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.
This section contains all of the datasheets that you will need in order to fight battles with your Aeldari miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Aeldari units – these are described below and are referenced on the datasheets.
Book | Kind | Edition | Version | Last update |
Aeldari |
Aeldari | Codex | 9 | Indomitus 1.1 | January 2023 |
The Balance Dataslate |
The Balance Dataslate | Rulebook | 9 | Q2 2023 | April 2023 |
Arks of Omen: Farsight |
Arks of Omen: Farsight | Expansion | 9 | | March 2023 |
Imperial Armour: Compendium |
Imperial Armour: Compendium | Index | 9 | Indomitus 1.9 | February 2023 |
Munitorum Field Manual 2023 Mk I |
Munitorum Field Manual 2023 Mk I | Expansion | 9 | | January 2023 |
Drukhari |
Drukhari | Codex | 9 | Indomitus 1.3 | July 2022 |
Index Xenos: Altansar |
Index Xenos: Altansar | White Dwarf | 9 | | February 2022 |
Eldritch Omens |
Eldritch Omens | Boxset | 9 | | January 2022 |
Warhammer Legends: Forge World |
Warhammer Legends: Forge World | Index | 9 | 1.0 | December 2020 |
Imperium Nihilus: Vigilus Defiant |
Imperium Nihilus: Vigilus Defiant | Expansion | 8 | Indomitus 1.1 | July 2020 |
Warhammer Legends: Craftworlds |
Warhammer Legends: Craftworlds | Datasheet | 8 | | December 2019 |
Warhammer Quest: Blackstone Fortress |
Warhammer Quest: Blackstone Fortress | Boxset | 8 | | November 2018 |
Codex: Aeldari
Q: | If a player wishes to re-roll a roll that includes a dice manipulated using the Strands of Fate ability, are all the dice for that roll re-rolled? |
A: | Yes.
Example: David needs to make a charge roll of 10 or more. In order to give himself the best chance of success, he decides to manipulate one of the dice for that roll, and then roll the other. Unfortunately David rolls a 3, giving a total charge roll of 9, which is not sufficient to successfully charge. Dave then decides to use the Command Re-roll Stratagem to re-roll that Charge roll. When he does so, he must also re-roll the manipulated dice. |
Q: | When the Yncarne is set up on the battlefield using its Inevitable Death ability, can it be set up within Engagement Range of the last model in the destroyed unit? |
A: | Yes. Additionally, any abilities that trigger upon death (e.g. the Explodes ability, units disembarking from destroyed Transports, etc.) are resolved prior to setting up the Yncarne using its Inevitable Death ability. |
Q: | Can a unit with the Swift Strikes Far-flung Craftworlds Attribute make a Battle Focus move in a turn in which it Advanced? |
A: | Yes. |
Q: | If a unit with the Twilight Falls Saedath Characterisation uses the Cegorach’s Jest Stratagem to consolidate, how far can that unit move? |
A: | Up to 8". |
Q: | If Baharroth is already touching an enemy model when he consolidates, can he use his Cloudstrider ability? |
A: | Yes. |
Expansion: Imperium Nihilus: Vigilus Defiant
Q: | When paying Command Points to upgrade a Detachment into a Specialist Detachment, is the Relic they are able to give to a CHARACTER in addition to the Relic they would typically get from their Warlord’s faction? |
A: | No. The Relic(s) listed within a Specialist Detachment can be given to a CHARACTER from your army instead of one from your Warlord’s codex. Don’t forget, however, that many codexes contain Stratagems that enable you to gain additional Relics. |
Q: | What is the Armour Penetration characteristic of an attack made with a shuriken weapon by a WINDRIDER HOST FARSEER SKYRUNNER model if the wound roll is a 6+ and it is being affected by the Tempest of Blades Stratagem? |
A: | -4. |
Q: | If a unit of Wraithblades is targeted by the Psytronome of Iyanden relic and the Wrath of the Dead Stratagem, what is their Attacks characteristic that phase? |
A: | 5. When modifying characteristics you always apply any multiplication or division (rounding fractions up) before applying any addition or subtraction. |
The following describes the keywords found on many AELDARI datasheets.
The <CRAFTWORLD> Keyword
Many
datasheets in this faction have the
<CRAFTWORLD> keyword. This is a
keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below. Many
ASURYANI units are drawn from one of the
craftworlds or
the Ynnari. When you include a unit with the
<CRAFTWORLD> keyword in your army, you must nominate which craftworld it is from (or if it is from the Ynnari), then replace the
<CRAFTWORLD> keyword in every instance on its datasheet with the name of your chosen craftworld (or with the
YNNARI keyword). This could be one of the craftworlds detailed in a Warhammer 40,000 publication, or one of your own design.
Example: If you include an AUTARCH model in your army and you decide it is from the Biel-Tan Craftworld, its keyword becomes BIEL-TAN and its Path of Command ability reads ‘While a friendly BIEL-TAN CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.’Some datasheets already specify which craftworld a unit is from (e.g.
ELDRAD ULTHRAN has the
ULTHWÉ keyword, and so is from Craftworld
Ulthwé).
If your army is
Battle-forged, you cannot include units from more than one craftworld in the same
Detachment.
Designer’s Note: The Ynnari are drawn from many craftworlds, as well as from the ranks of the Harlequins and even the Drukhari of Commorragh. For the sake of simplicity, and to ensure smooth interactions between the rules presented in this book, we treat the Ynnari as if they were a craftworld for rules purposes, with the additional caveats presented here.
The <SAEDATH> Keyword
Many
HARLEQUINS datasheets in this faction have the
<SAEDATH> keyword. This is a
keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below. All
HARLEQUINS units (excluding
SOLITAIRE units) belong to a Troupe representing one of the three forms:
Light,
Dark and
Twilight. When the Harlequins go to war, they draw on mythological tales to determine which of these forms should take the lead, and thus which saedath the whole force will employ. When you include a unit with the
<SAEDATH> keyword in your army, you must nominate which saedath your army is following - Light, Dark or Twilight - then replace the
<SAEDATH> keyword in every instance on its datasheet with
LIGHT,
DARK or
TWILIGHT, depending on which saedath you nominated. If your army is
Battle-forged, you cannot include units from more than one saedath in the same
Detachment.
A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.
Strands of Fate
The Aeldari live on the brink of extinction. As such, their Farseers have become adept at reading future events, seeing the many strands of fate ahead of their people and the consequences of following each one. Taken at the right time, a simple action can avoid calamitous outcomes, aiding the Aeldari in their continued struggle for survival.
If every unit from your army has the
ASURYANI keyword and is drawn from the same
craftworld (excluding units with the
PHOENIX LORD,
ANHRATHE or
UNALIGNED keywords), then at the start of each battle round, you can make a Strands of Fate roll. To do so, roll six D6. You can then retain a number of these dice depending on the size of battle you are playing, as shown below.
BATTLE SIZE | NUMBER OF DICE RETAINED | Combat Patrol | 2 | Incursion | 3 | Strike Force | 4 | Onslaught | 5 |
|
Keep these retained dice to one side as a reminder of their results, or make a note of them. Each instance of a dice result allows you to manipulate a different type of roll once during this battle round, as shown below.
DICE RESULT | TYPE OF ROLL | 1 | Advance roll | 2 | Charge roll | 3 | Psychic test | 4 | Hit roll | 5 | Wound roll | 6 | Saving throw |
|
Before making a roll of any of the types shown above for a unit with the Strands of Fate ability, if any of your retained dice have a result corresponding with that type of roll (as shown above) and have not been used to manipulate a roll this battle round, you can manipulate that roll. If you do so:
- If that type of roll involves one D6 (e.g. a hit roll), do not roll a dice; that roll is treated as an unmodified roll of 6.
- If that type of roll involves more than one D6 (e.g. a Psychic test), treat one of those dice as an unmodified roll of 6 (do not roll that dice), then roll any other dice and add up the results as normal.
Example: Wes is playing a Strike Force battle. At the start of the battle round, he makes a Strands of Fate roll by rolling six D6. The dice results are 1, 2, 2, 4, 5, 5. Because he is playing a Strike Force battle, Wes then chooses four of these results to retain, deciding on 2, 2, 5, 5. Because he selected two results of 2, on up to two occasions during that battle round, before making a charge roll, Wes can choose for one of the dice of that charge roll to be treated as an unmodified roll of 6. Because he also selected two results of 5, on up to two occasions during that battle round, before making a wound roll, Wes can choose for that wound roll to be treated as an unmodified roll of 6.
Favoured of Khaine
The Phoenix Lords are legendary warriors who come to the aid of the Aeldari in times of need. They are formidable opponents in battle, and nigh on impossible to kill.
- This model has a 4+ invulnerable save.
- This model can only lose a maximum of 3 wounds in each phase.
- This model can never have a Relic or a Warlord Trait.
Battle Focus
When the warriors of the Aeldari go to war, they enter a state of semi-trance, enabling them to attack with pinpoint precision then move away before retribution can be brought to bear.
- This unit is eligible to shoot in a turn in which it Advanced, but if it does so, then until the end of the phase, models in this unit can only make attacks with Assault or Pistol weapons they are equipped with, and when resolving those attacks, this unit is treated as having Remained Stationary.
- In your Shooting phase, after this unit has finished making its attacks, unless it Fell Back or Advanced this turn, this unit can make a Battle Focus move. When it does so, roll one D6: each model in this unit can make a Normal Move of up to a distance in inches equal to the result, as if it were your Movement phase. A unit that makes a Battle Focus move cannot embark within a TRANSPORT model at the end of that move, and until the end of the turn, such a unit is not eligible to declare a charge. A unit cannot make a Battle Focus move if it arrived as Reinforcements this turn, and a unit cannot make more than one Battle Focus move per turn.
If a unit makes a Battle Focus move and any of its models wish to move over any part of an
Area Terrain feature, subtract 3" from the distance models in that unit can move when making that Battle Focus move (to a minimum of 0). This penalty applies even if every part of that Area Terrain feature is 1" or less in height, but is not cumulative with any other penalties that Area Terrain feature may impose (e.g. the
Difficult Ground terrain trait).
Designers Note: Battle Focus and Area TerrainThere are several abilities in Codex: Aeldari which allow units to ignore modifiers to certain moves (such as the Alaitoc Fieldcraft Craftworld Attribute) or move a set distance (such as the Matchless Agility Stratagem). It should be noted that none of these abilities allow a player to ignore the penalty to Battle Focus moves incurred for moving through Area Terrain.
Ancient Doom
The Aeldari loathe and fear She Who Thirsts above all else, for in Slaanesh they see their doom made manifest.
You can re-roll failed
hit rolls in the
Fight phase for this unit in a turn in which it charges or is charged by a
SLAANESH unit. However, you must add 1 to
Morale tests for this unit if it is within 3" of any
SLAANESH units.
The Path of Command
Masters of the Asuryani arts of war, Autarchs are unrivalled strategists and inspiring battlefield leaders.
You can re-roll
hit rolls of 1 for friendly
<CRAFTWORLD> units within 6" of this model. In addition, if your army is
Battle-forged and this model is your
WARLORD and on the battlefield, roll a D6 for each
Command Point spent when using
Stratagems; on a 6 that Command Point is immediately refunded. Note that for
Prince Yriel, the first effect of this ability applies specifically to
IYANDEN units.
Advanced Positions
Some Asuryani warriors are able to move into forward positions under the very nose of their enemy, evading detection using stealth or sheer speed and agility.
During deployment, when you set up this unit, if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Sudden Assault
Whether diving upon the foe from a great height or utilising short warp jumps to appear in the enemy’s midst, these warriors seem to strike out of nowhere with all guns blazing.
During deployment, if every model in this unit has this ability, you can set up this unit preparing a sudden assault instead of setting it up on the battlefield. If you do so, then 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" away from any enemy models.
Shuriken Weapons
These deadly devices launch monomolecular wraithbone ammunition at high speeds. A clean hit slices through even the thickest armour as if it were paper.
Many Aeldari weapons are shuriken weapons. Such a weapon will have an ability that reads ‘Shuriken’. Each time an attack is made with a shuriken weapon, on an unmodified
wound roll of 6, improve that attack’s Armour Penetration characteristic by 2.
A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These are described below.
Harlequin’s Panoply
Harlequins go to battle clad in distinctive outfits, including antigravitic flip-belts, terrifying shape-shifting masks and halo-suits that can break up the wearer’s image as they move. These combine with the Harlequins’ natural abilities to make them a particularly formidable and elusive foe.
- Models in this unit have a 4+ invulnerable save.
- Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).
- Each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.
Rising Crescendo
The warriors of the Laughing God flow like water around their foes, falling back then darting forward again as their grand performance reaches its culmination.
- This unit is eligible to declare a charge in a turn in which it Advanced.
- This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Luck of the Laughing God
Cegorach is a capricious god, taking great delight in intervening to aid his followers and thwart their enemies.
If every unit from your army has the
HARLEQUINS keyword and is performing the same
saedath (excluding units with the
SOLITAIRE or
UNALIGNED keyword), then at the start of each battle round, you gain a number of Luck re-rolls depending on the size of battle you are playing, as shown below.
BATTLE SIZE | LUCK RE-ROLLS | Combat Patrol | 1 | Incursion | 2 | Strike Force | 3 | Onslaught | 4 |
|
In addition, you can make a Luck of the Laughing God roll to try to increase the number of Luck re-rolls gained. To do so, roll up to six D6. If every result is unique, you gain a number of additional Luck re-rolls equal to the number of D6 rolled. Each Luck re-roll can be used to re-roll one
hit roll,
wound roll, damage roll,
saving throw or
Advance roll made for a unit from your army with the Luck of the Laughing God ability. Any Luck re-rolls not used by the end of that battle round are lost.
Example: Wes is playing a Strike Force battle. Because of this, Wes gains 3 Luck re-rolls at the start of the battle round. Wes then makes a Luck of the Laughing God roll and decides to roll three D6. He rolls a 1, 3 and 5. Because each of these results is unique, until the end of that battle round Wes gains an additional 3 Luck re-rolls, for a total of 6.The Balance Dataslate
Ignore the table listed in the Luck of the Laughing God ability. Instead, at the start of the battle, you gain 0 Luck re-rolls, regardless of the battle size. You can only gain Luck re-rolls by making a Luck of the Laughing God roll.
An
ASURYANI Detachment is one that only includes models with the
ASURYANI keyword (excluding models with the
UNALIGNED keyword).
- ASURYANI Detachments gain the Leaders of the Warhost ability.
- <CRAFTWORLD> units in ASURYANI Detachments gain the Craftworld Attributes ability.
- Troops units in ASURYANI Detachments gain the Objective Secured ability.
Leaders of the Warhost
You can include a maximum of one
AUTARCH model in each
ASURYANI Detachment in your army.
Craftworld Attributes
All
<CRAFTWORLD> units (excluding
AVATAR OF KHAINE units) in a
CRAFTWORLD Detachment will gain a Craftworld Attribute. You will find the Craftworld Attributes associated with each craftworlds
here.
If your chosen craftworld is not one of the ones listed in
Craftworlds section, you must instead create a Craftworld Attribute for it, as described in
Far-flung Craftworlds section.
Travelling Players
If your army is
Battle-forged, one
HARLEQUINS Patrol Detachment in your army can have this ability. A Detachment with this ability is ignored for any mission pack rules that require every unit in your army to have at least one Faction keyword in common (e.g. the
Eternal War mission pack). This means that you can, for example, include one
HARLEQUINS Patrol Detachment as part of an
ASURYANI or
DRUKHARI army.
HARLEQUINS units within such a Detachment are excluded when determining your
Army Faction, and when determining if every unit in your army has a certain keyword or ability. For example, such units do not prevent other
ASURYANI units from your army from using rules such as
Strands of Fate, and do not prevent other
DRUKHARI units from your army from using rules such as
Power From Pain (see
Codex: Drukhari). Likewise, such units do not prevent you from using
Asuryani or
Drukhari Chapter Approved Rules (e.g. secondary objectives), provided all other units in your army have the appropriate keyword.
If your army is
Battle-forged,
<CRAFTWORLD> units in
ASURYANI Detachments gain access to the following craftworld rules, provided all
<CRAFTWORLD> units in your army are from the same craftworld. If every
<CRAFTWORLD> unit in an
ASURYANI Detachment is from the same craftworld, that Detachment is referred to as a
CRAFTWORLD Detachment. Note that, for the purposes of these craftworld rules, the Ynnari are treated as a craftworld and the
YNNARI keyword is considered to be a replacement for
the <CRAFTWORLD> keyword.
WARLORD TRAITSEach craftworld has an associated Craftworld Warlord Trait. If an
ASURYANI <CRAFTWORLD> CHARACTER model gains a Warlord Trait, they can have the relevant Craftworld Warlord Trait instead of a
Aeldari Warlord Trait.
STRATAGEMSEach craftworld has an associated Craftworld Stratagem. If your army includes a
CRAFTWORLD Detachment (excluding
Auxiliary Support or
Super-heavy Auxiliary Detachments), then you will gain access to the relevant Craftworld Stratagem.
TREASURES OF THE AELDARI RELICSEach craftworld has an associated Craftworld Treasures of the Aeldari Relic. If your army is led by a
<CRAFTWORLD> WARLORD, you can, when mustering your army, give the relevant Craftworld Relic to a
<CRAFTWORLD> CHARACTER model from your army instead of giving them a
Treasures of the Aeldari Relic. Named characters (such as
ELDRAD ULTHRAN) cannot be given any Treasures of the Aeldari Relics.
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using
points values, still pay the cost of the wargear that is being replaced. Write down any Treasures of the Aeldari Relics your models have on your
army roster.
Ulthwé
Craftworld Ulthwé lies close to the Eye of Terror, remaining ever watchful over that horrific warp storm. Ulthwé is renowned for the number and skill of its psykers.
ATTRIBUTE: FORESIGHT OF THE DAMNEDAll Aeldari are psychically attuned, but none more so than those of Ulthwé. Perhaps tainted by their long proximity to the Eye of Terror, their intuition borders well into prescience.
- Each time a unit with this attribute is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.
- Each time you take a Psychic test for a PSYKER unit with this attribute, if it is the first Psychic test taken for that unit this turn, add 1 to the result.
- Models with this attribute have a 6+ invulnerable save.
- Each time a model with this attribute would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
WARLORD TRAIT: FATE READERUsing their prescience to discern the enemy commander’s intentions, this warlord can react before the foe’s plans even come into action.
After you make a
Strands of Fate roll, if this
WARLORD is on the battlefield, you can choose to retain one additional dice.
RELIC: THE GHOSTHELM OF ALISHAZIERThe millennia-old Farseer Alishazier of Ulthwé harboured a deep terror that she would one day join the ranks of her crystallised predecessors. Unable to accept such a fate, she invested her psyche into the circuitry network of her ghosthelm, so that her spirit might forever keep others of her Path safe from harm.
ULTHWÉ PSYKER model only.
- The bearer knows one additional psychic power from the Runes of Fortune discipline.
- Each time a Psychic test is taken for the bearer, on an unmodified result of 9+, that psychic power or psychic action cannot be denied.
DISCIPLINE OF THE BLACK GUARDIANS1CP
Aeldari (Ulthwé) – Battle Tactic Stratagem
The Black Guardians of Ulthwé are professional soldiers that have a discipline and skill exceeding that of their civilian counterparts in other craftworlds.
Use this Stratagem in your
Shooting phase or the
Fight phase, when you select an
ULTHWÉ GUARDIANS unit to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s
hit roll.
Alaitoc
Few Asuryani are as strict in their adherence to the Path as those of Alaitoc. As a result of this harshness, a higher proportion of their people reject the Path altogether and become Rangers.
ATTRIBUTE: FIELDCRAFTThrough a combination of stealth, superior scouting reports and peerless camouflage, Alaitoc units are able to obscure themselves upon the battlefield, moving effortlessly around their clumsy foe.
- Each time a ranged attack is made against a unit with this attribute, if the attacker is more than 12" away, the unit with this attribute is treated as having the benefits of Light Cover against that attack.
- Each time a ranged attack is made against an INFANTRY or BIKER unit with this attribute that is entirely on or within a terrain feature, if the attacker is more than 12" away, then the unit with this attribute is treated as having the benefits of Dense Cover against that attack.
- You can ignore any or all modifiers to the Move characteristic of INFANTRY units with this attribute, and you can ignore any or all modifiers to Advance rolls made for such units.
WARLORD TRAIT: MASTER OF AMBUSHThis warlord is adept at directing the activities of nearby warriors, allowing some of their number to accomplish complex tasks while their fellows provide covering fire.
- In your Command phase, you can select one ALAITOC INFANTRY CORE unit within 9" of this WARLORD. Until the end of the turn, if that unit is performing an action, it can still make attacks with ranged weapons without that action failing.
- At the start of the first battle round, before the first turn begins, if this WARLORD is on the battlefield, you can select one other friendly ALAITOC RANGERS unit on the battlefield. Remove that unit from the battlefield, and set it up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models (if both players have abilities that redeploy units before the first turn begins, roll off; the winner chooses who redeploys their units first).
RELIC: SHIFTSHROUD OF ALANSSAIRLong before the first cameleoline cloak, there was the Shiftshroud of Alanssair - a garment that didn’t so much camouflage or obscure its wearer as shift them from their plane of existence. Made using secrets gleaned from starfarers far more ancient than the Aeldari, anyone wrapped in its fibres could all but disappear from plain sight. At one time, some dozen such Shiftshrouds could be found preserved beneath crystal in Alaitoc; now, only one remains, the others lost to the ages. Should a commander of Alaitoc have need of this powerful relic, they will withdraw it from the world-ship’s deepest vault.
ALAITOC INFANTRY model only. While the bearer is receiving the
benefits of cover, it cannot be selected as the target of a ranged attack unless it is the closest eligible target for that attack and the attacking
model is within 12".
PATHFINDER AMBUSH1CP
Aeldari (Alaitoc) – Strategic Ploy Stratagem
While the bulk of the Alaitoc warhost engages the foe, small forces of Rangers and Pathfinders work to ambush and harass enemy forces arriving in the war zone.
Use this Stratagem in the
Reinforcements step of your opponent’s
Movement phase, after an enemy unit has been set up on the battlefield. Select one
ALAITOC RANGERS unit from your army that is either on the battlefield or in
Strategic Reserves.
- If that RANGERS unit is in Strategic Reserves, set it up anywhere on the battlefield within 18" of that enemy unit and more than 9" away from any enemy models.
- At the end of the phase, that RANGERS unit can shoot as if it were your Shooting phase, but until the end of the phase, it can only target the enemy unit that was just set up on the battlefield (and only if that enemy unit is an eligible target).
Biel-Tan
The Asuryani of Biel-Tan believe that the Aeldari will one day regain their empire of old. Knowing that to achieve this will require much spilling of blood, many of them follow the Path of the Warrior.
ATTRIBUTE: SWORDWINDBiel-Tan warhosts encapsulate the deadly swiftness of the Swordwind, striking with power, speed and precision.
- Each time a unit with this attribute Advances or makes a Battle Focus move, treat a roll of 1-2 as 3 instead.
- Each time a unit with this attribute is selected to shoot or fight, you can re-roll one hit roll when resolving that unit’s attacks.
WARLORD TRAIT: NATURAL LEADERTactical acumen and the use of targeting matrices are second nature to this battle-seasoned warlord.
In your
Command phase, you can select one friendly
BIEL-TAN CORE unit within 6" of this
WARLORD. Until the end of the turn, each time a model in that unit makes an attack, you can re-roll the
hit roll.
RELIC: THE SPIRIT STONE OF ANATH’LANAnath’lan was once one of Craftworld Biel-Tan’s most skilled Farseers. Alas, pride caused him to misread the runes, dooming a maiden world to a bitter demise. Unable to forgive himself, Anath’lan died of grief. His spirit stone refused to bond with the infinity circuit, and to this day guides other Asuryani away from the error that led to his own disgrace.
BIEL-TAN PSYKER model only.
- The bearer knows one additional psychic power from their chosen discipline.
- Once per Psychic phase, you can re-roll one Psychic test taken for the bearer.
WRATH OF THE SHRINES1CP
Aeldari (Biel-Tan) – Battle Tactic Stratagem
Since the fracture of Biel-Tan’s infinity circuit, those dedicated to the craftworld’s Aspect Shrines fight all the harder to ensure that their world-ship is not lost entirely.
Use this Stratagem in your
Shooting phase or the
Fight phase, when a
BIEL-TAN ASPECT WARRIOR unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, an unmodified
hit roll of 6 scores 1 additional hit.
Iyanden
Once the most populous of craftworlds, Iyanden is a shadow of its former self, having suffered numerous invasions. Now its dead far outnumber the living, and must be relied upon to fight.
ATTRIBUTE: STOIC ENDURANCEThe tenacity of those from Iyanden is the stuff of legends. Their craftworld has suffered much, yet the spirits of both its living and its dead remain unbowed.
- Each time a Combat Attrition test is taken for a unit with this attribute, add 1 to that Combat Attrition test.
- Each time an attack is allocated to a model with this attribute, if that attack has an Armour Penetration characteristic of -1 or -2, worsen the Armour Penetration characteristic of that attack by 1 (e.g. AP -2 becomes AP -1).
WARLORD TRAIT: ENDURING RESOLVEResolute in mind and body, this warlord’s willpower is second to none, and serves them well on the battlefield.
Each time this
WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.
RELIC: PSYTRONOME OF IYANDENThe Asuryani psychic engineers known as Bonesingers are patient artisans who understand that true craftsmanship takes time. Growing and shaping wraithbone is both art and science, and cannot be rushed without ill effects. Yet the times have grown dire, and needs dictate that the artefact known as the Psytronome be removed from beneath its dome of preservation and taken to battle. Very much a weapon of last resort, this small pendant pulses when activated, resonating at such a frequency that its vibrations echo through all realms, including the warp. For reasons unknown, this regular thrum boosts the growth and vitality of wraithbone - but such vigour comes at a cost. After such an unprecedented burst of energy, the wraithbone becomes brittle, often cracking open.
IYANDEN model only. In your
Command phase, you can select one friendly
IYANDEN SPIRIT HOST unit within 9" of the bearer. Until the start of your next Command phase:
- Add 1 to the Attacks characteristic of models in that unit.
- If that unit is a WRAITHGUARD unit, it gains the Battle Focus ability.
GUIDED WRAITHSIGHT1CP
Aeldari (Iyanden) – Strategic Ploy Stratagem
When the armies of Craftworld Iyanden march to battle, their ghost warriors are at the centre. Amongst these wraith constructs walk the Spiritseers, their minds bridging the gap between the real world and the spirit realm.
Use this Stratagem in your
Shooting phase or the
Fight phase. Select one
IYANDEN SPIRITSEER model from your army and one friendly
IYANDEN SPIRIT HOST unit. Until the end of the phase, that
SPIRIT HOST unit is considered to be within range of that
SPIRITSEER model’s
Spirit Mark ability.
Saim-Hann
Renowned for their love of speed, the people of Saim-Hann are deeply tribal and traditional, and their craftworld was one of the first to flee the decaying Aeldari empire.
ATTRIBUTE: WILD HOSTEach member of a Saim-Hann Wild Host longs to be the first into the fight, the one to win all the glory; nothing will stand between them and their quarry.
- You can re-roll charge rolls made for units with this attribute.
- Units with this attribute are eligible to declare a charge in a turn in which they Fell Back.
WARLORD TRAIT: WILD RIDER CHIEFTAINTo the bravest goes the glory, as they say aboard Saim-Hann.
- Add 1 to this WARLORD’s Attacks characteristic.
- This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this WARLORD makes a Heroic Intervention move, it can move up to 6" instead of 3". All other rules for Heroic Interventions still apply.
RELIC: TALISMAN OF TIONCHARMarking the wearer as a former champion of the clan challenge known as Tionchar, this warrior is a superlative fighter, demonstrating matchless skill, agility and determination.
SAIM-HANN model only.
- Each time the bearer makes a melee attack, if the bearer made a charge move or Heroically Intervened this turn, add 1 to the Strength and Damage characteristics of that attack and improve the Armour Penetration characteristic of that attack by 1.
WARRIORS OF THE RAGING WINDS1CP
Aeldari (Saim-Hann) – Battle Tactic Stratagem
Like the bloody spear of Khaine, the Wild Rider clans strike from above, their riders and pilots screaming war cries into the raging winds.
Use this Stratagem at the start of your
Charge phase. Select one
SAIM-HANN BIKER unit from your army. Until the end of the phase, that unit is eligible to
declare a charge even if it
Advanced this turn.
