



RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Chainsabres assault pistol twin-linked | |||||||
| Chainsabres assault pistol twin-linked | 12" | 1 | 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 | 4 | 3+ | 6 | -3 | 1 | |
| Chainsabres sustained hits 1 twin-linked | |||||||
| Chainsabres sustained hits 1 twin-linked | Melee | 5 | 3+ | 4 | -1 | 1 | |
| Scorpion chainsword sustained hits 1 | |||||||
| Scorpion chainsword sustained hits 1 | Melee | 4 | 3+ | 4 | -1 | 1 | |
| Scorpion’s claw | |||||||
| Scorpion’s claw | Melee | 3 | 3+ | 8 | -2 | 2 | |
| YOUR UNIT COSTS | |
| 5 models | 75 |
| 10 models | 145 |





The ASURYANI and PSYKER keywords are used in the following Aeldari datasheets:
The AELDARI keyword is used in the following Aeldari datasheets:
The ASPECT WARRIORS keyword is used in the following Aeldari datasheets:
The ASURYANI keyword is used in the following Aeldari datasheets:
The INFANTRY keyword is used in the following Aeldari datasheets:





Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.The ASURYANI and INFANTRY keywords are used in the following Aeldari datasheets:
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
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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, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.The AELDARI and INFANTRY keywords are used in the following Aeldari datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.Once loosed at their target, the warriors who make up the Arrow of Khaine focus all of their attentions upon their singular target, ’[hey move with all the balletic speed of their people, and let nothing slow their attack.
In your Movement phase, each time an AELDARI unit from your army makes a Normal move, while making that move it can attempt to operate a closed Hatchway that is within 1" of it at any point during that move, provided there are no enemy units within 1" of that Hatchway. If that AELDARI unit does attempt to operate that Hatchway, reduce the distance each model in that unit can move this phase by 2" (if this makes it impossible for that unit to gel within 1" of that Hatchway it wishes to operate, then it cannot attempt to do so), and it cannot operate a Hatchway again this turn.The ASURYANI keyword is used in the following Aeldari datasheets:
The VEHICLE keyword is used in the following Aeldari datasheets:
The TITANIC keyword is used in the following Aeldari datasheets:
In war, as in all things, the Aeldari bring the full might of their intellect, skill and agility to bear upon the task. Coupled with their exceptional technology, this ensures they move with swiftness and grace that is impossible for the foe to match.
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SWIFT AS THE WIND EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit. |
FLITTING SHADOWS EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. |
STAR ENGINES EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. |
SUDDEN STRIKE EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". |
OPPORTUNITY SEIZED EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1". |
FADE BACK EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1". |
Dual weapons are often grafted to the same targeting system for greater lethality.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.The ANHRATHE keyword is used in the following Aeldari datasheets:
The WRAITH CONSTRUCT keyword is used in the following Aeldari datasheets:
Every element of a Warhost operates with speed and efficiency, units swirling around one another in an agile storm of blades and tightly controlled ferocity. The Aeldari know precisely where they must be at any given stage of the battle plan and move with inhuman elegance that leaves their enemies reeling in their wake.
Though future sight is not a precise art, the Aeldari seers excel in its craft. Having read the strands of fate that twine and branch through the upcoming battle, they direct events down their favoured paths at the most opportune moments.
At the start of the first battle round, you generate Fate dice by rolling a number of D6 based on the battle size, as shown below. Keep your Fate dice to one side - this is your Fate dice pool.
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These are Yriel’s most elite raiders, skilled in fast-paced raids and used to fighting superior forces using a combination of guile, superior technology, and physical prowess.
AELDARI units in your army are eligible to declare a charge in a turn in which they Advanced. In addition, each time an ANHRATHE, RANGERS or SHROUD RUNNERS unit from your army Advances, you can re-roll the Advance roll.The AIRCRAFT keyword is used in the following Aeldari datasheets:
The TRANSPORT keyword is used in the following Aeldari datasheets:
The CHARACTER keyword is used in the following Aeldari datasheets:
The ASPECT WARRIOR keyword is used in the following Aeldari datasheets:
The teachings of Khaine’s martial aspects are diverse and highly specialised, each completely lethal in its own nuanced fashion.
Each time an ASPECT WARRIORS or AVATAR OF KHAINE unit from your army is selected to shoot or fight, select one of the following abilities for it to gain until the end of the phase: