Dakkapedia

Aeldari — army rules

Armoured Warhost

Detachment rules

Skilled Crews: Ranged weapons equipped by Aeldari Vehicle models from your army have the [ASSAULT] ability and you can re-roll Advance rolls made for Aeldari Vehicle Fly units from your army.

Enhancements

Guiding Presence (25 pts): Aeldari Psyker model only. At the start of your Shooting phase, select one friendly Aeldari Vehicle model within 9" of the bearer. Until the end of the phase, each time that model makes an attack, add 1 to the Hit roll.
Harmonisation Matrix (30 pts): AELDARI model only. In your Command phase, if the bearer (or any Transport it is embarked within) is within range of an objective marker you control, roll one D6: on a 3+, you gain 1CP.
Spirit Stone of Raelyth (20 pts): Aeldari Psyker model only. While the bearer is within 3" of one or more friendly Aeldari Vehicle units, the bearer has the Lone Operative ability. In your Command phase, you can select one friendly AELDARI VEHICLE model within 3" of the bearer. That model regains up to D3 lost wounds.
Guileful Strategist (15 pts): AELDARI model only. If your army includes the bearer, after both players have deployed their armies, select up to three Aeldari Vehicle units from your army and redeploy them. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Stratagems

VECTORED ENGINES 1CP · Armoured Warhost – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, just after an AELDARI VEHICLE unit from your army that can FLY Falls Back.

TARGET: That Aeldari Fly Vehicle unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
CLOUDSTRIKE 1CP · Armoured Warhost – Strategic Ploy Stratagem · Movement phase
WHEN: Start of the Reinforcements step of your Movement phase.

TARGET: One Aeldari Vehicle unit from your army that can Fly and is in Strategic Reserves.

EFFECT: Until the end of the phase, your unit has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but if it does, until the end of the turn, it is not eligible to declare a charge. In addition, if your unit is a Transport, each unit that disembarks from it this turn must be set up more than 6" horizontally from all enemy units and until the end of the turn, is not eligible to declare a charge.
SOULSIGHT 1CP · Armoured Warhost – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time your unit is selected to shoot, you can re-roll one Hit roll, one Wound roll and one Damage roll made for a model in your unit. If you are using fast dice rolling, you can select one of those rolls to re-roll before moving onto the next step of the attack sequence.
ANTI‑GRAV REPULSION 1CP · Armoured Warhost – Strategic Ploy Stratagem · Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One Aeldari Vehicle unit from your army that can Fly and was selected as a target of that charge.

EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
LAYERED WARDS 1CP · Armoured Warhost – Strategic Ploy Stratagem · Any phase
WHEN: Any phase, just after a mortal wound is allocated to an AELDARI VEHICLE unit from your army.

TARGET: That Aeldari Vehicle unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
SWIFT DEPLOYMENT 1CP · Armoured Warhost – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase.

TARGET: One Aeldari Transport unit from your army.

EFFECT: Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally.

Army Rules

Stratagems

SUDDEN STRIKE · Charge phase
TRIGGER: When an eligible unit from your army is selected to fight.

EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
STAR ENGINES · Movement phase
TRIGGER: When an eligible Vehicle unit from your army is selected to make an Advance move.

EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability.
SWIFT AS THE WIND · Movement phase
TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).

EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit.
FLITTING SHADOWS · Movement or Charge phase
TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.

EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.
FADE BACK · Shooting phase
TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot.

EFFECT: One eligible unit from your army (excluding Titanic units) that was hit by one or more of those attacks can make a Normal move of up to D6+1".
OPPORTUNITY SEIZED · Movement phase
TRIGGER: When an enemy unit ends a Fall Back move.

EFFECT: One eligible unit from your army (excluding Titanic units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1".

Aspect Host

Detachment rules

Path of the Warrior: Each time an Aspect Warriors or Avatar of Khaine unit from your army is selected to shoot or fight, select one of the following abilities for it to gain until the end of the phase:
  • Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
  • Each time a model in this unit makes an attack, re-roll a Wound roll of 1.

