RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bright lance | |||||||
Bright lance | 36" | 1 | 3+ | 12 | -3 | D6+2 | |
Missile launcher – starshot | |||||||
Missile launcher – starshot | 48" | 1 | 3+ | 10 | -2 | D6 | |
Missile launcher – sunburst [blast] | |||||||
Missile launcher – sunburst [blast] | 48" | D6 | 3+ | 4 | -1 | 1 | |
Scatter laser [sustained hits 1] | |||||||
Scatter laser [sustained hits 1] | 36" | 6 | 3+ | 5 | 0 | 1 | |
Shuriken cannon [lethal hits] | |||||||
Shuriken cannon [lethal hits] | 24" | 3 | 3+ | 6 | -1 | 2 | |
Starcannon | |||||||
Starcannon | 36" | 2 | 3+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
War Walker feet | |||||||
War Walker feet | Melee | 3 | 3+ | 5 | 0 | 1 |
1 model | 95 |
2 models | 190 |
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 VEHICLE 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 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.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.
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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 VEHICLE and FLY keywords are used in the following Aeldari datasheets:
,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 VEHICLE models from your army have the [ASSAULT] ability and you can re-roll Advance rolls made for VEHICLE FLY units from your army.The ASURYANI 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". |
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:
The WRAITH CONSTRUCT keyword is 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 WALKER keyword is used in the following Aeldari datasheets:
The ASURYANI keyword is used in the following Aeldari datasheets:
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".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.The SUPPORT WEAPON keyword is used in the following Aeldari datasheets:
The GUARDIANS keyword is used in the following Aeldari datasheets:
The GUARDIAN keyword is used in the following Aeldari datasheets:
Battlehosts often deploy to protect arterial Webway gates, the world shrines of vulnerable Exodite worlds or the domes and galleries of their home craft world; this lends their warriors an especially keen determination to protect their holdings from foes.
Each time a DIRE AVENGER, GUARDIAN, SUPPORT WEAPON or WAR WALKER model from your army makes an attack, if that model’s unit and/or the target unit are within range of one or more objective markers, add 1 to the Hit roll.