Welcome to Eldritch Omens, a thrilling account of a shadowy conflict fought between ancient enemies in the space between reality and the warp itself. On this page you will learn of Autarch Ghaelyn’s doomed quest, of Warpsmith D’vok’s monstrous plan, and of the savage war spawned from their ambitions.


Since the Great Rift tore its way across the void, a meagre scattering of unstable realspace corridors form the only remaining bridges between the sundered halves of the galaxy. Of these, the route known to Humanity as the Nachmund Gauntlet is the broadest and most stable. Even here, though, stability is a relative concept. With raging warp storms roiling all about it, the gauntlet expands and contracts unpredictably. This, in turn, creates tidal zones, within which luckless systems and worlds are forever being swallowed up then spat out once more by the empyrean.

Upon one such tidal world, Daethe, a warhost from the Asuryani craftworld of Saim-Hann met the cruel heretics of the Black Legion in a war for the souls of the dead. Here the sadistic Warpsmith D’vok the Unmaker had raised a bleak fortress amidst the blasted wastes of what had once been a verdant and beautiful world. Aided by his elite warband of Black Legion Heretic Astartes, D’vok sought to harness the erratic warp tides that battered Daethe and use them to further his own twisted experiments. Had he chosen a different world, the Warpsmith might have been left to his diabolic labours. Yet a crucial component of D’vok’s plan was the exploitation of a resource unique to Daethe, and to other Exodite worlds like it. This was the planet’s world spirit, a psychocrystalline matrix sheathed in spirit-sung wraithbone, and wound about with potent warding runes to preserve the sanctity of the souls within. Here was the last refuge of all those Aeldari who had once dwelt upon Daethe, and which connected them and their ancestors to the heart of the planet itself. To D’vok, it was a repository of gheistly energy, a psychospiritual reservoir that - if he could only gain access to it without destroying it in the process - would feed into his own efforts to create monstrously potent Daemon Engines for the Black Legion to wield in battle. It was this scheme of defilement that drew the ire of Autarch Ghaelyn, and that brought her bloody vengeance down upon D’vok and his followers even as warp storms lashed the benighted world.

This boxed set provides you with the miniatures to represent the cores of both D’vok and Ghaelyn’s armies, along with narrative missions that enable you to play out the pivotal battles of their bitter conflict on Daethe. More than this, you will also find exclusive Crusade content to help you forge the narrative of your personal army.

Books

BookKindEditionVersionLast update
  Eldritch Omens
  Eldritch OmensBoxset9January 2022

The Rules

Welcome to the rules section of Warhammer 40,000: Eldritch Omens. On this page you will find all the content you need to recreate its battles. You can dive straight into re-enactments of the key missions of this conflict using the Asuryani and Chaos Space Marine miniatures provided. You can use the rules to represent the survivors of this conflict in narrative play. Alternatively, you can use the rules to inspire deadly uprisings of your own creation. Whichever appeals to you - even if it’s a bit of all three - the following page provide a modular toolbox that allows you to get the most out of Warhammer 40,000: Eldritch Omens.

THEATRE OF WAR: GOLIATH DOWN
Theatres of War offer a unique and exciting way to represent a wide array of different battlefield environments on the tabletop, and can be incorporated into any games of Warhammer 40,000 that you might play. The Goliath Down Theatre of War is a rule set that allows one player to use unique tactics and wargear against an opponent’s force that includes a mighty war machine or monster. The missions presented below will specify how to use this Theatre of War, but it is also a suitable addition to Combat Patrol and Incursion games in which one player’s army includes a VEHICLE or MONSTER unit (excluding units with the Dedicated Transport Battlefield Role) and the other does not, or games in which you are looking for the battle to be centred around such a unit.

MISSION 1: ON THE RUN
On the Run is the first of the narrative missions included in this booklet. It allows both players to use the miniatures found in Warhammer 40,000: Eldritch Omens to recreate the escape of Autarch Ghaelyn from the fortress of warpsmith D’Vok. If this mission is played as part of a Crusade battle, then the mission bonus is in use.

MISSION 2: PREY BECOMES HUNTER
Prey Becomes Hunter is the second of the narrative missions included in this booklet. It allows both players to use the miniatures found in Warhammer 40,000: Eldritch Omens to recreate the Aeldari counter-attack on the Chaos fortress. If this mission is played as part of a Crusade battle, then the mission bonus is in use.

Theatre of War: Goliath Down

The craftworld forces were seemingly outgunned by the mighty Daemon Engines sent out to hunt them. Little did the forces of Chaos realise that the Aeldari had come prepared, ready to utilise traps, ambushes and specialist equipment in order to bring such goliaths down. These rules represent a force adapting to fight an enemy they would normally be unsuited to engaging on the battlefield.

Goliath Down is a new Theatre of War for your games of Warhammer 40,000. The missions presented below will detail which of these rules are used, but if you and your opponent agree, this Theatre of War can be used in other games of Warhammer 40,000 - even in conjunction with other additional rules and mission packs - as described below.

After mustering their armies for a Combat Patrol or Incursion battle, if one player has one or more VEHICLE or MONSTER units (excluding units with the Dedicated Transport Battlefield Role) and the other player has no VEHICLE or MONSTER units, the player without any such units can use the Goliath Down rules.

