Aeldari
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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
  AeldariIndex10December 2024
  Grotmas Calendar: Aeldari - Armoured Warhost
  Grotmas Calendar: Aeldari - Armoured WarhostExpansion10December 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion101.14December 2024
  Balance Dataslate
  Balance DataslateRulebook10December 2024December 2024
  Boarding Actions
  Boarding ActionsExpansion101.0October 2024
  Legends Field Manual
  Legends Field ManualExpansion101.9October 2024
  Legends: Aeldari
  Legends: AeldariDatasheet10September 2024
  Imperial Armour: Aeldari
  Imperial Armour: AeldariDatasheet10September 2024

FAQ

Index: Aeldari

Q:Can Wraithguard use their War Construct ability while within Engagement Range of one or more enemy units?
A:
No.
Q:How do you place the Yncarne when using its Inevitable Death ability?
A:
Before removing the last model in the destroyed unit, determine the centre point of that model’s position on the battlefield. After removing that model, place the Yncarne so that its own centre point on the battlefield aligns with that destroyed model’s centre point as exactly as possible. This means that the Yncarne will be positioned directly over where that destroyed model was, with the centre of its base as close as possible to the centre of the destroyed model’s base.
Q:Can a Fate dice be used as part of a re-roll?
A:
Yes.
Q:Does ELDRAD ULTHRAN’s Diviner of Futures ability mean when you re-roll a Strands of Fate roll, the nine D6 become eight D6, then seven D6, etc.?
A:
Yes.
Q:If I re-roll a roll that used a Fate dice, do I get to use that Fate dice in the re-roll (e.g. when re-rolling a Charge roll)?
A:
No. Any contributed Fate dice are lost if re-rolled.
Q:While YVRAINE is attached to a unit of KABALITE WARRIORS, can that unit embark within a DRUKHARI TRANSPORT?
A:
No.
Q:While a SPIRITSEER is attached to a WRAITHLORD, does that unit have the INFANTRY keyword?
A:
Yes.
Q:Which of these two rules happens first: Consolidate or the War Construct ability?
A:
Both happen after the unit has finished making its attacks. The player whose turn it is determines the sequencing.
Q:When using THE YNCARNE’s Inevitable Death ability, is it restricted by abilities that prevent Reserves from being set up within a certain range (e.g. Space Marine Infiltrators’ Omni-scramblers)?
A:
Yes. However, THE YNCARNE can still be set up as close as possible to where the destroyed model was (see ‘Repositioned Units’ in the Rules Commentary).

Army Rules

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

Battle Host

Detachment Rule

If your Army Faction is AELDARI, you can use this Battle Host Detachment rule.

Unparalleled Foresight

When the Aeldari take to the battlefield, any who oppose them are left confounded by their grace, elegance and martial skill. Where lesser beings would falter, the Aeldari move with a surety of purpose that can only be perceived as preordained.

Each time an AELDARI unit from your army is selected to shoot or fight, you can re-roll one Hit roll and you can re-roll one Wound roll when resolving those attacks.

Corsairs and Travelling Players

The Dark City is frequented by ruthless mercenaries and nomadic warriors from other strands of the ancient race. Troupes of Harlequins and piratical bands of Corsairs accompany many Drukhari raids, free from constrictive paths to pursue profits and fated agendas across the galaxy.

If your Army Faction is DRUKHARI, you can include HARLEQUINS and ANHRATHE units in your army, even though they do not have the DRUKHARI Faction keyword. The combined points value of HARLEQUINS and/or ANHRATHE units you can include in your army depends on the battle size, as follows:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 750 pts
No HARLEQUINS or ANHRATHE models included in your army in this way can be your WARLORD, and they cannot be given Enhancements.

Ynnari

Yvraine is a divider as much as a unifier amongst the Aeldari race, drawing both hatred and admiration. To some once-allies she and her ideals have become an immovable rift, yet between some once-enemies her influence has sewn bonds of fellowship once thought impossible.

If your Army Faction is AELDARI and your WARLORD is YVRAINE, you can include DRUKHARI units in your army, even though they do not have the AELDARI Faction keyword. The combined points value of such units you can include in your army depends on the battle size, as follows:
  • Incursion: Up to 500 pts
  • Strike Force: Up to 1000 pts
  • Onslaught: Up to 1500 pts
No DRUKHARI models included in your army in this way can be given Enhancements. You cannot include units with any of the following keywords in your army using these rules: PHOENIX LORDS; AVATAR OF KHAINE; SOLITAIRE; HAEMONCULUS COVENS.

Stratagems

If you are using the Battle Host Detachment rule, you can use these Battle Host Stratagems.

