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 1
  Xenos 1Index81.4September 2018
  Index Xenos: Ynnari
  Index Xenos: YnnariWhite Dwarf81.1September 2019
  Psychic Awakening: Phoenix Rising
  Psychic Awakening: Phoenix RisingExpansion8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

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.

Index Xenos: Ynnari

 Q: Do Ynnari Hemlock Wraithfighters generate psychic powers from the Revenant discipline?
A:
Yes. Note that because the Hemlock Wraithfighter is not generating powers from the Runes of Battle, the second paragraph of its Psyker ability will not apply.
 Q: Do YNNARI Wraithseers generate psychic powers from the Revenant discipline?
A:
No. Wraithseers can only use the psychic powers detailed on their datasheet.

Using an Ynnari Army in Warhammer 40,000

In this section you’ll find rules for Battle-forged armies that include YNNARI Detachments – that is, any Detachment that includes only YNNARI units.


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

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.

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

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

Psykers of the Reborn

Instead of knowing powers from the Runes of Battle, Runes of Fate or Phantasmancy discipline, YNNARI PSYKERS must know their powers from the Revenant discipline.

Abilities

If your army is Battle-forged, all Troops units in YNNARI Detachments gain the Reclaim the Galaxy ability. In addition, if your army is Battle-forged, all YNNARI units (other than BEASTS, INCUBI and SCOURGE units) in YNNARI Detachments 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 to restore 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

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.

Stratagems by Phase

Before battle

ARTEFACTS OF DEATH

EXALTED OF YNNEAD

SHRINE OF THE WHISPERING GOD

During deployment

WEBWAY AMBUSH

Battle Round

Movement phase

DEADLY MISDIRECTION

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Enemy Movement phase

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Psychic phase

ACOLYTE OF YNNEAD

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Enemy Psychic phase

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Shooting phase

FIRE AND FADE

A TASTE FOR DEATH

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Enemy Shooting phase

LIGHTNING-FAST REACTIONS

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Charge phase

YNNEAD’S NET

A TASTE FOR DEATH

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Enemy Charge phase

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Fight phase

INEVITABLE FATE

UNITED IN DEATH

THE GREAT ENEMY

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Enemy Fight phase

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Morale phase

REBORN TOGETHER

WHISPERING SPIRITS

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Enemy Morale phase

BACK FROM THE BRINK

SOULS OF THE STRONGEST

Enemy taking casualties

A TASTE FOR DEATH


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

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 sense of purpose.

Use this Stratagem in the Shooting or Charge phase, when an enemy unit is destroyed as a result of an attack made with a ranged weapon by an YNNARI model from your army. Until the end of the turn, when resolving an attack made with a melee weapon by a model in that model’s unit, add 1 to the hit roll.
2CP

WHISPERING SPIRITS

Ynnari Stratagem

The Ynnari are surrounded by the souls of the dead, whose sibilant whispers distract and unnerve nearby foes.

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

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 HARLEQUINS and one REBORN DRUKHARI unit from your army. Until the end of that phase, add 1 to the Attacks characteristic of models in those units whilst they are drawing Strength from Death.
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. Until the end of that phase, when resolving an attack made with a melee weapon by an YNNARI unit from your army against that unit, you can re-roll the wound roll.
1CP

ACOLYTE OF YNNEAD

Ynnari Stratagem

Those psykers amongst the Ynnari hosts can use the souls of the recently dead to focus their powers.

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

REBORN TOGETHER

Ynnari Stratagem

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

Use this Stratagem at the start of the Morale phase. Until the end of that phase, add 2 to the Leadership characteristic of YNNARI units from your army whilst they are within 6" of any other friendly YNNARI units.
1CP

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 YNNARI INCUBI units from your army. Those units gain the Strength From Death ability.
1CP

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 additional Relic of Ynnead. All of the Relics your army includes must be different and be given to different models.
1/3CP

WEBWAY AMBUSH

Ynnari Stratagem

With the spirits of the dead guiding their every step, the Reborn can navigate the webway with ease.

Use this Stratagem during deployment. If you spend 1 CP, you can set up one YNNARI INFANTRY, 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” away from any enemy models. 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, after nominating your Warlord. Select one Ynnari CHARACTER model from your army that is not your Warlord and generate one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
2CP

BACK FROM THE BRINK

Ynnari Stratagem

Those infused with death are not easy to slay.

Use this Stratagem in any phase, when an YNNARI INFANTRY CHARACTER or YNNARI BIKER CHARACTER model from your army is destroyed. Roll one D6; on a 4+ return that model to play with D3 wounds remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.
1CP

THE GREAT ENEMY

Ynnari Stratagem

The Aeldari reserve a ferocious loathing for Slaanesh and its followers.

Use this Stratagem in the Fight phase, when an YNNARI unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a SLAANESH unit, you can re-roll the wound roll.
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 in your Shooting phase, after an YNNARI unit from your army (excluding Aircraft) shoots. That unit can move up to 7" as if it were your Movement phase, but it cannot Advance as part of that move and cannot charge this 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 in your Movement phase, 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 souls in the galaxy that burn strong and bright can be harnessed to great effect by Ynnead’s followers.

