The Aeldari once ruled the galaxy, before their civilisation collapsed under the weight of their hedonism. Now they are a dying and fractured race, their differing factions all finding ways to survive in a galaxy where their extinction seems inevitable. All members of Aeldari society depend on the power of their seers, the skills of their warriors, and the technological superiority of their sleek weapons and engines of war.
Book | Kind | Edition | Version | Last update |
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![]() | Codex | 10 | 1.1 | March 2025 |
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![]() | Datasheet | 10 | March 2025 | |
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![]() | Expansion | 10 | March 2025 | |
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![]() | Expansion | 10 | 2.3 | March 2025 |
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![]() | Expansion | 10 | 2.1 | March 2025 |
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![]() | Rulebook | 10 | March 2025 | March 2025 |
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![]() | Datasheet | 10 | February 2025 | |
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![]() | Expansion | 10 | 1.0 | October 2024 |
In war, as in all things, the Aeldari bring the full might of their intellect, skill and agility to bear upon the task. Coupled with their exceptional technology, this ensures they move with swiftness and grace that is impossible for the foe to match.
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SWIFT AS THE WIND EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. |
FLITTING SHADOWS EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. |
STAR ENGINES EFFECT: Until the end of the phase, add D6+l" to the Move characteristic of models in that unit. |
SUDDEN STRIKE EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". |
OPPORTUNITY SEIZED EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". |
FADE BACK EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". |
The Aeldari live on the brink of extinction. As such, their Farseers have become adept at reading future events, seeing the many strands of fate ahead of their people and the consequences of following each one. Taken at the right time, a simple action can avoid calamitous outcomes, aiding the Aeldari in their continued struggle for survival.
If your Army Faction is AELDARI, at the start of the battle, make a Strands of Fate roll by rolling six D6.When all the varied warriors and war machines of a craftworld gather to fight in its defence, they form a Warhost. Exemplified by the dreaded Swordwind of Biel-Tan, these armies alloy many specialised units into a greater whole that combines precisely applied martial might with blistering speed. The result is a force that - often outnumbered - possesses every weapon it requires to achieve victory, guided by the skilled hands and gifted minds of those who can seize it. Cold-eyed Guardians secure vital strategic sites and defend them with salvoes of firepower. Streaking assault craft fill the skies, jetbike-mounted warriors slashing through the enemy ranks. At the same time, grav-tanks wheel gracefully to pick off enemy war engines or debark squads of elite Aspect Warriors precisely where and when they are needed. Supported by eldritch artillery and psychic might, the Warhost strikes the foe a series of crippling blows while evading their clumsy attacks in return, until soon enough, the battle’s outcome is beyond any doubt.
Every element of a Warhost operates with speed and efficiency, units swirling around one another in an agile storm of blades and tightly controlled ferocity. The Aeldari know precisely where they must be at any given stage of the battle plan and move with inhuman elegance that leaves their enemies reeling in their wake.
Aeldari myth tells how Isha once drew down the heat of a hundred stars into a glittering gem to save Asuryan. The Phoenix Gem is the only surviving fragment of this ancient stone and retains the power to return life to the fallen. ASURYANI model only. The first time the bearer is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining. |
This ancient Aeldari war leader has commanded armies for the entire lifetimes of the younger mortal species. Their mastery of the swift, decisive and reactive strategy is second to none. ASURYANI model only. At the start of the battle round, if the bearer is on the battlefield (or any TRANSPORT it is embarked within is on the battlefield), you receive 1 additional Battle Focus token. |
It is far easier to avoid fatal battlefield errors if one has already foreseen when they will occur and how to prevent them. ASURYANI model only. Once per battle round, you can target the bearer’s unit with the Command Re-roll Stratagem for 0CP. |
This psyker has refined the destructive potential of their mental abilities, honing them to a fine and frighteningly lethal point. ASURYANI PSYKER model only. Add 1 to the Damage characteristic of ranged Psychic weapons equipped by the bearer. |
Squadrons of jetbikes slice the air like hurled daggers as the Windrider Host sweeps down upon its prey. Prioritising breathtaking speed over almost all other concerns, these formations of high-tech airborne cavalry strike at will along the enemy battle line. Their onset is shockingly sudden, a storm that rises with the scream of anti-grav engines and the whine of rapid-firing shuriken and laser weapons, then sweeps over the foe in eruptions of blood and terror. Faster than thought, the Windrider Host has overshot the foe and arced away to leave any threat of retribution foundering in its wake. Often, the Aeldari hit their enemies so hard and fast that jets of gore are still pattering to the ground, corpses still tumbling, and war engines only just starting to shake with detonations as the jetbikes dwindle into the distance. Yet this is not the end of the foe’s suffering, but rather its beginning. The Windrider Host will return, arrowing in for another attack run again and again until all that remains of the enemy is bodies, wreckage, and fleeing remnants.
These hosts strike from many quarters, employing their incredible speed and agility to evade and ambush the foe at every turn.
In the Declare Battle Formations step you can set up ASURYANI MOUNTED and VYPER units from your army in Reserves. During the battle, such units can be set up on the battlefield as if they were arriving from Strategic Reserves. For the purposes of setting up ASURYANI MOUNTED or VYPER units from your army on the battlefield, treat the current battle round number as being one higher than it actually is.
