RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Fusion pistol [assault, melta 2, pistol] | |||||||
Fusion pistol [assault, melta 2, pistol] | 6" | 1 | 3+ | 8 | -4 | D6 | |
Neuro disruptor [anti-infantry 2+, assault, pistol] | |||||||
Neuro disruptor [anti-infantry 2+, assault, pistol] | 12" | 1 | 3+ | 4 | -2 | 1 | |
Shuriken pistol [assault, pistol] | |||||||
Shuriken pistol [assault, pistol] | 12" | 1 | 3+ | 4 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Harlequin’s blade [devastating wounds] | |||||||
Harlequin’s blade [devastating wounds] | Melee | 5 | 3+ | 3 | -1 | 1 | |
Harlequin’s special weapon [devastating wounds] | |||||||
Harlequin’s special weapon [devastating wounds] | Melee | 4 | 3+ | 4 | -1 | 1 | |
Power sword [devastating wounds] | |||||||
Power sword [devastating wounds] | Melee | 5 | 3+ | 4 | -2 | 1 |
5 models | 85 |
6 models | 100 |
11 models | 190 |
12 models | 205 |
The ASURYANI keyword is used in the following Aeldari datasheets:
The VEHICLE keyword is used in the following Aeldari datasheets:
The TITANIC keyword is used in the following Aeldari datasheets:
In war, as in all things, the Aeldari bring the full might of their intellect, skill and agility to bear upon the task. Coupled with their exceptional technology, this ensures they move with swiftness and grace that is impossible for the foe to match.
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SWIFT AS THE WIND EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. |
FLITTING SHADOWS EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. |
STAR ENGINES EFFECT: Until the end of the phase, add D6+l" to the Move characteristic of models in that unit. |
SUDDEN STRIKE EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". |
OPPORTUNITY SEIZED EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". |
FADE BACK EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". |
The
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 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.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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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.The WRAITH CONSTRUCT keyword is used in the following Aeldari datasheets:
SWIFT AS THE WIND EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. |
FLITTING SHADOWS EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. |
STAR ENGINES EFFECT: Until the end of the phase, add D6+l" to the Move characteristic of models in that unit. |
SUDDEN STRIKE EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". |
OPPORTUNITY SEIZED EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". |
FADE BACK EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". |
Every element of a Warhost operates with speed and efficiency, units swirling around one another in an agile storm of blades and tightly controlled ferocity. The Aeldari know precisely where they must be at any given stage of the battle plan and move with inhuman elegance that leaves their enemies reeling in their wake.
The ASURYANI and PSYKER keywords are used in the following Aeldari datasheets:
The ASURYANI and INFANTRY keywords are used in the following Aeldari datasheets:
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.Though future sight is not a precise art, the Aeldari seers excel in its craft. Having read the strands of fate that twine and branch through the upcoming battle, they direct events down their favoured paths at the most opportune moments.
At the start of the first battle round, you generate Fate dice by rolling a number of D6 based on the battle size, as shown below. Keep your Fate dice to one side - this is your Fate dice pool.
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The YNNARI 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.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.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 INFANTRY keyword is used in the following Aeldari datasheets:
The EPIC HERO 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.The HARLEQUINS keyword is used in the following Aeldari datasheets:
The HARLEQUINS keyword is used in the following Aeldari datasheets:
The HARLEQUINS and INFANTRY keywords are used in the following Aeldari datasheets:
Trying to fight the Harlequins of the Laughing God is like battling bladed smoke. They flip and bound through the enemy ranks with contemptuous ease, springing across the heads and shoulders of dumbfounded combatants, sprinting across the hulls of war engines, all the while bearing down with murderous intent upon their true intended victims.
Each time a HARLEQUINS model from your army makes a Charge move, it can move through enemy models.FADE BACK
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.Surrounded by the slaughter on the battlefield, the Ynnari channel the sinister supernatural gifts of Ynnead to great effect.
You can use the following rules:Lethal Intent At the end of your opponent’s Shooting phase, if one or more YNNARI units from your army were destroyed this phase, select one YNNARI unit from your army (excluding TITANIC units). That unit can make a Normal move. |
Lethal Surge Once per turn, when a YNNARI unit from your army performs the Fade Back Agile Manoeuvre, it can make a Lethal Surge move instead of a Normal move. If it does, roll one D6 and add 1 to the result: that unit can be moved a number of inches up to the total. When doing so, those models can be moved within Engagement Range of the enemy unit that just triggered that Agile Manoeuvre. |
Lethal Reprisal At the start of the Fight phase, select one YNNARI unit from your army (excluding TITANIC units) that is below its Starting Strength. Until the end of the phase, that unit has the Fights First ability. |
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 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.