RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Spear of Starlight | |||||||
Spear of Starlight | 24" | 3 | 3+ | 8 | -2 | 4 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Spear of Starlight | |||||||
Spear of Starlight | Melee | 4 | 3+ | 5 | -2 | 1 |
1 model | 105 |
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.The
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:
The WRAITH CONSTRUCT keyword is used in the following Aeldari datasheets:
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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.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:
andThe TRANSPORT keyword is used in the following Aeldari datasheets:
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.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.Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.The INFANTRY keyword is used in the following Aeldari datasheets:
The CHARACTER keyword is used in the following Aeldari datasheets:
The EPIC HERO keyword is used in the following Aeldari datasheets:
The JUMP PACK keyword is used in the following Aeldari datasheets:
The PHOENIX LORD 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.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.