Aeldari
 ]

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.

Books

BookKindEditionVersionLast update
  Aeldari
  AeldariCodex101.1March 2025
  Legends: Aeldari
  Legends: AeldariDatasheet10March 2025
  Grotmas Calendar: Aeldari - Armoured Warhost
  Grotmas Calendar: Aeldari - Armoured WarhostExpansion10March 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion102.3March 2025
  Legends Field Manual
  Legends Field ManualExpansion102.1March 2025
  Balance Dataslate
  Balance DataslateRulebook10March 2025March 2025
  Imperial Armour: Aeldari
  Imperial Armour: AeldariDatasheet10February 2025
  Boarding Actions
  Boarding ActionsExpansion101.0October 2024

Introduction

Below you will find several Detachments you can select from, as described in the Core Rules (see the Select Detachment rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Aeldari - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

Battle Focus

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.

If your Army Faction is ASURYANI, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below.

BATTLE SIZEBATTLE FOCUS TOKENS
Incursion2
Strike Force4
Onslaught6

Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

AGILE MANOEUVRES

SWIFT AS THE WIND

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).

EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

FLITTING SHADOWS

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.

EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

STAR ENGINES

TRIGGER: When an eligible VEHICLE unit from your army is selected to make a Normal move.

EFFECT: Until the end of the phase, add D6+l" to the Move characteristic of models in that unit.

SUDDEN STRIKE

TRIGGER: When an eligible unit from your army is selected to fight.

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

TRIGGER: When an enemy unit ends a Fall Back move.

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

TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot.

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".


Disparate Paths

When mustering your army, you can include HARLEQUINS units in your army, even though they do not have the ASURYANI Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or YNNARI as your Army Faction.

Strands of Fate

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.

If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).

When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.

Once per phase, before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll:
  • Advance roll
  • Battle-shock test
  • Charge roll
  • Damage roll
  • Hit roll
  • Saving throw
  • Wound roll

Warhost

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.

Detachment Rule


Martial Grace

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.

  • At the start of the battle round, you receive 1 additional Battle Focus token.
  • Each time a unit from your army performs the Swift as the Wind Agile Manoeuvre, until the end of the phase, add an additional 1" to the Move characteristic of models in that unit.
  • Each time a unit from your army performs an Agile Manoeuvre that involves rolling a D6, add 1 to the result.

Enhancements

  • Phoenix Gem 35 pts

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.

  • Timeless Strategist 15 pts

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.

  • Gift of Foresight 15 pts

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.

  • Psychic Destroyer 30 pts

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.


Stratagems

LIGHTNING-FAST REACTIONS
1CP
Warhost – Battle Tactic Stratagem
Processing events at incredible speed, these warriors easily evade attacks that would have slain any less celeritous combatants.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
SKYBORNE SANCTUARY
1CP
Warhost – Strategic Ploy Stratagem
The Aeldari excel in striking swiftly, then leaping back into the safety of their skimming transports.
WHEN: End of the Fight phase.

TARGET: One ASURYANI unit from your army and one friendly TRANSPORT it is able to embark within.

EFFECT: If your ASURYANI unit is wholly within 6" of that TRANSPORT, it can embark within it.
FEIGNED RETREAT
1CP
Warhost – Strategic Ploy Stratagem
What appears to be a full retreat one moment is revealed as the deceptive prelude to a devastating attack the next.
WHEN: Your Movement phase, just after an ASURYANI unit from your army Falls Back.

TARGET: That ASURYANI unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
BLITZING FIREPOWER
1CP
Warhost – Battle Tactic Stratagem
When unleashed in a close-ranged storm, Aeldari weapons fire can completely eradicate all life within the target zone.
WHEN: Your Shooting phase.

TARGET: One ASURYANI unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
FIRE AND FADE
1CP
Warhost – Strategic Ploy Stratagem
The Aeldari are masters of hit-and-run tactics, engaging a target with a flurry of shots before swiftly ducking back out of harm's way.
WHEN: Your Shooting phase, just after an ASURYANI INFANTRY unit from your army (excluding AIRCRAFT, ASURMEN and WRAITH CONSTRUCT units) has shot.

TARGET: That ASURYANI unit.

EFFECT: Your unit can make a Normal move of up to D6+1".

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge.
WEBWAY TUNNEL
1CP
Warhost – Strategic Ploy Stratagem
By slipping away into the ethereal confines of the Webway, Aeldari warriors can circumnavigate the foe and strike from new and unexpected quarters.
WHEN: End of your opponent’s Fight phase.

TARGET: One ASURYANI INFANTRY unit from your army that is wholly within 9" of one or more battlefield edges.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.

Windrider Host

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.

Detachment Rule


Ride the Wind

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.

In addition, at the end of your opponent’s turn, you can select a number of ASURYANI MOUNTED or VYPER units from your army (excluding units within Engagement Range of one or more enemy units), then remove those units from the battlefield and place them into Strategic Reserves. The maximum number of units you can select depends on the battle size, as shown below.

BATTLE SIZENUMBER OF UNITS
Incursion1
Strike Force2
Onslaught3

KEYWORDS
WINDRIDERS units from your army gain the BATTLELINE keyword.

Enhancements

  • Firstdrawn Blade 10 pts

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.

  • Mirage Field 25 pts

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.

  • Seersight Strike 15 pts

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.

  • Echoes of Ulthanesh 20 pts

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.


Stratagems

DEATH FROM ON HIGH
1CP
Windrider Host – Battle Tactic Stratagem
Streaking suddenly down from on high, the Aeldari strike like the fall of an executioner's blade.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ASURYANI MOUNTED or VYPER unit from your army that was set upon the battlefield from Reserves this turn and has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
OVERFLIGHT
1CP
Windrider Host – Strategic Ploy Stratagem
These airborne warriors arc up and away from the ruin of their foes, already seeking fresh prey.
WHEN: Your Shooting phase or the Fight phase, just after an ASURYANI MOUNTED unit from your army destroys an enemy unit.

TARGET: That ASURYANI MOUNTED unit.

EFFECT: Your unit can make a Normal move of up to 7".
WIND OF BLADES
1CP
Windrider Host – Strategic Ploy Stratagem
Warriors such as these cannot be pinned down or held back. They hit and run at will, hammering the foe with constant fire and slashing blows.
WHEN: Your Movement phase.

TARGET: One ASURYANI MOUNTED or VYPER unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
DARING RIDERS
1CP
Windrider Host – Strategic Ploy Stratagem
Some of the Windrider Hosts are especially aggressive, unable to restrain the fierce joy of racing perilously close to the foe while strafing them with fire.
WHEN: The Reinforcements step of your Movement phase.

TARGET: One ASURYANI MOUNTED or VYPER unit from your army in Reserves.

EFFECT: Until the end of the phase, when setting up your unit on the battlefield from Reserves, it can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units. When doing so, if your unit is set up within 9" horizontally of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.
FOCUSED FIREPOWER
1CP
Windrider Host – Battle Tactic Stratagem
Able to analyse and assess target data at incredible speeds, these Aeldari isolate the foe's weak spot and pour all their fire into it as they hurtle past.
WHEN: Your Shooting phase.

TARGET: One ASURYANI MOUNTED or VYPER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
SPIRALLING EVASION
1CP
Windrider Host – Battle Tactic Stratagem
None but the Aeldari could risk such breakneck and seemingly suicidal evasive manoeuvres to jink around incoming enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI MOUNTED or VYPER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.

Spirit Conclave

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.

Detachment Rule


Shepherds of the Dead

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.

ASURYANI PSYKER models from your army have the following ability:

Spirit Guides (Aura): While a WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit from your army is within 12" of this model, that unit has the Battle Focus ability.

KEYWORDS
WRAITHBLADES and WRAITHGUARD units from your army gain the BATTLELINE keyword.

Enhancements

  • Light of Clarity 30 pts

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.

  • Stave of Kurnous 15 pts

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.

  • Rune of Mists 10 pts

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.

  • Higher Duty 25 pts

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".


Stratagems

SEER’S EYE
1CP
Spirit Conclave – Battle Tactic Stratagem
Seeing their prey as much through the eyes of their guiding seer as with any sense of their own, the wraith constructs strike swift and true.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One AELDARI PSYKER model from your army and one friendly WRAITH CONSTRUCT unit within 12" of it that has not been selected to shoot or fight this phase.

EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
WRAITHBONE ARMOUR
1CP
Spirit Conclave – Battle Tactic Stratagem
The apparent fragility of wraith constructs’ lithe bodies be/ies their incredible resilience.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One WRAITH CONSTRUCT unit from your army (excluding TITANIC units] that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
BLADES FROM BEYOND
1CP
Spirit Conclave – Battle Tactic Stratagem
Sometimes, the twinned perceptions of ghost warriors allow them to perceive - and strike at - the souls of their foes.
WHEN: Fight phase.

TARGET: One WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
SOUL BRIDGE
1CP
Spirit Conclave – Strategic Ploy Stratagem
It is risky for a Spiritseer to cast their awareness so far, but aiding the dead is sometimes necessary.
WHEN: Your Command phase.

TARGET: One WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit from your army and one ASURYANI PSYKER model from your army.

EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
SPIRIT TOKEN
1CP
Spirit Conclave – Strategic Ploy Stratagem
By leaving psycho-resonant wraithbone markers upon the battlefield, these warriors wreathe vital strategic locations in an aura of dread not easily overcome.
WHEN: Start of your Movement phase.

TARGET: One WRAITHBLADES or WRAITHGUARD unit from your army.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
CRUSHING STRIDES
1CP
Spirit Conclave – Battle Tactic Stratagem
Elegant they may be, but the weight and implacable strength of wraith constructs on the charge can smash enemies to the ground bloody and broken.
WHEN: Your Charge phase, just after a WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit from your army ends a Charge move.

TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.

Guardian Battlehost

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.

Detachment Rule


Defend at All Costs

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.

Enhancements

  • Craftworld’s Champion 25 pts

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.

  • Ethereal Pathway 30 pts

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.

  • Protector of the Paths 20 pts

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.

  • Breath of Vaul 10 pts

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.


Stratagems

WARDING SALVOES
1CP
Guardian Battlehost – Battle Tactic Stratagem
Woe betide the foe that seeks to claim the holdings of armed and determined Asuryani.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DIRE AVENGERS or GUARDIANS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of one or more objective markers, you can re-roll the Wound roll.
SHIELD NODES
1CP
Guardian Battlehost – Battle Tactic Stratagem
Exploiting a spar of old Aeldari technology, these warriors engage the flickering ghosts of ancient defensive force fields.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One DIRE AVENGERS or GUARDIANS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: If your unit is within range of one or more objective markers, until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
VAUL’S VENGEANCE
1CP
Guardian Battlehost – Battle Tactic Stratagem
Swift and terrible vengeance comes for those who dare strike down the warriors of the Aeldari in the form of searing heavy weapons fire.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a DIRE AVENGERS or GUARDIANS unit from your army.

TARGET: One WAR WALKERS unit from your army.

EFFECT: After that enemy unit has finished making its attacks, your unit can shoot as if it were your Shooting phase, but when resolving those attacks, it can only target that enemy unit (and only if it is an eligible target).

RESTRICTIONS: You can only use this Stratagem once per battle round.
TIME TO STRIKE
1CP
Guardian Battlehost – Strategic Ploy Stratagem
Storm Guardians train to recognise where and when their selfless aggression can best benefit their craftworld and never to miss such opportunities.
WHEN: Your Movement phase.

TARGET: One STORM GUARDIANS unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
BLADES OF ASURYAN
1CP
Guardian Battlehost – Battle Tactic Stratagem
Asuryani martial teachings enable those wielding ranged weapons to employ them as close-quarter implements of death as well.
WHEN: Your Shooting phase.

TARGET: One DIRE AVENGERS or GUARDIANS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
COST OF VICTORY
1CP
Guardian Battlehost – Strategic Ploy Stratagem
In so desperate and vital a fight, the Aeldari must accept casualties they would normally avoid and even send fresh warriors in to bolster the flagging ranks if it means victory.
WHEN: End of your opponent’s Fight phase.

TARGET: One GUARDIANS unit from your army.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves. When doing so, return every destroyed GUARDIANS model to your unit.

Ghosts of the Webway

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.

Detachment Rule


Acrobatic Onslaught

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.

TRAVELLING PLAYERS
  • TROUPE units from your army gain the BATTLELINE keyword and TROUPE models in those units have an Objective Control characteristic of 2.
  • You can include up to three of each of the following models in your army: DEATH JESTER, SHADOWSEER, TROUPE MASTER.

Enhancements

  • Cegorach’s Coil 25 pts

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).

  • Mask of Secrets 15 pts

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.

  • Murder’s Jest 20 pts

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.

  • Mistweave 15 pts

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.


Stratagems

STAGED DEATH
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
A feigned death and sudden, shocking return are as impactful as dismaying to the foe.
WHEN: Any phase.

TARGET: One HARLEQUINS CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining.

RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.
HEROES’ FALL
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
Though they may be slain, this step of the saedath calls on the players to act out the demise of tragic heroes who take their enemies with them to death.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
MOCKING FLIGHT
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
The Harlequins tumble away in mock terror and panic before spinning back into the fight with cruel laughter and redoubled fury.
WHEN: Your Movement phase, just after a HARLEQUINS unit from your army Falls Back.

TARGET: That HARLEQUINS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
TRICKSTERS’ RETORT
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
To the Harlequins, the foe are simply unwitting dance partners, their every move matched with graceful aplomb.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One TROUPE unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
BLOODY DANCE
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
Enemies goaded into following the steps of the saedath come unwittingly on cue to their executions.
WHEN: End of your opponent’s Charge phase.

TARGET: One HARLEQUINS INFANTRY or HARLEQUINS MOUNTED unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
EXIT THE STAGE
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
Players know when to fade back from the stage of war, ready to strike again when their moment comes.
WHEN: End of your opponent’s Fight phase.

TARGET: One HARLEQUINS unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Devoted of Ynnead

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.

Detachment Rule


Strength from Death

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.


SERVANTS OF THE WHISPERING GOD
  • You can include YNNARI units in your army, even though they do not have the ASURYANI Faction keyword.
  • ASURYANI units (excluding EPIC HEROES) from your army gain the YNNARI keyword.
  • You must include YVRAINE and/or THE YNCARNE in your army, and one of those models must be your WARLORD.

Enhancements

  • Gaze of Ynnead 15 pts

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.

  • Storm of Whispers 10 pts

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.

  • Borrowed Vigour 10 pts

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.

  • Morbid Might 15 pts

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.


Stratagems

PALL OF DREAD
1CP
Devoted of Ynnead – Strategic Ploy Stratagem
Even after they fall, the most fervent Ynnari leave a sinister sense of watchfulness in their wake like some invisible death shroud.
WHEN: Any phase.

TARGET: One YNNARI unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
MACABRE RESILIENCE
1CP
Devoted of Ynnead – Battle Tactic Stratagem
Such is the conviction and power of the Ynnari that sometimes even mortal wounds cannot slow them.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One YNNARI INFANTRY or YNNARI MOUNTED unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
EMISSARIES OF YNNEAD
1CP
Devoted of Ynnead – Battle Tactic Stratagem
Immersed in murder and gripped by holy purpose, these warriors bring Ynnead’s fatal message and his final gift to all who face them.
WHEN: Fight phase, just after a YNNARI INFANTRY unit from your army has selected its targets.

TARGET: That YNNARI INFANTRY unit.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If your unit is below its Starting Strength, you can re-roll the Hit roll instead.
PARTING THE VEIL
2CP
Devoted of Ynnead – Strategic Ploy Stratagem
In the moment of transcendent glory, before the Ynnari give their essence to their god, they fight harder than ever to take the foe with them to death.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One YNNARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
SOULSIGHT
1CP
Devoted of Ynnead – Battle Tactic Stratagem
Perceiving the flickering soulstuff of their foes, the Ynnari strike with ruthless precision.
WHEN: Your Shooting phase.

TARGET: One YNNARI unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [IGNORES COVER] abilities.
DEATH ANSWERS DEATH
1CP
Devoted of Ynnead – Strategic Ploy Stratagem
As the foe slays their warriors, a terrible vigour grips the Ynnari and compels them to repay the slaughter in kind.
WHEN: End of your opponent’s Shooting phase.

TARGET: One YNNARI unit from your army (excluding WRAITH CONSTRUCT units), if one or more models in that unit were destroyed this phase.

EFFECT: Your unit can shoot as if it were your Shooting phase.

Seer Council

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.

Detachment Rule


Strands of Fate

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.