Use this Stratagem in any phase, when your opponent’s Warlord is destroyed. Until the end of the battle, units from your army with the Strength From Death ability draw strength from death, even if a unit has not been destroyed in a turn.
2CP

LIGHTNING-FAST REACTIONS

Ynnari Stratagem

The Aeldari are possessed of preternatural reflexes.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when an YNNARI unit from your army with the INFANTRY and/or FLY keyword is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit, subtract 1 from the hit roll.

Revenant Discipline

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

Before the battle, generate the psychic powers for YNNARI PSYKER models that know powers from the Revenant discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.

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 this 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 voice joins with those of the dead to drive the foe insane.

Storm of Whispers has a warp charge value of 6. If manifested, roll three D6 for each enemy unit within 6" of this 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 rebirthing energies of the mythical phoenix.

Word of the Phoenix has a warp charge value of 5. If manifested, select one friendly YNNARI INFANTRY or YNNARI BIKER unit within 18" of this psyker. If that unit contains a model that has lost any wounds, that model regains up to D3 lost wounds. Otherwise, if any models from that unit have been destroyed, roll one D6; on a 4+ you can return one destroyed model from that unit to the battlefield with 1 wound remaining, placing it in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield).

4

UNBIND SOULS

The psyker reaches out with their powers to weaken the bond between soul and body.

Unbind Souls has a warp charge value of 6. If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a melee weapon by a friendly YNNARI model against that enemy unit, you can re-roll the wound roll.

5

SHIELD OF YNNEAD

The psyker manifests a shield of spiritual energy around their allies.

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

6

ANCESTOR’S GRACE

Drawing upon the greatness that is the genetic legacy of all Aeldari, the psyker bolsters their fellows.

Ancestor’s Grace has a warp charge value of 5. If manifested, select one friendly YNNARI unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made by a model in that unit, re-roll a hit roll of 1.


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

Some Ynnari have mastered the cycle of death and rebirth.

At the start of the battle round, this Warlord regains up to 1 lost wound. When this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.

2

WARDEN OF SOULS

This warrior of the Reborn is the keeper of many souls; their mastery over deathly energy is unparalleled.

Whilst this Warlord is drawing Strength from Death, add 1 to their Attacks and Strength characteristics.

3

WALKER OF MANY PATHS

The hard-earned skills of this follower of Ynnead have been honed by walking the many paths of the Aeldari.

Once per turn, when resolving an attack made by this Warlord, you can re-roll one hit roll or you can re-roll one wound roll. Whilst this Warlord is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.

4

FEAR OF THE GRAVE

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

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.

5

FAVOURED OF YNNEAD

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

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

6

MASTER OF DEATH

This champion of the Reborn has great expertise in severing the cord that binds the body to the soul.

When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 scores 1 additional hit.


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
YvraineWarden of Souls 
The VisarchMaster of Death 
The YncarneFear of the Grave 

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.

When an enemy unit is destroyed as a result of an attack made by a model with this Relic, add 1 to that model’s Move and Attacks characteristics.

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 She Who Thirsts 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 equipped with a power sword, star glaive or husk blade only. This Relic replaces a power sword, star glaive or husk blade and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Hungering Blade
Hungering Blade
Melee
Melee
+3
-3
2
Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other 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 crucial moment of advantage.

When resolving an attack made against a model with this Relic, subtract 1 from the hit roll.

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 equipped with a shuriken pistol only. This Relic replaces a shuriken pistol and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Song of Ynnead
Song of Ynnead
18"
Pistol 3
5
-1
1
Abilities: When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack. If any models in a unit are destroyed as a result of an attack made with this weapon in a turn, subtract 1 from the Leadership characteristic of that unit until the end of that 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 that cuts through those standing nearby, reducing their bodies to lifeless clay as their spirits howl in anguish.

Once per game, when a model with this Relic is chosen to shoot with in your Shooting phase, that model can throw the Soulsnare instead of shooting with any ranged weapons it is equipped with. Select one enemy unit within 6" of and visible to that model, and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds, and that model regains up to a number of wounds equal to the number of wounds lost by that unit; on a 6, that enemy unit suffers D6 mortal wounds and that model regains any 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 Daemon invasion that saw it sundered. Although its daemonic ties cause it to be regarded as dangerous in the extreme, within its shimmering weave the deathless blessing of Ynnead is exceedingly powerful.

When resolving an attack made against a model with this Relic, halve any damage inflicted (rounding up). When a model with this Relic would lose a wound, roll one D6; 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
Asu-var, the Sword of Silent Screams
Melee
Melee
+2
-3
D3
If any models in a unit are destroyed as a result of an attack made with this weapon in a turn, subtract 1 from the Leadership characteristic of that unit until the end of that turn.
If any models in a unit are destroyed as a result of an attack made with this weapon in a turn, subtract 1 from the Leadership characteristic of that unit until the end of that turn.
Kha-vir, the Sword of Sorrows
Kha-vir, the Sword of Sorrows
Melee
Melee
+1
-2
D3
-
Vilith-zhar, the Sword of Souls
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.
When resolving an attack made with this weapon, you can re-roll the wound roll.

