Aeldari – Datasheets


Characters


Asurmen
(⌀25mm)
M
7"
T
3
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
3+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
The Bloody Twins [assault, lethal hits, pistol]
The Bloody Twins [assault, lethal hits, pistol]
24"
6
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Sword of Asur [devastating wounds]
The Sword of Asur [devastating wounds]
Melee
6
2+
6
-3
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Hand of Asuryan: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
Tactical Acumen: Once per turn, you can target this model’s unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
UNIT COMPOSITION
  • 1 Asurmen – EPIC HERO
This model is equipped with: the Bloody Twins; the Sword of Asur.
1 model
135
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PHOENIX LORD, ASURMEN
FACTION KEYWORDS:
AELDARI


Autarch
(⌀32mm)
M
7"
T
3
Sv
3+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Death spinner [devastating wounds, torrent]
Death spinner [devastating wounds, torrent]
12"
D6
N/A
4
0
1
Dragon fusion gun [assault, melta 3]
Dragon fusion gun [assault, melta 3]
12"
1
2+
9
-4
D6
Fusion pistol [assault, melta 2, pistol]
Fusion pistol [assault, melta 2, pistol]
6"
1
2+
8
-4
D3
Reaper launcher – starswarm [heavy]
Reaper launcher – starswarm [heavy]
48"
2
3+
5
-1
1
Reaper launcher – starshot [heavy]
Reaper launcher – starshot [heavy]
48"
1
3+
8
-2
2
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Banshee blade
Banshee blade
Melee
5
2+
4
-3
1
Scorpion chainsword [sustained hits 1]
Scorpion chainsword [sustained hits 1]
Melee
6
2+
5
0
1
Star glaive
Star glaive
Melee
5
3+
6
-2
2
WARGEAR OPTIONS
  • This model’s shuriken pistol can be replaced with one of the following:
    • 1 death spinner
    • 1 Dragon fusion gun
    • 1 fusion pistol
    • 1 Reaper launcher
  • This model’s star glaive can be replaced with one of the following:
    • 1 Banshee blade
    • 1 Scorpion chainsword
  • This model can be equipped with one of the following:
    • 1 Howling Banshee mask
    • 1 mandiblasters

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Superlative Strategist: Once per turn, you can target this model’s unit with a Stratagem even if you have already used that Stratagem on a different unit this phase.
Path of Command: At the start of your Command phase, if this model is your Warlord and is on the battlefield, you gain 1CP.
WARGEAR ABILITIES
Howling Banshee Mask: The bearer’s unit has the Fights First ability.
Mandiblasters: Melee weapons equipped by the bearer have the [DEVASTATING WOUNDS] ability when targeting units without the MONSTER or VEHICLE keywords.
UNIT COMPOSITION
  • 1 Autarch
This model is equipped with: shuriken pistol; star glaive.
1 model
75
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, GRENADES, AUTARCH
FACTION KEYWORDS:
AELDARI


Autarch Skyrunner
(⌀32mm flying base)
M
14"
T
4
Sv
3+
W
5
Ld
6+
OC
2
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • This model’s laser lance can be replaced with one of the following:
    • 1 Dragon fusion gun
    • 1 Banshee blade

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Ride the Wind: While this model is leading a unit, each time that unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
Path of Command: At the start of your Command phase, if this model is your Warlord, you gain 1CP.
UNIT COMPOSITION
  • 1 Autarch Skyrunner
This model is equipped with: laser lance; twin shuriken catapult.
1 model
90
LEADER
This model can be attached to the following unit:
KEYWORDS: MOUNTED, CHARACTER, FLY, AUTARCH, AUTARCH SKYRUNNER
FACTION KEYWORDS:
AELDARI


Autarch Wayleaper
(⌀32mm)
M
14"
T
3
Sv
3+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Death spinner [devastating wounds, torrent]
Death spinner [devastating wounds, torrent]
12"
D6
N/A
4
0
1
Dragon fusion gun [assault, melta 3]
Dragon fusion gun [assault, melta 3]
12"
1
2+
9
-4
D6
Fusion pistol [assault, melta 2, pistol]
Fusion pistol [assault, melta 2, pistol]
6"
1
2+
8
-4
D3
Reaper launcher – starshot [heavy]
Reaper launcher – starshot [heavy]
48"
1
3+
8
-2
2
Reaper launcher – starswarm [heavy]
Reaper launcher – starswarm [heavy]
48"
2
3+
5
-1
1
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Star glaive
Star glaive
Melee
5
3+
6
-2
2
Banshee blade
Banshee blade
Melee
5
2+
4
-3
1
Scorpion chainsword [sustained hits 1]
Scorpion chainsword [sustained hits 1]
Melee
6
2+
5
0
1
WARGEAR OPTIONS
  • This model’s shuriken pistol can be replaced with one of the following:
    • 1 death spinner
    • 1 Dragon fusion gun
    • 1 fusion pistol
    • 1 Reaper launcher
  • This model’s star glaive can be replaced with one of the following:
    • 1 Banshee blade
    • 1 Scorpion chainsword
  • This model can be equipped with one of the following:
    • 1 Howling Banshee mask
    • 1 mandiblasters

ABILITIES
CORE: Deep Strike, Lone Operative
FACTION: Strands of Fate
Indomitable Strength of Will (Aura): While a friendly AELDARI unit is within 6" of this model, each time that unit takes a Battle-shock or Leadership test, add 1 to that test.
Path of Command: At the start of your Command phase, if this model is your Warlord and is on the battlefield, you gain 1CP.
WARGEAR ABILITIES
Howling Banshee Mask: The bearer has the Fights First ability.
Mandiblasters: Melee weapons equipped by the bearer have the [DEVASTATING WOUNDS] ability when targeting units without the MONSTER or VEHICLE keywords.
UNIT COMPOSITION
  • 1 Autarch Wayleaper
This model is equipped with: shuriken pistol; star glaive.
1 model
115
KEYWORDS: INFANTRY, CHARACTER, JUMP PACK, FLY, GRENADES, AUTARCH WAYLEAPER
FACTION KEYWORDS:
AELDARI


Avatar Of Khaine
(⌀80mm)
M
10"
T
12
Sv
2+
W
14
Ld
6+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
The Wailing Doom [sustained hits d3]
The Wailing Doom [sustained hits d3]
12"
1
2+
16
-4
D6+2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Wailing Doom – strike
The Wailing Doom – strike
Melee
6
2+
14
-4
D6+2
The Wailing Doom – sweep
The Wailing Doom – sweep
Melee
12
2+
7
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3
FACTION: Strands of Fate
The Bloody-Handed (Aura): While a friendly AELDARI unit is within 6" of this model, add 1 to Advance and Charge rolls made for that unit.
Molten Form: Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Avatar of Khaine – EPIC HERO
This model is equipped with: the Wailing Doom
1 model
335
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, DAEMON, AVATAR OF KHAINE
FACTION KEYWORDS:
AELDARI


Baharroth
(⌀25mm)
M
14"
T
3
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fury of the Tempest [assault, lethal hits]
Fury of the Tempest [assault, lethal hits]
24"
4
2+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Shining Blade [sustained hits 1]
The Shining Blade [sustained hits 1]
Melee
6
2+
5
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Strands of Fate
Cry of the Wind: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
Cloudstrider: In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 6" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge.
UNIT COMPOSITION
  • 1 Baharroth – EPIC HERO
This model is equipped with: Fury of the Tempest; the Shining Blade.
1 model
125
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, JUMP PACK, FLY, GRENADES, PHOENIX LORD, BAHARROTH
FACTION KEYWORDS:
AELDARI


Death Jester
(⌀25mm)
M
8"
T
3
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shrieker cannon [devastating wounds]
Shrieker cannon [devastating wounds]
24"
3
2+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Jester’s blade
Jester’s blade
Melee
4
2+
4
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Lone Operative
FACTION: Strands of Fate
Death is Not Enough: In your Shooting phase, after this model has shot, if one or more of those attacks destroyed an enemy model, that enemy model’s unit must take a Battle-shock test.
Cruel Amusement: In your Shooting phase, one model from your army with this ability can use it. If they do, until the end of the phase, select one of the following abilities to apply to that model’s shrieker cannon:
  • [IGNORES COVER]
  • [PRECISION]
  • [SUSTAINED HITS 3]
UNIT COMPOSITION
  • 1 Death Jester
This model is equipped with: shrieker cannon; Jester’s blade.
1 model
90
KEYWORDS: INFANTRY, CHARACTER, HARLEQUINS, DEATH JESTER
FACTION KEYWORDS:
AELDARI


Eldrad Ulthran
(⌀32mm)
M
7"
T
4
Sv
6+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
2+
4
-1
1
Mind War [anti-character 4+, precision, psychic]
Mind War [anti-character 4+, precision, psychic]
18"
1
2+
5
-2
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Staff of Ulthamar and witchblade [anti-infantry 2+, psychic]
The Staff of Ulthamar and witchblade [anti-infantry 2+, psychic]
Melee
3
2+
5
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Diviner of Futures: At the start of the battle, when making your first Strands of Fate roll, roll an additional three D6 (this means that roll will consist of nine D6).
Doom (Psychic): At the start of your Shooting phase, you can select one enemy unit within 18" of and visible to this PSYKER and roll one D6: on a 2+, until the end of the turn, each time a friendly AELDARI model makes an attack that targets that enemy unit, add 1 to the Wound roll.
UNIT COMPOSITION
  • 1 Eldrad Ulthran – EPIC HERO
This model is equipped with: shuriken pistol; Mind War; the Staff of Ulthamar and witchblade.
1 model
110
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PSYKER, FARSEER, ELDRAD ULTHRAN
FACTION KEYWORDS:
AELDARI


Farseer
(⌀25mm)
M
7"
T
3
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Eldritch Storm [blast, psychic]
Eldritch Storm [blast, psychic]
24"
D6
3+
6
-2
D3
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
2+
4
-1
1
Singing spear [assault, psychic]
Singing spear [assault, psychic]
12"
1
2+
9
0
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Singing spear [psychic]
Singing spear [psychic]
Melee
2
2+
3
0
3
Witchblade [anti-infantry 2+, psychic]
Witchblade [anti-infantry 2+, psychic]
Melee
2
2+
3
0
2
WARGEAR OPTIONS
  • This model’s witchblade can be replaced with 1 singing spear.

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Branching Fates (Psychic): Once per turn, when you use a Fate dice to substitute a roll made for a model or unit within 12" of a FARSEER model from your army, one model from your army with this ability can use it. If it does, the result of that Fate dice is first changed to a 6.
Fortune (Psychic): In your Command phase, you can roll one D6: on a 2+, select one friendly AELDARI unit within 12" of this PSYKER. Until the start of your next Command phase, each time an attack targets that unit, subtract 1 from the Wound roll.
UNIT COMPOSITION
  • 1 Farseer
This model is equipped with: shuriken pistol; Eldritch Storm; witchblade.
1 model
80
LEADER
This model can be attached to the following units:
KEYWORDS: CHARACTER, INFANTRY, PSYKER, FARSEER
FACTION KEYWORDS:
AELDARI


Farseer Skyrunner
(⌀32mm flying base)
M
14"
T
4
Sv
3+
W
5
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Eldritch Storm [blast, psychic]
Eldritch Storm [blast, psychic]
24"
D6
3+
6
-2
D3
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
Singing spear [assault, psychic]
Singing spear [assault, psychic]
12"
1
3+
9
0
3
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Singing spear [psychic]
Singing spear [psychic]
Melee
2
2+
3
0
3
Witchblade [anti-infantry 2+, psychic]
Witchblade [anti-infantry 2+, psychic]
Melee
2
2+
3
0
2
WARGEAR OPTIONS
  • This model’s witchblade can be replaced with 1 singing spear.

