RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Dragon fusion gun [assault, melta 3] | |||||||
Dragon fusion gun [assault, melta 3] | 12" | 1 | 2+ | 9 | -4 | D6 | |
Laser lance [assault] | |||||||
Laser lance [assault] | 6" | 1 | 2+ | 6 | -3 | 2 | |
Twin shuriken catapult [assault, twin-linked] | |||||||
Twin shuriken catapult [assault, twin-linked] | 18" | 2 | 2+ | 4 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Laser lance [lance] | |||||||
Laser lance [lance] | Melee | 4 | 2+ | 4 | -3 | 2 | |
Banshee blade | |||||||
Banshee blade | Melee | 5 | 2+ | 4 | -3 | 1 | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 2+ | 3 | 0 | 1 |
1 model | 90 |
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.Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.The
keyword is used in the following Aeldari datasheets:The VEHICLE keyword is used in the following Aeldari datasheets:
The AIRCRAFT keyword is used in the following Aeldari datasheets:
The FLY keyword is used in the following Aeldari datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.The TRANSPORT keyword is used in the following Aeldari datasheets:
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The WRAITH CONSTRUCT keyword is used in the following Aeldari datasheets:
High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).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.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 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.Melta weapons are powerful heat rays whose fury is magnified at close range.
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.The MOUNTED keyword is used in the following Aeldari datasheets:
Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.The CHARACTER keyword is used in the following Aeldari datasheets:
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.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 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.
Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6 instead.
model only. Once per turn, just after making aCarved 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.
Fate dice pool displaying the result you just rolled.
model only. Each time the bearer’s unit destroys an enemy unit, roll one D6 and add it to yourAt 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.
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.
model only. The first time the bearer isAn expert in vehicular warfare, this commander is always one step ahead of the foe.
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.
model only. If your army includes the bearer, after both players have deployed their armies, select up to threeWhen 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.
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.
model only. In yourThe AUTARCH keyword is used in the following Aeldari datasheets:
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).
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.
The GUARDIANS keyword is used in the following Aeldari datasheets:
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.
Lance weapons are deadly on the charge.
Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.