RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Aeldari missile launcher – starshot | |||||||
Aeldari missile launcher – starshot | 48" | 1 | 3+ | 10 | -2 | D6
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Aeldari missile launcher – sunburst [BLAST] | |||||||
Aeldari missile launcher – sunburst [BLAST] | 48" | D6 | 3+ | 4 | -1 | 1 | |
Blaster [ASSAULT] | |||||||
Blaster [ASSAULT] | 18" | 1 | 3+ | 8 | -4 | D6+1 | |
Brace of pistols [assault, pistol] | |||||||
Brace of pistols [assault, pistol] | 12" | 2 | 3+ | 3 | 0 | 1 | |
Corsair firearm [assault, lethal hits] | |||||||
Corsair firearm [assault, lethal hits] | 24" | 4 | 3+ | 4 | 0 | 1 | |
Dark lance [heavy] | |||||||
Dark lance [heavy] | 36" | 1 | 4+ | 12 | -3 | D6+2 | |
Dissonance pistol [devastating wounds, pistol] | |||||||
Dissonance pistol [devastating wounds, pistol] | 12" | 1 | 3+ | 6 | -1 | 1 | |
Flamer [assault, ignores cover, torrent] | |||||||
Flamer [assault, ignores cover, torrent] | 12" | D6 | N/A | 4 | 0 | 1 | |
Fusion gun [assault, melta 2] | |||||||
Fusion gun [assault, melta 2] | 12" | 1 | 3+ | 8 | -4 | D6+1 | |
Shardcarbine [anti-infantry 3+, assault] | |||||||
Shardcarbine [anti-infantry 3+, assault] | 18" | 3 | 3+ | 2 | 0 | 1 | |
Shuriken cannon [sustained hits 1] | |||||||
Shuriken cannon [sustained hits 1] | 24" | 3 | 3+ | 6 | -1 | 2 | |
Shuriken catapult [assault] | |||||||
Shuriken catapult [assault] | 18" | 2 | 3+ | 4 | -1 | 1 | |
Splinter cannon [anti-infantry 3+, heavy, sustained hits 1] | |||||||
Splinter cannon [anti-infantry 3+, heavy, sustained hits 1] | 36" | 3 | 4+ | 3 | -1 | 2 | |
Shredder [ASSAULT, TORRENT] | |||||||
Shredder [ASSAULT, TORRENT] | 18" | D6 | N/A | 6 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 2 | 3+ | 3 | 0 | 1 | |
Spar-glaive | |||||||
Spar-glaive | Melee | 4 | 3+ | 3 | 0 | 1 | |
Void sabre | |||||||
Void sabre | Melee | 3 | 3+ | 4 | -2 | 1 |
5 models | 125 |
6 models | 150 |
10 models | 250 |
11 models | 275 |
Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.The
keyword is used in the following Aeldari datasheets:The FLY keyword is used in the following Aeldari datasheets:
The WRAITH CONSTRUCT keyword is used in the following Aeldari datasheets:
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The TRANSPORT keyword is used in the following Aeldari datasheets:
The AIRCRAFT 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):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).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.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.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.The INFANTRY keywords are used in the following Aeldari datasheets:
andWhether 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.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.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.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.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The GRENADES keyword is used in the following Aeldari datasheets:
The ANHRATHE keyword is used in the following Aeldari datasheets:
The INFANTRY keyword is used in the following Aeldari datasheets:
The JUMP PACK keyword is used in the following Aeldari datasheets:
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.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.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.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.