BATTLE SIZENUMBER OF D6
Incursion3
Strike Force6
Onslaught9

Each time you use one of the Stratagems below, if your Fate dice pool contains one or more Fate dice showing the corresponding value in the table below, you can discard one of those corresponding Fate dice. If you do, reduce the CP cost of that usage of that Stratagem by 1CP.

STRATAGEMFATE DICE VALUE
Presentiment of Dread1
Forewarned2
Unshrouded Truth3
Fate Inescapable4
Isha’s Fury5
Psychic Shield6

Enhancements

  • Lucid Eye 30 pts

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.

  • Runes of Warding 25 pts

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.

  • Stone of Eldritch Fury 15 pts

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.

  • Torc of Morai-Heg 20 pts

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.


Stratagems

PRESENTIMENT OF DREAD
1CP
Seer Council – Strategic Ploy Stratagem
The seer plucks fate to find the foe suffering a horrible death, then projects it into their minds.
WHEN: Command phase.

TARGET: One ASURYANI PSYKER model from your army.

EFFECT: Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
FOREWARNED
1CP
Seer Council – Strategic Ploy Stratagem
Having foreseen already how this fight will play out, the seer projects their insights and warnings into the minds of the Aeldari who must fight it.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
UNSHROUDED TRUTH
1CP
Seer Council – Strategic Ploy Stratagem
Dispelling the psychosomatic mirage that has so far beguiled and assailed the foe, the seer reveals the true location of the warriors it was masquerading as.
WHEN: Your Movement phase.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to move this phase and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Remove your unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

RESTRICTIONS: Until the end of the phase, your unit is not eligible to be selected to move.
FATE INESCAPABLE
1CP
Seer Council – Battle Tactic Stratagem
The Aeldari have already seen how best to lay low this enemy and strike in the sure knowledge the foe cannot evade their terrible fate.
WHEN: Your Shooting phase.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to shoot this phase and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
ISHA’S FURY
1CP
Seer Council – Epic Deed Stratagem
Leaping from the seer’s outstretched hand, this blast of empyric energy is a raw expression of the sorrow and bitterness suffered by the Aeldari people.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ASURYANI PSYKER model from your army within 9" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
PSYCHIC SHIELD
1CP
Seer Council – Strategic Ploy Stratagem
A twist of the seer's psychic powers raises a whirling shield of empyric energy and psychokinetic debris to screen the Aeldari from enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

Aspect Host

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.

Detachment Rule


Path of the Warrior

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:
  • Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
  • Each time a model in this unit makes an attack, re-roll a Wound roll of 1.

Enhancements

  • Aspect of Murder 25 pts

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.

  • Mantle of Wisdom 30 pts

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.

  • Shimmerstone 15 pts

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.

  • Strategic Savant 15 pts

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.


Stratagems

WARRIOR FOCUS
1CP
Aspect Host – Battle Tactic Stratagem
So absolute is the focus of these warriors in battle that nothing can distract them or stay their blows.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ASPECT WARRIORS or AVATAR OF KHAINE unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill, Weapon skill, Strength, Armour Penetration and Damage characteristics and/or any or all modifiers to the Hit roll.
TO THEIR FINAL BREATH
1CP
Aspect Host – Strategic Ploy Stratagem
As champions and defenders of a dying race, these warriors fight furiously to the very end.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASPECT WARRIORS or AVATAR OF KHAINE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you removed an Aspect Shrine token during this usage of this Stratagem. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
SKYBORNE SANCTUARY
1CP
Aspect Host – Strategic Ploy Stratagem
The Aeldari excel in striking swiftly then leaping back into the safety of their skimming transports.
WHEN: End of the Fight phase.

TARGET: One ASURYANI unit from your army and one friendly TRANSPORT it is able to embark within.

EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
DOOM INESCAPABLE
1CP
Aspect Host – Battle Tactic Stratagem
Cast with the force of a thunderbolt, the Avatar's weapon strikes the foe with meteoric force.
WHEN: Your Shooting phase.

TARGET: One AVATAR OF KHAINE model from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, your model’s Wailing Doom ranged weapon has a Range characteristic of 18" and a Damage characteristic of 8.
PRETERNATURAL PRECISION
1CP
Aspect Host – Battle Tactic Stratagem
Analysing their targets' weaknesses with incredible skill, the Aeldari fire for lethal effect.
WHEN: Your Shooting phase.

TARGET: One ASPECT WARRIORS unit from your army that has not been selected to shoot this phase.

EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, select one of the following abilities, or select two of the following abilities if you removed an Aspect Shrine token during this usage of this Stratagem: [IGNORES COVER], [LETHAL HITS], [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit have the selected abilities.
KHAINE’S VENGEANCE
1CP
Aspect Host – Strategic Ploy Stratagem
Embodying the rage of Khaine himself, these warriors press home their attack and strike down those cowards who seek to flee their fury.
WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One ASPECT WARRIORS or AVATAR OF KHAINE unit from your army that is within Engagement Range of that enemy unit.

EFFECT: 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.

Armoured Warhost

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.

Detachment Rule


Skilled Crews

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.

Enhancements

  • Guiding Presence 25 pts

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.

  • Harmonisation Matrix 30 pts

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.

  • Spirit Stone of Raelyth 20 pts

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.

  • Guileful Strategist 15 pts

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.


Stratagems

LAYERED WARDS
1CP
Armoured Warhost – Strategic Ploy Stratagem
The wraithbone superstructure of this vehicle has been interlaced with warding runes, enabling its hull to resist incoming fire.
WHEN: Any phase, just after a mortal wound is allocated to an AELDARI VEHICLE unit from your army.

TARGET: That AELDARI VEHICLE unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
SWIFT DEPLOYMENT
1CP
Armoured Warhost – Strategic Ploy Stratagem
With consummate skill, Guardian crews guide their agile armoured transports across the battlefield before swooping low to unload their cargo of warriors.
WHEN: Your Movement phase.

TARGET: One AELDARI TRANSPORT unit from your army.

EFFECT: Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally.
VECTORED ENGINES
1CP
Armoured Warhost – Strategic Ploy Stratagem
The result of exquisite and ingenious Aeldari engineering, vectored engines enable grav vehicles to evade their enemies while maintaining accurate fire.
WHEN: Your Movement phase, just after an AELDARI VEHICLE unit from your army that can FLY Falls Back.

TARGET: That AELDARI FLY VEHICLE unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
CLOUDSTRIKE
1CP
Armoured Warhost – Strategic Ploy Stratagem
The Asuryani often deploy their anti-grav vehicles in the lower atmosphere rather than on the ground. At a signal, they strike before the enemy can react.
WHEN: Start of the Reinforcements step of your Movement phase.

TARGET: One AELDARI VEHICLE unit from your army that can FLY and is in Strategic Reserves.

EFFECT: Until the end of the phase, your unit has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but if it does, until the end of the turn, it is not eligible to declare a charge. In addition, if your unit is a TRANSPORT, each unit that disembarks from it this turn must be set up more than 6" horizontally from all enemy units and until the end of the turn, is not eligible to declare a charge.
SOULSIGHT
1CP
Armoured Warhost – Strategic Ploy Stratagem
Spirit stones containing the souls of gifted seers have been embedded into this vehicle’s targeting matrices. The essences within lend guidance even in death.
WHEN: Your Shooting phase.

TARGET: One AELDARI VEHICLE unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your unit is selected to shoot, you can re-roll one Hit roll, one Wound roll and one Damage roll made for a model in your unit. If you are using fast dice rolling, you can select one of those rolls to re-roll before moving onto the next step of the attack sequence.
ANTI‑GRAV REPULSION
1CP
Armoured Warhost – Strategic Ploy Stratagem
Skilled Aeldari pilots angle their vehicle’s anti-grav fields to repulse the enemy.
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One AELDARI VEHICLE unit from your army that can FLY and was selected as a target of that charge.

EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.

Crusade Rules

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.

This section contains the following additional rules:

GUIDING FATE
The rules presented in this section represent the efforts of a Crusade force to avoid the future threats that are facing the Aeldari species as predicted by their seers’ visions of the future.

AGENDAS
ASURYANI armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

REQUISITIONS
ASURYANI armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, ASURYANI and HARLEQUINS units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, ASURYANI and HARLEQUINS CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Guiding Fate

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.


