Aeldari
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The Aeldari once ruled the galaxy, before their civilisation collapsed under the weight of their hedonism. Now they are a dying and fractured race, their differing factions all finding ways to survive in a galaxy where their extinction seems inevitable. All members of Aeldari society depend on the power of their seers, the skills of their warriors, and the technological superiority of their sleek weapons and engines of war.

Contents

Books

BookKindEditionVersionLast update
  Aeldari
  AeldariFaction Pack111.1July 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.1

FAQ

Faction Pack: Aeldari

Q:After using the Torc of Morai-Heg Enhancement, must my opponent continue to use the selected Stratagem at the increased cost if they have necessary CP available?
A:
Yes.
Q:After using the Torc of Morai-Heg Enhancement, if my opponent does not have the necessary CP available for the selected Stratagem, what happens?
A:
No CP are spent and that Stratagem’s effects are not resolved (but that Stratagem still counts as having been used this phase).
Q:When using the Yncarne’s Ethereal Form ability, can I choose for it to regain fewer lost wounds than the D3 roll generated?
A:
No.

Keywords

AELDARI (95);
CHARACTER (31);
DEDICATED TRANSPORT (4);
EPIC HERO (18);
FLY (41);
FRAME (24);
GRENADES (21);
HARLEQUINS (8);
INFANTRY (52);
MOUNTED (9);
PSYKER (15);
SMOKE (3);
TRANSPORT (6);
VEHICLE (24)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

Below you will find several Detachments you can select from, as described in the Core Rules (see the Select Detachment rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Aeldari - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

Battle Focus

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.

If your Army Faction is ASURYANI, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below.

BATTLE SIZEBATTLE FOCUS TOKENS
Incursion2
Strike Force4
Onslaught6

Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

AGILE MANOEUVRES

SWIFT AS THE WIND

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).

EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

FLITTING SHADOWS

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.

EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

STAR ENGINES

TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move.

EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability.

SUDDEN STRIKE

TRIGGER: When an eligible unit from your army is selected to fight.

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

TRIGGER: When an enemy unit ends a Fall Back move.

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

TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot.

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".


Disparate Paths

When mustering your army, you can include HARLEQUINS units in your army, even though they do not have the ASURYANI Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or YNNARI as your Army Faction.

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:
  • Advance roll
  • Battle-shock test
  • Charge roll
  • Damage roll
  • Hit roll
  • Saving throw
  • Wound roll

Warhost3DP

When all the varied warriors and war machines of a craftworld gather to fight in its defence, they form a Warhost. Exemplified by the dreaded Swordwind of Biel-Tan, these armies alloy many specialised units into a greater whole that combines precisely applied martial might with blistering speed. The result is a force that - often outnumbered - possesses every weapon it requires to achieve victory, guided by the skilled hands and gifted minds of those who can seize it. Cold-eyed Guardians secure vital strategic sites and defend them with salvoes of firepower. Streaking assault craft fill the skies, jetbike-mounted warriors slashing through the enemy ranks. At the same time, grav-tanks wheel gracefully to pick off enemy war engines or debark squads of elite Aspect Warriors precisely where and when they are needed. Supported by eldritch artillery and psychic might, the Warhost strikes the foe a series of crippling blows while evading their clumsy attacks in return, until soon enough, the battle’s outcome is beyond any doubt.

Detachment Rule

Martial Grace

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.

  • At the start of the battle round, you receive 1 additional Battle Focus token.
  • Each time a unit from your army performs the Swift as the Wind Agile Manoeuvre, until the end of the phase, add an additional 1" to the Move characteristic of models in that unit.
  • Each time a unit from your army performs an Agile Manoeuvre that involves rolling a D6, add 1 to the result.

Enhancements

  • Phoenix Gem 35 pts

Aeldari myth tells how Isha once drew down the heat of a hundred stars into a glittering gem to save Asuryan. The Phoenix Gem is the only surviving fragment of this ancient stone and retains the power to return life to the fallen.

ASURYANI model only. The first time the bearer is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining.

  • Timeless Strategist 15 pts

This ancient Aeldari war leader has commanded armies for the entire lifetimes of the younger mortal species. Their mastery of the swift, decisive and reactive strategy is second to none.

ASURYANI model only. At the start of the battle round, if the bearer is on the battlefield (or any TRANSPORT it is embarked within is on the battlefield), you receive 1 additional Battle Focus token.

  • Gift of Foresight 15 pts

It is far easier to avoid fatal battlefield errors if one has already foreseen when they will occur and how to prevent them.

ASURYANI model only. Once per battle round, you can target the bearer’s unit with the Command Re-roll Stratagem for 0CP.

  • Psychic Destroyer 30 pts

This psyker has refined the destructive potential of their mental abilities, honing them to a fine and frighteningly lethal point.

ASURYANI PSYKER model only. Add 1 to the Damage characteristic of ranged Psychic weapons equipped by the bearer.


Stratagems

LIGHTNING-FAST REACTIONS
1CP
Warhost – Battle Tactic Stratagem
Processing events at incredible speed, these warriors easily evade attacks that would have slain any less celeritous combatants.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI 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.
SKYBORNE SANCTUARY
1CP
Warhost – Strategic Ploy Stratagem
The Aeldari excel in striking swiftly, then leaping back into the safety of their skimming transports.
WHEN: End of the Fight phase.

TARGET: One unengaged ASURYANI unit from your army that was eligible to fight this phase and one friendly TRANSPORT it is able to embark within.

EFFECT: If your ASURYANI unit is wholly within 6” of that TRANSPORT, it can embark within it.
FEIGNED RETREAT
1CP
Warhost – Strategic Ploy Stratagem
What appears to be a full retreat one moment is revealed as the deceptive prelude to a devastating attack the next.
WHEN: Your Movement phase, just after an ASURYANI unit from your army Falls Back.

TARGET: That ASURYANI unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
BLITZING FIREPOWER
1CP
Warhost – Battle Tactic Stratagem
When unleashed in a close-ranged storm, Aeldari weapons fire can completely eradicate all life within the target zone.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
FIRE AND FADE
1CP
Warhost – Strategic Ploy Stratagem
The Aeldari are masters of hit-and-run tactics, engaging a target with a flurry of shots before swiftly ducking back out of harm's way.
WHEN: Your Shooting phase, just after an ASURYANI INFANTRY unit from your army (excluding AIRCRAFT, ASURMEN and WRAITH CONSTRUCT units) has shot.

TARGET: That ASURYANI unit.

EFFECT: Your unit can make a Normal move of up to D6+1".

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge or embark within a TRANSPORT.
WEBWAY TUNNEL
1CP
Warhost – Strategic Ploy Stratagem
By slipping away into the ethereal confines of the Webway, Aeldari warriors can circumnavigate the foe and strike from new and unexpected quarters.
WHEN: End of your opponent’s Fight phase.

TARGET: One ASURYANI INFANTRY unit from your army that is wholly within 9" of one or more battlefield edges.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.

Windrider Host2DP

Squadrons of jetbikes slice the air like hurled daggers as the Windrider Host sweeps down upon its prey. Prioritising breathtaking speed over almost all other concerns, these formations of high-tech airborne cavalry strike at will along the enemy battle line. Their onset is shockingly sudden, a storm that rises with the scream of anti-grav engines and the whine of rapid-firing shuriken and laser weapons, then sweeps over the foe in eruptions of blood and terror. Faster than thought, the Windrider Host has overshot the foe and arced away to leave any threat of retribution foundering in its wake. Often, the Aeldari hit their enemies so hard and fast that jets of gore are still pattering to the ground, corpses still tumbling, and war engines only just starting to shake with detonations as the jetbikes dwindle into the distance. Yet this is not the end of the foe’s suffering, but rather its beginning. The Windrider Host will return, arrowing in for another attack run again and again until all that remains of the enemy is bodies, wreckage, and fleeing remnants.

Detachment Rule


Ride the Wind

These hosts strike from many quarters, employing their incredible speed and agility to evade and ambush the foe at every turn.

In the Declare Battle Formations step you can set up ASURYANI MOUNTED and VYPER units from your army in Reserves. During the battle, such units can be set up on the battlefield as if they were arriving from Strategic Reserves. For the purposes of setting up ASURYANI MOUNTED or VYPER units from your army on the battlefield, treat the current battle round number as being one higher than it actually is.

In addition, at the end of your opponent’s turn, you can select a number of ASURYANI MOUNTED or VYPER units from your army (excluding units within Engagement Range of one or more enemy units), then remove those units from the battlefield and place them into Strategic Reserves. The maximum number of units you can select depends on the battle size, as shown below.

BATTLE SIZENUMBER OF UNITS
Incursion1
Strike Force2
Onslaught3

KEYWORDS
WINDRIDERS units from your army gain the BATTLELINE keyword.

Enhancements

  • Firstdrawn Blade 10 pts

Those who lead the Windrider Hosts do so from the front, embodying the first of the Swords of Vaul drawn in wrath.

ASURYANI MOUNTED model only. Models in the bearer’s unit have the Scouts 9" ability.

  • Mirage Field 25 pts

This field generator surrounds its bearer with contradictory sensor ghosts and split-second illusions that make them incredibly challenging to target, particularly when moving at speed.

ASURYANI MOUNTED model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll.

  • Seersight Strike 15 pts

This warrior has mastered the art of augmenting their mounted attack runs with lashing blades of focused psychic power that punch through the heaviest armour and monstrous hide to vital targets deep within.

ASURYANI MOUNTED PSYKER model only. Psychic weapons equipped by the bearer have the [anti-monster 2+] and [anti-vehicle 2+] abilities.

  • Echoes of Ulthanesh 20 pts

Riding out to battle upon their skimming steed, this charismatic commander is reminiscent of the great Aeldari hero come again. The mere sight of them swooping down upon their foes inspires their warriors to remarkable feats of heroism in their turn.

ASURYANI MOUNTED model only. In your Command phase, roll one D6, adding 1 to the result if the bearer is not within your deployment zone, and adding an additional 1 to the result if the bearer is within your opponent’s deployment zone: on a 5+, you gain 1CP.


Stratagems

DEATH FROM ON HIGH
1CP
Windrider Host – Battle Tactic Stratagem
Streaking suddenly down from on high, the Aeldari strike like the fall of an executioner's blade.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ASURYANI MOUNTED or VYPER unit from your army that was set upon the battlefield from Reserves this turn and has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
OVERFLIGHT
1CP
Windrider Host – Strategic Ploy Stratagem
These airborne warriors arc up and away from the ruin of their foes, already seeking fresh prey.
WHEN: End of your Shooting phase or the end of the Fight phase.

TARGET: One ASURYANI MOUNTED unit from your army that destroyed one or more enemy units this phase.

EFFECT: Your unit can make a Normal move of up to 7".
WIND OF BLADES
1CP
Windrider Host – Strategic Ploy Stratagem
Warriors such as these cannot be pinned down or held back. They hit and run at will, hammering the foe with constant fire and slashing blows.
WHEN: Your Movement phase.

TARGET: One ASURYANI MOUNTED or VYPER unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
DARING RIDERS
1CP
Windrider Host – Strategic Ploy Stratagem
Some of the Windrider Hosts are especially aggressive, unable to restrain the fierce joy of racing perilously close to the foe while strafing them with fire.
WHEN: The Reinforcements step of your Movement phase.

TARGET: One ASURYANI MOUNTED or VYPER unit from your army in Reserves.

EFFECT: Until the end of the phase, when setting up your unit on the battlefield from Reserves, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if your unit is set up within 8" horizontally of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.
FOCUSED FIREPOWER
1CP
Windrider Host – Battle Tactic Stratagem
Able to analyse and assess target data at incredible speeds, these Aeldari isolate the foe's weak spot and pour all their fire into it as they hurtle past.
WHEN: Your Shooting phase.

TARGET: One ASURYANI MOUNTED or VYPER 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, improve the Armour Penetration characteristic of that attack by 1.
SPIRALLING EVASION
1CP
Windrider Host – Battle Tactic Stratagem
None but the Aeldari could risk such breakneck and seemingly suicidal evasive manoeuvres to jink around incoming enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI MOUNTED or VYPER 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, models in your unit have a 4+ invulnerable save.

Spirit Conclave2DP

Only in the most desperate circumstances will a craftworld’s seers authorise the mass awakening of their dead. At such times, Spiritseers, Warlocks and Farseers come together as one, forming a psychic choir to bind the spirits of the fallen into wraithbone form. While living Aeldari often fight alongside these revenants, the greater strength of such forces is graven in wraithbone, driven by the implacable wills of warrior ghosts and armed with nightmarish tools of destruction. Striding into battle with stately grace, Wraithguard and Wraithlords lay down ferocious firepower. Where enemy resistance is strongest, Wraithblades stalk and strike while the long shadows of Wraithknights fall across the foe like a promise of doom soon to be fulfilled. Together, the psychically linked seers guide the slaughter with eerie calm, issuing command after command to their undying allies. In the face of such implacable destruction, and with their own mightiest weapons seemingly ineffective, even the boldest enemies soon crumble.

Detachment Rule


Shepherds of the Dead

When guided by a Spirit Conclave, the ghost warriors gain a clarity and prowess they would otherwise lack. Moreover, should the foe slay any of their precious spirit guides, the dead will surely have their vengeance.

Each time an ASURYANI PSYKER model from your army is destroyed by an enemy unit, that enemy unit gains a Vengeful Dead token. Each time a WRAITH CONSTRUCT model from your army makes an attack that targets a unit with one or more Vengeful Dead tokens, add 1 to the Hit roll and add 1 to the Wound roll.

ASURYANI PSYKER models from your army have the following ability:

Spirit Guides (Aura): While a WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit from your army is within 12" of this model, that unit has the Battle Focus ability.

KEYWORDS
WRAITHBLADES and WRAITHGUARD units from your army gain the BATTLELINE keyword.

Enhancements

  • Light of Clarity 30 pts

The mind of this Spiritseer shines with psychic illumination, burning away the veils that cloud the senses of the dead.

SPIRITSEER model only. In your Command phase, select one friendly WRAITH CONSTRUCT unit within 12" of the bearer. Until the start of your next Command phase, add 1 to the Objective Control characteristic of INFANTRY models in that unit and add 3 to the Objective Control characteristic of MONSTER models in that unit.

  • Stave of Kurnous 15 pts

Wound about with finely inscribed myths of Kurnous, the Hunter, this wraithbone staff imbues ghost warriors with an echo of the slain god’s keen-eyed skill.

SPIRITSEER model only. In your Command phase, select one friendly WRAITH CONSTRUCT unit within 12" of the bearer (excluding TITANIC units). Until the start of your next Command phase, each time a model in that unit makes an attack, on a Critical Wound, that attack has the [precision] ability.

  • Rune of Mists 10 pts

This rare psychic rune binds occluding psychic energies about nearby wraith constructs to baffle the foe’s senses.

SPIRITSEER model only. In your Command phase, select one friendly WRAITH CONSTRUCT unit within 12" of the bearer. Until the start of your next Command phase, each time a ranged attack targets that unit, unless the attacking model is within 18", models in that unit have the Benefit of Cover against that attack.

  • Higher Duty 25 pts

Knowing their crucial role in guiding the ghost warriors, this seer chooses duty over personal glory.

