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.

Contents

Books

BookKindEditionVersionLast update
  Aeldari
  AeldariCodex9Indomitus 1.1January 2023
  The Balance Dataslate
  The Balance DataslateRulebook9Q2 2023April 2023
  Arks of Omen: Farsight
  Arks of Omen: FarsightExpansion9March 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  Drukhari
  DrukhariCodex9Indomitus 1.3July 2022
  Index Xenos: Altansar
  Index Xenos: AltansarWhite Dwarf9February 2022
  Eldritch Omens
  Eldritch OmensBoxset9January 2022
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Imperium Nihilus: Vigilus Defiant
  Imperium Nihilus: Vigilus DefiantExpansion8Indomitus 1.1July 2020
  Warhammer Legends: Craftworlds
  Warhammer Legends: CraftworldsDatasheet8December 2019
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018

FAQ

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.

Keywords

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.

Asuryani Abilities

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 SIZENUMBER OF DICE RETAINED
Combat Patrol2
Incursion3
Strike Force4
Onslaught5

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

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

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

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

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 Terrain
There 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.

Deployment Abilities


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.

Weapon Abilities


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.

Harlequins Abilities

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 SIZELUCK RE-ROLLS
Combat Patrol1
Incursion2
Strike Force3
Onslaught4

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.

Asuryani Detachment Rules

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.

Craftworlds

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 TRAITS
Each 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.

STRATAGEMS
Each 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 RELICS
Each 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 DAMNED

All 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 READER

Using 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 ALISHAZIER

The 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: FIELDCRAFT

Through 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 AMBUSH

This 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 ALANSSAIR

Long 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: SWORDWIND

Biel-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 LEADER

Tactical 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’LAN

Anath’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 ENDURANCE

The 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 RESOLVE

Resolute 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 IYANDEN

The 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 HOST

Each 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 CHIEFTAIN

To 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 TIONCHAR

Marking 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.

Far-flung Craftworlds

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.

Harlequins Detachment Rules

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.

The Saedaths

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 TRAITS
Each 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.

STRATAGEMS
Each 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 RELICS
Each 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 LIGHT

Masques 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 LIGHT

This 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 STONE

This 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 DEEDS

Troupes 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 DARK

Those 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 GHOULMASK

The 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 FALLS

Standing 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 TWILIGHT

The 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 FANG

During 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

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 Mercenaries
When 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 DEATH

To 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 SOULS

This 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 SHROUD

This 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.

Example Army

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!


Specialist Detachments

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 DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

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.

WARLORD TRAIT
If a WINDRIDER HOST CHARACTER is your Warlord, you can give them the following Warlord Trait.

WILD RIDER

Making 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 GLORY
If 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 GALALETH

Legend 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+.

STRATAGEMS
If your army includes any Windrider Host Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
2CP

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.
3CP

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).

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 DETACHMENT
If your army is Battle-forged, you can use the Specialist Detachment Stratagem below:
1CP

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.

WARLORD TRAIT
If a WRAITH HOST CHARACTER is your Warlord, you can give them the following Warlord Trait.

REVERED BY THE DEAD

This 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 BATTLE
Before the battle, a WRAITH HOST PSYKER can replace a psychic power they know (excluding Smite) with the following psychic power:

TWILIGHT GLOOM

A 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 GLORY
If your army includes any Wraith Host Specialist Detachments, you can give the following relic to a WRAITH HOST CHARACTER in your army:

WARP-SPAWN BANE

This 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.

STRATAGEMS
If your army includes any Wraith Host Specialist Detachments, you can use Command Points (CPs) to use the following Stratagems:
1CP

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.
2CP

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.

Stratagems by Phase

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)

Stratagems

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 3CPs, 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).