If your chosen craftworld does not have an associated Craftworld Attribute, you must instead create their Craftworld Attribute by selecting Far-flung Craftworld Attributes from the list here. Unless otherwise stated, your craftworld has two Far-flung Craftworld Attributes from the following list:
In the Footsteps of the Ancients
Some Asuryani are refugees whose own craftworld has been lost, and who have been taken in by another world-vessel. Others seek to emulate the successes of the more active craftworlds, or simply hold traditions similar to their more well known brethren.
You cannot select this Far-flung Craftworld Attribute if you have selected any other Far-flung Craftworld Attributes, and if you select this Far-flung Craftworld Attribute you cannot select a second. Select one of the following craftworlds:
Ulthwé,
Alaitoc,
Biel-Tan,
Iyanden,
Saim-Hann.
- Use the Craftworld Attribute of the craftworld you selected.
- If a CHARACTER model with this attribute gains a Warlord Trait, they can have a Craftworld Warlord Trait associated with the craftworld you selected, instead of an Aeldari Warlord Trait. If a CHARACTER model has such a Warlord Trait, replace all instances of the <CRAFTWORLD> keyword on that Warlord Trait (e.g. IYANDEN), if any, with the name of the craftworld that this CHARACTER model is from.
- Unless the only units with this attribute are part of an Auxiliary Support, Super-heavy Auxiliary and/or Fortification Network Detachment, you will gain access to the Craftworld Stratagem associated with the craftworld you selected. When using such a Stratagem, replace all instances of the <CRAFTWORLD> keyword on that Stratagem (e.g. IYANDEN) with the craftworld that the units with this attribute have.
Children of Khaine
This craftworld holds a special reverence for Khaine, and its warriors are ruthless in the extreme.
Each time a model with this attribute makes a melee attack, on an unmodified
wound roll of 6, add 1 to the Damage characteristic of that attack.
Children of Morai-Heg
The story of Morai-Heg teaches that wisdom cannot come without sacrifice, and that even in dire circumstances, legends can be born.
Each time a model with this attribute makes an attack, if that model’s unit is below its
Starting Strength, add 1 to that attack’s
hit roll.
Children of Prophecy
This craftworld’s many seers know how best to avoid the dangers of those that hunger in the immaterium.
Each time a
Psychic test or
Deny the Witch test is taken for a
PSYKER unit with this attribute, you can re-roll any or all dice results of 1-2.
Children of the Open Skies
The vast training domes of this craftworld are perfect for honing the skills of their Windriders and other swift warriors.
- Add 1" to the Move characteristic of models with this attribute. If a model with this attribute can FLY, add 2" to its Move characteristic instead of 1".
- Each time an Advance roll is made for a unit with this attribute, treat a dice roll of 1-2 as 3 instead.
Diviners of Fate
The Farseers of this craftworld study the twists of fate, steering their kin from situations that might otherwise see them slain.
Each time you make a
Strands of Fate roll, if every unit in your army has this attribute (excluding
AGENTS OF THE AELDARI,
ANHRATHE and
UNALIGNED units), you can roll one additional D6.
Elite Citizenry
Many craftworlds train even their ordinary citizenry to the same degree as the professional soldiers of other races.
- Add 1 to the Leadership characteristic of models with this attribute.
Each time a unit with this attribute is selected to fight, you can re-roll one
hit roll when resolving that unit’s attacks.
Expert Crafters
These craftworlders display a heightened affinity for crafting wraithbone into beautiful sculptures and potent weapons alike.
Each time a unit with this attribute is selected to shoot or fight, you can re-roll one
wound roll when resolving that unit’s attacks.
Grim
The Asuryani of this craftworld have been to the forbidden places of the galaxy and triumphed against its many horrors. For them the darkness holds no fear, for they have faced such dire situations before and emerged victorious.
Each time a
Combat Attrition test is taken for a unit with this attribute, add 1 to that Combat Attrition test.
Hail of Doom
When gathered in large numbers, the focused shuriken fire of the Asuryani falls upon the foe like a rain of blades. Even the toughest plate can be slashed to ribbons by this hail of deadly projectiles.
Each time a model with this attribute makes an attack with a
shuriken weapon, an unmodified
hit roll of 6 automatically wounds the target (and is treated as an unmodified
wound roll of 6).
You cannot select this Far-flung Craftworld Attribute if you have selected any other Far-flung Craftworld Attributes, and if you select this Far-flung Craftworld Attribute you cannot select a second.
Headstrong
When the call of war is sent out and the fury of Khaine pumps through their veins, these Aeldari can barely contain their need to get to grips with their foes and destroy them.
You can re-roll
Advance rolls and
charge rolls made for units with this attribute.
Hunters of Ancient Relics
Since the Fall, many relics of the Aeldari’s glorious past have been lost, but there are some who see these treasures as the key to their race’s survival, and will fight all the harder to recover them.
While a unit with this attribute is
performing an action, that unit can shoot without that action failing.
Masterful Shots
These Asuryani have mastered warfare in dense terrain, and need only the merest glimpse of a target to make a kill.
Each time a model with this attribute makes a ranged attack, the target does not receive the benefits of
Light Cover against that attack.
Masters of Concealment
Turning their talents to self-preservation, the warriors of this craftworld utilise complex camouflage fields to conceal themselves.
Each time a ranged attack is made against a unit with this attribute, if the attacker is more than 12" away, then the unit with this attribute is treated as having the benefits of
Light Cover against that attack.
Mobile Fighters
In the blink of an eye, this craftworld’s transports descend, disgorging deadly warriors before the stunned foe can react.
Each time a model with this attribute makes an attack, if that model’s unit disembarked from a
TRANSPORT model this turn, add 1 to that attack’s
wound roll.
Savage Blades
While many craftworlds do not encourage their warriors to put themselves in harm’s way, others positively encourage them to destroy their enemies blade to blade.
Each time a model with this attribute makes a melee attack, if that model’s unit made a
charge move, was charged or
performed a Heroic Intervention this turn, improve the Armour Penetration characteristic of that attack by 1.
Swift Strikes
The inhabitants of this craftworld are able to maintain a superb aim, even while moving at high speeds.
In your
Shooting phase, each time a unit with this attribute is selected to shoot, unless that unit
Fell Back this turn, until the end of the phase, it counts as having
Remained Stationary.
Students of Vaul
Some craftworlds utilise wraithbone vehicle hulls infused with additional empathic circuits. When attacked, the pilot can divert a portion of their consciousness to repairing and regrowing the most serious damage, allowing them to fight at peak efficiency long enough to see victory won.
Each time an attack with a Damage characteristic of 1 is allocated to a
VEHICLE model with this attribute, add 1 to any armour
saving throws made against that attack.
Superior Shurikens
Utilising more aerodynamic shurikens, superior gravitic accelerators or potent trajectory calculators, the warriors of this craftworld are able to project shurikens over a greater distance.
Add 3" to the Range characteristic of
shuriken weapons models in a unit with this attribute are equipped with.
Vengeful
The Asuryani look down upon those they see as the lesser races, and care little if such creatures perish. They regard such adversaries as interlopers and upstarts, and relish in their slaughter.
Each time a model with this attribute makes an attack with a melee weapon, an unmodified
hit roll of 6 scores 1 additional hit.
Warding Runes
These warriors decorate their armour and wargear with ancient Aeldari runes of warding. Malign energies that would slay them are mysteriously turned aside.
Models with this attribute have a 6+
invulnerable save. Each time a model with this attribute would lose a wound as a result of a
mortal wound, roll one D6: on a 5+, that wound is not lost.
Webway Warriors
The warriors of this craftworld know many of the secret paths of the webway, and can use them to launch devastating ambushes on their foes.
When a
Reinforcement unit with this attribute is set up on the battlefield for the first time, until the end of the turn, each time a model in that unit makes an attack, an unmodified
hit roll of 6 scores 1 additional hit.
Wrath of the Dead
Most Aeldari find the use of ghost warriors to be distasteful, but sometimes the essences of the fallen become restless, and are eager to vent their fury at the living.
WRAITH CONSTRUCT units (excluding
AIRCRAFT units) with this attribute are eligible to
perform Heroic Interventions as if they were a
CHARACTER unit.
A
HARLEQUINS Detachment is one that only includes models with the
HARLEQUINS keyword (excluding models with the
UNALIGNED keyword).
- HARLEQUINS Detachments gain the Lead Role ability.
- <SAEDATH> units in HARLEQUINS Detachments gain the Saedath Characterisations ability.
- Troops units in HARLEQUINS Detachments gain the Objective Secured ability.
Lead Role
If your army includes any
TROUPE MASTER models, if your
WARLORD is a
HARLEQUINS model, that
WARLORD must be a
TROUPE MASTER model.
Saedath Characterisations
All
<SAEDATH> units in a
SAEDATH Detachment will gain a Saedath Characterisation. Below you will find the Saedath Characterisations associated with each
saedath.
If your army is
Battle-forged,
<SAEDATH> units in
HARLEQUINS Detachments gain access to the following
saedath rules, provided every
<SAEDATH> unit in your army following a saedath is following the same saedath. If every
<SAEDATH> unit in a
HARLEQUINS Detachment is following the same saedath, that Detachment is referred to as a
SAEDATH Detachment.
WARLORD TRAITSEach saedath has an associated Saedath Warlord Trait. If a
<SAEDATH> CHARACTER model gains a
Warlord Trait, it can have the relevant Saedath Warlord Trait instead of a
Harlequins Warlord Trait.
STRATAGEMSEach saedath has an associated Saedath Stratagem. If your army includes a
<SAEDATH> Detachment (excluding
Auxiliary Support Detachments), then you will gain access to the relevant Saedath Stratagem.
TREASURES OF THE AELDARI RELICSEach saedath has an associated Saedath Treasures of the Aeldari Relic. If your army is led by a
HARLEQUINS <SAEDATH> WARLORD, you can, when mustering your army, give the relevant Saedath Relic to a
HARLEQUINS <SAEDATH> CHARACTER model from your army instead of giving them a
Treasures of the Aeldari Relic.
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using
points values, still pay the cost of the wargear that is being replaced. Write down any Treasures of the Aeldari Relics your models have on your
army roster.
Light
CHARACTERISATION: BLAZE OF LIGHTMasques led by a Troupe of the Light move at great speeds through their enemy in a storm of bright light and colour, dazzling their perceptions then flickering out of view again.
- Each time an attack is made against a unit with this characterisation, if the attacking model is more than 18" away, an unmodified hit roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making that attack may have.
- Each time a unit with this characterisation makes a Normal Move or Advances in your Movement phase, in your following Shooting phase, that unit counts as having Remained Stationary. This does not apply if the unit is embarked in a TRANSPORT.
WARLORD TRAIT: PLAYER OF THE LIGHTThis heroic protagonist pauses briefly to strike a mocking pose, their enemies laying slain around their feet, before disappearing again to continue their murderous dance elsewhere.
- This WARLORD is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically. Each time this WARLORD makes a Heroic Intervention move, it can move up to 6". All other rules for Heroic Interventions still apply.
- Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Strength and Attacks characteristics of this WARLORD.
RELIC: SHADOW STONEThis opalescent gem shifts endlessly between the shades of dawn, dusk and darkest night. Gazing into its depths, a Shadowseer bears witness to the innermost secrets of all those close by.
LIGHT SHADOWSEER model only.
- Add 3" to the range of the bearer’s aura abilities (to a maximum of 9").
- Each time the bearer successfully manifests a psychic power from the Phantasmancy discipline, add 3" to the range of that psychic power’s effects.
CAPRICIOUS REFLECTIONS1CP
Harlequins (Light) – Strategic Ploy Stratagem
To their foes, Players in masques led by the Light resemble nothing more than dazzling luminescence and colour.
Use this Stratagem in your opponent’s
Charge phase, when a
LIGHT unit from your army is selected as a target of a charge. If that unit is not within
Engagement Range of any enemy units, it can make a
Normal Move of up to 6". Until the end of the phase, that unit cannot fire
Overwatch or
Set to Defend. Your opponent can then select new targets for that charge.
Dark
CHARACTERISATION: DARK DEEDSTroupes of the Dark are characterised by violent endings and villainous antagonists. Their Players delight in portraying the less desirable side of the Aeldari, often manifesting out of the very shadows and plunging their blades deep. Even as they are slain, these Players exact cackling revenge upon their slayers, their departing soul said to steal away that of their foe as both are released together.
- Each time a model with this characterisation is destroyed by a melee attack, roll one D6: on a 4+, after the attacking model’s unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as a result of this ability).
- Each time a model with this characterisation makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
WARLORD TRAIT: PLAYER OF THE DARKThose who lead Troupes of the Dark portray the most cruel and macabre personalities, and their violent acts exist as vivid living nightmares in the folklore of the Aeldari and their enemies alike.
Each time this
WARLORD makes a melee attack, on an unmodified
wound roll of 5+, the target suffers 1
mortal wound in addition to any normal damage.
RELIC: THE GHOULMASKThe Tale of the Six Spirits describes how Cegorach drove away the malign ghosts of the warp by twisting his features into that which each feared most - banishing those whose own weapon was fear. The hideous Ghoulmask embodies that victory, its surface woven with psychocircuitry that rapidly assesses the empyric composition of hostile psychic manifestations and banishes them.
DARK model only.
- In your opponent’s Psychic phase, the bearer can attempt to deny one psychic power as if it were a PSYKER. If the bearer is a PSYKER, the bearer can attempt to deny one additional psychic power in each of your opponent’s Psychic phases.
- The bearer has the following ability: ‘Hideous Form (Aura): While an enemy unit is within 3" of this model, that unit loses the Objective Secured ability.’
THE SILKEN KNIFE1CP
Harlequins (Dark) – Strategic Ploy Stratagem
Masques led by Players of the Dark slip from the shadows into the heart of the foe with barely a whisper. Before the enemy are aware they are under attack, their bodies lie strewn as a gruesome tableau.
Use this Stratagem at the start of the
Charge phase. Select one enemy unit. Until the end of the phase, each time that enemy unit is selected as the target of a charge by a
DARK unit, that enemy unit cannot fire
Overwatch or
Set to Defend.
Twilight
CHARACTERISATION: TWILIGHT FALLSStanding forever on the threshold between life and death, the Players of the Twilight are synonymous with maintaining the natural order, preventing evil spirits from bedevilling the living.
- Each time a unit with this characterisation fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in that unit.
- Each time a model with this characterisation makes a pile-in or Consolidation move, it can move up to an additional 2".
WARLORD TRAIT: PLAYER OF THE TWILIGHTThe leaders of the Twilight see cycles of transition in everything, obsessing over each detail before revealing their true genius.
- While this WARLORD is on the battlefield, each time you or your opponent spends any Command points to use a Stratagem, you can roll one D6 for each Command point spent: on a 6, you gain 1 Command point.
- While this WARLORD is on the battlefield, each time you roll four or more dice for a Luck of the Laughing God roll, you gain 1 Command point.
RELIC: TWILIGHT FANGDuring the Tale of the Serpent’s Gift, Cegorach is said to have tricked the Cosmic Serpent into gifting him one of its fangs in the mistaken belief that it would receive the Light of the Brightest Star in return. So it did, yet as that star set, so the light faded and the Cosmic Serpent realised it had been fooled. Its wrath grew more terrible as the star’s light slipped away; so it is with this blade, said to be fashioned from the very fang that the Laughing God stole. As the hour grows later and the battle’s crescendo draws nigh, so the blade flashes ever faster through the air, chased by shuddering, shadowy after-images that solidify suddenly into their own stabbing fangs.
TWILIGHT TROUPE MASTER model with Aeldari power sword only. This Relic replaces an Aeldari power sword and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Twilight Fang |
Twilight Fang | Melee | Melee | +2 | -3 | 2 |
Abilities: Each time the bearer fights, until that fight is resolved, add the current battle round number to the Attacks characteristic of the bearer. |
MALICIOUS FRENZY1CP
Harlequins (Twilight) – Battle Tactic Stratagem
Laughing like lunatics, Troupes led by Players of the Twilight channel their hatred and hysteria into a burst of martial destruction.
Use this Stratagem when a TWILIGHT unit from your army is selected to fight. Until those attacks are resolved, each time a model in that unit makes an attack, an unmodified hit roll of 6 automatically wounds the target.
The Ynnari draw their numbers from every portion of Aeldari society, believing that Ynnead is the only hope for their race.
A
CRAFTWORLD Detachment that is from the Ynnari can also include
HARLEQUINS units,
<KABAL> DRUKHARI units,
<WYCH CULT> DRUKHARI units,
INCUBI units and
SCOURGES units (see
Codex: Drukhari), but for each of these units it includes, it must also include one
ASURYANI unit with the same Battlefield Role. A
YNNARI Detachment that includes any of these units in this way is still considered to be an
ASURYANI Detachment, but the following additional rules apply:
- HARLEQUINS and DRUKHARI units included in a YNNARI Detachment loses the <SAEDATH>, <KABAL> or <WYCH CULT> faction keyword (if they had one), and gains the YNNARI faction keyword. Note that because the YNNARI keyword is considered to be a replacement for the <CRAFTWORLD> keyword, these units will gain Craftworld Attributes.
- YNNARI PSYKERS cannot know any powers from the Runes of Fate discipline, but can know powers from the Revenant discipline instead of one other discipline they have access to. For example, when generating psychic powers for a YNNARI FARSEER model, you can select powers from the Revenant and/or Runes of Fortune disciplines, but never from the Runes of Fate discipline.
- HARLEQUINS TRANSPORT models in a YNNARI Detachment lose every instance of the <SAEDATH> keyword from the Transport ability on their datasheet.
- YNNARI HARLEQUINS units cannot be given any Pivotal Role upgrades.
- YNNARI DRUKHARI units cannot be given any Lords of Commorragh or Favoured Retinue upgrades (see Codex: Drukhari).
- For the purposes of the Strands of Fate ability, HARLEQUINS and DRUKHARI units included in a YNNARI Detachment are considered to have the ASURYANI keyword.
You cannot include
PHOENIX LORD models,
ANHRATHE units,
AVATAR OF KHAINE models,
SOLITAIRE models or named characters that do not have the
YNNARI keyword in a
YNNARI Detachment.
Transports- ASURYANI units can only embark within ASURYANI YNNARI TRANSPORT models if they also have the YNNARI keyword.
- DRUKHARI units can only embark within DRUKHARI YNNARI TRANSPORT models if they also have the YNNARI keyword.
- HARLEQUINS units can only embark within HARLEQUINS YNNARI TRANSPORT models if they also have the YNNARI keyword.
- THE VISARCH and YVRAINE can embark within any YNNARI TRANSPORT model.
Murderers and MercenariesWhen Drukhari Scourges and Incubi pledge themselves to the cause of the Ynnari, their devotion is greatly rewarded. If you are playing a
matched play game, or a game that uses a
points limit, then the
points value of models in
YNNARI INCUBI or
YNNARI SCOURGES units is increased as shown below:
- YNNARI INCUBI units
+4pts/model
- YNNARI SCOURGES units
+2pts/model
If you are playing a game that uses
Power Ratings, add 1 to the Power Rating of each of these units for every 5 models that unit contains.
ATTRIBUTE: STRENGTH FROM DEATHTo the Ynnari, the life forces released by the newly dead are invigorating in the extreme, the souls of the fallen spurring a burst of activity in them.
- At the start of the Fight phase, if a unit with this attribute is within Engagement Range of any enemy units, it can fight first that phase.
- Each time an attack is made by a model with this attribute, if that model’s unit is below its Starting Strength, add 1 to that attack’s hit roll.
WARLORD TRAIT: WARDEN OF SOULSThis warrior of the Reborn is the keeper of many souls; their mastery over deathly energy is unparalleled.
- At the start of your Command phase, this WARLORD regains 1 lost wound.
- When this WARLORD is selected to fight, if any enemy units within Engagement Range of this WARLORD are below Starting Strength, until the end of the phase, add 1 to this WARLORD’s Strength and Attacks characteristics.
RELIC: THE LOST SHROUDThis cloak was woven from the ectoplasmic by-product that trailed from Craftworld Biel-Tan’s ravaged infinity circuit after the daemon invasion that saw it sundered. Although its daemonic ties cause it to be regarded as highly dangerous, within its shimmering weave the deathless blessing of Ynnead is exceedingly powerful.
YNNARI model only. Each time an attack is allocated to the bearer:
- Subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
- If that attack has an unmodified Damage characteristic of 1, add 1 to any armour saving throw made against that attack.
INEVITABLE FATE1CP
Ynnari – Battle Tactic Stratagem
Knowing the boons they will gain from the death of their foes, the Ynnari gladly wipe out any who stand against them.
Use this Stratagem when a
YNNARI unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack that targets a unit that was below
Half-strength when that model’s unit was selected to shoot or fight, add 1 to that attack’s
wound roll.
Example Detachment
The example below shows Wes’ Incursion-sized army for a
narrative play battle. This army is made up of a single
YNNARI Patrol Detachment and includes a mix of
ASURYANI,
HARLEQUINS and
DRUKHARI units. Because Wes has included four
ASURYANI units in this Detachment (an
Autarch, a unit of
Guardians, a unit of
Vypers and a unit of
Howling Banshees), he can also include up to four
DRUKHARI or
HARLEQUINS units with the same
Battlefield Roles. Hence a unit of
DRUKHARI Kabalite Warriors has been included because the Detachment also contains a unit of Guardians (both Troops units), and a unit of
HARLEQUINS Skyweavers has been included because the Detachment also contains a unit of Vypers (both Fast Attack units). Every unit in this Detachment has replaced their
<CRAFTWORLD>,
<SAEDATH> or
<KABAL> keyword with
YNNARI, except
Yvraine, who already has the
YNNARI keyword. Because every unit in this army has the
YNNARI keyword, each gains the Strength From Death ability, and this Detachment’s Kabalite Warriors and Guardians units gain the
Objective Secured ability. Wes has given Yvraine the
Warden of Souls Warlord Trait, and has given the Autarch the
Firesabre Relic. In addition, he has used the
Champion of the Aeldari Stratagem to give the Autarch the
Falcon’s Swiftness Warlord Trait.

The example presented here shows Wes’ Aeldari army, assembled for a Strike Force-sized narrative play battle. Wes’ army includes an
ASURYANI Battalion Detachment from
BIEL-TAN Craftworld and a
HARLEQUINS Patrol Detachment. The
ASURYANI Battalion Detachment includes a
Farseer, which Wes has selected to be the army’s
WARLORD. Because this Detachment is from
BIEL-TAN Craftworld, Wes has chosen to give the Farseer the Spirit Stone of Anath’lan Relic and the Natural Leader Warlord Trait. As every
<CRAFTWORLD> unit in his army is from
BIEL-TAN, these units all gain the Biel-Tan Craftworld Attribute, Swordwind. Because the
HARLEQUINS units in this army are included in a Patrol Detachment, they do not prevent the army’s
<CRAFTWORLD> units from gaining their
Craftworld Attribute. Wes has also upgraded this Detachment’s Fire Dragons unit to have the
Dragon’s Bite Exarch Power. As a result of including an
ASURYANI Detachment in his army, Wes has access to the Stratagems listed
here.
The second Detachment in Wes’ army is a
HARLEQUINS Patrol Detachment. This Detachment includes a
Troupe Master, a
Troupe unit, a
Death Jester and a unit of
Skyweavers. Wes has decided that these units will follow the
LIGHT Saedath. Because every
<SAEDATH> unit in his army is following this Saedath, they gain the Blaze of Light
Saedath Characterisation. As Wes has selected the Farseer to be the
WARLORD, and this model is not a
HARLEQUINS model, the
Lead Role rule does not apply, but Wes has used the
Champion of the Aeldari Stratagem to give his Troupe Master the
Player of the Light Warlord Trait, and has used the
Treasures of the Aeldari Stratagem to give this model the Suit of Hidden Knives Relic. Truly a formidable foe!

Windrider Host
Fighting a Windrider Host has been likened to being hunted by the flying coatls of Mezolustrius VI. These swift Aeldari swerve and dart through the air, dealing out vicious pinpoint attacks – then, just when the survivors think their assailants have moved on, the airborne host comes around for the kill…
SPECIALIST DETACHMENTIf your army is
Battle-forged, you can use the
Specialist Detachment Stratagem below:
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| WINDRIDER HOST Specialist Detachment Stratagem The Windrider Host is the fury of the craftworld carried upon the storm. The speed and cunning of this airborne formation mirrors that of the Cosmic Serpent itself. Use this Stratagem when choosing your army. Pick a Craftworld Detachment from your army to be a Windrider Host Specialist Detachment. AUTARCH SKYRUNNERS, FARSEER SKYRUNNERS, WARLOCK SKYRUNNERS, WARLOCK SKYRUNNER CONCLAVES, WINDRIDERS and VYPERS in that Detachment gain the WINDRIDER HOST keyword. | |
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WARLORD TRAITIf a WINDRIDER HOST
CHARACTER is your
Warlord, you can give them the following
Warlord Trait.
WILD RIDERMaking full use of the agility of their jetbikes, this Warlord leads their host back in a feint, only to turn at the last moment and rush the unprepared foe with a devastatingly swift charge.
Your Warlord, and any friendly WINDRIDER HOST units within 6" of your Warlord, can charge even if they
Fell Back this turn.
REMNANT OF GLORYIf your army includes any Windrider Host Specialist Detachments, you can give the following relic to a WINDRIDER HOST
CHARACTER in your army:
HOWLING SKYSWORD OF GALALETHLegend surrounds the famed weaponsmith Galaleth, but little is known of her true origins. Her distinctive skyswords have been found scattered across a dozen maiden worlds and, despite the passing of millennia, the edge of each never dulls. The blade of this skysword vibrates as it is swung, emitting a shrieking noise that is the harbinger of doom for all who face it in battle.
Model with witchblade only. The Howling Skysword of Galaleth replaces the bearer’s witchblade and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Howling Skysword of Galaleth |
Howling Skysword of Galaleth | Melee | Melee | User | 0 | 3 |
Abilities: This weapon always wounds on a roll of 2+. |
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| STRATAGEMS
If your army includes any Windrider Host Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems: | | | | NIMBLE ESCAPE Craftworlds Stratagem After striking their quarry, the warriors of the Windrider Host pull off a daring manoeuvre to twist out of the grasp of the enemy. Use this Stratagem in the Fight phase after a WINDRIDER HOST unit from your army has fought. That unit can immediately make a move (and Advance) as if it were your Movement phase. If there are any enemy units within 1" it can Fall Back instead. | | | | |
| | | | TEMPEST OF BLADES Craftworlds Stratagem When the command to kill is given, a gale of razor-edged discs is unleashed to tear the enemy’s lines to shreds. Use this Stratagem at the start of your Shooting phase. Pick a WINDRIDER HOST FARSEER SKYRUNNER unit from your army. Improve the Armour Penetration characteristic of shooting attacks made by friendly WINDRIDER HOST units within 6" of the unit you picked by 1 until the end of that phase (e.g. AP-1 would become AP-2). | | | | |
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Wraith Host
Where the main Asuryani assault is arrow-swift, the Wraith Host strides forward through the twilight of war, unhurried and all but impervious to the bullets and laser blasts levelled against them. When they are in striking range, the demise of the enemy is assured.
SPECIALIST DETACHMENTIf your army is
Battle-forged, you can use the
Specialist Detachment Stratagem below:
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| WRAITH HOST Specialist Detachment Stratagem Guided by Spiritseers, the wraith hosts of the craftworlds are the noble houses of Aeldari myth given life once more. Use this Stratagem when choosing your army. Pick a Craftworlds Detachment from your army to be a Wraith Host Specialist Detachment. SPIRITSEERS and WRAITH CONSTRUCTS in that Detachment gain the WRAITH HOST keyword. | |
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WARLORD TRAITIf a WRAITH HOST
CHARACTER is your
Warlord, you can give them the following
Warlord Trait.
REVERED BY THE DEADThis Spiritseer shares strong ties of kinship with the wraith constructs under their command, and their ferocious determination to vanquish the enemy resonates through each towering warrior that follows them to battle.
You can re-roll
charge rolls for friendly WRAITH HOST
WRAITH CONSTRUCT units whilst they are within 6" of your Warlord.
RUNE OF BATTLEBefore the battle, a WRAITH HOST
PSYKER can replace a psychic power they know (excluding
Smite) with the following psychic power:
TWILIGHT GLOOMA thin tear between reality and the spirit world enshrouds the ghost warriors in a veil of dark shadows.
Twilight Gloom has a warp charge value of 6. If manifested, pick a friendly WRAITH HOST unit within 18" of the psyker. Until the start of your next turn, that unit receives the benefit to their saving throws for being
in cover, even while they are not wholly on or within a
terrain feature.