Dire Premonitions

If your Crusade force includes any ASURYANI or HARLEQUINS models and it is not currently Guiding Fate, it can begin to do so.

To Guide Fate, you must prevent the Threat from reaching 13. To do so, you will need to attempt to end the Threads of Fate leading to that disaster. When your Crusade force begins Guiding Fate, first set your Threat to 1, then generate the three Threads of Fate you will need to end by rolling three D6 (keep rolling any duplicates until each result is unique) and consulting the table below.


Each Thread of Fate is made up of three stages, which occur in the following order: Dawning, Waning, Frayed. The earlier you end a Thread of Fate, the greater the chance you have prevented a critical turning point that may ultimately threaten the Aeldari.

Growing Threats

At the end of each battle, add D3 to your Crusade force’s Threat. If you lost that battle, add 3 to your Crusade force’s Threat instead. Your Crusade force’s Threat can be reduced (to a minimum of 0) by ending Threads of Fate successfully.

If your Crusade forces Threat ever reaches 13 or more, you have failed to avert disaster - all of your Crusade forces Threads of Fate end in failure, and you move to the results stage.

Changing the Future

In the Select Agendas step, if you select the Fulcrum of Fate Agenda, you can attempt to end one of your Threads of Fate that has not already ended.

Each stage of a Thread of Fate will have a specific goal you must attempt to complete in the battle. If this goal is completed, that Thread of Fate ends successfully, and your Crusade force’s Threat is reduced by the amount shown in the table below (to a minimum of 0) based on the current stage of that Thread of Fate.

THREAD OF FATE STAGETHREAT REDUCTION
Dawning3
Waning2
Frayed1

Weave of Consequence

Once all of your Threads of Fate have ended - whether in success or failure - you move to the results stage. If all three of your Threads of Fate end in failure, your Threat is automatically increased to a minimum of 13 before moving to the results stage.

Additional Objective Markers

Some Threads of Fate require you to select one or more objective markers that are on the battlefield, sometimes in specific locations, e.g. a player’s deployment zone or No Man’s Land. At the end of the Select Agendas step, if the mission you are playing does not have enough objective markers in that location, you can set up a number of additional objective markers to be able to satisfy that Threads of Fate’s requirements.

When doing so, each objective marker must be set up anywhere on the battlefield wholly within the specified area, not within 12" of one another and not within 6" of any battlefield edges. Such objective markers are not considered to be objective markers for any mission rules, mission objectives or Agendas.

Thread Level Tracker



Destined Device

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.


BURIED PROVENANCE

If the device is never discovered, its perilous potential will never be realised.


At the start of the Deploy Crusade Armies step, select one objective marker on the battlefield. In your opponent’s Command phase, if they control that objective marker, they can select one unit within range of it. That unit gains 3XP and that objective marker is removed from the battlefield.

At the end of the battle, if that objective marker is on the battlefield and you control it, your Crusade army finds the device and this Thread of Fate ends successfully.


UNKNOWING BEARER

The one who carries the device must be slain, and that which they carry must be destroyed.


At the start of the first battle round, your opponent must select three units from their army that are on the battlefield or embarked within a TRANSPORT that is on the battlefield. Randomly determine one of those units to be carrying the device.

At the end of the battle, if the unit that was carrying the device is destroyed, this Thread of Fate ends successfully.


ABANDONED

Having tricked the bearer of the device, the Aeldari have a last chance to snatch it away.


At the start of the Deploy Crusade Armies step, randomly select one objective marker on the battlefield. If the mission does not have any objective markers, set one up in the centre of the battlefield.

In your Command phase, if you control that objective marker, roll one D6: on a 5+, you have found the device and this Thread of Fate ends successfully.

Rising Nemesis

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.


SOW DISSENT

A divided enemy looks only inwards to their own faults and preys upon themselves.

At the start of the first battle round, your opponent’s army has a Dissension tally of 0. Each lime an enemy unit fails a Battle-shock test, add 1 to your opponent’s army’s Dissension tally.

At the end of the battle, if your opponent’s army’s Dissension tally is at least twice the number of CHARACTER models on your opponent’s Army Roster, this Thread of Fate ends successfully.


SEVER THE HEAD

The foe are unifying, so we must slay their leaders and create a power vacuum.

At the start of the first battle round, select three models from your opponent’s army. These must be CHARACTER models, if possible, and one of them must be your opponent’s WARLORD.

At the end of the battle, if all three of the selected models are destroyed, this Thread of Fate ends successfully.


SEAL THE WEBWAY

Now they have risen, all that remains is to bar the enemy’s path and deny their hope.

At the start of the Deploy Crusade Armies step, select two objective markers on the battlefield wholly within No Man’s Land. In your Shooting phase, for each of the selected objective markers, you can select one AELDARI PSYKER model from your Crusade army within 9" of that objective marker and not within Engagement Range of one or more enemy units. If you do, that objective marker gains 1 Sealing point. At the end of the battle, if both selected objective markers have 2 or more Sealing points, this Thread of Fate ends successfully.

Humble Beginnings

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.


DESTINED FOR GREATNESS

The saviour could be one of many. They all must be protected.

At the start of the first battle round, select one AELDARI INFANTRY unit from your Crusade army (excluding Attached units) that is on the battlefield or embarked within a TRANSPORT that is on the battlefield. This must be a GUARDIANS unit if possible.

If a unit from your opponent’s army destroys that unit, that enemy unit gains 3XP.

At the end of the battle, if that unit is not destroyed, this Thread of Fate ends successfully.


IDENTITY BLURS

The window of hope is closing; we must act fast.

At the start of the first battle round, select two AELDARI INFANTRY units from your Crusade army (excluding CHARACTERS) that are on the battlefield or embarked within TRANSPORTS that are on the battlefield. These must be GUARDIANS units if possible. Each time a unit from your opponent’s army destroys one of those units, that enemy unit gains 1XP. At the end of the battle, if both of those units are not destroyed, this Thread of Fate ends successfully. If only one of those units is not destroyed, roll one D6: on a 4+, this Thread of Fate ends successfully.


FALLEN HERO

The hero has been slain, yet they may rise as a renowned ghost warrior if their spirit stone can be found.

At the start of the first battle round, select one AELDARI PSYKER model from your Crusade army.

In your Command phase, if that PSYKER model is within 6" of the centre of the battlefield, roll one D6: on a 4+, that PSYKER model is able to find the spirit stone and this Thread of Fate ends successfully.

Enemy of My Enemy

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.


UNKNOWING ALLY

The strands of fate weave most densely around these foes who will become allies. Their lives must be preserved.

At the start of the first battle round, your opponent must select three units from their army that are on the battlefield or embarked within a TRANSPORT that is on the battlefield. Randomly determine one of those units to be the unknowing ally.

At the end of the battle, if that unit has not been destroyed, this Thread of Fate ends successfully.


SUBTLE PERSUASIONS

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.

At the start of the first battle round, select three enemy units (excluding TRANSPORTS). In your Command phase, for each of those enemy units that have not been influenced, you can select one AELDARI PSYKER model from your Crusade army that is within 9" of that enemy unit. That PSYKER model takes a Leadership test: if passed, that enemy unit becomes influenced. At the end of the battle, if all of those enemy units have been influenced, this Thread of Fate ends successfully.


GIFT OF LIFE

The thread is fraying, and the unwitting benefactor lies wounded. Direct intervention is required if there is hope.

At the start of the Deploy Crusade Armies step, select one unit from your Crusade army and one objective marker within your deployment zone. In your Command phase, if that unit is not destroyed and is not within range of that objective marker, remove that objective marker from the battlefield.

At the end of the battle, if that objective marker is on the battlefield, this Thread of Fate ends successfully.

Cleanse the Corruption

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.


WHISPERS OF WARNING

Those who bear warning of the spreading threat must be brought back to safety to report in full.

At the start of the Deploy Crusade Armies step, select one AELDARI unit from your Crusade army (this must be an INFANTRY unit if possible) to be your Crusade army’s messenger. Set that unit up anywhere on the battlefield wholly within 6" of the centre of the battlefield. If a unit from your opponent’s army destroys that unit, that enemy unit gains 3XP.

At the end of the battle, if that unit is wholly within your deployment zone, this Thread of Fate ends successfully.


FOLLOW THE TRAIL

The warning may have been lost, but it can still be traced back to its source.

