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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 Dwarf81.0May 2019

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.

Army of the Reborn

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.

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. Yvraine, the Visarch and/or the Yncarne can be included in such a Detachment even if a rule states that every unit in the Detachment must be from the same faction, and that faction cannot be Aeldari (eg. the Battle Brothers Matched play rule).

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 all 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 Craftworlds, Harlequins or Drukhari Detachment abilities, Stratagems, Warlord Traits, Relics, psychic powers or Tactical Objectives respectively. Also note that you cannot use Craftworlds, Harlequins or Drukhari Stratagems or psychic powers, to affect YNNARI units from your army, even though they may have the appropriate keyword (e.g. 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, all YNNARI units replace every instance of <CRAFTWORLD>, <KABAL>, <WYCH CULT> or <MASQUE> on their datasheet with the appropriate keyword from the table below.

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

Detachment Rules

If your army is Battle-forged, all Troops units in YNNARI Detachments (excluding Super-heavy Auxiliary Detachments) gain the Reclaim the Galaxy ability. In addition, if your army is Battle-forged, all YNNARI units in YNNARI Detachments (excluding Super-heavy Auxiliary Detachments) gain the Strength From Death ability.

Allies of the Reborn

BEAST, INCUBI and SCOURGE units can be included in an YNNARI Detachment without preventing other units in that Detachment from gaining the Strength From Death ability. Note, however, that these units never themselves 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 of restoring 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

As soon as any unit is destroyed, all units from your army with this ability benefit from Soulburst actions until the end of the turn. Whilst a unit is benefiting from Soulburst actions, it always fights first in the Fight phase, even if it didn’t charge. If a model that is benefiting from Soulburst actions made a charge move this turn, or already has an ability that allows it to always fight first in the Fight phase, then whilst it is benefiting from Soulburst actions you also add 1 to hit rolls for attacks made with melee weapons by that model. If the enemy has units that made a charge move this turn, or that have abilities that allow them to always fight first in the Fight phase, then alternate choosing units to fight with, starting with the player whose turn is taking place.

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/3CP

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 extra Relic of Ynnead for 1 Command Point, or two extra Relics of Ynnead for 3 Command Points. All of the Relics of Ynnead that you include must be different and be given to different YNNARI CHARACTERS. You can only use this Stratagem once per battle.
2CP

WHISPERING SPIRITS

Ynnari Stratagem

The Ynnari are surrounded by the souls of the dead, their voices distracting and disturbing nearby foes.

Use this Stratagem when an enemy unit takes a Morale test whilst it is within 1" of any YNNARI units from your army, but before the test is taken. Subtract 2 from that enemy’s Leadership characteristic until the end of the phase.
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 the Charge phase. Select one YNNARI BIKER unit from your army. That unit can charge, even if it Advanced this turn.
1CP

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 HARLEQUIN and one REBORN DRUKHARI unit from your army. Until the end of the phase, add 1 to the Attacks characteristic of each of these units whilst they are benefiting from Soulburst actions.
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. Re-roll wound rolls for attacks made with melee weapons by YNNARI units that target that unit until the end of the phase.
1CP

ACOLYTE OF YNNEAD

Ynnari Stratagem

Psykers among the Ynnari hosts can use the souls of the recently dead to focus their powers.

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

REBORN TOGETHER

Ynnari Stratagem

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

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

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 units of YNNARI INCUBI from your army. Each of these units gains the Strength From Death ability (even though INCUBI units cannot normally have this ability).
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 purpose.

Use this Stratagem when an enemy unit is destroyed as the result of an attack made with a ranged weapon by an YNNARI unit from your army. Add 1 to hit rolls for attacks made with melee weapons by that unit until the end of the turn.
1CP/3CP

WEBWAY AMBUSH

Ynnari Stratagem

The Reborn navigate the webway with ease.

Use this Stratagem during deployment. If you spend 1 CP, you can set up one YNNARI INFANTRY or one 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" from any enemy units. 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. Select one YNNARI CHARACTER from your army that is not your Warlord and is not a named character. Generate one Warlord Trait from the Ynnari Warlord Traits table for them (this model is only regarded as your Warlord for the purposes of this Warlord Trait). All Warlord Traits in your army must be different (if randomly generated, re-roll duplicates). You can only use this Stratagem once.
2CP

BACK FROM THE BRINK

Ynnari Stratagem

Those infused with death are not easy to slay.

