed, units from your army with this ability draw strength from death until the end of the turn.

If a unit is drawing strength from death, that unit fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have an ability that allows them to fight first in the Fight phase, then alternate choosing units to fight with, starting with the player whose turn is taking place.

When resolving an attack made with a melee weapon by a model that is drawing strength from death, and that made a charge move this turn or has another ability that allows it to fight first in the Fight phase, add 1 to the hit roll.

Stratagems

If your army is Battle-forged and includes any YNNARI Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by the Reborn on the battlefield. If a Stratagem is used before the battle to upgrade a unit (e.g. Exalted of Ynnead) and you have an army roster, you must note on it which Stratagems are used to upgrade which units.

1CP

A TASTE FOR DEATH

Ynnari Stratagem

When one of the Reborn sees the soul-stuff of the foe leaving its body, they feel a renewed sense of purpose.

Use this Stratagem in the Shooting or Charge phase, when an enemy unit is destroyed as a result of an attack made with a ranged weapon by an YNNARI model from your army. Until the end of the turn, when resolving an attack made with a melee weapon by a model in that model’s unit, add 1 to the hit roll.
2CP

WHISPERING SPIRITS

Ynnari Stratagem

The Ynnari are surrounded by the souls of the dead, whose sibilant whispers distract and unnerve nearby foes.

Use this Stratagem in the Morale phase, before a Morale test is taken for an enemy unit within 1" of any YNNARI units from your army. Until the end of the phase, subtract 2 from that enemy unit’s Leadership characteristic.
2CP

YNNEAD’S NET

Ynnari Stratagem

As the warhost closes upon the foe, jetbike-mounted riders swoop to trap the enemy.

Use this Stratagem at the start of your Charge phase. Select one YNNARI BIKER unit from your army. That unit can charge even if it Advanced this turn.
2CP

UNITED IN DEATH

Ynnari Stratagem

When the Ynnari act as one, their blows fall like rain, the storm of blades in the name of the God of the Dead.

Use this Stratagem at the start of the Fight phase. Select one REBORN ASURYANI, one REBORN HARLEQUINS and one REBORN DRUKHARI unit from your army. Until the end of that phase, add 1 to the Attacks characteristic of models in those units whilst they are drawing Strength from Death.
2CP

INEVITABLE FATE

Ynnari Stratagem

The Ynnari know that all life must end in order to be reborn, and hasten to bring their enemy closer to that demise as quickly as possible.

Use this Stratagem at the start of the Fight phase. Select one enemy unit. Until the end of that phase, when resolving an attack made with a melee weapon by an YNNARI unit from your army against that unit, you can re-roll the wound roll.
1CP

ACOLYTE OF YNNEAD

Ynnari Stratagem

Those psykers amongst the Ynnari hosts can use the souls of the recently dead to focus their powers.

Use this Stratagem before an YNNARI PSYKER model from your army attempts to manifest a psychic power from the Revenant discipline. Add 3 to the total for that Psychic test if any enemy units were destroyed this phase.
1CP

REBORN TOGETHER

Ynnari Stratagem

The goal of the Ynnari is to save every member of the Aeldari race, whatever their previous allegiance.

Use this Stratagem at the start of the Morale phase. Until the end of that phase, add 2 to the Leadership characteristic of YNNARI units from your army whilst they are within 6" of any other friendly YNNARI units.
1CP

SHRINE OF THE WHISPERING GOD

Ynnari Stratagem

Though rare, it is not completely unheard of for Incubi to become true devotees of Ynnead. Most famous are the Incubi of the Coiled Blade, who have fought beside the Visarch on countless battlefields.

Use this Stratagem before the battle. Select up to three YNNARI INCUBI units from your army. Those units gain the Strength From Death ability.
1CP

ARTEFACTS OF DEATH

Ynnari Stratagem

When the Ynnari gather in a great host, the presence of so many relics of great power means victory is assured.