REMNANT OF GLORYIf your army includes any Wraith Host Specialist Detachments, you can give the following relic to a WRAITH HOST
CHARACTER in your army:
WARP-SPAWN BANEThis witch staff is anathema to psykers and creatures of the warp.
Model with witch staff only. Warp-spawn Bane replaces the bearer’s witch staff and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Warp-spawn Bane |
Warp-spawn Bane | Melee | Melee | User | 0 | 2 |
Abilities: This weapon always wounds on a roll of 2+. In addition, ignore invulnerable saves for attacks made by this weapon that target enemy PSYKERS or DAEMONS. |
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| STRATAGEMS
If your army includes any Wraith Host Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems: | | | | WRATH OF THE DEAD Craftworlds Stratagem With cold and unforgiving fury, these wraith constructs carve a path of devastation through the enemy. Use this Stratagem at the start of the Fight phase. Pick a WRAITH HOST WRAITH CONSTRUCT unit from your army. Add 1 to the Attacks characteristic of models in that unit until the end of that phase. | | | | |
| | | | SPIRIT SHIELD Craftworlds Stratagem Diverting the defensive properties of their rune armour, this Spiritseer shrouds their precious wraith constructs from harm. Use this Stratagem at the end of your Movement phase. Pick a WRAITH HOST WRAITH CONSTRUCT unit from your army that is within 6" of a friendly WRAITH HOST SPIRITSEER. Until the start of your next turn, that unit gains a 4+ invulnerable save but the SPIRITSEER loses the 4+ invulnerable save granted by its Rune Armour. | | | | |
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Before battle
CHAMPION OF THE AELDARI (Aeldari – Requisition)
FAVOURED OF THE LAUGHING GOD (Aeldari (Harlequins) – Requisition)
RELICS OF THE SHRINES (Aeldari – Requisition)
SEER COUNCIL (Aeldari – Requisition)
TREASURES OF THE AELDARI (Aeldari – Requisition)
During deployment
WEBWAY STRIKE (Aeldari – Strategic Ploy)
Battle Round
At the start of battle round
PHANTASM (Aeldari – Strategic Ploy)
Command phase
ELDRITCH STORM (Aeldari – Strategic Ploy)
THE TEARS OF ISHA (Aeldari – Strategic Ploy)
HEROES’ PATH (Aeldari (Harlequins) – Epic Deed)
DEFIANT TO THE LAST (Aeldari (Altansar) – Epic Deed)
THE TEARS OF ISHA (Asuryani – Boarding Actions – Strategic Ploy)
Movement phase
FEIGNED RETREAT (Aeldari – Strategic Ploy)
GRENADE PACK (Aeldari – Wargear)
PRISMATIC BLUR (Aeldari (Harlequins) – Battle Tactic)
VIRTUOSOS OF THE WEBWAY (Aeldari (Harlequins) – Battle Tactic)
Enemy Movement phase
WIREWEAVE GRENADES (Aeldari – Wargear)
CEGORACH’S JEST (Aeldari (Harlequins) – Battle Tactic)
PRISMATIC BLUR (Aeldari (Harlequins) – Battle Tactic)
PATHFINDER AMBUSH (Aeldari (Alaitoc) – Strategic Ploy)
FOREWARNED (Aeldari – Strategic Ploy)
Psychic phase
BATTLE PSYKERS (Aeldari – Epic Deed)
UNPARALLELED MASTERY (Aeldari – Epic Deed)
MULTIFACETED MIND (Aeldari – Epic Deed)
Enemy Psychic phase
THRICE-LAYERED WARDS (Aeldari (Altansar) – Wargear)
Shooting phase
LINKED FIRE (Aeldari – Strategic Ploy)
BLADESTORM (Aeldari – Battle Tactic)
FIRE AND FADE (Aeldari – Strategic Ploy)
HAYWIRE CHARGES (Aeldari (Harlequins) – Wargear)
RESONATOR SHARD (Aeldari – Wargear)
STARHAWK MISSILE (Aeldari – Wargear)
WITHERING VOLLEYS (Aeldari (Altansar) – Wargear)
DISCIPLINE OF THE BLACK GUARDIANS (Aeldari (Ulthwé) – Battle Tactic)
GUIDED WRAITHSIGHT (Aeldari (Iyanden) – Strategic Ploy)
MARTIAL CITIZENRY (Aeldari – Battle Tactic)
WRATH OF THE SHRINES (Aeldari (Biel-Tan) – Battle Tactic)
AVENGERS OF ASURYAN (Aeldari – Battle Tactic)
FIRE AND REPOSITION (Aeldari – Battle Tactic)
MATCHLESS AGILITY (Aeldari – Battle Tactic)
INEVITABLE FATE (Ynnari – Battle Tactic)
FIRE AND FADE (Asuryani – Boarding Actions – Strategic Ploy)
STORM OF BLADES (Asuryani – Boarding Actions – Battle Tactic)
CITIZEN MILITIA (Asuryani – Boarding Actions – Battle Tactic)
Enemy Shooting phase
LIGHTNING-FAST REACTIONS (Harlequins – Boarding Actions – Battle Tactic)
LIGHTNING-FAST REACTIONS (Asuryani – Boarding Actions – Battle Tactic)
Being targeted
LIGHTNING FAST REACTIONS (Aeldari – Battle Tactic)
Charge phase
SHIELD DISCHARGE (Aeldari – Wargear)
WARRIORS OF THE RAGING WINDS (Aeldari (Saim-Hann) – Battle Tactic)
MURDEROUS SPECTACLE (Aeldari (Harlequins) – Battle Tactic)
A DEADLY EMBRACE (Aeldari (Harlequins) – Wargear)
THE SILKEN KNIFE (Harlequins (Dark) – Strategic Ploy)
Enemy Charge phase
WIREWEAVE GRENADES (Aeldari – Wargear)
A DEADLY EMBRACE (Aeldari (Harlequins) – Wargear)
DRAMATIC ENTRANCE (Aeldari (Harlequins) – Epic Deed)
CAPRICIOUS REFLECTIONS (Harlequins (Light) – Strategic Ploy)
QUICK AS THE BLADE (Asuryani – Boarding Actions – Strategic Ploy)
Fight phase
KISS OF DEATH (Aeldari (Harlequins) – Wargear)
NO PRICE TOO STEEP (Aeldari (Harlequins) – Epic Deed)
OBLIVION’S CARESS (Aeldari (Harlequins) – Wargear)
THE AVATAR RESURGENT (Aeldari – Epic Deed)
THE CURTAIN FALLS (Aeldari (Harlequins) – Strategic Ploy)
TORMENTS OF THE FIERY PIT (Aeldari (Harlequins) – Epic Deed)
DISCIPLINE OF THE BLACK GUARDIANS (Aeldari (Ulthwé) – Battle Tactic)
FUSION CHARGES (Aeldari – Wargear)
GUIDED WRAITHSIGHT (Aeldari (Iyanden) – Strategic Ploy)
MARTIAL CITIZENRY (Aeldari – Battle Tactic)
THE GREAT ENEMY (Aeldari – Battle Tactic)
WRATH OF THE SHRINES (Aeldari (Biel-Tan) – Battle Tactic)
INEXHAUSTIBLE HATRED (Aeldari (Altansar) – Battle Tactic)
WAR DANCERS (Aeldari (Harlequins) – Battle Tactic)
INEVITABLE FATE (Ynnari – Battle Tactic)
A BINDING EMBRACE (Harlequins – Boarding Actions – Wargear)
CARESS OF TORMENT (Harlequins – Boarding Actions – Wargear)
FIGHTING THE WIND (Harlequins – Boarding Actions – Wargear)
THE KISS OF DEATH (Harlequins – Boarding Actions – Wargear)
LIGHTNING-FAST REACTIONS (Harlequins – Boarding Actions – Battle Tactic)
LIGHTNING-FAST REACTIONS (Asuryani – Boarding Actions – Battle Tactic)
MALICIOUS FRENZY (Harlequins (Twilight) – Battle Tactic)
CITIZEN MILITIA (Asuryani – Boarding Actions – Battle Tactic)
DEATHLEAP (Harlequins – Boarding Actions – Battle Tactic)
Enemy Fight phase
KISS OF DEATH (Aeldari (Harlequins) – Wargear)
NO PRICE TOO STEEP (Aeldari (Harlequins) – Epic Deed)
OBLIVION’S CARESS (Aeldari (Harlequins) – Wargear)
THE AVATAR RESURGENT (Aeldari – Epic Deed)
THE CURTAIN FALLS (Aeldari (Harlequins) – Strategic Ploy)
TORMENTS OF THE FIERY PIT (Aeldari (Harlequins) – Epic Deed)
DISCIPLINE OF THE BLACK GUARDIANS (Aeldari (Ulthwé) – Battle Tactic)
FUSION CHARGES (Aeldari – Wargear)
GUIDED WRAITHSIGHT (Aeldari (Iyanden) – Strategic Ploy)
MARTIAL CITIZENRY (Aeldari – Battle Tactic)
THE GREAT ENEMY (Aeldari – Battle Tactic)
WRATH OF THE SHRINES (Aeldari (Biel-Tan) – Battle Tactic)
INEXHAUSTIBLE HATRED (Aeldari (Altansar) – Battle Tactic)
WAR DANCERS (Aeldari (Harlequins) – Battle Tactic)
INEVITABLE FATE (Ynnari – Battle Tactic)
A BINDING EMBRACE (Harlequins – Boarding Actions – Wargear)
CARESS OF TORMENT (Harlequins – Boarding Actions – Wargear)
FIGHTING THE WIND (Harlequins – Boarding Actions – Wargear)
THE KISS OF DEATH (Harlequins – Boarding Actions – Wargear)
LIGHTNING-FAST REACTIONS (Harlequins – Boarding Actions – Battle Tactic)
LIGHTNING-FAST REACTIONS (Asuryani – Boarding Actions – Battle Tactic)
MALICIOUS FRENZY (Harlequins (Twilight) – Battle Tactic)
CITIZEN MILITIA (Asuryani – Boarding Actions – Battle Tactic)
DEATHLEAP (Harlequins – Boarding Actions – Battle Tactic)
Morale phase
MOCKING LAUGHTER (Aeldari (Harlequins) – Strategic Ploy)
MOCKING LAUGHTER (Harlequins – Boarding Actions – Strategic Ploy)
Taking casualties
THE PHOENIX REBORN (Aeldari – Epic Deed)
THRICE-LAYERED WARDS (Aeldari (Altansar) – Wargear)
If your army is Battle-forged and includes any ASURYANI or HARLEQUINS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below.
THE GREAT ENEMY1CP
Aeldari – Battle Tactic Stratagem
The Chaos God Slaanesh is reviled by the Aeldari, who despise its followers with a ferocious loathing.
Use this Stratagem in the
Fight phase, when an
ASURYANI,
HARLEQUINS or
YNNARI unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack that targets a
SLAANESH unit, you can re-roll the
hit roll and the
wound roll.
MATCHLESS AGILITY1CP
Aeldari – Battle Tactic Stratagem
Grace in battle and merciless efficiency are prized virtues in craftworld armies. Like the shimmering blades of Khaine, the Asuryani carve through the ranks of their enemies.
Use this Stratagem in your
Shooting phase, when an
ASURYANI unit from your army makes a
Battle Focus move. Use this Stratagem in your Shooting phase, after rolling the D6 to determine how far an
ASURYANI unit from your army moves when it makes a Battle Focus move. Re-roll that D6.
LIGHTNING FAST REACTIONS1CP
Aeldari – Battle Tactic Stratagem
The Aeldari can process battlefield events at baffling speed, making their physical reactions so fast that they are able to dodge attacks that would hit any other target.
Use this Stratagem in your opponent’s
Shooting phase or the
Fight phase, when an
ASURYANI,
HARLEQUINS or
YNNARI unit from your army (excluding
MONSTER units) is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s
hit roll.
BLADESTORM1CP
Aeldari – Battle Tactic Stratagem
The well-trained Aeldari are able to lay down a hail of fire from their shuriken weapons, their superior reflexes allowing them to track even the most sudden movement and place every shot perfectly.
Use this Stratagem in the
Shooting phase, when an
ASURYANI or
HARLEQUINS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a
shuriken weapon, an unmodified
hit roll of 6 scores 1 additional hit.
MARTIAL CITIZENRY1CP
Aeldari – Battle Tactic Stratagem
Even the civilian populations of the craftworlds don armour when the call to war goes out. Despite not being a professional soldiery, these warriors have experience of battle beyond that of many trained soldiers of other races.
Use this Stratagem in your
Shooting phase or the
Fight phase, when a
GUARDIANS unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, re-roll a
hit roll of 1.
FIRE AND REPOSITION1CP
Aeldari – Battle Tactic Stratagem
Aeldari Rangers are experts at moving through dense terrain, firing pinpoint shots from their weapons before moving to new positions.
Use this Stratagem when an
OUTCASTS unit from your army makes a
Battle Focus move and any of its models wish to move over any part of an
Area Terrain feature. That unit can move the full distance rolled (do not subtract 3").
AVENGERS OF ASURYAN2CP
Aeldari – Battle Tactic Stratagem
Dire Avengers and their weapons share an almost symbiotic link, the catapults capable of sensing their wielders’ anguish, and punishing their target appropriately.
Use this Stratagem at the end of your
Shooting phase. Select one
DIRE AVENGERS unit from your army that is below its
Starting Strength; that unit can
shoot again.
UNPARALLELED MASTERY1CP
Aeldari – Epic Deed Stratagem
The incredible discipline of the Aeldari makes them amongst the most formidable psykers in the galaxy.
Use this Stratagem at the start of your
Psychic phase. Select one
FARSEER,
SHADOWSEER,
YVRAINE or
THE YNCARNE model from your army. That unit can attempt to
manifest one additional psychic power this phase.
MULTIFACETED MIND1CP
Aeldari – Epic Deed Stratagem
The minds of Aeldari psykers function at terrifying speed, enabling them to perform several tasks simultaneously.
Use this Stratagem in your
Psychic phase, after attempting to perform a
psychic action with a
FARSEER,
SHADOWSEER or
YVRAINE model from your army. That unit can attempt to
manifest one psychic power this phase.
THE PHOENIX REBORN1CP
Aeldari – Epic Deed Stratagem
It is fated that the Phoenix Lords will meet their final doom at the Rhana Dandra, the final great battle against Chaos. Until that time they are eternally reborn, rising to fight again.
Use this Stratagem when a PHOENIX LORD model from your army is destroyed. You can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when that model is destroyed. If you do, then on a 4+, set that model back up on the battlefield as close as possible to where they were destroyed and not within Engagement Range of any enemy models, with D3 wounds remaining. This Stratagem cannot be used to set the same model back up more than once per battle.
THE AVATAR RESURGENT2CP
Aeldari – Epic Deed Stratagem
The Avatar of Khaine is a roaring manifestation of battle rage, single-minded in the destruction of its enemies. Even mortal blows cannot prevent it from slaking its thirst for battle.
Use this Stratagem in the
Fight phase, when an
AVATAR OF KHAINE model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - add 2 to that model’s Attacks characteristic, and it can fight after the attacking model’s unit has finished
making attacks. After resolving the destroyed model’s attacks, it is then removed.
BATTLE PSYKERS2CP
Aeldari – Epic Deed Stratagem
Warlocks in conclave are able to split their attention, some of their number dedicating their powers to protecting their allies, while the remainder concentrate on bringing down their foes.
Use this Stratagem when a
WARLOCKS unit from your army that contains four or more models
manifests a psychic power from the
Runes of Battle discipline. Instead of selecting one of that power’s effects, you can select both of its effects.
CHAMPION OF THE AELDARI1CP
Aeldari – Requisition Stratagem
The Aeldari race harbours innumerable warriors of superb skill and tactical expertise.
Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ASURYANI or HARLEQUINS keyword. Select one ASURYANI CHARACTER or HARLEQUINS CHARACTER model from your army and determine one Warlord Trait for that model; that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
TREASURES OF THE AELDARI1CP
Aeldari – Requisition Stratagem
In times of great need, the leaders of the Aeldari will allow the use of a wide array of ancient treasures, arming their kin with artefacts of extraordinary power.
Use this Stratagem before the battle, when you are mustering your army, if your
WARLORD has the
ASURYANI or
HARLEQUINS keyword. If your
WARLORD has the
HARLEQUINS keyword you can select one
HARLEQUINS CHARACTER model from your army. If your
WARLORD has the
ASURYANI keyword, you can select one
ASURYANI CHARACTER model from your army. The selected
CHARACTER model can be given one
Treasures of the Aeldari Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
RELICS OF THE SHRINES1CP
Aeldari – Requisition Stratagem
When the Aeldari march to war, their greatest warriors bring forth weapons and artefacts of great power, used in ritual battle by the exemplars of the Aspect Shrines.
Use this Stratagem before the battle, when you are mustering your army, if your
WARLORD has the
ASURYANI keyword. Select two models in your army that have the word ‘Exarch’ in their profile. Each of these models can be given one
Aspect Shrine Relic; this must be a Relic they could have. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
SEER COUNCIL1CP
Aeldari – Requisition Stratagem
Many Farseers are accompanied to battle by a council of Warlocks who provide tactical advice, ensure their safety and amplify their psychic abilities.
Use this Stratagem before the battle, when you are mustering your army. Select one
FARSEER model from your army and select one
WARLOCKS unit from your army that contains 2 or more models. While that
FARSEER model is within 6" of that
WARLOCKS unit, add 1 to
Psychic tests taken for that
FARSEER model. While that
FARSEER model is within 3" of that
WARLOCKS unit, that
FARSEER model can use the
Look Out, Sir rule even if this unit contains fewer than 3 models. You can only use this Stratagem once.
LINKED FIRE2CP
Aeldari – Strategic Ploy Stratagem
Fire Prisms can combine their destructive power to unleash all-powerful beams of laser energy.
Use this Stratagem at the start of your
Shooting phase. Select one
FIRE PRISM model from your army, then select one or two other friendly
FIRE PRISM models within 12" of and visible to that model. Until the end of the phase, each time the first
FIRE PRISM model you selected shoots using the focused lance profile of its prism cannon:
- That model makes 2 additional attacks with that weapon (using that weapon’s focused lance profile) for each other FIRE PRISM model you selected.
- Invulnerable saving throws cannot be made against any attacks made by that model with that weapon.
Until the end of the phase, each other
FIRE PRISM model you selected cannot make any attacks with its prism cannon.
FEIGNED RETREAT1CP/2CP
Aeldari – Strategic Ploy Stratagem
The Aeldari are forever elusive, and their actions are unpredictable and deceptive. What appears to be a full retreat one moment is revealed as the prelude to a devastating attack the next.
Use this Stratagem in your
Movement phase, when an
ASURYANI,
HARLEQUINS or
YNNARI unit from your army
Falls Back. You can select for that unit to be eligible to shoot this turn or eligible to
declare a charge this turn, or both. If you select both, this Stratagem costs 2CP; otherwise, it costs l CP.
FOREWARNED2CP
Aeldari – Strategic Ploy Stratagem
Farseers are able to unravel the strands of fate, allowing them to forewarn their craftworld's warriors of enemy ambushes.
Use this Stratagem at the end of the
Reinforcements step of your opponent’s
Movement phase. Select one
<CRAFTWORLD> unit from your army within 12" of a friendly
<CRAFTWORLD> FARSEER model. That
<CRAFTWORLD> unit can shoot as if it were your
Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 18" of their unit when doing so.
THE TEARS OF ISHA1CP/2CP
Aeldari – Strategic Ploy Stratagem
Spirit stones are said to originate from the tears wept by the goddess Isha when she was sundered from her mortal children, and it is believed that she intervenes to prevent their destruction.
Use this Stratagem in your
Command phase. Select one
<CRAFTWORLD> WRAITH CONSTRUCT model from your army. That model regains up to D3 lost wounds. If the selected
model is within 6" of a friendly
<CRAFTWORLD> SPIRITSEER model, that model regains 3 lost wounds instead. If you select a
TITANIC model, this Stratagem costs 2CP; otherwise, it costs 1 CP.
FIRE AND FADE2CP
Aeldari – Strategic Ploy Stratagem
The Aeldari are masters at using hit and run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.
Use this Stratagem in your
Shooting phase, after
making attacks with an
ASURYANI,
HARLEQUINS or
YNNARI unit (excluding
AIRCRAFT units) from your army. That unit can immediately make a
Normal Move of up to 7". Unless that unit is a
HARLEQUINS unit, it cannot
embark within a
TRANSPORT model at the end of this move. Until the end of the turn, that unit is not eligible to
declare a charge. Units with the
Battle Focus ability cannot make a Battle Focus move in a turn in which they are selected for this Stratagem.
PHANTASM2CP
Aeldari – Strategic Ploy Stratagem
The Aeldari are masters of misdirection, and they employ holo-emitters and psychic phantasms to fool enemy scouts.
Use this Stratagem at the start of the first battle round, before the first turn begins. Select up to three
ASURYANI,
HARLEQUINS or
YNNARI units (excluding
TITANIC units) from your army and redeploy them. If the mission uses the
Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional
CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units,
roll off; the winner chooses who redeploys their units first. You can only use this Stratagem once.
ELDRITCH STORM3CP
Aeldari – Strategic Ploy Stratagem
The Farseers of the Asuryani are capable of generating vast psychic storms that can toss heavily armoured troops around like leaves.
Use this Stratagem in your
Command phase, if a
FARSEER model from your army is on the battlefield. Select one point on the battlefield within 24" of a
FARSEER model from your army and place a marker on that point. In your next
Psychic phase,
FARSEER models from your army that are within 24" of that marker can perform the following
psychic action:
Empower Storm (Psychic Action - Warp Charge 5): Any number of
FARSEER models from your army that have visibility to the centre of the marker you placed can attempt to
perform this psychic action.
At the start of your next
Shooting phase, roll one D6 for each unit within 6" of the centre of the marker you placed. On a 4+, that unit suffers D3
mortal wounds. That marker is then removed. You can only use this Stratagem once.
WEBWAY STRIKE1CP/3CP
Aeldari – Strategic Ploy Stratagem
Aeldari forces of many kinds make use of the ancient labyrinth of webway portals to strike the enemy seemingly from nowhere.
Use this Stratagem before the battle, when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). If you spend lCP, you can set up one
ASURYANI INFANTRY,
ASURYANI BIKER,
HARLEQUINS INFANTRY,
HARLEQUINS BIKER,
YNNARI INFANTRY or
YNNARI BIKER unit from your army in the webway instead of setting it up on the battlefield. If you spend 3
CPs, you can place two
ASURYANI INFANTRY,
ASURYANI BIKER,
HARLEQUINS INFANTRY,
HARLEQUINS BIKER,
YNNARI INFANTRY or
YNNARI BIKER units in the webway instead.
In the
Reinforcements step of one of your
Movement phases, you can set up any units in the webway anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.
WIREWEAVE GRENADES1CP
Aeldari – Wargear Stratagem
Amongst the various deadly devices used by those on the Path of the Outcast, wireweave grenades extend monofilament wires that slice and entangle their enemy at ankle height.
Use this Stratagem at the start of your opponent’s Movement or
Charge phase. Select one enemy unit (excluding units that can
FLY) within 12" of a
SHROUD RUNNERS unit from your army, and roll one D3:
- That enemy unit suffers a number of mortal wounds equal to the result (to a maximum of 1 mortal wound per model in that enemy unit).
- Until the end of the phase, subtract the result from that enemy unit’s Move characteristic (to a minimum of 0").
- Until the end of the phase, your opponent must subtract the result from charge rolls made for that enemy unit (to a minimum of 0").
You can only use this Stratagem once per turn.
SHIELD DISCHARGE1CP
Aeldari – Wargear Stratagem
The energy shields used by the Aeldari can be set to blast their defensive projections outwards, disorientating the foe.
Use this Stratagem at the start of your
Charge phase. Select one model from your army equipped with a serpent shield or Wave Serpent shield, then select one enemy unit within 12" of that model. Until the end of the turn:
- That enemy unit cannot fire Overwatch or Set to Defend.
- Each time a model in that enemy unit makes a melee attack, subtract 1 from that attack’s hit roll.
After using this Stratagem, the selected model is no longer considered to be equipped with a serpent shield or Wave Serpent shield.
GRENADE PACK1CP
Aeldari – Wargear Stratagem
Swooping Hawks utilise complex grenade packs as they swoop across the battlefield. Enemies who find themselves under their path are showered with explosive plasma grenades.
Use this Stratagem in your
Movement phase, after a
SWOOPING HAWKS unit from your army makes a
Normal Move or
Advances. Select one enemy unit that any models in that
SWOOPING HAWKS unit moved across this phase. Roll one D6 for each model in that
SWOOPING HAWKS unit, subtracting 1 if that selected enemy unit has the
CHARACTER keyword (excluding
VEHICLE or
MONSTER units). For each 4+, that selected enemy unit suffers 1
mortal wound (to a maximum of 6 mortal wounds).
STARHAWK MISSILE1CP
Aeldari – Wargear Stratagem
Some Aeldari warriors and vehicles carry starhawk missiles for their missile launchers, which are specifically designed to target enemy flyers.
Use this Stratagem in your
Shooting phase, when an
ASURYANI model from your army targets an
AIRCRAFT unit with an Aeldari missile launcher. That model can only make one attack with that weapon this phase, but when resolving that attack, add 1 to that attack’s
hit roll. If a hit is scored, the target suffers 2D3
mortal wounds and the attack sequence ends.
RESONATOR SHARD1CP
Aeldari – Wargear Stratagem
Many Rangers are equipped with resonator shards. These wraithbone spikes can be placed in concealment near the enemy and attuned to the consciousness of nearby Aeldari artillery crew, guiding their indirect fire down with impressive accuracy.
Use this Stratagem in your
Shooting phase, when a unit from your army that contains any models equipped with a D-cannon, doomweaver or shadow weaver is selected to shoot. Until the end of the phase, each time an attack is made by a model in that unit equipped with a D-cannon, doomweaver or shadow weaver that targets an enemy unit within 12" of any friendly
RESONATOR SHARD units, you can re-roll the
hit roll.
FUSION CHARGES1CP
Aeldari – Wargear Stratagem
The Fire Dragons are skilled in the placement of fusion charges - grenade-sized explosives that produce a blast of intense heat when locked onto enemy war machines, reducing armour to vapour.
Use this Stratagem in the
Fight phase, when a
FIRE DRAGONS unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy
VEHICLE unit with that attack, but if a hit is scored, that
VEHICLE unit suffers 2D3
mortal wounds and the attack sequence ends.
Harlequins Stratagems
PRISMATIC BLUR2CP
Aeldari (Harlequins) – Battle Tactic Stratagem
The Harlequins accelerate into a lightning-fast sprint, weaving and tumbling to magnify the effects of their halo-fields.
Use this Stratagem in the
Movement phase, when a
HARLEQUINS INFANTRY unit from your army
Advances more than 8". Until the start of your next
Command phase, models in that unit have a 3+
invulnerable save.
CEGORACH’S JEST1CP/2CP
Aeldari (Harlequins) – Battle Tactic Stratagem
The Dance of Cegorach's Jest sees enemy units harried mercilessly unto their absolute destruction.
Use this Stratagem in your opponent’s
Movement phase, when an enemy unit within
Engagement Range of a
HARLEQUINS INFANTRY unit from your army
Falls Back. After that enemy unit has finished that move, select one
HARLEQUINS INFANTRY unit from your army that was within Engagement Range of that enemy unit at the start of the phase. The selected unit can either
consolidate up to 6" or shoot as if it were your
Shooting phase. If the selected unit shoots, it can only target that enemy unit. If the selected unit consolidates, this Stratagem costs 2CP; otherwise, it costs 1 CP.
VIRTUOSOS OF THE WEBWAY1CP
Aeldari (Harlequins) – Battle Tactic Stratagem
Harlequins make their home in the webway. None know its portals and tunnels better than they.
Use this Stratagem at the end of your
Movement phase. Select one
HARLEQUINS unit from your army that is not within
Engagement Range of any enemy models. Remove that unit from the battlefield. That unit is placed into
Strategic Reserves.
MURDEROUS SPECTACLE2CP
Aeldari (Harlequins) – Battle Tactic Stratagem
Some Harlequins enjoy launching themselves into the bloody spectacle of war, seizing the enemy's attention through explosive bursts of violence.
Use this Stratagem in your
Charge phase, when a
HARLEQUINS INFANTRY unit from your army makes a
charge move. Until the end of the turn, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with (to a maximum of 3).