BLADESTORM
1CP
Battle Host – Strategic Ploy Stratagem
The well-trained Aeldari are able to lay down a hail of fire from their weapons, their superior reflexes allowing them to track even the most sudden movement and place every shot perfectly.
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, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.
LIGHTNING-FAST REACTIONS
1CP
Battle Host – Battle Tactic Stratagem
The Aeldari can process battlefield events at baffling speed, making their physical reactions so fast that they are able to dodge attacks that would hit any other target.
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 (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.
MATCHLESS AGILITY
1CP
Battle Host – Battle Tactic Stratagem
Grace in battle and merciless efficiency are prized virtues in craftworld armies. Like the shimmering blades of Khaine, the Asuryani carve through the ranks of their enemies.
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, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
PHANTASM
1CP
Battle Host – Strategic Ploy Stratagem
The Aeldari are masters of misdirection, and they employ holo-emitters and psychic phantasms to fool enemy scouts.
WHEN: End of your opponent’s Movement phase.

TARGET: One AELDARI INFANTRY unit from your army.

EFFECT: Your unit can make a Normal move of up to D6". It cannot embark within a TRANSPORT at the end of this move.

RESTRICTIONS: You cannot select a unit within Engagement Range of one or more enemy units, and until the end of the turn, you cannot target that unit with the Heroic Intervention Stratagem.
FEIGNED RETREAT
1CP
Battle Host – Strategic Ploy Stratagem
The Aeldari are forever elusive, and their actions are unpredictable and deceptive. What appears to be a full retreat one moment is revealed as the prelude to a devastating attack the next.
WHEN: Your Movement phase, just after an AELDARI unit from your army makes a Fall Back move.

TARGET: That AELDARI unit.

EFFECT: Your unit is eligible to shoot and declare a charge this turn even though it Fell Back.
FIRE AND FADE
2CP
Battle Host – Strategic Ploy Stratagem
The Aeldari are masters of hit-and-run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.
WHEN: End of your Shooting phase.

TARGET: One AELDARI unit from your army.

EFFECT: Your unit can make a Normal move. It cannot embark within a TRANSPORT at the end of this move.

RESTRICTIONS: You cannot select an AIRCRAFT unit or a unit within Engagement Range of one or more enemy units, and until the end of the turn, the unit you selected is not eligible to declare a charge.

Enhancements

If you are using the Battle Host Detachment rule, you can use these Battle Host Enhancements.

  • The Phoenix Gem 35 pts

At the height of the War in Heaven, Isha drew down the heat of a hundred stars into a glittering gem to save Asuryan. It is said that the Phoenix Gem is the only surviving fragment of this ancient stone, and still retains the power to return life to the fallen.

AELDARI model only. The first time the bearer is destroyed, roll one D6: on a 2+, keep it to one side. At the end of the phase, set the bearer back up again, as close as possible to its previous position and not within Engagement Range of any enemy models, with its full wounds remaining.

  • The Weeping Stones 15 pts

Carved from psychoactive rubies, these runic stones resemble the beads of blood that drip from the hand of Khaine. In battle, these stones rearrange themselves, revealing elements of the future.

AELDARI model only. Each time the bearer’s unit destroys an enemy unit, roll one D6 and add it to your Fate dice pool displaying the result you just rolled.

  • Reader of the Runes 20 pts

Using their prescience to discern the enemy commander’s intentions, this psyker can react before the foe’s plans even come into action.

AELDARI PSYKER model only. In your Command phase, you can select one dice in your Fate dice pool, re-roll it, then add it back to your Fate dice pool displaying the result you just rolled.

  • Fate’s Messenger 15 pts

The strands of fate coil and twist around this warrior, the paths of destiny manipulated to keep them from harm so that they might strike back at their foes.

AELDARI model only. Once per turn, just after making a Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6 instead.

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 phase, 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.

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 Enhancments), 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.

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.
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 , 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:
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.
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.
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).
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.

The DRUKHARI and TRANSPORT keywords are used in the following Drukhari datasheets:

Dedicated Transports
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.
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.
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.
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.
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.
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.

The HARLEQUINS keyword is used in the following Aeldari datasheets:

Dedicated Transports
Fortifications

The ANHRATHE keyword is used in the following Aeldari datasheets:

6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.

The PHOENIX LORD keyword is used in the following Aeldari datasheets:

The HAEMONCULUS COVENS keyword is used in the following Drukhari datasheets:

Battleline
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.

The TRANSPORT keyword is used in the following Aeldari datasheets:

Dedicated Transports
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.
HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus 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.

The AIRCRAFT keyword is used in the following Aeldari datasheets:

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:

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.
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".
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.
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.
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.
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 and TRANSPORT keywords are used in the following Aeldari datasheets:

Dedicated Transports
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.

The AUTARCH keyword is used in the following Aeldari datasheets:

The FARSEER keyword is used in the following Aeldari datasheets:

The WARLOCK keyword is used in the following Aeldari datasheets:

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.
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%.

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.

The GUARDIANS keyword is used in the following Aeldari datasheets:

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.
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.
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.
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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