Use this Stratagem before the battle. Your army can have one additional Relic of Ynnead. All of the Relics your army includes must be different and be given to different models.
1/3CP

WEBWAY AMBUSH

Ynnari Stratagem

With the spirits of the dead guiding their every step, the Reborn can navigate the webway with ease.

Use this Stratagem during deployment. If you spend 1 CP, you can set up one YNNARI INFANTRY, YNNARI BIKER or YNNARI BEAST unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can set up two such units in the webway instead. A unit in the webway can emerge at the end of any of your Movement phases – set it up anywhere on the battlefield that is more than 9” away from any enemy models. This Stratagem can only be used once per battle.
1CP

EXALTED OF YNNEAD

Ynnari Stratagem

The hope presented by the Reborn draws in even the mightiest heroes of the Aeldari.

Use this Stratagem before the battle, after nominating your Warlord. Select one Ynnari CHARACTER model from your army that is not your Warlord and generate one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
2CP

BACK FROM THE BRINK

Ynnari Stratagem

Those infused with death are not easy to slay.

Use this Stratagem in any phase, when an YNNARI INFANTRY CHARACTER or YNNARI BIKER CHARACTER model from your army is destroyed. Roll one D6; on a 4+ return that model to play with D3 wounds remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.
1CP

THE GREAT ENEMY

Ynnari Stratagem

The Aeldari reserve a ferocious loathing for Slaanesh and its followers.

Use this Stratagem in the Fight phase, when an YNNARI unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a SLAANESH unit, you can re-roll the wound roll.
1CP

FIRE AND FADE

Ynnari Stratagem

The Aeldari are masters at using hit and run tactics, striking a killing blow before withdrawing from reprisal.

You can use this Stratagem in your Shooting phase, after an YNNARI unit from your army shoots. That unit can move up to 7" as if it were your Movement phase, but it cannot Advance as part of that move and cannot charge this turn.
2CP

DEADLY MISDIRECTION

Ynnari Stratagem

With the Aeldari, nothing is what it seems. What appears to be a victory can soon transform into a defeat.

Use this Stratagem in your Movement phase, when an YNNARI unit from your army Falls Back. That unit can still shoot and charge this turn.
1CP

SOULS OF THE STRONGEST

Ynnari Stratagem

Those souls in the galaxy that burn strong and bright can be harnessed to great effect by Ynnead’s followers.

Use this Stratagem in any phase, when your opponent’s Warlord is destroyed. Until the end of the battle, units from your army with the Strength From Death ability draw strength from death, even if a unit has not been destroyed in a turn.
2CP

LIGHTNING-FAST REACTIONS

Ynnari Stratagem

The Aeldari are possessed of preternatural reflexes.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when an YNNARI unit from your army with the INFANTRY and/or FLY keyword is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit, subtract 1 from the hit roll.

Revenant Discipline

Amongst the Reborn, even those psykers who have honed their powers for centuries will find their abilities augmented by the god of death.

Before the battle, generate the psychic powers for YNNARI PSYKER models that know powers from the Revenant discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

D6PSYCHIC POWER
1

GAZE OF YNNEAD

The psyker’s eyes blaze with fire as they channel the power of Ynnead.

Gaze of Ynnead has a warp charge value of 6. If manifested, select one enemy unit that is within 18" of and visible to this psyker and roll one D6: on a 1, that unit suffers 1 mortal wound; on a 2-5 that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.

2

STORM OF WHISPERS

The psyker’s voice joins with those of the dead to drive the foe insane.

Storm of Whispers has a warp charge value of 6. If manifested, roll three D6 for each enemy unit within 6" of this psyker; for each result of 6, the unit being rolled for suffers 1 mortal wound.

3

WORD OF THE PHOENIX

The psyker calls upon the rebirthing energies of the mythical phoenix.