WAR DANCERS3CP
Aeldari (Harlequins) – Battle Tactic Stratagem
The Harlequins' steps and strikes flow together into a blur of light as they overwhelm their enemies.
Use this Stratagem at the end of the
Fight phase. Select one
HARLEQUINS TROUPE unit from your army within
Engagement Range of any enemy units; that unit can
fight again. You can only use this Stratagem once per battle round.
NO PRICE TOO STEEP2CP
Aeldari (Harlequins) – Epic Deed Stratagem
Death is seen as just another sacrifice to the Harlequins, one they are ever willing to make in order to defeat the scourge of Chaos once and for all.
Use this Stratagem in the
Fight phase, when a
HARLEQUINS CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished
making attacks. If that model is a
SOLITAIRE model, or was destroyed by a
CHAOS unit, until the end of the phase, add 1 to that model’s Attacks and Strength characteristics. After resolving the destroyed model’s attacks, it is then removed.
HEROES’ PATH1CP
Aeldari (Harlequins) – Epic Deed Stratagem
The Dance of the Heroes' Path depicts how overbearing pride led Eldanesh and Ulthanash on a deadly quest into the den of the Prince of the Ygghs.
Use this Stratagem at the start of your
Command phase. Select one
TROUPE MASTER model from your army that is on the battlefield, and select one
DEATH JESTER or
SHADOWSEER model from your army that is on the battlefield. Until the end of the turn:
- Add 2" to the Movement characteristic of the selected models.
- Each time a charge roll is made for any of the selected models, add 1 to the result.
TORMENTS OF THE FIERY PIT1CP
Aeldari (Harlequins) – Epic Deed Stratagem
This dance sees the suffering of Vaul transformed into incandescent - if fleeting - might.
Use this Stratagem in the
Fight phase, when a
HARLEQUINS CHARACTER model (excluding
SOLITAIRE models) from your army that has lost any wounds is selected to fight. Until the end of the phase, add 1 to the Strength and Attacks characteristics of that model.
DRAMATIC ENTRANCE1CP
Aeldari (Harlequins) – Epic Deed Stratagem
None can match the breathtaking athleticism of the Harlequins.
Use this Stratagem in the
Heroic Interventions step of your opponent’s
Charge phase. Select one
HARLEQUINS INFANTRY unit from your army. Until the end of the phase, that unit is eligible to
perform a Heroic Intervention, and can do so if it is within 6" horizontally and 5" vertically of any enemy unit (instead of 3" horizontally and 5" vertically), and when performing a Heroic Intervention with that unit, you can move each model in that unit up to 6". All other rules for
Heroic Interventions still apply.
FAVOURED OF THE LAUGHING GOD1CP
Aeldari (Harlequins) – Requisition Stratagem
One amongst the masque seems different this day, their presence magnified, their skill sublime. Who - or what - now lurks behind their mask?
Use this Stratagem after nominating a
HARLEQUINS model (excluding named characters) to be your
WARLORD. That model gains one additional
Warlord Trait; this must be from the
Harlequins Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
THE CURTAIN FALLS1CP
Aeldari (Harlequins) – Strategic Ploy Stratagem
As their deadly performance draws to a close, the players exit the stage, moving on to the next in a blaze of light and the shrieking of engines.
Use this Stratagem in the
Fight phase, after a
HARLEQUINS INFANTRY unit from your army has finished making its attacks, but before it makes a
consolidation move. Instead of consolidating as normal, if every model in that unit is within 6" of a friendly
<SAEDATH> TRANSPORT model, that unit can
embark within that
TRANSPORT model as if it were your
Movement phase, even if that unit has disembarked this turn, provided that
TRANSPORT model has enough
transport capacity available for the whole unit to embark.
MOCKING LAUGHTER1CP
Aeldari (Harlequins) – Strategic Ploy Stratagem
Often the last thing the foes of the Harlequins hear is the echoing laughter of a Death Jester, taking great delight in their misfortune.
Use this Stratagem at the start of the
Morale phase. Select one enemy unit within 12" of a
DEATH JESTER model from your army. Until the end of the phase:
- Your opponent cannot select that unit for the Insane Bravery Stratagem, nor can they use any rule that would let them re-roll a Morale test for that unit.
- If a Morale test taken for that unit is failed, any action that unit is performing immediately fails.
HAYWIRE CHARGES1CP
Aeldari (Harlequins) – Wargear Stratagem
Haywire grenades send out a powerful electromagnetic pulse that can cripple enemy vehicles.
Use this Stratagem in your
Shooting phase, when a
HARLEQUINS HAYWIRE GRENADE unit from your army is selected to shoot. Select one model in that unit; that model can only make one attack this phase, and must target an enemy
VEHICLE unit within 6" of it, but if a hit is scored, that
VEHICLE unit suffers D3
mortal wounds and the attack sequence ends.
KISS OF DEATH1CP
Aeldari (Harlequins) – Wargear Stratagem
Harlequins equipped with a Harlequin's kiss cause catastrophic damage to their foes as they plunge their weapons through the thickest armour.
Use this Stratagem in the
Fight phase, when a
HARLEQUIN’S KISS unit is selected to fight. Until that fight is resolved, each time a model in that unit makes a melee attack, an unmodified
wound roll of 6 inflicts 1
mortal wound on the target in addition to any normal damage. A unit can only suffer a maximum of 6 mortal wounds per phase due to this Stratagem. A unit cannot be selected for this Stratagem and the
Oblivion’s Caress Stratagem in the same phase.
OBLIVION’S CARESS2CP
Aeldari (Harlequins) – Wargear Stratagem
The gentlest touch from a Harlequin's caress sends the target into agony - even the most potent shielding is no defence.
Use this Stratagem in the
Fight phase, when a
HARLEQUIN’S CARESS unit is selected to fight. Until that fight is resolved, each time a model in that unit makes a melee attack,
invulnerable saving throws cannot be made against that attack. A unit cannot be selected for this Stratagem and the
Kiss of Death Stratagem in the same phase.
A DEADLY EMBRACE1CP
Aeldari (Harlequins) – Wargear Stratagem
As the Harlequins close with their foe, those equipped with a Harlequin's embrace create a delicate web of monofilament. These wires envelop their foe before contracting, slicing them apart.
Use this Stratagem after a HARLEQUIN’S EMBRACE unit from your army makes a charge move or performs a Heroic Intervention. Select one enemy unit (excluding VEHICLE or MONSTER units) within Engagement Range of that unit and roll one D6 for each model in that HARLEQUIN’S EMBRACE unit. For each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
The Exarchs of the Aspect Warrior Shrines have long travelled the Path of the Warrior. Their skills honed over countless decades of war, they are amongst the finest fighters of the Asuryani.
If your army is
Battle-forged and includes any
ASURYANI Detachments (excluding
Auxiliary Support and
Super-heavy Auxiliary Detachments), then when you are mustering your army, you can upgrade
ASPECT WARRIOR units from your army that contains an Exarch model by giving them one Exarch Power, chosen from those presented here. To do so, select one
ASPECT WARRIOR unit that contains a model that has the word ‘Exarch’ in their profile, and select one of the appropriate Exarch Power upgrades from those listed below. That unit gains the ability listed under that Exarch Power.
You can also select any
CRIMSON HUNTER unit from your army and upgrade that model to be an Exarch. When you do so, select one of the appropriate Exarch Powers listed below for that model.
Each time you upgrade a unit to have an Exarch Power, its
Power Rating is increased by 1. If you are playing a
matched play game, or a game that uses a
points limit, then the
points value of that model is also increased by the amount shown in the tables. Make a note on your
army roster each time you upgrade a unit to have an Exarch Power. Unless otherwise stated, each unit can only have one Exarch Power.
If a unit has an Exarch Power, its Exarch model will also gain bonuses to its characteristics, as follows:
Your army (or
Crusade force) cannot include more than one unit with the same Exarch Power (or more than one
CRIMSON HUNTER model upgraded to be an Exarch).
A Crusade force cannot start with any units upgraded to have Exarch Powers - to gain these abilities, you must purchase the
Exemplar of the Shrines Requisition.
Crimson Hunters
Few if any, can equal the airborne grace, skill and lethality of the Crimson Hunters. Their Exarchs are sufficiently deadly that they make even the ace pilots of the galaxy’s other races look like fumbling new recruits.
EXARCH POWER | POINTS | Eyes of Khaine | +30 | Strafing Assault | +20 | Swooping Evasion | +25 |
|
EYES OF KHAINEThis Exarch is an expert in guiding their aircraft on attack runs against their airborne foes. Against their aerobatic prowess, even the swiftest enemies seem clumsy.
Each time this model makes an attack that targets an enemy unit that can
FLY, that attack automatically hits the target.
STRAFING ASSAULTThis warrior’s blazing weapons strike with pinpoint accuracy at the weak spots of their target, even while moving at supersonic speeds.
Each time this model makes a ranged attack, the target does not receive the
benefits of cover against that attack.
SWOOPING EVASIONWith an almost preternatural ability to sense danger and the trajectory of incoming projectiles, this Exarch dances effortlessly through enemy anti-aircraft fire without pausing their perfect attack runs.
This model has a 5+
invulnerable save.
Dire Avengers
Devotees of Asuryan himself, those who walk the path of the Dire Avenger become adept at both attack and defence. Their Exarchs are masters of a swift and flexible warrior stance that capitalises on everything it means to be Asuryani.
EXARCH POWER | POINTS | Defensive Stance | +20 | Shredding Fire | +25 | Stand Firm | +15 |
|
DEFENSIVE STANCEEntering a battle trance, time seems to slow down for the Exarch and their warriors, allowing them to bring their ranged weapons to bear despite the close proximity of the foe.
In your
Shooting phase, while this unit contains a
Dire Avenger Exarch model, models in this unit can make attacks with ranged weapons even while this unit is within
Engagement Range of any enemy units, and can do so even if other friendly units are also within Engagement Range of any of those enemy units. If they do so, these attacks can only target enemy units within Engagement Range of this unit.
SHREDDING FIRECalling upon Asuryan to bless their weapons, the Exarch and their warriors shred their foes with devastating volleys of shuriken fire.
While this unit contains a
Dire Avenger Exarch model, each time a model in this unit makes a ranged attack with a
shuriken weapon, the Shuriken ability takes effect on an unmodified
wound roll of 5+ for that attack, instead of 6.
STAND FIRMTaking the example of Asuryan, these warriors stand resolute before the storm.
While this unit contains a
Dire Avenger Exarch model:
- This unit has the Objective Secured ability. If this unit already has the Objective Secured ability, then for the purposes of determining which player controls an objective marker, each model in this unit counts as two models.
- Add 1 to the Leadership characteristic of models in this unit.
Warp Spiders
Warp Spider Exarchs are masters of misdirection. Their minds spin constantly with tactical ruses and vicious predatory schemes, made all the more deadly for their ability to think beyond the dull physical dimensions of realspace.
EXARCH POWER | POINTS | Spider’s Lair | +15 | Surprise Assault | +15 | Web of Deceit | +15 |
|
SPIDER’S LAIRThis Exarch and their warriors are experts in rapidly creating a web of monofilament wires, luring the enemy into close confines where they are entangled and sliced apart even after their slayers have flickered away.
Once per battle, at the end of your
Movement phase, if this unit is
wholly within an
Area Terrain feature and contains a
Warp Spider Exarch model, you can select for that terrain feature to be webbed. If you do so, until the start of your next turn:
- Enemy units treat that terrain feature as if it had the Difficult Ground terrain trait.
- Each time an enemy unit ends any type of move (excluding pile-in or consolidation moves) within that terrain feature, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.
SURPRISE ASSAULTRapid target acquisition is the speciality of this Exarch and their warriors, materialising into realspace and slaying their unsuspecting foes in a storm of monofilament threads.
If this unit was set up preparing a
sudden assault and contains a
Warp Spider Exarch model, when this unit is set up on the battlefield for the first time, until the end of the turn, each time a model in this unit is selected to shoot, it makes 1 additional attack with each death spinner it is equipped with.
WEB OF DECEITThose who think they have this Exarch and their warriors cornered often find their quarry vanished, before suddenly coming under fire again from an unexpected direction.
Once per battle, if this unit contains a
Warp Spider Exarch model, instead of making a
Battle Focus move, you can remove this unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" away from any enemy models.
Shining Spears
Like elite cavalrymen, the Shining Spears fight from the saddles of their jetbike steeds with blistering speed and skill. So supremely graceful are their Exarchs that it is as though they ride the zephyrs of the wind and strike with the fury of the hurricane.
EXARCH POWER | POINTS | Expert Lancers | +20 | Heartstrike | +20 | Lightning Attacks | +20 |
|
EXPERT LANCERSThis Exarch leads their warriors in deadly strikes, swooping down on their jetbikes to deliver a killing blow with every pass.
In the
Fight phase, each time a model in this unit makes an attack, if this unit made a
charge move this turn and contains a
Shining Spear Exarch model, add 1 to that attack’s
hit roll.
HEARTSTRIKEEven while travelling at tremendous speeds, this Exarch is able to make pinpoint killing strikes against their enemy without fail.
Each time this unit’s
Shining Spear Exarch model makes a melee attack, an unmodified
wound roll of 5+ inflicts 1
mortal wound on the target in addition to any normal damage.
LIGHTNING ATTACKSThe Shining Spear shrines teach that mobility is the key to victory, and as such their devotees seek to destroy each target and move onto the next before their foe can respond.
Each time this unit makes a
consolidation move, if it contains a
Shining Spear Exarch model, it can move an additional 6".
Howling Banshees
Speed, grace and overwhelming force are the hallmarks of the Howling Banshee shrines. Their Exarchs exhibit the greatest ability of all, their very presence enhancing the terrifying capacity for murder that their followers can unleash.
EXARCH POWER | POINTS | Graceful Avoidance | +20 | Nerve-shredding Shriek | +10 | Piercing Strikes | +15 |
|
GRACEFUL AVOIDANCEThose who try to match blades with a Howling Banshee find their deadliest blows meeting nothing but air, as their foe dances around them before delivering the fatal strike.
While this unit contains a
Howling Banshee Exarch model, models in this unit have a 4+
invulnerable save against melee attacks.
NERVE-SHREDDING SHRIEKWorking in concert with the spirits of past wearers of their ritual armour, this Exarch releases a multi-frequency, mournful screech from their mask, bursting organs and incapacitating any foe who hears it.
Each time this unit finishes a
charge move, you can select one enemy unit within
Engagement Range of this unit’s
Howling Banshee Exarch model and roll one D6: on a 2+, that enemy unit suffers 1
mortal wound, and until the end of the turn, subtract 1 from
Combat Attrition tests taken for that enemy unit.
PIERCING STRIKESWith a flourish, this Exarch extends their weapon in the perfect killing blow, driving it deep into their enemy with ferocious precision.
Add 1 to the Damage characteristic of melee attacks made by this unit’s
Howling Banshee Exarch model.
Striking Scorpions
Striking Scorpions rely upon stealth to stalk their prey. When they attack, their Exarchs lead them in lightning-fast explosions of violence that see their enemies reduced to bloody shreds in a frenzy of chainblade and shuriken attacks.
EXARCH POWER | POINTS | Crushing Blows | +15 | Deadly Ambush | +20 | Scorpion’s Sting | +30 |
|
CRUSHING BLOWSThis Exarch’s speed and dexterity belie their great power. Every strike of their weapons crushes their unfortunate foes.
Each time this unit’s
Striking Scorpion Exarch model makes a melee attack that targets a non-
TITANIC unit, if a hit is scored, that attack automatically wounds the target.
DEADLY AMBUSHLurking in perfect stillness, the Exarch and their warriors become one with the shadows. As their unsuspecting foe approaches, they leap into action, swifty destroying them in a blur of mandiblaster fire and tearing chainblades before blending into their surroundings once again.
While this unit contains a
Striking Scorpion Exarch model and is
wholly within an
Area Terrain feature, each time a melee attack is made by a model in this unit, add 1 to that attack’s
hit roll and improve the Armour Penetration characteristic of that attack by 1.
SCORPION’S STINGThis Exarch utilises their mandiblasters with expert precision, directing deadly volleys at the most vulnerable points of the foe.
Each time this unit is selected to fight, if this unit contains a
Striking Scorpion Exarch model, until that fight is resolved, replace the ability of this unit’s Striking Scorpion Exarch model’s mandiblasters with the following:
‘Each time the bearer makes a melee attack that targets a non-
VEHICLE unit, an unmodified
wound roll of 5+ inflicts 1
mortal wound on the target in addition to any normal damage.’
Dark Reapers
Those who fight as Dark Reapers become living embodiments of death. Bent upon the annihilation of their foes by any means necessary, the Exarchs of the Dark Reapers are grim and cruel-hearted figures who are terrible to behold.
EXARCH POWER | POINTS | Bringer of Death | +25 | Focused Fire | +15 | Reaper's Reach | +15 |
|
BRINGER OF DEATHThis Exarch is completely at one with their weapon, entering a killing trance until their foes lie in ruins. Their ritual weapon acquires new targets even as each projectile streaks towards the previous victim, resulting in a hail of fire unmatched.
- If this unit’s Dark Reaper Exarch model is equipped with a Reaper launcher or shuriken cannon, each time that model is selected to shoot, it makes 1 additional attack with that weapon.
- If this unit’s Dark Reaper Exarch model is equipped with an Aeldari missile launcher or tempest launcher, each time that model makes a ranged attack, the target does not receive the benefits of cover against that attack.
FOCUSED FIREWith steely focus, this Exarch eliminates all other distractions from their consciousness. All that exists is the potent tool of destruction they wield, and its luckless victims.
Each time this unit’s
Dark Reaper Exarch model makes a ranged attack, add 1 to that attack’s
wound roll.
REAPER’S REACHSome Exarchs train their warriors to maximise the reach of their weapons by constantly moving and firing. Such warriors are able to switch from a run to a stable firing position in the blink of an eye.
While this unit contains a
Dark Reaper Exarch model, models in this unit do not suffer the penalty to
hit rolls incurred for firing
Heavy weapons in the same turn that their unit has moved.
Fire Dragons
The Fire Dragons burn with the heat of Vaul’s own forge. Just as the Master Smith could melt down and destroy his creations, so the Exarchs of the Fire Dragons can unleash powers of fiery unmaking upon living warrior and war engine alike.
EXARCH POWER | POINTS | Blazing Fury | +20 | Burning Heat | +25 | Dragon’s Bite | +15 |
|
BLAZING FURYChannelling the fury of previous wearers of their armour, this Exarch’s weapons and those of their warriors blaze with barely restrained fire.
While this unit contains a
Fire Dragon Exarch model, add 4" to the Range characteristic of ranged weapons models in this unit are equipped with.
BURNING HEATWith the benefit of centuries of experience, there is no foe this Exarch cannot identify the weaknesses of, coordinating the fire of their warriors into overwhelming surges of targeted heat.
While this unit contains a
Fire Dragon Exarch model, each time a model in this unit makes a ranged attack that targets a unit within 9", if a hit is scored, that attack automatically wounds the target.
DRAGON’S BITEThose familiar with the Dragon of Aeldari myth know that while its fire was deadly, those who drew close exposed themselves to its equally dangerous bite.
Each time this unit’s
Fire Dragon Exarch model makes a ranged attack that targets a
VEHICLE or
MONSTER unit that is within half range when this unit is selected to shoot:
- If that attack is made with a Dragon fusion gun or firepike, add 2 to the Damage characteristic of that attack.
- If that attack is made with a Dragon’s breath flamer, add 1 to the Damage characteristic of that attack, and when resolving that attack, you can re-roll the wound roll.
Swooping Hawks
Swooping Hawks rely upon speed and firepower to tear their foes apart at range, committing to melee only when they need to strike a killing blow. The Exarchs of these soaring Aspect Warriors perfectly embody this way of war.
EXARCH POWER | POINTS | Rapid Redeployment | +20 | Suppressing Fire | +15 | Winged Evasion | +15 |
|
RAPID REDEPLOYMENTThis Exarch knows the perfect time to call a retreat - their warriors respond instantly, guns blazing as they take to the sky.
While this unit contains a
Swooping Hawk Exarch model, this unit is eligible to shoot in a turn in which it
Fell Back.
SUPPRESSING FIREThis Exarch and their warriors are experts in providing supporting fire from on high, forcing their enemies to duck for cover as their allies close in, before swooping away to another critical location.
In your
Shooting phase, after this unit has shot, you can select one enemy unit that was the target of a ranged attack made by this unit’s
Swooping Hawk Exarch model this phase and roll 3D6. If the result is greater than that enemy unit’s Leadership characteristic, until the start of your next Shooting phase that enemy unit cannot fire
Overwatch,
Set to Defend or
perform any actions (if that unit was performing an action, that action immediately fails).
WINGED EVASIONWith the gentlest flicker of their iridescent wings, this Exarch and their warriors flit effortlessly through even the staunchest enemy fire.
Each time this unit is selected as the target of a ranged attack, if it contains a
Swooping Hawk Exarch model, until the end of the phase, each time a ranged attack is made against this unit, subtract 1 from that attack’s
hit roll.
While some of the roles assumed by Harlequins are minor and fleeting, others become so inescapable that they define the Player’s whole life from that point on. Taking on such an important role is no small feat, and only the greatest Players can do them justice.
If your army is
Battle-forged and includes any
HARLEQUINS Detachments (excluding
Auxiliary Support Detachments), then when you muster your army, you can upgrade
HARLEQUINS CHARACTER models from each Detachment in your army. To do so, select a model you wish to upgrade, then select one of the Pivotal Role upgrades listed beneath the relevant heading. That model gains the ability listed under that Pivotal Role. Make a note on your
army roster each time you upgrade a unit using these rules.
Each time you upgrade a
HARLEQUINS CHARACTER model in this way, its
Power Rating is increased by 1. If you are playing a
matched play game, or a game that uses a
points limit, then the
points value of that model is also increased by the amount shown in relevant table. Each model can only be given one of the upgrades listed below.
An army (and a
Crusade force) cannot contain more than one model from the same
saedath that has the same upgrade (e.g. it cannot contain two
DARK DEATH JESTER models with the Rift Ghoul Pivotal Role).
A Crusade force cannot start with any
HARLEQUINS CHARACTER models upgraded with Pivotal Roles - to gain these abilities, your force must prepare a
Grand Performance.
Troupe Masters
PIVOTAL ROLE | POINTS | Prince of Light | +20 | Queen of Shards | +25 | Veiled King | +20 |
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PRINCE OF LIGHT (AURA)And the Prince of Light stood firm against the tide of darkness, his warriors empowered by his luminescent form.
While a friendly
<SAEDATH> CORE unit is within 6" of this model, each time a
charge roll is made for that unit, add 1 to the result.
QUEEN OF SHARDSNo shield could protect against the Queen’s blows, her every strike seeming to split into a thousand blades that plunged into the defences of her foes.
Each time this model makes a melee attack, on an unmodified
wound roll of 5+,
invulnerable saving throws cannot be made against that attack.
VEILED KINGAnd so the King vanished, before plunging his blade into his unsuspecting foe’s back. None could stand before this unseen killer as he went about his bloody work.
Each time this model makes a melee attack, unless the target is a
VEHICLE or
MONSTER unit, an unmodified wound roll of 2+ is always successful.
Death Jesters
PIVOTAL ROLE | POINTS | Harvester of Torment | +40 | Lord of Crystal Bones | +20 | Rift Ghoul | +20 |
|
HARVESTER OF TORMENTAnd so the harvester drank in the agonies of his foe, his firearm singing a dirge as he played it from side to side, the enemy falling before him in droves.
Each time this model makes a ranged attack, an unmodified
hit roll of 6 scores 3 additional hits.
LORD OF CRYSTAL BONESAll those who witnessed the Lord of Crystal Bones’ magnificent raiment were cowed by his might, and lowered themselves in obeisance.
Each time this model shoots, if any hits are scored, unless the target is a
VEHICLE or
MONSTER unit, until the start of your next turn:
- Subtract 2" from the Move characteristic of models in the target unit (to a minimum of 0").
- The target cannot fire Overwatch or Set to Defend.
RIFT GHOULThe Rift Ghoul’s entropic touch withered his foe to dust. Even the greatest shelter was no protection from his stalking form, as he satiated his despicable obsession.
Each time this model makes an attack:
- The target does not receive the benefits of cover against that attack.
- On an unmodified wound roll of 4+, that attack inflicts 1 mortal wound on the target in addition to any normal damage.
Solitaires
PIVOTAL ROLE | POINTS | Prince of Sins | +20 | Spectre of Despair | +15 | Thirsting Darkness | +20 |
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PRINCE OF SINSAnd when they witnessed the Prince of Sins, they found themselves weighed down by their misdeeds. Those who considered themselves virtuous found themselves helpless in the face of their own misdemeanors.
Each time an attack is made against this model:
- Subtract 1 from that attack’s hit roll.
- That attack’s hit roll cannot be re-rolled.
SPECTRE OF DESPAIRAnd so the Spectre of Despair haunted them for all their days. His dread grin was seen in every shadow, until his victims were convinced he could appear from thin air. When least expected he would do so, ethereal blades flashing, leaving only bodies wearing an expression of hopelessness.
- During deployment, you must set up this model haunting the foe instead of setting it up on the battlefield. In the Reinforcements step of one of your Movement phases, you can set this model up anywhere on the battlefield that is more than 9" away from any enemy models.
- Each time a charge roll is made for this model, roll one additional D6 and discard one of the dice.
THIRSTING DARKNESSThe Thirsting Darkness could not be denied, drawing ever closer, even as the children of Isha fled before its dread tendrils. Surrounded by the gloaming mists, none could escape their onrushing doom.
- Each time this model Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of this model.
- Each time this model piles in or consolidates, this model can move an additional 3".
Shadowseers
PIVOTAL ROLE | POINTS | Agent of Pandemonium | +30 | Gloom Spider | +20 | Mirror Architect | +60 |
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AGENT OF PANDEMONIUM (AURA)The enemy’s senses were overwhelmed by the madness of the Agent of Pandemonium. At every turn they were confronted with mayhem conjured to baffle the senses, lost in a kaleidoscope of colour and sound.
While an enemy unit is within 6" of this model, subtract 1 from the Attacks characteristic of models in that unit.
GLOOM SPIDERThe Gloom Spider wove her web, each strand binding and entangling until her victims could not move or speak. Then her children came to feed.
In your
Command phase, select one enemy unit within 12" of this model. Until the start of your next Command phase, enemy units cannot benefit from that enemy unit’s
aura abilities.
MIRROR ARCHITECT (AURA)Those who fell into the Mirror Architect’s labyrinth found themselves unable to trust their very eyes, lost forever in corridors of endless reflections.
While a friendly
<SAEDATH> unit is within 6" of this model, each time an enemy unit is selected to shoot, when measuring the range to any model in that
<SAEDATH> unit, that model in that
<SAEDATH> unit is considered to be an additional 6" away from the shooting model.
Before the battle, generate the psychic powers for PSYKERS from your army that know powers from the Phantasmancy, Runes of Battle, Runes of Fate, Runes of Fortune or Revenant disciplines using the tables below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers each PSYKER knows.
When a PSYKER from your army manifests a psychic power from the Phantasmancy, Runes of Battle, Runes of Fate or Runes of Fortune disciplines, replace all instances of the <CRAFTWORLD> or <SAEDATH> keyword on that psychic power (if any) with the name of the craftworld or saedath that your PSYKER is drawn from. If that PSYKER is an ANHRATHE unit, instead replace all instances of the <CRAFTWORLD> ASURYANI CORE keywords on that psychic power (if any) with the ANHRATHE keyword and all instances of the <CRAFTWORLD> ASURYANI CHARACTER keywords on that psychic power (if any) with the ANHRATHE CHARACTER keywords.
Each psychic power in the Runes of Battle discipline has two effects. Each of these effects is treated as a different psychic power, so the same PSYKER can manifest the same Runes of Battle psychic power twice in the same Psychic phase, provided you select a different effect each time.