SPIRITSEER model only. In your opponent’s Movement phase, if an enemy unit ends a move within 8" of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to 6".


Stratagems

SEER’S EYE
1CP
Spirit Conclave – Battle Tactic Stratagem
Seeing their prey as much through the eyes of their guiding seer as with any sense of their own, the wraith constructs strike swift and true.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One AELDARI PSYKER model from your army and one friendly WRAITH CONSTRUCT unit within 12" of it that has not been selected to shoot or fight this phase.

EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
WRAITHBONE ARMOUR
1CP
Spirit Conclave – Battle Tactic Stratagem
The apparent fragility of wraith constructs’ lithe bodies be/ies their incredible resilience.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One WRAITH CONSTRUCT unit from your army (excluding TITANIC 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 is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
BLADES FROM BEYOND
1CP
Spirit Conclave – Battle Tactic Stratagem
Sometimes, the twinned perceptions of ghost warriors allow them to perceive - and strike at - the souls of their foes.
WHEN: Fight phase.

TARGET: One WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
SOUL BRIDGE
1CP
Spirit Conclave – Strategic Ploy Stratagem
It is risky for a Spiritseer to cast their awareness so far, but aiding the dead is sometimes necessary.
WHEN: Your Command phase.

TARGET: One WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit from your army and one ASURYANI PSYKER model from your army.

EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
SPIRIT TOKEN
1CP
Spirit Conclave – Strategic Ploy Stratagem
By leaving psycho-resonant wraithbone markers upon the battlefield, these warriors wreathe vital strategic locations in an aura of dread not easily overcome.
WHEN: Start of your Movement phase.

TARGET: One WRAITHBLADES or WRAITHGUARD unit from your army.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
CRUSHING STRIDES
1CP
Spirit Conclave – Battle Tactic Stratagem
Elegant they may be, but the weight and implacable strength of wraith constructs on the charge can smash enemies to the ground bloody and broken.
WHEN: Your Charge phase, just after a WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit from your army ends a Charge move.

TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.

Guardian Battlehost2DP

So few are the Aeldari in number and so desperate in their plight that all must be capable warriors when needed. Sometimes a foe may jeopardise a craftworld so severely that every martial asset must be deployed to drive them back. At others, threats or opportunities may arise in so short a space of time that Aspect Warriors, Outcasts and Commorrite allies alone are not enough. Whatever the case, when the massed Guardians of a craftworld answer the call to war, they can prove a versatile, durable and utterly determined force. Hails of shuriken fire and scatter laser salvoes rake the enemy lines. War Walkers and grav-tanks pick off heavier enemy assets with inescapable precision and fury. Aspect Warriors drawn from the shrines of the home craftworld fight in support of their more numerous kin, bands of Dire Avengers leading them on the fleet-footed attack or implacable defence. Faced with the might of the Guardian Battlehost, foes are made to rue their foolishness in rousing a craftworld’s wrath.

Detachment Rule


Defend at All Costs

Battlehosts often deploy to protect arterial Webway gates, the world shrines of vulnerable Exodite worlds or the domes and galleries of their home craft world; this lends their warriors an especially keen determination to protect their holdings from foes.

Each time a DIRE AVENGER, GUARDIAN, SUPPORT WEAPON or WAR WALKER model from your army makes an attack, if that model’s unit and/or the target unit are within range of one or more objective markers, add 1 to the Hit roll.

Enhancements

  • Craftworld’s Champion 25 pts

Appointed as the mastermind behind the defence of an entire craftworld, this warrior will hold vital ground at all costs.

ASURYANI model only. The bearer has an Objective Control characteristic of 5.

  • Ethereal Pathway 30 pts

Knowing secret paths through the Webway, the bearer can direct warriors to outmanoeuvre the foe.

ASURYANI model only. In the Deploy Armies step, select up to two GUARDIANS units from your army. Models in the selected units have the Infiltrators ability.

  • Protector of the Paths 20 pts

This warrior’s knowledge of the home ground on which they fight allows them to expertly position their forces to bracket the routes of the enemy’s approach with fire.

ASURYANI model only. While the bearer is leading a DIRE AVENGERS or GUARDIANS unit, once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP, and while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or unmodified Hit rolls of 4+ instead if the bearer’s unit is within range of an objective marker you control.

  • Breath of Vaul 10 pts

An ancient relic of Aeldari technology, this device enhances the lethality of those weapons said to channel the killing heal ofVaul’s blazing forges.

ASURYANI model only. While the bearer is leading a STORM GUARDIANS unit, each time you roll to determine the number of attacks made with a flamer equipped by a model in that unit, you can re-roll the result, and each time you make a Damage roll for a model equipped with a fusion gun in that unit, you can re-roll the result.


Stratagems

WARDING SALVOES
1CP
Guardian Battlehost – Battle Tactic Stratagem
Woe betide the foe that seeks to claim the holdings of armed and determined Asuryani.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One DIRE AVENGERS or GUARDIANS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of one or more objective markers, you can re-roll the Wound roll.
SHIELD NODES
1CP
Guardian Battlehost – Battle Tactic Stratagem
Exploiting a spar of old Aeldari technology, these warriors engage the flickering ghosts of ancient defensive force fields.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: If your unit is within range of one or more objective markers, until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
VAUL’S VENGEANCE
1CP
Guardian Battlehost – Battle Tactic Stratagem
Swift and terrible vengeance comes for those who dare strike down the warriors of the Aeldari in the form of searing heavy weapons fire.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a DIRE AVENGERS or GUARDIANS unit from your army.

TARGET: One WAR WALKERS unit from your army.

EFFECT: After that enemy unit has finished making its attacks, your unit can shoot as if it were your Shooting phase, but when resolving those attacks, it can only target that enemy unit (and only if it is an eligible target).

RESTRICTIONS: You can only use this Stratagem once per battle round.
TIME TO STRIKE
1CP
Guardian Battlehost – Strategic Ploy Stratagem
Storm Guardians train to recognise where and when their selfless aggression can best benefit their craftworld and never to miss such opportunities.
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
BLADES OF ASURYAN
1CP
Guardian Battlehost – Battle Tactic Stratagem
Asuryani martial teachings enable those wielding ranged weapons to employ them as close-quarter implements of death as well.
WHEN: Your Shooting phase.

TARGET: One DIRE AVENGERS or GUARDIANS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
COST OF VICTORY
1CP
Guardian Battlehost – Strategic Ploy Stratagem
In so desperate and vital a fight, the Aeldari must accept casualties they would normally avoid and even send fresh warriors in to bolster the flagging ranks if it means victory.
WHEN: End of your opponent’s Fight phase.

TARGET: One GUARDIANS unit from your army.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves. When doing so, return every destroyed GUARDIANS model to your unit.
UNIQUE: ACROBATIC

Ghosts of the Webway2DP

Even a single troupe of Harlequins can spread bloodshed and unreasoning terror amongst the enemy lines. When entire masques of these sinister and acrobatic killers gather to make war, they strike with such speed, skill and violence that they can eviscerate the mightiest enemy armies. Their saedath battle plans are as dynamic and intricate as they are spectacularly lethal. Some see spearheads of hurtling jetbikes shatter the enemy lines before grav-transports disgorge Harlequin troupes to assassinate their reeling foes’ leaders. Others lure enemy hordes into bloody massacres laced with dramatic irony and bleak mirth or play out murderous recountings of Aeldari morality tales that cast the enemy as unwilling participants in the story of their bloody punishment. Whether fighting alone or alongside hosts from the craftworlds, Commorragh or Corsair fleets, the Harlequins strike without warning - or often, to the foe, apparent cause - and inflict such horrors that even their allies may be left shocked at the carnage.

Detachment Rule


Acrobatic Onslaught

Trying to fight the Harlequins of the Laughing God is like battling bladed smoke. They flip and bound through the enemy ranks with contemptuous ease, springing across the heads and shoulders of dumbfounded combatants, sprinting across the hulls of war engines, all the while bearing down with murderous intent upon their true intended victims.

Each time a HARLEQUINS model from your army makes a Charge move, it can move through enemy models.

TRAVELLING PLAYERS
  • TROUPE units from your army gain the BATTLELINE keyword and TROUPE models in those units have an Objective Control characteristic of 2.
  • You can include up to three of each of the following models in your army: DEATH JESTER, SHADOWSEER, TROUPE MASTER.

Enhancements

  • Cegorach’s Coil 25 pts

This vicious monofilament lariat unspools from its wielder’s gauntlet in a heartbeat, lashing through the foe before retracting as they tumble into bloody chunks.

TROUPE MASTER model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer’s unit, then roll one D6 for each model in the bearer’s unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

  • Mask of Secrets 15 pts

So terrifying and yet so captivating are the shifting aspects of this Harlequin’s psychoreactive mask that they can hypnotise foes or stop their hearts with fear.

HARLEQUINS model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.

  • Murder’s Jest 20 pts

This malevolent shrieker cannon catalyses its victims’ fear impulses into exaggerated bioelectric shocks, forcing them to scare themselves to death.

DEATH JESTER model only. Each time the bearer makes an attack that targets a unit that is Below Half-strength, each successful Hit roll scores a Critical Hit.

  • Mistweave 15 pts

Employing their psychic powers of illusion and obfuscation, this Shadowseer can cause their comrades to vanish from the foe’s perceptions.

SHADOWSEER model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.


Stratagems

STAGED DEATH
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
A feigned death and sudden, shocking return are as impactful as dismaying to the foe.
WHEN: Any phase.

TARGET: One HARLEQUINS CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: At the end of the phase, set your 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 half of its starting number of wounds remaining.

RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.
HEROES’ FALL
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
Though they may be slain, this step of the saedath calls on the players to act out the demise of tragic heroes who take their enemies with them to death.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One HARLEQUINS 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, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
MOCKING FLIGHT
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
The Harlequins tumble away in mock terror and panic before spinning back into the fight with cruel laughter and redoubled fury.
WHEN: Your Movement phase, just after a HARLEQUINS unit from your army Falls Back.

TARGET: That HARLEQUINS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
TRICKSTERS’ RETORT
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
To the Harlequins, the foe are simply unwitting dance partners, their every move matched with graceful aplomb.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One TROUPE unit from your army that is within 8" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
BLOODY DANCE
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
Enemies goaded into following the steps of the saedath come unwittingly on cue to their executions.
WHEN: End of your opponent’s Charge phase.

TARGET: One HARLEQUINS INFANTRY or HARLEQUINS MOUNTED unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
EXIT THE STAGE
1CP
Ghosts of the Webway – Strategic Ploy Stratagem
Players know when to fade back from the stage of war, ready to strike again when their moment comes.
WHEN: End of your opponent’s Fight phase.

TARGET: One HARLEQUINS unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Devoted of Ynnead2DP

Those Aeldari who follow the extremist teachings of the priestess Yvraine seek to empower Ynnead, the Aeldari god of death. In the name of their morbid creed, they hurl themselves into battle, sure that not only is every enemy slain one less to menace the Aeldari but also that their own deaths will bring their god closer to waking. Perhaps the strength of fanatical conviction magnified by the Aeldari psyche allows Ynnead’s devotees to channel some fragment of his supernatural powers. Maybe it is the latent psychic potential of the Aeldari finding macabre expression or something more sinister at work. Whatever the case, while their numbers may be few and their death cult marginalised, the Ynnari demonstrate strange and deadly abilities in battle. Coupled with their people’s natural and technological puissance, this renders the Ynnari a terrible foe indeed. Moreover, they will know ultimate victory, whether they live to fight again or die for Ynnead’s cause.

Detachment Rule


Strength from Death

Surrounded by the slaughter on the battlefield, the Ynnari channel the sinister supernatural gifts of Ynnead to great effect.

You can use the following rules:

Lethal Intent

At the end of your opponent’s Shooting phase, if one or more YNNARI units from your army were destroyed this phase, select one YNNARI INFANTRY or YNNARI MOUNTED unit from your army that was within 6" of your destroyed unit. That unit can make a normal move of up to D6+1.

Lethal Surge

Once per turn, when a YNNARI unit from your army performs the Fade Back Agile Manouvre, it can make a surge move of up to D6+1" instead of a normal move.

Lethal Reprisal

At the start of the Fight phase, select one YNNARI unit from your army (excluding TITANIC units) that is below its Starting Strength. Until the end of the phase, that unit has the Fights First ability.


SERVANTS OF THE WHISPERING GOD
  • You can include YNNARI units in your army, even though they do not have the ASURYANI Faction keyword.
  • ASURYANI units (excluding EPIC HEROES) from your army gain the YNNARI keyword.
  • You must include YVRAINE and/or THE YNCARNE in your army, and one of those models must be your WARLORD.

Enhancements

  • Gaze of Ynnead 15 pts

This psychic executioner projects the extinguishing will of the Aeldari death god into the minds of the fc reducing them to ashen grey husks in moments.

FARSEER model only. The bearer’s Eldritch Storm weapon has the [devastating wounds] ability.

  • Storm of Whispers 10 pts

As though this Warlock were a conduit to the realm of the unquiet dead, they are surrounded by an endless susurrus that chills the foe with terror.

WARLOCK model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test.

  • Borrowed Vigour 10 pts

This cruel warrior steals a portion of animus from each vanquished foe, keeping a little of Ynnead’s due to empower themselves and slay more foes in his name.

ARCHON model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons.

  • Morbid Might 15 pts

Driven to new heights of cold fury and icy strength by the death energies flowing through their sinews, this arena champion fights with supernatural vigour.

SUCCUBUS model only. Each time the bearer makes a melee attack, you can re-roll the Wound roll.


Stratagems

PALL OF DREAD
1CP
Devoted of Ynnead – Strategic Ploy Stratagem
Even after they fall, the most fervent Ynnari leave a sinister sense of watchfulness in their wake like some invisible death shroud.
WHEN: Any phase.

TARGET: One YNNARI unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
MACABRE RESILIENCE
1CP
Devoted of Ynnead – Battle Tactic Stratagem
Such is the conviction and power of the Ynnari that sometimes even mortal wounds cannot slow them.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One YNNARI INFANTRY or YNNARI MOUNTED 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 Wound roll.
EMISSARIES OF YNNEAD
1CP
Devoted of Ynnead – Battle Tactic Stratagem
Immersed in murder and gripped by holy purpose, these warriors bring Ynnead’s fatal message and his final gift to all who face them.
WHEN: Fight phase, just after a YNNARI INFANTRY unit from your army has selected its targets.

TARGET: That YNNARI INFANTRY unit.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If your unit is below its Starting Strength, you can re-roll the Hit roll instead.
PARTING THE VEIL
2CP
Devoted of Ynnead – Strategic Ploy Stratagem
In the moment of transcendent glory, before the Ynnari give their essence to their god, they fight harder than ever to take the foe with them to death.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One YNNARI 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, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
SOULSIGHT
1CP
Devoted of Ynnead – Battle Tactic Stratagem
Perceiving the flickering soulstuff of their foes, the Ynnari strike with ruthless precision.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [IGNORES COVER] abilities.
DEATH ANSWERS DEATH
1CP
Devoted of Ynnead – Strategic Ploy Stratagem
As the foe slays their warriors, a terrible vigour grips the Ynnari and compels them to repay the slaughter in kind.
WHEN: End of your opponent’s Shooting phase.

TARGET: One YNNARI unit from your army (excluding WRAITH CONSTRUCT units), if one or more models in that unit were destroyed this phase.

EFFECT: Your unit can shoot as if it were your Shooting phase.

Seer Council2DP

Eldritch psychic storms tear at the enemy as the Seer Council leads their warriors into battle. Farseers deliver prophetic orders in voices of steely calm, guiding Aspect Warriors and Guardian squads to strike at crucial fate and causality junctures. Their every pronouncement seals the doom of fresh foes. Psychic executioners project their spirits through the Empyrean to destroy enemy champions’ souls or predict warring combatants’ battle fates. Warlocks lead their squads through the tightly focused maelstrom, singing spears lashing out and psychic fury crackling forth to deliver elegant and total destruction. Led by such a conclave of their most potent psykers, the Aeldari are unstoppable. They fight clad in the faded raiment of their once-mighty empire. The devastation they bring to bear echoes that their fallen ancestors once unleashed to put the galaxy on its knees; this is the Aeldari at their most potent, a terrifying psychic blade driven into the heart of the luckless foe.

Detachment Rule


Strands of Fate

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.

BATTLE SIZENUMBER OF D6
Incursion3
Strike Force6
Onslaught9

Each time you use one of the Stratagems below, if your Fate dice pool contains one or more Fate dice showing the corresponding value in the table below, you can discard one of those corresponding Fate dice. If you do, reduce the CP cost of that usage of that Stratagem by 1CP.

STRATAGEMFATE DICE VALUE
Presentiment of Dread1
Forewarned2
Unshrouded Truth3
Fate Inescapable4
Isha’s Fury5
Psychic Shield6

Enhancements

  • Lucid Eye 30 pts

This helm houses a psychocrystalline weave that aids the wearer in sifting clarity and truth from the myriad ghosts of unrealised futures.

ASURYANI PSYKER model only. In your Command phase, you can add 1 to or subtract 1 from the value of one Fate dice in your Fate dice pool.

  • Runes of Warding 25 pts

These precisely crafted runic wards hold harmful empyric energies and predatory entities at hay, protecting the bearer’s mind and soul.

ASURYANI PSYKER model only. Models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds, Psychic Attacks and Critical Wounds caused by attacks with the [devastating wounds] ability.

  • Stone of Eldritch Fury 15 pts

This ancient gem was recovered from the crone world of Lleghaine and is said to resonate with the rage of that dead world’s ghosts. It acts as a magnifying lens for destructive psychic powers.

ASURYANI PSYKER model only. Add 12" to the Range characteristic of ranged Psychic weapons equipped by the bearer.

  • Torc of Morai-Heg 20 pts

Waves of malevolent energies roll from this article of warrior jewellery. Though they leave Aeldari systems and minds untouched, they cloud the enemy’s thoughts with doubt, lace their communications with mournful wails and scatter confusing sensor ghosts across their instruments.

ASURYANI PSYKER model only. Once per turn, when your opponent targets a unit from their army within 12" of the bearer with a Stratagem, the bearer can use this Enhancement. If it does, increase the CP cost of that usage of that Stratagem by 1CP.


Stratagems

PRESENTIMENT OF DREAD
1CP
Seer Council – Strategic Ploy Stratagem
The seer plucks fate to find the foe suffering a horrible death, then projects it into their minds.
WHEN: Command phase.

TARGET: One ASURYANI PSYKER model from your army.

EFFECT: Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
FOREWARNED
1CP
Seer Council – Strategic Ploy Stratagem
Having foreseen already how this fight will play out, the seer projects their insights and warnings into the minds of the Aeldari who must fight it.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
UNSHROUDED TRUTH
1CP
Seer Council – Strategic Ploy Stratagem
Dispelling the psychosomatic mirage that has so far beguiled and assailed the foe, the seer reveals the true location of the warriors it was masquerading as.
WHEN: Your Movement phase.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT:
  • Place your unit in strategic reserves.
  • Your unit has Deep Strike.
  • Your unit must make an ingress move this phase.

RESTRICTIONS: Until the end of the phase, your unit is not eligible to be selected to move.
FATE INESCAPABLE
1CP
Seer Council – Battle Tactic Stratagem
The Aeldari have already seen how best to lay low this enemy and strike in the sure knowledge the foe cannot evade their terrible fate.
WHEN: Your Shooting phase.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to shoot this phase and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
ISHA’S FURY
1CP
Seer Council – Epic Deed Stratagem
Leaping from the seer’s outstretched hand, this blast of empyric energy is a raw expression of the sorrow and bitterness suffered by the Aeldari people.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ASURYANI PSYKER model from your army within 9" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
PSYCHIC SHIELD
1CP
Seer Council – Strategic Ploy Stratagem
A twist of the seer's psychic powers raises a whirling shield of empyric energy and psychokinetic debris to screen the Aeldari from enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

Aspect Host3DP

When the Avatar of Khaine strides out to war, the Aspect Warriors of many shrines fight in its cinder-swirled shadow. Squads of Dire Avengers rake their targets with storms of shuriken discs. Shrieking bands of Howling Banshees tear into the enemy’s front lines even as Striking Scorpions flit from ambush to rip bloody rents in their flanks. Fire Dragons unleash point-blank fury to reduce enemy war engines to blazing wrecks, while the long-ranged salvoes of Dark Reapers streak overhead to detonate amongst the foe. Swooping Hawks circle on the winds of war and launch opportunist strikes, Shining Spears and Crimson Hunters drive home hurtling attack runs, and Warp Spiders burst in and out of reality amidst monofilament clouds of death. Guided by the martial expertise of Autarchs and Exarchs, and supported by Guardian-crewed war engines and artillery, the devotees of Khaine’s many aspects pick their enemies apart with surgical precision. Coupled with the blazing devastation wrought by the Avatar itself, their onslaught is irresistible.

Detachment Rule


Path of the Warrior

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:
  • Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
  • Each time a model in this unit makes an attack, re-roll a Wound roll of 1.

Enhancements

  • Aspect of Murder 15 pts

Khaine is a murderous deity, and many of his aspects channel this element of his nature to some degree. Combining these teachings renders this warrior a truly fearsome assassin.

AUTARCH or AUTARCH WAYLEAPER model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer, and those weapons have the [precision] ability.

  • Mantle of Wisdom 20 pts

This ritual relic marks the bearer out as one who has walked the Path of Command for ages untold and whose understanding of all things martial borders on the preternatural.

AUTARCH or AUTARCH WAYLEAPER model only. While the bearer is leading an ASPECT WARRIORS unit, each time that unit is selected to shoot or fight, until the end of the phase, models in that unit gain both of the abilities from the Path of the Warrior Detachment rule.

  • Shimmerstone 10 pts

This simple and elegant gem conceals complex technology based on Dire Avenger shimmershields, its protective aegis extending across the bearer and those who fight at their side.

AUTARCH or AUTARCH WAYLEAPER model only. While the bearer is leading an ASPECT WARRIORS unit, each time a ranged attack targets that unit, subtract 1 from the Wound roll.

  • Strategic Savant 10 pts

A commander who knows with absolute certainty which strategic goals must be achieved, this warrior can appraise the battlefield at a glance.

AUTARCH or AUTARCH WAYLEAPER model only. While the bearer is leading an ASPECT WARRIORS unit, add 1 to the Objective Control characteristic of models in that unit.


Stratagems

WARRIOR FOCUS
1CP
Aspect Host – Battle Tactic Stratagem
So absolute is the focus of these warriors in battle that nothing can distract them or stay their blows.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ASPECT WARRIORS or AVATAR OF KHAINE unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill, Weapon skill, Strength, Armour Penetration and Damage characteristics and/or any or all modifiers to the Hit roll.
TO THEIR FINAL BREATH
1CP
Aspect Host – Strategic Ploy Stratagem
As champions and defenders of a dying race, these warriors fight furiously to the very end.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASPECT WARRIORS or AVATAR OF KHAINE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you removed an Aspect Shrine token during this usage of this Stratagem. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
SKYBORNE SANCTUARY
1CP
Aspect Host – Strategic Ploy Stratagem
The Aeldari excel in striking swiftly then leaping back into the safety of their skimming transports.
WHEN: End of the Fight phase.

TARGET: One unengaged ASURYANI unit from your army that was eligible to fight this phase and one friendly TRANSPORT it is able to embark within.

EFFECT: If your ASURYANI unit is wholly within 6” of that TRANSPORT, it can embark within it.
DOOM INESCAPABLE
1CP
Aspect Host – Battle Tactic Stratagem
Cast with the force of a thunderbolt, the Avatar's weapon strikes the foe with meteoric force.
WHEN: Your Shooting phase.

TARGET: One AVATAR OF KHAINE model from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, your model’s Wailing Doom ranged weapon has a Range characteristic of 18" and a Damage characteristic of 8.
PRETERNATURAL PRECISION
1CP
Aspect Host – Battle Tactic Stratagem
Analysing their targets' weaknesses with incredible skill, the Aeldari fire for lethal effect.
WHEN: Your Shooting phase.

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

EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, select one of the following abilities, or select two of the following abilities if you removed an Aspect Shrine token during this usage of this Stratagem: [IGNORES COVER], [LETHAL HITS], [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit have the selected abilities.
KHAINE’S VENGEANCE
1CP
Aspect Host – Strategic Ploy Stratagem
Embodying the rage of Khaine himself, these warriors press home their attack and strike down those cowards who seek to flee their fury.
WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

TARGET: One ASPECT WARRIORS or AVATAR OF KHAINE unit from your army that is within Engagement Range of that enemy unit.

EFFECT: All models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.

Armoured Warhost1DP

GRACEFUL WAR MACHINES BRING A TERRIFY FIREPOWER TO BEAR AT EXCEPTIONAL SPEED

Detachment Rule


Skilled Crews

Asuryani vehicle crews are amongst the galaxy’s most naturally gifted pilots and gunners. They can coax every last iota of performance from the formidable machines and weapon systems under their control.

Friendly AELDARI VEHICLE units’ ranged attacks have [ASSAULT].

Enhancements

  • Spirit Stone of Raelyth 20 pts

This spirit stone contains the essence of Bonesinger Raelyth. Those Asuryani psykers who bear this item to battle can draw upon the fallen artisan’s talents.

AELDARI PSYKER model only.

  • While this model is within 3" of a friendly AELDARI VEHICLE unit, this model has Lone Operative.
  • In your Movement phase, at the start or end of this unit’s move, you can select one friendly AELDARI VEHICLE model within 3" of this model. That VEHICLE model heals D3 wounds.

  • Guiding Presence 25 pts

This seer is closely attuned to their craftworld’s vehicles. Communicating with the souls inhabiting hull‑mounted spirit stones can sharpen the tactical awareness of spirits and crew.

AELDARI PSYKER model only. At the start of your Shooting phase, select one visible friendly AELDARI VEHICLE unit within 6" of this model. That VEHICLE unit’s ranged attacks have +1 to hit rolls.


Stratagems

LAYERED WARDS
1CP
Armoured Warhost Stratagem
The wraithbone superstructure of this vehicle has been interlaced with warding runes, enabling its hull to resist incoming fire.
WHEN: Any phase, when a friendly AELDARI VEHICLE unit suffers a mortal wound.

TARGET: That AELDARI VEHICLE unit.

EFFECT: Your unit has Feel No Pain 5+ against mortal wounds.
SOULSIGHT
1CP
Armoured Warhost Stratagem
Spirit stones containing the souls of gifted seers have been embedded into this vehicle’s targeting matrices. The essences within lend guidance even in death.
WHEN: Your Shooting phase, when a friendly AELDARI VEHICLE unit is selected to shoot.

TARGET: That AELDARI VEHICLE unit.

EFFECT: Your unit’s attacks can re-roll:
  • One hit roll.
  • One wound roll.
  • One damage roll.
VECTORED ENGINES
1CP
Armoured Warhost Stratagem
The result of exquisite and ingenious Aeldari engineering, vectored engines enable grav vehicles to evade their enemies while maintaining accurate fire.
WHEN: Your Movement phase, when a friendly AELDARI VEHICLE unit makes a fall-back move.

TARGET: That AELDARI VEHICLE unit.

EFFECT: That move does not prevent your unit from being eligible to shoot.
UNIQUE: ACROBATIC

Fateful Performance1DP

ACROBATIC KILLERS OF THE HARLEQUINS MASQUES STRIKE WITH SPEED, SKILL AND MURDEROUS GRACE

Detachment Rule


Acrobatic Onslaught

Trying to fight the Harlequins of the Laughing God is like battling bladed smoke. They flip and bound through the enemy ranks with contemptuous ease, springing across the heads and shoulders of dumbfounded combatants, sprinting across the hulls of war engines, all the while bearing down with murderous intent upon their true intended victims.

While a friendly HARLEQUINS unit is making a charge move, that unit can move through enemy models.

This detachment has the ACROBATIC tag and cannot be taken with another ACROBATIC detachment.

Enhancements

  • A Foot in the Future 15 pts

Flowing like starlight across the field of battle, this warrior‑artiste leads their chorus in a dance whose speed peaks as they surge into the foe.

TROUPE MASTER model only. This unit can re-roll charge rolls

  • Mistweave 20 pts

Employing their psychic powers of illusion and obfuscation, this Shadowseer can cause their comrades to vanish from the foe’s perceptions.

SHADOWSEER model only. This unit has Infiltrators.


Stratagems

HEROES’ FALL
1CP
Fateful Performance Stratagem
Though they may be slain, this step of the saedath calls on the players to act out the demise of tragic heroes who take their enemies with them to death.
WHEN: Fight phase, when an enemy unit targets a friendly HARLEQUINS unit.

TARGET: That HARLEQUINS unit.

EFFECT: When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6:
  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
EXIT THE STAGE
1CP
Fateful Performance Stratagem
Players know when to fade back from the stage of war, ready to strike again when their moment comes.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged HARLEQUINS unit.

EFFECT: Place your unit in strategic reserves
DECEPTIVE FEINT
1CP
Fateful Performance Stratagem
Advancing foes assured of cutting the Harlequins down are often left thwarted with naught but a swirl of holofield shards where their prey once stood.
WHEN: Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged HARLEQUINS INFANTRY unit.

TARGET: That HARLEQUINS INFANTRY unit.

EFFECT: Your unit can make a normal move of up to D3+3".

Path of the Outcast1DP

STALKING SNIPERS AND RAPTORIAL HUNTERS UNLEASH DEATH AND FEAR FROM AFAR

Detachment Rule


Far-Reaching Doom

With snipers’ instincts and psychoresponsive gunsights, the Asuryani frontier scouts can pierce almost any barrier to find the hearts of their targets.

When a friendly RANGERS/SHROUD RUNNERS unit is selected to shoot, enemy units have +6" detection range until that friendly unit has shot.

Enhancements

  • Camouflaged SnipersUPGRADE 10 pts

Aeldari Rangers rely upon fieldcraft and marksmanship to defeat their foes. They conceal themselves so expertly that even the act of firing upon the enemy does not reveal their precise location.

RANGERS unit only. This unit’s ranged attacks do not prevent this unit from being hidden.