Exarch Powers

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:

Add 1 to that model’s Wounds characteristic.+1 W
If that model is a Crimson Hunter, Dark Reaper, Swooping Hawk or Fire Dragon Exarch, improve its Ballistic Skill characteristic by 1.+1 BS
If that model is a Striking Scorpion, Howling Banshee, Shining Spear or Warp Spider Exarch, add 1 to its Attacks characteristic.+1 A

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 POWERPOINTS
Eyes of Khaine+30
Strafing Assault+20
Swooping Evasion+25

EYES OF KHAINE

This 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 ASSAULT

This 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 EVASION

With 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 POWERPOINTS
Defensive Stance+20
Shredding Fire+25
Stand Firm+15

DEFENSIVE STANCE

Entering 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 FIRE

Calling 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 FIRM

Taking 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 POWERPOINTS
Spider’s Lair+15
Surprise Assault+15
Web of Deceit+15

SPIDER’S LAIR

This 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 ASSAULT

Rapid 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 DECEIT

Those 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 POWERPOINTS
Expert Lancers+20
Heartstrike+20
Lightning Attacks+20

EXPERT LANCERS

This 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.
HEARTSTRIKE

Even 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 ATTACKS

The 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 POWERPOINTS
Graceful Avoidance+20
Nerve-shredding Shriek+10
Piercing Strikes+15

GRACEFUL AVOIDANCE

Those 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 SHRIEK

Working 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 STRIKES

With 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 POWERPOINTS
Crushing Blows+15
Deadly Ambush+20
Scorpion’s Sting+30

CRUSHING BLOWS

This 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 AMBUSH

Lurking 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 STING

This 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 POWERPOINTS
Bringer of Death+25
Focused Fire+15
Reaper's Reach+15

BRINGER OF DEATH

This 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 FIRE

With 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 REACH

Some 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 POWERPOINTS
Blazing Fury+20
Burning Heat+25
Dragon’s Bite+15

BLAZING FURY

Channelling 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 HEAT

With 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 BITE

Those 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 POWERPOINTS
Rapid Redeployment+20
Suppressing Fire+15
Winged Evasion+15

RAPID REDEPLOYMENT

This 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 FIRE

This 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 EVASION

With 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.

Pivotal Roles

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 ROLEPOINTS
Prince of Light+20
Queen of Shards+25
Veiled King+20

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 SHARDS

No 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 KING

And 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 ROLEPOINTS
Harvester of Torment+40
Lord of Crystal Bones+20
Rift Ghoul+20

HARVESTER OF TORMENT

And 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 BONES

All 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 GHOUL

The 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 ROLEPOINTS
Prince of Sins+20
Spectre of Despair+15
Thirsting Darkness+20

PRINCE OF SINS

And 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 DESPAIR

And 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 DARKNESS

The 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 ROLEPOINTS
Agent of Pandemonium+30
Gloom Spider+20
Mirror Architect+60

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 SPIDER

The 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.

Psychic Disciplines

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

D6PSYCHIC 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.

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

D6PSYCHIC 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.

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.

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.

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+).

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).

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.


Runes of Fate

D6PSYCHIC 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

D6PSYCHIC 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

D6PSYCHIC 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.

Warlord Traits

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

D6WARLORD 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".

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.

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

D3WARLORD 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.


Named Characters and Warlord Traits

If one of the following named characters gains a Warlord Trait, they must have the corresponding one shown below.
CHARACTERWARLORD TRAIT
Eldrad UlthranFate Reader 
Illic NightspearMark of the Incomparable Hunter 
Prince YrielEnduring Resolve 
The VisarchWalker of Many Paths 
YvraineWarden of Souls 

Asuryani Chapter Approved Rules

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.

Harlequins Chapter Approved Rules

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.

Crusade Rules

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.

D3Result
1CHARACTER
2INFANTRY
3VEHICLE

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
NEWCOMERS TO THE SHRINE
No effect.
5 PATH POINTS

SECOND STEP
WARRIORS OF THE SHRINE
Each time a model in this unit makes an attack, re-roll a hit roll of 1.
8 PATH POINTS

THIRD STEP
EXPERIENCED WARRIORS
Each time a model in this unit makes an attack, re-roll a wound roll of 1.
12 PATH POINTS

FINAL STEP
DEVOTED OF KHAINE
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
RUNECASTERS
No effect.
5 PATH POINTS

SECOND STEP
BATTLE PSYKERS
Each time this unit attempts to manifest Smite or a Witchfire psychic power, add 1 to the Psychic test.
8 PATH POINTS

THIRD STEP
PATHSCRYERS
Each time this unit attempts to manifest a Blessing psychic power, add 1 to the Psychic test.
12 PATH POINTS

FINAL STEP
SEERS OF FUTURE PATHS
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
FORWARD SCOUTS
No effect.
5 PATH POINTS

SECOND STEP
EAGLE-EYED RANGERS
Each time a model in this unit makes an attack, the target does not receive the benefits of Light Cover against that attack.
8 PATH POINTS

THIRD STEP
SWIFT INFILTRATORS
Add 2" to the Move characteristic of models in this unit.
12 PATH POINTS

FINAL STEP
ELITE ASSASSINS
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
D6PSYCHIC FORTITUDE
1Channelled 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.
2Mantra 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.
3Warding 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.
4Expansive 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.
5Layered 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.
6Reader 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.’
ASURYANI WARLOCKS UNITS ONLY
D6PSYCHIC FORTITUDE
1-2Collective 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.
3-4Rage 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.
5-6Empowered 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.

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.

REHEARSAL PHASE
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.

GRAND PERFORMANCE PHASE
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.

REWARD
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.

REHEARSAL PHASE
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.

GRAND PERFORMANCE PHASE
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.

REWARD
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.

REHEARSAL PHASE
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.

GRAND PERFORMANCE PHASE
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.

REWARD
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.

REQUISITIONS
If 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
D6TRAIT
1Soulmarked

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.
2Blazing Light

This Solitaire moves faster than the eye can see.

This model gains 1 Damnation point. Add 2" to this model’s Move characteristic.
3Might 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.
4Fade 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".
5Shielded 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.
6Warpwalk

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.

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
D6TRAIT
1-2Desperate 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.
3-4Resilient 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.
5-6Experienced 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.
ANHRATHE UNITS ONLY
D6TRAIT
1-2Close 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.
3-4Agile 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.
5-6Expert 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.
WRAITHGUARD AND WRAITHBLADE UNITS ONLY
D6TRAIT
1-2Ghost 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.
3-4Aetheric 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.
5-6Sublime 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.
HARLEQUINS TROUPE UNITS ONLY
D6TRAIT
1-2Children 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.
3-4Deadly 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.
5-6Mocking 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.

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
D3TRAIT
1Longshots: Add 18" to the Range characteristic of ranger long rifles that models in this unit are equipped with.
2Rapid 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.
3Guerrillas: 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.
SHROUD RUNNERS UNITS ONLY
D3TRAIT
1Raiders: This unit is eligible to shoot in a turn in which it Fell Back.
2Nebulous: 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.
3Mobile: Models in this unit have a 5+ invulnerable save against ranged attacks.

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

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.


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).

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.


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.

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.


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.

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.

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.

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


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.

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

Asuryani and Ynnari Boarding Actions

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.

Harlequins Boarding Actions

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.

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).

Codex Supplement: Altansar

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 ATTRIBUTE
The Craftworld Attribute gained by Altansar units is Grim Survivors.

ALTANSAR: GRIM SURVIVORS

The 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.

D3WARLORD 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.

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.

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).

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.

Treasures of the Aeldari

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.

Optional Wargear

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


Wargear Reference

Glossary

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.

Asuryani Reference

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.

<CRAFTWORLD> KEYWORD
  • When you include a unit with the <CRAFTWORLD> keyword, nominate which craftworld it is drawn from.
  • Replace every instance of the <CRAFTWORLD> keyword on that unit’s datasheet with the name of your chosen craftworld.

THE DARK KIN

DETACHMENT ABILITIES

FAVOURED 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 WARHOST

SHURIKEN 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.

Harlequins Reference

Below you will find a bullet-pointed summary of several Harlequins rules.

DETACHMENT ABILITIES

GRAND 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.

