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 |
Aeldari | ||||
Aeldari | Index | 10 | October 2024 | |
Munitorum Field Manual | ||||
Munitorum Field Manual | Expansion | 10 | 1.13 | October 2024 |
Legends Field Manual | ||||
Legends Field Manual | Expansion | 10 | 1.9 | October 2024 |
Boarding Actions | ||||
Boarding Actions | Expansion | 10 | 1.0 | October 2024 |
Legends: Aeldari | ||||
Legends: Aeldari | Datasheet | 10 | September 2024 | |
Imperial Armour: Aeldari | ||||
Imperial Armour: Aeldari | Datasheet | 10 | September 2024 | |
Balance Dataslate | ||||
Balance Dataslate | Rulebook | 10 | June 2024 | September 2024 |
Q: | Can Wraithguard use their War Construct ability while within Engagement Range of one or more enemy units? |
A: | No. |
Q: | How do you place the Yncarne when using its Inevitable Death ability? |
A: | Before removing the last model in the destroyed unit, determine the centre point of that model’s position on the battlefield. After removing that model, place the Yncarne so that its own centre point on the battlefield aligns with that destroyed model’s centre point as exactly as possible. This means that the Yncarne will be positioned directly over where that destroyed model was, with the centre of its base as close as possible to the centre of the destroyed model’s base. |
Q: | Can a Fate dice be used as part of a re-roll? |
A: | Yes. |
Q: | Does ELDRAD ULTHRAN’s Diviner of Futures ability mean when you re-roll a Strands of Fate roll, the nine D6 become eight D6, then seven D6, etc.? |
A: | Yes. |
Q: | If I re-roll a roll that used a Fate dice, do I get to use that Fate dice in the re-roll (e.g. when re-rolling a Charge roll)? |
A: | No. Any contributed Fate dice are lost if re-rolled. |
Q: | While YVRAINE is attached to a unit of KABALITE WARRIORS, can that unit embark within a DRUKHARI TRANSPORT? |
A: | No. |
Q: | While a SPIRITSEER is attached to a WRAITHLORD, does that unit have the INFANTRY keyword? |
A: | Yes. |
Q: | Which of these two rules happens first: Consolidate or the War Construct ability? |
A: | Both happen after the unit has finished making its attacks. The player whose turn it is determines the sequencing. |
Q: | When using THE YNCARNE’s Inevitable Death ability, is it restricted by abilities that prevent Reserves from being set up within a certain range (e.g. Space Marine Infiltrators’ Omni-scramblers)? |
A: | Yes. However, THE YNCARNE can still be set up as close as possible to where the destroyed model was (see ‘Repositioned Units’ in the Rules Commentary). |
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 the Aeldari take to the battlefield, any who oppose them are left confounded by their grace, elegance and martial skill. Where lesser beings would falter, the Aeldari move with a surety of purpose that can only be perceived as preordained.
Each time an AELDARI unit from your army is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll when resolving those attacks.The Dark City is frequented by ruthless mercenaries and nomadic warriors from other strands of the ancient race. Troupes of Harlequins and piratical bands of Corsairs accompany many Drukhari raids, free from constrictive paths to pursue profits and fated agendas across the galaxy.
If your Army Faction is DRUKHARI, you can include HARLEQUINS and ANHRATHE units in your army, even though they do not have the DRUKHARI Faction keyword. The combined points value of HARLEQUINS and/or ANHRATHE units you can include in your army depends on the battle size, as follows:Yvraine is a divider as much as a unifier amongst the Aeldari race, drawing both hatred and admiration. To some once-allies she and her ideals have become an immovable rift, yet between some once-enemies her influence has sewn bonds of fellowship once thought impossible.
If your Army Faction is AELDARI and your WARLORD is YVRAINE, you can include DRUKHARI units in your army, even though they do not have the AELDARI Faction keyword. The combined points value of such units you can include in your army depends on the battle size, as follows:
At the height of the War in Heaven, Isha drew down the heat of a hundred stars into a glittering gem to save Asuryan. It is said that the Phoenix Gem is the only surviving fragment of this ancient stone, and still retains the power to return life to the fallen. AELDARI model only. The first time the bearer is destroyed, roll one D6: on a 2+, keep it to one side. At the end of the phase, set the bearer back up again, as close as possible to its previous position and not within Engagement Range of any enemy models, with its full wounds remaining. |
Carved from psychoactive rubies, these runic stones resemble the beads of blood that drip from the hand of Khaine. In battle, these stones rearrange themselves, revealing elements of the future. AELDARI model only. Each time the bearer’s unit destroys an enemy unit, roll one D6 and add it to your Fate dice pool displaying the result you just rolled. |
Using their prescience to discern the enemy commander’s intentions, this psyker can react before the foe’s plans even come into action. AELDARI PSYKER model only. In your Command phase, you can select one dice in your Fate dice pool, re-roll it, then add it back to your Fate dice pool displaying the result you just rolled. |
The strands of fate coil and twist around this warrior, the paths of destiny manipulated to keep them from harm so that they might strike back at their foes. AELDARI model only. Once per turn, just after making a Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6 instead. |
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 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 , at the start of the battle, make a Strands of Fate roll by rolling six D6.
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The HARLEQUINS keyword is used in the following Aeldari datasheets:
The ANHRATHE keyword is used in the following Aeldari datasheets:
The PHOENIX LORD keyword is used in the following Aeldari datasheets:
The HAEMONCULUS COVENS keyword is used in the following Drukhari datasheets:
The WRAITH CONSTRUCT keyword is used in the following Aeldari datasheets:
The INFANTRY keywords are used in the following Aeldari datasheets:
andThe TRANSPORT keyword is 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 AIRCRAFT keyword is used in the following Aeldari datasheets:
The PSYKER keywords are used in the following Aeldari datasheets:
andThe AUTARCH keyword is used in the following Aeldari datasheets:
The FARSEER keyword is used in the following Aeldari datasheets:
The WARLOCK 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 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.The CHARACTER keyword is used in the following Aeldari datasheets:
The GUARDIANS keyword is used in the following Aeldari datasheets:
Some 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.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.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.