  • Assassins' EyeUPGRADE 15 pts

Having trodden the Path of the Outcast for so long that they risk becoming trapped upon it, these snipers have honed their talents until they can pinpoint eye lenses, armour seals and other weaknesses to fell the toughest foes.

RANGERS/SHROUD RUNNERS unit only. This unit’s ranged attacks that target a CHARACTER unit have +1 AP.


Stratagems

ELDRITCH SUPPRESSION
1CP
Path of the Outcast Stratagem
Struck by a sudden volley of precision shots when no foe can be pinpointed can shake the resolve of the most stoic warriors.
WHEN: Your Shooting phase, when a friendly RANGERS/SHROUD RUNNERS unit has shot.

TARGET: That RANGERS/SHROUD RUNNERS unit.

EFFECT: Select one enemy unit hit by those ranged attacks. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll if a model in that enemy unit was destroyed by those attacks.
CASTING BACK THE VEIL
1CP
Path of the Outcast Stratagem
Once these snipers have found their range to a shrouded foe with marksmen’s instincts and esoteric targeting technology, they swiftly pass this knowledge onto their allies.
WHEN: Your Shooting phase, when a friendly RANGERS/SHROUD RUNNERS unit has shot.

TARGET: That RANGERS/SHROUD RUNNERS unit.

EFFECT: Select one enemy unit hit by those ranged attacks. That enemy unit has +6" detection range.
NOMADS OF THE HIDDEN WAY
1CP
Path of the Outcast Stratagem
The unconstrained nomadism of a craftworld’s outcasts extends to the battlefield, such that few foes can respond before they melt back into hiding to hunt elsewhere.
WHEN: Your Shooting phase, when a friendly RANGERS/SHROUD RUNNERS unit has shot.

TARGET: That RANGERS/SHROUD RUNNERS unit.

EFFECT:
UNIQUE: ACROBATIC

Twilight Flickers1DP

SHADE‑WREATHED HARLEQUINS SURGE FORWARD, AS SWIFT AND UNSTOPPABLE AS PHANTASMS

Detachment Rule


Dance of Distortion

With their holofields attuned to a mist-wreathed shadow performance, the Harlequins are insubstantial blurs as they dash through cover to reach their chosen stage.

Friendly HARLEQUINS units have Stealth.

This detachment has the ACROBATIC tag and cannot be taken with another ACROBATIC detachment.

Enhancements

  • Shadowfall MasksUPGRADE 15 pts

These nightmarish masks torment the enemy with a psychoresponsive bombardment laced through the murk generated by the wearers’ holofields. The confusing distortion leaves enemies vulnerable to the blades that suddenly spear from the terrifying gloom.

TROUPE unit only. This unit has Fights First.

  • Prelude Performer 20 pts

With breathtakingly subtle yet rapid movements, this master of the opening act leads the Harlequins in a deadly dance that can catch their foes off guard.

HARLEQUINS model only. This unit has Scouts 6"


Stratagems

PRESAGED REHEARSAL
1CP
Twilight Flickers Stratagem
Amongst the performances of a saedath is the climactic sundering of monstrous foes or the enemy’s hateful barques, acts the Harlequins have long mastered.
WHEN: Fight phase, when a friendly TROUPE unit is selected to fight.

TARGET: That TROUPE unit.

EFFECT: Your unit’s melee attacks have [LANCE].
CAPTIVATING PERFORMANCE
1CP
Twilight Flickers Stratagem
With the placement of sentinel nodes and a performance that echoes their guardianship of things lost to other Aeldari, the Harlequins guard well that which is sacred to them.
WHEN: End of your Movement phase.

TARGET: One friendly TROUPE unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.
PHANTASMAL MIRAGE
1CP
Twilight Flickers Stratagem
The mirage launchers carried by a masque’s graceful craft can be triggered to produce haunting simulacra long enough to deceive the foe and allow a crew to manoeuvre away again to their next stage.
WHEN: Your Shooting phase, when a friendly HARLEQUINS VEHICLE unit has shot.

TARGET: That HARLEQUINS VEHICLE unit.

EFFECT:
UNIQUE: ACROBATIC

Serpent’s Brood2DP

The saedath of the Harlequins are both scripted performances and battle plans, interwoven on a level requiring the depthless Aeldari psyche to truly comprehend. Some saedath are extremely specialised: the Serpent’s Brood is one such. Drawn from tales of the Cosmic Serpent of Aeldari myth, it focuses on troupes of Harlequins mounted aboard Starweaver transports, supported by squadrons of Skyweaver Jetbikes and more heavily armed Voidweavers. As each of these units is named for one of the Cosmic Serpent’s children, so they play their roles on the battlefield: the Starweavers loyal and dutiful as they ferry their passengers into the fight, the Skyweavers hurtling back and forth spreading carnage, and the Voidweavers imperious and murderous in equal measure.

Detachment Rule

Boons of the Brood

Playing their roles to perfection, the Harlequins embody the swift-striking fangs and deadly venoms of the Cosmic Serpent’s brood, dominating the stage of the battlefield with their swift and vicious performances.

Weapons equipped by HARLEQUINS MOUNTED and HARLEQUINS VEHICLE models from your army have the [SUSTAINED HITS 1] ability.

Each time a HARLEQUINS unit from your army disembarks from a TRANSPORT, until the end of the turn, that unit’s weapons have the [SUSTAINED HITS 1] ability.

TRAVELLING PLAYERS
  • TROUPE units from your army gain the BATTLELINE keyword, and TROUPE models in those units have an Objective Control characteristic of 2.
  • You can include up to three of each of the following models in your army: DEATH JESTER, SHADOWSEER, TROUPE MASTER.

Enhancements

  • Key of Ghosts 20 pts

This mystic wraithbone implement allows the bearer to slip onto the stage from the Webway even before the curtain’s rise, beginning their performance in full and furious flow.

HARLEQUINS model only (excluding SOLITAIRE models). Models in the bearer’s unit have the Scouts 6" ability.

  • Weavers’ Wail 20 pts

A cruel weapon more often kept locked away, this ill-omened implement is said to resonate with the Cosmic Serpent’s own dismay at the suffering of its brood during the Fall.

TROUPE MASTER model only. Add 3 to the Strength and add 1 to the Attacks characteristics of the bearer’s melee weapons.

  • Fanged Leer 10 pts

This cruel mask is worn when performing the Serpent’s Brood, and lends its wearer a supernatural degree of venom and spite.

DEATH JESTER model only. When using the bearer’s Cruel Amusement ability, you can select two of the abilities for its shrieker cannon to gain, instead of one.

  • Shedskin Raiment 25 pts

This glittering cloak projects a grand illusion that falls away as its wearer sheds it like a discarded serpent’s hide, revealing a still-more dismaying reality beneath.

SHADOWSEER model only. After both players have deployed their armies, select up to three HARLEQUINS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.


Stratagems

FANGS OF THE BROOD
1CP
Serpent’s Brood Stratagem
Many are the heads of the brood, and many their fangs. As they spring and tumble over their foes, the Harlequins’ weapons echo the multiplicity of strikes unleashed by that mythic nest of snakes.
WHEN: Start of the Fight phase.

TARGET: One TROUPE unit from your army.

EFFECT: Until the end of the phase, when using your unit’s Dance of Death ability, you can select three of the abilities for your unit to gain, instead of one.
VENOMOUS WRATH
1CP
Serpent’s Brood Stratagem
Embodying the serpent that strikes with blinding swiftness, this grav-skimmer lunges suddenly into range and unleashes its full fury on the foe.
WHEN: Your Shooting phase.

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

EFFECT: After your 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". Until the end of the turn, your unit is not eligible to declare a charge.
STRIKING STRIDE
1CP
Serpent’s Brood Stratagem
Springing between pillars and rubble, bounding forwards as though running on thin air, the Harlequins acrobatically hurl themselves into battle.
WHEN: Your Charge phase.

TARGET: One HARLEQUINS unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
WEAVERS’ COILS
1CP
Serpent’s Brood Stratagem
Inescapable yet impossible to catch, this unit personifies the ever-winding and incorporeal coils of the Skyweavers of myth.
WHEN: End of your Fight phase.

TARGET: One HARLEQUINS MOUNTED unit from your army that was eligible to fight this phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. Otherwise, your unit can make a Fall Back move of up to 6".
WEAVING STRIDE
1CP
Serpent’s Brood Stratagem
Maintaining their blistering pace, these warriors respond to their foes’ steps in the saedath with their own gravity-defying motions.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One HARLEQUINS INFANTRY unit from your army that is within 8" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
SKYWARD LUNGE
1CP
Serpent’s Brood Stratagem
Like a serpent rearing back to strike at its prey anew, the Harlequins sweep high and appear to quit the field, ready to descend in fury a moment later.
WHEN: End of your opponent’s Fight phase.

TARGET: One HARLEQUINS VEHICLE or HARLEQUINS MOUNTED unit from your army.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.

Eldritch Raiders2DP

Few of the deep void’s piratical denizens are as feared as the Eldritch Raiders. Led by Prince Yriel of Iyanden, the infamous pirate lord, these thrill-seeking raiders sail the stars in search of prey, striking their targets hard, fast and without mercy. Speed and cunning are the hallmarks of the Anhrathe, and the Eldritch Raiders possess these attributes in volume. When the time comes for battle, veteran Voidscarred and bands of Voidreavers rush into the fray, unleashing blizzards of shuriken fire to pin their enemies down and rushing forward to scythe through opposing infantry before they can raise a blade in defence. Above, leaping bands of Skyreavers soar over the enemy line to strike vulnerable flanks, whilst Vypers and Starfangs soar overhead, raking heavy infantry and enemy vehicles with punishing volleys of fire. Always in the thick of the fighting is Prince Yriel himself, parrying, thrusting and killing with his Spear of Twilight, leading by inspirational example and with the strategic nous of one who has walked the Path of Command.

Detachment Rule

Yriel’s Own

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.

Veterans of the Void

No two bands of Anhrathe warriors are identical. Each possesses a wealth of hard-earned experience that a cunning commander can to bear upon their victims to devastating effect.

Each time you add an ANHRATHE unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.

Corsair Enhancements

  • Pirate Prince 15 pts

Yriel’s speed, both of thought and action, ensures that he remains one step ahead of his opponents at all times.

PRINCE YRIEL unit only. Each time you spend a Battle Focus token to enable this unit to perform an Agile Manoeuvre, roll one D6: on a 3+, you gain 1 Battle Focus token.

  • Alacritous Assault 20 pts

The key to any raid is the shock of the opening strike. Anhrathe warriors strike at breakneck speed, power swords and boarding hooks finding gaps in enemy armour and inflicting devastating wounds.

ANHRATHE unit only. Melee weapons equipped by models in this unit have the [LANCE] ability.

  • Exotic Munitions 15 pts

In their travels through the void, these Anhrathe warriors have collected a bounty of esoteric ammunition. The most lethal of these munitions are toxic or acidic enough to fell monstrous foes or to burn through armour and servo-motors with frightening rapidity.

ANHRATHE unit only. Ranged weapons equipped by models in this unit have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities.

  • Adrenal Infusions 20 pts

Amongst the hauls taken by Aeldari Corsairs are many stimulants and elixirs, the most powerful of which enhance the already impressive grace and agility of the Aeldari physiology.

ANHRATHE INFANTRY unit only. This unit can perform the Fade Back Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.


Stratagems

RAIDERS’ SPOILS
1CP
Eldritch Raiders – Strategic Ploy Stratagem
Even as battle rages around them, the Eldritch Raiders prioritise the seizing of treasures above the destruction of their foes.
WHEN: Command phase.

TARGET: One ANHRATHE unit from your army that is within Engagement Range of one or more enemy units.

EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.
RUTHLESS KILLERS
1CP
Eldritch Raiders – Strategic Ploy Stratagem
These are Yriel’s chosen killers, and there is no escape for their prey.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One CORSAIR VOIDSCARRED unit from your army that has not been selected to shoot or Fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Damage characteristic of that attack.
YRIEL’S EXAMPLE
1CP
Eldritch Raiders – Epic Deed Stratagem
Inspired by their prince, who has felt Ynnead’s touch, the Eldritch Raiders laugh in the face of death.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One AELDARI INFANTRY 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, models in your unit have the Feel No Pain 5+ ability.
NO PREY TOO BIG
1CP
Eldritch Raiders – Battle Tactic Stratagem
By accurately targeting weak points in anatomies and superstructures, the Anhrathe can bring down even the most resilient of foes.
WHEN: Your Shooting phase.

TARGET: One ANHRATHE, RANGERS or SHROUD RUNNERS 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, if the Strength characteristic of that attack is less than the highest Toughness characteristic of models in the target unit, add 1 to the Wound roll.
IMPEDING FIRE
1CP
Eldritch Raiders – Wargear Stratagem
As the foes attempt to close in, Yriel’s cunning outcasts stymie their assault with a dazzling burst of distracting fire.
WHEN: Start of your opponent’s Charge phase.

TARGET: One RANGERS, SHROUD RUNNERS or STARFANG unit from your army.

EFFECT: Select one enemy unit (excluding TITANIC units) visible to and within 36" of your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
WITHDRAW AND REINFORCE
1CP
Eldritch Raiders – Strategic Ploy Stratagem
Prince Yriel commands resources beyond the dreams of most Corsair Princes. Depleted bands may fall back from the battlefield to be reinforced and resupplied at a moment’s notice.
WHEN: End of your opponent’s Fight phase.

TARGET: One ANHRATHE unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. If that unit is below Starting Strength, return all destroyed models (excluding CHARACTER models) to that unit.

Corsair Coterie2DP

Ever opportunistic, Aeldari Corsairs ply the void in search of worthwhile targets, often operating in small raiding forces known as coteries. Though lightly armed and armoured, such forces are cunning and motivated, possessing a wealth of skills, knowledge and experience. These attributes enable them to overcome greater and more numerous foes and ensure that, by the time the final blow is struck, they have the riches they sought. Deploying by sleek and swift skimmers or leaping from the open hatches of voidships, winged Skyreavers lead the assault, striking at stunned opponents before they can mount an adequate defence. Into the breach surge the remainder of the Corsair force, making the most of the assault’s initial momentum to push the enemy back, seize loot and plunder from under their noses and fade away into the void, leaving victims reeling in the aftermath of a dazzling and destructive onslaught.

Detachment Rule

Relentless Raiders

Should the Anhrathe detect valuable plunder, they will go to great lengths to seize it, and fight with shocking ferocity to protect their prize.

While an objective marker is under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

ANHRATHE units from your army have the following ability:

Void Thieves: At the end of a phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

Veterans of the Void

No two bands of Anhrathe warriors are identical. Each possesses a wealth of experience that a cunning commander can bring to bear upon the foe.

Each time you add an ANHRATHE unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.

Corsair Enhancements

  • Infamy (Aura) 25 pts

These infamous raiders are rightly feared, and use their reputation to their advantage with easily identifiable armour and insignia.

ANHRATHE unit only. While an enemy unit is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit (to a minimum of 1).

  • Webway Pathstone 25 pts

This smooth token contains esoteric knowledge of local Webway spurs. When activated by psychic impulse, it projects a mental map of these routes into the minds of the bearer, enabling them to locate hidden gates, bypass their foes, and seize the treasures they seek.