Use this Stratagem when an YNNARI INFANTRY or YNNARI BIKER CHARACTER from your army is destroyed. Roll one D6; on a 4+ set that character back up again, as close as possible to their previous position, and more than 1" from any enemy models, with D3 wounds remaining. This Stratagem cannot be used on the same character more than once per battle.
1CP

THE GREAT ENEMY

Ynnari Stratagem

The Chaos God Slaanesh is reviled by the Aeldari, who hate and despise his followers with a ferocious loathing.

Use this Stratagem when an YNNARI unit from your army is chosen to fight in the Fight phase. Until the end of the phase, re-roll failed wound rolls for attacks made by models in that unit that target SLAANESH units.
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 after an YNNARI unit from your army shoots in your Shooting phase. If you do so, the unit can immediately move up to 7" as if it were the Movement phase (it cannot Advance as part of this move). This unit cannot charge until the end of the 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 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 with a strong will provide a wealth of sustenance for those who channel the powers of the dead.

Use this Stratagem when the enemy’s Warlord is destroyed. Units from your army with the Strength From Death ability benefit from Soulburst actions for the remainder of the battle, even if no unit has been destroyed during subsequent turns.
2CP

LIGHTNING-FAST REACTIONS

Ynnari Stratagem

The Aeldari are possessed of preternatural reflexes.

Use this Stratagem when an YNNARI INFANTRY unit from your army, or an YNNARI unit from your army that can FLY, is chosen as the target of an enemy attack in the Shooting or Fight phase. Subtract 1 from hit rolls for attacks that target that unit until the end of the phase.

Revenant Discipline

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

YNNARI PSYKERS must generate powers from the Revenant discipline instead of from the Runes of Battle, Runes of Fate or Phantasmancy disciplines. You can either roll one D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
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 the 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 whisper is joined by the voices of their ancestors, driving mortal minds to insanity.

Storm of Whispers has a warp charge value of 6. If manifested, roll 3D6 for each enemy unit within 6" of the 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 power of the mythical phoenix, who eternally dies in flame.

Word of the Phoenixhas a warp charge value of 5. If manifested, select one friendly YNNARI INFANTRY or YNNARI BIKER unit within 18" of the psyker. One model in that unit regains D3 lost wounds. If no models in that unit have lost any wounds, but that unit has suffered one or more casualties, then 1 model is returned to that unit, in unit coherency, with 1 wound remaining.

4

UNBIND SOULS

The psyker reaches into their foes’ minds, weakening the bond between soul and body and leaving them vulnerable.

Unbind Souls has a warp charge value of 6. If manifested, select one enemy unit within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll wound rolls for attacks made with melee weapons by YNNARI models from your army that target that enemy unit.

5

SHIELD OF YNNEAD

Those favoured by Ynnead are bestowed with his protection, which manifests as a shield of spiritual energy capable of turning aside even the strongest of attacks.

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

6

ANCESTOR’S GRACE

Drawing forth the greatness that is the genetic legacy of all Aeldari, the psyker bolsters their fellows’ bodies and souls until they achieve the apex of their potential.

Ancestor’s Grace has a warp charge value of 5. If manifested, select one friendly YNNARI unit within 18" of the psyker. Until the start of your next Psychic phase, re-roll hit rolls of 1 for attacks made by that unit.


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

The cycle of life and death is a continuum in some Ynnari.

This Warlord regains one lost wound at the start of each battle round. In addition, each time this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.

2

WARDEN OF SOULS

This Warlord is the keeper of many souls; their mastery over the energies of death is unparalleled.

Whilst this Warlord is benefiting from Soulburst actions, add 1 to its Attacks and Strength characteristics.

3

WALKER OF MANY PATHS

The Warlord’s hard-earned skills have been honed by walking the many paths of the Aeldari.

You can re-roll one hit roll or wound roll made for this Warlord each turn. In addition, if your army is Battle-forged, whilst this Warlord is on the battlefield, roll one D6 each time you spend a Command Point (CP) to use a Stratagem; on a 5+ that CP is immediately refunded.

4

FEAR OF THE GRAVE

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

Enemy units must subtract 1 from their Leadership characteristic whilst they are within 6" of this Warlord (they must subtract 2 instead during any turn in which an enemy unit was destroyed by an attack made by this Warlord).