Designer’s Note: While we have made a recommendation when the Goliath Down rules can be used, players should feel free to introduce them into their games even if the criteria above are not matched exactly. For example, players might decide it is narratively appropriate for one player to use the Goliath Down rules even if they have VEHICLE or MONSTER units in their army, Particularly if their opponent has a more significant collection of such units in their army (such as units that are TITANIC). Similarly, both players may have such units in their army, and therefore decide they will both utilise these rules, ensuring they each select different options from the Tactics and Equipment Ruses below and apply the GOLIATH and UNDERDOG keywords as appropriate.

If a player is using the Goliath Down rules, each VEHICLE or MONSTER unit in their opponent’s army gains the GOLIATH keyword for the battle and each unit from their army that is not a VEHICLE or MONSTER unit gains the UNDERDOG keyword for the battle. They must then determine two Ruses from the tables below to use in the battle. To determine a Ruse, they can either select the one that is most suitable or they can randomly generate one. To randomly generate one, roll one D6 to determine a Tactical or Equipment Ruse, followed by another D6 to determine the specific Ruse. Each Ruse can only be selected once (if randomly generated, re-roll until a new Ruse has been determined).

Tactical Ruses

D6RUSE
1

Overwhelm

While a friendly UNDERDOG unit is within Engagement Range of an enemy GOLIATH unit, that GOLIATH unit cannot use the Big Guns Never Tire rule.

2

Bring it Down

Each time a model in a friendly UNDERDOG unit makes an attack, if the target is a GOLIATH unit that has not been marked this phase, if the wound roll is successful, after resolving that unit’s attacks, that GOLIATH unit is marked until the end of the phase.

Each time a friendly UNDERDOG unit makes an attack, if the target is a GOLIATH unit that is marked, add 1 to that attack’s wound roll.

3

Prepare Positions

Each time a GOLIATH unit is selected to shoot, friendly UNDERDOG units receiving the benefits of Light or Dense Cover can only be selected as a target if they are within 18".

4

Weight of Fire

Each time a friendly UNDERDOG model makes an attack against a GOLIATH unit, an unmodified hit roll of 6 automatically wounds the target.

5

Plant Mines

At the start of the first battle round, place three mine tokens anywhere on the battlefield that is more than 6" from another mine token and more than 9" from the enemy deployment zone and any enemy GOLIATH models. If an enemy GOLIATH model moves within 3" of a mine token, roll one D6: on a 2-4, each unit within 3" of that token suffers D3 mortal wounds; on a 5+, each unit within 3" of that token suffers 3 mortal wounds. Then remove that mine token.

6

Pre-calibrated Firing Solutions

Each time a friendly UNDERDOG model makes a ranged attack against a GOLIATH unit, if that GOLIATH unit is within 6" of your opponent’s deployment zone, you can re-roll the hit roll.


Equipment Ruses

D6RUSE
1

Corrosive Rounds

Select one UNDERDOG unit from your army, then select one weapon models in that unit are equipped with; that weapon that models in that unit are equipped with gains the following ability:

‘If a GOLIATH model loses any wounds as a result of an attack made with this weapon, at the end of the phase, it is corroded until the end of the battle. While a model is corroded, worsen its Save characteristic by 1.’

2

Signal Jammer

Select one UNDERDOG unit from your army. It gains the following aura ability:

Signal Jammer (Aura): While an enemy GOLIATH unit is within 12" of this unit, each time it makes an attack, subtract 1 from that attack’s hit roll.

3

Shield Generator

Select one UNDERDOG unit from your army. That unit gains the following aura ability:

Shield Generator (Aura): While a friendly UNDERDOG unit is within 3" of this unit, it has a 4+ invulnerable save against ranged attacks.

4

Circuit Breakers

Select one UNDERDOG unit from your army, then select one weapon models in that unit are equipped with; that weapon that models in that unit are equipped with gains the following ability:

‘If a GOLIATH model loses any wounds as a result of an attack made with this weapon, at the end of the phase, it is short-circuited until the end of the battle. While a model is short-circuited, subtract 1 from its Strength characteristic and halve its Move characteristic.’

5

Virus Upload

Select one UNDERDOG unit from your army. That unit can perform the following action:

Upload Virus (Action): One unit from your army can start to perform this action in your Command phase if an enemy GOLIATH model is visible to a model in that unit. The action is completed at the start of your Shooting phase provided that enemy GOLIATH model is still visible to the model in that unit. If this action is successfully completed, that GOLIATH model has a virus. While a model has a virus, each time it makes an attack, on an unmodified hit roll of 1 it suffers 1 mortal wound.

6

Voltaic Charges

Select one UNDERDOG unit from your army. Models in that unit are equipped with Voltaic Charges, which have the following profile:

WEAPON
RANGE
TYPE
S
AP
D
Voltaic charges
Voltaic charges
6"
Grenade D6
9
0
1
Abilities: Each time an attack is made with this weapon against a GOLIATH unit, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.