At the start of the Deploy Crusade Armies step, select two objective markers on the battlefield wholly within No Man’s Land. Each of the selected objective markers starts without the signs read. In your Command phase, for each of the selected objective markers without the signs read that you control, roll one D6: on a 5+, the signs are read at that objective marker.

At the end of the battle, if both selected objective markers had the signs read at them, this Thread of Fate ends successfully.


INTO PERIL

A host must be sent to excise this threat and stop the taint from spreading to the craftworld.

At the end of the battle, if three or more AELDARI units from your Crusade army (excluding Battle-shocked and TRANSPORT units) are wholly within your opponent’s deployment zone and at least one of those units is a CHARACTER unit, this Thread of Fate ends successfully.

Isha’s Bounty

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.


AUTHOR OF DESTRUCTION

The strands of threat all radiate from this one foe. Eliminate it now, and the true peril will never come to pass.

At the start of the first battle round, your opponent must select one unit from their army that is on the battlefield or is embarked within a TRANSPORT that is on the battlefield. This must be a MONSTER or VEHICLE unit if possible (excluding Dedicated Transports).

At the end of the third battle round, if that enemy unit is destroyed, this Thread of Fate ends successfully.


WORLD SPIRIT

With the planet’s precious world spirit now directly threatened, its nodes must be secured to prevent an irreplaceable loss.

At the start of the Deploy Crusade Armies step, select six objective markers on the battlefield to be world spirit nodes.

At the end of the battle, if you control at least half of the world spirit nodes objective markers, this Thread of Fate ends successfully.


PRECIOUS REMNANTS

What can be saved from ruin must be secured, and the entire region must be scoured for relics and spirit stones.

At the end of the battle, if there are one or more AELDARI CHARACTER models from your Crusade army (excluding Battle-shocked models) wholly within each of the following areas of the battlefield, this Thread of Fate ends successfully: your deployment zone; No Man’s Land; your opponent’s deployment zone.

Results Stage

When you reach this stage, your Crusade force will gain rewards based on how successful it was in avoiding impending disaster. First, consult the table below, using your Crusade forces final Threat to determine the reward you gain. Your Crusade force is then no longer Guiding Fate, until you choose to do so again.

THREAT
0-4
BRIEF RESPITE

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.

  • Your Crusade force gains D3+2RP.
  • You can select one ASURYANI PSYKER unit from your Crusade force to gain the PATH OF THE SEER keyword if it does not have it already.
  • You can select one AUTARCH or AUTARCH WAYLEAPER unit from your Crusade force to gain the PATH OF COMMAND keyword if it does not have it already.
  • You can select up to three ASURYANI INFANTRY units from your Crusade force to gain the PATH OF THE WARRIOR keyword if they do not have it already.
  • You can select up to six ASURYANI units from your Crusade force to each gain one of the Aeldari Paths Battle Traits.

THREAT
5-8
WATCHFUL

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.

  • Your Crusade force gains D3RP.
  • You can select one ASURYANI PSYKER unit from your Crusade force to gain the PATH OF THE SEER keyword if it does not have it already, or you can select one AUTARCH or AUTARCH WAYLEAPER unit from your Crusade force to gain the PATH OF COMMAND keyword if it does not have it already.
  • You can select up to two ASURYANI INFANTRY units from your Crusade force to gain the PATH OF THE WARRIOR keyword if they do not have it already.
  • You can select up to four ASURYANI units from your Crusade force to each gain one of the Aeldari Paths Battle Traits.

THREAT
9-12
BESET

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.

  • Your Crusade force gains 1RP.
  • You can select one AUTARCH or AUTARCH WAYLEAPER unit from your Crusade force to gain the PATH OF COMMAND keyword if it does not have it already.
  • You can select one ASURYANI INFANTRY unit from your Crusade force to gain the PATH OF THE WARRIOR keyword if it does not have it already.
  • You can select up to two ASURYANI units from your Crusade force to each gain one of the Aeldari Paths Battle Traits.

THREAT
13+
ENDURE THE INEVITABLE

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.

Select one unit from your Crusade force to gain 2 Battle Scars and two other units from your Crusade force to gain 1 Battle Scar each.

The Aeldari Paths

The Aeldari Paths Battle Traits presented here can be earned by units from your Crusade force while it is Guiding Fate.

Path of the Seer

Units with the Path of the Seer keyword can be given one of the following Path of the Seer Battle Traits. You can either roll one D6 to randomly determine one, or select the one most appropriate for your narrative.

Battle Traits
D6

WEBWAY SPAR

This seer has gained knowledge of secret minor spars of the Webway that can prove strategically useful if very dangerous to travel.

Once per turn, at the end of your Movement phase, one unit from your Crusade army with this ability can use it. If it does, roll one D6: on a 1, that unit suffers D3 mortal wounds; on a 2+, remove that unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. Each unit can only use this ability once per battle.
SPIRIT OF ELDANESH

Meditations upon the ancient Aeldari hero have helped this seer to focus their psychic might into a more warlike form.

Psychic weapons equipped by models in this unit have the [ANTI-MONSTER 3+] and [anti-vehicle 3+] abilities.
FOOTFALLS OF FATE

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.

You can re-roll Advance rolls made for this unit and, in your Movement phase, each time a model in it moves, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them and any Desperate Escape test is automatically passed.

Path of Command

Units with the PATH OF COMMAND keyword can be given one of the following Path of Command Battle Traits. You can either roll one D6 to randomly determine one, or select the one most appropriate for your narrative.

Battle Traits
D6

STRATEGIC PHILOSOPHER

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.

In your Command phase, if this unit is within range of one or more objective markers you control and it is not Battle-shocked, roll one D6: on a 3+, you gain 1CP.
MASTER MISDIRECTOR

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.

After both players have deployed their armies, one unit from your Crusade army with this ability can use it. If it does, select up to two AELDARI units from your Crusade army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
PATHS OF THE PATHLESS

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.

At the start of the first battle round, before any moves are made using the Scouts ability, one unit from your Crusade army with this ability can use it. If it does, you can select up to two friendly AELDARI INFANTRY units within 6" of that unit that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability.

Path of the Warrior

Units with the PATH OF THE WARRIOR keyword can be given one of the following Path of the Warrior Battle Traits. There is one table for melee Battle Traits and one for shooting Battle Traits; you should pick the one most suitable to the unit in question. You can then either roll one D6 to randomly determine one, or select the one most appropriate for your narrative.

Battle Traits (Melee)
D6

KHAINE’S VENGEANCE

So possessed of the wrath of Khaine have these warriors become that they punish most severely those who try to flee from them.

Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, roll one D6, subtracting 2 if that unit is a MONSTER or VEHICLE: on a 2+, that unit suffers D3 mortal wounds.
TACTICAL TEACHINGS

These warriors have learned well the wisdom of the warrior’s path and how best to secure and hold onto vital battlefield locations.

Each time a ranged attack targets this unit, if this unit is within range of one or more objective markers, models in this unit have the Benefit of Cover against that attack.
NIMBLE FIGHTERS

Natural agility and long combat experience aid these warriors in weaving around their enemies' blows and making them appear clumsy.

Each time a melee attack targets this unit, subtract 1 from the Hit roll.

Battle Traits (Shooting)
D6

BATTLEWRAITHS

Masterful snipers, these warriors snap off shots while constantly relocating their positions to avoid return fire.

In your Shooting phase, after this unit has shot, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
SUNSHOCK FIRE PATTERNS

This ritualised method of suppressive fire patterns is employed by Aeldari warriors to keep their enemies pinned and reduce risk to their advancing comrades.

In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test.
DEAD-EYE SHOTS

The precise accuracy practised by these warriors appears almost preternatural, as does the cold malice that guides their aim.

Ranged weapons equipped by models in this unit have the [precision] ability.

Agendas

If your Crusade army includes any ASURYANI or HARLEQUINS units, you can select Agendas from those presented here.

FULCRUM OF FATE

Having identified a fulcrum point around which destinies may turn, your forces must now leverage the events you desire to turn fate your way.

Select one of your Crusade force’s Threads of Fate that has not already ended. The current stage of that Thread of Fate takes effect for this battle. At the end of the battle, if that Thread of Fate ended successfully this battle, select one unit from your Crusade army that is not destroyed. That unit gains 3XP.

If that Thread of Fate did not end successfully, it moves to its next stage. If it was already at the Frayed stage when this happens, it ends in failure.
ELDRITCH SUPREMACY

None can match the Aeldari mastery of psychic might. Demonstrate that superiority to the foe, and set them in their place.