Enhancements

Aspect of Murder (25 pts): Autarch or Autarch Wayleaper model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer, and those weapons have the [precision] ability.
Mantle of Wisdom (30 pts): Autarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, each time that unit is selected to shoot or fight, until the end of the phase, models in that unit gain both of the abilities from the Path of the Warrior Detachment rule.
Shimmerstone (15 pts): Autarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, each time a ranged attack targets that unit, subtract 1 from the Wound roll.
Strategic Savant (15 pts): Autarch or Autarch Wayleaper model only. While the bearer is leading an Aspect Warriors unit, add 1 to the Objective Control characteristic of models in that unit.

Stratagems

WARRIOR FOCUS 1CP · Aspect Host – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill, Weapon skill, Strength, Armour Penetration and Damage characteristics and/or any or all modifiers to the Hit roll.
DOOM INESCAPABLE 1CP · Aspect Host – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One Avatar of Khaine model from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, your model’s Wailing Doom ranged weapon has a Range characteristic of 18" and a Damage characteristic of 8.
PRETERNATURAL PRECISION 1CP · Aspect Host – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

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

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

TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that is within Engagement Range of that enemy unit.

EFFECT: All models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
TO THEIR FINAL BREATH 1CP · Aspect Host – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

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

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

EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.

Corsair Coterie

Detachment rules

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

Anhrathe units from your army have the following ability:

Void Thieves: At the end of a phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Veterans of the Void: Each time you add an Anhrathe unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.

Enhancements

Infamy (Aura) (25 pts): Anhrathe unit only. While an enemy unit is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit (to a minimum of 1).
Webway Pathstone (25 pts): Anhrathe unit only. Models in this unit have the Deep Strike ability. In addition, once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, it can use this ability. If it does, remove this unit from the battlefield and place it into Strategic Reserves.
Archraider (35 pts): Anhrathe Character unit only. At the start of the battle, select one CHARACTER model in this unit. That model has the following ability:

Lord of Deceit (Aura): Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP.
Voidstone (15 pts): Anhrathe Infantry unit only. Models in this unit have a 5+ invulnerable save.

Stratagems

PIRATES’ DUE 1CP · Corsair Coterie – Battle Tactic Stratagem · Fight phase
WHEN: The Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
INTO THE BREACH 1CP · Corsair Coterie – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase, just after an Anhrathe unit from your army destroyed one or more enemy units.

TARGET: That ANHRATHE unit.

EFFECT: After your unit has resolved all of its shooting attacks, it can make a Normal move of up to D6+1".
LETHAL RUSE 1CP · Corsair Coterie – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back.

TARGET: That AELDARI unit.

EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
OUTCAST AMBUSH 1CP · Corsair Coterie – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] and [RAPID FIRE 1] abilities, and until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1.
CLOAK AND SHADOW 1CP · Corsair Coterie – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
VENGEFUL SORROW 1CP · Corsair Coterie – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

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

EFFECT: Your unit can make a Surge move. To do so, roll one D6 and add 1 to the roll: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.

Devoted of Ynnead

Detachment rules

Strength from Death: You can use the following rules:

Lethal Intent

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

Lethal Surge

Once per turn, when a YNNARI unit from your army performs the Fade Back Agile Manoeuvre, it can make a Lethal Surge move instead of a Normal move. If it does, roll one D6 and add 1 to the result: that unit can be moved a number of inches up to the total. When doing so, those models can be moved within Engagement Range of the enemy unit that just triggered that Agile Manoeuvre.

Lethal Reprisal

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


SERVANTS OF THE WHISPERING GOD
  • You can include Ynnari units in your army, even though they do not have the ASURYANI Faction keyword.
  • Asuryani units (excluding Epic Heroes) from your army gain the YNNARI keyword.
  • You must include Yvraine and/or The Yncarne in your army, and one of those models must be your WARLORD.