Word of the Phoenix has a warp charge value of 5. If manifested, select one friendly YNNARI INFANTRY or YNNARI BIKER unit within 18" of this psyker. If that unit contains a model that has lost any wounds, that model regains up to D3 lost wounds. Otherwise, if any models from that unit have been destroyed, roll one D6; on a 4+ you can return one destroyed model from that unit to the battlefield with 1 wound remaining, placing it in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield).

4

UNBIND SOULS

The psyker reaches out with their powers to weaken the bond between soul and body.

Unbind Souls has a warp charge value of 6. If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a melee weapon by a friendly YNNARI model against that enemy unit, you can re-roll the wound roll.

5

SHIELD OF YNNEAD

The psyker manifests a shield of spiritual energy around their allies.

Shield of Ynnead has a warp charge value of 7. If manifested, until the start of your next Psychic phase, friendly YNNARI units have a 5+ invulnerable save whilst they are within 6" of this psyker.

6

ANCESTOR’S GRACE

Drawing upon the greatness that is the genetic legacy of all Aeldari, the psyker bolsters their fellows.

Ancestor’s Grace has a warp charge value of 5. If manifested, select one friendly YNNARI unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made by a model in that unit, re-roll a hit roll of 1.


Warlord Traits

Among the Reborn are found Aeldari from every part of their scattered race. The mightiest of these warriors inevitably rise to command great hosts of the Reborn.

If an YNNARI CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of one from the Warhammer 40,000 rulebook. You can either roll on the table to randomly generate a Warlord Trait, or you can select the one that best suits their temperament and preferred style of waging war.

D6WARLORD TRAIT
1

LORD OF REBIRTH

Some Ynnari have mastered the cycle of death and rebirth.

At the start of the battle round, this Warlord regains up to 1 lost wound. When this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.

2

WARDEN OF SOULS

This warrior of the Reborn is the keeper of many souls; their mastery over deathly energy is unparalleled.

Whilst this Warlord is drawing Strength from Death, add 1 to their Attacks and Strength characteristics.

3

WALKER OF MANY PATHS

The hard-earned skills of this follower of Ynnead have been honed by walking the many paths of the Aeldari.

Once per turn, when resolving an attack made by this Warlord, you can re-roll one hit roll or you can re-roll one wound roll. Whilst this Warlord is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.

4

FEAR OF THE GRAVE

Ynnead knows neither mercy nor fear – the same cannot be said of the god’s foes.

Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6" of this Warlord; subtract 2 instead if any enemy units have been destroyed as a result of an attack made by this Warlord this turn.

5

FAVOURED OF YNNEAD

The energies of the dead seek this Aeldari out, swirling around them like a gale and carrying them into the foe.

When this Warlord piles in or consolidates, they can move up to 6" instead of up to 3".

6

MASTER OF DEATH

This champion of the Reborn has great expertise in severing the cord that binds the body to the soul.

When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 scores 1 additional hit.


Named Characters and Warlord Traits

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait.
NAMED CHARACTERWARLORD TRAIT
YvraineWarden of Souls 
The VisarchMaster of Death 
The YncarneFear of the Grave 

Tactical Objectives

D66Result
11Spirit Sanctuary 
12Harness the Spirits 
13For Ynnead’s Glory 
14Surety of Purpose 
15Death’s Every Visage 
16Soulsurge 

The Ynnari use all the powers at their disposal to hasten the death of their foe and bring about the salvation of their race. For them, there are no barriers on the road to victory.

If your army is led by an YNNARI Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when an Ynnari player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Ynnari Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
SPIRIT SANCTUARY
Ynnari

Some mystical locales provide a rich source of life force, havens for lost souls and reservoirs of power for the Reborn.

When this Tactical Objective is generated, roll one D6. Score 1 victory point if no enemy units are controlling the objective marker corresponding to the result rolled at the end of this turn.

12
HARNESS THE SPIRITS
Ynnari

Use the energies of the dead to channel your will, and the spirits will gladly lend their ethereal powers to your cause.

Score 1 victory point if at least one YNNARI model from your army successfully manifested a psychic power from the Revenant discipline this turn.