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Those who lead the Windrider Hosts do so from the front, embodying the first of the Swords of Vaul drawn in wrath. ASURYANI MOUNTED model only. Models in the bearer’s unit have the Scouts 9" ability. |
This field generator surrounds its bearer with contradictory sensor ghosts and split-second illusions that make them incredibly challenging to target, particularly when moving at speed. ASURYANI MOUNTED model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll. |
This warrior has mastered the art of augmenting their mounted attack runs with lashing blades of focused psychic power that punch through the heaviest armour and monstrous hide to vital targets deep within. ASURYANI MOUNTED PSYKER model only. Psychic weapons equipped by the bearer have the [anti-monster 2+] and [anti-vehicle 2+] abilities. |
Riding out to battle upon their skimming steed, this charismatic commander is reminiscent of the great Aeldari hero come again. The mere sight of them swooping down upon their foes inspires their warriors to remarkable feats of heroism in their turn. ASURYANI MOUNTED model only. In your Command phase, roll one D6, adding 1 to the result if the bearer is not within your deployment zone, and adding an additional 1 to the result if the bearer is within your opponent’s deployment zone: on a 5+, you gain 1CP. |
Only in the most desperate circumstances will a craftworld’s seers authorise the mass awakening of their dead. At such times, Spiritseers, Warlocks and Farseers come together as one, forming a psychic choir to bind the spirits of the fallen into wraithbone form. While living Aeldari often fight alongside these revenants, the greater strength of such forces is graven in wraithbone, driven by the implacable wills of warrior ghosts and armed with nightmarish tools of destruction. Striding into battle with stately grace, Wraithguard and Wraithlords lay down ferocious firepower. Where enemy resistance is strongest, Wraithblades stalk and strike while the long shadows of Wraithknights fall across the foe like a promise of doom soon to be fulfilled. Together, the psychically linked seers guide the slaughter with eerie calm, issuing command after command to their undying allies. In the face of such implacable destruction, and with their own mightiest weapons seemingly ineffective, even the boldest enemies soon crumble.
When guided by a Spirit Conclave, the ghost warriors gain a clarity and prowess they would otherwise lack. Moreover, should the foe slay any of their precious spirit guides, the dead will surely have their vengeance.
Each time an ASURYANI PSYKER model from your army is destroyed by an enemy unit, that enemy unit gains a Vengeful Dead token. Each time a WRAITH CONSTRUCT model from your army makes an attack that targets a unit with one or more Vengeful Dead tokens, add 1 to the Hit roll and add 1 to the Wound roll.
The mind of this Spiritseer shines with psychic illumination, burning away the veils that cloud the senses of the dead. SPIRITSEER model only. In your Command phase, select one friendly WRAITH CONSTRUCT unit within 12" of the bearer. Until the start of your next Command phase, add 1 to the Objective Control characteristic of INFANTRY models in that unit and add 3 to the Objective Control characteristic of MONSTER models in that unit. |
Wound about with finely inscribed myths of Kurnous, the Hunter, this wraithbone staff imbues ghost warriors with an echo of the slain god’s keen-eyed skill. SPIRITSEER model only. In your Command phase, select one friendly WRAITH CONSTRUCT unit within 12" of the bearer (excluding TITANIC units). Until the start of your next Command phase, each time a model in that unit makes an attack, on a Critical Wound, that attack has the [precision] ability. |
This rare psychic rune binds occluding psychic energies about nearby wraith constructs to baffle the foe’s senses. SPIRITSEER model only. In your Command phase, select one friendly WRAITH CONSTRUCT unit within 12" of the bearer. Until the start of your next Command phase, each time a ranged attack targets that unit, unless the attacking model is within 18", models in that unit have the Benefit of Cover against that attack. |
Knowing their crucial role in guiding the ghost warriors, this seer chooses duty over personal glory. SPIRITSEER model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer, the bearer’s unit can make a Normal move of up to 6". |
So few are the Aeldari in number and so desperate in their plight that all must be capable warriors when needed. Sometimes a foe may jeopardise a craftworld so severely that every martial asset must be deployed to drive them back. At others, threats or opportunities may arise in so short a space of time that Aspect Warriors, Outcasts and Commorrite allies alone are not enough. Whatever the case, when the massed Guardians of a craftworld answer the call to war, they can prove a versatile, durable and utterly determined force. Hails of shuriken fire and scatter laser salvoes rake the enemy lines. War Walkers and grav-tanks pick off heavier enemy assets with inescapable precision and fury. Aspect Warriors drawn from the shrines of the home craftworld fight in support of their more numerous kin, bands of Dire Avengers leading them on the fleet-footed attack or implacable defence. Faced with the might of the Guardian Battlehost, foes are made to rue their foolishness in rousing a craftworld’s wrath.
Battlehosts often deploy to protect arterial Webway gates, the world shrines of vulnerable Exodite worlds or the domes and galleries of their home craft world; this lends their warriors an especially keen determination to protect their holdings from foes.
Each time a DIRE AVENGER, GUARDIAN, SUPPORT WEAPON or WAR WALKER model from your army makes an attack, if that model’s unit and/or the target unit are within range of one or more objective markers, add 1 to the Hit roll.