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Branching Fates (Psychic): Once per turn, when you use a Fate dice to substitute a roll made for a model or unit within 12" of a FARSEER model from your army, one model from your army with this ability can use it. If it does, the result of that Fate dice is first changed to a 6.
Guide (Psychic): In your Command phase, you can roll one D6: on a 2+, select one friendly AELDARI unit within 12" of this PSYKER. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Farseer Skyrunner
This model is equipped with: shuriken pistol; twin shuriken catapult; Eldritch Storm; witchblade.
1 model
90
LEADER
This model can be attached to the following units:
KEYWORDS: MOUNTED, CHARACTER, FLY, PSYKER, FARSEER, FARSEER SKYRUNNER
FACTION KEYWORDS:
AELDARI


Fuegan
(⌀25mm)
M
7"
T
3
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Searsong – beam [sustained hits d3]
Searsong – beam [sustained hits d3]
12"
3
2+
8
-3
2
Searsong – lance [melta 6]
Searsong – lance [melta 6]
18"
1
2+
14
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Fire Axe
The Fire Axe
Melee
6
2+
5
-4
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+, Leader
FACTION: Strands of Fate
Unquenchable Resolve: The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.
Burning Lance: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Fuegan – EPIC HERO
This model is equipped with: Searsong; the Fire Axe.
1 model
130
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PHOENIX LORD, FUEGAN
FACTION KEYWORDS:
AELDARI


Illic Nightspear
(⌀25mm)
M
7"
T
3
Sv
5+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE*
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
2+
4
-1
1
Voidbringer [devastating wounds, heavy, precision]
Voidbringer [devastating wounds, heavy, precision]
48"
1
2+
6
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Aeldari power sword
Aeldari power sword
Melee
4
2+
4
-2
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Leader, Stealth
FACTION: Strands of Fate
Bringer of the True Death: While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Wound roll.
Hunter Unseen: This model’s unit can only be selected as the target of a ranged attack if the attacking model is within 12".
UNIT COMPOSITION
  • 1 Illic Nightspear – EPIC HERO
This model is equipped with: Voidbringer; shuriken pistol; Aeldari power sword.
1 model
70
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, ILLIC NIGHTSPEAR
FACTION KEYWORDS:
AELDARI


Jain Zar
(⌀40mm)
M
8"
T
3
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
The Silent Death [assault]
The Silent Death [assault]
12"
6
2+
6
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Blade of Destruction – strike
The Blade of Destruction – strike
Melee
6
2+
6
-3
2
The Blade of Destruction – sweep
The Blade of Destruction – sweep
Melee
12
2+
4
-3
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Fights First, Leader
FACTION: Strands of Fate
Whirling Death: Once per turn, you can target this model’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
Storm of Silence: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Jain Zar – EPIC HERO
This model is equipped with: the Silent Death; the Blade of Destruction.
1 model
105
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PHOENIX LORD, JAIN ZAR
FACTION KEYWORDS:
AELDARI


Karandras
(⌀25mm)
M
7"
T
3
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arhra’s Bane [assault, pistol]
Arhra’s Bane [assault, pistol]
12"
2
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Arhra’s Bane [sustained hits 1]
Arhra’s Bane [sustained hits 1]
Melee
5
2+
8
-3
2
Isirmathil [sustained hits 1]
Isirmathil [sustained hits 1]
Melee
8
2+
6
-1
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Leader
FACTION: Strands of Fate
Shadow Hunter: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
Sustained Assault: Each time this model makes a melee attack, if it made a Charge move this turn, a successful unmodified Hit roll of 4+ scores a Critical Hit.
WARGEAR ABILITIES
The Scorpion’s Bite: Melee weapons equipped by the bearer have the [DEVASTATING WOUNDS] ability when targeting units without the TITANIC keyword.
UNIT COMPOSITION
  • 1 Karandras – EPIC HERO
This model is equipped with: Arhra’s Bane; Isirmathil; the Scorpion’s Bite.
1 model
100
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PHOENIX LORD, KARANDRAS
FACTION KEYWORDS:
AELDARI


Maugan Ra
(⌀40mm)
M
7"
T
3
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
The Maugetar [devastating wounds, ignores cover]
The Maugetar [devastating wounds, ignores cover]
36"
6
2+
7
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Maugetar
The Maugetar
Melee
5
2+
6
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Face of Death: Each time this model makes an attack that targets a unit that is Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll.
Harvester of Souls: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Maugan Ra
This model is equipped with: the Maugetar.
1 model
130
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PHOENIX LORD, MAUGAN RA
FACTION KEYWORDS:
AELDARI


Prince Yriel
(⌀32mm)
M
7"
T
3
Sv
3+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
The Eye of Wrath [assault]
The Eye of Wrath [assault]
6"
1
2+
6
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Spear of Twilight
The Spear of Twilight
Melee
5
2+
6
-3
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Hero of Iyanden: While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
Prince of Corsairs: If your army includes this model, after both players have deployed their armies, select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
UNIT COMPOSITION
  • 1 Prince Yriel – EPIC HERO
This model is equipped with: the Eye of Wrath; the Spear of Twilight.
1 model
100
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PRINCE YRIEL
FACTION KEYWORDS:
AELDARI


Shadowseer
(⌀25mm)
M
8"
T
3
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Neuro disruptor [anti-infantry 2+, assault, pistol]
Neuro disruptor [anti-infantry 2+, assault, pistol]
12"
1
2+
4
0
1
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Miststave [psychic]
Miststave [psychic]
Melee
4
2+
5
-1
D3
WARGEAR OPTIONS
  • This model’s shuriken pistol can be replaced with 1 neuro disruptor.

ABILITIES
CORE: Leader, Stealth
FACTION: Strands of Fate
Fog of Dreams (Psychic): While this model is leading a unit, models in that unit have the Stealth ability.
Twilight Pathways (Psychic): At the start of your Movement phase, one model from your army with this ability can use it. If it does, until the end of the turn, you can re-roll Advance rolls made for that model’s unit and that model’s unit is eligible to declare a charge in a turn in which it Advanced.
UNIT COMPOSITION
  • 1 Shadowseer
This model is equipped with: shuriken pistol; miststave.
1 model
60
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GRENADES, HARLEQUINS, SHADOWSEER
FACTION KEYWORDS:
AELDARI


Solitaire
(⌀25mm)
M
12"
T
3
Sv
6+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
3+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Solitaire weapons [precision]
Solitaire weapons [precision]
Melee
9
2+
6
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Fights First, Lone Operative
FACTION: Strands of Fate
Blitz: Once per battle, in your Movement phase, this model can use this ability before it makes a Normal move. If it does, until the end of the turn, add 2D6" to this model’s Move characteristic and add 3 to the Attacks characteristic of this model’s Solitaire weapons.
Blur of Movement: This model is eligible to declare a charge in a turn in which it Advanced.
UNIT COMPOSITION
  • 1 Solitaire – EPIC HERO
This model is equipped with: Solitaire weapons.
1 model
115
PATH OF DAMNATION
This model cannot be your Warlord.
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, HARLEQUINS, SOLITAIRE
FACTION KEYWORDS:
AELDARI


Spiritseer
(⌀25mm)
M
7"
T
3
Sv
6+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Witch staff [anti-infantry 2+, psychic]
Witch staff [anti-infantry 2+, psychic]
Melee
2
2+
3
0
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Spirit Mark: While this model is leading a unit, weapons in that unit have the [LETHAL HITS] ability and each time a model in that unit makes an attack, add 1 to the Hit roll.
Tears of Isha (Psychic): While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.
UNIT COMPOSITION
  • 1 Spiritseer
This model is equipped with: shuriken pistol; witch staff.
1 model
65
LEADER
This model can be attached to the following units:
KEYWORDS: CHARACTER, INFANTRY, PSYKER, SPIRITSEER
FACTION KEYWORDS:
AELDARI


The Visarch
(⌀32mm)
M
8"
T
3
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Asu-var, the Sword of Silent Screams [precision]
Asu-var, the Sword of Silent Screams [precision]
Melee
5
2+
5
-4
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Way of the Blade: While this model is leading a unit, that unit has the Fights First ability.
Champion of Ynnead: Each time this model is selected to fight, select one of the abilities below for Asu-var, the Sword of Silent Screams, to gain until the end of the phase:
  • [SUSTAINED HITS 2]
  • [DEVASTATING WOUNDS]
  • [LETHAL HITS]
UNIT COMPOSITION
  • 1 Visarch – EPIC HERO
This model is equipped with: Asu-var, the Sword of Silent Screams.
1 model
90
LEADER
This model can be attached to the following units: You can attach this unit to one of the above units, even if YVRAINE has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, YNNARI, THE VISARCH
FACTION KEYWORDS:
AELDARI


The Yncarne
(⌀80mm)
M
10"
T
10
Sv
2+
W
12
Ld
6+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Swirling soul energy [ignores cover, psychic, torrent]
Swirling soul energy [ignores cover, psychic, torrent]
12"
D6+3
N/A
7
-1
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Vilith-zhar, the Sword of Souls – strike
Vilith-zhar, the Sword of Souls – strike
Melee
5
2+
12
-4
D6+1
Vilith-zhar, the Sword of Souls – sweep
Vilith-zhar, the Sword of Souls – sweep
Melee
10
2+
6
-4
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3
FACTION: Strands of Fate
Inevitable Death: Once in each of your turns, if this model is on the battlefield, when another unit is destroyed, just after removing the last model in that unit, you can remove this model from the battlefield and set it up again as close as possible to where that destroyed model was and not within Engagement Range of any enemy models.
Deathly Form: Each time an attack is allocated to this model, halve the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Yncarne – EPIC HERO
This model is equipped with: swirling soul energy; Vilith-zhar, the Sword of Souls.
1 model
350
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, FLY, PSYKER, DAEMON, YNNARI, THE YNCARNE
FACTION KEYWORDS:
AELDARI


Troupe Master
(⌀25mm)
M
8"
T
3
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fusion pistol [assault, melta 2, pistol]
Fusion pistol [assault, melta 2, pistol]
6"
1
2+
8
-4
D3
Neuro disruptor [anti-infantry 2+, assault, pistol]
Neuro disruptor [anti-infantry 2+, assault, pistol]
12"
1
2+
4
0
1
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Harlequin’s special weapon
Harlequin’s special weapon
Melee
5
2+
4
-1
1
Troupe Master’s blade
Troupe Master’s blade
Melee
6
2+
4
-2
1
WARGEAR OPTIONS
  • This model’s Troupe Master’s blade can be replaced with 1 Harlequin’s special weapon.
  • This model’s shuriken pistol can be replaced with one of the following:
    • 1 fusion pistol
    • 1 neuro disruptor

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Cegorach’s Favour: Once per turn, when you use a Fate dice to substitute a Hit roll, a Wound roll or a saving throw made for this model, you can first change the result of that Fate dice to a 6.
Choreographer of War: While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
UNIT COMPOSITION
  • 1 Troupe Master
This model is equipped with: shuriken pistol; Troupe Master’s blade.
1 model
55
LEADER
This model can be attached to the following unit:
TROUPE MASTER
If this model is your Warlord, TROUPE units from your army have the BATTLELINE keyword.
KEYWORDS: INFANTRY, CHARACTER, GRENADES, HARLEQUINS, TROUPE MASTER
FACTION KEYWORDS:
AELDARI


Warlock
(⌀25mm)
M
7"
T
3
Sv
6+
W
2
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
Destructor [psychic, torrent]
Destructor [psychic, torrent]
12"
D6
N/A
5
-1
1
Singing spear [assault, psychic]
Singing spear [assault, psychic]
12"
1
3+
9
0
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Witchblade [anti-infantry 2+, psychic]
Witchblade [anti-infantry 2+, psychic]
Melee
2
3+
3
0
2
Singing spear [psychic]
Singing spear [psychic]
Melee
2
3+
3
0
3
WARGEAR OPTIONS
  • This model’s witchblade can be replaced with 1 singing spear.

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Runes of Fortune (Psychic): In your Command phase, select one of the following to take effect until the start of your next Command phase:
  • Quicken: Each time this model’s unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
  • Restrain: Each time an enemy unit declares a charge, if this model’s unit is selected as a target of that charge, subtract 2 from the Charge roll. The same enemy unit can only be affected in this way once per phase.
UNIT COMPOSITION
  • 1 Warlock
This model is equipped with: Destructor; shuriken pistol; witchblade.
1 model
45
LEADER
This model can be attached to the following units: You can attach this model to one of the above units, even if one other Leader unit (excluding WARLOCK units) has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: INFANTRY, CHARACTER, PSYKER, WARLOCK
FACTION KEYWORDS:
AELDARI


Warlock Skyrunner
(⌀32mm flying base)
M
14"
T
4
Sv
3+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Destructor [psychic, torrent]
Destructor [psychic, torrent]
12"
D6
N/A
5
-1
1
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
Singing spear [assault, psychic]
Singing spear [assault, psychic]
12"
1
3+
9
0
3
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Singing spear [psychic]
Singing spear [psychic]
Melee
2
3+
3
0
3
Witchblade [anti-infantry 2+, psychic]
Witchblade [anti-infantry 2+, psychic]
Melee
2
3+
3
0
2
WARGEAR OPTIONS
  • This model’s witchblade can be replaced with 1 singing spear.

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Runes of Battle (Psychic): In your Command phase, select one of the following to take effect until the start of your next Command phase:
  • Conceal: Models in this model’s unit have the Stealth ability.
  • Reveal: Ranged weapons equipped by models in this model’s unit have the [IGNORES COVER] ability.
UNIT COMPOSITION
  • 1 Warlock Skyrunner
This model is equipped with: Destructor; shuriken pistol; twin shuriken catapult; witchblade.
1 model
55
LEADER
This model can be attached to the following unit: You can attach this unit to the above unit, even if one other Leader unit (excluding WARLOCK units) has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.
KEYWORDS: MOUNTED, CHARACTER, FLY, PSYKER, WARLOCK, WARLOCK SKYRUNNER
FACTION KEYWORDS:
AELDARI


Yvraine
(⌀75 x 42mm)
M
8"
T
3
Sv
6+
W
4
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Storm of Whispers [anti-infantry 2+, devastating wounds, psychic]
Storm of Whispers [anti-infantry 2+, devastating wounds, psychic]
12"
D6+3
2+
2
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Kha-vir, the Sword of Sorrows [devastating wounds]
Kha-vir, the Sword of Sorrows [devastating wounds]
Melee
5
2+
4
-3
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Strands of Fate
Herald of Ynnead: While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Word of the Phoenix (Psychic): While this model is leading a unit, in your Command phase, you can roll one D6: on a 2+, D3 destroyed Bodyguard models are returned to that unit.
UNIT COMPOSITION
  • 1 Yvraine – EPIC HERO
This model is equipped with: Storm of Whispers; Kha-vir, the Sword of Sorrows.
1 model
100
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, YNNARI, PSYKER, YVRAINE
FACTION KEYWORDS:
AELDARI


Irillyth
(⌀25mm)
M
12"
T
3
Sv
2+
W
5
Ld
6+
OC
1
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader, Stealth
FACTION: Strands of Fate
Reaper of Souls: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
Shadow of Death (Aura): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock or Leadership test, subtract 1 from that test.
UNIT COMPOSITION
  • 1 Irillyth – EPIC HERO
This model is equipped with: Spear of Starlight.
1 model
105
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, PHOENIX LORD, IRILLYTH
FACTION KEYWORDS:
AELDARI