Enhancements

Gaze of Ynnead (15 pts): Farseer model only. The bearer’s Eldritch Storm weapon has the [devastating wounds] ability.
Storm of Whispers (10 pts): Warlock model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test.
Borrowed Vigour (10 pts): Archon model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons.
Morbid Might (15 pts): Succubus model only. Each time the bearer makes a melee attack, you can re-roll the Wound roll.

Stratagems

EMISSARIES OF YNNEAD 1CP · Devoted of Ynnead – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase, just after a Ynnari Infantry unit from your army has selected its targets.

TARGET: That YNNARI INFANTRY unit.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If your unit is below its Starting Strength, you can re-roll the Hit roll instead.
SOULSIGHT 1CP · Devoted of Ynnead – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] and [IGNORES COVER] abilities.
MACABRE RESILIENCE 1CP · Devoted of Ynnead – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Ynnari Infantry or Ynnari Mounted unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
PARTING THE VEIL 2CP · Devoted of Ynnead – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
DEATH ANSWERS DEATH 1CP · Devoted of Ynnead – Strategic Ploy Stratagem · Shooting phase
WHEN: End of your opponent’s Shooting phase.

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

EFFECT: Your unit can shoot as if it were your Shooting phase.
PALL OF DREAD 1CP · Devoted of Ynnead – Strategic Ploy Stratagem · Any phase
WHEN: Any phase.

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

EFFECT: Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

Eldritch Raiders

Detachment rules

Yriel’s Own: AELDARI units in your army are eligible to declare a charge in a turn in which they Advanced. In addition, each time an Anhrathe, Rangers or Shroud Runners unit from your army Advances, you can re-roll the Advance roll.
Veterans of the Void: Each time you add an Anhrathe unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.

Enhancements

Pirate Prince (15 pts): Prince Yriel unit only. Each time you spend a Battle Focus token to enable this unit to perform an Agile Manoeuvre, roll one D6: on a 3+, you gain 1 Battle Focus token.
Alacritous Assault (20 pts): Anhrathe unit only. Melee weapons equipped by models in this unit have the [LANCE] ability.
Exotic Munitions (15 pts): Anhrathe unit only. Ranged weapons equipped by models in this unit have the [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+] abilities.
Adrenal Infusions (20 pts): Anhrathe Infantry unit only. This unit can perform the Fade Back Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.

Stratagems

NO PREY TOO BIG 1CP · Eldritch Raiders – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One Anhrathe, Rangers or Shroud Runners unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than the highest Toughness characteristic of models in the target unit, add 1 to the Wound roll.
YRIEL’S EXAMPLE 1CP · Eldritch Raiders – Epic Deed Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Aeldari Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
WITHDRAW AND REINFORCE 1CP · Eldritch Raiders – Strategic Ploy Stratagem · Fight phase
WHEN: End of your opponent’s Fight phase.

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

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. If that unit is below Starting Strength, return all destroyed models (excluding CHARACTER models) to that unit.
RUTHLESS KILLERS 1CP · Eldritch Raiders – Strategic Ploy Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Damage characteristic of that attack.
RAIDERS’ SPOILS 1CP · Eldritch Raiders – Strategic Ploy Stratagem · Command phase
WHEN: Command phase.

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

EFFECT: Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.
IMPEDING FIRE 1CP · Eldritch Raiders – Wargear Stratagem · Charge phase
WHEN: Start of your opponent’s Charge phase.

TARGET: One Rangers, Shroud Runners or Starfang unit from your army.

EFFECT: Select one enemy unit (excluding TITANIC units) visible to and within 36" of your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).

Ghosts of the Webway

Detachment rules

Acrobatic Onslaught: Each time a Harlequins model from your army makes a Charge move, it can move through enemy models.

TRAVELLING PLAYERS
  • Troupe units from your army gain the BATTLELINE keyword and TROUPE models in those units have an Objective Control characteristic of 2.
  • You can include up to three of each of the following models in your army: Death Jester, Shadowseer, Troupe Master.

