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YnnariThe Visarch
7

The Visarch

NAME M WS BS S T W A Ld Sv
The Visarch 8" 2+ 2+ 3 3 5 5 9 3+
The Visarch is a single model armed with Asu-var, the Sword of Silent Screams. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Asu-var, the Sword of Silent Screams
Melee
Melee
+2
-3
D3
Enemy units that suffer any unsaved wounds from this weapon subtract 1 from their Leadership until the end of the turn.
ABILITIES
Strength from Death, Ynnead’s Will

Champion of Ynnead: Each time another AELDARI model is slain within 7" of the Visarch, roll a D6. On a 4+, the Visarch immediately regains a lost wound. If that model was a CHARACTER, add 1 to the Visarch’s Attacks characteristic for the rest of the battle (to a maximum Attacks characteristic of 7).

Warden of Yvraine: If Yvraine suffers a wound or mortal wound while the Visarch is within 3", you can choose for the Visarch to shield Yvraine. If you do, roll a D6. On a 2+ Yvraine does not suffer the wound, but the Visarch suffers a mortal wound.
FACTION KEYWORDS
AELDARI, YNNARI
KEYWORDS
CHARACTER, INFANTRY, THE VISARCH
Includes wargear
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.
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.
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.
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.
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.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Strength from Death
This ability is common to all YNNARI INFANTRY and YNNARI BIKER units and the Yncarne. Each time a unit is completely destroyed within 7" of one or more units with this ability, except in the Morale phase, pick one of those units to make a Soulburst action. That unit can immediately do one of the following, even if it has already done so in this turn:
  • The unit can move as if it were your Movement phase. It can Advance or Fall Back as part of this move.
  • The unit can, if it is a PSYKER, immediately attempt to manifest a single psychic power as if it were the Psychic phase.
  • The unit can shoot as if it were your Shooting phase, even if it Advanced or Fell Back this turn.
  • The unit can charge as if it were the Charge phase, even if it Advanced or Fell Back this turn (enemy units can fire Overwatch as normal). A unit cannot do this if it is within 1" of an enemy unit.
  • The unit can fight as if it were the Fight phase.
Note that this means that a unit may be able to shoot or fight twice in the same turn.

A unit can only make a Soulburst action once per turn.

Matched Play: If you are playing a matched play game, a unit from your army cannot make a Soulburst action if a friendly unit has already made the same Soulburst action during your turn. In addition, units from your army cannot perform any Soulburst actions during your opponent’s turn.

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

Aeldari: Craftworlds, Drukhari, Harlequins.

The AELDARI and TRANSPORT keywords are used in following datasheets:

Dedicated Transport
• Raider
• Venom
Heavy Support
• Falcon
Lords of War
Ynnead’s Will
Units with this ability can embark onto any AELDARI TRANSPORT, even though the transport in question might normally only permit models with other Faction keywords to do so. All other restrictions apply normally.

The profiles using AELDARI keyword can be found in following Factions:

Imperium: Rogue Traders.
Aeldari: Craftworlds, Drukhari, Harlequins, Ynnari.

The AELDARI keyword is used in following datasheets:

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.
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.
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.
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.

The AELDARI keyword is used in following Ynnari datasheets:

HQ
• Yvraine

The CHARACTER keyword is used in following Ynnari datasheets:

HQ
• Yvraine

This datasheet has HQ Battlefield Role. Full list of Ynnari units sharing same Battlefield Role follows:

The INFANTRY keyword is used in following Ynnari datasheets:

HQ
• Yvraine

The YNNARI keyword is used in following Ynnari datasheets:

HQ
• Yvraine
© Vyacheslav Maltsev 2013-2019