5

FAVOURED OF YNNEAD

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

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

6

MASTER OF DEATH

The Warlord has great expertise in severing of the cord that binds the body to the soul.

Each unmodified hit roll of 6 made for an attack with a melee weapon by this Warlord scores 2 hits instead of 1.


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
YvraineFavoured of Ynnead 
The VisarchMaster of Death 
The YncarneWarden of Souls 

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 an YNNARI PSYKER from your army successfully manifested a psychic power from the Revenant discipline during this turn.

13
FOR YNNEAD’S GLORY
Ynnari

Bringing death to the denizens of the living realm increases the glory and power of Ynnead – ensure his ascension is keenly felt.

Score 1 victory point if three or more units were destroyed during this turn as the 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 the result of a psychic power or attack manifested/made by an YNNARI model from your army (score D3 victory points instead if at least one enemy unit was destroyed in all 3 of these phases).

16
SOULSURGE
Ynnari

For the Ynnari, every slaughter is a wellspring of potential waiting to be harnessed. Let the shadow of death empower you!

Score 1 victory point if three or more units were destroyed during this turn as the result of attacks made by YNNARI units from your army whilst they were benefiting from Soulburst actions.


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.

Each time an enemy unit is destroyed by an attack made by the bearer, add 1 to the bearer’s Move and Attacks characteristics for the remainder of the battle.

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 the Great Enemy 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 with power sword, star glaive or husk blade only. The Hungering Blade replaces the model’s 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: Each unmodified wound roll of 6 made for an attack with this weapon inflicts 1 mortal wound on the target in addition to the normal 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 moment of advantage that may be the difference between life and death.

Subtract 1 from hit rolls for attacks that target the bearer.

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 with shuriken pistol only. Song of Ynnead replaces the model’s shuriken pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Song of Ynnead
18"
Pistol 3
5
-1
1
Abilities: Each time you make a wound roll of 6+ for this weapon, that attack is resolved with an AP of -3. Each time an attack made with this weapon slays an enemy model, the target unit substracts 1 from its Leadership characteristic until the end of the 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. The shining filaments cut through animating spirit, and those standing nearby collapse in crumpled heaps, their bodies no more than lifeless clay as their spirits howl in anguish.

Once per game, instead of firing a ranged weapon in the Shooting phase, the bearer can throw the Soulsnare. If they do so, select one enemy unit within 6" of and visible to the bearer, and roll one D6. On a 1, nothing happens. On a 2-5, that enemy unit suffers D3 mortal wounds and the bearer regains the same number of lost wounds. On a 6, that enemy unit suffers D6 mortal wounds and the bearer regains all of their 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 great daemonic intrusion that took it to the brink of catastrophe. The seers of the Aeldari consider it dangerous in the extreme, for it may still harbour a link to the daemonic; however, within its shimmering weave, the deathless blessing of Ynnead is exceedingly powerful.

All damage suffered by the bearer is halved (rounding up). In addition, roll one D6 each time this model loses a wound; 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
Enemy units that suffer any casualties as the result of attacks made with this weapon subtract 1 from their Leadership characteristic until the end of the turn.
Kha-vir, the Sword of Sorrows
Melee
Melee
+1
-2
D3
-
Vilith-zhar, the Sword of Souls
Melee
Melee
User
-4
D6
You can re-roll wound rolls for attacks made with this weapon.

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
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.
Strength from Death
As soon as any unit is destroyed, all units from your army with this ability benefit from Soulburst actions until the end of the turn. Whilst a unit is benefiting from Soulburst actions, it always fights first in the Fight phase, even if it didn’t charge. If a model that is benefiting from Soulburst actions made a charge move this turn, or already has an ability that allows it to always fight first in the Fight phase, then whilst it is benefiting from Soulburst actions you also add 1 to hit rolls for attacks made with melee weapons by that model. If the enemy has units that made a charge move this turn, or that have abilities that allow them to always fight first in the Fight phase, then alternate choosing units to fight with, starting with the player whose turn is taking place.
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.

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

HQ
Elites

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

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

The Ynnari seek out places or relics of great power in the galaxy as a means of restoring 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.

The BEAST keyword is used in following Drukhari datasheets:

Fast Attack

The INCUBI keyword is used in following Drukhari datasheets:

HQ
• Drazhar
Elites
• Incubi

The SCOURGES keyword is used in following Drukhari datasheets:

Fast Attack
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2019