Enhancements

Cegorach’s Coil (25 pts): Troupe Master model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer’s unit, then roll one D6 for each model in the bearer’s unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Mask of Secrets (15 pts): Harlequins model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests.
Murder’s Jest (20 pts): Death Jester model only. Each time the bearer makes an attack that targets a unit that is Below Half-strength, each successful Hit roll scores a Critical Hit.
Mistweave (15 pts): Shadowseer model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.

Stratagems

BLOODY DANCE 1CP · Ghosts of the Webway – Strategic Ploy Stratagem · Charge phase
WHEN: End of your opponent’s Charge phase.

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

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

RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
MOCKING FLIGHT 1CP · Ghosts of the Webway – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, just after a Harlequins unit from your army Falls Back.

TARGET: That HARLEQUINS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
HEROES’ FALL 1CP · Ghosts of the Webway – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
TRICKSTERS’ RETORT 1CP · Ghosts of the Webway – Strategic Ploy Stratagem · Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Troupe unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
EXIT THE STAGE 1CP · Ghosts of the Webway – Strategic Ploy Stratagem · Fight phase
WHEN: End of your opponent’s Fight phase.

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

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
STAGED DEATH 1CP · Ghosts of the Webway – Strategic Ploy Stratagem · Any phase
WHEN: Any phase.

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

EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining.

RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle.

Guardian Battlehost

Detachment rules

Defend at All Costs: Each time a Dire Avenger, Guardian, Support Weapon or War Walker model from your army makes an attack, if that model’s unit and/or the target unit are within range of one or more objective markers, add 1 to the Hit roll.

Enhancements

Craftworld’s Champion (25 pts): Asuryani model only. The bearer has an Objective Control characteristic of 5.
Ethereal Pathway (30 pts): Asuryani model only. In the Deploy Armies step, select up to two Guardians units from your army. Models in the selected units have the Infiltrators ability.
Protector of the Paths (20 pts): Asuryani model only. While the bearer is leading a Dire Avengers or Guardians unit, once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP, and while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or unmodified Hit rolls of 4+ instead if the bearer’s unit is within range of an objective marker you control.
Breath of Vaul (10 pts): Asuryani model only. While the bearer is leading a Storm Guardians unit, each time you roll to determine the number of attacks made with a flamer equipped by a model in that unit, you can re-roll the result, and each time you make a Damage roll for a model equipped with a fusion gun in that unit, you can re-roll the result.

Stratagems

BLADES OF ASURYAN 1CP · Guardian Battlehost – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One Dire Avengers or Guardians unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
VAUL’S VENGEANCE 1CP · Guardian Battlehost – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a Dire Avengers or Guardians unit from your army.

TARGET: One War Walkers unit from your army.

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

RESTRICTIONS: You can only use this Stratagem once per battle round.
SHIELD NODES 1CP · Guardian Battlehost – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Dire Avengers or Guardians unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: If your unit is within range of one or more objective markers, until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
WARDING SALVOES 1CP · Guardian Battlehost – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Dire Avengers or Guardians unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of one or more objective markers, you can re-roll the Wound roll.
TIME TO STRIKE 1CP · Guardian Battlehost – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
COST OF VICTORY 1CP · Guardian Battlehost – Strategic Ploy Stratagem · Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: One Guardians unit from your army.

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

Khaine’s Arrow

Detachment rules

Unerring Strike: In your Movement phase, each time an AELDARI unit from your army makes a Normal move, while making that move it can attempt to operate a closed Hatchway that is within 1" of it at any point during that move, provided there are no enemy units within 1" of that Hatchway. If that AELDARI unit does attempt to operate that Hatchway, reduce the distance each model in that unit can move this phase by 2" (if this makes it impossible for that unit to gel within 1" of that Hatchway it wishes to operate, then it cannot attempt to do so), and it cannot operate a Hatchway again this turn.