13
FOR YNNEAD’S GLORY
Ynnari

For the Ynnari, every death is a wellspring of potential waiting to be harnessed.

Score 1 victory point if three or more units were destroyed during this turn as a result of attacks made by YNNARI units from your army.

14
SURETY OF PURPOSE
Ynnari

There is no Aeldari soul that does not draw strength from a bold strategy well-executed. Let the lesser races look on in awe!

Score D3 victory points if you have achieved at least two other Tactical Objectives this turn.

15
DEATH’S EVERY VISAGE
Ynnari

The Whispering God has a million faces – show the enemy your mastery over each and every form of death.

Score 1 victory point if at least one enemy unit was destroyed in either the Psychic, Shooting or Fight phase of this turn as a result of a Psychic power manifested or attack made by an YNNARI model from your army. Score D3 victory points instead if at least one enemy unit was destroyed in all three of these phases.

16
SOULSURGE
Ynnari

Bringing death to the denizens of the living realm increases the glory and power of Ynnead. Let the shadow of death empower you!

Score 1 victory point if three or more units were destroyed during this turn as a result of attacks made by YNNARI units from your army whilst those Ynnari units were drawing strength from death.


Relics of Ynnead

As befits the followers of the god of death, the Reborn bring to battle mighty relics from across the scattered Aeldari race. From ancient treasures to items crafted to manipulate the energies of death, all of these artefacts are potent tools for furthering the will of Ynnead.

If your army is led by an YNNARI Warlord, then before the battle you can give one of the following Relics of Ynnead to one YNNARI CHARACTER in your army. Yvraine, the Visarch and the Yncarne already have one or more relics and cannot be given any of the following relics.

Note that some relics replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Relics of Ynnead your characters have on your army roster.

CORAG HAI’S LOCKET

The ancient priestess Corag Hai died spectacularly when Ynnead chose his emissary to the living Aeldari world. Only this soulsteel trinket was left amongst the dust of her discorporation. The bearer can channel the energies of rebirth whenever they are near the fires of a slain victim.

When an enemy unit is destroyed as a result of an attack made by a model with this Relic, add 1 to that model’s Move and Attacks characteristics.

HUNGERING BLADE

Within the Hungering Blade is a terrible appetite, a longing to turn all living Aeldari to inert corpses in order to see the supremacy of Ynnead hastened and She Who Thirsts defeated. Great care must be taken by the wielder, for the slightest scratch upon the flesh from this glistening blade can result in a deadly necrosis that turns the body to dust in the space of a few seconds. Its effects upon non-Aeldari life forms are just as profound.

Model equipped with a power sword, star glaive or husk blade only. This Relic replaces a power sword, star glaive or husk blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Hungering Blade
Melee
Melee
+3
-3
2
Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

MIRRORGAZE

This helm is covered in mosaic shards from the famed Crystal Mirror. Its facets can channel the blinding light of battle to rob the sight of those who look upon it, giving the wearer a crucial moment of advantage.

When resolving an attack made against a model with this Relic, subtract 1 from the hit roll.

SONG OF YNNEAD

The hiss of the monomolecular discs that shoot from this pistol rises to a deafening roar of triumph when it claims a life. Those nearby are assailed by terrible hallucinations as vengeful spirits clamour within their minds.

Model equipped with a shuriken pistol only. This Relic replaces a shuriken pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Song of Ynnead
18"
Pistol 3
5
-1
1
Abilities: When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack. If any models in a unit are destroyed as a result of an attack made with this weapon in a turn, subtract 1 from the Leadership characteristic of that unit until the end of that turn.

SOULSNARE

This rune-inscribed orb is filled with the psychic gossamer of Ynnead’s all-constraining net. When hurled at the ground, it bursts open in a cloud of glittering thread that cuts through those standing nearby, reducing their bodies to lifeless clay as their spirits howl in anguish.