Phantasmancy Discipline
D6 | PSYCHIC POWER |
1 | TWILIGHT PATHWAYS Eerie half-lit tunnels blink into existence, opening new paths of manoeuvre and attack. Blessing: Twilight Pathways has a warp charge value of 6. If manifested, select one friendly <SAEDATH> CORE or <SAEDATH> CHARACTER unit within 6" of this PSYKER. That unit can immediately make a normal Move, Advance or Fall Back as if it were your Movement phase. If it does so, that unit is not eligible to declare a charge this turn. |
2 | FOG OF DREAMS The Shadowseer sends forth their consciousness like a creeping mist, baffling the senses of the enemy. Blessing: Fog of Dreams has a warp charge value of 6. If manifested, select one friendly <SAEDATH> CORE or <SAEDATH> CHARACTER unit within 12" of this PSYKER. Until the start of your next Psychic phase, that unit can only be selected as the target of a ranged attack if it is the closest eligible target for that attack or is within 12" of the shooting model. |
3 | MIRROR OF MINDS A maddening clash of wills consumes the victim's mind as reality falls away. Witchfire: Mirror of Minds has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. That enemy unit suffers D3 mortal wounds, then roll off with your opponent. If you win or draw that roll off, that enemy unit suffers 1 mortal wound. Repeat this roll off process until either that enemy unit has suffered 6 mortal wounds, that enemy unit is destroyed, or your opponent wins the roll off. |
4 | VEIL OF TEARS Sketching a gesture in the air, the Shadowseer snatches the image of the Harlequins from the minds of their foes, hiding them from sight. Malediction: Veil of Tears has a warp charge value of 7. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, models in that enemy unit cannot target <SAEDATH> units from your army that are more than 18" away with ranged attacks. |
5 | SHARDS OF LIGHT Blades of polychrome energy dazzle the foe, inflicting horrific and disorientating psychosomatic wounds. Witchfire: Shards of Light has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER.
- That enemy unit suffers 1 mortal wound. If it is a VEHICLE or MONSTER unit, or a unit that contains 6 or more models, it suffers D3 mortal wounds instead.
- Until the start of your next Psychic phase, subtract 2 from the Leadership characteristic of models in that enemy unit.
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6 | WEBWAY DANCE (AURA) The veils between realspace and the webway grow thin, allowing the Harlequins to jink away from danger with quicksilver speed, only to reappear unharmed moments later. Blessing: Webway Dance has a warp charge value of 7. If manifested, until the start of your next Psychic phase, this PSYKER gains the following ability:
Webway Dance (Aura): While a friendly <SAEDATH> unit is within 6" of this PSYKER, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost. |
Runes of Battle
D6 | PSYCHIC POWER |
1 | CONCEAL/REVEAL The psyker takes command of the darkness around them, using it to conceal their kin or reveal any opponents who skulk in the shadows. Conceal/Reveal has a warp charge value of 6. If manifested, select one of the following effects:
- Conceal (Blessing): Select one friendly <CRAFTWORLD> ASURYANI CORE unit within 18" of this PSYKER. Until the start of your next Psychic phase, that unit receives the benefits of Light Cover.
- Reveal (Malediction): Select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time an ASURYANI model from your army makes an attack, that enemy unit does not receive the benefits of cover against that attack.
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2 | EMBOLDEN/HORRIFY The psyker reaches into the minds of the battlefield's combatants, instilling their allies with valour or sapping courage from their enemies. Embolden/Horrify has a warp charge value of 7. If manifested, select one of the following effects:
- Embolden (Blessing): Select one friendly <CRAFTWORLD> ASURYANI CORE or <CRAFTWORLD> ASURYANI CHARACTER unit within 18" of this PSYKER. Until the start of your next Psychic phase:
- Add 2 to that unit’s Leadership characteristic.
- At the start of the Fight phase, if that unit is within Engagement Range of any enemy units, it can fight first that phase.
- Horrify (Malediction): Select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:
- Subtract 2 from the Leadership characteristic of that unit.
- At the start of the Fight phase, if that unit is within Engagement Range of any units from your army, that unit is not eligible to fight this phase until after all eligible units from your army have done so.
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3 | ENHANCE/DRAIN Calling upon Khaine's immortal favour, the psyker enhances the combat skills of their allies or weakens those of their foes. Enhance/Drain has a warp charge value of 6. If manifested, select one of the following effects:
- Enhance (Blessing): Select one friendly <CRAFTWORLD> ASURYANI CORE unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
- Drain (Malediction): Select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, subtract 1 from that attack’s hit roll.
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4 | PROTECT/JINX Chained by runes of power, fate itself is bound to the will of the psyker. Such power is the difference between life and death. Protect/Jinx has a warp charge value of 7. If manifested, select one of the following effects:
- Protect (Blessing): Select one friendly <CRAFTWORLD> ASURYANI CORE unit within 18" of this PSYKER. Until the start of your next Psychic phase, improve the Save characteristic of models in that unit by 1 (to a maximum of 2+).
- Jinx (Malediction): Select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, worsen the Save characteristic of models in that unit by 1 (to a maximum of 6+).
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5 | QUICKEN/RESTRAIN The psyker twists time, their outline blurring as they and their fellows move like phantoms across the field. Those cursed by such temporal manipulations find themselves moving as if through deep water. Quicken/Restrain has a warp charge value of 6. If manifested, select one of the following effects:
- Quicken (Blessing): Select one friendly <CRAFTWORLD> ASURYANI CORE or <CRAFTWORLD> ASURYANI CHARACTER unit within 18" of this PSYKER. That unit can immediately make a Normal Move, Advance or Fall Back as if it were the Movement phase. If it does so, that unit is not eligible to shoot or declare a charge with this turn.
- Restrain (Malediction): Select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:
- Halve the Move characteristic of models in that unit.
- That unit cannot perform actions (if that unit is currently performing an action, it immediately fails).
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6 | EMPOWER/ENERVATE The psyker helps their comrades to strike at their full potential, imbuing them with the strength of the Aeldari heroes of old whilst diminishing the powers of their foes. Empower/Enervate has a warp charge value of 7. If manifested, select one of the following effects:
- Empower (Blessing): Select one friendly <CRAFTWORLD> ASURYANI CORE unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.
- Enervate (Malediction): Select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, subtract 1 from that attack’s wound roll.
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Runes of Fate
D6 | PSYCHIC POWER |
1 | GUIDE The psyker twists the strands of destiny to their will, picking out targets from amidst the swirling chaos of battle and guiding the shots of their allies to where they might do the most harm. Blessing: Guide has a warp charge value of 6. If manifested, select one friendly <CRAFTWORLD> ASURYANI CORE or <CRAFTWORLD> ASURYANI CHARACTER unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, you can re-roll the hit roll. If the result of the Psychic test was 10 or more, you can select one friendly <CRAFTWORLD> ASURYANI CORE or <CRAFTWORLD> ASURYANI CHARACTER unit within 24" of this PSYKER instead. |
2 | DOOM With a simple manipulation of that which is to come, the psyker grants a darkened fate to a chosen foe. While this shadow rests upon the enemy's soul, death seeks them out above all others, each blow or shot that comes their way rendered inescapably lethal. Malediction: Doom has a warp charge value of 7. If manifested, select one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a <CRAFTWORLD> ASURYANI CORE or <CRAFTWORLD> ASURYANI CHARACTER unit from your army makes an attack that targets that enemy unit, you can re-roll the wound roll. If the result of the Psychic test was 10 or more, you can select one enemy unit within 24" of this PSYKER instead. |
3 | FORTUNE The psyker series possible futures to foresee imminent danger, then aids their allies in avoiding it. The terrors of the warp recoil from the psyker's mind, while shots pass through thin air where Asuryani warriors stood but a moment before. Blessing: Fortune has a warp charge value of 6. If manifested, select one friendly <CRAFTWORLD> ASURYANI CORE or <CRAFTWORLD> ASURYANI CHARACTER unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost. If the result of the Psychic test was 10 or more, you can select one friendly <CRAFTWORLD> ASURYANI CORE or <CRAFTWORLD> ASURYANI CHARACTER unit within 24" of this PSYKER instead. |
4 | EXECUTIONER The psyker summons an astral doppelganger and unleashes it upon the foe. This vengeful apparition carves a path through the enemy's ranks, each kill spurring it on as it rips apart flesh in a blaze of psychic energy. Witchfire: Executioner has a warp charge value of 7. If manifested, select one enemy unit (excluding CHARACTER units with a Wounds characteristic of 9 or less) within 18" of this PSYKER. That enemy unit suffers D3 mortal wounds. If any enemy models are destroyed as a result of these mortal wounds, that enemy unit suffers an additional D3 mortal wounds. If the result of the Psychic test was 10 or more, you can select one enemy unit (excluding CHARACTER units with a Wounds characteristic of 9 or less) within 24" of this PSYKER instead. |
5 | WILL OF ASURYAN Sensing an approaching crux of destiny, the psyker summons the certainty and confidence of ancient days. Doubt and fear are washed from their mind, and those nearby gain grim resolve from the psyker's indomitable aura. Blessing: Will of Asuryan has a warp charge value of 6. If manifested, select one friendly <CRAFTWORLD> ASURYANI CORE or <CRAFTWORLD> ASURYANI CHARACTER unit within 18" of this PSYKER. Until the start of your next Psychic phase:
- That unit gains the Objective Secured ability.
- Each time a Morale test is taken for that unit, it is automatically passed.
- If that unit is performing an action, it can still make attacks with ranged weapons without that action failing.
If the result of the Psychic test was 8 or more, you can select one friendly <CRAFTWORLD> ASURYANI CORE or <CRAFTWORLD> ASURYANI CHARACTER unit within 24" of this PSYKER instead. |
6 | MIND WAR The psyker reaches out to attack the mind of an enemy in a desperate mental duel. Foes find their thoughts invaded by the crushing presence of the invader, whose ancient and inscrutable will triggers a cascade of psychosomatic trauma, extinguishing the victim's personality with horrific ease. Witchfire: Mind War has a warp charge value of 7. If manifested, select one enemy CHARACTER model within 18" of this PSYKER. Roll one D6 and add this PSYKER’s Leadership characteristic to the result of your roll. Your opponent then rolls one D6 and adds the Leadership characteristic of that enemy CHARACTER model to the result of their roll. If your total result is greater than your opponent’s total result, that enemy CHARACTER model suffers a number of mortal wounds equal to the difference. If the result of the Psychic test was 10 or more, you can roll 2D3 instead of one D6, and add the result to the Leadership characteristic of this PSYKER. |
Runes of Fortune
D6 | PSYCHIC POWER |
1 | FATEFUL DIVERGENCE Exerting their will upon destiny, the psyker shifts the paths of fate to aid the fortunes of their people. Blessing: Fateful Divergence has a warp charge value of 6. If manifested, you gain 1 Command point. |
2 | WITCH STRIKE Focusing a still greater portion of their power into their weapon, each strike from the psyker blasts foes with potent aetheric energies. Blessing: Witch Strike has a warp charge value of 5. If manifested, select one model in this PSYKER unit (if this PSYKER unit is an ANHRATHE unit, you must select its Way Seeker model). Until the start of your next Psychic phase, each time the selected model makes a melee attack, if that attack successfully wounds the target, it inflicts 1 mortal wound on the target and the attack sequence ends. |
3 | GHOSTWALK Channelling energies from their runic armour, the psyker imbues their allies with ethereal speed. Blessing: Ghostwalk has a warp charge value of 5. If manifested, select one friendly <CRAFTWORLD> ASURYANI CORE or <CRAFTWORLD> ASURYANI CHARACTER unit within 12" of this PSYKER. Until the start of your next Psychic phase, add 2 to charge rolls made for that unit. |
4 | CRUSHING ORB The psyker captures their foe in a sphere of kinetic energy, then crushes it inwards with a gesture. Witchfire: Crushing Orb has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER and roll three D6, adding 2 to each result if that enemy unit is a VEHICLE or MONSTER unit, or it contains 6 or more models. For each 4+, that enemy unit suffers 1 mortal wound. |
5 | FOCUS WILL The psyker channels their mind to aid a fellow seer in wielding their mental might and resisting the efforts of enemy sorcerers. Blessing: Focus Will has a warp charge value of 6. If manifested, select one friendly <CRAFTWORLD> ASURYANI PSYKER unit within 24" of this PSYKER. Until the start of your next Psychic phase, add 2 to Psychic tests and Deny the Witch tests taken for that unit. |
6 | IMPAIR SENSES The psyker dims the foe's senses, dazzling their minds with strange images and patterns. Malediction: Impair Senses has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this PSYKER. Until the start of your next Psychic phase, that enemy unit cannot be affected by the aura abilities of units from your opponent’s army. |
Revenant Discipline
D6 | PSYCHIC POWER |
1 | GAZE OF YNNEAD The psyker's eyes blaze with fire as they channel the power of Ynnead, the Whispering God. Witchfire: Gaze of Ynnead has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER and roll one D6, subtracting 2 from the result if that unit had a Starting Strength of 1. On a 1 or less, that unit suffers 1 mortal wound. On a 2-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds. |
2 | STORM OF WHISPERS The psyker's voice joins with those of the dead to drive the foe utterly insane. Witchfire: Storm of Whispers has a warp charge value of 6. If manifested, roll three D6 for each enemy unit within 9" of this PSYKER. For each 4+, the enemy unit being rolled for suffers 1 mortal wound. |
3 | WORD OF THE PHOENIX The psyker calls upon the revenant energies of the mythical phoenix to restore the life force of fallen warriors. Blessing: Word of the Phoenix has a warp charge value of 6. If manifested, select one friendly YNNARI INFANTRY unit (excluding WRAITH CONSTRUCT units) within 6" of this PSYKER. One of that unit’s destroyed models (or D3 of its destroyed models if that unit has the Troops Battlefield Role) can be added back to that unit with full wounds remaining. These models can only be set up within Engagement Range of enemy units that are already within Engagement Range of the unit they are being added back to. |
4 | UNBIND SOULS The psyker reaches out with their mind to weaken the bond between soul and body, debilitating the enemy. Malediction: Unbind Souls has a warp charge value of 6. If manifested, select one enemy unit within 18" of this PSYKER. Each time a YNNARI model from your army makes a melee attack that targets that enemy unit, an unmodified hit roll of 6 automatically wounds the target. |
5 | SHIELD OF YNNEAD The psyker manifests a shield of spiritual energy around their allies, sheltering the devotees of Ynnead. Blessing: Shield of Ynnead has a warp charge value of 6. If manifested, select one friendly YNNARI unit (excluding TITANIC units) within 12" of this PSYKER. Until the start of your next Psychic phase, models in that unit have a 4+ invulnerable save. |
6 | ANCESTORS’ GRACE Drawing upon the greatness that is the genetic legacy of all Aeldari, the psyker bolsters their fellows. Blessing: Ancestors’ Grace has a warp charge value of 7. If manifested, select one friendly YNNARI unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll. |
If an ASURYANI CHARACTER model is your WARLORD, you can use the Asuryani Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. When you have determined a Warlord Trait for an ASURYANI CHARACTER model, replace all instances of the <CRAFTWORLD> keyword in their Warlord Trait (if any) with the name of the craftworld that your model is drawn from.
If a HARLEQUINS CHARACTER model is your WARLORD, you can use the Harlequins Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.
Asuryani Warlord Traits
D6 | WARLORD TRAIT |
1 | AMBUSH OF BLADES The warlord commands their kin to level a storm of blades, energy blasts and razor-edged shurikens into the foe. In your Command phase, select one friendly <CRAFTWORLD> CORE or <CRAFTWORLD> CHARACTER unit within 9" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a melee attack, improve the Armour Penetration characteristic of that attack by 1. |
2 | WALKER OF MANY PATHS The hard-earned skills of this war leader have been honed by walking the many Paths of the Aeldari. Once per turn, you can re-roll one hit roll, one wound roll or one damage roll made for this WARLORD. |
3 | FALCON’S SWIFTNESS This warlord moves across broken ruins and blasted battlefields with astonishing agility as they close with those they hunt. - Add 2" to this WARLORD’s Move characteristic.
- This WARLORD can ignore the effects of the Difficult Ground terrain trait.
- Each time this WARLORD makes a Battle Focus move, do not roll a dice. Instead, this WARLORD can move up to 6".
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4 | FATE’S MESSENGER The strands of fate coil and twist around this warlord, the paths of destiny manipulated to keep them from harm so that they might strike back at their foes. Once per turn, when a saving throw made for this WARLORD is failed, you can change the Damage characteristic of that attack to 0. |
5 | MARK OF THE INCOMPARABLE HUNTER This warlord is a skilled hunter and a master marksman. They place their shots precisely where they are most needed, each kill tipping the course of the battle to their advantage. Each time this WARLORD makes a ranged attack:
- Add 1 to the Strength characteristic of that attack
- An unmodified wound roll of 6 inflicts one mortal wound on the target in addition to any normal damage.
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6 | SEER OF THE SHIFTING VECTOR This warlord is wise enough to read the skeins of destiny, seeing many possible futures amidst the mayhem of combat. While this WARLORD is on the battlefield, each time you or your opponent spends any Command points to use a Stratagem, you can roll one D6 for each Command point spent: on a 6, you gain 1 Command point. |
Harlequins Warlord Traits
D3 | WARLORD TRAIT |
1 | FAVOUR OF CEGORACH To be possessed of supernatural fortune is a sure sign of Cegorach’s favour. Once per turn, when you make a hit roll, wound roll or saving throw for this WARLORD, after making the roll, you can treat the result as an unmodified roll of 6 instead. |
2 | FRACTAL STORM In the cut and thrust of battle, this warlord performs rapid movements that maximise the effect of their holo-suit to better evade their enemy's blows. Each time an attack is made against this WARLORD, your opponent cannot re-roll the hit roll, the wound roll or the damage roll for that attack. |
3 | A FOOT IN THE FUTURE This warlord flows like starlight across the field of battle. - Each time this WARLORD Advances, do not make an Advance roll. Instead, until the end of the phase, add D3+3" to the Move characteristic of this WARLORD.
- Each time you make a charge roll for this WARLORD, you can add 6 to the result.
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Named Characters and Warlord Traits
If one of the following named characters gains a
Warlord Trait, they must have the corresponding one shown below.
If every model in your army (excluding UNALIGNED units) has the ASURYANI or YNNARI keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the Asuryani secondary objectives listed below.
Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission, etc.).
Warpcraft
SCRY FUTURES
Progressive Objective
By reaching out and touching certain battlefield artefacts, the seers of the craftworlds can ascertain those objects' future roles in the many paths of fate, thus determining their strategic importance.
If you select this objective, then
ASURYANI PSYKER units from your army can attempt the following
psychic action:
Scry Futures (Psychic Action - Warp Charge 4): One
PSYKER unit from your army can attempt to
perform this psychic action in your
Psychic phase if it is within range of an
objective marker that has not yet been scryed by your army. If this psychic action is successfully completed, select one unscryed objective marker that
PSYKER unit is within range of. That objective marker is said to have been scryed by your army, and the warp charge value of this psychic action is increased by 1 for your army for the remainder of the battle.
Score 3 victory points each time a unit from your army completes the Scry Futures psychic action.
No Mercy, No Respite
WRATH OF KHAINE
Progressive Objective
For the Asuryani, the Aspect Warriors are paragons of war. When they don their war masks, none can escape their wrath.
- Score 1 victory point at the end of the battle round if one or more enemy units were destroyed by a melee attack made by an ASPECT WARRIOR unit from your army this battle round.
- Score 1 victory point at the end of the battle round if one or more enemy units were destroyed by a ranged attack made by a different ASPECT WARRIOR unit from your army this battle round.
- Score 2 victory points at the end of the battle round if one or more enemy units were destroyed by a melee attack made by an ASPECT WARRIOR unit from your army this battle round, and one or more enemy units were destroyed by a ranged attack made by a different ASPECT WARRIOR unit from your army this battle round.
Shadow Operations
SCOUT THE ENEMY
Progressive Objective
Scouting ahead of the main Asuryani warhost, Rangers track the movements of enemy units and relay their findings to the warhost's commanders.
Units from your army can attempt the following
action:
Scout the Enemy (Action): One unit from your army can start to
perform this action at the end of your
Movement phase if it is not within 6" of your deployment zone. If the unit performing this action is a
RANGERS unit, it is completed at the end of the turn; otherwise, it is completed at the start of your next turn. When this action is completed:
- Score 2 victory points if the unit performing this action is not wholly within your opponent’s deployment zone.
- Score 4 victory points if the unit performing the action is wholly within your opponent’s deployment zone.
Battlefield Supremacy
THE HIDDEN PATH
Progressive Objective
Many armies unsuspectingly fight in the shadow of hidden webway gates. The Aeldari battle endlessly to preserve these secret portals.
If you select this secondary objective, and your army contains a
WEBWAY GATE unit, that unit cannot be set up within 6" of your deployment zone. If your army does not contain a
WEBWAY GATE unit, in your first
Command phase, select one
objective marker that is not within 6" of your deployment zone. At the end of each of your Command phases:
- If your army includes a WEBWAY GATE unit, score a number of victory points equal to the current battle round number if a unit from your army (excluding WEBWAY GATE units) is within 3" of that WEBWAY GATE unit and there are no enemy models within 3" of that WEBWAY GATE unit.
- If your army does not include a WEBWAY GATE unit and you control the selected objective marker with an ASURYANI unit from your army, score a number of victory points equal to the current battle round number.
If every model in your army (excluding UNALIGNED units) has the HARLEQUINS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the Harlequins secondary objectives listed below.
Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission, etc.).
No Mercy, No Respite
A DEADLY PERFORMANCE
Progressive Objective
To witness the Harlequins in battle is to be dazzled by a barrage of light and sound as they slaughter foe after foe. These deadly warriors are never still, racing from enemy to enemy with blades lashing out.
At the end of your turn, score 3 victory points if two or more of the following conditions apply:
- A HARLEQUINS unit from your army controls an objective marker that you did not control at the start of this turn.
- A HARLEQUINS unit from your army is wholly within your opponents deployment zone.
- 2 or more enemy units were destroyed by an attack made with a ranged weapon by a HARLEQUINS model from your army during this turn.
- 3 or more enemy units were destroyed by an attack made with a melee weapon by a HARLEQUINS model from your army during this turn.
Battlefield Supremacy
TAKE YOUR PLACES
Progressive Objective
For the Harlequins, every battlefield is an opportunity to tell a story. Each one must be performed perfectly, every player taking their place on the stage at the correct moment.
If you select this secondary objective, after both sides have finished deploying, you must set up one additional
objective marker in your opponents deployment zone, then your opponent must set up one additional objective marker in your deployment zone and one additional objective marker within 6" of the centre of the battlefield. These objective markers cannot be set up within 9" of each other, within 6" of a battlefield edge or within 1" of another objective marker. These ‘Take Your Places’ objective markers represent the positions that must be taken up by the Harlequins for their performance, but do not count as objective markers for any rules purposes other than for this secondary objective.
- At the end of your turn, you score 2 victory points if you control two of these Take Your Places objective markers.
- At the end of your turn, you score 4 victory points instead if you control all three of these Take Your Places objective markers.
Warpcraft
WEAVE VEIL
Progressive Objective
Shadowseers move across the battlefield unseen, closing in on their enemies before reaching out with their psychic abilities to block their foes’ perceptions. Unable to trust their own senses, the enemy begin sending contradictory reports back to their commanders. The mistrust and confusion this sows is a great source of amusement for a Shadowseer’s fellows, who move swiftly to take advantage.
If you select this objective, then
SHADOWSEER models from your army can attempt the following
psychic action:
Weave Veil (Psychic Action - Warp Charge 4): One
SHADOWSEER model from your army can attempt to
perform this psychic action in your
Psychic phase if it is within 12" of an enemy unit that has not yet been veiled by your army. If this psychic action is successfully completed, select one enemy unit that has not yet been veiled by your army and is within 12" of the
SHADOWSEER model that completed this action. That enemy unit is said to have been veiled by your army, and the warp charge value of this psychic action is increased by 1 for your army for the remainder of the battle.
Score 3 victory points each time a unit from your army completes the Weave Veil psychic action.
In this section you’ll find additional rules for playing Crusade battles with the Asuryani, Harlequins and Ynnari, such as Agendas, Battle Traits, Crusade Relics and bespoke narrative systems for these forces. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.
Avatars of the Gods
The Avatars of the gods require potent rituals to be summoned into being. These demand great preparation, and are not conducted lightly.
- AVATAR OF KHAINE models cannot be added to your Crusade army unless the Court of the Young King Requisition has been purchased. You must purchase this Requisition each time you wish to add an AVATAR OF KHAINE model to your Order of Battle.
- THE YNCARNE cannot be added to your Crusade army unless you have purchased the Summon the Yncarne Soul Bond. You must purchase this Soul Bond each time you wish to add THE YNCARNE to your Order of Battle.
- AVATAR OF KHAINE models and THE YNCARNE never gain experience points.
- AVATAR OF KHAINE models and THE YNCARNE never accrue Battle Scars. If an AVATAR OF KHAINE model or THE YNCARNE fails an Out of Action test, roll one D6: on a 1, remove that unit from your Order of Battle. On a 2-6, there is no effect.
Wandering Legends
The Phoenix Lords are great warriors of legend. Their skills and abilities dazzle even the most experienced Aeldari.
PHOENIX LORD units included in your
Crusade army are considered to be
named characters for all rules purposes.
Walking the Path Alone
Some who embark upon the Path of the Seer choose to do so alone, focusing on their own prowess rather than collaborating with fellow seers.
The
Fresh Recruits Requisition cannot be used to increase the unit size of
WARLOCKS CHARACTER units from your
Order of Battle.
The Dark Kin
Drukhari who take up the cause of the Ynnari leave behind many of their former selfish concerns.
Agendas
If your
Crusade army includes any
ASURYANI or
HARLEQUINS units, you can select an Agenda from the Aeldari Agendas listed below. This is a new category of Agendas, and follows all the normal
rules for Agendas (for example, when you select Agendas, you cannot choose more than one Aeldari Agenda).
PATHS OF FATE
Aeldari Agenda
The paths of future events are revealed to the Aeldari by their seers. At any given point in a battle, a new path might come to light, leading the seers to direct their kin to important new targets.
Keep a Future Paths tally for each
ASURYANI unit from your army. At the start of your
Command phase, roll one D3 and consult the table below to randomly generate a keyword. If your opponent’s army does not contain any units with that keyword that are on the battlefield, you must re-roll the result.
D3 | Result | 1 | CHARACTER | 2 | INFANTRY | 3 | VEHICLE |
|
Each time an
ASURYANI unit from your army destroy an enemy unit with the keyword you most recently generated, add 1 to that unit’s Future Paths tally.
At the end of the battle, each unit gains 1
experience point for every mark on its Future Paths tally (to a maximum of 4).
RECOVER SPIRIT STONES
Aeldari Agenda
Every spirit stone recovered from the body of a slain Aeldari warrior is a soul denied to She Who Thirsts.
Keep a Spirit Stones tally for each
ASURYANI unit from your army. Each time an
ASURYANI INFANTRY or
ASURYANI BIKER unit from your army is destroyed, after removing the final model in that unit, place a Spirit Stone marker as close as possible to that model’s location when it was destroyed. Add 1 to a unit’s Spirit Stones tally each time that unit successfully completes the Recover Spirit Stones
action (see below).
ASURYANI INFANTRY and
ASURYANI BIKER units from your army can perform the following action:
Recover Spirit Stones (Action): At the end of your
Movement phase, one unit from your army that is within 3" of a Spirit Stone marker and not within
Engagement Range of any enemy models can start to
perform this action. This action is completed at the end of your turn. If completed, add 1 to that unit’s Spirit Stones tally and remove that Spirit Stone marker from the battlefield.
At the end of the battle, each unit gains 1
experience point for every mark on its Spirit Stones tally (to a maximum of 4).
FIGHT FOR THE FUTURE
Aeldari Agenda
Though the Aeldari fear She Who Thirsts, when confronted by the children of this deity, they will fight them tooth and nail. To do any less is to risk consigning their souls to oblivion.
Keep a Fight for the Future tally for each
AELDARI unit from your army. Each time an
AELDARI unit destroys a
CHAOS unit, add 1 to that
AELDARI unit’s Fight for the Future tally. If that
CHAOS unit was a
SLAANESH unit, add 2 to that
AELDARI unit’s tally instead.
At the end of the battle, each unit that has any marks on its Fight for the Future tally gains 1
experience point. If that unit has 3 or more marks, it gains 3
experience points instead.
A PERFECT REHEARSAL
Aeldari Agenda
The Harlequins of the Laughing God are warrior-players, their strategic battle plans telling ancient tales as well as bringing them victory.
At the start of the battle, if you are in the
Rehearsal phase of a Tale, identify which three models in your opponent’s army have the highest Wounds characteristics (excluding
AIRCRAFT models) - these models are performance targets. If any models are tied, you can select which of those will be performance targets. At the end of the battle, if all three performance targets have been destroyed by
HARLEQUINS units from your army:
- You can select one of the bullet points listed under your current Tale’s Rehearsal phase. Treat the requirements for that bullet point as having been accomplished.
- Each HARLEQUINS unit from your army that destroyed any of these performance targets gains 2 experience points.