Appointed as the mastermind behind the defence of an entire craftworld, this warrior will hold vital ground at all costs. ASURYANI model only. The bearer has an Objective Control characteristic of 5. |
Knowing secret paths through the Webway, the bearer can direct warriors to outmanoeuvre the foe. ASURYANI model only. In the Deploy Armies step, select up to two GUARDIANS units from your army. Models in the selected units have the Infiltrators ability. |
This warrior’s knowledge of the home ground on which they fight allows them to expertly position their forces to bracket the routes of the enemy’s approach with fire. ASURYANI model only. While the bearer is leading a DIRE AVENGERS or GUARDIANS unit, once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP, and while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or unmodified Hit rolls of 4+ instead if the bearer’s unit is within range of an objective marker you control. |
An ancient relic of Aeldari technology, this device enhances the lethality of those weapons said to channel the killing heal ofVaul’s blazing forges. ASURYANI model only. While the bearer is leading a STORM GUARDIANS unit, each time you roll to determine the number of attacks made with a flamer equipped by a model in that unit, you can re-roll the result, and each time you make a Damage roll for a model equipped with a Guardian fusion gun in that unit, you can re-roll the result. |
Even a single troupe of Harlequins can spread bloodshed and unreasoning terror amongst the enemy lines. When entire masques of these sinister and acrobatic killers gather to make war, they strike with such speed, skill and violence that they can eviscerate the mightiest enemy armies. Their saedath battle plans are as dynamic and intricate as they are spectacularly lethal. Some see spearheads of hurtling jetbikes shatter the enemy lines before grav-transports disgorge Harlequin troupes to assassinate their reeling foes’ leaders. Others lure enemy hordes into bloody massacres laced with dramatic irony and bleak mirth or play out murderous recountings of Aeldari morality tales that cast the enemy as unwilling participants in the story of their bloody punishment. Whether fighting alone or alongside hosts from the craftworlds, Commorragh or Corsair fleets, the Harlequins strike without warning - or often, to the foe, apparent cause - and inflict such horrors that even their allies may be left shocked at the carnage.
Trying to fight the Harlequins of the Laughing God is like battling bladed smoke. They flip and bound through the enemy ranks with contemptuous ease, springing across the heads and shoulders of dumbfounded combatants, sprinting across the hulls of war engines, all the while bearing down with murderous intent upon their true intended victims.
Each time a HARLEQUINS model from your army makes a Charge move, it can move through enemy models.
This vicious monofilament lariat unspools from its wielder’s gauntlet in a heartbeat, lashing through the foe before retracting as they tumble into bloody chunks. TROUPE MASTER model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer’s unit, then roll one D6 for each model in the bearer’s unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). |
So terrifying and yet so captivating are the shifting aspects of this Harlequin’s psychoreactive mask that they can hypnotise foes or stop their hearts with fear. HARLEQUINS model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. |
This malevolent shrieker cannon catalyses its victims’ fear impulses into exaggerated bioelectric shocks, forcing them to scare themselves to death. DEATH JESTER model only. Each time the bearer makes an attack that targets a unit that is Below Half-strength, each successful Hit roll scores a Critical Hit. |
Employing their psychic powers of illusion and obfuscation, this Shadowseer can cause their comrades to vanish from the foe’s perceptions. SHADOWSEER model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability. |
Those Aeldari who follow the extremist teachings of the priestess Yvraine seek to empower Ynnead, the Aeldari god of death. In the name of their morbid creed, they hurl themselves into battle, sure that not only is every enemy slain one less to menace the Aeldari but also that their own deaths will bring their god closer to waking. Perhaps the strength of fanatical conviction magnified by the Aeldari psyche allows Ynnead’s devotees to channel some fragment of his supernatural powers. Maybe it is the latent psychic potential of the Aeldari finding macabre expression or something more sinister at work. Whatever the case, while their numbers may be few and their death cult marginalised, the Ynnari demonstrate strange and deadly abilities in battle. Coupled with their people’s natural and technological puissance, this renders the Ynnari a terrible foe indeed. Moreover, they will know ultimate victory, whether they live to fight again or die for Ynnead’s cause.
Surrounded by the slaughter on the battlefield, the Ynnari channel the sinister supernatural gifts of Ynnead to great effect.
You can use the following rules:Lethal Intent At the end of your opponent’s Shooting phase, if one or more YNNARI units from your army were destroyed this phase, select one YNNARI unit from your army (excluding TITANIC units). That unit can make a Normal move. |
Lethal Surge Once per turn, when a YNNARI unit from your army performs the Fade Back Agile Manoeuvre, it can make a Lethal Surge move instead of a Normal move. If it does, roll one D6 and add 1 to the result: that unit can be moved a number of inches up to the total. When doing so, those models can be moved within Engagement Range of the enemy unit that just triggered that Agile Manoeuvre. |
Lethal Reprisal At the start of the Fight phase, select one YNNARI unit from your army (excluding TITANIC units) that is below its Starting Strength. Until the end of the phase, that unit has the Fights First ability. |
This psychic executioner projects the extinguishing will of the Aeldari death god into the minds of the fc reducing them to ashen grey husks in moments. FARSEER model only. The bearer’s Eldritch Storm weapon has the [devastating wounds] ability. |
As though this Warlock were a conduit to the realm of the unquiet dead, they are surrounded by an endless susurrus that chills the foe with terror. WARLOCK model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test. |
This cruel warrior steals a portion of animus from each vanquished foe, keeping a little of Ynnead’s due to empower themselves and slay more foes in his name. ARCHON model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons. |
Driven to new heights of cold fury and icy strength by the death energies flowing through their sinews, this arena champion fights with supernatural vigour. SUCCUBUS model only. Each time the bearer makes a melee attack, you can re-roll the Wound roll. |
Eldritch psychic storms tear at the enemy as the Seer Council leads their warriors into battle. Farseers deliver prophetic orders in voices of steely calm, guiding Aspect Warriors and Guardian squads to strike at crucial fate and causality junctures. Their every pronouncement seals the doom of fresh foes. Psychic executioners project their spirits through the Empyrean to destroy enemy champions’ souls or predict warring combatants’ battle fates. Warlocks lead their squads through the tightly focused maelstrom, singing spears lashing out and psychic fury crackling forth to deliver elegant and total destruction. Led by such a conclave of their most potent psykers, the Aeldari are unstoppable. They fight clad in the faded raiment of their once-mighty empire. The devastation they bring to bear echoes that their fallen ancestors once unleashed to put the galaxy on its knees; this is the Aeldari at their most potent, a terrifying psychic blade driven into the heart of the luckless foe.