Amallyn Shadowguide
(⌀32mm)
M
7"
T
3
Sv
5+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Ranger long rifle [heavy, precision]
Ranger long rifle [heavy, precision]
36"
1
3+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Power blade
Power blade
Melee
4
3+
4
-2
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Lone Operative, Stealth
FACTION: Strands of Fate
The Path Least Travelled: If your army includes this model, after both players have deployed their armies and determined who has the first turn, you can select one RANGERS or SHROUD RUNNERS unit from your army and redeploy that unit. When doing so, that unit can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Path of the Outcast: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".
UNIT COMPOSITION
  • 1 Amallyn Shadowguide – EPIC HERO
This model is equipped with: ranger long rifle; power blade.
1 model
75
KEYWORDS: INFANTRY, CHARACTER, GRENADES, EPIC HERO, AMALLYN SHADOWGUIDE
FACTION KEYWORDS:
AELDARI


Bonesinger
(⌀25mm)
M
7"
T
3
Sv
6+
W
3
Ld
6+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Psytronome shaper [psychic]
Psytronome shaper [psychic]
Melee
2
2+
3
0
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Strands of Fate
Way of the Shaper (Psychic): While this model is leading a unit, WRAITH CONSTRUCT models in that unit have the Feel No Pain 6+ ability.
Bonesinger: While this model is within 3" of one or more friendly WRAITH CONSTRUCT or AELDARI VEHICLE units, unless it is leading a unit, this model has the Lone Operative ability.
Psytronome Shaper: In your Command phase, you can select one friendly WRAITH CONSTRUCT or AELDARI VEHICLE model within 3" of this model. That WRAITH CONSTRUCT or AELDARI VEHICLE model regains up to D3 lost wounds.
UNIT COMPOSITION
  • 1 Bonesinger
This model is equipped with: psytronome shaper.
1 model
45
LEADER
This model can be attached to the following units:
KEYWORDS: CHARACTER, INFANTRY, PSYKER, BONESINGER
FACTION KEYWORDS:
AELDARI

Battleline


Corsair Voidreavers
(⌀28mm)
M
7"
T
3
Sv
4+
W
1
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Corsair shredder [assault, torrent]
Corsair shredder [assault, torrent]
18"
D6
N/A
6
0
1
Neuro disruptor [anti-infantry 2+, assault, pistol]
Neuro disruptor [anti-infantry 2+, assault, pistol]
12"
1
3+
4
0
1
Corsair blaster [assault]
Corsair blaster [assault]
18"
1
3+
8
-4
D6+1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
Shuriken rifle [assault, rapid fire 1]
Shuriken rifle [assault, rapid fire 1]
24"
1
3+
4
-1
1
Wraithcannon [devastating wounds]
Wraithcannon [devastating wounds]
18"
1
3+
14
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
3
0
1
Aeldari power sword
Aeldari power sword
Melee
2
3+
4
-2
1
WARGEAR OPTIONS
  • All of the Corsair Voidreavers in this unit can each have their shuriken pistol and Aeldari power sword replaced with 1 shuriken rifle.
  • For every 5 models in this unit, 1 Corsair Voidreaver’s Aeldari power sword or shuriken rifle can be replaced with one of the following:
    • 1 Corsair blaster
    • 1 Corsair shredder
  • If this unit contains 10 models, 1 Corsair Voidreaver’s shuriken rifle can be replaced with one of the following:
    • 1 shuriken cannon
    • 1 wraithcannon
  • The Voidreaver Felarch can be equipped with:
    • 1 mistshield
  • The Voidreaver Felarch’s shuriken pistol can be replaced with one of the following:
    • 1 neuro disruptor
    • 1 shuriken rifle

ABILITIES
CORE: Scouts 7"
Reavers of the Void: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is an enemy unit within range of an objective marker, you can re-roll the Hit roll instead.
WARGEAR ABILITIES
Mistshield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Voidreaver Felarch
  • 4-9 Corsair Voidreavers
Every model is equipped with: shuriken pistol; Aeldari power sword; close combat weapon.
5 models
70
10 models
140
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, ANHRATHE, CORSAIR VOIDREAVERS
FACTION KEYWORDS:
AELDARI


Guardian Defenders
M
7"
T
3
Sv
4+
W
1
Ld
6+
OC
2
GUARDIAN DEFENDER(⌀28mm)
7"
3
4+
2
6+
0
HEAVY WEAPON PLATFORM(⌀40mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
Aeldari missile launcher – sunburst [blast]
Aeldari missile launcher – sunburst [blast]
48"
D6
3+
4
-1
1
Bright lance
Bright lance
36"
1
3+
12
-3
D6+2
Scatter laser
Scatter laser
36"
6
3+
5
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
Starcannon
Starcannon
36"
2
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
3+
3
0
1
WARGEAR OPTIONS
  • The Heavy Weapon Platform can replace its shuriken cannon with one of the following:
    • 1 Aeldari missile launcher
    • 1 bright lance
    • 1 scatter laser
    • 1 starcannon

ABILITIES
FACTION: Strands of Fate
Defenders of Fate: At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll one D6 and add it to your Fate dice pool displaying the result you just rolled.
Crewed Platform: When the last Guardian Defender model in this unit is destroyed, any remaining Heavy Weapon Platform models in this unit are also destroyed.
UNIT COMPOSITION
  • 1 Heavy Weapon Platform
  • 10 Guardian Defenders
Every Guardian Defender is equipped with: shuriken catapult; close combat weapon.

The Heavy Weapon Platform is equipped with: shuriken cannon; close combat weapon.
11 models
100
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, GUARDIANS, GUARDIAN DEFENDERS
FACTION KEYWORDS:
AELDARI


Storm Guardians
M
7"
T
3
Sv
4+
W
1
Ld
6+
OC
2
STORM GUARDIAN(⌀28mm)
7"
3
4+
2
6+
0
SERPENT’S SCALE PLATFORM(⌀28mm)
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari flamer [assault, ignores cover, torrent]
Aeldari flamer [assault, ignores cover, torrent]
12"
D6
N/A
4
0
1
Guardian fusion gun [assault, melta 2]
Guardian fusion gun [assault, melta 2]
12"
1
3+
8
-4
D6
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Aeldari power sword
Aeldari power sword
Melee
2
3+
4
-2
1
Guardian combat weapon
Guardian combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • Up to 2 Storm Guardians can each have their shuriken pistol replaced with 1 Aeldari flamer.
  • Up to 2 Storm Guardians can each have their shuriken pistol replaced with 1 Guardian fusion gun.
  • Up to 2 Storm Guardians can each have their Guardian combat weapon replaced with 1 Aeldari power sword.

ABILITIES
FACTION: Strands of Fate
Stormblades: At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Crewed Platform: When the last Storm Guardian model in this unit is destroyed, any remaining Serpent’s Scale Platform models in this unit are also destroyed.
WARGEAR ABILITIES
Serpent Shield: Models in the bearer’s unit have a 5+ invulnerable save.
UNIT COMPOSITION
  • 1 Serpent’s Scale Platform
  • 10 Storm Guardians
Every Storm Guardian is equipped with: shuriken pistol; Guardian combat weapon.

The Serpent’s Scale Platform is equipped with: Guardian combat weapon; Serpent shield.
11 models
100
KEYWORDS: INFANTRY, BATTLELINE, GRENADES, GUARDIANS, STORM GUARDIANS
FACTION KEYWORDS:
AELDARI

Dedicated Transports


Starweaver
(⌀65mm)
M
14"
T
6
Sv
4+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 1, Firing Deck 6
FACTION: Strands of Fate
Rapid Embarkation: At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly HARLEQUINS INFANTRY unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT.
UNIT COMPOSITION
  • 1 Starweaver
This model is equipped with: 2 shuriken cannons; close combat weapon.
1 model
80
TRANSPORT
This model has a transport capacity of 6 HARLEQUINS INFANTRY models.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, SMOKE, FLY, HARLEQUINS, STARWEAVER
FACTION KEYWORDS:
AELDARI


Wave Serpent
(⌀60mm flying base)
M
14"
T
9
Sv
3+
W
13
Ld
6+
OC
2
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Twin Aeldari missile launcher – starshot [twin-linked]
Twin Aeldari missile launcher – starshot [twin-linked]
48"
1
3+
10
-2
D6
Twin Aeldari missile launcher – sunburst [blast, twin-linked]
Twin Aeldari missile launcher – sunburst [blast, twin-linked]
48"
D6
3+
4
-1
1
Twin bright lance [twin-linked]
Twin bright lance [twin-linked]
36"
1
3+
12
-3
D6+2
Twin scatter laser [twin-linked]
Twin scatter laser [twin-linked]
36"
6
3+
5
0
1
Twin shuriken cannon [sustained hits 1, twin-linked]
Twin shuriken cannon [sustained hits 1, twin-linked]
24"
3
3+
6
-1
2
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-1
1
Twin starcannon [twin-linked]
Twin starcannon [twin-linked]
36"
2
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s twin shuriken cannon can be replaced with one of the following:
    • 1 twin Aeldari missile launcher
    • 1 twin bright lance
    • 1 twin scatter laser
    • 1 twin starcannon
  • This model’s twin shuriken catapult can be replaced with 1 shuriken cannon.

ABILITIES
CORE: Deadly Demise D3
FACTION: Strands of Fate
Wave Serpent Shield: Once per battle, in your Shooting phase, you can select one enemy unit that is within 12" of and visible to this model and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds and must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Wave Serpent
This model is equipped with: twin shuriken cannon; twin shuriken catapult; wraithbone hull.
1 model
120
TRANSPORT
This model has a transport capacity of 12 AELDARI INFANTRY models. Each WRAITH CONSTRUCT model takes the space of 2 models. It cannot transport JUMP PACK models.
KEYWORDS: VEHICLE, TRANSPORT, DEDICATED TRANSPORT, FLY, WAVE SERPENT
FACTION KEYWORDS:
AELDARI

Fortifications


Webway Gate
(⌀Use model)
M
-
T
12
Sv
3+
W
14
Ld
6+
OC
0
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D3
FACTION: Strands of Fate
Arcane Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Webway Strike: Each time a friendly AELDARI unit arrives from Strategic Reserves, you can choose to set it up anywhere on the battlefield that is wholly within 6" of this FORTIFICATION. If you do, that AELDARI unit can be set up within 9" of enemy models, and can be set up within Engagement Range of enemy models. If an AELDARI unit is set up within Engagement Range of any enemy models in this way, it counts as having made a Charge move this turn and is eligible to fight this turn.
Fortification: While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
UNIT COMPOSITION
  • 2 Wraithbone Arches
This unit is equipped with: nothing.
2 models
220
DEPLOYMENT
Both Wraithbone Arches of this FORTIFICATION must be set up with their upper points no more than 1" apart and with both statues facing in fully opposite directions so that an arch is formed, as shown on the right. Both arches are then treated as a single model for all rules purposes.
KEYWORDS: FORTIFICATION, WEBWAY GATE
FACTION KEYWORDS:
AELDARI, ASURYANI, HARLEQUINS, DRUKHARI

Other


Corsair Voidscarred
(⌀28mm)
M
7"
T
3
Sv
4+
W
1
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Corsair shredder [assault, torrent]
Corsair shredder [assault, torrent]
18"
D6
N/A
6
0
1
Corsair blaster [assault]
Corsair blaster [assault]
18"
1
3+
8
-4
D6+1
Executioner [anti-infantry 2+, psychic]
Executioner [anti-infantry 2+, psychic]
18"
3
3+
6
-2
D3
Fusion pistol [assault, melta 2, pistol]
Fusion pistol [assault, melta 2, pistol]
6"
1
3+
8
-4
D3
Neuro disruptor [anti-infantry 2+, assault, pistol]
Neuro disruptor [anti-infantry 2+, assault, pistol]
12"
1
3+
4
0
1
Ranger long rifle [heavy, precision]
Ranger long rifle [heavy, precision]
36"
1
3+
4
-1
2
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
Shuriken rifle [assault, rapid fire 1]
Shuriken rifle [assault, rapid fire 1]
24"
1
3+
4
-1
1
Wraithcannon [devastating wounds]
Wraithcannon [devastating wounds]
18"
1
3+
14
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Aeldari power sword
Aeldari power sword
Melee
3
3+
4
-2
1
Close combat weapon
Close combat weapon
Melee
3
3+
3
0
1
Paired Hekatarii blades [twin-linked]
Paired Hekatarii blades [twin-linked]
Melee
4
2+
3
-2
1
Witch staff [anti-infantry 2+, psychic]
Witch staff [anti-infantry 2+, psychic]
Melee
2
2+
3
0
D3
WARGEAR OPTIONS
  • Any number of Corsair Voidscarred can each have their shuriken pistol and Aeldari power sword replaced with 1 shuriken rifle.
  • The Voidscarred Felarch’s shuriken pistol can be replaced with one of the following:
    • 1 neuro disruptor
    • 1 shuriken rifle
  • The Voidscarred Felarch can be equipped with 1 mistshield.
  • For every 5 models in this unit, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following:
    • 1 Corsair blaster
    • 1 Corsair shredder
  • If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following:
    • 1 shuriken cannon
    • 1 wraithcannon
  • If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with 1 Ranger long rifle.
  • If this unit contains 10 models, 1 Corsair Voidscarred’s Aeldari power sword can be replaced with 1 fusion pistol.
  • 1 Corsair Voidscarred model equipped with a shuriken pistol and Aeldari power sword can be equipped with 1 Faolchú.