Once per game, when a model with this Relic is chosen to shoot with in your Shooting phase, that model can throw the Soulsnare instead of shooting with any ranged weapons it is equipped with. Select one enemy unit within 6" of and visible to that model, and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds, and that model regains up to a number of wounds equal to the number of wounds lost by that unit; on a 6, that enemy unit suffers D6 mortal wounds and that model regains any lost wounds.

THE LOST SHROUD

This cloak was woven from the ectoplasmic by-product that wisped from Craftworld Biel-Tan’s ravaged infinity circuit after the Daemon invasion that saw it sundered. Although its daemonic ties cause it to be regarded as dangerous in the extreme, within its shimmering weave the deathless blessing of Ynnead is exceedingly powerful.

When resolving an attack made against a model with this Relic, halve any damage inflicted (rounding up). When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

Reference


Wargear


Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Asu-var, the Sword of Silent Screams
Melee
Melee
+2
-3
D3
If any models in a unit are destroyed as a result of an attack made with this weapon in a turn, subtract 1 from the Leadership characteristic of that unit until the end of that turn.
Kha-vir, the Sword of Sorrows
Melee
Melee
+1
-2
D3
-
Vilith-zhar, the Sword of Souls
Melee
Melee
User
-4
D6
When resolving an attack made with this weapon, you can re-roll the wound roll.

The profiles using AELDARI and PSYKER keywords can be found in following Factions:

Aeldari: Craftworlds, Harlequins, Ynnari.

The AELDARI and PSYKER keywords are used in following datasheets:

HQ
• Farseer
• Warlock
• Yvraine
Elites
Flyers
Strength from Death

To the Ynnari, the life forces released by the newly dead are invigorating in the extreme, the souls of the fallen spurring a burst of activity.

When a unit is destroyed, units from your army with this ability draw strength from death until the end of the turn.

If a unit is drawing strength from death, that unit fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have an ability that allows them to fight first in the Fight phase, then alternate choosing units to fight with, starting with the player whose turn is taking place.

When resolving an attack made with a melee weapon by a model that is drawing strength from death, and that made a charge move this turn or has another ability that allows it to fight first in the Fight phase, add 1 to the hit roll.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.

The HARLEQUINS and CHARACTER keywords are used in following Harlequins datasheets:

HQ
Elites
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.

The <HAEMONCULUS COVEN> keyword is used in following Drukhari datasheets:

HQ
Troops
• Wracks
Dedicated Transport
• Raider
• Venom
Elites
Heavy Support
• Cronos
• Talos
• Reaper

The YNNARI and PSYKER keywords are used in following Ynnari datasheets:

HQ
• Yvraine
Reclaim the Galaxy

The Ynnari seek out places or relics of great power in the galaxy as a means to restore the power of the Aeldari, zealously driving off any who would seek to claim these in their place.

A unit with this ability that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Psychic Test
A psyker can attempt to manifest a psychic power they know 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. A psyker cannot attempt to manifest the same psychic power more than once in a turn.

The YNNARI and INFANTRY keywords are used in following Ynnari datasheets:

HQ
• Yvraine

The YNNARI, INFANTRY and CHARACTER keywords are used in following Ynnari datasheets:

HQ
• Yvraine
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Units and Unit Coherency
Models move and fight in units, made up of one or more models. A unit must be set up and finish any sort of move as a group, with every model within 2" horizontally, and 6" vertically, of at least one other model from their unit: this is called unit coherency. If anything causes a unit to become split up during a battle, it must re-establish its unit coherency the next time it moves.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Pile In Move
You may move each model in the unit up to 3" – this move can be in any direction so long as the model ends the move closer to the nearest enemy model.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.

Asu-var, the Sword of Silent Screams used in following datasheets:

HQ

Kha-vir, the Sword of Sorrows used in following datasheets:

HQ
• Yvraine

Vilith-zhar, the Sword of Souls used in following datasheets:

HQ
© Vyacheslav Maltsev 2013-2020