Though future sight is not a precise art, the Aeldari seers excel in its craft. Having read the strands of fate that twine and branch through the upcoming battle, they direct events down their favoured paths at the most opportune moments.
At the start of the first battle round, you generate Fate dice by rolling a number of D6 based on the battle size, as shown below. Keep your Fate dice to one side - this is your Fate dice pool.
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This helm houses a psychocrystalline weave that aids the wearer in sifting clarity and truth from the myriad ghosts of unrealised futures. ASURYANI PSYKER model only. In your Command phase, you can add 1 to or subtract 1 from the value of one Fate dice in your Fate dice pool. |
These precisely crafted runic wards hold harmful empyric energies and predatory entities at hay, protecting the bearer’s mind and soul. ASURYANI PSYKER model only. Models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds, Psychic Attacks and Critical Wounds caused by attacks with the [devastating wounds] ability. |
This ancient gem was recovered from the crone world of Lleghaine and is said to resonate with the rage of that dead world’s ghosts. It acts as a magnifying lens for destructive psychic powers. ASURYANI PSYKER model only. Add 12" to the Range characteristic of ranged Psychic weapons equipped by the bearer. |
Waves of malevolent energies roll from this article of warrior jewellery. Though they leave Aeldari systems and minds untouched, they cloud the enemy’s thoughts with doubt, lace their communications with mournful wails and scatter confusing sensor ghosts across their instruments. ASURYANI PSYKER model only. Once per turn, when your opponent targets a unit from their army within 12" of the bearer with a Stratagem, the bearer can use this Enhancement. If it does, increase the CP cost of that usage of that Stratagem by 1CP. |
When the Avatar of Khaine strides out to war, the Aspect Warriors of many shrines fight in its cinder-swirled shadow. Squads of Dire Avengers rake their targets with storms of shuriken discs. Shrieking bands of Howling Banshees tear into the enemy’s front lines even as Striking Scorpions flit from ambush to rip bloody rents in their flanks. Fire Dragons unleash point-blank fury to reduce enemy war engines to blazing wrecks, while the long-ranged salvoes of Dark Reapers streak overhead to detonate amongst the foe. Swooping Hawks circle on the winds of war and launch opportunist strikes, Shining Spears and Crimson Hunters drive home hurtling attack runs, and Warp Spiders burst in and out of reality amidst monofilament clouds of death. Guided by the martial expertise of Autarchs and Exarchs, and supported by Guardian-crewed war engines and artillery, the devotees of Khaine’s many aspects pick their enemies apart with surgical precision. Coupled with the blazing devastation wrought by the Avatar itself, their onslaught is irresistible.
The teachings of Khaine’s martial aspects are diverse and highly specialised, each completely lethal in its own nuanced fashion.
Each time an ASPECT WARRIORS or AVATAR OF KHAINE unit from your army is selected to shoot or fight, select one of the following abilities for it to gain until the end of the phase:
Khaine is a murderous deity, and many of his aspects channel this element of his nature to some degree. Combining these teachings renders this warrior a truly fearsome assassin. AUTARCH or AUTARCH WAYLEAPER model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer, and those weapons have the [precision] ability. |
This ritual relic marks the bearer out as one who has walked the Path of Command for ages untold and whose understanding of all things martial borders on the preternatural. AUTARCH or AUTARCH WAYLEAPER model only. While the bearer is leading an ASPECT WARRIORS unit, each time that unit is selected to shoot or fight, until the end of the phase, models in that unit gain both of the abilities from the Path of the Warrior Detachment rule. |
This simple and elegant gem conceals complex technology based on Dire Avenger shimmershields, its protective aegis extending across the bearer and those who fight at their side. AUTARCH or AUTARCH WAYLEAPER model only. While the bearer is leading an ASPECT WARRIORS unit, each time a ranged attack targets that unit, subtract 1 from the Wound roll. |
A commander who knows with absolute certainty which strategic goals must be achieved, this warrior can appraise the battlefield at a glance. AUTARCH or AUTARCH WAYLEAPER model only. While the bearer is leading an ASPECT WARRIORS unit, add 1 to the Objective Control characteristic of models in that unit. |
When unleashed upon the battlefield in number, the vehicles of the Aeldari can bring a terrifying volume of firepower to bear with exceptional speed. As supersonic Aeldari aircraft suppress the enemy with strafing and bombing runs, sleek battle-skimmers sweep low across war-scarred terrain, hunting down and obliterating their targets with scintillating volleys. Successive waves of armoured transports follow, their shields and wraithbone hulls turning aside incoming munitions as they sweep low to disgorge waves of Aspect Warriors and Guardian soldiers into the fight. As the Aeldari infantry move to seize their objectives and annihilate the enemy, agile walkers sprint towards the flanks of the overwhelmed foe, their guns spitting vibrant streams of enfilading fire into massed enemies and ensuring that none escape the wrath of the Asuryani.
Asuryani vehicle crews are amongst the galaxy’s most naturally gifted pilots and gunners. They can coax every last iota of performance from the formidable machines and weapon systems under their control.
Ranged weapons equipped by AELDARI VEHICLE models from your army have the [ASSAULT] ability and you can re-roll Advance rolls made for AELDARI VEHICLE FLY units from your army.