ABILITIES
CORE: Scouts 7"
Piratical Raiders: At the start of the battle, select one unit from your opponent’s army. Each time a model in this unit makes an attack that targets that unit, that attack has the [LETHAL HITS] and [PRECISION] abilities.
WARGEAR ABILITIES
Channeller Stones: Once per turn, the first time a saving throw is failed for the bearer’s unit, change the Damage characteristic of that attack to 0.
Faolchú: Ranged weapons equipped by models in the bearer’s unit have the [IGNORES COVER] ability.
Mistshield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
This unit can contain a maximum of 10 models.
  • 0-1 Shade Runner
  • 0-1 Soul Weaver
  • 0-1 Way Seeker
  • 1 Voidscarred Felarch
  • 4-9 Corsair Voidscarred
Every Corsair Voidscarred and Voidscarred Felarch is equipped with: shuriken pistol; Aeldari power sword; close combat weapon.

A Shade Runner is equipped with: shuriken pistol; close combat weapon; paired Hekatarii blades.

A Soul Weaver is equipped with: shuriken pistol; Aeldari power sword; close combat weapon; channeller stones.

A Way Seeker is equipped with: shuriken pistol; Executioner; close combat weapon; witch staff.
5 models
90
10 models
180
KEYWORDS – ALL MODELS: INFANTRY, GRENADES, ANHRATHE, CORSAIR VOIDSCARREDWAY SEEKER: PSYKER
FACTION KEYWORDS:
AELDARI


Crimson Hunter
(⌀170 x 109mm flying base)
M
20+"
T
8
Sv
3+
W
12
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bright lance
Bright lance
36"
1
3+
12
-3
D6+2
Pulse laser
Pulse laser
48"
3
3+
9
-2
D6
Starcannon
Starcannon
36"
2
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s 2 starcannons can be replaced with 2 bright lances.

ABILITIES
FACTION: Strands of Fate
Skyhunter: Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll and add 1 to the Wound roll.
UNIT COMPOSITION
  • 1 Crimson Hunter
This model is equipped with: 2 starcannons; pulse laser; wraithbone hull.
1 model
160
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, CRIMSON HUNTER
FACTION KEYWORDS:
AELDARI


Dark Reapers
M
6"
T
3
Sv
3+
W
2
Ld
6+
OC
1
DARK REAPER EXARCH(⌀28mm)
INVULNERABLE SAVE
5+
6"
3
3+
1
6+
1
DARK REAPER(⌀28mm)
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – starshot [ignores cover]
Aeldari missile launcher – starshot [ignores cover]
48"
1
3+
10
-2
D6
Aeldari missile launcher – sunburst [blast, ignores cover]
Aeldari missile launcher – sunburst [blast, ignores cover]
48"
D6
3+
4
-1
1
Reaper launcher – starshot [ignores cover]
Reaper launcher – starshot [ignores cover]
48"
1
3+
8
-2
2
Reaper launcher – starswarm [ignores cover]
Reaper launcher – starswarm [ignores cover]
48"
2
3+
5
-1
1
Shuriken cannon [ignores cover, sustained hits 1]
Shuriken cannon [ignores cover, sustained hits 1]
24"
3
3+
6
-1
2
Tempest launcher [blast, indirect fire]
Tempest launcher [blast, indirect fire]
36"
2D6
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • The Dark Reaper Exarch’s Reaper launcher can be replaced with 1 of the following:
    • 1 Aeldari missile launcher
    • 1 shuriken cannon
    • 1 tempest launcher

ABILITIES
FACTION: Strands of Fate
Inescapable Accuracy: Each time a model in this unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and to the Hit roll.
UNIT COMPOSITION
  • 1 Dark Reaper Exarch
  • 4-9 Dark Reapers
Every model is equipped with: Reaper launcher; close combat weapon.
5 models
80
10 models
160
KEYWORDS: INFANTRY, DARK REAPERS
FACTION KEYWORDS:
AELDARI


Dire Avengers
M
7"
T
3
Sv
4+
W
1
Ld
6+
OC
1
DIRE AVENGER(⌀28mm)
INVULNERABLE SAVE
5+
7"
3
4+
2
6+
1
DIRE AVENGER EXARCH(⌀28mm)
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Avenger shuriken catapult [assault, lethal hits]
Avenger shuriken catapult [assault, lethal hits]
18"
3
3+
4
-1
1
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
Diresword [devastating wounds]
Diresword [devastating wounds]
Melee
3
3+
4
-2
1
Power glaive
Power glaive
Melee
3
3+
5
-2
1
WARGEAR OPTIONS
  • If this unit’s Dire Avenger Exarch is equipped with 1 Avenger shuriken catapult, it can be equipped with 1 additional Avenger shuriken catapult.
  • The Dire Avenger Exarch’s Avenger shuriken catapult can be replaced with 1 shuriken pistol and one of the following:
    • 1 diresword
    • 1 power glaive
  • The Dire Avenger Exarch’s shuriken pistol can be replaced with:
    • 1 shimmershield

ABILITIES
FACTION: Strands of Fate
Defence Tactics: Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or unmodified Hit rolls of 4+ instead if this unit is within range of an objective marker you control.
WARGEAR ABILITIES
Shimmershield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Dire Avenger Exarch
  • 4-9 Dire Avengers
Every model is equipped with: Avenger shuriken catapult; close combat weapon.
5 models
70
10 models
140
KEYWORDS: INFANTRY, GRENADES, DIRE AVENGERS
FACTION KEYWORDS:
AELDARI


Falcon
(⌀60mm flying base)
M
14"
T
9
Sv
3+
W
12
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – sunburst [blast]
Aeldari missile launcher – sunburst [blast]
48"
D6
3+
4
-1
1
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
Bright lance
Bright lance
36"
1
3+
12
-3
D6+2
Pulse laser
Pulse laser
48"
3
3+
9
-2
D6
Starcannon
Starcannon
36"
2
3+
8
-3
2
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-1
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s scatter laser can be replaced with one of the following:
    • 1 Aeldari missile launcher
    • 1 bright lance
    • 1 shuriken cannon
    • 1 starcannon
  • This model’s twin shuriken catapult can be replaced with 1 shuriken cannon.

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Strands of Fate
Fire Support: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Falcon
This model is equipped with: pulse laser; scatter laser; twin shuriken catapult; wraithbone hull.
1 model
140
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 6 AELDARI INFANTRY models. Each WRAITH CONSTRUCT model takes the space of 2 models. It cannot transport JUMP PACK models.
KEYWORDS: VEHICLE, TRANSPORT, FLY, FALCON
FACTION KEYWORDS:
AELDARI


Fire Dragons
M
7"
T
3
Sv
3+
W
1
Ld
6+
OC
1
FIRE DRAGON(⌀25mm)
INVULNERABLE SAVE
5+
7"
3
3+
2
6+
1
FIRE DRAGON EXARCH(⌀25mm)
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dragon fusion gun [assault, melta 3]
Dragon fusion gun [assault, melta 3]
12"
1
3+
9
-4
D6
Dragon’s breath flamer [ignores cover, torrent]
Dragon’s breath flamer [ignores cover, torrent]
12"
D6
N/A
6
-1
1
Firepike [melta 3]
Firepike [melta 3]
18"
1
3+
12
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • The Fire Dragon Exarch’s Dragon fusion gun can be replaced with 1 of the following:
    • 1 Dragon’s breath flamer
    • 1 firepike

ABILITIES
FACTION: Strands of Fate
Assured Destruction: Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, re-roll a Wound roll of 1 and re-roll a Damage roll of 1.
UNIT COMPOSITION
  • 1 Fire Dragon Exarch
  • 4-9 Fire Dragons
Every model is equipped with: Dragon fusion gun; close combat weapon.
5 models
85
10 models
170
KEYWORDS: INFANTRY, GRENADES, FIRE DRAGONS
FACTION KEYWORDS:
AELDARI


Fire Prism
(⌀60mm flying base)
M
14"
T
9
Sv
3+
W
12
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Prism cannon – dispersed pulse [blast]
Prism cannon – dispersed pulse [blast]
60"
2D6
3+
6
-1
2
Prism cannon – focused lances [linked fire]
Prism cannon – focused lances [linked fire]
60"
2
3+
18
-4
6
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
Linked Fire: When selecting targets for this weapon, you can measure range and determine visibility from another friendly FIRE PRISM model that is visible to the bearer.
WARGEAR OPTIONS
  • This model’s twin shuriken catapult can be replaced with 1 shuriken cannon.

ABILITIES
CORE: Deadly Demise D3
FACTION: Strands of Fate
Crystal Matrix: Each time this model is selected to shoot, you can re-roll one Hit roll and you can re-roll one Wound roll when resolving those attacks.
UNIT COMPOSITION
  • 1 Fire Prism
This model is equipped with: prism cannon; twin shuriken catapult; wraithbone hull.
1 model
180
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, FIRE PRISM
FACTION KEYWORDS:
AELDARI


Hemlock Wraithfighter
(⌀170 x 109mm flying base)
M
20+"
T
8
Sv
3+
W
12
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy D-scythe [blast]
Heavy D-scythe [blast]
18"
D6
4+
12
-4
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
FACTION: Strands of Fate
Mindshock Pod (Aura, Psychic): While an enemy unit is within 9" of this model, subtract 1 from Battle-shock and Leadership tests taken for that unit.
UNIT COMPOSITION
  • 1 Hemlock Wraithfighter
This model is equipped with: 2 heavy D-scythes; wraithbone hull.
1 model
155
KEYWORDS: VEHICLE, FLY, AIRCRAFT, PSYKER, WRAITH CONSTRUCT, HEMLOCK WRAITHFIGHTER
FACTION KEYWORDS:
AELDARI


Howling Banshees
M
8"
T
3
Sv
4+
W
1
Ld
6+
OC
1
HOWLING BANSHEE(⌀28mm)
INVULNERABLE SAVE*
5+
8"
3
4+
2
6+
1
HOWLING BANSHEE EXARCH(⌀28mm)
INVULNERABLE SAVE*
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
Triskele [assault]
Triskele [assault]
12"
3
3+
4
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Banshee blade
Banshee blade
Melee
3
3+
4
-3
1
Executioner
Executioner
Melee
4
3+
5
-2
2
Mirrorswords
Mirrorswords
Melee
6
3+
4
-3
1
Triskele
Triskele
Melee
5
3+
3
-2
1
WARGEAR OPTIONS
  • The Howling Banshee Exarch’s Banshee blade can be replaced with 1 of the following:
    • 1 executioner
    • 1 triskele
  • The Howling Banshee Exarch’s shuriken pistol and Banshee blade can be replaced with 1 mirrorswords.

ABILITIES
CORE: Fights First
FACTION: Strands of Fate
Acrobatic: This unit is eligible to declare a charge in a turn in which it Advanced or Fell Back.
UNIT COMPOSITION
  • 1 Howling Banshee Exarch
  • 4-9 Howling Banshees
Every model is equipped with: shuriken pistol; Banshee blade.
5 models
70
10 models
140
KEYWORDS: INFANTRY, HOWLING BANSHEES
FACTION KEYWORDS:
AELDARI


Night Spinner
(⌀60mm flying base)
M
14"
T
9
Sv
3+
W
12
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Doomweaver [blast, devastating wounds, indirect fire, twin-linked]
Doomweaver [blast, devastating wounds, indirect fire, twin-linked]
48"
D6+3
3+
7
0
2
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s twin shuriken catapult can be replaced with 1 shuriken cannon.

ABILITIES
CORE: Deadly Demise D3
FACTION: Strands of Fate
Monofilament Web: In your Shooting phase, after this model has shot, if one or more of those attacks made with its doomweaver scored a hit against an enemy unit, that enemy unit is pinned until the end of your opponent’s next turn. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
UNIT COMPOSITION
  • 1 Night Spinner
This model is equipped with: doomweaver; twin shuriken catapult; wraithbone hull.
1 model
210
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, NIGHT SPINNER
FACTION KEYWORDS:
AELDARI


Rangers
(⌀28mm)
M
7"
T
3
Sv
5+
W
1
Ld
6+
OC
1
INVULNERABLE SAVE*
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Ranger long rifle [heavy, precision]
Ranger long rifle [heavy, precision]
36"
1
3+
4
-1
2
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
3+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Infiltrators, Stealth
FACTION: Strands of Fate
Path of the Outcast: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6" as if it were your Movement phase.
UNIT COMPOSITION
  • 5-10 Rangers
Every model is equipped with: Ranger long rifle; shuriken pistol; close combat weapon.
5 models
55
10 models
110
KEYWORDS: INFANTRY, RANGERS
FACTION KEYWORDS:
AELDARI


Shining Spears
M
14"
T
4
Sv
3+
W
2
Ld
6+
OC
2
SHINING SPEAR(⌀60mm flying base)
INVULNERABLE SAVE*
5+
14"
4
3+
3
6+
2
SHINING SPEAR EXARCH(⌀60mm flying base)
INVULNERABLE SAVE*
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Laser lance [assault]
Laser lance [assault]
6"
1
3+
6
-2
2
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Star lance [assault]
Star lance [assault]
6"
1
2+
9
-3
2
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Laser lance [lance]
Laser lance [lance]
Melee
3
3+
4
-2
2
Paragon sabre
Paragon sabre
Melee
6
3+
4
-2
2
Star lance [lance]
Star lance [lance]
Melee
4
2+
4
-3
2
WARGEAR OPTIONS
  • The Shining Spear Exarch can be equipped with 1 shimmershield.
  • The Shining Spear Exarch’s laser lance can be replaced with one of the following:
    • 1 paragon sabre
    • 1 star lance
  • The Shining Spear Exarch’s twin shuriken catapult can be replaced with 1 shuriken cannon.

