Drukhari – Corsair Voidscarred
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3

Corsair Voidscarred

NoNAME  M WS BS S T W A Ld Sv Base
12
Corsair Voidscarred (base: 28mm)
4‑9
12
Corsair Voidscarred
7" 3+ 3+ 3 3 1 3 7 4+ 28mm
12
Voidscarred Felarch (base: 28mm)
1
12
Voidscarred Felarch
7" 3+ 3+ 3 3 1 4 8 4+ 28mm
20
Shade Runner (base: 28mm)
0‑1
20
Shade Runner
7" 2+ 3+ 3 3 1 4 7 4+ 28mm
20
Soul Weaver (base: 28mm)
0‑1
20
Soul Weaver
7" 3+ 3+ 3 3 1 3 8 4+ 28mm
25
Way Seeker (base: 28mm)
0‑1
25
Way Seeker
7" 3+ 3+ 3 3 1 3 8 4+ 28mm
This unit can contain a maximum of 10 models. If this unit contains 6 or more models, it has Power Rating 8.
  • Every Corsair Voidscarred and Voidscarred Felarch is equipped with: shuriken pistol; Aeldari power sword; plasma grenades.
  • A Shade Runner is equipped with: shuriken pistol; paired Hekatarii blades; plasma grenades.
  • A Soul Weaver is equipped with: shuriken pistol; Aeldari power sword; channeller stones; plasma grenades.
  • A Way Seeker is equipped with: shuriken pistol; witch staff; plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Fusion pistol
+10
Fusion pistol
6"
Pistol 1
8
-4
D6+2
-
Shuriken pistol
Shuriken pistol
12"
Pistol 1
4
-1
1
Shuriken
Shuriken
+10
Corsair blaster
+10
Corsair blaster
18"
Assault 1
8
-4
D6
-
+5
Corsair shredder
+5
Corsair shredder
18"
Assault D6
6
-1
1
Blast
Blast
+5
Neuro disruptor
+5
Neuro disruptor
12"
Pistol 1
6
-3
1
Each time an attack is made with this weapon, if a hit is scored, unless the target is a VEHICLE unit, the target suffers 1 mortal wound and the attack sequence ends.
Each time an attack is made with this weapon, if a hit is scored, unless the target is a VEHICLE unit, the target suffers 1 mortal wound and the attack sequence ends.
+5
Ranger long rifle
+5
Ranger long rifle
36"
Heavy 1
4
-1
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+10
Shuriken cannon
+10
Shuriken cannon
24"
Heavy 3
6
-1
2
Shuriken
Shuriken
Shuriken rifle
Shuriken rifle
24"
Rapid Fire 1
4
-1
1
Shuriken
Shuriken
+15
Wraithcannon
+15
Wraithcannon
18"
Assault 1
10
-4
D3+3
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Aeldari power sword
Aeldari power sword
Melee
Melee
+1
-3
1
-
Paired Hekatarii blades
Paired Hekatarii blades
Melee
Melee
User
-3
1
-
Witch staff
Witch staff
Melee
Melee
User
-1
D3
Each time an attack is made with this weapon, an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon, an unmodified wound roll of 2+ is always successful.
OTHER WARGEAR
ABILITIES 
Channeller stones
Once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0.
Channeller stones
Once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0.
+10
Faolchú
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+10
Faolchú
Each time a model in the bearer’s unit makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
+5
Mistshield
The bearer has a 4+ invulnerable save.
+5
Mistshield
The bearer has a 4+ invulnerable save.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Corsair Voidscarred model’s shuriken pistol and Aeldari power sword can be replaced with 1 shuriken rifle.
 • The Voidscarred Felarch’s shuriken pistol can be replaced with one of the following: 1 neuro disruptor; 1 shuriken rifle.
 • The Voidscarred Felarch can be equipped with 1 mistshield.
 • For every 5 models in this unit, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following: 1 Corsair blaster; 1 Corsair shredder.
 • If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with one of the following: 1 shuriken cannon; 1 wraithcannon.
 • If this unit contains 10 models, 1 Corsair Voidscarred’s shuriken rifle can be replaced with 1 Ranger long rifle.
 • If this unit contains 10 models, 1 Corsair Voidscarred’s Aeldari power sword can be replaced with 1 fusion pistol.
 • 1 Corsair Voidscarred model equipped with a shuriken pistol and Aeldari power sword can be equipped with 1 Faolchú.
ABILITIES
ABILITIES
Lodestar helm: This unit never suffers Perils of the Warp.
Shade Runner Assault: While this unit contains a Shade Runner model, each time this unit finishes a charge move, you can select one enemy unit within Engagement Range of this unit and roll one D6. On a 2-5, that enemy unit suffers 1 mortal wound. On a 6, that enemy unit suffers 2 mortal wounds.
Reavers of the Void: Each time a model in this unit makes an attack, an unmodified hit roll of 6 automatically wounds the target (and is treated as an unmodified wound roll of 6).
Outcasts and Pirates: If your army is Battle-forged, this unit cannot be used as a compulsory selection in a Detachment (e.g. as the only Troops unit in a Patrol Detachment), unless that Detachment only contains ANHRATHE units.
While this unit contains a Way Seeker model, this unit has the PSYKER keyword and can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and one psychic power from the Runes of Fate discipline or the Runes of Fortune discipline. Each time this unit attempts to Deny the Witch, manifest a psychic power or perform a psychic action, measure distances and draw line of sight from this unit’s Way Seeker model. If enemy units have any abilities that require distances to be measured or line of sight to be drawn to PSYKER units, do so to this unit’s Way Seeker model.
FACTION KEYWORDS: AELDARI, ANHRATHE, ASURYANI, DRUKHARI
KEYWORDS: INFANTRY, CORSAIR VOIDSCARRED