This seer is closely attuned to their craftworld’s vehicles. Communicating with the souls inhabiting hull-mounted spirit stones can sharpen the tactical awareness of spirits and crew. AELDARI PSYKER model only. At the start of your Shooting phase, select one friendly AELDARI VEHICLE model within 9" of the bearer. Until the end of the phase, each time that model makes an attack, add 1 to the Hit roll. |
When activated by its bearer, this crystalline device enables them to interface with Aeldari war machines, issuing orders and receiving combat reports at the speed of thought. AELDARI model only. In your Command phase, if the bearer (or any TRANSPORT it is embarked within) is within range of an objective marker you control, roll one D6: on a 3+, you gain 1CP. |
This spirit stone contains the essence of the Bonesinger Raelyth. Those Asuryani psykers who bear this item to battle can draw upon the fallen artisan’s talents. AELDARI PSYKER model only. While the bearer is within 3" of one or more friendly AELDARI VEHICLE units, the bearer has the Lone Operative ability. In your Command phase, you can select one friendly AELDARI VEHICLE model within 3" of the bearer. That model regains up to D3 lost wounds. |
An expert in vehicular warfare, this commander is always one step ahead of the foe. AELDARI model only. If your army includes the bearer, after both players have deployed their armies, select up to three AELDARI VEHICLE units from your army and redeploy them. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves. |
In this section you’ll find additional rules for playing Crusade battles that are bespoke to ASURYANI or HARLEQUINS units. You can find out more about Crusade armies in the main Crusade rules.
The branching paths of fate present both peril and opportunity to the Aeldari. They must foresee the greatest dangers before they develop, then intervene at the opportune moment to redirect fate.
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Be it a powerful and ancient relic or the most inconsequential component of a larger machine, a nexus offate whirls about this object. If it remains at large, it will one day become part of a terrible threat.
If the device is never discovered, its perilous potential will never be realised.
The one who carries the device must be slain, and that which they carry must be destroyed.
Having tricked the bearer of the device, the Aeldari have a last chance to snatch it away.
A hidden foe has been revealed. Though they do not yet realise the peril they will present if left unmolested, will one day endanger the craftworld itself; this must be prevented by any means.
A divided enemy looks only inwards to their own faults and preys upon themselves.
The foe are unifying, so we must slay their leaders and create a power vacuum.
Now they have risen, all that remains is to bar the enemy’s path and deny their hope.
Am Aeldari of small renown and little standing is destined to strike a vital blow to aid their craftworld. Their identity remains unclear, so the potential candidates must be safeguarded until the chosen one steps forth.
The saviour could be one of many. They all must be protected.
The window of hope is closing; we must act fast.
The hero has been slain, yet they may rise as a renowned ghost warrior if their spirit stone can be found.
A threat has been foreseen, one that draws nearer by the day. The weapon of the Aeldari against this dawning darkness is the army of a foe, shielded and shepherded to fight unwittingly on their behalf.
The strands of fate weave most densely around these foes who will become allies. Their lives must be preserved.
Time is running short. Ideas and decisions must be implanted in the minds of the unwitting protectors to set them on the one true path.
The thread is fraying, and the unwitting benefactor lies wounded. Direct intervention is required if there is hope.
An alien cult, a ravenous swarm, a supernatural plague, a fanatical faith; whatever its nature, some insidious influence is spreading and will render swathes of space dangerous to the Aeldari if it is not halted and destroyed.
Those who bear warning of the spreading threat must be brought back to safety to report in full.
The warning may have been lost, but it can still be traced back to its source.
A host must be sent to excise this threat and stop the taint from spreading to the craftworld.
Few things are as precious to the Aeldari as their pristine maiden worlds. When one is endangered, there is no action they will not take nor manipulation they will not countenance to ensure survival.
The strands of threat all radiate from this one foe. Eliminate it now, and the true peril will never come to pass.
With the planet’s precious world spirit now directly threatened, its nodes must be secured to prevent an irreplaceable loss.
What can be saved from ruin must be secured, and the entire region must be scoured for relics and spirit stones.
Immediate threats to the craftworld’s future have been averted for a short but precious time. It is a chance to rebuild, rearm and even create new and beautiful things worth protecting in the coming days.
Danger constantly circles, but the most immediate threats have been diverted for now. A war footing must be maintained, and the horizons of fate watched carefully, for this lull will not last.
Threading the needle between many dangers, the Aeldari fight a constant war for survival. Not all foes can be avoided, not all perils evaded. The cost of tomorrow must be paid in blood today.
No matter the efforts of the seers and the craftworld’s warhosts, some fates prove inescapable. Dark days have come, and they will live in infamy, always in the memories of the Infinity Circuit. If, that is, the craftworld manages to survive at all.
This seer has gained knowledge of secret minor spars of the Webway that can prove strategically useful if very dangerous to travel.
Meditations upon the ancient Aeldari hero have helped this seer to focus their psychic might into a more warlike form.
Sharp psychic senses and potent foresight allow this seer to tread cunning paths through the foe’s midst, always where the enemy's blades are not.
Simply by placing themselves at the heart of the developing strategic situation, this war leader sees possibilities radiate out from them and knows which to select.
This commander has perfected the art of tricking the foe into believing that the threat will come from one side when, in fact, the actual danger sweeps in from elsewhere.
Whether they have spent time themselves as an outcast or instead maintained strong ties with those who are, this commander makes use of their cunning on the battlefield.
So possessed of the wrath of Khaine have these warriors become that they punish most severely those who try to flee from them.
These warriors have learned well the wisdom of the warrior’s path and how best to secure and hold onto vital battlefield locations.
Natural agility and long combat experience aid these warriors in weaving around their enemies' blows and making them appear clumsy.
Masterful snipers, these warriors snap off shots while constantly relocating their positions to avoid return fire.
This ritualised method of suppressive fire patterns is employed by Aeldari warriors to keep their enemies pinned and reduce risk to their advancing comrades.