SOULS FOR STRENGTH
Aeldari Agenda
The Ynnari are as capable of bloodthirst as any Aeldari. Slaying a foe at close quarters only quickens the rate at which they gain strength from death.
Each time an enemy unit is destroyed by a melee attack made by a model in a
YNNARI unit from your army, add 1 to your
Soul points total. At the end of the battle, if five or more enemy units have been destroyed by a melee attack made by a model in any
YNNARI unit from your army, each
YNNARI unit on your
army roster gains 1
experience point.
Requisitions
If your
Crusade force includes any
ASURYANI or
HARLEQUINS units, you can spend
Requisition points (RPs) on any of the following
Requisitions in addition to those presented in the Warhammer 40,000 Core Book.
COURT OF THE YOUNG KING1RP
The Young King is one of the craftworld's Aspect Warriors, chosen by the Seer Council and expected to serve for no longer than one year. Should it be decided that the Avatar of Khaine will be summoned, the craftworld's Exarchs will gather and send the Young King into the Avatar's chamber at the world-vessel's heart. Eventually, the chamber's door will open again, and an Avatar of the Bloody-Handed God will stride forth, filling the assembled Exarchs with Khaine's fury before leading them and their warriors into battle.
Purchase this Requisition at any time. Select one
ASPECT WARRIOR unit from your
Order of Battle that has 5 or more
experience points and that contains a model with the word ‘Exarch’ in their profile:
- That ASPECT WARRIOR unit loses any Exarch Power upgrades it had. Reduce the unit’s Power Rating accordingly.
- That ASPECT WARRIOR unit cannot gain any experience points from the next battle in which it is included on your army roster.
- Add one AVATAR OF KHAINE model to your Order of Battle with the same <CRAFTWORLD> keyword as that ASPECT WARRIOR unit.
You cannot purchase this Requisition if doing so would cause your total
Power Level to exceed your Crusade force’s
Supply Limit.
THE GHOST WARRIORS WALK1RP
Spirit stones of Aeldari warriors are often recovered and interred into wraithbone bodies to fight again alongside their living brethren.
Purchase this Requisition when an
ASURYANI INFANTRY or
ASURYANI BIKER unit from your Crusade force gains its second or subsequent
Battle Scar. Remove that unit from your
Order of Battle and replace it with one
WRAITHGUARD or
WRAITHBLADES unit with the same
<CRAFTWORLD> keyword. If that
ASURYANI INFANTRY or
ASURYANI BIKER unit was a
CHARACTER unit, you can instead replace it with one
WRAITHLORD unit with the same
<CRAFTWORLD> keyword. That new unit starts with the same number of
experience points as the unit it replaced, and gains the appropriate number of
Battle Honours for its
rank. You cannot purchase this Requisition if doing so would cause your total
Power Level to exceed your Crusade force’s
Supply Limit.
EXEMPLAR OF THE SHRINES1RP
Those who have dedicated themselves to the Aspect Shrines develop unique fighting styles that ensure the warriors in their charge bring down the wrath of Khaine himself.
Purchase this Requisition when an
ASPECT WARRIOR unit from your
Order of Battle that contains a model with the word ‘Exarch’ in their profile that does not have an
Exarch Power upgrade gains a
rank. That unit gains one Exarch Power as described
here; make a note on that unit’s
Crusade card and increase its
Power Rating accordingly. You cannot purchase this Requisition if doing so would cause your total
Power Level to exceed your Crusade force’s
Supply Limit.
RENEWED DETERMINATION1RP
Aeldari commanders who have led their kin to victory over the forces of the Dark Prince find their faith in the cause renewed.
Purchase this Requisition after winning a battle, if your opponent’s army contained any
SLAANESH units. Your
WARLORD gains 5
experience points.
Paths of the Aeldari Requisitions
PATH OF THE WARRIOR1RP
Those who pursue the Path of the Warrior leave their former lives behind and join one of the many Aspect Shrines throughout their craftworld. Warriors who become lost on this path ascend as Exarchs - fierce exemplars of their chosen ways of battle.
Purchase this Requisition at any time. Select one of the following options:
- Select one GUARDIANS, WARLOCKS or OUTCASTS unit from your Order of Battle that contains between 5 and 10 models. Remove that unit from your Order of Battle and replace it with one ASPECT WARRIOR unit (excluding CRIMSON HUNTER and CHARACTER units). That unit gains the PATH OF THE WARRIOR keyword and begins walking the Path of the Warrior. That new ASPECT WARRIOR unit starts with the same number of experience points as the unit it replaced, and gains the appropriate number of Battle Honours for its rank. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
- Select one ASPECT WARRIOR unit from your Order of Battle. That unit gains the PATH OF THE WARRIOR keyword and begins walking the Path of the Warrior.
PATH OF THE SEER1RP
Those who walk the Path of the Seer open their minds to developing the innate psychic talents all Aeldari possess. Almost exclusively made up of Aeldari who have walked the Path of the Warrior, the Warlocks of this Path destroy their foes and aid their allies with potent psychic powers.
Purchase this Requisition at any time. Select one of the following options:
- Select one PATH OF THE WARRIOR unit from your Order of Battle. Remove that unit from your Order of Battle and replace it with one WARLOCKS unit. That unit gains the PATH OF THE SEER keyword and begins walking the Path of the Seer. That new WARLOCKS unit starts with the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
- Select one WARLOCKS or SPIRITSEER unit from your Order of Battle. That unit gains the PATH OF THE SEER keyword and begins walking the Path of the Seer.
PATH OF THE OUTCAST1RP
For some Aeldari, their sense of wanderlust becomes too much to bear. Such souls forsake their craftworld ties to travel the stars as Rangers, or to join crews of piratical Corsairs.
Purchase this Requisition at any time. Select one of the following options:
- Select one ASPECT WARRIOR, GUARDIANS or WARLOCKS unit (excluding CHARACTER units) from your Order of Battle. Remove that unit from your Order of Battle and replace it with one OUTCASTS or ANHRATHE unit. That unit gains the PATH OF THE OUTCAST keyword and begins walking the Path of the Outcast. That new OUTCASTS or ANHRATHE unit starts with the same number of experience points as the unit it replaced and gains the appropriate number of Battle Honours for its rank. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
- Select one OUTCASTS or ANHRATHE unit (excluding CHARACTER units) from your Order of Battle. That unit gains the PATH OF THE OUTCAST keyword and begins walking the Path of the Outcast.
AN EXCEPTIONAL TALENT1RP
Many who become trapped on the Path of the Seer become Farseers, blessed with the foresight to guide their ailing race through the many dangers that assail it.
Purchase this Requisition while a
WARLOCKS unit from your
Order of Battle that contains 3 or more models is on the final step of the
Path of the Seer. One model of your choice leaves that
WARLOCKS unit and becomes a
FARSEER model. When it does so, reduce that
WARLOCKS unit’s
Starting Strength by 1, and add a new
FARSEER model (excluding
named characters) to your Order of Battle.
- That new FARSEER model starts with the same number of experience points as that WARLOCKS unit, and gains the appropriate number of Battle Honours for its rank.
- That new FARSEER model does not retain any Battle Scars that WARLOCKS unit has accrued.
- That new FARSEER model is treated as being on the final step of the Path of the Seer, and has all the abilities from the previous steps of that Path.
You cannot purchase this Requisition if doing so would cause your total
Power Level to exceed your Crusade force’s
Supply Limit.
Paths of the Aeldari
After the Fall, the surviving Asuryani established a series of social reforms to ensure their focus and discipline, and to avoid lives spent in pursuit of personal glory or selfish desires. Once a craftworlder starts upon one of the Paths, they dedicate themselves to it until they have mastered it. Provided their chosen Path has not consumed them, they then shift their attention to another.
Designer’s Note: Although the journey along the various Paths of the Aeldari is a highly personal pursuit for each participant, it is not unknown for groups of warriors to progress and transition between Paths simultaneously. The rules found here capture this, allowing you to represent a closely bonded group of Aeldari as they move through the various Paths together.
Many units from your army can be selected to walk one of the Paths of the Aeldari. On this page you will find a series of new Requisitions allowing you to move your units from one Path to another, granting them new abilities. Once a group of warriors have spent too long on one Path, however, they may become trapped on that Path, its tenets consuming the remainder of their long existence. If your
Crusade force includes any
ASURYANI units, you can purchase the
Paths of the Aeldari Requisitions above.
When a unit begins walking a Path, it starts at the first step on that Path, as shown in the tables below. In order to progress along each Path, that unit will have to gain Path points. Each Path will specify how a unit walking that path can gain Path points, and how many Path points are required to move to the next step of that Path. Keep a note of each unit’s Path points.
After a battle, if a unit has enough Path points it can move to the next step of its current Path. To do so, delete the listed number of Path points from that unit’s total, and that unit gains the ability listed on that next step. Each time a unit moves to the next step of a Path, add 1 to that unit’s
Crusade points total. The abilities that unit gained from each earlier step of a Path are not lost when it moves to the next step of a Path, or moves to a different Path. Once a unit has moved to the final step of their chosen Path, that unit cannot leave that Path, and cannot be selected to move to a different Path.
Example: Darren has a unit of 5 Rangers in his army. He has decided that these Rangers have tired of the life of an Outcast, and wish to start walking the Path of the Warrior. He selects to replace that unit of 5 Rangers with a unit of 5 Dire Avengers. These Dire Avengers begin on the first step of the Path of the Warrior: Newcomers to the Shrine. Once that Dire Avengers unit has gained 5 Path points, Darren can select for it to move to the second step on the Path of the Warrior. Darren deletes 5 Path points from that unit’s total, and that unit gains the Warriors of the Shrine ability.
Path of the Warrior
- Gain 1 Path point each time this unit destroys an enemy unit.
- Gain 1 Path point if, at the end of the battle, this unit is within range of an objective marker you control.
- Lose 1 Path point each time this unit fails an Out of Action test.
- Lose 1 Path point at the end of the battle if this unit has not destroyed any enemy units and is not within range of an objective marker you control.
FIRST STEP
No effect.
SECOND STEP
Each time a model in this unit makes an attack, re-roll a hit roll of 1.
THIRD STEP
Each time a model in this unit makes an attack, re-roll a wound roll of 1.
FINAL STEP
When this unit reaches this step, you can use the
Exemplar of the Shrines Requisition once for 0RP. If you do so, you must select this unit, even if this unit already has an
Exarch Power upgrade. This unit can have one additional Exarch Power upgrade.
Path of the Seer
- Gain 1 Path point each time this unit destroys an enemy unit.
- Gain 1 Path point at the end of the battle, if during that battle this unit manifested four or more psychic powers.
- Lose 1 Path point each time this unit fails an Out of Action test.
- Lose 1 Path point at the end of the battle if this unit has not destroyed any enemy units and has manifested fewer than four psychic powers.
FIRST STEP
No effect.
SECOND STEP
Each time this unit attempts to manifest Smite or a Witchfire psychic power, add 1 to the Psychic test.
THIRD STEP
Each time this unit attempts to manifest a Blessing psychic power, add 1 to the Psychic test.
FINAL STEP
This unit knows one additional psychic power from a discipline it has access to.
Each time this unit manifests a psychic power with an unmodified Psychic test of 10 or more, that psychic power cannot be denied.
Path of the Outcast
- Gain 1 Path point each time this unit destroys an enemy unit.
- Gain 1 Path point if, at the end of the battle, this unit is not within 12" of your deployment zone.
- Lose 1 Path point each time this unit fails an Out of Action test.
- Lose 1 Path point at the end of the battle if this unit has not destroyed any enemy units and is within 12" of your deployment zone.
FIRST STEP
No effect.
SECOND STEP
Each time a model in this unit makes an attack, the target does not receive the benefits of Light Cover against that attack.
THIRD STEP
Add 2" to the Move characteristic of models in this unit.
FINAL STEP
Each time a model in this unit makes an attack with a Ranger long rifle or a shuriken weapon, an unmodified hit roll of 6 scores one additional hit.
Souls For Ynnead
All of the Ynnari work towards a single goal: the resurrection of Ynnead, the Whispering God. They believe that it is only through this deity that the Aeldari race can be saved from the predations of Slaanesh, who ever hungers for their souls. The Ynnari fight with incomparable determination to see their mission achieved, willing to sell their lives if necessary. To meet them in battle is to face a foe not only unafraid of death, but empowered by it.
While your
Order of Battle contains any
YNNARI units, you can choose to collect Soul points. If you do so, keep a Soul points tally for your
Crusade army, noting the total on your Order of Battle (the Crusade Goals, Information and Notable Victories section is ideal for this). This total represents the growing power of the followers of Ynnead within your army, and these points can be saved up over the course of a number of battles and spent in a variety of ways to empower your
YNNARI units.
While your army contains any
YNNARI Detachments, each time a
YNNARI unit from your army achieves any of the following during a battle, add 1 to your Soul points tally:
- That unit destroys an enemy WARLORD.
- That unit destroys an enemy unit with a Starting Strength of 6 or more.
- At the end of the battle, that unit controls an objective marker that is not in your deployment zone.
- That unit destroys the enemy unit on your opponent’s Army Roster with the greatest number of experience points (at the start of the battle, if several enemy units are tied in this way, you must select one of those units for the purposes of this rule).
- At the end of your Psychic phase, that unit successfully manifested any psychic powers from the Revenant discipline that phase.
Soul Bonds
Soul points can be spent on the Soul Bonds presented below. Each of these displays a Soul points cost; each time you purchase a Soul Bond, subtract its cost from your Soul points tally.
10 SOUL POINTS
Summon the Yncarne
The accumulated energies of death have caused the Yncarne to appear, silently waiting to fight alongside those devoted to Ynnead.
Purchase this Soul Bond before any battle, when mustering your army. Add one
THE YNCARNE to your
Order of Battle. You cannot purchase this Soul Bond if doing so would cause your total
Power Level to exceed your Crusade force’s
Supply Limit.
2 SOUL POINTS
Dread Revival
Even the most heavily wounded warrior can be revived with careful application of the power of the dead.
Purchase this Soul Bond after any battle. When you do so, select one
YNNARI unit from your
Order of Battle. You can use the
Repair and Recuperate Requisition on that unit once for 0RP.
5 SOUL POINTS
Soul-bonded Relic
By bonding the spirit stones of the dead into even the most mundane objects, the Ynnari are able to create artefacts empowered by the souls of their fallen kin.
Purchase this Soul Bond after any battle, when a
YNNARI CHARACTER unit gains a
rank. Instead of selecting a
Crusade Relic, you can give that
CHARACTER unit one
Soul-bonded Relic.
5 SOUL POINTS
Teachings of Ynnead
Through careful study, this psyker has mastered more of Ynnead’s power, turning the sinister energies of death against their battlefield foes.
Purchase this Soul Bond before any battle, when mustering your army. Select one
YNNARI PSYKER unit from your
Order of Battle (excluding
named characters or
THE YNCARNE). That unit immediately gains one
Psychic Fortitude. Increase that unit’s
Crusade points total by 1.
2+ SOUL POINTS
Knowledge of the Lost
When they absorb the souls of the fallen, the Ynnari take on not only their life essence but also their collected experiences and skills.
Purchase this Soul Bond after any battle, at the start of the
Update Experience Points step. When you do so, select one
YNNARI unit from your
army roster. For every 2 Soul points spent on this Soul Bond, that unit gains 1
experience point.
1+ SOUL POINTS
Safe Housing
Hardy wraithbone bodies give Aeldari souls safe sanctum from which to further the cause of Ynnead.
Purchase this Soul Bond at any time. Add one
YNNARI WRAITH CONSTRUCT unit to your
Order of Battle, with a
Power Rating equal to the number of Soul points spent on this Soul Bond. That unit gains 6
experience points (and therefore gains the Blooded
rank). Select one
Battle Honour for that unit as normal.
Psychic Fortitudes
When an
AELDARI PSYKER unit gains a
Psychic Fortitude, you can use one of the tables below. If you do so, roll one D6 and consult the appropriate table to randomly determine what Psychic Fortitude the unit gains, or choose a Psychic Fortitude from the appropriate table that tells the best narrative for your unit. All the normal rules for Psychic Fortitudes apply (e.g. a unit cannot have the same Psychic Fortitude more than once). As with any
Battle Honour, make a note on the unit’s
Crusade card when it gains a Psychic Fortitude and increase its
Crusade points accordingly, as described in the Warhammer 40,000 Core Book.
PSYKER CHARACTER UNITS ONLY | D6 | PSYCHIC FORTITUDE | 1 | Channelled Wrath
Focusing their psychic abilities through their weapon, this psyker ensures that a portion of their psychic might empowers their strikes. In your Psychic phase, if this PSYKER successfully manifests any psychic powers, until your next Psychic phase, add 1 to the Damage characteristic of melee weapons this PSYKER is equipped with. | 2 | Mantra of Disruption
This psyker’s mind is like a fortress, circled with potent runes of denial. Enemy powers wither in the face of such resolve. Each time this PSYKER attempts to Deny the Witch, a Deny the Witch test result of 9 or more is automatically passed. | 3 | Warding Meditations
This psyker is closely attuned to their craftworld’s infinity circuit. With a gesture they are able to word off the malefic creatures of the warp. - Each time a DAEMON unit makes a melee attack that targets this PSYKER, subtract 1 from that attack’s hit roll.
- Each time a SLAANESH DAEMON unit makes a melee attack that targets this PSYKER, subtract 1 from that attack’s wound roll.
| 4 | Expansive Mind
Their mind as agile as their body, this psyker is able to develop and explore their psychic potential with ease. Each time you use the Psychic Meditations Requisition, if you select this PSYKER, that Requisition costs 0RP. | 5 | Layered Consciousness
This psyker is able to process multiple streams of thought simultaneously, conducting the tides of the warp with consummate skiff. In your Psychic phase, this PSYKER can attempt to manifest one psychic power even if it attempted to perform a psychic action in the same phase. | 6 | Reader of Strategy
This psyker has a firm grasp of tactics, able to scry the many future paths for strategic advantage. This PSYKER can attempt to perform the following psychic action: ’Determine the Battle Flow (Psychic Action - Warp Charge 4): If successful, you gain 1 Command point.’ |
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ASURYANI WARLOCKS UNITS ONLY | D6 | PSYCHIC FORTITUDE | 1-2 | Collective Denial
These Warlocks are adept at working as a group to swiftly disperse enemy psychic activity. Add 1 to Deny the Witch tests taken for this unit. While this unit contains between 3 and 6 models, add 2 to Deny the Witch tests taken for this unit instead. | 3-4 | Rage of Khaine
Any enemy minds that attempt to prevent the power focused by these Warlocks find themselves burned by the molten rage of the Bloody-Handed God. Each time this unit attempts to manifest Smite or a Witchfire psychic power, if an enemy PSYKER attempts to deny that psychic power but the Deny the Witch test is failed , that enemy PSYKER suffers 1 mortal wound. | 5-6 | Empowered by Battle
Whispering arcane mantras as their blades cut down the foe, a cold focus falls over these Warlocks. In your Psychic phase, while this unit is within Engagement Range of any enemy units, add 2 to psychic tests taken for this unit. |
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Grand Performances
For the Harlequins, waging war is simply another method of telling the tales of the Aeldari, and they take great satisfaction in playing each role to perfection. While the other races of the galaxy may not appreciate their artistry, such performances can win the Players great prestige amongst their peers, opening up even greater roles in future performances.
If your
Crusade army includes any
HARLEQUINS units, you can select for them to begin preparations for a Grand Performance. If you do so, your
HARLEQUINS units will take part in a series of battles as part of the
Rehearsal phase. Once you believe they are prepared, you can elect for your
HARLEQUINS units to take part in a Grand Performance before reaping the accolades of a tale well told.
Rehearsal Phase
At the start of the Rehearsal phase, you must select which Tale you want your Harlequins to perform; your Crusade army can only perform a single Tale at any one time. Once you have selected a Tale, make a note of that Tale and any progress towards its completion on your
Order of Battle (the Crusade Goals, Information and Notable Victories section is ideal for this).
There are three Tales listed below:
The Trials of Khaine,
The Forging of Anaris and
Cegorach’s Lament. Each has a series of preparations that must be accomplished. Once these have been accomplished, you gain the rewards listed, and can then move onto the
Grand Performance phase of that Tale.
You can choose to end a Tale at any time during its Rehearsal phase and begin a new Rehearsal phase of a different Tale. However, once you complete a Rehearsal phase and gain the rewards from it, you must complete the Grand Performance phase of the same Tale before you can begin a new Rehearsal phase.
Grand Performance Phase
Before any battle, after you have completed the
Rehearsal phase of a Tale, during the
Resolve Pre-battle Abilities step you can declare that your army will be making a
Grand Performance during that battle. At the end of that battle, your army will gain a number of Accolade points based on how well it performed, as specified below. Your army then gains the reward listed in that Tale that corresponds with the total number of Accolade points it gained (e.g. if your army gained 5 Accolade points during a Grand Performance of
The Trials of Khaine, it gains the Accomplished Performance reward).
At the start of the
Update Crusade cards step of that battle, record how many Accolade points your army gained, and which reward it gained as a result. Once a reward has been gained, all Accolade points are lost. That Tale has now been completed, and you can choose to begin a new Rehearsal phase of one of the three Tales if you wish.
The Trials of Khaine
This tale portrays the many trials of Khaine in his battles against the Yngir. Its culmination tells of Khaine as he strikes down the Nightbringer, tainting his form with the Aspect of the Reaper and forever instilling the fear of death in mortal creatures.
To complete this
Rehearsal phase, you must accomplish both of the following:
- HARLEQUINS units from your army have destroyed a total of 5 or more WARLORD units since your army began performing this Tale.
- HARLEQUINS CHARACTER models from your army have destroyed enemy models with a combined Wounds characteristic of 75 or more since your army began performing this Tale.
Reward: One
HARLEQUINS CHARACTER model from your
Order of Battle can be given a
Pivotal Role upgrade. You cannot gain this reward if you do not have a suitable
CHARACTER model, or if doing so would cause your total
Power Level to exceed your Crusade force’s
Supply Limit.
Accolade points are gained for the following:
- Gain 1 Accolade point for each enemy unit destroyed by a HARLEQUINS unit from your army during the battle.
- Gain 1 Accolade point if the enemy WARLORD was destroyed by a HARLEQUINS unit from your army during the battle. Gain 2 Accolade points instead of 1 if that WARLORD was destroyed by a HARLEQUINS unit from your army that had a Pivotal Role upgrade.
- Gain 3 Accolade points if any enemy C’TAN SHARD units were destroyed by a HARLEQUINS unit from your army during the battle. Gain 5 Accolade points instead if any of those C’TAN SHARD units were C’TAN SHARD OF THE NIGHTBRINGER units.
MASTERPIECE OF THEATRE (10+ ACCOLADE POINTS)
ACCOMPLISHED PERFORMANCE (4-9 ACCOLADE POINTS)
- Each HARLEQUINS unit on your army roster for this battle gains 3 experience points.
- You gain 1 Requisition point.
A LITTLE AMATEURISH (0-3 ACCOLADE POINTS)
- Each HARLEQUINS unit on your army roster for this battle gains 1 experience point.
The Forging of Anaris
This story tells of Vaul, the Craftsman, and his labours forging the final unfinished blade for Khaine. Vaul eventually took up this blade in battle against Khaine, but was defeated and toppled from the heavens, crippled and chained forever to his anvil by the Lord of Murder.
To complete this
Rehearsal phase, you must accomplish both of the following:
- At the end of five or more battles fought while performing this Tale, HARLEQUINS units from your army controlled one or more objective markers at the end of a battle that were not in your deployment zone.
- HARLEQUINS units from your army have destroyed 10 or more enemy models equipped with any Relics or Crusade Relics since your army began performing this Tale.
Reward: One
HARLEQUINS CHARACTER model from your
Order of Battle can be given a
Pivotal Role upgrade. You cannot gain this reward if doing so would cause your total
Power Level to exceed your Crusade force’s
Supply Limit.
Accolade points are gained for the following:
- Gain 1 Accolade point for each objective marker controlled by a HARLEQUINS unit from your army at the end of the battle.
- Gain 1 Accolade point for each HARLEQUINS CHARACTER model from your army that destroyed any enemy units during the battle. Gain 2 Accolade points instead of 1 if that enemy unit was destroyed by a HARLEQUINS CHARACTER model from your army with a Pivotal Role upgrade.
- Gain 3 Accolade points if your HARLEQUINS WARLORD lost at least 3 wounds during the battle but was not destroyed.
MASTERPIECE OF THEATRE (10+ ACCOLADE POINTS)
ACCOMPLISHED PERFORMANCE (4-9 ACCOLADE POINTS)
- Each HARLEQUINS unit on your army roster for this battle gains 3 experience points.
- You can use the Rearm and Resupply Requisition up to two times for 0RP.
A LITTLE AMATEURISH (0-3 ACCOLADE POINTS)
- Each HARLEQUINS unit on your army roster for this battle gains 1 experience point.
Cegorach’s Lament
This tragedy tells the story of Cegorach in the wake of the Fall, and his efforts to thwart Slaanesh. After fleeing to the webway as Khaine battled She Who Thirsts, Cegorach ensured that all who harboured the sin of pride would find themselves victims of his vindictive pranks.
To complete this
Rehearsal phase, you must accomplish both of the following:
- 20 or more enemy units have been destroyed by any HARLEQUINS units from your army in the same turn as those HARLEQUINS units Fell Back.
- SHADOWSEER models from your army have successfully manifested 10 or more psychic powers from the Phantasmancy discipline since your army began performing this Tale.
Reward: One
HARLEQUINS CHARACTER model from your
Order of Battle can be given a
Pivotal Role upgrade. You cannot gain this reward if doing so would cause your total
Power Level to exceed your Crusade force’s
Supply Limit.
Accolade points are gained for the following:
- Gain 1 Accolade point each time you roll four or more D6 for a Luck of the Laughing God roll during the battle.
- Gain 1 Accolade point for each objective marker you control at the end of the battle that has any HARLEQUINS CHARACTER models from your army within range of it.
- Gain 3 Accolade points if the enemy WARLORD was destroyed by a SOLITAIRE model from your army during the battle. Gain 4 Accolade points instead of 3 if that WARLORD was destroyed by a SOLITAIRE model from your army with a Pivotal Role upgrade.
MASTERPIECE OF THEATRE (10+ ACCOLADE POINTS)
- Each HARLEQUINS unit on your army roster for this battle gains 5 experience points.
- You can purchase the Repair and Recuperate Requisition once for each HARLEQUINS unit on your army roster for this battle for 0RP.
ACCOMPLISHED PERFORMANCE (4-9 ACCOLADE POINTS)
- Each HARLEQUINS unit on your army roster for this battle gains 3 experience points.
- You can purchase the Repair and Recuperate Requisition once for each SOLITAIRE model on your army roster for this battle for 0RP.
A LITTLE AMATEURISH (0-3 ACCOLADE POINTS)
- Each HARLEQUINS unit on your army roster for this battle gains 1 experience point.
Path of Damnation
The Solitaires of the Harlequins stand apart from their fellows, rarely speaking and being regarded with a mix of awe and fear. Playing the role of Slaanesh, their souls are damned, and they carry this heavy burden throughout their lives.
If your
Order of Battle contains any
SOLITAIRE models, you can keep track of their journey along this Path. While this Path grants them great power, they exist in a constant fight to preserve their soul, staving off the predatory grasp of Slaanesh in order to continue playing this important role in the stories of the Harlequins.
REQUISITIONSIf your
Crusade force includes any
SOLITAIRE models, you can spend
Requisition points (RPs) on the following
Requisitions in addition to those presented in the Warhammer 40,000 Core Book.
ROLE OF THE DAMNED1RP
Though a terrible one, the role played by the Solitaire is of great importance in all of the Harlequins' performances.
Purchase this Requisition after a
Grand Performance battle. Gain 1 additional Accolade point for each of the following conditions that are satisfied:
- The enemy WARLORD was destroyed by a SOLITAIRE model from your army during the battle.
- A SOLITAIRE model from your army is on the battlefield at the end of the battle and not within 6" of any friendly HARLEQUINS units.
PATH OF DAMNATION1RP
Even to the last, this Solitaire fights with every ounce of their being to stave off the attention of Slaanesh. If successful, their powers are magnified, but if they fail, their soul is damned forever.
Purchase this Requisition when a
SOLITAIRE model from your
Order of Battle fails an
Out of Action test. Instead of determining a
Battle Scar for that model, roll 2D6, subtracting 1 from the result for each Damnation point that model has (see below). On a 2 or less, remove that
SOLITAIRE model from your Order of Battle. On a 3 or more, that model gains one Path of Damnation bonus.
