Ever the Asuryani of the craftworlds seek to alter the flow of fate, the better to ensure their peoples’ survival. Farseer Iraneth is a veteran of this never-ending campaign. She has fought countless battles across the galaxy to deflect and neutralise threats, and understands that a swift and versatile war host is her best tool in ensuring her will is done. To this end, she leads a force that can strike fast and hard, and can excel whether conducting close-ranged firefights or swift hit-and-run raids.
Book | Kind | Edition | Version | Last update |
The Fatebreakers | ||||
The Fatebreakers | Index | 10 | June 2023 |
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.
At the start of the battle, make a Strands of Fate roll by rolling twelve D6.It is within the gift of Aeldari Farseers to perceive the strands of fate and the fractured web they weave into the future. The truly gifted can manipulate the weft of the pattern, perceiving that which will come to pass and directing their followers accordingly.
Once per turn, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP. If the bearer’s unit is within range of an objective marker you control, hits are scored on unmodified Hit rolls of 4+ while resolving that Stratagem. Otherwise, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.This warrior’s psychic might is especially great, and further augmented by the cold rage they feel towards all those seeking to hasten the extinction of the Aeldari peoples. They unleash these prodigious powers upon their foes without mercy or hesitation, raking them with leaping bolts of emerald lightning or driving them to madness with ghostly hallucinations.
Each time the bearer makes a Psychic attack, re-roll a Hit roll of 1, re-roll a Wound roll of 1 and re-roll a Damage roll of 1.The battle plans of the Asuryani are informed by the prophetic insights of their Farseers and honed with eldritch alien wisdom. Even as their actions may seem like madness to their foes, in truth every move made by the Aeldari brings them closer to victory.
At the end of your turn, you score 3VP if you control one or more objective markers that are not within your deployment zone and that you did not control at the start of the turn.The battle being fought here is but a step upon a longer road, that leads on into the shadows of a future still to be shaped. The foe are merely obstructions to be neutralised or bypassed.
At the end of the battle, you score 10VP if one or more units from your army (excluding Battle-shocked units) are wholly within your opponent’s deployment zone.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 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
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 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
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 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Close combat weapon | |||||||
Close combat weapon | Melee | 3 | 3+ | 3 | 0 | 1 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bright lance | |||||||
Bright lance | 36" | 1 | 4+ | 12 | -3 | D6+2 | |
Shuriken catapult [assault] | |||||||
Shuriken catapult [assault] | 18" | 2 | 4+ | 4 | -1 | 1 | |
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 |
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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.
At the start of the battle, make a Strands of Fate roll by rolling twelve D6.The INFANTRY keyword is used in the following The Fatebreakers datasheets:
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.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).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.Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.The AELDARI keyword is used in the following The Fatebreakers datasheets:
The INFANTRY keyword is used in the following The Fatebreakers datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.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.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.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.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.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.Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.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").