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

The ANHRATHE keyword is used in the following Aeldari datasheets:

Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
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 SIZENUMBER OF DICE RETAINED
Combat Patrol2
Incursion3
Strike Force4
Onslaught5

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

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

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

Example: Wes is playing a Strike Force battle. At the start of the battle round, he makes a Strands of Fate roll by rolling six D6. The dice results are 1, 2, 2, 4, 5, 5. Because he is playing a Strike Force battle, Wes then chooses four of these results to retain, deciding on 2, 2, 5, 5. Because he selected two results of 2, on up to two occasions during that battle round, before making a charge roll, Wes can choose for one of the dice of that charge roll to be treated as an unmodified roll of 6. Because he also selected two results of 5, on up to two occasions during that battle round, before making a wound roll, Wes can choose for that wound roll to be treated as an unmodified roll of 6.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

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

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
COMMAND RE-ROLL1CP
Core Stratagem
Use this Stratagem after you have made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

The TRANSPORT keyword is used in the following Aeldari datasheets:

Heavy Support
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Difficult Ground
If a unit makes a Normal Move, Advances or Falls Back, and any of its models wish to move over any part of this terrain feature, subtract 2" from the Move characteristic of every model in that unit (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. If a unit declares a charge, and any of its models wish to move over any part of this terrain feature as part of its subsequent charge move, subtract 2 from that unit’s charge roll, even if every part of this terrain feature is 1" or less in height. These modifiers do not apply if every model in the moving unit can FLY. These modifiers do not apply if every model in the moving unit is TITANIC and this terrain feature is less than 3" in height. The height of a terrain feature is measured from the highest point on that terrain feature.

  • Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this terrain feature (unless the moving unit can FLY, or if the moving unit is TITANIC and the terrain feature is less than 3" in height).
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 Terrain
There 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.

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

Troops
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.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The FARSEER SKYRUNNER keyword is used in the following Aeldari datasheets:

The IYANDEN and SPIRIT HOST keywords are used in the following Aeldari datasheets:

Heavy Support

The WRAITHGUARD keyword is used in the following Aeldari datasheets:

PSYTRONOME OF IYANDEN

The 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.

The ELDRAD ULTHRAN keyword is used in the following Aeldari datasheets:

The HARLEQUINS keyword is used in the following Aeldari datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support
Fortifications

The <SAEDATH> keyword is used in the following Aeldari datasheets:

Troops
Dedicated Transport
Fast Attack
Heavy Support

The SOLITAIRE keyword is used in the following Aeldari datasheets:

Elites
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
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.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.

The AVATAR OF KHAINE keyword is used in the following Aeldari datasheets:

Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are UNALIGNED — must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • UNALIGNED units are exempt.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Power From Pain

As the Drukhari feed on the souls of the slain, they become imbued with supernatural might, eventually turning into killing machines.

This ability only applies if every unit in your army is a DRUKHARI or UNALIGNED unit. At the start of each battle round, this ability gains additional effects. These effects are cumulative.
BATTLE ROUNDADDITIONAL EFFECT
1+Inured to Suffering: Models in this unit have a 6+ invulnerable save
2+Eager to Flay: This unit is eligible to declare a charge in a turn in which they Advanced
3+Flensing Fury: Each time a model in this unit makes a melee attack, add 1 to that attack’s hit roll. If this unit has the VEHICLE or MONSTER keyword, it does not suffer the penalty incurred to its hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of it. 
4+Mantle of Agony: Models in this unit have a 5+ invulnerable save
5+Emboldened by Bloodshed: Each time a Morale test is taken for this unit, it is automatically passed. If this unit's characteristics can change as it suffers damage, this unit is considered to have double the number of wounds remaining for the purposes of determining what those characteristics are. 
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.

The ULTHWÉ and PSYKER keywords are used in the following Aeldari datasheets:

Heavy Support
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.

The ULTHWÉ and GUARDIANS keywords are used in the following Aeldari datasheets:

Fast Attack
Heavy Support
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.

The ALAITOC and BIKER keywords are used in the following Aeldari datasheets:

Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.

The ALAITOC and RANGERS keywords are used in the following Aeldari datasheets:

Troops
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

The BIEL-TAN and PSYKER keywords are used in the following Aeldari datasheets:

Heavy Support
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

The IYANDEN and SPIRITSEER keywords are used in the following Aeldari datasheets:

Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.