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YnnariYvraine
6

Yvraine

NAME M WS BS S T W A Ld Sv
Yvraine 8" 2+ 2+ 3 3 5 4 9 6+
Yvraine is a single model equipped with: Kha-vir, the Sword of Sorrows. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Kha-vir, the Sword of Sorrows
Melee
Melee
+1
-2
D3
-
ABILITIES
Strength from Death

Herald of Ynnead: When another AELDARI model is slain within 6” of this model, you can roll one D6; on a 4+ this model regains 1 lost wound. If that model was a PSYKER, you can immediately generate one additional psychic power for this model to know from the Revenant discipline.

Runesuit: This model has a 4+ invulnerable save.

Gyrinx Familiar: When a Psychic test or Deny the Witch test is taken for this model, add 1 to the result.

Revered Figurehead: This model can embark aboard any AELDARI TRANSPORT model, regardless of that model’s transport restrictions.
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
Warden of Souls: Whilst this Warlord is drawing strength from death, add 1 to their Attacks and Strength characteristics.
FACTION KEYWORDS
AELDARI, YNNARI
KEYWORDS
CHARACTER, INFANTRY, PSYKER, YVRAINE

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

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.
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.
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.
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.
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.

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
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 INFANTRY keyword is used in following Ynnari datasheets:

HQ
• Yvraine

The PSYKER keyword is used in following Ynnari datasheets:

HQ
• Yvraine
© Vyacheslav Maltsev 2013-2019