The precise accuracy practised by these warriors appears almost preternatural, as does the cold malice that guides their aim.
Having identified a fulcrum point around which destinies may turn, your forces must now leverage the events you desire to turn fate your way.
None can match the Aeldari mastery of psychic might. Demonstrate that superiority to the foe, and set them in their place.
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The Aeldari are a dying species. Every one of their lives is precious, and there is a victory in preserving them.
To the Aeldari, brutal stand-up fights are almost always a last resort. Better to outmanoeuvre and outflank the foe, leaving them encircled and picked apart in disarray.
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Rarely is any future truly set. By delving ever further into the strands of fate and reading their scrying runes, the seers can divine new possibilities to be exploited.
It is a rare seer who does not perceive contingencies, keeping their grip upon diverging threads of possibility and expending the hopes and dreams they lead to buy time for the realisation of the one fate they truly desire.
These fallen warriors will know little enough rest, for war still calls. Tragically, they must rise from the Infinity Circuit to inhabit wraith constructs and fight for their craftworld again.
Even as some warriors step off the Path of the Warrior, so others set their feet upon it for the first time.
Through loss and sacrifice is the Avatar awoken.
Drawn by death and desperation, the foremost servant of the Whispering God comes to offer its aid.
The telltale wisps of foes' souls betray their positions to this seer.
Like a prism neatly refracting light over a wide area, this seer's tightly controlled mental powers do the same with empyric energy.
This seer's forewarning words help their comrades earn a more meaningful end.
This remarkable system allows for lightning-fast targeting while moving at speed.
These devices launch salvoes of psychoactive smoke charges that blind and bewilder foes.
Rapid bursts of powerful vectored thrust allow this agile vehicle to evade closing foes.
When their craftworld is threatened, these Aeldari rise to its defence, and when the situation is dire, they fight all the harder to protect their people and their home.
These warriors know how crucial every battle they fight is and will give everything for victory.
Repeated experience in battle has taught these warriors how best to site and employ their heaviest weapons.
These players’ role requires them to lay low the largest foes as part of the saedath.
Swift and sinister, these Harlequins are upon the foe with the speed of a sudden nightmare.
The incredible swiftness and agility of these warriors’ onset sees them hurtle into combat at an almost unnatural speed.
These warriors have mastered the art of extreme-range combat.
Shrine-taught techniques allow these warriors to withstand their foes' attacks.
These warriors see their foes' weakness and, at close range, punish them.
Making an impenetrable forest of their blades, these warriors blunt the force of their foes’ attacks.
This band of warriors moves with such fast, evasive grace they become mere blurs to more distant foes.
When these warriors sweep down upon their prey, they do so with the speed and fury of Khaine’s own sword.
Sure as the mythic bird bore the blade to the hand of Eldanesh, the energies of this focusing rune guide Aeldari firepower unerringly into the foe.
AELDARI model only. At the end of your Movement phase, select one enemy unit within 18" of and visible to the bearer. Until the end of your next Movement phase, each time a friendly Aeldari model makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1.The most accomplished Autarchs bear this ancient banner. The mere sight of it fills Aeldari hearts with a determination to fight harder and strike more swiftly.
AUTARCH model only. At the start of the battle round, if the bearer is on the battlefield, you gain 1 additional Battle Focus token.The monofilament wire encased within this masterfully crafted Harlequins kiss is tightly wound. When the weapon pierces the target’s body, it tears the victim to bloody pieces and lacerates their fellows. The shock and horror inflicted by this grotesque demise brings great amusement to the bearer, their mocking laughter echoing across the battlefield.
HARLEQUINS model only. Each time the bearer is selected to fight, after resolving those attacks, each enemy unit within 6" of the bearer’s unit must take a Battle-shock test, subtracting 1 from that test.Achillrial was a fearless champion of great renown and one of the first Autarchs. Upon his appointment to the Path of Command, he was gifted a helm that could capture light, its resplendent plume reflecting colours like a sun-splashed prism. Blinded by his glory, none could best Achillrial in close combat, and although his radiance drew an excessive amount of the enemy’s fire, no shot could fell him.
AUTARCH model only. Each time a ranged attack targets the bearer’s unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.Many believe the Mask of Secrets to be no more than a dark fable, yet it is real, kept within a shadowed vault deep within the Black Library. All who look upon this mask see distorted reflections of their faults and failings, twisted into a horrific swarm of phantasms that scream and wail as they claw at the psyche of the victim. Those who wear the Mask of Secrets fear nothing while it remains upon their face, yet it is said that they must pay a terrible price for this temporary boon in the long run.
HARLEQUINS model only. The bearer has the following ability:This legendary blade is said to have been forged from the severed hand of one of Khaine’s Avatars by the inhabitants of a craftworld lost shortly after the Fall. The weapon’s glowing red spirit stone contains the amalgamated spirits of every Young King sent into that Avatar’s chamber. When grasped, blood drips from the bearer’s gauntlets, and a fell light glows from their eyes. Enemies struck by the blade feel their life force absorbed; even the tiniest nick caused by its edge refuses to heal.
ASURYANI model only. The bearer’s melee weapons have the [anti-beasts 3+], [anti-infantry 3+], [ANTI-MOUNTED 3+] and [devastating wounds] abilities. In addition, at the end of the Fight phase, if the bearer destroyed one or more enemy models that phase (excluding VEHICLES), the bearer regains up to D3 lost wounds.This motley costume, held in the Black Library itself, is brought forth when a Harlequin of great power is deemed worthy of taking on the role of Cegorach at the Rhana Dandra. While this honourable raiment grants the wearer a portion of the Laughing God’s power, the role has no script and must be entirely improvised.
HARLEQUINS model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. In addition, add 2 to Advance and Charge rolls made for the bearer’s unit.You have perceived that which threatens your craftworld in the days to come. Through bloodshed and cunning you have turned aside that peril and - though no war comes without cost - you have done much to defend your people and their home.
Further out your psychic senses have stretched, recognising manifold threats to your craftworld and locating the narrow ways that wind between them. Forewarned by your scrying and lent strength by your skilled generalship, your hosts have struck and struck again to avert disaster and seize opportunity. With every such victory, your legend grows.
Your tireless efforts, gifted farseeing and inspired command have combined to bring temporary safety to your people. Secure from threats for a time, your craftworld plies the deep void far from the eyes of any who would bring it harm. Your name will be sung down the ages as a protector and champion in a time of infinite peril, yet you know your work is far from done.
Honed to a single, perfect point, the Aeldari Aspect Warriors streak across the void of space aboard Vampire Raiders before plunging deep into the heart of the enemy ship. Perhaps they strike the bridge. Maybe they pierce the defences of the enginarium. Wherever they hit home, they bring doom to the foe.
The rune-sighted wisdom of the Farseers helps to guide the killing strikes of the Aeldari warhosts.
Units from your army with the Strands of Fate ability replace that ability with this one.Once loosed at their target, the warriors who make up the Arrow of Khaine focus all of their attentions upon their singular target, ’[hey move with all the balletic speed of their people, and let nothing slow their attack.
In your Movement phase, each time an AELDARI unit from your army makes a Normal move, while making that move it can attempt to operate a closed Hatchway that is within 1" of it at any point during that move, provided there are no enemy units within 1" of that Hatchway. If that AELDARI unit does attempt to operate that Hatchway, reduce the distance each model in that unit can move this phase by 2" (if this makes it impossible for that unit to gel within 1" of that Hatchway it wishes to operate, then it cannot attempt to do so), and it cannot operate a Hatchway again this turn.Runes of Sanctuary (Psychic) Before battle was even joined the runes were cast, and this forces safest and truest passage through their foes predicted then committed to heart. PSYKER model only. Once per turn, in your opponents Shooting phase, when a friendly AELDARI unit within 9" of and visible to the bearer is selected as the target of a ranged attack, the bearer can use this Enhancement. If it does, until the end of the phase, each time an attack targets that friendly AELDARI unit, worsen the Armour Penetration characteristic of that attack by 1. |
Shieldmaster This warrior exploits every detail of their environment to stave off pursuing or encircling foes. Once per turn, in your Movement phase, after the bearer has moved, you can close one open Hatchway it moved through this phase (this can be done in addition to operating a Hatchway using the Unerring Strike Detachment rule). |
The Aeldari fight furiously to defend their irreplaceable voidships - doubly so if the conflict threatens one of their spacefaring craftworlds. In such a battle they deploy their full might without a second thought, citizen soldiery and Aspect Warriors alike rallying to defend that which is precious to them.
The rune-sighted wisdom of the Farseers helps to guide the killing strikes of the Aeldari warhosts.
Units from your army with the Strands of Fate ability replace that ability with this one.All too aware of the value of that which they defend, these warriors fight harder than ever, weaving around incoming enemy fire and shrugging off wounds that might otherwise see them laid low.
Each time an attack targets a GUARDIANS or DIRE AVENGERS unit from your army, if that unit is within range of an objective marker, add 1 to any armour saving throw made against that attack.Grace of Khaine Fighting with lethal agility and perfect balance, this warrior places their every blow to inflict the maximum damage and scythe their enemies' every defence. Each time the bearer makes an attack, re-roll a Hit roll of 1, re-roll a Wound roll of 1 and re-roll a Damage roll of 1. |
Rallying Cry With well-chosen inspirational words, this war leader swiftly mobilises the Aeldari defence forces to protect their vessel. In the Deploy Armies step, when the bearer is set up in an Entry Zone, you can set up two friendly GUARDIANS units within that Entry Zone instead of any other units. |
When a void battle is sufficiently vital or desperate, the Aeldari awaken their wraith constructs. Resilient, powerful and utterly focused upon their duty, such ghost warriors are a force of unimaginable devastation amidst the close confines of a boarding battle.
The rune-sighted wisdom of the Farseers helps to guide the killing strikes of the Aeldari warhosts.
Units from your army with the Strands of Fate ability replace that ability with this one.By harnessing and binding ethereal energies to strategically significant sites, this force is able to create spiritual waypoints that shine like beacons to the ghost warriors’ perceptions.
In your Command phase, you can select one AELDARI unit from your army within range of an objective marker you control. That unit must take a Leadership test, subtracting 2 from the result if it has the WRAITH CONSTRUCT keyword: if passed, that objective marker is Secured by your army.Direct Guidance Practised in the arts of warfare amidst tangled corridors and chambers, this seer knows how best to guide their spirit warriors to victory. At the end of your Movement phase, select one friendly WRAITH CONSTRUCT unit within 6" of and visible to the bearer. Until the end of the turn, that WRAITH CONSTRUCT unit is eligible to shoot and declare a charge in a turn in which it Fell Back. |
Song of Renewal Employing their potent arts, this seer is able to guide ghost warriors back from the very brink of oblivion. In your Command phase, the bearer can use this Enhancement. If it does, select one friendly WRAITH CONSTRUCT unit within 6" of and visible to the bearer. Return one destroyed model to that WRAITH CONSTRUCT unit with its full wounds remaining. |
When Harlequins board an enemy ship they follow Saedath that cast them in the roles of void-soaring mythic hawks and serpents, or else the heroes Ulthanash and Eldanesh raiding the stronghold of some monstrous foe. They flow through the steps with blistering speed, laying low all who oppose them.