Datasheet-related Stratagems

CRUEL DECEPTION1CP/2CP
Drukhari – Battle Tactic Stratagem

Commorrite society is founded upon opportunistic deception.

Use this Stratagem in your Movement phase, when a DRUKHARI unit from your army Falls Back. You can select for this 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 1CP.
THE GREAT ENEMY1CP
Drukhari – Battle Tactic Stratagem

The Chaos God Slaanesh is reviled by the Aeldari, who hate and despise his followers with a ferocious loathing.

Use this Stratagem in the Fight phase, when a DRUKHARI 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 SLAANESH unit, you can re-roll the hit roll and you can re-roll wound roll.
LIGHTNING-FAST REACTIONS1CP
Drukhari – Battle Tactic Stratagem

The hyper-fast reflexes of the Drukhari allow them to duck and weave to avoid all but the swiftest enemy strikes.

Use this Stratagem in your opponents Shooting phase or the Fight phase, when a DRUKHARI INFANTRY, DRUKHARI VEHICLE or DRUKHARI BIKER unit from your army (excluding URIEN RAKARTH or a <HAEMONCULUS COVEN> unit) 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.
HUNT FROM THE SHADOWS1CP
Drukhari – Battle Tactic Stratagem

The denizens of Commorragh use the shadows to their advantage.

Use this Stratagem in your opponent’s Shooting phase, when a DRUKHARI unit from your army that has the benefits of Light Cover is selected as the target of a ranged attack. Until the end of that phase, add an additional 1 to that unit’s saving throws (excluding invulnerable saving throws).
PRAY THEY DON’T TAKE YOU ALIVE1CP
Drukhari – Epic Deed Stratagem

Few armies are able to maintain their mettle when the sounds of their leader’s tortured screams fill the air.

Use this Stratagem in the Fight phase, when an enemy WARLORD unit is destroyed by a melee attack made by a DRUKHARI unit from your army. Until the end of the battle, each time a Combat Attrition test is taken for an enemy unit, subtract 1 from that Combat Attrition test.
WEBWAY PORTAL1CP/3CP
Drukhari – Strategic Ploy Stratagem

By hurling rune-graven orbs into the air, the Drukhari can tear a route into the webway through which more of their kin can pour.

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 1CP, you can set up one DRUKHARI INFANTRY, BIKER or BEAST unit from your army in the webway instead of placing it on the battlefield. If you spend 3CPs, you can place two DRUKHARI INFANTRY, BIKER or BEAST 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.
NEVER STATIONARY2CP
Drukhari – Strategic Ploy Stratagem

The Drukhari 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 a DRUKHARI unit (excluding AIRCRAFT units) from your army. That unit can immediately make a Normal Move of up to 7". Until the end of the turn, that unit is not eligible to declare a charge.

Psychic Powers

Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

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.

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.
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.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
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.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
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.
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.
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.
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.
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.
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.
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.
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.

The DRUKHARI and VEHICLE keywords are used in the following Drukhari datasheets:

Dedicated Transport

The DRUKHARI and BIKER keywords are used in the following Drukhari datasheets:

The URIEN RAKARTH keyword is used in the following Drukhari datasheets:

The <HAEMONCULUS COVEN> keyword is used in the following Drukhari datasheets:

Troops
Dedicated Transport
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 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.
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 DRUKHARI and BEAST keywords are used in the following Drukhari datasheets:

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.
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.

Shuriken cannon used in the following datasheets:

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.
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 ANHRATHE keyword is used in the following Drukhari datasheets:

Shuriken pistol used in the following datasheets:

Corsair blaster used in the following datasheets:

Corsair shredder used in the following datasheets:

Neuro disruptor used in the following datasheets:

Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

Shuriken rifle used in the following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Wraithcannon used in the following datasheets:

Aeldari power sword used in the following datasheets:

Mistshield used in the following datasheets:

Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
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.
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.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

The ASURYANI keyword is used in the following Drukhari datasheets:

Fortifications
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 PSYKER and ANHRATHE keywords are used in the following Aeldari datasheets:


– While this unit contains a Way Seeker model, this unit has the PSYKER keyword.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
© Vyacheslav Maltsev 2013-2022