At the start of the first battle round, each AELDARI PSYKER unit from your Crusade army has a Psychic Mastery tally of 0. Each time an AELDARI PSYKER model from your Crusade army destroys an enemy model with a Psychic attack, add 1 to that PSYKER models unit’s Psychic Mastery tally. At the end of the battle, each of those units gains the number of XP shown in the table below, based on its Psychic Mastery tally.

PSYCHIC MASTERY TALLYXP GAINED
3-51
6-82
9+3
FEW IN NUMBER

The Aeldari are a dying species. Every one of their lives is precious, and there is a victory in preserving them.

At the start of the Deploy Crusade Armies step, select up to three AELDARI units from your Crusade army. At the end of the battle, each of those units that is not destroyed and that destroyed one or more enemy units during the battle gains 1XP, or 3XP instead if that unit is also not Below Half-strength.
EVASIVE WARFARE

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.

At the end of the battle, for each battlefield corner, if there are no enemy units within 12" of that battlefield corner, it is considered encircled. For each encircled battlefield corner, you can select one AELDARI unit from your Crusade army (excluding Battle-shocked units) wholly within 12" of that battlefield corner; each selected unit gains the number of XP shown in the table below, based on the number of encircled battlefield corners.

ENCIRCLED BATTLEFIELD CORNERSXP GAINED
10
21
32
43

Requisitions

If your Crusade army includes any ASURYANI or HARLEQUINS units, you can spend Requisition points (RP) on any of the following Requisitions.

CONSULT THE RUNES1RP

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.

Purchase this Requisition when your Crusade force begins Guiding Fate, just after you generate your Crusade force’s Threads of Fate. Select one of those Threads of Fate and replace it with a randomly selected Thread of Fate that was not selected for your Crusade force. You can only purchase this Requisition once for each time your Crusade force is Guiding Fate.
BURNED FUTURES2RP

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.

Purchase this Requisition just after a battle, if your Crusade force is Guiding Fate. Your Crusade forces Threat does not increase for this battle, and if any of your Crusade forces Threads of Fate would move to their next stage or end in failure this battle, they do not move to the next stage and do not end in failure, remaining at their current stages instead. You can only purchase this Requisition once for each lime your Crusade force is Guiding Fate.
SPIRITUAL NECROMANCY1RP

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.

Purchase this Requisition when an ASURYANI INFANTRY unit from your Crusade force (excluding WRAITH CONSTRUCT units) would gain a second or subsequent Battle Scar. Remove that unit from your Order of Battle and replace it with one WRAITH CONSTRUCT unit. You cannot purchase this Requisition if doing so would cause your total Crusade points to exceed your Crusade forces Supply Limit. The new unit starts with the same number of XP as the unit it replaced and gains the appropriate number of Battle Honours for its rank. You can re-roll Out Of Action tests taken for the new unit.
PATHS OF THE AELDARI1RP

Even as some warriors step off the Path of the Warrior, so others set their feet upon it for the first time.

Purchase this Requisition after a battle. Select one ASURYANI INFANTRY unit (excluding CHARACTER and WRAITH CONSTRUCT units) on your Order of Battle. Remove that unit from your Order of Battle and replace it with another, different ASURYANI INFANTRY unit (excluding CHARACTER and WRAITH CONSTRUCT units). You cannot purchase this Requisition if doing so would cause your total Crusade points to exceed your Crusade forces Supply Limit. The new unit starts with the same number of XP as the unit it replaced, gains the appropriate number of Battle Honours for its rank and retains the PATH OF THE WARRIOR keyword if it had it. It then gains an additional D3+1XP and, if the new unit has the ASPECT WARRIORS keyword, it gains the PATH OF THE WARRIOR keyword if it does not have it already.
COURT OF THE YOUNG KING1RP

Through loss and sacrifice is the Avatar awoken.

Purchase this Requisition before a battle, if you do not have an AVATAR OF KHAINE model on your Order of Battle and your Crusade force is Guiding Fate. Select one ASPECT WARRIORS unit on your Order of Battle; that ASPECT WARRIORS unit gains a Battle Scar and you can add one AVATAR OF KHAINE model to your Order of Battle. The points value of that Avatar of Khaine model does not count towards your Crusade force’s Supply Used. Once your Crusade force is no longer Guiding Fate, you must remove that AVATAR OF KHAINE model from your Order of Battle.
MANIFEST THE YNCARNE1RP

Drawn by death and desperation, the foremost servant of the Whispering God comes to offer its aid.

Purchase this Requisition after a battle that you lost, if you have a YVRAINE model on your Order of Battle but do not have a THE YNCARNE model on it, and if your Crusade force is Guiding Fate. You can add one THE YNCARNE model to your Order of Battle. The points value of that THE YNCARNE model does not count towards your Crusade forces Supply Used. Once your Crusade force is no longer Guiding Fate, you must remove that THE YNCARNE model from your Order of Battle.

Battle Traits

When an ASURYANI or HARLEQUINS unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

PSYKER UNITS
D6

SOULSEEING

The telltale wisps of foes' souls betray their positions to this seer.

Ranged weapons equipped by models in this unit (excluding SUPPORT WEAPON models) have the [ignores cover] ability, and each time a model in this unit (excluding SUPPORT WEAPON models) makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
PSY-PRISM

Like a prism neatly refracting light over a wide area, this seer's tightly controlled mental powers do the same with empyric energy.

Psychic weapons equipped by models in this unit have the [SUSTAINED HITS 2] ability.
FALLEN FORESEEN

This seer's forewarning words help their comrades earn a more meaningful end.

Each time a model in this unit is destroyed by a ranged attack, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking unit has finished making its attacks, and is then removed from play.

VEHICLE UNITS
D6

CRYSTALLINE TARGETING MATRIX

This remarkable system allows for lightning-fast targeting while moving at speed.

Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
HALLUCINOGEN LAUNCHERS

These devices launch salvoes of psychoactive smoke charges that blind and bewilder foes.

This unit has the SMOKE keyword, and you can target it with the Smokescreen Stratagem for 0CP.
STAR ENGINES

Rapid bursts of powerful vectored thrust allow this agile vehicle to evade closing foes.

This unit is eligible to shoot in a turn in which it Fell Back.

GUARDIANS UNITS
D6

DESPERATE PROTECTORS

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.

Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. If this unit is within range of one or objective markers, hits are scored on unmodified Hit rolls of 4+ instead.
SOMBRE DETERMINATION

These warriors know how crucial every battle they fight is and will give everything for victory.

Add 1 to the Objective Control characteristic of models in this unit.
SEASONED PROTECTORS

Repeated experience in battle has taught these warriors how best to site and employ their heaviest weapons.

Ranged weapons equipped by models in this unit have the [HEAVY] ability.

HARLEQUIN INFANTRY UNITS
D6

FELL THE MIGHTY

These players’ role requires them to lay low the largest foes as part of the saedath.

Each time a melee attack made by a model in this unit is allocated to a MONSTER or VEHICLE model, add 1 to the Damage characteristic of that attack.
GRACEFUL ADVANCE

Swift and sinister, these Harlequins are upon the foe with the speed of a sudden nightmare.

Models in this unit have the Scouts 8" ability.
PRETERNATURAL ACROBATICS

The incredible swiftness and agility of these warriors’ onset sees them hurtle into combat at an almost unnatural speed.

This unit is eligible to declare a charge in a turn in which it Advanced.

ASPECT WARRIORS UNITS
D6

DARK REAPERS, DIRE AVENGERS, FIRE DRAGONS, SWOOPING HAWKS or WARP SPIDERS units only
FARSTRIKE

These warriors have mastered the art of extreme-range combat.

Add 6" to the Range characteristic of ranged weapons equipped by models in this unit. For each of those weapons with the [TORRENT] ability, add 3" to the Range characteristic of that weapon instead.
WAY OF STONE

Shrine-taught techniques allow these warriors to withstand their foes' attacks.

Each time a ranged attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll.
HUNTER’S EYE

These warriors see their foes' weakness and, at close range, punish them.

Each time a model in this unit makes a ranged attack that targets an enemy unit within half range, improve the Armour Penetration characteristic of that attack by 1.

ASPECT WARRIORS UNITS
D6

HOWLING BANSHEES, SHINING SPEARS or STRIKING SCORPIONS units only
BLADEWEAVE

Making an impenetrable forest of their blades, these warriors blunt the force of their foes’ attacks.

Each time a melee attack targets this unit, subtract 1 from the Wound roll.
SHADOWSWIFT

This band of warriors moves with such fast, evasive grace they become mere blurs to more distant foes.

This unit cannot be targeted by ranged attacks unless the attacking model is within 18".
THE FALLING BLADE

When these warriors sweep down upon their prey, they do so with the speed and fury of Khaine’s own sword.

You can re-roll Charge rolls made for this unit.

Crusade Relics

When an ASURYANI or HARLEQUINS CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

RUNE OF FAOLCHÚ

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.
BANNER OF ASURYAN

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.
SERPENT’S TAIL

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.

Antiquity Relics

SHIMMERPLUME OF ACHILLRIAL

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.
MASK OF SECRETS

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:

Twisted Phantasms (Aura): While an enemy unit is within 6" of this model, each time your opponent targets that unit with a Stratagem, increase the cost of that usage of that Stratagem by 1CP.

Legendary Relics

KAELA MENSHA SHELWE, SONG OF THE BLOODY-HANDED

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.
RAIMENT OF THE LAUGHING GOD

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.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Seer of the Fates

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.

  • You have won at least two battles.
  • Your Crusade force has completed at least one Guiding Fate with a final Threat of 12 or lower.


Seeker of the Ways

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 Crusade force has completed at least two Guiding Fates.
  • You have won at least six battles.
  • Your Crusade force has completed at least one Guiding Fate with a final Threat of 8 or lower.


Saviour of the Future

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.

  • Your Crusade force has completed at least three Guiding Fates.
  • You have won at least ten battles.
  • Your Crusade force has completed at least one Guiding Fate with a final Threat of 4 or lower.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancements), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Khaine’s Arrow

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.

Mustering a Boarding Patrol

You can include up to one of the following units:
*You can only include a PHOENIX LORD model if you also include one of the units it can normally be attached to.

You can include up to one of the following units:
You can include up to one of each of the following units:
You can include up to one of the following units:

Rules Adaptations


Army Rule

Seers’ Guidance

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 per battle round, you can target one unit from your army with this ability with the Command Re-roll Stratagem for 0CP.

Detachment Rule

Unerring Strike

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.

Enhancements

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).

Stratagems

VOID GHOSTS
1CP
Khaine’s Arrow – Battle Tactic Stratagem
Exploiting the fluctuating gravity of voidship fighting and flowing with the nigh-imperceptible movements of the vessel around them, the Aeldari acrobatically evade the blasts and blades of their foes.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
BLADEFOCUS
1CP
Khaine’s Arrow – Battle Tactic Stratagem
Those Aspect Warriors best versed in close-quarters combat fight all the harder, knowing they must act as the piercing tip of their host's strike.
WHEN: Fight phase.

TARGET: One HOWLING BANSHEES or STRIKING SCORPIONS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if it made a Charge move this turn, you can re-roll the Hit roll.
ARTIFICER ROUNDS
1CP
Khaine’s Arrow – Strategic Ploy Stratagem
These warriors know precisely which strategic sites must be secured, and in what order.
WHEN: Your Command phase.

TARGET: One AELDARI unit from your army (excluding CHARACTER units).

EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, at the end of your turn, select one objective marker you control that your unit is within range of. That objective marker is Secured by your army.
AURIC STORM
1CP
Khaine’s Arrow – Battle Tactic Stratagem
The fiery passage of Khaine's Arrow scours the enemy away, leaving them nowhere to hide.
WHEN: Your Shooting phase.

TARGET: One DIRE AVENGERS, FIRE DRAGONS, SWOOPING HAWKS or WARP SPIDERS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll.

Protector Host

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.

Mustering a Boarding Patrol

You can include up to one of the following units:
You can include up to one of the following units:
You can include up to three of each of the following units:
You can include up to two of the following unit:

Forming Boarding Squads


Rules Adaptations


Army Rule

Seers’ Guidance

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 per battle round, you can target one unit from your army with this ability with the Command Re-roll Stratagem for 0CP.

Detachment Rule

Determined Defence

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.

Enhancements

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.

Stratagems

VOID GHOSTS
1CP
Protector Host – Battle Tactic Stratagem
Exploiting the fluctuating gravity of voidship fighting and flowing with the nigh-imperceptible movements of the vessel around them, the Aeldari acrobatically evade the blasts and blades of their foes.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
SHURIKEN STORM
1CP
Protector Host – Battle Tactic Stratagem
Shuriken weaponry fill corridors and chambers with inescapable hails of monomolecular discs and reduce enemy boarding parties to bloodied ruin.
WHEN: Your Shooting phase.

TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, add 1 to the Strength characteristic of Avenger shuriken catapults, shuriken catapults, shuriken pistols and shuriken cannons equipped by models in your unit.
SHIELD OF BLADES
1CP
Protector Host – Strategic Ploy Stratagem
A discipline refined for shipboard battle, this feat of marksmanship sees the Aeldari overlap annihilating hails of defensive fire.
WHEN: Your opponent’s Movement or Charge phase.

TARGET: One DIRE AVENGERS or GUARDIAN DEFENDERS unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
RAPID AMBUSH
1CP
Protector Host – Strategic Ploy Stratagem
Reacting with a speed most mortal beings could not dream of, the Aeldari engulf emerging foes in a sudden hail of gunfire.
WHEN: Your opponent’s Movement phase, just after an enemy unit opens a Hatchway.

TARGET: One DIRE AVENGERS or GUARDIANS unit from your army that has not fired Overwatch this phase and is wholly on the opposite side of that Hatchway from that enemy unit.

EFFECT: If that enemy unit is within 9" of and visible to your unit, roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers 2 mortal wounds. If that enemy unit suffers one or more mortal wounds in this way, your unit can then make a Normal move of up to D6”.

RESTRICTIONS: Until the end of the turn, your unit cannot fire Overwatch.

Wraiths of the Void

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.

Mustering a Boarding Patrol

You can include up to two of the following unit:
SPIRITSEER
You can include up to two of each of the following units:
WRAITHBLADES (5 or 10 models)
WRAITHGUARD (5 or 10 models)

Rules Adaptations

  • The SPIRITSEER model loses the Tears of Isha ability.
  • The WRAITHGUARD unit loses the War Construct ability.

Army Rule

Seers’ Guidance

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 per battle round, you can target one unit from your army with this ability with the Command Re-roll Stratagem for 0CP.

Detachment Rule

Wraith-Marked

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.

Enhancements

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.

The bearer can only use this Enhancement up to two times.

Stratagems

GUARDIAN CONSTRUCTS
1CP
Wraiths of the Void – Battle Tactic Stratagem
Like graven sentinels the wraith constructs stand immovable, barring the enemy's path.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One WRAITH CONSTRUCT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.
WRAITHSIGHT
1CP
Wraiths of the Void – Battle Tactic Stratagem
There are advantages to perceiving the foe as glimmering souls without the obstruction of intervening walls and bulkheads.
WHEN: Your Shooting phase.

TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.
D-STRIKE
1CP
Wraiths of the Void – Strategic Ploy Stratagem
Recognising the importance of liminal boundaries in void warfare, the ghost warriors unleash their fury upon such a space to the shock of their foes.
WHEN: Your Shooting phase.

TARGET: One WRAITH CONSTRUCT unit from your army that has not been selected to shoot this phase.

EFFECT: Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

RESTRICTIONS: Until the end of the phase, your unit is not eligible to shoot.
UNFLINCHING FIRE
1CP
Wraiths of the Void – Strategic Ploy Stratagem
None can match the calm, patient precision of those who have already known death and do not fear it.
WHEN: Your opponent's Movement or Charge phase.

TARGET: One AELDARI unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified G.

Star-dancer Masque

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.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
If you do not include any other CHARACTER models, you can include one of the following unit:
You can include up to three of the following unit:

Forming Boarding Squads

In the Form Boarding Squads step, TROUPE units containing 11 models are each split into two Boarding Squads, one containing 6 models and the other containing the remaining 5 models.

Rules Adaptations

  • The SOLITAIRE model loses the Blitz and Blur of Movement abilities.
  • The TROUPE MASTER model loses the Cegorach’s Favour ability.

Army Rule

Seers’ Guidance

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 per battle round, you can target one unit from your army with this ability with the Command Re-roll Stratagem for 0CP.

Detachment Rule

Faolchú’s Last Flight

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.

Enhancements

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.

Stratagems

VOID GHOSTS
1CP
Star-dancer Masque – Battle Tactic Stratagem
Exploiting the fluctuating gravity of voidship fighting and flowing with the nigh-imperceptible movements of the vessel around them, the Aeldari acrobatically evade the blasts and blades of their foes.
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
DARTING STRIKES
1CP
Star-dancer Masque – Battle Tactic Stratagem
Shuriken weaponry fill corridors and chambers with inescapable hails of monomolecular discs and reduce enemy boarding parties to bloodied ruin.
WHEN: Fight phase.

TARGET: One AELDARI unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
SERPENT STRIKE
1CP
Star-dancer Masque – Strategic Ploy Stratagem
A discipline refined for shipboard battle, this feat of marksmanship sees the Aeldari overlap annihilating hails of defensive fire.
WHEN: Fight phase, just after an AELDARI unit from your army destroys an enemy unit.

TARGET: That AELDARI unit.

EFFECT: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3" and, if it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction.
ACROBATIC LEAPS
1CP
Star-dancer Masque – Strategic Ploy Stratagem
Reacting with a speed most mortal beings could not dream of, the Aeldari engulf emerging foes in a sudden hail of gunfire.
WHEN: Your Movement phase.

TARGET: One AELDARI unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed, and each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there.

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 %000015069performing actions%.
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

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.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
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 – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.

The HARLEQUINS keyword is used in the following Aeldari datasheets:

Dedicated Transports

The YNNARI keyword is used in the following Aeldari datasheets:

Dedicated Transports
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Battle Focus

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.

If your Army Faction is ASURYANI, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below.

BATTLE SIZEBATTLE FOCUS TOKENS
Incursion2
Strike Force4
Onslaught6

Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

AGILE MANOEUVRES

SWIFT AS THE WIND

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).

EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

FLITTING SHADOWS

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.

EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

STAR ENGINES

TRIGGER: When an eligible VEHICLE unit from your army is selected to make a Normal move.

EFFECT: Until the end of the phase, add D6+l" to the Move characteristic of models in that unit.

SUDDEN STRIKE

TRIGGER: When an eligible unit from your army is selected to fight.

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

TRIGGER: When an enemy unit ends a Fall Back move.

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

TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot.

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

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).

EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

The TRANSPORT keyword is used in the following Aeldari datasheets:

Embark
If a unit makes a Normal, Advance or Fall Back move, 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 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 that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Hazardous

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):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
Sustained Hits

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’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.

The AIRCRAFT keyword is used in the following Aeldari datasheets:

The ASURYANI and MOUNTED keywords are used in the following Aeldari datasheets:

Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
SCOUTS

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".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that DEDICATED TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.).

A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.

The ASURYANI, MOUNTED and PSYKER keywords are used in the following Aeldari datasheets:

Anti

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Precision

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.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
Benefit of Cover

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.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.

The and PSYKER keywords are used in the following Aeldari datasheets:

Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Mortal Wounds

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.

If an attack inflicts mortal wounds in addition to any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.

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:

INFILTRATORS

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.
Pistol

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.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.

The HARLEQUINS and CHARACTER keywords are used in the following Aeldari datasheets:

The HARLEQUINS and INFANTRY keywords are used in the following Aeldari datasheets:

Other
Charge Bonus

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.

FADE BACK

TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot.

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".

Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
FIGHTS FIRST

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:

Characters

The YNNARI and INFANTRY keywords are used in the following Aeldari datasheets:

Lethal Hits

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.
Ignores Cover

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.
PRESENTIMENT OF DREAD
1CP
Seer Council – Strategic Ploy Stratagem
The seer plucks fate to find the foe suffering a horrible death, then projects it into their minds.
WHEN: Command phase.

TARGET: One ASURYANI PSYKER model from your army.

EFFECT: Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
FOREWARNED
1CP
Seer Council – Strategic Ploy Stratagem
Having foreseen already how this fight will play out, the seer projects their insights and warnings into the minds of the Aeldari who must fight it.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
UNSHROUDED TRUTH
1CP
Seer Council – Strategic Ploy Stratagem
Dispelling the psychosomatic mirage that has so far beguiled and assailed the foe, the seer reveals the true location of the warriors it was masquerading as.
WHEN: Your Movement phase.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to move this phase and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Remove your unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

RESTRICTIONS: Until the end of the phase, your unit is not eligible to be selected to move.
FATE INESCAPABLE
1CP
Seer Council – Battle Tactic Stratagem
The Aeldari have already seen how best to lay low this enemy and strike in the sure knowledge the foe cannot evade their terrible fate.
WHEN: Your Shooting phase.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to shoot this phase and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
ISHA’S FURY
1CP
Seer Council – Epic Deed Stratagem
Leaping from the seer’s outstretched hand, this blast of empyric energy is a raw expression of the sorrow and bitterness suffered by the Aeldari people.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ASURYANI PSYKER model from your army within 9" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
PSYCHIC SHIELD
1CP
Seer Council – Strategic Ploy Stratagem
A twist of the seer's psychic powers raises a whirling shield of empyric energy and psychokinetic debris to screen the Aeldari from enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Strands of Fate
Seer Council Detachment

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.

BATTLE SIZENUMBER OF D6
Incursion3
Strike Force6
Onslaught9

Each time you use one of the Stratagems below, if your Fate dice pool contains one or more Fate dice showing the corresponding value in the table below, you can discard one of those corresponding Fate dice. If you do, reduce the CP cost of that usage of that Stratagem by 1CP.

STRATAGEMFATE DICE VALUE
Presentiment of Dread1
Forewarned2
Unshrouded Truth3
Fate Inescapable4
Isha’s Fury5
Psychic Shield6
Feel No Pain
FEEL NO PAIN

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.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.

The AUTARCH keyword is used in the following Aeldari datasheets:

Path of the Warrior
Aspect Host Detachment

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:
  • Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
  • Each time a model in this unit makes an attack, re-roll a Wound roll of 1.
Assault

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.

  • Can be shot even if the bearer’s unit Advanced.
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.

The , VEHICLE and FLY keywords are used in the following Aeldari datasheets:

Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

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.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
LONE OPERATIVE

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 and TRANSPORT keywords are used in the following Aeldari datasheets:

Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.

The , FLY and VEHICLE keywords are used in the following Aeldari datasheets:

DEEP STRIKE

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.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
FULCRUM OF FATE

Having identified a fulcrum point around which destinies may turn, your forces must now leverage the events you desire to turn fate your way.

Select one of your Crusade force’s Threads of Fate that has not already ended. The current stage of that Thread of Fate takes effect for this battle. At the end of the battle, if that Thread of Fate ended successfully this battle, select one unit from your Crusade army that is not destroyed. That unit gains 3XP.

If that Thread of Fate did not end successfully, it moves to its next stage. If it was already at the Frayed stage when this happens, it ends in failure.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.

The SMOKE keyword is used in the following Aeldari datasheets:

Dedicated Transports
STEALTH

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.
SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
Heavy

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.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
Torrent

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:

COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.

The PSYKER and CHARACTER keywords are used in the following Aeldari datasheets:

Unerring Strike
Khaine’s Arrow Detachment

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.
Unit Coherency
A unit that contains more than one model must be set up and end any kind of move as a single group, with all of its models within 2" horizontally and 5" vertically of at least one other model from that unit. While a unit has seven or more models, all of its models must instead be set up and end any kind of move within 2" horizontally and 5" vertically of at least two other models from that unit. This is called Unit Coherency.

If for any reason a model cannot be set up in Unit Coherency, or cannot be set up following any restrictions stated by other rules (e.g. while setting up using the Deep Strike ability), that unit cannot be set up. If a unit cannot end a move in Unit Coherency, it cannot make that move and its models are returned to their previous positions.

At the end of every turn, each player must remove models, one at a time, from any of the units from their armies that are no longer in Unit Coherency, until only a single group of models from each of those units remains in play and in Unit Coherency. Models removed in this way count as having been destroyed, but they never trigger any rules that apply when a model is destroyed.

  • Unit Coherency: Within 2" horizontally and 5" vertically of:
    • One other model from the same unit (in units of 2-6 models).
    • Two other models from the same unit (in units of 7+ models).
  • At the end of every turn, if a unit is not in Unit Coherency, the controlling player must remove models until that unit is in Unit Coherency again.

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