Mission 1

On the Run

When Ghaelyn returned to consciousness she found herself dangling from chained manacles at the heart of Warpsmith D’vok’s forge. She watched as her weapons were deposited in a spiked casket by a shambling menial, while the Warpsmith himself circled her with a sneer of disgust.

THE ARMIES
The Asuryani army consists of: 1 Autarch; 1 Rangers unit containing 5 models; 1 Shroud Runners unit containing 3 models.

The Chaos Space Marine army consists of: 1 Warpsmith; 1 Forgefiend; 1 Chosen unit containing 5 models.

THE BATTLEFIELD
Use the deployment map shown below to create a battlefield that is 44" x 30".

DEPLOYMENT
The Asuryani player sets up their Autarch in the location specified on the deployment map.

The Chaos Space Marine player sets up their army. Each model in their army must be set up wholly within their deployment zone.

Then the Asuryani player sets up the remainder of their army. Each of their remaining models must be set up wholly within their deployment zone.

FIRST TURN
The Asuryani player has the first turn.

BATTLE LENGTH
The battle ends after five battle rounds have been completed.

GOLIATH DOWN
The Asuryani player uses the Goliath Down rules. Instead of determining Ruses for the battle, they have the Prepare Positions and Shield Generator Ruses.

TRANSMIT
The Autarch can perform the following action: ‘Transmit (Action): One AUTARCH unit from your army can start to perform this action at the start of your Command phase if it is within 6" of your battlefield edge. The action is completed at the end of the battle round.’

VICTORY CONDITIONS
  • At the end of the battle:
  • If 0-1 Transmit actions have been completed, the Chaos Space Marine player is the winner.
  • If 2+ Transmit actions have been completed and the Autarch has not been destroyed, the Asuryani player is the winner.
  • If 2+ Transmit actions have been completed but the Autarch has been destroyed, the battle is a draw.

MISSION BONUS
  • If a unit in the Chaos Space Marine player’s army destroys the Autarch, that unit gains 3 experience points.
  • If a unit in the Asuryani player’s army destroys the Forgefiend, that unit gains 3 experience points.
  • The victor of this mission gains 2 Requisition points after the battle, instead of just 1. If the battle is a draw, neither player gains this mission bonus.

Mission 2

Prey Becomes Hunter

At last, communion had brought clarity to Autarch Ghaelyn. She knew what the dead of Daethe sought to warn her of, and how to prevent it. Yet the furious Warpsmith had now emerged at the head of his Daemon Engine hunting packs and with his elite warriors at his heels. The battle was not over yet.

THE ARMIES
The Asuryani army consists of: 1 Autarch; 1 RANGERS unit containing 5 models; 1 Shroud Runners unit containing 3 models.

The Chaos Space Marine army consists of: 1 Warpsmith; 1 Forgefiend; 1 Chosen unit containing 5 models.

THE BATTLEFIELD
Use the deployment map shown below to create a battlefield that is 44" x 30". Starting with the Chaos Space Marine player, the players alternate setting up objective markers until four have been set up. The first two objective markers must be within the Chaos Space Marine player’s deployment zone and more than 6" from the battlefield edges and each other objective marker. The remaining two objective markers must be more than 6" from either player’s deployment zone, the battlefield edges and each other objective marker.

DEPLOYMENT
The Chaos Space Marine player sets up their army first. Each of their models must be set up wholly within their deployment zone.

Then the Asuryani player sets up their army. Each of their models must be set up wholly within their deployment zone.

FIRST TURN
The player who won the first mission has the first turn. Otherwise, the players roll off; the winner decides who has the first turn.

BATTLE LENGTH
The battle ends after five battle rounds have been completed.

GOLIATH DOWN
The Asuryani player uses the Goliath Down rules. They determine Ruses as normal.

DISRUPT
ASURYANI units can perform the following action:

Disrupt (Action): One or more ASURYANI units from your army can start to perform this action at the start of your Charge phase if it is within range of an objective marker. Each unit from your army that starts to perform this action must be in range of a different objective marker. A unit cannot start this action while there are enemy units in range of the same objective marker. The action is completed at the start of your next Command phase providing you control that objective marker. If this Action is successfully completed, remove that objective marker.

VICTORY CONDITIONS
At the end of the battle, the player with the most victory points is the winner. If the players are tied, the battle is a draw.

At the end of the battle, the Chaos Space Marine player scores victory point as follows:
  • 1 victory points for each objective marker they control
  • 1 victory point for each objective marker on the battlefield that an ASURYANI unit is not within range of

At the end of the battle, the Asuryani player scores victory point as follows:
  • 1 victory points for each objective marker they control
  • 2 victory point for each objective marker not on the battlefield
  • 1 victory point if the Forgefiend has been destroyed

MISSION BONUS
  • If the Forgefiend destroys 2 or more enemy units, it gains a battle honour.
  • If a unit in the Asuryani player’s army destroys the Forgefiend, that unit gains a battle honour.
  • The victor can choose for every unit in their army that is on the battlefield at the end of the battle to be marked for greatness, instead of selecting one as normal.

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.
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.
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.
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+.
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.
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.
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).
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.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).

The RANGERS keyword is 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.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating of 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

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