ANHRATHE unit only. Models in this unit have the Deep Strike ability. In addition, once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, it can use this ability. If it does, remove this unit from the battlefield and place it into Strategic Reserves.

  • Archraider 35 pts

A master of the lightning assault, this commander appears prescient in their ability to confound the foe.

ANHRATHE CHARACTER unit only. At the start of the battle, select one CHARACTER model in this unit. That model has the following ability:

Lord of Deceit (Aura): Once per turn, when your opponent targets a unit from their army within 12" of this model with a stratagem, you can use this ability. If you do, increase the CP cost of that use of that stratagem by 1CP.

  • Voidstone 15 pts

Seized from an alien tomb, this obsidian artefact seems to absorb light itself. It offers the bearer and their unit some measure of protection against even the strongest attacks.

ANHRATHE INFANTRY unit only. Models in this unit have a 5+ invulnerable save.


Stratagems

PIRATES’ DUE
1CP
Corsair Coterie – Battle Tactic Stratagem
In their pursuit of riches, Anhrathe warriors will fight with violent fury to seize their due.
WHEN: The Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the ANHRATHE keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
LETHAL RUSE
1CP
Corsair Coterie – Strategic Ploy Stratagem
With a final flurry of gunshots, blade strikes and explosives, these warriors feign retreat before striking again with renewed aggression.
WHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back.

TARGET: That AELDARI unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an ANHRATHE unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
OUTCAST AMBUSH
1CP
Corsair Coterie – Strategic Ploy Stratagem
Anhrathe raiders often find common ground with other Aeldari Outcasts, who use the distraction of the Corsair onslaught to ambush unsuspecting foes.
WHEN: Your Shooting phase.

TARGET: One RANGERS or SHROUD RUNNERS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] and [RAPID FIRE 1] abilities, and until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1.
INTO THE BREACH
1CP
Corsair Coterie – Strategic Ploy Stratagem
Corsair raiders are swift to exploit gaps in the enemy line and advance upon their objectives.
WHEN: Your Shooting phase, just after an ANHRATHE unit from your army destroyed one or more enemy units.

TARGET: That ANHRATHE unit.

EFFECT: After your unit has resolved all of its shooting attacks, it can make a Normal move of up to D6+1".
CLOAK AND SHADOW
1CP
Corsair Coterie – Strategic Ploy Stratagem
Having secured their prize, the Anhrathe melt into the shadows, leaving their foes shooting at shadows.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One AELDARI INFANTRY unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
VENGEFUL SORROW
1CP
Corsair Coterie – Strategic Ploy Stratagem
Anhrathe share bonds forged in battle. The loss of an ally inspires sorrow and fury in equal measure.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One AELDARI INFANTRY unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle-shocked nor within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a surge move of up to D6+1".

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to ASURYANI or HARLEQUINS units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following additional rules:

GUIDING FATE
The rules presented in this section represent the efforts of a Crusade force to avoid the future threats that are facing the Aeldari species as predicted by their seers’ visions of the future.

AGENDAS
ASURYANI armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the factions unique goals and their particular methods of waging war.

REQUISITIONS
ASURYANI armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, ASURYANI and HARLEQUINS units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, ASURYANI and HARLEQUINS CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Guiding Fate

The branching paths of fate present both peril and opportunity to the Aeldari. They must foresee the greatest dangers before they develop, then intervene at the opportune moment to redirect fate.


Dire Premonitions

If your Crusade force includes any ASURYANI or HARLEQUINS models and it is not currently Guiding Fate, it can begin to do so.

To Guide Fate, you must prevent the Threat from reaching 13. To do so, you will need to attempt to end the Threads of Fate leading to that disaster. When your Crusade force begins Guiding Fate, first set your Threat to 1, then generate the three Threads of Fate you will need to end by rolling three D6 (keep rolling any duplicates until each result is unique) and consulting the table below.


Each Thread of Fate is made up of three stages, which occur in the following order: Dawning, Waning, Frayed. The earlier you end a Thread of Fate, the greater the chance you have prevented a critical turning point that may ultimately threaten the Aeldari.

Growing Threats

At the end of each battle, add D3 to your Crusade force’s Threat. If you lost that battle, add 3 to your Crusade force’s Threat instead. Your Crusade force’s Threat can be reduced (to a minimum of 0) by ending Threads of Fate successfully.

If your Crusade forces Threat ever reaches 13 or more, you have failed to avert disaster - all of your Crusade forces Threads of Fate end in failure, and you move to the results stage.

Changing the Future

In the Select Agendas step, if you select the Fulcrum of Fate Agenda, you can attempt to end one of your Threads of Fate that has not already ended.

Each stage of a Thread of Fate will have a specific goal you must attempt to complete in the battle. If this goal is completed, that Thread of Fate ends successfully, and your Crusade force’s Threat is reduced by the amount shown in the table below (to a minimum of 0) based on the current stage of that Thread of Fate.

THREAD OF FATE STAGETHREAT REDUCTION
Dawning3
Waning2
Frayed1

Weave of Consequence

Once all of your Threads of Fate have ended - whether in success or failure - you move to the results stage. If all three of your Threads of Fate end in failure, your Threat is automatically increased to a minimum of 13 before moving to the results stage.

Additional Objective Markers

Some Threads of Fate require you to select one or more objective markers that are on the battlefield, sometimes in specific locations, e.g. a player’s deployment zone or No Man’s Land. At the end of the Select Agendas step, if the mission you are playing does not have enough objective markers in that location, you can set up a number of additional objective markers to be able to satisfy that Threads of Fate’s requirements.

When doing so, each objective marker must be set up anywhere on the battlefield wholly within the specified area, not within 12" of one another and not within 6" of any battlefield edges. Such objective markers are not considered to be objective markers for any mission rules, mission objectives or Agendas.

Thread Level Tracker



Destined Device

Be it a powerful and ancient relic or the most inconsequential component of a larger machine, a nexus offate whirls about this object. If it remains at large, it will one day become part of a terrible threat.


BURIED PROVENANCE

If the device is never discovered, its perilous potential will never be realised.


At the start of the Deploy Crusade Armies step, select one objective marker on the battlefield. In your opponent’s Command phase, if they control that objective marker, they can select one unit within range of it. That unit gains 3XP and that objective marker is removed from the battlefield.

At the end of the battle, if that objective marker is on the battlefield and you control it, your Crusade army finds the device and this Thread of Fate ends successfully.


UNKNOWING BEARER

The one who carries the device must be slain, and that which they carry must be destroyed.


At the start of the first battle round, your opponent must select three units from their army that are on the battlefield or embarked within a TRANSPORT that is on the battlefield. Randomly determine one of those units to be carrying the device.

At the end of the battle, if the unit that was carrying the device is destroyed, this Thread of Fate ends successfully.


ABANDONED

Having tricked the bearer of the device, the Aeldari have a last chance to snatch it away.


At the start of the Deploy Crusade Armies step, randomly select one objective marker on the battlefield. If the mission does not have any objective markers, set one up in the centre of the battlefield.

In your Command phase, if you control that objective marker, roll one D6: on a 5+, you have found the device and this Thread of Fate ends successfully.

Rising Nemesis

A hidden foe has been revealed. Though they do not yet realise the peril they will present if left unmolested, will one day endanger the craftworld itself; this must be prevented by any means.


SOW DISSENT

A divided enemy looks only inwards to their own faults and preys upon themselves.

At the start of the first battle round, your opponent’s army has a Dissension tally of 0. Each lime an enemy unit fails a Battle-shock test, add 1 to your opponent’s army’s Dissension tally.

At the end of the battle, if your opponent’s army’s Dissension tally is at least twice the number of CHARACTER models on your opponent’s Army Roster, this Thread of Fate ends successfully.


SEVER THE HEAD

The foe are unifying, so we must slay their leaders and create a power vacuum.

At the start of the first battle round, select three models from your opponent’s army. These must be CHARACTER models, if possible, and one of them must be your opponent’s WARLORD.

At the end of the battle, if all three of the selected models are destroyed, this Thread of Fate ends successfully.


SEAL THE WEBWAY

Now they have risen, all that remains is to bar the enemy’s path and deny their hope.

At the start of the Deploy Crusade Armies step, select two objective markers on the battlefield wholly within No Man’s Land. In your Shooting phase, for each of the selected objective markers, you can select one AELDARI PSYKER model from your Crusade army within 9" of that objective marker and not within Engagement Range of one or more enemy units. If you do, that objective marker gains 1 Sealing point. At the end of the battle, if both selected objective markers have 2 or more Sealing points, this Thread of Fate ends successfully.

Humble Beginnings

Am Aeldari of small renown and little standing is destined to strike a vital blow to aid their craftworld. Their identity remains unclear, so the potential candidates must be safeguarded until the chosen one steps forth.


DESTINED FOR GREATNESS

The saviour could be one of many. They all must be protected.

At the start of the first battle round, select one AELDARI INFANTRY unit from your Crusade army (excluding Attached units) that is on the battlefield or embarked within a TRANSPORT that is on the battlefield. This must be a GUARDIANS unit if possible.

If a unit from your opponent’s army destroys that unit, that enemy unit gains 3XP.

At the end of the battle, if that unit is not destroyed, this Thread of Fate ends successfully.


IDENTITY BLURS

The window of hope is closing; we must act fast.

At the start of the first battle round, select two AELDARI INFANTRY units from your Crusade army (excluding CHARACTERS) that are on the battlefield or embarked within TRANSPORTS that are on the battlefield. These must be GUARDIANS units if possible. Each time a unit from your opponent’s army destroys one of those units, that enemy unit gains 1XP. At the end of the battle, if both of those units are not destroyed, this Thread of Fate ends successfully. If only one of those units is not destroyed, roll one D6: on a 4+, this Thread of Fate ends successfully.


FALLEN HERO

The hero has been slain, yet they may rise as a renowned ghost warrior if their spirit stone can be found.

At the start of the first battle round, select one AELDARI PSYKER model from your Crusade army.

In your Command phase, if that PSYKER model is within 6" of the centre of the battlefield, roll one D6: on a 4+, that PSYKER model is able to find the spirit stone and this Thread of Fate ends successfully.

Enemy of My Enemy

A threat has been foreseen, one that draws nearer by the day. The weapon of the Aeldari against this dawning darkness is the army of a foe, shielded and shepherded to fight unwittingly on their behalf.


UNKNOWING ALLY

The strands of fate weave most densely around these foes who will become allies. Their lives must be preserved.

At the start of the first battle round, your opponent must select three units from their army that are on the battlefield or embarked within a TRANSPORT that is on the battlefield. Randomly determine one of those units to be the unknowing ally.

At the end of the battle, if that unit has not been destroyed, this Thread of Fate ends successfully.


SUBTLE PERSUASIONS

Time is running short. Ideas and decisions must be implanted in the minds of the unwitting protectors to set them on the one true path.

At the start of the first battle round, select three enemy units (excluding TRANSPORTS). In your Command phase, for each of those enemy units that have not been influenced, you can select one AELDARI PSYKER model from your Crusade army that is within 9" of that enemy unit. That PSYKER model takes a Leadership test: if passed, that enemy unit becomes influenced. At the end of the battle, if all of those enemy units have been influenced, this Thread of Fate ends successfully.


GIFT OF LIFE

The thread is fraying, and the unwitting benefactor lies wounded. Direct intervention is required if there is hope.

At the start of the Deploy Crusade Armies step, select one unit from your Crusade army and one objective marker within your deployment zone. In your Command phase, if that unit is not destroyed and is not within range of that objective marker, remove that objective marker from the battlefield.

At the end of the battle, if that objective marker is on the battlefield, this Thread of Fate ends successfully.

Cleanse the Corruption

An alien cult, a ravenous swarm, a supernatural plague, a fanatical faith; whatever its nature, some insidious influence is spreading and will render swathes of space dangerous to the Aeldari if it is not halted and destroyed.


WHISPERS OF WARNING

Those who bear warning of the spreading threat must be brought back to safety to report in full.

At the start of the Deploy Crusade Armies step, select one AELDARI unit from your Crusade army (this must be an INFANTRY unit if possible) to be your Crusade army’s messenger. Set that unit up anywhere on the battlefield wholly within 6" of the centre of the battlefield. If a unit from your opponent’s army destroys that unit, that enemy unit gains 3XP.

At the end of the battle, if that unit is wholly within your deployment zone, this Thread of Fate ends successfully.


FOLLOW THE TRAIL

The warning may have been lost, but it can still be traced back to its source.

At the start of the Deploy Crusade Armies step, select two objective markers on the battlefield wholly within No Man’s Land. Each of the selected objective markers starts without the signs read. In your Command phase, for each of the selected objective markers without the signs read that you control, roll one D6: on a 5+, the signs are read at that objective marker.

At the end of the battle, if both selected objective markers had the signs read at them, this Thread of Fate ends successfully.


INTO PERIL

A host must be sent to excise this threat and stop the taint from spreading to the craftworld.

At the end of the battle, if three or more AELDARI units from your Crusade army (excluding Battle-shocked and TRANSPORT units) are wholly within your opponent’s deployment zone and at least one of those units is a CHARACTER unit, this Thread of Fate ends successfully.

Isha’s Bounty

Few things are as precious to the Aeldari as their pristine maiden worlds. When one is endangered, there is no action they will not take nor manipulation they will not countenance to ensure survival.


AUTHOR OF DESTRUCTION

The strands of threat all radiate from this one foe. Eliminate it now, and the true peril will never come to pass.

At the start of the first battle round, your opponent must select one unit from their army that is on the battlefield or is embarked within a TRANSPORT that is on the battlefield. This must be a MONSTER or VEHICLE unit if possible (excluding Dedicated Transports).

At the end of the third battle round, if that enemy unit is destroyed, this Thread of Fate ends successfully.


WORLD SPIRIT

With the planet’s precious world spirit now directly threatened, its nodes must be secured to prevent an irreplaceable loss.

At the start of the Deploy Crusade Armies step, select six objective markers on the battlefield to be world spirit nodes.

At the end of the battle, if you control at least half of the world spirit nodes objective markers, this Thread of Fate ends successfully.


PRECIOUS REMNANTS

What can be saved from ruin must be secured, and the entire region must be scoured for relics and spirit stones.

At the end of the battle, if there are one or more AELDARI CHARACTER models from your Crusade army (excluding Battle-shocked models) wholly within each of the following areas of the battlefield, this Thread of Fate ends successfully: your deployment zone; No Man’s Land; your opponent’s deployment zone.

Results Stage

When you reach this stage, your Crusade force will gain rewards based on how successful it was in avoiding impending disaster. First, consult the table below, using your Crusade forces final Threat to determine the reward you gain. Your Crusade force is then no longer Guiding Fate, until you choose to do so again.

THREAT
0-4
BRIEF RESPITE

Immediate threats to the craftworld’s future have been averted for a short but precious time. It is a chance to rebuild, rearm and even create new and beautiful things worth protecting in the coming days.

  • Your Crusade force gains D3+2RP.
  • You can select one ASURYANI PSYKER unit from your Crusade force to gain the PATH OF THE SEER keyword if it does not have it already.
  • You can select one AUTARCH or AUTARCH WAYLEAPER unit from your Crusade force to gain the PATH OF COMMAND keyword if it does not have it already.
  • You can select up to three ASURYANI INFANTRY units from your Crusade force to gain the PATH OF THE WARRIOR keyword if they do not have it already.
  • You can select up to six ASURYANI units from your Crusade force to each gain one of the Aeldari Paths Battle Traits.