Each time a
SOLITAIRE model gains a Path of Damnation bonus, roll one D6 and consult the table on the right to randomly determine what Path of Damnation bonus that model has gained, or choose the Path of Damnation bonus that you think tells the best narrative for your model. A model can have more than one Path of Damnation bonus, but it cannot have the same Path of Damnation bonus more than once (if a duplicate result is rolled, roll again until a different result is rolled). Each time a model gains a Path of Damnation bonus, add 1 to that model’s
Crusade points total.
Note that each of these bonuses also confers a number of Damnation points on that model. Keep a note of each
SOLITAIRE model’s Damnation points total on its
Crusade card.
PATH OF DAMNATION BONUSES | D6 | TRAIT | 1 | Soulmarked
Slaanesh has marked this Solitaire’s soul. Though this mark wards away other malefic magics, such shelter comes at a grave cost. This model gains 2 Damnation points. This model can never be targeted or affected by psychic powers in any way, unless that psychic power was manifested by a SLAANESH PSYKER. | 2 | Blazing Light
This Solitaire moves faster than the eye can see. This model gains 1 Damnation point. Add 2" to this model’s Move characteristic. | 3 | Might of Cegorach
This Solitaire is a mighty warrior, their strength honed in countless battles. This model gains 1 Damnation point. Add 1 to this model’s Strength characteristic. | 4 | Fade from Sight
This Solitaire hunts from the shadows, unseen before bursting into action. This model gains 2 Damnation points. While this model is receiving the benefits of cover, it cannot be selected as the target of a ranged attack unless the attacking model is within 12". | 5 | Shielded by Cegorach
This Solitaire believes Cegorach protects them, for any who wound them are struck by invisible forces. This model gains 1 Damnation point. At the end of any Fight phase in which this model lost any wounds, roll one D6 for each enemy unit within 3" of this model. On a 4+, the enemy unit being rolled for suffers 1 mortal wound. | 6 | Warpwalk
This Solitaire is able to escape their foes in a flash of multicoloured light. This model gains 1 Damnation point. Once per battle, at the start of your opponent’s Command phase, you can remove this model from the battlefield and place it into Strategic Reserves. |
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Battle Traits
When an
ASURYANI or
HARLEQUINS unit gains a
Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. If a unit gains one of these Battle Traits, replace all instances of the
<CRAFTWORLD> or
<SAEDATH> keyword on that Battle Trait (if any) with the name of the craftworld or saedath that unit is drawn from. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any
Battle Honour, make a note on the unit’s
Crusade card when it gains a Battle Trait and increase its
Crusade points accordingly, as described in the Warhammer 40,000 Core Book.
GUARDIAN UNITS ONLY | D6 | TRAIT | 1-2 | 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. While this unit is below Half-strength:
- Add 1 to the Leadership characteristic of models in this unit.
- Each time a model in this unit makes an attack, add 1 to that attack’s hit roll.
| 3-4 | Resilient Warriors
Despite only being a citizen levy, there is little that can prevent these warriors from donning their armour and striding forth to safeguard the future of their race. Out of Action tests taken for this unit are automatically passed. | 5-6 | Experienced Fighters
These Guardians has been called to battle many times, and have often triumphed in the face of adversity. Each time this unit is selected for the Martial Citizenry Stratagem, that Stratagem costs 0CP. |
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ANHRATHE UNITS ONLY | D6 | TRAIT | 1-2 | Close Quarters Raiders
These Corsairs are adept at fighting in tight environments, taking what they need with blades flashing. Improve the Weapon Skill characteristic of models in this unit by 1. | 3-4 | Agile Interception
Whether using their fellow warriors as bait or simply striking opportunistically, these Anhrathe descend on distracted targets with deadly force. This unit is eligible to perform Heroic Interventions as if it were a CHARACTER unit. | 5-6 | Expert Shots
These Anhrathe fight with a chilling focus, no distraction able to spoil their lethal aim. Improve the Ballistic Skill characteristic of models in this unit by 1. |
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WRAITHGUARD AND WRAITHBLADE UNITS ONLY | D6 | TRAIT | 1-2 | Ghost Sight
These warrior-constructs see the material universe in a haze of soul energy. No physical barrier can prevent them from finding their enemy. Each time a model in this unit makes an attack that targets a unit within 12", the target does not receive the benefits of cover against that attack. | 3-4 | Aetheric Focus
These constructs have a close connection with their Spiritseer warders. This bond helps their wraithbone forms to heal and rebuild even as attacks rain down upon them. Once per turn, while a friendly <CRAFTWORLD> SPIRITSEER model is within 6" of this unit, the first time a saving throw is failed for this unit this turn, the Damage characteristic of that attack is changed to 0. | 5-6 | Sublime Will
These constructs have seen much battle, and are determined to bring death to their craftworld’s foes, ignoring damage they suffer in battle. At the start of each player’s Command phase, one model in this unit regains up to 1 lost wound. |
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HARLEQUINS TROUPE UNITS ONLY | D6 | TRAIT | 1-2 | Children of Cegorach
These Players are as swift and unpredictable as they are deadly. Each time a model in this unit makes an attack, you can ignore any or all hit roll, Weapon Skill and Ballistic Skill modifiers for that attack. | 3-4 | Deadly Tricksters
Acting as an honour guard for their Shadowseer, these warriors are adept at exploiting the confusion caused by their psyker’s powers, laughing as they strike down their foes. At the end of your Psychic phase, if this unit is within 6" of a friendly SHADOWSEER model that successfully manifested any psychic powers from the Phantasmancy discipline this phase, until the end of the turn, add 1 to wound rolls for attacks made by this unit. | 5-6 | Mocking Killers (Aura)
These Harlequins often play supporting roles to a Death Jester, and share that warrior’s macabre sense of humour. The demise of lesser beings brings great amusement to them. While an enemy unit is within 3" of this unit, subtract 1 from Combat Attrition tests taken for that enemy unit. |
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Eldritch Omens Battle Traits
When an
ASURYANI unit gains a Battle Trait, you can use one of the tables below to determine what Battle Trait the unit has gained. To do so, roll one D3 and consult the appropriate table to randomly determine what Battle Trait the unit gains, or choose one from the appropriate table that tells the best narrative for your unit. All the normal rules for
Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any
Battle Honour, make a note on the unit’s
Crusade card when it gains a Battle Trait and increase its
Crusade points accordingly, as described in the Warhammer 40,000 Core Book.
RANGERS INFANTRY UNITS ONLY | D3 | TRAIT | 1 | Longshots: Add 18" to the Range characteristic of ranger long rifles that models in this unit are equipped with. | 2 | Rapid Aim: Models in this unit do not suffer the penalty incurred to their hit rolls for firing Heavy weapons in the same turn their unit moved. | 3 | Guerrillas: Change the Type characteristic of shuriken pistols that models in this unit are equipped with to Pistol 2. This unit is eligible to shoot with shuriken pistols in a turn in which they Fell Back. |
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SHROUD RUNNERS UNITS ONLY | D3 | TRAIT | 1 | Raiders: This unit is eligible to shoot in a turn in which it Fell Back. | 2 | Nebulous: Each time a ranged attack targets this unit, if the attacker is more than 18" away, then this unit is treated as having the benefits of Light Cover against that attack. | 3 | Mobile: Models in this unit have a 5+ invulnerable save against ranged attacks. |
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Asuryani and Harlequins Crusade Relics
When an
ASURYANI or
HARLEQUINS CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting
Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.
Artificer Relics
An
ASURYANI or
HARLEQUINS CHARACTER model can be given one of the following
Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.
Blazing Star of Vaul The Bonesinger Keairde was the most famed Aeldari weaponsmith before the Fall, and his works have never been duplicated. The shurikens fired from weapons he crafted are infused with his peerless spirit, and leave trails of light in their wake. So rapidly do they fly that a volley of these projectiles is akin to a meteor storm, and to this day the few surviving weapons of his craft are still known as Blazing Stars of Vaul. ASURYANI model equipped with shuriken pistol only. This Relic replaces a shuriken pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D | Blazing Star of Vaul | Blazing Star of Vaul | 12" | Pistol 8 | 4 | -1 | 1 | Abilities: Shuriken |
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Mask of Secrets Many believe the Mask of Secrets to be no more than a dark fable, yet it is very real, kept within a shadowed vault deep within the Black Library. All who look upon this mask see distorted reflections of their own faults and failings, the slightest doubt or regret 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 the mask remains upon their face, yet it is said that in the long run they must pay a terrible price for this temporary boon. HARLEQUINS model only. The bearer has the following abilities:
- Each time an attack is made against the bearer, your opponent cannot re-roll the hit roll and cannot re-roll the wound roll.
- Mask of Secrets (Aura): While an enemy unit is within 6" of the bearer, subtract 1 from the Leadership characteristic of models in that unit.
- While an enemy unit is within Engagement Range of the bearer, subtract 2 from the Leadership characteristic of models in that unit.
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Antiquity Relics
An
ASURYANI or
HARLEQUINS CHARACTER model of Heroic
rank or higher can be given one of the following
Antiquity Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total
Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a
Battle Honour, for a total of +2.
Shimmerplume of Achillrial Achillrial was a fearless champion of great renown and one of the first of the Autarchs. Upon his appointment to the Path of Command he was gifted a helm that could capture light itself, 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 inordinate amount of the enemy's fire, no shot could fell him. It was treachery that ultimately undid Achillrial and led to the downfall of his craftworld of Fein-Cineal. Of that world-ship, only the Shimmerplume of Achillrial remains. AUTARCH model only.
- Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll.
- Each time the bearer is selected as a target of a charge, your opponent must roll 1 fewer dice for that charge roll (e.g. 1D6 instead of 2D6).
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Serpent’s Tail The monofilament wire encased within this ornate Harlequin’s kiss is incredibly tightly wound. When the weapon pierces the target’s body, this lashing wire flails around as though with a life of its own, tearing the victim to bloody pieces and lacerating their fellows. This horrific dismemberment - and the subsequent look of horror on the faces of the victim’s comrades - brings great amusement to the bearer, their mocking laughter echoing across the battlefield. HARLEQUINS model equipped with Harlequin’s kiss only. This Relic replaces a Harlequin’s kiss and has the following profile:WEAPON | RANGE | TYPE | S | AP | D | Serpent’s Tail | Serpent’s Tail | Melee | Melee | +2 | -3 | 2 | Abilities: The bearer has the HARLEQUIN’S KISS keyword. Each time the bearer fights, if you used the Kiss of Death Stratagem when the bearer was selected to fight, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any normal damage, instead of 1. |
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Legendary Relics
An
ASURYANI or
HARLEQUINS CHARACTER model of Legendary
rank can be given one of the following
Legendary Relics instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1
Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add 2 to a unit’s total
Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a
Battle Honour, for a total of +3.
Kaela Mensha Shelwe, Song of the Bloody-Handed This legendary blade is said to be 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 is said to contain the amalgamated spirits of every Young King that was 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, and even the tiniest nick caused by its edge refuses to heal. ASURYANI model with Banshee blade or witchblade only. This Relic replaces a Banshee blade or witchblade and has the following profile:WEAPON | RANGE | TYPE | S | AP | D | Song of the Bloody-Handed | Song of the Bloody-Handed | Melee | Melee | +7 | -4 | 3 | Abilities: If an enemy unit is destroyed by an attack made with this weapon, that unit’s Out of Action test is failed on a result of 1-3, instead of a 1. |
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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 own power, the role has no script, and so must be entirely improvised. HARLEQUINS model (excluding models that have a Pivotal Role upgrade) only.
- Add 1 to the bearer’s Strength, Toughness, Wounds and Attacks characteristics.
- Once per battle, if the bearer is on the battlefield, when you use an Aeldari Epic Deed Stratagem, that Stratagem costs 0CP.
- Once per battle, if the bearer is on the battlefield, when you make a Luck of the Laughing God roll, you can re-roll any or all of the dice for that Luck of the Laughing God roll.
- The bearer cannot be given any Pivotal Role upgrades.
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Soul-bonded Relics
When a
YNNARI CHARACTER model gains a
Soul-bonded Relic, you can select one from those presented below. These are treated as
Crusade Relics for all rules purposes (e.g. when a
CHARACTER model gains one of these Relics, increase that model’s
Crusade points total by 1).
Soulblast Blade The spirit stones bonded to this blade simmer with barely restrained fury. When the sword bites into its foe, this anger is released in a surge of entropic energy, withering the victim and siphoning their life force. Once drained of its essence, the target’s shrivelled husk is blasted apart. YNNARI model with Aeldari power sword or Banshee blade only. This Relic replaces an Aeldari power sword or Banshee blade and has the following profile:WEAPON | RANGE | TYPE | S | AP | D | Soulblast blade | Soulblast blade | Melee | Melee | +2 | -3 | 3 | Abilities: If an enemy unit is destroyed by an attack made with this weapon, roll one D6 before removing the last model in that unit from play. On a 4+, each enemy unit within 3" of that last model suffers 1 mortal wound. |
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Soulsight Crown Communing with the souls of the powerful seers who dwell in this crown's spirit stones, the wearer can draw on millennia of experience to augment their own potent psychic abilities. YNNARI PSYKER model only.
- The bearer knows one additional psychic power from the Revenant discipline.
- Each time the bearer successfully manifests a psychic power from the Revenant discipline, it regains 1 lost wound.
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Soulguard Plate This lightweight wraithbone armour incorporates the souls of countless warriors. Each of these boosts the wearers physique beyond even the already impressive capabilities of their kind. YNNARI model only.
- The bearer has a Save characteristic of 3+.
- Add 1" to the bearer’s Move characteristic.
- Add 1 to the bearer’s Strength characteristic.
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Soulsever Pistol Each shuriken spat forth from this weapon’s barrel is suffused with entropic energy. As it cuts through its victim, it snags a portion of their soul, dragging it from their ravaged form. YNNARI model with shuriken pistol only. This Relic replaces a shuriken pistol and has the following profile:WEAPON | RANGE | TYPE | S | AP | D | Soulsever pistol | Soulsever pistol | 12" | Pistol 3 | 5 | -1 | 2 | Abilities: Shuriken |
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Eldritch Omens Crusade Relics
When an
ASURYANI INFANTRY CHARACTER model gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting
Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.
Artificer Relics
An
ASURYANI INFANTRY CHARACTER model can be given one of the following
Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.
Cloak of the Shadewalker This occluding cloak is woven from a cameleo-fibre weave. It is inlaid with psychocircuitry that actively soothes the minds of those seeking its wearer, dissuading their interest and ensuring they soon seek elsewhere. - Each time a ranged attack is made against this model, an unmodified hit roll or wound roll of 1-3 always fails.
- Each time a ranged attack is allocated to the bearer while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
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Exile Glaive This weapon is said to have been wielded by a succession of exiled heroes, and strikes with all the bitter fury generated by their gestalt longing and sorrow. Model equipped with a star glaive only. This Relic replaces a star glaive and has the following profile:WEAPON | RANGE | TYPE | S | AP | D | Exile Glaive | Exile Glaive | Melee | Melee | x3 | -3 | 2 |
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One of the last fragments of a dying race that once ruled the galaxy, the Asuryani are a dying people. They are nonetheless a deadly foe however, each of their warriors armed with the finest wargear and trained to unmatched lethality.
Mustering a Boarding Patrol
When
mustering a Boarding Patrol, if your
Faction is
ASURYANI or
YNNARI, then the following rules apply when adding units to your
Boarding Patrol Detachment, and they take priority over the normal rules for mustering a Boarding Patrol.
- All <CRAFTWORLD> units in your Boarding Patrol must be from the same craftworld.
- You can include one Heavy Support slot, but only if it is a DARK REAPERS unit.
- STORM GUARDIAN and GUARDIAN DEFENDER units can include Serpent’s Scale Platform or Heavy Weapons Platform models as normal, even though this would mean the unit has a Starting Strength of 11. When forming Boarding Squads for such a unit, split it into one unit containing 6 models and another containing 5.
- A WARLOCKS unit can have a Starting Size of between 1 and 5 models, and the rule requiring such a unit to be taken at its minimum size does not apply.
- You can only upgrade one ASPECT WARRIORS unit in your army to have an Exarch Power.
- Models with the Favoured of Khaine ability cannot be given Enhancements.
- Units cannot have the Hunters of Ancient Relics Craftworld Attribute.
- You cannot include any HARLEQUINS units.
Rules Adaptations
If your Faction is
ASURYANI or
YNNARI, then the following rules adaptations apply to Aeldari rules found in
Codex: Aeldari.
- Models cannot make Battle Focus moves.
- PHOENIX LORD models cannot perform the Secure Site action (see Arks of Omen: Abaddon).
- When an enemy model makes a ranged attack at a unit with a gloom field or the Fieldcraft or Masters of Concealment Craftworld Attributes, that unit is treated as having the benefits of cover against that attack if the attacking model is more than 6" away from its target.
- When determining the number of dice to retain for the Strands of Fate ability, a Boarding Action game is treated as the same battle size as a Combat Patrol game.
- When an enemy unit is selected as the target of a charge by a unit containing models equipped with a Howling Banshee mask or Terror’s Lament, if that enemy unit is Set to Defend, then it is no longer in that state.
- The Executioner psychic power has a warp charge value of 9.
Enhancements
If your
WARLORD has the
ASURYANI or
YNNARI keywords, then when mustering your Boarding Patrol, they can be given one of the following
Enhancements instead of one from
Arks of Omen: Abaddon.
GRACEFUL KILLER Every slight move of this warrior is part of an elegant killing dance, perfected through centuries or more of practise. Each time an attack is made against the bearer, subtract 1 from that attack’s hit roll, and the hit roll cannot be re-rolled. |
MASTERFUL GUIDANCE Asuryani armies are composed of warriors and squads woven intricately together. Their superlative commanders can wield them with sublime ease, ensuring they are always in perfect position. In your Command phase, select one friendly ASURYANI CORE unit within 9" of the bearer. Until the start of your next Command phase, you can re-roll Advance rolls and charge rolls made for that unit, and, at the start of the Fight phase, if that unit is within Engagement Range of any enemy units, it can fight first that phase. |
SPIRIT LINK Spiritseers possess deep bonds with the ghost warriors they lead into battle, grown over years of interaction in their craftworld’s infinity circuit. SPIRITSEER model only. In your Command phase, select one friendly SPIRIT HOST unit on the battlefield. Until the start of your next Command phase, that unit gains the Objective Secured ability. |
Boarding Action Stratagems
If your Faction is
ASURYANI or
YNNARI, then when playing a
Boarding Action game you will have access to the following
Stratagems, and can spend CP to use them.
STORM OF BLADES1CP
Asuryani – Boarding Actions – Battle Tactic Stratagem
The well-trained Asuryani are able to lay down a hail of fire from their shuriken weapons, their superior reflexes allowing them to track even the most sudden movement and place every shot perfectly.
Use this Stratagem in your
Shooting phase, when an
ASURYANI unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a
shuriken weapon, an unmodified
hit roll of 5+ scores 1 additional hit.
LIGHTNING-FAST REACTIONS1CP
Asuryani – Boarding Actions – Battle Tactic Stratagem
The Aeldari can process battlefield events at baffling speed, making their physical reactions so fast that they are able to dodge attacks that would hit any other target.
Use this Stratagem in your opponent’s
Shooting phase or the
Fight phase, when an
ASURYANI or
YNNARI unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s
hit roll.
CITIZEN MILITIA1CP
Asuryani – Boarding Actions – Battle Tactic Stratagem
Even the civilian populations of the craftworlds don armour when the call to war goes out. Despite not being a professional soldiery, these warriors have experience of battle beyond that of many trained soldiers of other races.
Use this Stratagem in your
Shooting phase or the
Fight phase, when a
GUARDIANS unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, an unmodified successful
hit roll of 5+, that attack automatically wounds the target.
FIRE AND FADE2CP
Asuryani – Boarding Actions – Strategic Ploy Stratagem
The Aeldari are masters at using hit-and-run tactics, engaging a target with a flurry of shots before quickly manoeuvring into cover or out of sight.
Use this Stratagem in your
Shooting phase, after
making attacks with an
ASURYANI or
YNNARI unit from your army. That unit can immediately make a
Normal Move of up to 3". Until the end of the turn, that unit is not eligible to
declare a charge.
THE TEARS OF ISHA1CP
Asuryani – Boarding Actions – Strategic Ploy Stratagem
Spirit stones are said to originate from the tears wept by the goddess Isha when she was sundered from her mortal children, and it is believed that she intervenes to prevent their destruction.
Use this Stratagem in your
Command phase. Select one
WRAITH CONSTRUCT model from your army. That model regains up to D3 lost wounds. If the selected
model is within 6" of a friendly
SPIRITSEER model, that model regains up to 3 lost wounds instead.
QUICK AS THE BLADE1CP
Asuryani – Boarding Actions – Strategic Ploy Stratagem
Aspect Warriors are lithe fighters, swift as lightning and possessed of incredible poise. As the tide of battle flows around them they react impossibly quickly to changing events, never surrendering the initiative lightly.
Use this Stratagem in the
Heroic Interventions step of your opponent’s
Charge phase. Select one
ASPECT WARRIOR unit from your army that is not within
Engagement Range of any enemy units. Until the end of the turn, that unit is eligible to
perform Heroic Interventions as if it were a
CHARACTER.
Servants of the Laughing God, Cegorach, the Harlequins are as ineffable, capricious and fickle as their master. In battle they are a blur of dizzying lights and shapes, each movement part of a dance of death that represents a great Aeldari myth.
Mustering a Boarding Patrol
When
mustering a Boarding Patrol, if your
Faction is
HARLEQUINS, then the following rules apply when adding units to your
Boarding Patrol Detachment, and they take priority over the normal rules for mustering a Boarding Patrol.
- All <SAEDATH> units in your Boarding Patrol must be from the same saedath.
- If you choose not to include a SOLITAIRE model, then you can include up to 2 HQ slots, and you can include up to 2 HARLEQUINS CHARACTER models.
- You can only upgrade one HARLEQUINS CHARACTER model to have a Pivotal Role.
- SOLITAIRE models cannot be given an Enhancement or upgraded to have a Pivotal Role.
Rules Adaptations
If your
Faction is
HARLEQUINS, then the following rules adaptations apply to Aeldari rules found in
Codex: Aeldari.
- Models with the Harlequin’s Panoply ability cannot use that ability to move through Walls or closed Hatchways.
- While on the battlefield, the SOLITAIRE model loses the Blitz ability.
- When a unit is hit by an attack made by a DEATH JESTER model with the Lord of Crystal Bones Pivotal Role, if that unit is Set to Defend or has Set Overwatch, then it is no longer in either of those states.
- When determining the number of Luck re-rolls a player gains from the Luck of the Laughing God ability, a player can only gain them from a Luck of the Laughing God roll, they do not gain any based on the battle size.
- The Twilight Pathways psychic power has a warp charge value of 8.
- The Mirror of Minds psychic power has a warp charge value of 9.
- The Webway Dance (Aura) psychic power has a warp charge value of 6.
Boarding Action Stratagems
If your Faction is
HARLEQUINS, then when playing a
Boarding Action game you will have access to the following
Stratagems, and can spend CP to use them.
LIGHTNING-FAST REACTIONS1CP
Harlequins – Boarding Actions – Battle Tactic Stratagem
The Aeldari can process battlefield events at baffling speed, making their physical reactions so fast that they are able to dodge attacks that would hit any other target.
Use this Stratagem in your opponent’s
Shooting phase or the
Fight phase, when a
HARLEQUINS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s
hit roll.
DEATHLEAP1CP
Harlequins – Boarding Actions – Battle Tactic Stratagem
When set on the attack, Harlequins make great acrobatic bounds and leaps to bring their deadly blades to foe and give them no opportunity to recover or regroup.
Use this Stratagem in the
Fight phase, when a
HARLEQUINS unit from your army is selected to fight. 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 an additional 3".
MOCKING LAUGHTER1CP
Harlequins – Boarding Actions – Strategic Ploy Stratagem
Often the last thing the foes of the Harlequins hear is the echoing laughter of a Death Jester, taking great delight in their misfortune.
Use this Stratagem at the start of the
Morale phase. Select one enemy unit within 12" of a
DEATH JESTER model from your army. Until the end of the phase:
- Your opponent cannot select that unit for the Insane Bravery Stratagem (see Arks of Omen: Abaddon), nor can they use any rule that would let them re-roll a Morale test for that unit.
- If a Morale test taken for that unit is failed, any action that unit is performing immediately fails and if it is Set to Defend or has Set Overwatch, then it is no longer in either of those states.
A BINDING EMBRACE1CP
Harlequins – Boarding Actions – Wargear Stratagem
As Harlequins close with the foe, those with a Harlequins embrace unleash a delicate web of monofilament. These wires envelop their foe before contracting, restricting their movement.
Use this Stratagem at the start of the
Fight phase. Select a
HARLEQUIN’S EMBRACE unit from your army and select one enemy unit within
Engagement Range of it. Until the end of the phase, subtract 1 from the Strength characteristics of models in that enemy unit. A unit cannot be selected for more than one of the following Stratagems in the same phase: A Binding Embrace;
Caress of Torment;
The Kiss of Death.
CARESS OF TORMENT1CP
Harlequins – Boarding Actions – Wargear Stratagem
The gentlest touch from a Harlequin’s caress sends the target into agony - even the most potent shielding is no defence.
Use this Stratagem at the start of the
Fight phase. Select a
HARLEQUIN’S CARESS unit from your army. Until the end of the phase, each time a model in that unit makes a melee attack,
invulnerable saving throws cannot be made against that attack. A unit cannot be selected for more than one of the following Stratagems in the same phase:
A Binding Embrace; Caress of Torment;
The Kiss of Death.
THE KISS OF DEATH1CP
Harlequins – Boarding Actions – Wargear Stratagem
The Harlequins plunge their Harlequin’s Kisses into their enemies, flooding their bodies with monofilament wire that severs arteries or power circuits in a hundred places in less than a second.
Use this Stratagem at the start of the
Fight phase. Select a
HARLEQUIN’S KISS unit from your army. Until the end of the phase, each time a model in that unit makes a melee attack, the Damage characteristic of that attack cannot be modified and rules that ignore wounds cannot be used. A unit cannot be selected for more than one of the following Stratagems in the same phase:
A Binding Embrace;
Caress of Torment; The Kiss of Death.
FIGHTING THE WIND1CP
Harlequins – Boarding Actions – Wargear Stratagem
Harlequins are such superb and quick fighters that they can anticipate a foe’s every strike, parrying or avoiding them entirely.
Use this Stratagem at the start of the
Fight phase. Select a
HARLEQUINS unit from your army. Until the end of the phase, each time a model in that unit that is equipped with a
Harlequin’s blade would lose a wound, roll one D6: on a 5+, that wound is not lost.
Enhancements
If your
WARLORD has the
HARLEQUINS keyword, then when mustering your Boarding Patrol, they can be given one of the following
Enhancements instead of one from
Arks of Omen: Abaddon.
FRACTAL STORM In the cut and thrust of battle, this warlord performs rapid movements that maximise the effect of their holo-suit to better evade their enemy’s attacks. - Each time a ranged attack is made against the bearer, subtract 1 from that attack’s hit roll.
- Each time an attack is made against the bearer, your opponent cannot re-roll the hit roll, cannot re-roll the wound roll and cannot re-roll the damage roll.
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DAZZLINGLY PRISMATIC To look upon a Harlequin in motion is to witness a blur of psychedelic colour and light. It is a sight as captivating as it is befuddling and terrifying. At the start of the Fight phase, you can select one enemy unit within 3" of this model. That unit is not eligible to fight this phase until after all eligible units from your army have done so. |
CONSTANT MOTION Harlequins flow through battle like silk streamers in a hurricane, sprinting, whirling and weaving their way to the enemy. Each time the bearer makes a consolidation move:
- They do not need to end that move closer to the nearest enemy model but must end it within Engagement Range of any enemy units they started the consolidation move within Engagement Range of.
- Until that move is finished, the bearer can move horizontally through other models (they cannot finish a move on top of another model or its base).
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This section presents the rules for fielding an army formed from Altansar, an Aeldari Craftworld. When choosing a keyword to replace
<CRAFTWORLD>, you can choose to replace it with
ALTANSAR. If your army is
Battle-forged and includes any
ALTANSAR units, the rules in this section can be used in addition to those presented in
Codex: Aeldari.
CRAFTWORLD ATTRIBUTEThe
Craftworld Attribute gained by Altansar units is Grim Survivors.