ABILITIES
FACTION: Strands of Fate
Aerobatic Grace: Each time an attack targets this unit, subtract 1 from the Hit roll.
WARGEAR ABILITIES
Shimmershield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Shining Spear Exarch
  • 2-5 Shining Spears
Every model is equipped with: laser lance; twin shuriken catapult.
3 models
100
6 models
200
KEYWORDS: MOUNTED, FLY, SHINING SPEARS
FACTION KEYWORDS:
AELDARI


Shroud Runners
(⌀60mm flying base)
M
14"
T
4
Sv
4+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE*
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Ranger long rifle [precision]
Ranger long rifle [precision]
36"
1
3+
4
-1
2
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
3+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Scouts 9", Stealth
FACTION: Strands of Fate
Target Acquisition: At the start of your Shooting phase, select one enemy unit within 12" of and visible to this unit. Until the end of the phase, ranged weapons equipped by friendly AELDARI models have the [LETHAL HITS] ability when targeting that unit.
UNIT COMPOSITION
  • 3-6 Shroud Runners
Every model is equipped with: Ranger long rifle; scatter laser; shuriken pistol; close combat weapon.
3 models
80
6 models
160
KEYWORDS: MOUNTED, FLY, SHROUD RUNNERS
FACTION KEYWORDS:
AELDARI


Skyweavers
(⌀60mm flying base)
M
14"
T
4
Sv
4+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Star bolas
Star bolas
12"
D3
3+
7
-2
2
Skyweaver haywire cannon [anti-vehicle 4+, devastating wounds]
Skyweaver haywire cannon [anti-vehicle 4+, devastating wounds]
24"
2
3+
3
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
3
0
1
Zephyrglaive
Zephyrglaive
Melee
4
3+
5
-1
2
WARGEAR OPTIONS
  • Any number of models can each have their shuriken cannon replaced with 1 Skyweaver haywire cannon.
  • Any number of models can each have their star bolas replaced with 1 zephyrglaive.

ABILITIES
FACTION: Strands of Fate
Scything Swipes: Each time this unit ends a Normal move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move. If you do, roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 2-4 Skyweavers
Every model is equipped with: shuriken cannon; star bolas; close combat weapon.
2 models
95
4 models
190
KEYWORDS: MOUNTED, FLY, SMOKE, HARLEQUINS, SKYWEAVERS
FACTION KEYWORDS:
AELDARI


Striking Scorpions
M
7"
T
3
Sv
3+
W
1
Ld
6+
OC
1
STRIKING SCORPION(⌀25mm)
INVULNERABLE SAVE
5+
7"
3
3+
2
6+
1
STRIKING SCORPION EXARCH(⌀25mm)
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Scorpion’s claw [assault, pistol]
Scorpion’s claw [assault, pistol]
12"
2
3+
4
-1
1
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Biting blade [sustained hits 1]
Biting blade [sustained hits 1]
Melee
5
3+
5
-1
2
Scorpion chainsword [sustained hits 1]
Scorpion chainsword [sustained hits 1]
Melee
4
3+
4
0
1
Scorpion’s claw [sustained hits 1]
Scorpion’s claw [sustained hits 1]
Melee
4
4+
8
-2
2
WARGEAR OPTIONS
  • The Striking Scorpion Exarch’s shuriken pistol and Scorpion chainsword can be replaced with 1 biting blade.
  • The Striking Scorpion Exarch’s shuriken pistol can be replaced with 1 Scorpion’s claw.

ABILITIES
CORE: Infiltrators
FACTION: Strands of Fate
WARGEAR ABILITIES
Mandiblasters: Melee weapons equipped by the bearer have the [DEVASTATING WOUNDS] ability when targeting units without the MONSTER or VEHICLE keywords.
UNIT COMPOSITION
  • 1 Striking Scorpion Exarch
  • 4-9 Striking Scorpions
Every model is equipped with: shuriken pistol; Scorpion chainsword; mandiblasters.
5 models
65
10 models
130
KEYWORDS: INFANTRY, STRIKING SCORPIONS
FACTION KEYWORDS:
AELDARI


Support Weapons
(⌀40mm)
M
3"
T
6
Sv
4+
W
5
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
D-cannon [blast, devastating wounds, heavy, indirect fire]
D-cannon [blast, devastating wounds, heavy, indirect fire]
24"
D3
3+
16
-4
D6+2
Shadow weaver [blast, devastating wounds, heavy, indirect fire]
Shadow weaver [blast, devastating wounds, heavy, indirect fire]
48"
D6+2
3+
6
0
1
Shuriken catapult [assault]
Shuriken catapult [assault]
18"
2
3+
4
-1
1
Vibro cannon [heavy]
Vibro cannon [heavy]
48"
D6
3+
8
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • Any number of models can each have their shadow weaver replaced with one of the following:
    • 1 D-cannon
    • 1 vibro cannon

ABILITIES
FACTION: Strands of Fate
Artillery Barrage: In your Shooting phase, after this unit has shot, select one enemy unit (excluding MONSTER and VEHICLE untis) that was hit by one or more of those attacks. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Support Weapon
This model is equipped with: shadow weaver; shuriken catapult; close combat weapon.
1 model
135
KEYWORDS: VEHICLE, SUPPORT WEAPONS
FACTION KEYWORDS:
AELDARI


Swooping Hawks
M
14"
T
3
Sv
4+
W
1
Ld
6+
OC
1
SWOOPING HAWK(⌀25mm)
INVULNERABLE SAVE
5+
14"
3
4+
2
6+
1
SWOOPING HAWK EXARCH(⌀25mm)
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hawk’s talon [assault, lethal hits]
Hawk’s talon [assault, lethal hits]
24"
4
3+
5
0
1
Lasblaster [assault, lethal hits]
Lasblaster [assault, lethal hits]
24"
4
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Aeldari power sword
Aeldari power sword
Melee
3
3+
4
-2
1
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • The Swooping Hawk Exarch can be equipped with 1 Aeldari power sword.
  • The Swooping Hawk Exarch’s lasblaster can be replaced with 1 Hawk’s talon.

ABILITIES
CORE: Deep Strike
FACTION: Strands of Fate
Skyleap: At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves.
UNIT COMPOSITION
  • 1 Swooping Hawk Exarch
  • 4-9 Swooping Hawks
Every model is equipped with: lasblaster; close combat weapon.
5 models
80
10 models
160
KEYWORDS: INFANTRY, JUMP PACK, FLY, GRENADES, SWOOPING HAWKS
FACTION KEYWORDS:
AELDARI


Troupe
(⌀25mm)
M
8"
T
3
Sv
6+
W
1
Ld
6+
OC
1
INVULNERABLE SAVE
4+
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
D3
Neuro disruptor [anti-infantry 2+, assault, pistol]
Neuro disruptor [anti-infantry 2+, assault, pistol]
12"
1
3+
4
0
1
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Aeldari power sword
Aeldari power sword
Melee
5
3+
4
-2
1
Harlequin’s blade
Harlequin’s blade
Melee
5
3+
3
0
1
Harlequin’s special weapon
Harlequin’s special weapon
Melee
4
3+
4
-1
1
WARGEAR OPTIONS
  • Any number of models can each have their Harlequin’s blade replaced with 1 Harlequin’s special weapon.
  • If this unit contains 10 or fewer models:
    • Up to two models can each have their shuriken pistol replaced with 1 neuro disruptor
    • Up to two models can each have their shuriken pistol replaced with 1 fusion pistol
  • If this unit contains 11 or more models:
    • Up to four models can each have their shuriken pistol replaced with 1 neuro disruptor
    • Up to four models can each have their shuriken pistol replaced with 1 fusion pistol
  • The Lead Player’s Harlequin’s blade can be replaced with 1 Aeldari power sword.

ABILITIES
FACTION: Strands of Fate
Harlequin Assault: Each time this unit makes a Charge move, until the end of the turn, each time a model in this unit makes a melee attack, add 1 to the Wound roll.
UNIT COMPOSITION
  • 1 Lead Player
  • 4-11 Players
Every model is equipped with: shuriken pistol; Harlequin’s blade.
5 models
75
6 models
90
11 models
165
12 models
180
KEYWORDS: INFANTRY, GRENADES, HARLEQUINS, TROUPE
FACTION KEYWORDS:
AELDARI


Voidweaver
(⌀65mm)
M
14"
T
6
Sv
4+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Prismatic cannon – dispersed pulse [blast]
Prismatic cannon – dispersed pulse [blast]
36"
2D6
3+
4
0
1
Prismatic cannon – focused lances
Prismatic cannon – focused lances
36"
2
3+
12
-3
4
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Voidweaver haywire cannon [anti-vehicle 4+, devastating wounds]
Voidweaver haywire cannon [anti-vehicle 4+, devastating wounds]
24"
3
3+
4
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
4
3+
3
0
1
WARGEAR OPTIONS
  • This model’s Voidweaver haywire cannon can be replaced with 1 prismatic cannon.

ABILITIES
CORE: Deadly Demise 1
FACTION: Strands of Fate
Devastating Assault: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Voidweaver
This model is equipped with: 2 shuriken cannons; Voidweaver haywire cannon; close combat weapon.
1 model
125
KEYWORDS: VEHICLE, FLY, SMOKE, HARLEQUINS, VOIDWEAVER
FACTION KEYWORDS:
AELDARI


Vyper
(⌀60mm flying base)
M
14"
T
6
Sv
3+
W
6
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
Aeldari missile launcher – sunburst [blast]
Aeldari missile launcher – sunburst [blast]
48"
D6
3+
4
-1
1
Bright lance
Bright lance
36"
1
3+
12
-3
D6+2
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Starcannon
Starcannon
36"
2
3+
8
-3
2
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • Any number of models can each have their shuriken cannon replaced with one of the following:
    • 1 Aeldari missile launcher
    • 1 bright lance
    • 1 scatter laser
    • 1 starcannon

ABILITIES
CORE: Deadly Demise 1
FACTION: Strands of Fate
Harassment Fire: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
UNIT COMPOSITION
  • 1 Vyper
This model is equipped with: shuriken cannon; twin shuriken catapult; wraithbone hull.
1 model
85
KEYWORDS: VEHICLE, FLY, VYPERS
FACTION KEYWORDS:
AELDARI


War Walker
(⌀60mm)
M
10"
T
7
Sv
3+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
Aeldari missile launcher – sunburst [blast]
Aeldari missile launcher – sunburst [blast]
48"
D6
3+
4
-1
1
Bright lance
Bright lance
36"
1
3+
12
-3
D6+2
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
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
WARGEAR OPTIONS
  • Each model can have each shuriken cannon it is equipped with replaced with one of the following:
    • 1 Aeldari missile launcher
    • 1 bright lance
    • 1 scatter laser
    • 1 starcannon

ABILITIES
CORE: Scouts 9"
FACTION: Strands of Fate
Power Field: Each time a ranged attack targets this unit, subtract 1 from the Wound roll.
UNIT COMPOSITION
  • 1 War Walker
This model is equipped with: 2 shuriken cannons; War Walker feet.
1 model
110
KEYWORDS: VEHICLE, WALKER, WAR WALKERS
FACTION KEYWORDS:
AELDARI


Warlock Conclave
(⌀32mm)
M
7"
T
3
Sv
6+
W
2
Ld
6+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Destructor [psychic, torrent]
Destructor [psychic, torrent]
12"
D6
N/A
5
-1
1
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
Singing spear [assault, psychic]
Singing spear [assault, psychic]
12"
1
3+
9
0
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Singing spear [psychic]
Singing spear [psychic]
Melee
2
3+
3
0
3
Witchblade [anti-infantry 2+, psychic]
Witchblade [anti-infantry 2+, psychic]
Melee
2
3+
3
0
2
WARGEAR OPTIONS
  • Any number of models can each have their witchblade replaced with 1 singing spear.

ABILITIES
FACTION: Strands of Fate
Warlock Conclave: Models in this unit have the Feel No Pain 4+ ability against Psychic Attacks.
Protect (Psychic): While a FARSEER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.
UNIT COMPOSITION
  • 2-4 Warlocks
Every model is equipped with: Destructor; shuriken pistol; witchblade.
2 models
60
4 models
120
KEYWORDS: INFANTRY, PSYKER, WARLOCKS, WARLOCK CONCLAVE
FACTION KEYWORDS:
AELDARI


Warlock Skyrunner Conclave
(⌀32mm flying base)
M
14"
T
4
Sv
3+
W
3
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Destructor [psychic, torrent]
Destructor [psychic, torrent]
12"
D6
N/A
5
-1
1
Shuriken pistol [assault, pistol]
Shuriken pistol [assault, pistol]
12"
1
3+
4
-1
1
Singing spear [assault, psychic]
Singing spear [assault, psychic]
12"
1
3+
9
0
3
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Singing spear [psychic]
Singing spear [psychic]
Melee
2
3+
3
0
3
Witchblade [anti-infantry 2+, psychic]
Witchblade [anti-infantry 2+, psychic]
Melee
2
3+
3
0
2
WARGEAR OPTIONS
  • Any number of models can each have their witchblade replaced with 1 singing spear.

ABILITIES
FACTION: Strands of Fate
Warlock Conclave: Models in this unit have the Feel No Pain 4+ ability against Psychic Attacks.
Protect (Psychic): While a FARSEER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.
UNIT COMPOSITION
  • 2-3 Warlock Skyrunners
Every model is equipped with: Destructor; shuriken pistol; twin shuriken catapult; witchblade.
2 models
100
3 models
150
KEYWORDS: MOUNTED, FLY, PSYKER, WARLOCKS, WARLOCK SKYRUNNER CONCLAVE
FACTION KEYWORDS:
AELDARI


Warp Spiders
M
12"
T
3
Sv
3+
W
1
Ld
6+
OC
1
WARP SPIDER(⌀25mm)
INVULNERABLE SAVE
5+
12"
3
3+
2
6+
1
WARP SPIDER EXARCH(⌀25mm)
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Death spinner [devastating wounds, torrent]
Death spinner [devastating wounds, torrent]
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
Powerblades
Powerblades
Melee
3
3+
4
-2
1
WARGEAR OPTIONS
  • The Warp Spider Exarch can be equipped with 1 additional death spinner and 1 powerblades.