THREAT
5-8
WATCHFUL

Danger constantly circles, but the most immediate threats have been diverted for now. A war footing must be maintained, and the horizons of fate watched carefully, for this lull will not last.

  • Your Crusade force gains D3RP.
  • You can select one ASURYANI PSYKER unit from your Crusade force to gain the PATH OF THE SEER keyword if it does not have it already, or you can select one AUTARCH or AUTARCH WAYLEAPER unit from your Crusade force to gain the PATH OF COMMAND keyword if it does not have it already.
  • You can select up to two ASURYANI INFANTRY units from your Crusade force to gain the PATH OF THE WARRIOR keyword if they do not have it already.
  • You can select up to four ASURYANI units from your Crusade force to each gain one of the Aeldari Paths Battle Traits.

THREAT
9-12
BESET

Threading the needle between many dangers, the Aeldari fight a constant war for survival. Not all foes can be avoided, not all perils evaded. The cost of tomorrow must be paid in blood today.

  • Your Crusade force gains 1RP.
  • You can select one AUTARCH or AUTARCH WAYLEAPER unit from your Crusade force to gain the PATH OF COMMAND keyword if it does not have it already.
  • You can select one ASURYANI INFANTRY unit from your Crusade force to gain the PATH OF THE WARRIOR keyword if it does not have it already.
  • You can select up to two ASURYANI units from your Crusade force to each gain one of the Aeldari Paths Battle Traits.

THREAT
13+
ENDURE THE INEVITABLE

No matter the efforts of the seers and the craftworld’s warhosts, some fates prove inescapable. Dark days have come, and they will live in infamy, always in the memories of the Infinity Circuit. If, that is, the craftworld manages to survive at all.

Select one unit from your Crusade force to gain 2 Battle Scars and two other units from your Crusade force to gain 1 Battle Scar each.

The Aeldari Paths

The Aeldari Paths Battle Traits presented here can be earned by units from your Crusade force while it is Guiding Fate.

Path of the Seer

Units with the Path of the Seer keyword can be given one of the following Path of the Seer Battle Traits. You can either roll one D6 to randomly determine one, or select the one most appropriate for your narrative.

Battle Traits
D6
WEBWAY SPAR

This seer has gained knowledge of secret minor spars of the Webway that can prove strategically useful if very dangerous to travel.

Once per turn, at the end of your Movement phase, one unit from your Crusade army with this ability can use it. If it does, roll one D6: on a 1, that unit suffers D3 mortal wounds; on a 2+, remove that unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. Each unit can only use this ability once per battle.
SPIRIT OF ELDANESH

Meditations upon the ancient Aeldari hero have helped this seer to focus their psychic might into a more warlike form.

Psychic weapons equipped by models in this unit have the [ANTI-MONSTER 3+] and [anti-vehicle 3+] abilities.
FOOTFALLS OF FATE

Sharp psychic senses and potent foresight allow this seer to tread cunning paths through the foe’s midst, always where the enemy's blades are not.

You can re-roll Advance rolls made for this unit and, in your Movement phase, each time a model in it moves, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them and any Desperate Escape test is automatically passed.

Path of Command

Units with the PATH OF COMMAND keyword can be given one of the following Path of Command Battle Traits. You can either roll one D6 to randomly determine one, or select the one most appropriate for your narrative.

Battle Traits
D6
STRATEGIC PHILOSOPHER

Simply by placing themselves at the heart of the developing strategic situation, this war leader sees possibilities radiate out from them and knows which to select.

In your Command phase, if this unit is within range of one or more objective markers you control and it is not Battle-shocked, roll one D6: on a 3+, you gain 1CP.
MASTER MISDIRECTOR

This commander has perfected the art of tricking the foe into believing that the threat will come from one side when, in fact, the actual danger sweeps in from elsewhere.

After both players have deployed their armies, one unit from your Crusade army with this ability can use it. If it does, select up to two AELDARI units from your Crusade 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.
PATHS OF THE PATHLESS

Whether they have spent time themselves as an outcast or instead maintained strong ties with those who are, this commander makes use of their cunning on the battlefield.

At the start of the first battle round, before any moves are made using the Scouts ability, one unit from your Crusade army with this ability can use it. If it does, you can select up to two friendly AELDARI INFANTRY units within 6" of that unit that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability.

Path of the Warrior

Units with the PATH OF THE WARRIOR keyword can be given one of the following Path of the Warrior Battle Traits. There is one table for melee Battle Traits and one for shooting Battle Traits; you should pick the one most suitable to the unit in question. You can then either roll one D6 to randomly determine one, or select the one most appropriate for your narrative.

Battle Traits (Melee)
D6
KHAINE’S VENGEANCE

So possessed of the wrath of Khaine have these warriors become that they punish most severely those who try to flee from them.

Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, roll one D6, subtracting 2 if that unit is a MONSTER or VEHICLE: on a 2+, that unit suffers D3 mortal wounds.
TACTICAL TEACHINGS

These warriors have learned well the wisdom of the warrior’s path and how best to secure and hold onto vital battlefield locations.

Each time a ranged attack targets this unit, if this unit is within range of one or more objective markers, models in this unit have the Benefit of Cover against that attack.
NIMBLE FIGHTERS

Natural agility and long combat experience aid these warriors in weaving around their enemies' blows and making them appear clumsy.

Each time a melee attack targets this unit, subtract 1 from the Hit roll.

Battle Traits (Shooting)
D6
BATTLEWRAITHS

Masterful snipers, these warriors snap off shots while constantly relocating their positions to avoid return fire.

In your Shooting phase, after this unit has shot, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
SUNSHOCK FIRE PATTERNS

This ritualised method of suppressive fire patterns is employed by Aeldari warriors to keep their enemies pinned and reduce risk to their advancing comrades.

In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test.
DEAD-EYE SHOTS

The precise accuracy practised by these warriors appears almost preternatural, as does the cold malice that guides their aim.

Ranged weapons equipped by models in this unit have the [precision] ability.

Agendas

If your Crusade army includes any ASURYANI or HARLEQUINS units, you can select Agendas from those presented here.

FULCRUM OF FATE

Having identified a fulcrum point around which destinies may turn, your forces must now leverage the events you desire to turn fate your way.

Select one of your Crusade force’s Threads of Fate that has not already ended. The current stage of that Thread of Fate takes effect for this battle. At the end of the battle, if that Thread of Fate ended successfully this battle, select one unit from your Crusade army that is not destroyed. That unit gains 3XP.

If that Thread of Fate did not end successfully, it moves to its next stage. If it was already at the Frayed stage when this happens, it ends in failure.
ELDRITCH SUPREMACY

None can match the Aeldari mastery of psychic might. Demonstrate that superiority to the foe, and set them in their place.

At the start of the first battle round, each AELDARI PSYKER unit from your Crusade army has a Psychic Mastery tally of 0. Each time an AELDARI PSYKER model from your Crusade army destroys an enemy model with a Psychic attack, add 1 to that PSYKER models unit’s Psychic Mastery tally. At the end of the battle, each of those units gains the number of XP shown in the table below, based on its Psychic Mastery tally.

PSYCHIC MASTERY TALLYXP GAINED
3-51
6-82
9+3
FEW IN NUMBER

The Aeldari are a dying species. Every one of their lives is precious, and there is a victory in preserving them.

At the start of the Deploy Crusade Armies step, select up to three AELDARI units from your Crusade army. At the end of the battle, each of those units that is not destroyed and that destroyed one or more enemy units during the battle gains 1XP, or 3XP instead if that unit is also not Below Half-strength.
EVASIVE WARFARE

To the Aeldari, brutal stand-up fights are almost always a last resort. Better to outmanoeuvre and outflank the foe, leaving them encircled and picked apart in disarray.

At the end of the battle, for each battlefield corner, if there are no enemy units within 12" of that battlefield corner, it is considered encircled. For each encircled battlefield corner, you can select one AELDARI unit from your Crusade army (excluding Battle-shocked units) wholly within 12" of that battlefield corner; each selected unit gains the number of XP shown in the table below, based on the number of encircled battlefield corners.

ENCIRCLED BATTLEFIELD CORNERSXP GAINED
10
21
32
43

Requisitions

If your Crusade army includes any ASURYANI or HARLEQUINS units, you can spend Requisition points (RP) on any of the following Requisitions.

CONSULT THE RUNES1RP

Rarely is any future truly set. By delving ever further into the strands of fate and reading their scrying runes, the seers can divine new possibilities to be exploited.

Purchase this Requisition when your Crusade force begins Guiding Fate, just after you generate your Crusade force’s Threads of Fate. Select one of those Threads of Fate and replace it with a randomly selected Thread of Fate that was not selected for your Crusade force. You can only purchase this Requisition once for each time your Crusade force is Guiding Fate.
BURNED FUTURES2RP

It is a rare seer who does not perceive contingencies, keeping their grip upon diverging threads of possibility and expending the hopes and dreams they lead to buy time for the realisation of the one fate they truly desire.

Purchase this Requisition just after a battle, if your Crusade force is Guiding Fate. Your Crusade forces Threat does not increase for this battle, and if any of your Crusade forces Threads of Fate would move to their next stage or end in failure this battle, they do not move to the next stage and do not end in failure, remaining at their current stages instead. You can only purchase this Requisition once for each time your Crusade force is Guiding Fate.
SPIRITUAL NECROMANCY1RP

These fallen warriors will know little enough rest, for war still calls. Tragically, they must rise from the Infinity Circuit to inhabit wraith constructs and fight for their craftworld again.

Purchase this Requisition when an ASURYANI INFANTRY unit from your Crusade force (excluding WRAITH CONSTRUCT units) would gain a second or subsequent Battle Scar. Remove that unit from your Order of Battle and replace it with one WRAITH CONSTRUCT unit. You cannot purchase this Requisition if doing so would cause your total Crusade points to exceed your Crusade forces Supply Limit. The new unit starts with the same number of XP as the unit it replaced and gains the appropriate number of Battle Honours for its rank. You can re-roll Out Of Action tests taken for the new unit.
PATHS OF THE AELDARI1RP

Even as some warriors step off the Path of the Warrior, so others set their feet upon it for the first time.

Purchase this Requisition after a battle. Select one ASURYANI INFANTRY unit (excluding CHARACTER and WRAITH CONSTRUCT units) on your Order of Battle. Remove that unit from your Order of Battle and replace it with another, different ASURYANI INFANTRY unit (excluding CHARACTER and WRAITH CONSTRUCT units). You cannot purchase this Requisition if doing so would cause your total Crusade points to exceed your Crusade forces Supply Limit. The new unit starts with the same number of XP as the unit it replaced, gains the appropriate number of Battle Honours for its rank and retains the PATH OF THE WARRIOR keyword if it had it. It then gains an additional D3+1XP and, if the new unit has the ASPECT WARRIORS keyword, it gains the PATH OF THE WARRIOR keyword if it does not have it already.
COURT OF THE YOUNG KING1RP

Through loss and sacrifice is the Avatar awoken.

Purchase this Requisition before a battle, if you do not have an AVATAR OF KHAINE model on your Order of Battle and your Crusade force is Guiding Fate. Select one ASPECT WARRIORS unit on your Order of Battle; that ASPECT WARRIORS unit gains a Battle Scar and you can add one AVATAR OF KHAINE model to your Order of Battle. The points value of that Avatar of Khaine model does not count towards your Crusade force’s Supply Used. Once your Crusade force is no longer Guiding Fate, you must remove that AVATAR OF KHAINE model from your Order of Battle.
MANIFEST THE YNCARNE1RP

Drawn by death and desperation, the foremost servant of the Whispering God comes to offer its aid.

Purchase this Requisition after a battle that you lost, if you have a YVRAINE model on your Order of Battle but do not have a THE YNCARNE model on it, and if your Crusade force is Guiding Fate. You can add one THE YNCARNE model to your Order of Battle. The points value of that THE YNCARNE model does not count towards your Crusade forces Supply Used. Once your Crusade force is no longer Guiding Fate, you must remove that THE YNCARNE model from your Order of Battle.

Battle Traits

When an ASURYANI or HARLEQUINS unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

PSYKER UNITS
D6
SOULSEEING

The telltale wisps of foes' souls betray their positions to this seer.

Ranged weapons equipped by models in this unit (excluding SUPPORT WEAPON models) have the [ignores cover] ability, and each time a model in this unit (excluding SUPPORT WEAPON models) makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and/or any or all modifiers to the Hit roll.
PSY-PRISM

Like a prism neatly refracting light over a wide area, this seer's tightly controlled mental powers do the same with empyric energy.

Psychic weapons equipped by models in this unit have the [SUSTAINED HITS 2] ability.
FALLEN FORESEEN

This seer's forewarning words help their comrades earn a more meaningful end.

Each time a model in this unit is destroyed by a ranged attack, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking unit has finished making its attacks, and is then removed from play.

VEHICLE UNITS
D6
CRYSTALLINE TARGETING MATRIX

This remarkable system allows for lightning-fast targeting while moving at speed.

Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
HALLUCINOGEN LAUNCHERS

These devices launch salvoes of psychoactive smoke charges that blind and bewilder foes.

This unit has the SMOKE keyword, and you can target it with the Smokescreen Stratagem for 0CP.
STAR ENGINES

Rapid bursts of powerful vectored thrust allow this agile vehicle to evade closing foes.

This unit is eligible to shoot in a turn in which it Fell Back.

GUARDIANS UNITS
D6
DESPERATE PROTECTORS

When their craftworld is threatened, these Aeldari rise to its defence, and when the situation is dire, they fight all the harder to protect their people and their home.

Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem. If this unit is within range of one or objective markers, hits are scored on unmodified Hit rolls of 4+ instead.
SOMBRE DETERMINATION

These warriors know how crucial every battle they fight is and will give everything for victory.

Add 1 to the Objective Control characteristic of models in this unit.
SEASONED PROTECTORS

Repeated experience in battle has taught these warriors how best to site and employ their heaviest weapons.

Ranged weapons equipped by models in this unit have the [HEAVY] ability.

HARLEQUIN INFANTRY UNITS
D6
FELL THE MIGHTY

These players’ role requires them to lay low the largest foes as part of the saedath.

Each time a melee attack made by a model in this unit is allocated to a MONSTER or VEHICLE model, add 1 to the Damage characteristic of that attack.
GRACEFUL ADVANCE

Swift and sinister, these Harlequins are upon the foe with the speed of a sudden nightmare.

Models in this unit have the Scouts 8" ability.
PRETERNATURAL ACROBATICS

The incredible swiftness and agility of these warriors’ onset sees them hurtle into combat at an almost unnatural speed.

This unit is eligible to declare a charge in a turn in which it Advanced.

ASPECT WARRIORS UNITS
D6
DARK REAPERS, DIRE AVENGERS, FIRE DRAGONS, SWOOPING HAWKS or WARP SPIDERS units only
FARSTRIKE

These warriors have mastered the art of extreme-range combat.

