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YnnariThe Yncarne
14

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 equipped with: Vilith-zhar, the Sword of Souls. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
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.
ABILITIES
Strength from Death

Daemonic Avatar: This model has a 4+ invulnerable save.

Inevitable Death: When you set up this model, it can be set up in waiting rather than on the battlefield. If it is, then when another unit is destroyed, after removing the last model in that unit from play, you can set up this model as close as possible to the previous position of that model, more than 1" away from any enemy models. This model cannot charge in a turn in which it was set up in this manner.

Blessings of the Whispering God: When a friendly YNNARI unit within 6” of this model would lose a wound, roll one D6; on a 6 that wound is not lost.

Summoned by Death: When another unit is destroyed, after removing the last model in that unit from play, you can remove this model from the battlefield and can set it up as close as possible to the previous position of that model, more than 1" away from any enemy models. This model cannot charge in a turn in which it was set up in this manner.

Ynnead Stirs: When a Morale test is taken for a friendly YNNARI unit within 6" of this model, do not roll the dice; it is automatically passed.

Avatar of Ynnead: When another AELDARI model is destroyed within 6" of this model, you can roll one D6; on a 4+ this model regains 1 lost wound.
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Revenant discipline.
WARLORD TRAIT
Fear of the Grave: 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.
FACTION KEYWORDS
AELDARI, YNNARI
KEYWORDS
CHARACTER, MONSTER, DAEMON, FLY, PSYKER, THE YNCARNE

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

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.
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.
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.
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.
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.
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 YNNARI keyword is used in following Ynnari datasheets:

HQ
• Yvraine

The CHARACTER keyword is used in following Ynnari datasheets:

HQ
• Yvraine

The PSYKER keyword is used in following Ynnari datasheets:

HQ
• Yvraine
© Vyacheslav Maltsev 2013-2019