ABILITIES
CORE: Deep Strike
FACTION: Strands of Fate
Flickerjump: In your Movement phase, when this unit makes a Normal move, it can make a flickerjump. If it does, until the end of the phase, its Move characteristic is changed to 24" but you must roll one D6 after this unit ends that move: on a 1, this unit suffers 1 mortal wound. This unit is not eligible to declare a charge in the same turn in which it makes a flickerjump.
UNIT COMPOSITION
  • 1 Warp Spider Exarch
  • 4-9 Warp Spiders
Every model is equipped with: death spinner; close combat weapon.
5 models
115
10 models
230
KEYWORDS: INFANTRY, JUMP PACK, FLY, WARP SPIDERS
FACTION KEYWORDS:
AELDARI


Windriders
(⌀32mm flying base)
M
14"
T
4
Sv
3+
W
2
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
3+
3
0
1
WARGEAR OPTIONS
  • Any number of models can each have their twin shuriken catapult replaced with one of the following:
    • 1 scatter laser
    • 1 shuriken cannon

ABILITIES
FACTION: Strands of Fate
Swift Demise: Each time a model in this unit makes a ranged attack that targets the closest eligible target, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker your opponent controls, you can re-roll the Hit roll instead.
UNIT COMPOSITION
  • 3-9 Windriders
Every model is equipped with: twin shuriken catapult; close combat weapon.
3 models
80
6 models
160
9 models
240
KEYWORDS: MOUNTED, FLY, WINDRIDERS
FACTION KEYWORDS:
AELDARI


Wraithblades
(⌀40mm)
M
6"
T
7
Sv
2+
W
3
Ld
6+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ghostaxe
Ghostaxe
Melee
3
4+
7
-2
2
Ghostswords
Ghostswords
Melee
5
4+
6
-2
1
WARGEAR OPTIONS
  • All of the models in this unit can each have their ghostswords replaced with 1 ghostaxe and 1 forceshield.

ABILITIES
FACTION: Strands of Fate
Malevolent Souls: Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove it from play; that destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
WARGEAR ABILITIES
Forceshield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 5-10 Wraithblades
Every model is equipped with: ghostswords.
5 models
170
10 models
340
KEYWORDS: INFANTRY, WRAITH CONSTRUCT, WRAITHBLADES
FACTION KEYWORDS:
AELDARI


Wraithguard
(⌀40mm)
M
6"
T
7
Sv
2+
W
3
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Wraithcannon [devastating wounds]
Wraithcannon [devastating wounds]
18"
1
4+
14
-4
D6
D-scythe
D-scythe
12"
D6
4+
10
-4
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
3
4+
5
0
1
WARGEAR OPTIONS
  • All of the models in this unit can each have their wraithcannon replaced with 1 D-scythe.

ABILITIES
FACTION: Strands of Fate
War Construct: Once per battle round, when an enemy unit targets this unit, after that unit has finished making its attacks, this unit can shoot as if it were your Shooting phase. When doing so, it must target only that enemy unit, and can only do so if that enemy unit is an eligible target.
UNIT COMPOSITION
  • 5-10 Wraithguard
Every model is equipped with: wraithcannon; close combat weapon.
5 models
190
10 models
380
KEYWORDS: INFANTRY, WRAITH CONSTRUCT, WRAITHGUARD
FACTION KEYWORDS:
AELDARI


Wraithknight
(⌀120 x 92mm)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
10
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy wraithcannon [blast, devastating wounds]
Heavy wraithcannon [blast, devastating wounds]
36"
D3
3+
20
-4
2D6
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Starcannon
Starcannon
36"
2
3+
8
-3
2
Suncannon
Suncannon
48"
2D6
3+
8
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Titanic feet
Titanic feet
Melee
5
3+
8
-1
2
Titanic ghostglaive – strike
Titanic ghostglaive – strike
Melee
5
3+
16
-3
6
Titanic ghostglaive – sweep
Titanic ghostglaive – sweep
Melee
15
3+
8
-2
2
WARGEAR OPTIONS
  • This model can be equipped with up to two of the following:
    • 1 scatter laser
    • 1 shuriken cannon
    • 1 starcannon
  • This model’s scattershield can be replaced with 1 heavy wraithcannon.
  • This model’s titanic ghostglaive can be replaced with one of the following:
    • 1 heavy wraithcannon
    • 1 suncannon

ABILITIES
CORE: Deadly Demise D6
FACTION: Strands of Fate
Wraithbone Form: Each time an attack is allocated to this model, subtract 1 from that attack’s Damage characteristic.
Agile: Each time this model makes a Normal, Advance or Fall Back move, it can move over other models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
WARGEAR ABILITIES
Scattershield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Wraithknight
This model is equipped with: titanic ghostglaive; titanic feet; scattershield.
1 model
510
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, TITANIC, TOWERING, WALKER, WRAITH CONSTRUCT, WRAITHKNIGHT
FACTION KEYWORDS:
AELDARI


Wraithlord
(⌀60mm)
M
8"
T
11
Sv
2+
W
10
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
4+
10
-2
D6
Aeldari missile launcher – sunburst [blast]
Aeldari missile launcher – sunburst [blast]
48"
D6
4+
4
-1
1
Aeldari flamer [assault, ignores cover, torrent]
Aeldari flamer [assault, ignores cover, torrent]
12"
D6
N/A
4
0
1
Bright lance
Bright lance
36"
1
4+
12
-3
D6+2
Scatter laser
Scatter laser
36"
6
4+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
4+
6
-1
2
Shuriken catapult [assault]
Shuriken catapult [assault]
18"
2
4+
4
-1
1
Starcannon
Starcannon
36"
2
4+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ghostglaive – strike
Ghostglaive – strike
Melee
4
4+
10
-3
D6+1
Ghostglaive – sweep
Ghostglaive – sweep
Melee
8
4+
7
-2
2
Wraithbone fists
Wraithbone fists
Melee
4
4+
7
-2
2
WARGEAR OPTIONS
  • Each of this model’s shuriken catapults can be replaced with 1 Aeldari flamer.
  • This model can be equipped with 1 ghostglaive.
  • This model can be equipped with up to two of the following:
    • 1 Aeldari missile launcher
    • 1 bright lance
    • 1 scatter laser
    • 1 shuriken cannon
    • 1 starcannon

ABILITIES
CORE: Deadly Demise 1
FACTION: Strands of Fate
Fated Hero: Each time this model destroys an enemy unit, roll one D6 and add it to your Fate dice pool displaying the result you just rolled.
UNIT COMPOSITION
  • 1 Wraithlord
This model is equipped with: 2 shuriken catapults; wraithbone fists.
1 model
160
KEYWORDS: MONSTER, WALKER, WRAITH CONSTRUCT, WRAITHLORD
FACTION KEYWORDS:
AELDARI


Cobra
(⌀Use model)
M
14"
T
11
Sv
2+
W
24
Ld
6+
OC
8
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – sunburst [blast]
Aeldari missile launcher – sunburst [blast]
48"
D6
3+
4
-1
1
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
Bright lance
Bright lance
36"
1
3+
12
-3
D6+2
D-impaler [blast, devastating wounds]
D-impaler [blast, devastating wounds]
36"
D6+3
3+
16
-4
4
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Starcannon
Starcannon
36"
2
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
6
4+
6
0
1
WARGEAR OPTIONS
  • This model’s shuriken cannon can be replaced with one of the following:
    • 1 Aeldari missile launcher
    • 1 bright lance
    • 1 scatter laser
    • 1 starcannon

ABILITIES
CORE: Deadly Demise D6+2
FACTION: Strands of Fate
D-rift: In your Shooting phase, just after selecting a target for this model’s D-impaler, roll one D6 for the target unit and every other unit within 3" of that unit: on a 5+, the unit being rolled for is struck by a D-rift. After this model has finished making its attacks against that target unit this phase, each unit struck by a D-rift this phase suffers D3 mortal wounds.
UNIT COMPOSITION
  • 1 Cobra
This model is equipped with: D-impaler; shuriken cannon; wraithbone hull.
1 model
415
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, FLY, COBRA
FACTION KEYWORDS:
AELDARI


Hornet
(⌀60mm)
M
14"
T
7
Sv
3+
W
8
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
Aeldari missile launcher – sunburst [blast]
Aeldari missile launcher – sunburst [blast]
48"
D6
3+
4
-1
1
Bright lance
Bright lance
36"
1
3+
12
-3
D6+2
Hornet pulse laser
Hornet pulse laser
36"
2
3+
9
-2
D3
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Starcannon
Starcannon
36"
2
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • Each of this model’s Hornet pulse lasers can be replaced with one of the following:
    • Aeldari missile launcher
    • Bright lance
    • Scatter laser
    • Shuriken cannon
    • Starcannon

ABILITIES
CORE: Deadly Demise 1
FACTION: Strands of Fate
Lightning Assault: Each time this model ends a Normal move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move, then roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
UNIT COMPOSITION
  • 1 Hornet
This model is equipped with: 2 Hornet pulse lasers; wraithbone hull.
1 model
100
KEYWORDS: VEHICLE, FLY, HORNET
FACTION KEYWORDS:
AELDARI


Lynx
(⌀Use model)
M
14"
T
9
Sv
3+
W
16
Ld
6+
OC
4
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – sunburst [blast]
Aeldari missile launcher – sunburst [blast]
48"
D6
3+
4
-1
1
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
Bright lance
Bright lance
36"
1
3+
12
-3
D6+2
Lynx pulsar [assault]
Lynx pulsar [assault]
48"
4
3+
16
-3
D6
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Starcannon
Starcannon
36"
2
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s shuriken cannon can be replaced with one of the following:
    • Aeldari missile launcher
    • Bright lance
    • Scatter laser
    • Starcannon

ABILITIES
CORE: Deadly Demise D6
FACTION: Strands of Fate
Speed of Vaul: Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 9" to the Move characteristic of this model.
UNIT COMPOSITION
  • 1 Lynx
This model is equipped with: Lynx pulsar; shuriken cannon; wraithbone hull.
1 model
180
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, LYNX
FACTION KEYWORDS:
AELDARI


Nightwing
(⌀120 x 92mm flying base)
M
20+"
T
8
Sv
3+
W
12
Ld
6+
OC
0
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin bright lance [twin-linked]
Twin bright lance [twin-linked]
36"
1
3+
12
-3
D6+2
Twin shuriken cannon [sustained hits 1, twin-linked]
Twin shuriken cannon [sustained hits 1, twin-linked]
24"
3
3+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Hover
FACTION: Strands of Fate
Interceptor: Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Nightwing
This model is equipped with: twin bright lance; twin shuriken cannon; wraithbone hull.
1 model
150
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, AIRCAFT, FLY, NIGHTWING
FACTION KEYWORDS:
AELDARI


Phantom Titan
(⌀Use model)
M
14"
T
14
Sv
2+
W
55
Ld
6+
OC
20
INVULNERABLE SAVE*
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Pulse laser
Pulse laser
48"
3
3+
9
-2
D6
Voidstorm missile launcher
Voidstorm missile launcher
48"
2D6
3+
8
-3
2
Phantom starcannon
Phantom starcannon
36"
4
3+
8
-3
2
Phantom pulsar
Phantom pulsar
120"
8
3+
18
-4
6
D-bombard [blast, devastating wounds]
D-bombard [blast, devastating wounds]
72"
D6
3+
20
-4
2D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Phantom feet
Phantom feet
Melee
4
3+
12
-2
4
Wraith glaive – sweep
Wraith glaive – sweep
Melee
12
3+
8
-3
4
Wraith glaive – strike
Wraith glaive – strike
Melee
6
3+
18
-4
12
WARGEAR OPTIONS
  • This model’s D-bombard can be replaced with one of the following:
    • 2 Phantom starcannons and 1 wraith glaive
    • 1 Phantom starcannon, 1 pulse laser and 1 wraith glaive
    • 2 pulse lasers and 1 wraith glaive
    • 1 Phantom pulsar
  • This model’s Phantom pulsar can be replaced with one of the following:
    • 1 D-bombard
    • 2 Phantom starcannons and 1 wraith glaive
    • 1 Phantom starcannon, 1 pulse laser and 1 wraith glaive
    • 2 pulse lasers and 1 wraith glaive
  • This model’s Phantom starcannon can be replaced with 1 pulse laser.

ABILITIES
CORE: Deadly Demise D6+6
FACTION: Strands of Fate
Titanic Advance: Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
Towering Wraith Construct: Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so.
Flawless Poise: This model is eligible to shoot and declare a charge in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Phantom Titan
This model is equipped with: D-bombard; Phantom pulsar; Phantom starcannon; voidstorm missile launcher; Phantom feet.
1 model
2100
DAMAGED: 1-16 WOUNDS REMAINING
While this model has 1-16 wounds remaining, subtract 10 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, TITANIC, TOWERING, WALKER, WRAITH CONSTRUCT, PHANTOM TITAN
FACTION KEYWORDS:
AELDARI


Revenant Titan
(⌀Use model)
M
16"
T
13
Sv
2+
W
30
Ld
6+
OC
16
INVULNERABLE SAVE*
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cloudburst missile launcher [blast]
Cloudburst missile launcher [blast]
36"
2D6
3+
8
-2
2
Revenant pulsar [assault]
Revenant pulsar [assault]
60"
6
3+
14
-3
4
Sonic lance [anti-monster 4+, anti-vehicle 4+, assault, torrent]
Sonic lance [anti-monster 4+, anti-vehicle 4+, assault, torrent]
18"
D6+6
N/A
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Revenant feet
Revenant feet
Melee
8
3+
10
-1
3
WARGEAR OPTIONS
  • This model’s Revenant pulsar can be replaced with 1 sonic lance.
  • This model’s sonic lance can be replaced with 1 Revenant pulsar.

ABILITIES
CORE:
FACTION: Strands of Fate
Titanic Advance: Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
Towering Wraith Construct: Each time you target this model with a Stratagem, you must spend twice that Stratagem’s stated CP cost to do so.
Revenant Jet Pack: Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 8" to the Move characteristic of this model.
UNIT COMPOSITION
  • 1 Revenant Titan
This model is equipped with: cloudburst missile launcher; Revenant pulsar; sonic lance; Revenant feet.
1 model
1100
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, subtract 8 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, TITANIC, TOWERING, WALKER, FLY, WRAITH CONSTRUCT, REVENANT TITAN
FACTION KEYWORDS:
AELDARI


Scorpion
(⌀Use model)
M
14"
T
11
Sv
2+
W
24
Ld
6+
OC
8
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – sunburst [blast]
Aeldari missile launcher – sunburst [blast]
48"
D6
3+
4
-1
1
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
Bright lance
Bright lance
36"
1
3+
12
-3
D6+2
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Starcannon
Starcannon
36"
2
3+
8
-3
2
Twin Scorpion pulsar [twin-linked]
Twin Scorpion pulsar [twin-linked]
60"
6
3+
18
-3
5
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
6
4+
6
0
1
WARGEAR OPTIONS
  • This model’s shuriken cannon can be replaced with one of the following:
    • 1 Aeldari missile launcher
    • 1 bright lance
    • 1 scatter laser
    • 1 starcannon

ABILITIES
CORE: Deadly Demise D6+2
FACTION: Strands of Fate
Lanced Obliteration: Each time an attack made with this model’s twin Scorpion pulsar destroys an enemy model that has the Deadly Demise ability, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+ instead of on a 6.
UNIT COMPOSITION
  • 1 Scorpion
This model is equipped with: shuriken cannon; twin Scorpion pulsar; wraithbone hull.
1 model
410
DAMAGED: 1-8 WOUNDS REMAINING
While this model has 1-8 wounds remaining, subtract 4 from its Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, TITANIC, FLY, SCORPION
FACTION KEYWORDS:
AELDARI


Shadow Spectres
M
12"
T
3
Sv
3+
W
1
Ld
6+
OC
1
SHADOW SPECTRE(⌀25mm)
INVULNERABLE SAVE
5+
12"
3
3+
2
6+
1
SHADOW SPECTRE EXARCH(⌀25mm)
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Prism rifle – dispersed [blast]
Prism rifle – dispersed [blast]
18"
D6
3+
4
-1
1
Prism rifle – focused
Prism rifle – focused
24"
1
3+
6
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Stealth
FACTION: Strands of Fate
Shade of Twilight: In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
UNIT COMPOSITION
  • 0-1 Shadow Spectre Exarch
  • 5-10 Shadow Spectres
Every model is equipped with: prism rifle; close combat weapon.
5 Shadow Spectres
105
10 Shadow Spectres
210
Shadow Spectre Exarch
+30
KEYWORDS: INFANTRY, JUMP PACK, FLY, SHADOW SPECTRES
FACTION KEYWORDS:
AELDARI


Skathach Wraithknight
(⌀120 x 92mm)
M
10"
T
12
Sv
2+
W
18
Ld
6+
OC
10
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Deathshroud cannon – dispersed [blast, devastating wounds]
Deathshroud cannon – dispersed [blast, devastating wounds]
12"
3D6
3+
6
-1
1
Deathshroud cannon – focused [blast, devastating wounds]
Deathshroud cannon – focused [blast, devastating wounds]
48"
D6
3+
10
-3
2
Inferno lance [melta 2]
Inferno lance [melta 2]
24"
4
3+
12
-4
D6
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Starcannon
Starcannon
36"
2
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Titanic feet
Titanic feet
Melee
5
3+
8
-1
2
WARGEAR OPTIONS
  • This model can be equipped with up to two of the following:
    • 1 scatter laser
    • 1 shuriken cannon
    • 1 starcannon
  • This model’s inferno lance can be replaced with 1 deathshroud cannon.
  • This model’s scattershield can be replaced with one of the following:
    • 1 inferno lance
    • 1 deathshroud cannon

ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: Strands of Fate
Agile: Each time this model makes a Normal, Advance or Fall Back move, it can move over other models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
Webway Shunt Generator: Once per battle, at the end of your opponent’s turn, if this model is not within Engagement Range of one or more enemy units, you can remove this model from the battlefield and place it into Strategic Reserves.
WARGEAR ABILITIES
Scattershield: The bearer has a 4+ invulnerable save.
UNIT COMPOSITION
  • 1 Skathach Wraithknight
This model is equipped with: inferno lance; titanic feet; scattershield.
1 model
490
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, TITANIC, TOWERING, WALKER, WRAITH CONSTRUCT, SKATHACH WRAITHKNIGHT
FACTION KEYWORDS:
AELDARI


Warp Hunter
(⌀Use model)
M
14"
T
9
Sv
3+
W
12
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
D-flail – blast [blast, devastating wounds]
D-flail – blast [blast, devastating wounds]
24"
D3
3+
12
-4
3
D-flail – rift [devastating wounds, torrent]
D-flail – rift [devastating wounds, torrent]
12"
D3
N/A
12
-4
3
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-3
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s twin shuriken catapult can be replaced with 1 shuriken cannon.

ABILITIES
CORE: Deadly Demise D3
FACTION: Strands of Fate
Devastating Assault: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Warp Hunter
This model is equipped with: D-flail; twin shuriken catapult; wraithbone hull.
1 model
145
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, WARP HUNTER
FACTION KEYWORDS:
AELDARI


Wraithseer
(⌀60mm)
M
8"
T
11
Sv
2+
W
10
Ld
6+
OC
3
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – sunburst [blast]
Aeldari missile launcher – sunburst [blast]
48"
D6
4+
4
-1
1
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
4+
10
-2
D6
Bright lance
Bright lance
36"
1
4+
12
-3
D6+2
Destructor [psychic, torrent]
Destructor [psychic, torrent]
12"
D6
N/A
5
-1
1
Scatter laser
Scatter laser
36"
6
4+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
4+
6
-1
2
Starcannon
Starcannon
36"
2
4+
8
-3
2
Wraithseer D-cannon [devastating wounds]
Wraithseer D-cannon [devastating wounds]
24"
1
4+
14
-4
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ghostspear – sweep [anti-infantry 2+, psychic]
Ghostspear – sweep [anti-infantry 2+, psychic]
Melee
12
4+
7
-1
1
Ghostspear – strike [anti-infantry 2+, precision, psychic]
Ghostspear – strike [anti-infantry 2+, precision, psychic]
Melee
4
4+
10
-2
3
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 Aeldari missile launcher
    • 1 bright lance
    • 1 scatter laser
    • 1 shuriken cannon
    • 1 starcannon
    • 1 Wraithseer D-cannon

ABILITIES
CORE: Deadly Demise 1
FACTION: Strands of Fate
Horrify (Psychic): In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Wraithseer
This model is equipped with: destructor; ghostspear.
1 model
160
SPIRIT BOND
If a SPIRITSEER model from your army with the Leader ability can be attached to a WRAITHLORD, it can be attached to this unit instead.
KEYWORDS: MONSTER, PSYKER, WALKER, WRAITH CONSTRUCT, WRAITHSEER
FACTION KEYWORDS:
AELDARI


Corsair Cloud Dancer Band
(⌀32mm flying base)
M
14"
T
4
Sv
3+
W
2
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Brace of pistols [assault, pistol]
Brace of pistols [assault, pistol]
12"
2
3+
3
0
1
Dark lance
Dark lance
36"
1
3+
12
-3
D6+2
Dissonance cannon [devastating wounds]
Dissonance cannon [devastating wounds]
24"
3
3+
6
-1
2
Dissonance pistol [devastating wounds, pistol]
Dissonance pistol [devastating wounds, pistol]
12"
1
3+
6
-1
1
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Splinter cannon [anti-infantry 3+, sustained hits 1]
Splinter cannon [anti-infantry 3+, sustained hits 1]
36"
3
3+
3
-1
2
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-3
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
2
3+
3
0
1
Void sabre
Void sabre
Melee
3
3+
4
-2
1
WARGEAR OPTIONS
  • Any number of models can each have their twin shuriken catapult replaced with one of the following:
    • 1 dark lance
    • 1 dissonance cannon
    • 1 scatter laser
    • 1 shuriken cannon
    • 1 splinter cannon
  • The Cloud Dancer Felarch can be equipped with one of the following:
    • 1 dissonance pistol
    • 1 void sabre

ABILITIES
CORE: Scouts 7"
Reckless Abandon: You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
UNIT COMPOSITION
  • 0-1 Cloud Dancer Felarch
  • 3-6 Corsair Cloud Dancers
Every model is equipped with: brace of pistols; twin shuriken catapult; close combat weapon.
3 models
105
4 models
140
6 models
210
7 models
245
KEYWORDS: MOUNTED, GRENADES, ANHRATHE, CORSAIR CLOUD DANCER BAND
FACTION KEYWORDS:
AELDARI


Corsair Reaver Band
(⌀25mm)
M
7"
T
3
Sv
5+
W
3
Ld
6+
OC
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
Aeldari missile launcher – sunburst [BLAST]
Aeldari missile launcher – sunburst [BLAST]
48"
D6
3+
4
-1
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
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
Shredder [assault, torrent]
Shredder [assault, torrent]
18"
D6
N/A
6
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Splinter cannon [anti-infantry 3+, sustained hits 1]
Splinter cannon [anti-infantry 3+, sustained hits 1]
36"
3
3+
3
-1
2
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
WARGEAR OPTIONS
  • Any number of models can each have their Corsair firearm replaced with 1 spar-glaive.
  • For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:
    • 1 Aeldari missile launcher
    • 1 blaster
    • 1 dark lance
    • 1 flamer
    • 1 fusion gun
    • 1 shredder
    • 1 shuriken cannon
    • 1 splinter cannon
  • The Corsair Reaver Felarch can be equipped with one of the following:
    • 1 dissonance pistol
    • 1 void sabre

ABILITIES
Reaver Band: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".
UNIT COMPOSITION
  • 0-1 Corsair Reaver Felarch
  • 5-10 Corsair Reavers
Every model is equipped with: brace of pistols; Corsair firearm; close combat weapon.
5 models
125
6 models
150
10 models
250
11 models
275
CORSAIRS
If a model from your army with the Leader ability can be attached to a CORSAIR VOIDREAVERS unit, it can be attached to this unit instead.
KEYWORDS: INFANTRY, GRENADES, ANHRATHE, CORSAIR REAVER BAND
FACTION KEYWORDS:
AELDARI


Corsair Skyreaver Band
(⌀25mm)
M
14"
T
3
Sv
5+
W
3
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
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
WARGEAR OPTIONS
  • Any number of models can each have their Corsair firearm replaced with one of the following:
    • 1 shardcarbine
    • 1 shuriken catapult
    • 1 spar-glaive
  • For every 5 models in this unit, 1 model’s Corsair firearm can be replaced with one of the following:
    • 1 Aeldari missile launcher
    • 1 blaster
    • 1 dark lance
    • 1 flamer
    • 1 fusion gun
    • 1 shredder
    • 1 shuriken cannon
    • 1 splinter cannon
  • The Corsair Skyreaver Felarch can be equipped with one of the following:
    • 1 dissonance pistol
    • 1 void sabre

ABILITIES
CORE: Deep Strike
Skyleap: At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves.
UNIT COMPOSITION
  • 0-1 Corsair Skyreaver Felarch
  • 5-10 Corsair Skyreavers
Every model is equipped with: brace of pistols; Corsair firearm; close combat weapon.
5 models
125
6 models
150
10 models
250
11 models
275
KEYWORDS: INFANTRY, GRENADES, ANHRATHE, FLY, JUMP PACK, CORSAIR SKYREAVER BAND
FACTION KEYWORDS:
AELDARI


Firestorm
(⌀60mm flying base)
M
14"
T
9
Sv
3+
W
12
Ld
6+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Firestorm scatter laser [anti-fly 2+]
Firestorm scatter laser [anti-fly 2+]
36"
16
3+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Twin shuriken catapult [assault, twin-linked]
Twin shuriken catapult [assault, twin-linked]
18"
2
3+
4
-3
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • This model’s twin shuriken catapult can be replaced with 1 shuriken cannon.