Add 6" to the Range characteristic of ranged weapons equipped by models in this unit. For each of those weapons with the [TORRENT] ability, add 3" to the Range characteristic of that weapon instead.
WAY OF STONE

Shrine-taught techniques allow these warriors to withstand their foes' attacks.

Each time a ranged attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic, subtract 1 from the Wound roll.
HUNTER’S EYE

These warriors see their foes' weakness and, at close range, punish them.

Each time a model in this unit makes a ranged attack that targets an enemy unit within half range, improve the Armour Penetration characteristic of that attack by 1.

ASPECT WARRIORS UNITS
D6
HOWLING BANSHEES, SHINING SPEARS or STRIKING SCORPIONS units only
BLADEWEAVE

Making an impenetrable forest of their blades, these warriors blunt the force of their foes’ attacks.

Each time a melee attack targets this unit, subtract 1 from the Wound roll.
SHADOWSWIFT

This band of warriors moves with such fast, evasive grace they become mere blurs to more distant foes.

This unit cannot be targeted by ranged attacks unless the attacking model is within 18".
THE FALLING BLADE

When these warriors sweep down upon their prey, they do so with the speed and fury of Khaine’s own sword.

You can re-roll Charge rolls made for this unit.

Crusade Relics

When an ASURYANI or HARLEQUINS CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

RUNE OF FAOLCHÚ

Sure as the mythic bird bore the blade to the hand of Eldanesh, the energies of this focusing rune guide Aeldari firepower unerringly into the foe.

AELDARI model only. At the end of your Movement phase, select one enemy unit within 18" of and visible to the bearer. Until the end of your next Movement phase, each time a friendly Aeldari model makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1.
BANNER OF ASURYAN

The most accomplished Autarchs bear this ancient banner. The mere sight of it fills Aeldari hearts with a determination to fight harder and strike more swiftly.

AUTARCH model only. At the start of the battle round, if the bearer is on the battlefield, you gain 1 additional Battle Focus token.
SERPENT’S TAIL

The monofilament wire encased within this masterfully crafted Harlequins kiss is tightly wound. When the weapon pierces the target’s body, it tears the victim to bloody pieces and lacerates their fellows. The shock and horror inflicted by this grotesque demise brings great amusement to the bearer, their mocking laughter echoing across the battlefield.

HARLEQUINS model only. Each time the bearer is selected to fight, after resolving those attacks, each enemy unit within 6" of the bearer’s unit must take a Battle-shock test, subtracting 1 from that test.

Antiquity Relics

SHIMMERPLUME OF ACHILLRIAL

Achillrial was a fearless champion of great renown and one of the first Autarchs. Upon his appointment to the Path of Command, he was gifted a helm that could capture light, its resplendent plume reflecting colours like a sun-splashed prism. Blinded by his glory, none could best Achillrial in close combat, and although his radiance drew an excessive amount of the enemy’s fire, no shot could fell him.

AUTARCH model only. Each time a ranged attack targets the bearer’s unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
MASK OF SECRETS

Many believe the Mask of Secrets to be no more than a dark fable, yet it is real, kept within a shadowed vault deep within the Black Library. All who look upon this mask see distorted reflections of their faults and failings, twisted into a horrific swarm of phantasms that scream and wail as they claw at the psyche of the victim. Those who wear the Mask of Secrets fear nothing while it remains upon their face, yet it is said that they must pay a terrible price for this temporary boon in the long run.

HARLEQUINS model only. The bearer has the following ability:

Twisted Phantasms (Aura): While an enemy unit is within 6" of this model, each time your opponent targets that unit with a Stratagem, increase the cost of that usage of that Stratagem by 1CP.

Legendary Relics

KAELA MENSHA SHELWE, SONG OF THE BLOODY-HANDED

This legendary blade is said to have been forged from the severed hand of one of Khaine’s Avatars by the inhabitants of a craftworld lost shortly after the Fall. The weapon’s glowing red spirit stone contains the amalgamated spirits of every Young King sent into that Avatar’s chamber. When grasped, blood drips from the bearer’s gauntlets, and a fell light glows from their eyes. Enemies struck by the blade feel their life force absorbed; even the tiniest nick caused by its edge refuses to heal.

ASURYANI model only. The bearer’s melee weapons have the [anti-beasts 3+], [anti-infantry 3+], [ANTI-MOUNTED 3+] and [devastating wounds] abilities. In addition, at the end of the Fight phase, if the bearer destroyed one or more enemy models that phase (excluding VEHICLES), the bearer regains up to D3 lost wounds.
RAIMENT OF THE LAUGHING GOD

This motley costume, held in the Black Library itself, is brought forth when a Harlequin of great power is deemed worthy of taking on the role of Cegorach at the Rhana Dandra. While this honourable raiment grants the wearer a portion of the Laughing God’s power, the role has no script and must be entirely improvised.

HARLEQUINS model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced or Fell Back. In addition, add 2 to Advance and Charge rolls made for the bearer’s unit.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Seer of the Fates

You have perceived that which threatens your craftworld in the days to come. Through bloodshed and cunning you have turned aside that peril and - though no war comes without cost - you have done much to defend your people and their home.

  • You have won at least two battles.
  • Your Crusade force has completed at least one Guiding Fate with a final Threat of 12 or lower.


Seeker of the Ways

Further out your psychic senses have stretched, recognising manifold threats to your craftworld and locating the narrow ways that wind between them. Forewarned by your scrying and lent strength by your skilled generalship, your hosts have struck and struck again to avert disaster and seize opportunity. With every such victory, your legend grows.

  • Your Crusade force has completed at least two Guiding Fates.
  • You have won at least six battles.
  • Your Crusade force has completed at least one Guiding Fate with a final Threat of 8 or lower.


Saviour of the Future

Your tireless efforts, gifted farseeing and inspired command have combined to bring temporary safety to your people. Secure from threats for a time, your craftworld plies the deep void far from the eyes of any who would bring it harm. Your name will be sung down the ages as a protector and champion in a time of infinite peril, yet you know your work is far from done.

  • Your Crusade force has completed at least three Guiding Fates.
  • You have won at least ten battles.
  • Your Crusade force has completed at least one Guiding Fate with a final Threat of 4 or lower.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancements), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Khaine’s Arrow

Honed to a single, perfect point, the Aeldari Aspect Warriors streak across the void of space aboard Vampire Raiders before plunging deep into the heart of the enemy ship. Perhaps they strike the bridge. Maybe they pierce the defences of the enginarium. Wherever they hit home, they bring doom to the foe.

Mustering a Boarding Patrol

You can include up to one of the following units:
  • ASURMEN*
  • AUTARCH
  • AUTARCH WAYLEAPER
  • BAHARROTH*
  • ELDRAD ULTHRAN
  • FARSEER
  • FUEGAN*
  • JAIN ZAR*
  • KARANDRAS*
  • MAUGAN RA*
*You can only include a PHOENIX LORD model if you also include one of the units it can normally be attached to.

You can include up to one of the following units:
  • WARLOCK
  • WARLOCK CONCLAVE (2 or 4 models)
You can include up to one of each of the following units:
  • DIRE AVENGERS (5 or 10 models)
  • FIRE DRAGONS (5 or 10 models)
  • HOWLING BANSHEES (5 or 10 models)
  • STRIKING SCORPIONS (5 or 10 models)
You can include up to one of the following units:
  • SWOOPING HAWKS (5 or 10 models)
  • WARP SPIDERS (5 models)
You can include up to one of the following unit:
  • DARK REAPERS (5 or 10 models)

Rules Adaptations

  • The ASURMEN model loses the Tactical Acumen ability.
  • The AUTARCH WAYLEAPER model loses the Deep Strike ability.
  • The BAHARROTH model loses the Cloudstrider and Deep Strike abilities.
  • The ELDRAD ULTHRAN model loses the Diviner of Futures ability.
  • The FARSEER model loses the Branching Fates ability.
  • The JAIN ZAR model loses the Whirling Death ability.
  • The SWOOPING HAWKS unit loses the Skyleap and Deep Strike abilities.
  • The WARP SPIDERS unit loses the Flickerjump ability.
  • The WARLOCK CONCLAVE unit loses the Protect ability.

Army Rule

Seers’ Guidance

The rune-sighted wisdom of the Farseers helps to guide the killing strikes of the Aeldari warhosts.

Units from your army with the Strands of Fate ability replace that ability with this one.

Once per battle round, you can target one unit from your army with this ability with the Command Re-roll Stratagem for 0CP.

Detachment Rule

Unerring Strike

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.

Enhancements

Runes of Sanctuary (Psychic)

Before battle was even joined the runes were cast, and this forces safest and truest passage through their foes predicted then committed to heart.

PSYKER model only. Once per turn, in your opponents Shooting phase, when a friendly AELDARI unit within 9" of and visible to the bearer is selected as the target of a ranged attack, the bearer can use this Enhancement. If it does, until the end of the phase, each time an attack targets that friendly AELDARI unit, worsen the Armour Penetration characteristic of that attack by 1.

Shieldmaster

This warrior exploits every detail of their environment to stave off pursuing or encircling foes.

Once per turn, in your Movement phase, after the bearer has moved, you can close one open Hatchway it moved through this phase (this can be done in addition to operating a Hatchway using the Unerring Strike Detachment rule).

Stratagems

VOID GHOSTS
1CP
Khaine’s Arrow – Battle Tactic Stratagem
Exploiting the fluctuating gravity of voidship fighting and flowing with the nigh-imperceptible movements of the vessel around them, the Aeldari acrobatically evade the blasts and blades of their foes.
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 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.
BLADEFOCUS
1CP
Khaine’s Arrow – Battle Tactic Stratagem
Those Aspect Warriors best versed in close-quarters combat fight all the harder, knowing they must act as the piercing tip of their host's strike.
WHEN: Fight phase.

TARGET: One HOWLING BANSHEES or STRIKING SCORPIONS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if it made a Charge move this turn, you can re-roll the Hit roll.
CRITICAL CAPTURE
1CP
Khaine’s Arrow – Strategic Ploy Stratagem
These warriors know precisely which strategic sites must be secured, and in what order.
WHEN: Your Command phase.

TARGET: One AELDARI unit from your army (excluding CHARACTER units).

EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, at the end of your turn, select one objective marker you control that your unit is within range of. That objective marker is Secured by your army.
FOCUSED FUSILLADE
1CP
Khaine’s Arrow – Battle Tactic Stratagem
The fiery passage of Khaine's Arrow scours the enemy away, leaving them nowhere to hide.
WHEN: Your Shooting phase.

TARGET: One DIRE AVENGERS, FIRE DRAGONS, SWOOPING HAWKS or WARP SPIDERS 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, add 1 to the Wound roll.

Protector Host

The Aeldari fight furiously to defend their irreplaceable voidships - doubly so if the conflict threatens one of their spacefaring craftworlds. In such a battle they deploy their full might without a second thought, citizen soldiery and Aspect Warriors alike rallying to defend that which is precious to them.

Mustering a Boarding Patrol

You can include up to one of the following units:
  • AUTARCH
  • ELDRAD ULTHRAN
  • FARSEER
You can include up to one of the following units:
  • WARLOCK
  • WARLOCK CONCLAVE (2 or 4 models)
You can include up to three of each of the following units:
  • GUARDIAN DEFENDERS (11 models)
  • STORM GUARDIANS (11 models)
You can include up to two of the following unit:
  • DIRE AVENGERS (5 or 10 models)

Forming Boarding Squads

  • In the Form Boarding Squads step, GUARDIAN DEFENDERS and STORM GUARDIANS units are each split into two Boarding Squads, one containing 6 models (including the Heavy Weapon Platform or Serpent’s Scale Platform) and the other containing the remaining 5 models.

Rules Adaptations

  • The ELDRAD ULTHRAN model loses the Diviner of Futures ability.
  • The FARSEER model loses the Branching Fates ability.
  • The GUARDIAN DEFENDERS unit loses the Defenders of Fate ability.
  • The STORM GUARDIANS unit loses the Stormblades ability.
  • The WARLOCK CONCLAVE unit loses the Protect ability.

Army Rule

Seers’ Guidance

The rune-sighted wisdom of the Farseers helps to guide the killing strikes of the Aeldari warhosts.

Units from your army with the Strands of Fate ability replace that ability with this one.

Once per battle round, you can target one unit from your army with this ability with the Command Re-roll Stratagem for 0CP.

Detachment Rule

Determined Defence

All too aware of the value of that which they defend, these warriors fight harder than ever, weaving around incoming enemy fire and shrugging off wounds that might otherwise see them laid low.

Each time an attack targets a GUARDIANS or DIRE AVENGERS unit from your army, if that unit is within range of an objective marker, add 1 to any armour saving throw made against that attack.

Enhancements

Grace of Khaine

Fighting with lethal agility and perfect balance, this warrior places their every blow to inflict the maximum damage and scythe their enemies' every defence.

Each time the bearer makes an attack, re-roll a Hit roll of 1, re-roll a Wound roll of 1 and re-roll a Damage roll of 1.

Rallying Cry

With well-chosen inspirational words, this war leader swiftly mobilises the Aeldari defence forces to protect their vessel.

In the Deploy Armies step, when the bearer is set up in an Entry Zone, you can set up two friendly GUARDIANS units within that Entry Zone instead of any other units.

Stratagems

VOID GHOSTS
1CP
Protector Host – Battle Tactic Stratagem
Exploiting the fluctuating gravity of voidship fighting and flowing with the nigh-imperceptible movements of the vessel around them, the Aeldari acrobatically evade the blasts and blades of their foes.
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 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.
SHURIKEN STORM
1CP
Protector Host – Battle Tactic Stratagem
Shuriken weaponry fill corridors and chambers with inescapable hails of monomolecular discs and reduce enemy boarding parties to bloodied ruin.
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, add 1 to the Strength characteristic of Avenger shuriken catapults, shuriken catapults, shuriken pistols and shuriken cannons equipped by models in your unit.
SHIELD OF BLADES
1CP
Protector Host – Strategic Ploy Stratagem
A discipline refined for shipboard battle, this feat of marksmanship sees the Aeldari overlap annihilating hails of defensive fire.
WHEN: Your opponent’s Movement or Charge phase.

TARGET: One DIRE AVENGERS or GUARDIAN DEFENDERS unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
RAPID AMBUSH
1CP
Protector Host – Strategic Ploy Stratagem
Reacting with a speed most mortal beings could not dream of, the Aeldari engulf emerging foes in a sudden hail of gunfire.
WHEN: Your opponent’s Movement phase, just after an enemy unit opens a Hatchway.

TARGET: One DIRE AVENGERS or GUARDIANS unit from your army that has not fired Overwatch this phase and is wholly on the opposite side of that Hatchway from that enemy unit.

EFFECT: If that enemy unit is within 9" of and visible to your unit, roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers 2 mortal wounds. If that enemy unit suffers one or more mortal wounds in this way, your unit can then make a Normal move of up to D6”.

RESTRICTIONS: Until the end of the turn, your unit cannot fire Overwatch.

Wraiths of the Void

When a void battle is sufficiently vital or desperate, the Aeldari awaken their wraith constructs. Resilient, powerful and utterly focused upon their duty, such ghost warriors are a force of unimaginable devastation amidst the close confines of a boarding battle.