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:

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.
Disembark
If a unit starts its Movement phase embarked within a Transport model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the Transport model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a Transport can disembark this phase.
  • A unit must disembark before their Transport moves.
  • Disembarking units must be set up wholly within 3" of their Transport and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly Transport model they can embark within it. A unit cannot embark within a Transport model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a Transport model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a Transport model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly Transport if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a Transport that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a Transport.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The Harlequins and Character keywords are used in following Harlequins datasheets:

The <Haemonculus Coven> keyword is used in following Drukhari datasheets:

Troops
Dedicated Transport

The Ynnari and Psyker keywords are used in following Ynnari datasheets:

Reclaim the Galaxy

The Ynnari seek out places or relics of great power in the galaxy as a means to restore 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.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
1CP

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 additional Relic of Ynnead. All of the Relics your army includes must be different and be given to different models.
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, after nominating your Warlord. Select one Ynnari CHARACTER model from your army that is not your Warlord and generate one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1CP

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 YNNARI INCUBI units from your army. Those units gain the Strength From Death ability.

The Ynnari and Infantry keywords are used in following Ynnari datasheets:

1/3CP

WEBWAY AMBUSH

Ynnari Stratagem

With the spirits of the dead guiding their every step, the Reborn can navigate the webway with ease.

Use this Stratagem during deployment. If you spend 1 CP, you can set up one YNNARI INFANTRY, 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” away from any enemy models. This Stratagem can only be used once per battle.
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 in your Movement phase, when an YNNARI unit from your army Falls Back. That unit can still shoot and charge this turn.

The Ynnari, Infantry and Character keywords are used in following Ynnari datasheets:

2CP

BACK FROM THE BRINK

Ynnari Stratagem

Those infused with death are not easy to slay.

Use this Stratagem in any phase, when an YNNARI INFANTRY CHARACTER or YNNARI BIKER CHARACTER model from your army is destroyed. Roll one D6; on a 4+ return that model to play with D3 wounds remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.
1CP

SOULS OF THE STRONGEST

Ynnari Stratagem

Those souls in the galaxy that burn strong and bright can be harnessed to great effect by Ynnead’s followers.

Use this Stratagem in any phase, when your opponent’s Warlord is destroyed. Until the end of the battle, units from your army with the Strength From Death ability draw strength from death, even if a unit has not been destroyed in a turn.
1CP

ACOLYTE OF YNNEAD

Ynnari Stratagem

Those psykers amongst the Ynnari hosts can use the souls of the recently dead to focus their powers.

Use this Stratagem before an YNNARI PSYKER model from your army attempts to manifest a psychic power from the Revenant discipline. Add 3 to the total for that Psychic test if any enemy units were destroyed this phase.
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 in your Shooting phase, after an YNNARI unit from your army (excluding Aircraft) shoots. That unit can move up to 7" as if it were your Movement phase, but it cannot Advance as part of that move and cannot charge this turn.
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 sense of purpose.

Use this Stratagem in the Shooting or Charge phase, when an enemy unit is destroyed as a result of an attack made with a ranged weapon by an YNNARI model from your army. Until the end of the turn, when resolving an attack made with a melee weapon by a model in that model’s unit, add 1 to the hit roll.
2CP

LIGHTNING-FAST REACTIONS

Ynnari Stratagem

The Aeldari are possessed of preternatural reflexes.

Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when an YNNARI unit from your army with the INFANTRY and/or FLY keyword is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit, subtract 1 from the hit roll.
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 your Charge phase. Select one YNNARI BIKER unit from your army. That unit can charge even if it Advanced this turn.
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. Until the end of that phase, when resolving an attack made with a melee weapon by an YNNARI unit from your army against that unit, you can re-roll the wound roll.
2CP

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 HARLEQUINS and one REBORN DRUKHARI unit from your army. Until the end of that phase, add 1 to the Attacks characteristic of models in those units whilst they are drawing Strength from Death.
1CP

THE GREAT ENEMY

Ynnari Stratagem

The Aeldari reserve a ferocious loathing for Slaanesh and its followers.

Use this Stratagem in the Fight phase, when an YNNARI unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a SLAANESH unit, you can re-roll the wound roll.
1CP

REBORN TOGETHER

Ynnari Stratagem

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

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

WHISPERING SPIRITS

Ynnari Stratagem

The Ynnari are surrounded by the souls of the dead, whose sibilant whispers distract and unnerve nearby foes.

Use this Stratagem in the Morale phase, before a Morale test is taken for an enemy unit within 1" of any YNNARI units from your army. Until the end of the phase, subtract 2 from that enemy unit’s Leadership characteristic.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Asu-var, the Sword of Silent Screams used in following datasheets:

Kha-vir, the Sword of Sorrows used in following datasheets:

Vilith-zhar, the Sword of Souls used in following datasheets:

© Vyacheslav Maltsev 2013-2020