ABILITIES
CORE: Deadly Demise D3
FACTION: Strands of Fate
Skyfire: Each time you target this model with the Fire Overwatch Stratagem just after an enemy unit that can Fly starts or ends a Normal, Advance or Fall Back move, when resolving that Stratagem, in addition to shooting that enemy unit, you can select up to 3 other enemy units within 24" of this model that can Fly; this model can also shoot at each of those units with its Firestorm scatter laser (provided each one is an eligible target), but when doing so, an unmodified Hit roll of 6 is required to score a hit.
UNIT COMPOSITION
  • 1 Firestorm
This model is equipped with: Firestorm scatter laser; twin shuriken catapult; wraithbone hull.
1 model
115
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 6 AELDARI INFANTRY models. Each WRAITH CONSTRUCT model takes the space of 2 models. It cannot transport JUMP PACK models.
KEYWORDS: VEHICLE, FLY, FIRESTORM
FACTION KEYWORDS:
AELDARI


Phoenix
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
16
Ld
6+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Phoenix missile array [blast]
Phoenix missile array [blast]
48"
D6
3+
6
-1
2
Phoenix pulse laser
Phoenix pulse laser
48"
4
3+
10
-2
D6
Twin shuriken cannon [sustained hits 1, twin-linked]
Twin shuriken cannon [sustained hits 1, twin-linked]
24"
3
3+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
3
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6
FACTION: Strands of Fate
Strafing Run: Each time this model makes a ranged attack that targets a unit that cannot FLY, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Phoenix
This model is equipped with: Phoenix missile array; Phoenix pulse laser; twin shuriken cannon; wraithbone hull.
1 model
175
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, PHOENIX
FACTION KEYWORDS:
AELDARI


Vampire Hunter
(⌀170 x 109mm flying base)
M
20+"
T
12
Sv
3+
W
30
Ld
6+
OC
0
INVULNERABLE SAVE*
4*+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Twin pulse laser [twin-linked]
Twin pulse laser [twin-linked]
48"
3
3+
9
-2
D6
Twin Vampire pulsar [twin-linked]
Twin Vampire pulsar [twin-linked]
60"
3
3+
12
-3
4
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
6
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6+2, Hover
FACTION: Strands of Fate
Titan Hunter: Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, re-roll a Damage roll of 1.
UNIT COMPOSITION
  • 1 Vampire Hunter
This model is equipped with: scatter laser; 2 twin pulse lasers; twin Vampire pulsar; wraithbone hull.
1 model
460
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, TITANIC, VAMPIRE HUNTER
FACTION KEYWORDS:
AELDARI


Vampire Raider
(⌀170 x 109mm flying base)
M
20+"
T
12
Sv
3+
W
30
Ld
6+
OC
0
INVULNERABLE SAVE*
4*+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Twin pulse laser [twin-linked]
Twin pulse laser [twin-linked]
48"
3
3+
9
-2
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wraithbone hull
Wraithbone hull
Melee
6
4+
6
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6+2, Hover
FACTION: Strands of Fate
Into the Foe: If a unit disembarks from this TRANSPORT before it moves, until the end of the turn, that unit is eligible to charge in a turn in which it Advanced.
UNIT COMPOSITION
  • 1 Vampire Raider
This model is equipped with: scatter laser; 2 twin pulse lasers; wraithbone hull.
1 model
430
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 30 AELDARI INFANTRY models. Each WRAITH CONSTRUCT model takes the space of 2 models. It cannot transport JUMP PACK models.
KEYWORDS: VEHICLE, FLY, AIRCRAFT, TITANIC, TRANSPORT, VAMPIRE RAIDER
FACTION KEYWORDS:
AELDARI


Wasp Assault Walker
(⌀60mm)
M
10"
T
7
Sv
3+
W
6
Ld
6+
OC
2
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aeldari missile launcher – starshot
Aeldari missile launcher – starshot
48"
1
3+
10
-2
D6
Aeldari missile launcher – sunburst [blast]
Aeldari missile launcher – sunburst [blast]
48"
D6
3+
4
-1
1
Bright lance
Bright lance
36"
1
3+
12
-3
D6+2
Scatter laser
Scatter laser
36"
6
3+
5
0
1
Shuriken cannon [sustained hits 1]
Shuriken cannon [sustained hits 1]
24"
3
3+
6
-1
2
Starcannon
Starcannon
36"
2
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Wasp feet
Wasp feet
Melee
3
3+
5
0
1
WARGEAR OPTIONS
  • This model’s scatter laser can be replaced with one of the following:
    • 1 Aeldari missile launcher
    • 1 bright lance
    • 1 shuriken cannon
    • 1 starcannon
  • This model’s shuriken cannon can be replaced with one of the following:
    • 1 Aeldari missile launcher
    • 1 bright lance
    • 1 scatter laser
    • 1 starcannon

ABILITIES
CORE: Deep Strike
FACTION: Strands of Fate
Cloudbreakers: Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
UNIT COMPOSITION
  • 1 Wasp Assault Walker
This model is equipped with: scatter laser; shuriken cannon; Wasp feet.
1 model
95
KEYWORDS: VEHICLE, WALKER, FLY, WASP ASSAULT WALKER
FACTION KEYWORDS:
AELDARI
Alternative models by Artel W:

LEADER

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.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
Strands of Fate

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 AELDARI, at the start of the battle, make a Strands of Fate roll by rolling six D6.

If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).

When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.

Once per phase, before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll:
Hit Roll
When a model makes an attack, make one Hit roll for that attack by rolling one D6. If the result of the Hit roll is greater than or equal to the attack’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Assault

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.

  • Can be shot even if the bearer’s unit Advanced.
Lethal Hits

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.
Pistol

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.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).

The PHOENIX LORD keyword is used in the following Aeldari datasheets:

LIGHTNING-FAST REACTIONS
1CP
Battle Host – Battle Tactic Stratagem
The Aeldari can process battlefield events at baffling speed, making their physical reactions so fast that they are able to dodge attacks that would hit any other target.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One AELDARI unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
FEIGNED RETREAT
1CP
Battle Host – Strategic Ploy Stratagem
The Aeldari are forever elusive, and their actions are unpredictable and deceptive. What appears to be a full retreat one moment is revealed as the prelude to a devastating attack the next.
WHEN: Your Movement phase, just after an AELDARI unit from your army makes a Fall Back move.

TARGET: That AELDARI unit.

EFFECT: Your unit is eligible to shoot and declare a charge this turn even though it Fell Back.
MATCHLESS AGILITY
1CP
Battle Host – Battle Tactic Stratagem
Grace in battle and merciless efficiency are prized virtues in craftworld armies. Like the shimmering blades of Khaine, the Asuryani carve through the ranks of their enemies.
WHEN: Your Movement phase.

TARGET: One AELDARI unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.

The TRANSPORT keyword is used in the following Aeldari datasheets:

Dedicated Transports
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
Charge Bonus

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.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
PHANTASM
1CP
Battle Host – Strategic Ploy Stratagem
The Aeldari are masters of misdirection, and they employ holo-emitters and psychic phantasms to fool enemy scouts.
WHEN: End of your opponent’s Movement phase.

TARGET: One AELDARI INFANTRY unit from your army.

EFFECT: Your unit can make a Normal move of up to D6". It cannot embark within a TRANSPORT at the end of this move.

RESTRICTIONS: You cannot select a unit within Engagement Range of one or more enemy units, and until the end of the turn, you cannot target that unit with the Heroic Intervention Stratagem.
Wound Roll
Each time an attack scores a hit against a target unit, make a Wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
BLADESTORM
1CP
Battle Host – Strategic Ploy Stratagem
The well-trained Aeldari are able to lay down a hail of fire from their weapons, their superior reflexes allowing them to track even the most sudden movement and place every shot perfectly.
WHEN: Your Shooting phase.

TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 2.

The AIRCRAFT keyword is used in the following Aeldari datasheets:

FIRE AND FADE
2CP
Battle Host – Strategic Ploy Stratagem
The Aeldari are masters of hit-and-run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.
WHEN: End of your Shooting phase.

TARGET: One AELDARI unit from your army.

EFFECT: Your unit can make a Normal move. It cannot embark within a TRANSPORT at the end of this move.

RESTRICTIONS: You cannot select an AIRCRAFT unit or a unit within Engagement Range of one or more enemy units, and until the end of the turn, the unit you selected is not eligible to declare a charge.
Hazardous

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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
DEEP STRIKE

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.

  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Benefit of Cover

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.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Precision

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.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
Unparalleled Foresight
Battle Host Detachment

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 AELDARI 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.
Alternative models by Artel W:

6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.
FIGHTS FIRST

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.
Torrent

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.
Melta

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’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
Heavy

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.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
Sustained Hits

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’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.

The AUTARCH keyword is used in the following Aeldari datasheets:

Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some attacks inflict mortal wounds. Each mortal wound inflicts one point of damage on the target unit, and they are always applied one at a time. Do not make a Wound roll or saving throw (including invulnerable saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army that is not within Engagement Range of any enemy units and has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
  • Fate’s Messenger
    15 pts
Battle Host Detachment

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.

AELDARI model only. Once per turn, just after making a Hit roll, a Wound roll or a saving throw for the bearer, you can treat the result as an unmodified roll of 6 instead.

  • The Weeping Stones
    15 pts
Battle Host Detachment

Carved 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.

AELDARI model only. Each time the bearer’s unit destroys an enemy unit, roll one D6 and add it to your Fate dice pool displaying the result you just rolled.

Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
  • The Phoenix Gem
    35 pts
Battle Host Detachment

At 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.

AELDARI model only. The first time the bearer is 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.

Alternative models by Artel W:

Twin-linked

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.
Lance

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.
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.

The JUMP PACK keyword is used in the following Aeldari datasheets:

Alternative models by Artel W:

Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.

The MONSTER keyword is used in the following Aeldari datasheets:

The DAEMON keyword is used in the following Aeldari datasheets:

Alternative models by Artel W:

Ignores Cover

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.

The HARLEQUINS keyword is used in the following Aeldari datasheets:

Dedicated Transports
Fortifications
Anti

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.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

The FARSEER keyword is used in the following Aeldari datasheets:

Blast

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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
  • Reader of the Runes
    20 pts
Battle Host Detachment

Using their prescience to discern the enemy commander’s intentions, this psyker can react before the foe’s plans even come into action.

AELDARI PSYKER model only. In your Command phase, you can select one dice in your Fate dice pool, re-roll it, then add it back to your Fate dice pool displaying the result you just rolled.

Alternative models by Artel W:

Alternative models by Artel W:

Feel No Pain
FEEL NO PAIN

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.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Alternative models by Artel W:

INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
STEALTH

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.
Alternative models by Artel W:

Alternative models by Artel W:

Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.

The YNNARI keyword is used in the following Aeldari datasheets:

The WARLOCK keyword is used in the following Aeldari datasheets:

The WARLOCK keyword is used in the following Aeldari datasheets:

Alternative models by Artel W:

Alternative models by Artel W:

Alternative models by Artel W:

SCOUTS

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" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Rapid Fire

Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.

Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with an Attacks characteristic of 1 and the [RAPID FIRE 1] ability. That weapon therefore makes two attacks at the target, and you make two Hit rolls.

  • [RAPID FIRE X]: Increase the Attacks by ‘x’ when targeting units within half range.

The BATTLELINE keyword is used in the following Aeldari datasheets:

The ANHRATHE keyword is used in the following Aeldari datasheets:

The GUARDIANS keyword is used in the following Aeldari datasheets:

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.

The HARLEQUINS and INFANTRY keywords are used in the following Aeldari datasheets:

Other

The TRANSPORT keyword is used in the following Aeldari datasheets:

Dedicated Transports

The DEDICATED TRANSPORT keyword is used in the following Aeldari datasheets:

Dedicated Transports

The SMOKE keyword is used in the following Aeldari datasheets:

Dedicated Transports
SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
TANK SHOCK
1CP
Core – Strategic Ploy Stratagem
Ramming the foe with a speeding vehicle may be an unsubtle tactic, but it is a murderously effective one.
WHEN: Your Charge phase.

TARGET: One VEHICLE unit from your army.

EFFECT: Until the end of the phase, after your unit ends a Charge move, select one enemy unit within Engagement Range of it, then select one melee weapon your unit is equipped with. Roll a number of D6 equal to that weapon’s Strength characteristic. If that Strength characteristic is greater than that enemy unit’s Toughness characteristic, roll two additional D6. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Strands of Fate

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 every unit from your army has the ASURYANI keyword and is drawn from the same %000028962craftworld% (excluding units with the PHOENIX LORD, ANHRATHE or UNALIGNED keywords), then at the start of each battle round, you can make a Strands of Fate roll. To do so, roll six D6. You can then retain a number of these dice depending on the size of battle you are playing, as shown below.

BATTLE SIZENUMBER OF DICE RETAINED
Combat Patrol2
Incursion3
Strike Force4
Onslaught5

Keep these retained dice to one side as a reminder of their results, or make a note of them. Each instance of a dice result allows you to manipulate a different type of roll once during this battle round, as shown below.

DICE RESULTTYPE OF ROLL
1Advance roll
2Charge roll
3Psychic test
4Hit roll
5Wound roll
6Saving throw

Before making a roll of any of the types shown above for a unit with the Strands of Fate ability, if any of your retained dice have a result corresponding with that type of roll (as shown above) and have not been used to manipulate a roll this battle round, you can manipulate that roll. If you do so:
  • If that type of roll involves one D6 (e.g. a hit roll), do not roll a dice; that roll is treated as an unmodified roll of 6.
  • If that type of roll involves more than one D6 (e.g. a Psychic test), treat one of those dice as an unmodified roll of 6 (do not roll that dice), then roll any other dice and add up the results as normal.

Example: Wes is playing a Strike Force battle. At the start of the battle round, he makes a Strands of Fate roll by rolling six D6. The dice results are 1, 2, 2, 4, 5, 5. Because he is playing a Strike Force battle, Wes then chooses four of these results to retain, deciding on 2, 2, 5, 5. Because he selected two results of 2, on up to two occasions during that battle round, before making a charge roll, Wes can choose for one of the dice of that charge roll to be treated as an unmodified roll of 6. Because he also selected two results of 5, on up to two occasions during that battle round, before making a wound roll, Wes can choose for that wound roll to be treated as an unmodified roll of 6.

The AIRCRAFT keyword is used in the following Aeldari datasheets:

Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.
Alternative models by Artel W:

Alternative models by Artel W:

Alternative models by Artel W:

The WARLOCKS keyword is used in the following Aeldari datasheets:

Alternative models by Artel W:

The TITANIC keyword is used in the following Aeldari datasheets:

The TITANIC keyword is used in the following Aeldari datasheets:

The TOWERING keyword is used in the following Aeldari datasheets:

HOVER

Some aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops.

Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode.

If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish.

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