Mustering a Boarding Patrol

You can include up to two of the following unit:
SPIRITSEER
You can include up to two of each of the following units:
WRAITHBLADES (5 or 10 models)
WRAITHGUARD (5 or 10 models)

Rules Adaptations

  • The SPIRITSEER model loses the Tears of Isha ability.
  • The WRAITHGUARD unit loses the War Construct ability.

Army Rule

Seers’ Guidance

The rune-sighted wisdom of the Farseers helps to guide the killing strikes of the Aeldari warhosts.

Units from your army with the Strands of Fate ability replace that ability with this one.

Once per battle round, you can target one unit from your army with this ability with the Command Re-roll Stratagem for 0CP.

Detachment Rule

Wraith-Marked

By harnessing and binding ethereal energies to strategically significant sites, this force is able to create spiritual waypoints that shine like beacons to the ghost warriors’ perceptions.

In your Command phase, you can select one AELDARI unit from your army within range of an objective marker you control. That unit must take a Leadership test, subtracting 2 from the result if it has the WRAITH CONSTRUCT keyword: if passed, that objective marker is Secured by your army.

Enhancements

Direct Guidance

Practised in the arts of warfare amidst tangled corridors and chambers, this seer knows how best to guide their spirit warriors to victory.

At the end of your Movement phase, select one friendly WRAITH CONSTRUCT unit within 6" of and visible to the bearer. Until the end of the turn, that WRAITH CONSTRUCT unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Song of Renewal

Employing their potent arts, this seer is able to guide ghost warriors back from the very brink of oblivion.

In your Command phase, the bearer can use this Enhancement. If it does, select one friendly WRAITH CONSTRUCT unit within 6" of and visible to the bearer. Return one destroyed model to that WRAITH CONSTRUCT unit with its full wounds remaining.

The bearer can only use this Enhancement up to two times.

Stratagems

GUARDIAN CONSTRUCTS
1CP
Wraiths of the Void – Battle Tactic Stratagem
Like graven sentinels the wraith constructs stand immovable, barring the enemy's path.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One WRAITH CONSTRUCT 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, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.
WRAITHSIGHT
1CP
Wraiths of the Void – Battle Tactic Stratagem
There are advantages to perceiving the foe as glimmering souls without the obstruction of intervening walls and bulkheads.
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, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.
D-STRIKE
1CP
Wraiths of the Void – Strategic Ploy Stratagem
Recognising the importance of liminal boundaries in void warfare, the ghost warriors unleash their fury upon such a space to the shock of their foes.
WHEN: Your Shooting phase.

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

EFFECT: Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

RESTRICTIONS: Until the end of the phase, your unit is not eligible to shoot.
UNFLINCHING FIRE
1CP
Wraiths of the Void – Strategic Ploy Stratagem
None can match the calm, patient precision of those who have already known death and do not fear it.
WHEN: Your opponent’s Movement or Charge phase.

TARGET: One AELDARI unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

Star-dancer Masque

When Harlequins board an enemy ship they follow Saedath that cast them in the roles of void-soaring mythic hawks and serpents, or else the heroes Ulthanash and Eldanesh raiding the stronghold of some monstrous foe. They flow through the steps with blistering speed, laying low all who oppose them.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
If you do not include any other CHARACTER models, you can include one of the following unit:
You can include up to three of the following unit:

Forming Boarding Squads

In the Form Boarding Squads step, TROUPE units containing 11 models are each split into two Boarding Squads, one containing 6 models and the other containing the remaining 5 models.

Rules Adaptations

  • The SOLITAIRE model loses the Blitz and Blur of Movement abilities.
  • The TROUPE MASTER model loses the Cegorach’s Favour ability.

Army Rule

Seers’ Guidance

The rune-sighted wisdom of the Farseers helps to guide the killing strikes of the Aeldari warhosts.

Units from your army with the Strands of Fate ability replace that ability with this one.

Once per battle round, you can target one unit from your army with this ability with the Command Re-roll Stratagem for 0CP.

Detachment Rule

Faolchú’s Last Flight

Even should they be struck down by the foe, the players remain in character, embodying in their final steps the doomed but deadly fall of winged Faolchii.

Each time an AELDARI model from your army is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Enhancements

Prismatic Garb

In the close confines of shipboard war, the bewildering effect of this Harlequin’s domino field is redoubled.

Enemy units cannot fire Overwatch at the bearer.

Path of Eldanesh

Following the steps of the Path of Eldanesh, this player moves through their foes like a bladed wind, swift and unstoppable as that hero of myth.

The bearer has the Fights First ability and, each time the bearer opens a Hatchway, until the end of the turn, improve the Armour Penetration characteristic of melee weapons equipped by the bearer by 1.

Stratagems

VOID GHOSTS
1CP
Star-dancer Masque – Battle Tactic Stratagem
Exploiting the fluctuating gravity of voidship fighting and flowing with the nigh-imperceptible movements of the vessel around them, the Aeldari acrobatically evade the blasts and blades of their foes.
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 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.
DARTING STRIKES
1CP
Star-dancer Masque – Battle Tactic Stratagem
Shuriken weaponry fill corridors and chambers with inescapable hails of monomolecular discs and reduce enemy boarding parties to bloodied ruin.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
SERPENT STRIKE
1CP
Star-dancer Masque – Strategic Ploy Stratagem
A discipline refined for shipboard battle, this feat of marksmanship sees the Aeldari overlap annihilating hails of defensive fire.
WHEN: Fight phase, just after an AELDARI unit from your army destroys an enemy unit.

TARGET: That AELDARI unit.

EFFECT: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3" and, if it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction.
ACROBATIC LEAPS
1CP
Star-dancer Masque – Strategic Ploy Stratagem
Reacting with a speed most mortal beings could not dream of, the Aeldari engulf emerging foes in a sudden hail of gunfire.
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, Desperate Escape tests taken for models in your unit are automatically passed, and each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there.

  • Torc of Morai-Heg
    20 pts
Seer Council Detachment

Waves of malevolent energies roll from this article of warrior jewellery. Though they leave Aeldari systems and minds untouched, they cloud the enemy’s thoughts with doubt, lace their communications with mournful wails and scatter confusing sensor ghosts across their instruments.

ASURYANI PSYKER model only. Once per turn, when your opponent targets a unit from their army within 12" of the bearer with a Stratagem, the bearer can use this Enhancement. If it does, increase the CP cost of that usage of that Stratagem by 1CP.

The AELDARI keyword is used in the following Aeldari datasheets:

Infantry Epic Hero
Dedicated Transports
Infantry
Mounted

The CHARACTER keyword is used in the following Aeldari datasheets:

Infantry Epic Hero

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

Dedicated Transports

The EPIC HERO keyword is used in the following Aeldari datasheets:

Infantry Epic Hero

The FLY keyword is used in the following Aeldari datasheets:

Dedicated Transports
Mounted
17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

The FRAME keyword is used in the following Aeldari datasheets:

Dedicated Transports

The GRENADES keyword is used in the following Aeldari datasheets:

Infantry Character
Infantry

The HARLEQUINS keyword is used in the following Aeldari datasheets:

Infantry Epic Hero
Dedicated Transports
Infantry
Mounted
Vehicle

The INFANTRY keyword is used in the following Aeldari datasheets:

Infantry Epic Hero
Infantry

The MOUNTED keyword is used in the following Aeldari datasheets:

Mounted

The PSYKER keyword is used in the following Aeldari datasheets:

Infantry Character

The SMOKE keyword is used in the following Aeldari datasheets:

Dedicated Transports
Mounted
22.05 Plunging Fire
Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
  • The attacking model is on a section of a terrain feature that is 3" or more in height.
  • The attacking model has the TOWERING keyword and the target unit is within 12".

The TRANSPORT keyword is used in the following Aeldari datasheets:

Dedicated Transports

The VEHICLE keyword is used in the following Aeldari datasheets:

Dedicated Transports
Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
[LETHAL HITS]24.23

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.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

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).
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
02.05.01 Using Keywords & Mixed Keywords in Units
When using keywords, the following points apply:
  • A unit has all the keywords of all models in that unit. A model only has its own keywords.
  • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
  • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
  • If a rule specifies that it applies to ‘non-KEYWORD’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-VEHICLE units, it only applies to units that do not have the VEHICLE keyword.
  • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
  • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
  • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes (‘/’), or two keywords separated by the word ‘or’ (e.g. ‘an IMMORTALS, DEATHMARKS or LYCHGUARD unit’) refers to a model/unit that has any one of those keywords.
  • A rule with multiple adjacent keywords (e.g. ‘an AELDARI GUARDIANS unit’) only refers to a model/unit that has all of those keywords.
  • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
  • Singular and plural instances of the same keyword function in the same way.
Keywords
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.

SEE ALSO
  • Using Keywords & Mixed Keywords in Units 02.05.01
01.05.02 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. When a rule lets you re-roll one or more dice, the following points apply:
  • 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 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.
  • A re-rolled dice is still considered to be a dice roll and, as such, any rules that can be triggered by a dice roll can also be triggered by a re-rolled dice.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
[DEVASTATING WOUNDS]24.10

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.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
Battle Focus

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.

If your Army Faction is ASURYANI, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below.

BATTLE SIZEBATTLE FOCUS TOKENS
Incursion2
Strike Force4
Onslaught6

Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

AGILE MANOEUVRES

SWIFT AS THE WIND

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).

EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

FLITTING SHADOWS

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.

EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

STAR ENGINES

TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move.

EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability.

SUDDEN STRIKE

TRIGGER: When an eligible unit from your army is selected to fight.

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

TRIGGER: When an enemy unit ends a Fall Back move.

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

TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot.

EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1".

SWIFT AS THE WIND

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).

EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield 01.02.04
COMMAND RE-ROLL15.02
1CP
Core 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 one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
[SUSTAINED HITS]24.36

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.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
SCOUTS24.31

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:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
INFILTRATORS24.20

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.
[BLAST]24.05

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).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

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).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[PISTOL]24.27

Pistols can be wielded even at point-blank range.

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.

The ACROBATIC tag is used in the following Aeldari detachments:

01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).

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

Infantry Epic Hero

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

Infantry Epic Hero
Infantry
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.

FADE BACK

TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot.

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".

01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.
FIGHTS FIRST24.13

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.

See the Resolve Fights First Combats step in the Fight phase (12.04).
STEALTH24.33

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).
[IGNORES COVER]24.18

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).
PRESENTIMENT OF DREAD
1CP
Seer Council – Strategic Ploy Stratagem
The seer plucks fate to find the foe suffering a horrible death, then projects it into their minds.
WHEN: Command phase.

TARGET: One ASURYANI PSYKER model from your army.

EFFECT: Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
FOREWARNED
1CP
Seer Council – Strategic Ploy Stratagem
Having foreseen already how this fight will play out, the seer projects their insights and warnings into the minds of the Aeldari who must fight it.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
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. 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.
  • 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.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
UNSHROUDED TRUTH
1CP
Seer Council – Strategic Ploy Stratagem
Dispelling the psychosomatic mirage that has so far beguiled and assailed the foe, the seer reveals the true location of the warriors it was masquerading as.
WHEN: Your Movement phase.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT:
  • Place your unit in strategic reserves.
  • Your unit has Deep Strike.
  • Your unit must make an ingress move this phase.

RESTRICTIONS: Until the end of the phase, your unit is not eligible to be selected to move.
FATE INESCAPABLE
1CP
Seer Council – Battle Tactic Stratagem
The Aeldari have already seen how best to lay low this enemy and strike in the sure knowledge the foe cannot evade their terrible fate.
WHEN: Your Shooting phase.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to shoot this phase and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
ISHA’S FURY
1CP
Seer Council – Epic Deed Stratagem
Leaping from the seer’s outstretched hand, this blast of empyric energy is a raw expression of the sorrow and bitterness suffered by the Aeldari people.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One ASURYANI PSYKER model from your army within 9" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
PSYCHIC SHIELD
1CP
Seer Council – Strategic Ploy Stratagem
A twist of the seer's psychic powers raises a whirling shield of empyric energy and psychokinetic debris to screen the Aeldari from enemy fire.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Strands of Fate
Seer Council Detachment

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.

BATTLE SIZENUMBER OF D6
Incursion3
Strike Force6
Onslaught9

Each time you use one of the Stratagems below, if your Fate dice pool contains one or more Fate dice showing the corresponding value in the table below, you can discard one of those corresponding Fate dice. If you do, reduce the CP cost of that usage of that Stratagem by 1CP.

STRATAGEMFATE DICE VALUE
Presentiment of Dread1
Forewarned2
Unshrouded Truth3
Fate Inescapable4
Isha’s Fury5
Psychic Shield6
FEEL NO PAIN24.12

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.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
Path of the Warrior
Aspect Host Detachment

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:
  • Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
  • Each time a model in this unit makes an attack, re-roll a Wound roll of 1.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
04.03.05 Fought
When all of the attacks made with a melee weapon have been resolved, that weapon has fought.

When all of a model’s selected melee weapons have fought, that model has fought.

When all models in a unit that are making melee attacks have resolved all of those attacks, that unit has fought.

If a unit was selected to fight and none of the models in it make any attacks, it has not fought.
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

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

Dedicated Transports
Vehicle
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.

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

Infantry Epic Hero
Infantry
Other Modified Rules
The following rules apply to various rules and effects found throughout the game.

A stratagem cannot have its CP increased by more than 1 or reduced to below 0 after all modifiers have been applied.
[RAPID FIRE]24.30

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

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
FULCRUM OF FATE

Having identified a fulcrum point around which destinies may turn, your forces must now leverage the events you desire to turn fate your way.

Select one of your Crusade force’s Threads of Fate that has not already ended. The current stage of that Thread of Fate takes effect for this battle. At the end of the battle, if that Thread of Fate ended successfully this battle, select one unit from your Crusade army that is not destroyed. That unit gains 3XP.

If that Thread of Fate did not end successfully, it moves to its next stage. If it was already at the Frayed stage when this happens, it ends in failure.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.

The AELDARI and CHARACTER keywords are used in the following Aeldari datasheets:

Infantry Epic Hero
SMOKESCREEN15.10
1CP
Core Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One friendly SMOKE unit.

EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
[HAZARDOUS]24.15

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.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed 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 have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
Unerring Strike
Khaine’s Arrow Detachment

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.
03.03 Coherency
A unit that contains more than one model must be set up and end any kind of move in coherency. A unit is in coherency while both of the following apply to every model in that unit:
  • Within 2" horizontally and 5" vertically of at least one other model in that unit.
  • Within 9" horizontally and 5" vertically of every other model in that unit.

REGAINING COHERENCY
In the End of Turn step of each player’s turn, if one or more units on the battlefield are not in coherency, those units’ controlling players must remove models from them, one at a time, until they are in coherency again. Models removed in this way are destroyed, but they do not trigger rules that apply when a model is destroyed.

WHAT IS COHERENCY?
Coherency prevents models in the same unit from becoming too separated from each other while on the battlefield, ensuring they are set up and end every kind of move as a single group.

COHERENCY
Every model in this unit is within 2" of at least one other model in its unit, and every model is within 9" of every other model in its unit. This unit is therefore in coherency.
Army List
Datasheets collated
Infantry Epic Hero
Dedicated Transports
Infantry
Mounted
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