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YnnariThe Yncarne
17

The Yncarne

NAME M WS BS S T W A Ld Sv
The Yncarne 8" 2+ 2+ 6 6 9 6 9 3+
The Yncarne is a single model armed with Vilith-zhar, the Sword of Souls. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Vilith-zhar, the Sword of Souls
Melee
Melee
User
-4
D6
You can re-roll failed wound rolls for this weapon.
ABILITIES
Strength from Death

Daemonic Avatar: The Yncarne has a 4+ invulnerable save.

Inevitable Death: When you set up the Yncarne, it must be set up in waiting rather than on the battlefield. When a unit (friend or foe) is completely destroyed, you may immediately set up the Yncarne as close as possible to the position of that unit, more than 1" from all enemy models. Each time a unit (friend or foe) is completely destroyed, you may immediately remove the Yncarne from the battlefield and set it up again as close as possible to the position of that unit, more than 1" from all enemy models. The Yncarne may not charge in the turn it is set up in this manner.

Ynnead Stirs: Friendly YNNARI units within 6" of the Yncarne automatically pass Morale tests. In addition, whenever a friendly YNNARI unit within 6" of the Yncarne suffers an unsaved wound or mortal wound, roll a D6. On a 6 that wound is ignored.

Avatar of Ynnead: Each time another AELDARI model is slain within 7" of the Yncarne, roll a D6. On a 4+, the Yncarne regains a wound lost earlier in the battle.
PSYKER
The Yncarne can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Revenant discipline.
FACTION KEYWORDS
AELDARI, YNNARI
KEYWORDS
CHARACTER, MONSTER, DAEMON, FLY, PSYKER, THE YNCARNE
Includes wargear
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.
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.
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 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:

Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.

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 PSYKER keyword is used in following Ynnari datasheets:

HQ
• Yvraine

The YNNARI keyword is used in following Ynnari datasheets:

HQ
• Yvraine
© Vyacheslav Maltsev 2013-2019