The rune-sighted wisdom of the Farseers helps to guide the killing strikes of the Aeldari warhosts.
Units from your army with the Strands of Fate ability replace that ability with this one.Even should they be struck down by the foe, the players remain in character, embodying in their final steps the doomed but deadly fall of winged Faolchii.
Each time an AELDARI model from your army is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.Prismatic Garb In the close confines of shipboard war, the bewildering effect of this Harlequin’s domino field is redoubled. Enemy units cannot fire Overwatch at the bearer. |
Path of Eldanesh Following the steps of the Path of Eldanesh, this player moves through their foes like a bladed wind, swift and unstoppable as that hero of myth. The bearer has the Fights First ability and, each time the bearer opens a Hatchway, until the end of the turn, improve the Armour Penetration characteristic of melee weapons equipped by the bearer by 1. |
The CHARACTER keyword is used in the following Aeldari datasheets:
The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.
The ASURYANI keyword is used in the following Aeldari datasheets:
The VEHICLE keyword is used in the following Aeldari datasheets:
The TITANIC keyword is used in the following Aeldari datasheets:
The HARLEQUINS keyword is used in the following Aeldari datasheets:
The YNNARI keyword is used in the following Aeldari datasheets:
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In war, as in all things, the Aeldari bring the full might of their intellect, skill and agility to bear upon the task. Coupled with their exceptional technology, this ensures they move with swiftness and grace that is impossible for the foe to match.
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SWIFT AS THE WIND EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. |
FLITTING SHADOWS EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. |
STAR ENGINES EFFECT: Until the end of the phase, add D6+l" to the Move characteristic of models in that unit. |
SUDDEN STRIKE EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". |
OPPORTUNITY SEIZED EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". |
FADE BACK EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". |
SWIFT AS THE WIND
The TRANSPORT keyword is used in the following Aeldari datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):The ASURYANI and PSYKER keywords are used in the following Aeldari datasheets:
The WRAITH CONSTRUCT keyword is used in the following Aeldari datasheets:
Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.The ASURYANI and INFANTRY keywords are used in the following Aeldari datasheets:
The AIRCRAFT keyword is used in the following Aeldari datasheets:
The ASURYANI and MOUNTED keywords are used in the following Aeldari datasheets:
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".The ASURYANI, MOUNTED and PSYKER keywords are used in the following Aeldari datasheets:
Certain weapons are the bane of a particular foe.
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s 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.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.The PSYKER keywords are used in the following Aeldari datasheets:
andSome attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 GUARDIAN keyword is used in the following Aeldari datasheets:
The SUPPORT WEAPON keyword is used in the following Aeldari datasheets:
The GUARDIANS keyword is used in the following Aeldari datasheets:
Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The HARLEQUINS and CHARACTER keywords are used in the following Aeldari datasheets:
The HARLEQUINS and INFANTRY keywords are used in the following Aeldari datasheets:
Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.The EPIC HERO keyword is used in the following Aeldari datasheets:
FADE BACK
Some warriors attack with blinding speed, landing their blows before their foes can react.
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.The FARSEER keyword is used in the following Aeldari datasheets:
The WARLOCK keyword is used in the following Aeldari datasheets:
The YNNARI and INFANTRY keywords are used in the following Aeldari datasheets:
Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Though future sight is not a precise art, the Aeldari seers excel in its craft. Having read the strands of fate that twine and branch through the upcoming battle, they direct events down their favoured paths at the most opportune moments.
At the start of the first battle round, you generate Fate dice by rolling a number of D6 based on the battle size, as shown below. Keep your Fate dice to one side - this is your Fate dice pool.
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Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.The ASPECT WARRIOR keyword is used in the following Aeldari datasheets:
The AUTARCH keyword is used in the following Aeldari datasheets:
The teachings of Khaine’s martial aspects are diverse and highly specialised, each completely lethal in its own nuanced fashion.
Each time an ASPECT WARRIORS or AVATAR OF KHAINE unit from your army is selected to shoot or fight, select one of the following abilities for it to gain until the end of the phase:Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.The VEHICLE and FLY keywords are used in the following Aeldari datasheets:
,Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".The TRANSPORT keywords are used in the following Aeldari datasheets:
andThe FLY and VEHICLE keywords are used in the following Aeldari datasheets:
,The FLY keyword is used in the following Aeldari datasheets:
Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.The ASURYANI and CHARACTER keywords are used in the following Aeldari datasheets:
Having identified a fulcrum point around which destinies may turn, your forces must now leverage the events you desire to turn fate your way.
The INFANTRY keywords are used in the following Aeldari datasheets:
andThe INFANTRY keyword is used in the following Aeldari datasheets:
The CHARACTER keywords are used in the following Aeldari datasheets:
andThe PSYKER keyword is used in the following Aeldari datasheets:
The SMOKE keyword is used in the following Aeldari datasheets:
Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.The PHOENIX LORD keyword is used in the following Aeldari datasheets:
The PSYKER and CHARACTER keywords are used in the following Aeldari datasheets:
Once loosed at their target, the warriors who make up the Arrow of Khaine focus all of their attentions upon their singular target, ’[hey move with all the balletic speed of their people, and let nothing slow their attack.
In your Movement phase, each time an unit from your army makes a Normal move, while making that move it can attempt to operate a closed Hatchway that is within 1" of it at any point during that move, provided there are no enemy units within 1" of that Hatchway. If that unit does attempt to operate that Hatchway, reduce the distance each model in that unit can move this phase by 2" (if this makes it impossible for that unit to gel within 1" of that Hatchway it wishes to operate, then it cannot attempt to do so), and it cannot operate a Hatchway again this turn.