ALTANSAR: GRIM SURVIVORSThe Aeldari of Altansar have faced and survived more horrors than most of their kind. The demands placed upon these people have led their craftworld to become heavily militarised, and fighting aboard the world-ship has lent many a penchant for close-quarters combat.
- Each time a model with this attribute makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, improve the Armour Penetration characteristic of that attack by 1.
- Each time a Combat Attrition test is taken for a unit with this attribute, add 1 to that Combat Attrition test.
Stratagems
If your army includes any
ALTANSAR Detachments (excluding
Auxiliary Support,
Super-heavy Auxiliary or
Fortification Network Detachments), you have access to these
Stratagems, and can spend
CPs to use them.
INEXHAUSTIBLE HATRED2CP
Aeldari (Altansar) – Battle Tactic Stratagem
Few Aeldari harbour as much hatred for Chaos in all its guises as those of Altansar. They have seen what horrors it is capable of, and all have experienced great loss to it in one form or another.
Use this Stratagem in the
Fight phase, when an
ALTANSAR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a
DAEMON unit (excluding
VEHICLE and
MONSTER units), add 1 to that attack’s
wound roll.
DEFIANT TO THE LAST2CP
Aeldari (Altansar) – Epic Deed Stratagem
The hardship the Altansari have endured for so many millennia has greatly hardened their souls and their bodies. With no safe harbours to flee to in the Eye of Terror and no allies to call upon, they have learnt to hold their ground and fight to the bitter end in order to ensure their survival.
Use this Stratagem at the start of your
Command phase. Select one
ALTANSAR unit from your army. Until the start of your next Command phase, that unit gains the
Objective Secured ability.
WITHERING VOLLEYS1CP/2CP
Aeldari (Altansar) – Wargear Stratagem
Maugan Ra’s influence has ensured that not only are Altansar’s Dark Reapers amongst the finest of their kind but that all warriors of the craftworld are superlative shots. In the fierce fighting that the Altansari have engaged in for millennia, these skills have served them well time and time again.
Use this Stratagem in your
Shooting phase, when an
ALTANSAR unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with an Aeldari missile launcher or Reaper launcher, improve the Armour Penetration characteristic of that attack by 1. If that unit has the
DARK REAPERs keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
THRICE-LAYERED WARDS1CP
Aeldari (Altansar) – Wargear Stratagem
It is a wonder that, after millennia in the Eye of Terror, the Altansari appear to have escaped without being corrupted by the forces of Chaos. Though this is a mystery to a great many Aeldari, what is clear is that the grim craftworlders have hardened their minds to the influence of the warp and have layered many wards onto their armour.
Use this Stratagem in your opponent’s
Psychic phase, when an
ALTANSAR unit from your army would suffer a
mortal wound. Until the end of the phase, each time a model in that unit would lose a wound, roll one D6: on a 4+, that wound is not lost.
Warlord Traits
If an
ALTANSAR CHARACTER model is your
WARLORD, you can use the Altansar
Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.
D3 | WARLORD TRAIT |
1 | MASTER OF RUNE-WARDING This warlord has become a master of suppressing the manifestations and corrupting influence of the warp. - In your opponent’s Psychic phase, if this WARLORD has the PSYKER keyword, this WARLORD can attempt to deny one additional psychic power that phase; otherwise, this WARLORD can attempt to deny one psychic power that phase as if it were a PSYKER.
- You can re-roll Deny the Witch tests taken for this WARLORD.
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2 | A BEACON OF LIGHT IN THE DARKNESS This warlord is an inspiring figure to their fellow Altansari, fully committed to the well-being of their people as well as the destruction of their enemies. 'The warlord’s mere presence encourages warriors around to greater feats of courage and to fight harder. In your Command phase, select one friendly ALTANSAR unit within 9" of this WARLORD. Until the start of your next Command phase:
- If the selected unit is performing an action, it can make ranged attacks without that action failing.
- The selected unit can still perform actions in a turn in which it Advanced or Fell Back.
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3 | WEAVER OF THE BLADE STORM This warlord has learnt much from the Altansar schools of thought that emphasise using massed firepower to annihilate the foe, which were formed after countless battles to drive daemons out of the craftworld. As a result, they drill their warriors relentlessly to deliver volley after devastating volley into the enemy. In your Command phase, select one friendly ALTANSAR CORE unit within 9" of this WARLORD. Until the start of your next Command phase, each time a model in the selected unit makes an attack with a shuriken weapon, an unmodified hit roll of 6 automatically wounds the target. |
Relics
If your army is led by an
ALTANSAR WARLORD, you can, when mustering your army, give one of the following Treasures of the Aeldari Relics to an
ALTANSAR CHARACTER model from your army. Named characters cannot be given any of the following Relics.
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using
points values, still pay the cost of the wargear that is being replaced. Write down any Treasures of the Aeldari Relics your models have on your
army roster.
SAVIOUR STONE This spirit stone holds the soul of one of the Aspect Warriors who was killed fighting beside Maugan Ra to destroy Altansar’s webway portals. The warrior’s courage and sacrifice serves not only as inspiration to the stone’s holder but affords them greater powers of insight into the future. How this is the case many Altansari debate to this day, though it is surmised that the explosive energies unleashed during that fateful battle played a part in infusing the stone with additional power. At the start of the battle round, when you make a Strands of Fate roll, if the bearer is on the battlefield, you can do one of the following:
- Increase the result of one of the dice you rolled by 1 (to a maximum of 6).
- Decrease the result of one of the dice you rolled by 1 (to a minimum of 1).
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EMBLEM OF THE BROKEN CHAIN Fashioned by one of Altansar’s Bonesingers from part of the Fortress of the Blazing Suns’ ruins, this emblem serves to remind its bearer, and other Altansari nearby, that they can survive even the greatest of struggles. Few Aeldari of the craftworld who look upon it and know its story can fail to be emboldened by its symbolism. In your Command phase, select one friendly ALTANSAR CORE unit within 6" of the bearer. Until the start of your next Command phase, you can re-roll Advance rolls and charge rolls made for that unit. |
If your army is led by an ASURYANI or HARLEQUINS WARLORD, you can, when mustering your army, give one of the following Treasures of the Aeldari Relics to an ASURYANI or HARLEQUINS CHARACTER model from your army. Alternatively, you can give up to two Aspect Shrine Relics - that is, a Relic that states ‘Exarch model only’ - to models in your army that have the word ‘Exarch’ in their profile (e.g. ‘Dire Avenger Exarch’). Each Aspect Shrine Relic can only be selected once. Named characters cannot be given any of the following Relics.
Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Relics your models have on your army roster.
KURNOUS’ BOW
This pistol was created in honour of Kurnous, who would fashion an arrow unique to each prey he hunted. Its psycho-sympathetic ammunition reacts to the vulnerabilities of the foe, turning a shot that should have merely wounded into a killing blow.
ASURYANI model with shuriken pistol only. This Relic replaces a shuriken pistol and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Kurnous’ Bow |
Kurnous’ Bow | 18" | Pistol 3 | 5 | - | - |
Abilities: Shuriken. Each time an attack is made with this weapon, if that attack successfully wounds the target, it inflicts 1 mortal wound on the target and the attack sequence ends. |
THE PHOENIX GEM
At the height of the War in Heaven, Isha drew down the heat of a hundred stars into a glittering gem to save Asuryan. It is said that the Phoenix Gem is the only surviving fragment of this ancient stone, and still retains the power to return life to the fallen.
ASURYANI model only. The first time the bearer is destroyed, roll one D6: on a 2+, keep it to one side. At the end of the current phase, set the bearer back up again, as close as possible to its previous position and not within
Engagement Range of any enemy models, with D3 wounds remaining.
SHARD OF ANARIS
When Khaine was shattered in battle with Slaanesh, the blade Anaris too was splintered, the fragments of both weapon and wielder coming to rest within the craftworlds.
ASURYANI model equipped with Banshee blade or star glaive only. This Relic replaces a Banshee blade or star glaive and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Shard of Anaris |
Shard of Anaris | Melee | Melee | +1 | -3 | 1 |
Abilities: Each time the bearer fights, it makes D3+3 additional attacks with this weapon. |
FAOLCHÚ’S WING
The great falcon Faolchú, upon the death of Eldanesh, gifted a single golden pin feather to his heirs. Legend tells that this artefact is that selfsame token of grief, handed down through generations of Aeldari, and surviving even the tumult of the Fall.
ASURYANI INFANTRY model only.
- The bearer has a Move characteristic of 12" and the FLY keyword.
- At the end of your Movement phase, select one enemy unit the bearer moved across during that phase, and roll one D6: on a 2+, that unit suffers D3 mortal wounds.
FIRESABRE
Many legends speak of Draoch-var, the great drake whose wrathful strength toppled the pillars of the Temple of Isha. Reputedly, this sword was forged from Draoch’s razored fang in celebration of Ulthanash’s victory. It burns with a fury that can never be quenched, and its fire spreads like a living thing.
ASURYANI model with Banshee blade or star glaive only. This Relic replaces a Banshee blade or star glaive and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Firesabre |
Firesabre | Melee | Melee | +3 | -4 | 2 |
Abilities: Each time an attack is made with this weapon, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. |
SUNSTORM
It is said that at the outbreak of the War in Heaven, Asuryan rode for seven nights across the stars to bring warning to his fellow gods. This jetbike, named after Asuryan’s steed, has a speed unmatched, its rider streaking across the battlefield like a falling star.
ASURYANI BIKER model only.
- The bearer has a Move characteristic of 20".
- The bearer has the Objective Secured ability.
AEGIS OF ELDANESH
This majestic suit of wraithbone armour dates from the earliest days of the Aeldari, and is said to be crafted from a shard of Eldanesh’s own armour. Though Eldanesh fell in battle against the Bloody-Handed God, his children stride impervious through the fires of battle.
AUTARCH model only.
- The bearer has a Save characteristic of 2+.
- Each time an attack is allocated to the bearer, subtract 1 from that attack’s Damage characteristic (to a minimum of 1).
THE WEEPING STONES
Carved from psychoactive rubies, these runic stones resemble the beads of blood that drip from the hand of Khaine. In battle, these stones rearrange themselves, revealing elements of the future.
ASURYANI PSYKER model only. While the bearer is on the battlefield, each time you make a
Strands of Fate roll, you can roll one additional D6.
THE STORIED SWORD
An exquisite and perfectly weighted weapon, the Storied Sword has a starmetal blade and a tooled wraithbone grip. Inscribed upon the sword in minute script is the entire tale of the Fall of the Aeldari, as narrated by the Shadowseers. As the wielder of this weapon fights, they find their mind filling with images of that terrible time - impossible psychic snapshots of the greatest tragedy ever to befall their race. Driven into a killing fury by the horrors they have seen, the wielder fights all the harder, determined to prevent any such terrible events from transpiring ever again.
HARLEQUINS model with Aeldari power sword only. This Relic replaces an Aeldari power sword and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
The Storied Sword |
The Storied Sword | Melee | Melee | +2 | -3 | 2 |
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target. |
THE SUIT OF HIDDEN KNIVES
This remarkable halo-suit contains a sub-weave of psychocrystalline blades that flicker in and out like razor-sharp fans as the wearer fights. For most beings, wearing such a thing would be a death sentence. For the perfectly poised Harlequins, it is a thrilling challenge and a potent weapon, allowing them to slice and stab their enemies with every weave, dodge and pirouette they perform.
HARLEQUINS model only. At the end of the
Fight phase, the bearer can make 3 additional melee attacks (these attacks cannot target
TITANIC units). When resolving these attacks, each time a hit is scored, the target suffers 1
mortal wound and the attack sequence ends.
CRESCENDO
This masterwork shuriken pistol was first bestowed upon a Troupe Master of the Veiled Path. Supposedly, it was given as a gift by a wanderer of the webway, who members of that masque claim was none other than the Laughing God. While many doubt the word of the Veiled Path in this, there can be no denying that Crescendo is a beautifully crafted and uniquely potent firearm. When the pistol’s trigger is pulled, micro-distortion engines engage within its housing, allowing an impossible volley of firepower to be unleashed.
HARLEQUINS model with shuriken pistol only. This Relic replaces a shuriken pistol and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Crescendo |
Crescendo | 12" | Pistol 6 | 4 | -3 | 2 |
Abilities: Shuriken |
CEGORACH’S ROSE
Representing the barbed gift given in jest by the Laughing God to the crone Morai-Heg, Cegorach’s Rose contains thorned monofilaments of shadowsilk. Existing in the penumbra between realspace and the labyrinth dimension, these shadowsilk strands bypass even the thickest armour as though it did not exist. Once within the body of the victim, the rose’s threads uncoil, a blossom of molecule-thin blades unfurling at the end of each. The foe is slain instantly as a thicket of bloody, bladed roses blossoms within their chest.
HARLEQUINS model with Harlequin’s kiss only. This Relic replaces a Harlequin’s kiss and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Cegorach’s Rose |
Cegorach’s Rose | Melee | Melee | +2 | -2 | 3 |
Abilities: Each time an attack is made with this weapon, you can re-roll the wound roll. The bearer has the HARLEQUIN’S KISS keyword. |
THE STARMIST RAIMENT
At first glance there is little to distinguish the Starmist Raiment from a typical halo-suit, save that it is woven through with gossamer-thin strands of what looks like liquid silver. Yet when the wearer moves, they are engulfed in a shimmering cloud of refracted starlight that blinds and confuses the foe. This effect is magnified when the wearer moves quickly, the blurred glow swelling to become a blazing corona almost impossible to see through. So does the wearer mimic Aelos, the heavenly star flung by Cegorach himself that smote Vaul’s treacherous assistant Ghaevyll and blinded him for his deceits.
HARLEQUINS model only.
- Each time an attack is made against the bearer, that attack’s hit roll and wound roll cannot be re-rolled.
- Once per battle, in your Command phase, you can declare that the bearer will mimic Aelos. If you do so, until the start of your next Command phase, the bearer has a 3+ invulnerable save.
THE LAUGHING GOD’S EYE
A pendant of rune-carved wraithbone, this potent artefact is said to draw the watchful eye of Cegorach himself. Psychic powers flicker and die in the pendant’s presence, for the Laughing God will not suffer his children to be beset by any tendril of the warp. This aura of abnegation extends not only to the pendant’s wearer, but billows like a concealing cloak to shield nearby allies. So does Cegorach watch over his followers, guarding them from the predations of She Who Thirsts.
HARLEQUINS model only. The bearer has the following ability: ‘
The Laughing God’s Eye (Aura): While a friendly
HARLEQUINS unit is within 6" of this model, each time a model in that unit would lose a wound as a result of a
mortal wound, roll one D6: on a 5+, that wound is not lost.’
Aspect Shrine Relics
THE AVENGING BLADE
This diresword contains the spirit stone of an ancient Exarch who was slain in agony after being betrayed by those of the Dark Kin. Each strike with the blade unleashes this fallen Exarch’s fury in searing bursts of psychic energy.
Dire Avenger Exarch model with diresword only. This Relic replaces a diresword and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
The Avenging Blade |
The Avenging Blade | Melee | Melee | +2 | - | - |
Abilities: Each time an attack is made with this weapon, if that attack successfully wounds the target, it inflicts 1 mortal wound on the target and the attack sequence ends. |
DRAGON’S FURY
Incorporated into ornate vambraces, these flared projectors are capable of creating an incandescent wall of armour-melting flame, stopping charging foes in their tracks.
Fire Dragon Exarch model only. Each time the bearer’s unit is selected as the target of a charge, subtract 2 from the
charge roll.
SHADOWSTING
This biting blade is said by some to be the sister to Isirmathil, the mighty weapon of the Phoenix Lord Karandras. Its deadly teeth slice through the foe with barely a whisper.
Striking Scorpion Exarch model with biting blade only. This Relic replaces a biting blade and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
Shadowsting |
Shadowsting | Melee | Melee | +3 | -2 | 2 |
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon. |
CRONESCREAM
At a mental command, this mask unleashes a blast of the psychoempathic energy it stores from the wearer’s battle cries.
Howling Banshee Exarch model only. Once per battle, at the start of the
Fight phase, you can select one enemy unit within
Engagement Range of the bearer and roll one D6: on a 2+, that enemy unit suffers D3
mortal wounds, and an additional 1 mortal wound for each
charge move the bearer has made during the battle.
THE PHOENIX PLUME
This single feather, worn upon the Exarch’s helm, is taken from psychocrystalline avians. Its cries are said to alert the craftworld’s defences to the presence of malefic power.
Swooping Hawk Exarch model only.
- The bearer has a 4+ invulnerable save.
- Each time a model in the bearer’s unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
THE SPIDER’S BITE
These blades contain microscopic pores filled with the venom of the arachnoids that inhibit the craftworld’s infinity circuit. Anything that feels their bite is slowly turned into immovable wraithbone.
Warp Spider Exarch model with powerblades only. This Relic replaces powerblades and has the following profile:
WEAPON | RANGE | TYPE | S | AP | D |
The Spider’s Bite |
The Spider’s Bite | Melee | Melee | +2 | -4 | 2 |
Abilities: Each time an attack is made with this weapon, on an unmodified wound roll of 6 that attack has a Damage characteristic of 3. |
KHAINE’S LANCE
This ornate jetbike’s nose projects a potent energy field that blasts a gap in the enemy’s defences.
Shining Spear Exarch model only. Each time the bearer finishes a
charge move, select one enemy unit within
Engagement Range of the bearer and roll one D6. On a 4+:
- That enemy unit suffers D3 mortal wounds.
- That enemy unit is not eligible to fight this phase until after all eligible units from your army have done so.
SHRINE SKULL
When one of these trophies is brought forth, the bearer becomes the manifestation of Khaine’s will in his role as the destroyer.
Dark Reaper Exarch model with Reaper launcher only. If an enemy unit has any models destroyed by an attack made by the bearer, until the end of the turn, subtract 1 from
Combat Attrition tests taken for that enemy unit.
| | |
| Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Autarch Weapons). When this is the case, the unit may take any item from the appropriate list below.
 AUTARCH WEAPONS • Avenger shuriken catapult • Death spinner • Fusion gun1 • Lasblaster1 • Power sword • Reaper launcher1 • Scorpion chainsword 1 A model can only be equipped with one of these weapons.  HEAVY WEAPONS • Aeldari missile launcher • Bright lance • Scatter laser • Shuriken cannon • Starcannon  VEHICLE EQUIPMENT • Crystal targeting matrix • Spirit stones • Star engines • Vectored engines | |
| | |
Below you will find a glossary that contains a number of terms used in this Codex.
Aeldari secondary objectives: Additional secondary objectives that can be used in certain
matched play mission packs if every
Detachment in your army is an
ASURYANI or
HARLEQUINS Detachment.
Any number of models can each have their Weapon A replaced with 1 Weapon B: When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have that weapon replaced with Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.
ASURYANI Detachment: A Detachment in a
Battle-forged army where every model has the
ASURYANI keyword (excluding models with the
ANHRATHE or
UNALIGNED keywords).
Craftworld Attribute: A
Detachment ability gained by
ASURYANI models in
CRAFTWORLD Detachments, based on the
craftworld they are drawn from, if all models from your army that are drawn from a craftworld are drawn from the same craftworld.
CRAFTWORLD Detachment: A
Detachment in a
Battle-forged army in which every model with
the <CRAFTWORLD> keyword is drawn from the same craftworld.
Craftworld Relic: A Treasures of the Aeldari Relic associated with one of the craftworlds. These are only available to
CHARACTER models that are part of a
CRAFTWORLD Detachment (and only if they, and your
WARLORD, are drawn from the associated
craftworld).
Craftworld Stratagem: A Stratagem associated with one of the craftworlds. These are only available to
ASURYANI models that are part of a
CRAFTWORLD Detachment (and only if they are drawn from the associated
craftworld). All Craftworld Stratagems are considered to have the Aeldari Stratagem label (see below).
<CRAFTWORLD> unit: A unit that is from a craftworld and has the name of a craftworld as a Faction keyword on its
datasheet. Note that units that are from a specified craftworld - such as named characters like
Eldrad Ulthran - are also
<CRAFTWORLD> units.
DRUKHARI and
HARLEQUINS units that have the
YNNARI keyword are also
<CRAFTWORLD> units.
Craftworld Warlord Trait: A Warlord Trait associated with one of the craftworlds. These are only available to
WARLORDS that are part of a
CRAFTWORLD Detachment (and only if they are drawn from the associated
craftworld).
Exarch Power: An upgrade that bestows new abilities on an
ASPECT WARRIORS unit for an additional cost.
HARLEQUINS Detachment: A
Detachment in a
Battle-forged army in which every model has the
HARLEQUINS keyword (excluding models with the
UNALIGNED keyword).
Luck of the Laughing God roll: A roll made at the start of each battle round if your army has the
Luck of the Laughing God ability.
Maximum number of models: A unit contains the maximum number of models if it includes every model it possibly can, as described on its
datasheet (excluding models representing wargear).
Phantasmancy Discipline: A psychic discipline
SHADOWSEER models can know powers from.
Pivotal Roles: An upgrade that bestows a new ability on a
HARLEQUINS CHARACTER model for an additional cost.
Psychic power type: A psychic power’s type is written in bold at the start of its rules. There are three types of psychic power described in this Codex: Blessing, Malediction and Witchfire.
Revenant Discipline: A psychic discipline
YNNARI PSYKER units can know powers from.
Runes of Battle Discipline: A psychic discipline
WARLOCKS,
SPIRITSEER and
HEMLOCK WRAITHFIGHTER units can know powers from.
Runes of Fate Discipline: A psychic discipline
FARSEER models and
CORSAIR VOIDSCARRED units containing a Way Seeker model can know powers from.
Runes of Fortune Discipline: A psychic discipline
FARSEER models,
SPIRITSEER models and
CORSAIR VOIDSCARRED units containing a Way Seeker model can know powers from.
Saedath Characterisation: A Detachment ability gained by models in
HARLEQUINS Detachments, based on the saedath they are following, if all models from your army that are following a saedath are following the same
saedath.
Saedath Relic: A Treasures of the Aeldari Relic associated with one of the saedaths. These are only available to
CHARACTER models that are part of a
HARLEQUINS Detachment (and only if they, and your
WARLORD, are following the associated
saedath).
Saedath Stratagem: A Stratagem associated with a specific
saedath. If your
WARLORD is following that saedath, you can spend
Command points to use that Stratagem. All Saedath Stratagems are considered to have the Aeldari Stratagem label (see below).
<SAEDATH> unit: A unit that follows a saedath and has the name of a saedath as a Faction keyword on its
datasheet.
Saedath Warlord Trait: A Warlord Trait associated with one of the saedaths. These are only available to
WARLORDS that are part of a
HARLEQUINS Detachment (and only if they are following the associated
saedath).
Shuriken weapon: A weapon with the ‘Shuriken’ ability.
Strands of Fate roll: A roll made at the start of each battle round if your army has the
Strands of Fate ability.
Stratagem label: A Stratagem’s labels are written beneath its title and can include: Aeldari; Battle Tactic; Epic Deed, Strategic Ploy; Requisition; Wargear. A Stratagem can have more than one label (e.g. a Stratagem with ‘Aeldari - Wargear Stratagem’ has both the Aeldari and Wargear labels).
Treasures of the Aeldari Relic: A type of Relic that can be given to
ASURYANI CHARACTER or
HARLEQUINS CHARACTER models.
Below you will find a bullet-pointed summary of several Asuryani and Ynnari rules.
ADVANCED POSITIONS- During deployment, when you set up this unit, if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
AVATARS OF THE GODS- AVATAR OF KHAINE models cannot be added to your Crusade army unless the Court of the Young King Requisition has been purchased. You must purchase this Requisition each time you wish to add an AVATAR OF KHAINE model to your Order of Battle.
- THE YNCARNE cannot be added to your Crusade army unless you have purchased the Summon the Yncarne Soul Bond. You must purchase this Soul Bond each time you wish to add THE YNCARNE to your Order of Battle.
- AVATAR OF KHAINE models and THE YNCARNE never gain experience points.
- AVATAR OF KHAINE models and THE YNCARNE never accrue Battle Scars. If an AVATAR OF KHAINE model or THE YNCARNE fails an Out of Action test, roll one D6: on a 1, remove that unit from your Order of Battle. On a 2-6, there is no effect.
BATTLE FOCUS- A unit with this ability can make an additional Normal Move of D6 inches after it has finished shooting. This move is known as a Battle Focus move.
- A unit with this ability can Advance and shoot Assault and Pistol weapons as if they Remained Stationary.
CRAFTWORLD ATTRIBUTE- If every <CRAFTWORLD> unit in your army is drawn from the same craftworld, all craftworld units in CRAFTWORLD Detachments gain a Craftworld Attribute.
- The Craftworld Attribute gained depends on what craftworld they are from.
THE DARK KINDETACHMENT ABILITIESFAVOURED OF KHAINE- This model has a 4+ invulnerable save.
- This model can only lose a maximum of 3 wounds in each phase.
- This model can never have a Relic or a Warlord Trait.
LEADERS OF THE WARHOSTSHURIKEN WEAPONS- A shuriken weapon is any weapon that includes the ‘Shuriken’ ability in its profile.
- Each time an attack is made with a shuriken weapon, on an unmodified wound roll of 6, improve that attack’s Armour Penetration characteristic by 2.
SOULS FOR YNNEAD- While your Crusade army contains any YNNARI Detachments, each time a YNNARI unit from your army achieves any of the following during a battle, add 1 to your Soul points tally:
- That unit destroys an enemy WARLORD.
- That unit destroys an enemy unit with a Starting Strength of 6 or more.
- At the end of the battle, that unit controls an objective marker that is not in your deployment zone.
- That unit destroyed the enemy unit with the greatest number of experience points (if several enemy units are tied, this can be any of the tied units).
- That unit successfully manifested any psychic powers from the Revenant discipline.
STRANDS OF FATE- At the start of each battle round, if every unit from your army has the ASURYANI keyword (excluding models with the ANHRATHE or UNALIGNED keywords) you can make a Strands of Fate roll. To do so, roll six D6.
- Select a number of dice results to retain, as specified by the battle size.
- Each of the selected results corresponds to a type of roll that you can manipulate once per instance of that roll during that battle round.
- If the type of roll you wish to manipulate involves one D6 (e.g. a hit roll), do not roll a dice; that roll is treated as an unmodified roll of 6.
- If the type of roll you wish to manipulate involves more than one D6 (e.g. a Psychic test), treat one of those dice as an unmodified roll of 6 (do not roll that dice), then roll any other dice and add up the results as normal.
WALKING THE PATH ALONE- The Fresh Recruits Requisition cannot be used to increase the unit size of WARLOCKS CHARACTER units from your Order of Battle.
WANDERING LEGENDS- PHOENIX LORD units included in your Crusade army are considered to be named characters for all rules purposes.
Below you will find a bullet-pointed summary of several Harlequins rules.
DETACHMENT ABILITIESGRAND PERFORMANCES- If your Crusade army includes any HARLEQUINS units, they can prepare for a Grand Performance. To do so, you first select which Tale your HARLEQUINS units will perform, then take part in a series of battles that form the Rehearsal phase, leading on to a battle that forms the Grand Performance phase.
- During the Rehearsal phase, you will have a list of preparations to accomplish over the course of several battles for your chosen Tale. Once complete, you can then move on to the Grand Performance phase.
- Before a battle, if you have completed the requirements in the Rehearsal phase of your selected Tale, you can choose to make a Grand Performance. During that battle you will earn Accolade points for achieving different requirements. At the end of that battle, you will earn rewards based on how many Accolade points you earned.
HARLEQUIN’S PANOPLY- Models in this unit have a 4+ invulnerable save.
- Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).
- Each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.
LEAD ROLE- If your army includes any TROUPE MASTER models, if your WARLORD is a HARLEQUINS model, that WARLORD must be a TROUPE MASTER model.
LUCK OF THE LAUGHING GOD- At the start of each battle round, if every unit in your army is a HARLEQUINS unit and is following the same saedath, you gain a number of Luck re-rolls (depending on the size of the battle and you can make a Luck of the Laughing God roll to try to increase this number. If every result that makes up this roll is unique, gain a number of additional Luck re-rolls equal to the number of dice rolled.
RISING CRESCENDO- This unit is eligible to declare a charge in a turn in which it Advanced.
- This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
SAEDATH CHARACTERISATION- If every <SAEDATH> unit in your army is following the same saedath, all <SAEDATH> units in <SAEDATH> Detachments gain a Saedath Characterisation corresponding with the saedath they are following.
<SAEDATH> KEYWORD- When you include a unit with the <SAEDATH> keyword, nominate which saedath it is following.
- Replace every instance of the <SAEDATH> keyword on that unit’s datasheet with the name of your chosen saedath.