Enhancements

Runes of Sanctuary (Psychic) (0 pts): PSYKER model only. Once per turn, in your opponents Shooting phase, when a friendly AELDARI unit within 9" of and visible to the bearer is selected as the target of a ranged attack, the bearer can use this Enhancement. If it does, until the end of the phase, each time an attack targets that friendly AELDARI unit, worsen the Armour Penetration characteristic of that attack by 1.
Shieldmaster (0 pts): Once per turn, in your Movement phase, after the bearer has moved, you can close one open Hatchway it moved through this phase (this can be done in addition to operating a Hatchway using the Unerring Strike Detachment rule).

Stratagems

FOCUSED FUSILLADE 1CP · Khaine’s Arrow – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One DIRE AvENGERS, FIRE DRAGONS, SwOOPING HAwKS or WARP SPIDERS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll.
BLADEFOCUS 1CP · Khaine’s Arrow – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, if it made a Charge move this turn, you can re-roll the Hit roll.
VOID GHOSTS 1CP · Khaine’s Arrow – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
CRITICAL CAPTURE 1CP · Khaine’s Arrow – Strategic Ploy Stratagem · Command phase
WHEN: Your Command phase.

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

EFFECT: Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, at the end of your turn, select one objective marker you control that your unit is within range of. That objective marker is Secured by your army.

Protector Host

Detachment rules

Determined Defence: Each time an attack targets a GUARDiANS or DiRE AvENGERS unit from your army, if that unit is within range of an objective marker, add 1 to any armour saving throw made against that attack.

Enhancements

Grace of Khaine (0 pts): Each time the bearer makes an attack, re-roll a Hit roll of 1, re-roll a Wound roll of 1 and re-roll a Damage roll of 1.
Rallying Cry (0 pts): In the Deploy Armies step, when the bearer is set up in an Entry Zone, you can set up two friendly GUARDiANS units within that Entry Zone instead of any other units.

Stratagems

VOID GHOSTS 1CP · Protector Host – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
SHURIKEN STORM 1CP · Protector Host – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, add 1 to the Strength characteristic of Avenger shuriken catapults, shuriken catapults, shuriken pistols and shuriken cannons equipped by models in your unit.
RAPID AMBUSH 1CP · Protector Host – Strategic Ploy Stratagem · Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit opens a Hatchway.

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

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

RESTRICTIONS: Until the end of the turn, your unit cannot fire Overwatch.
SHIELD OF BLADES 1CP · Protector Host – Strategic Ploy Stratagem · Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase.

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

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

Seer Council

Detachment rules

Strands of Fate: At the start of the first battle round, you generate Fate dice by rolling a number of D6 based on the battle size, as shown below. Keep your Fate dice to one side - this is your Fate dice pool.

BATTLE SIZENUMBER OF D6
Incursion3
Strike Force6
Onslaught9

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

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

Enhancements

Lucid Eye (30 pts): Asuryani Psyker model only. In your Command phase, you can add 1 to or subtract 1 from the value of one Fate dice in your Fate dice pool.
Runes of Warding (25 pts): Asuryani Psyker model only. Models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds, Psychic Attacks and Critical Wounds caused by attacks with the [devastating wounds] ability.
Stone of Eldritch Fury (15 pts): Asuryani Psyker model only. Add 12" to the Range characteristic of ranged Psychic weapons equipped by the bearer.
Torc of Morai-Heg (20 pts): Asuryani Psyker model only. Once per turn, when your opponent targets a unit from their army within 12" of the bearer with a Stratagem, the bearer can use this Enhancement. If it does, increase the CP cost of that usage of that Stratagem by 1CP.

Stratagems

FATE INESCAPABLE 1CP · Seer Council – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to shoot this phase and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
ISHA’S FURY 1CP · Seer Council – Epic Deed Stratagem · Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Asuryani Psyker model from your army within 9" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
PSYCHIC SHIELD 1CP · Seer Council – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
UNSHROUDED TRUTH 1CP · Seer Council – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Remove your unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

RESTRICTIONS: Until the end of the phase, your unit is not eligible to be selected to move.
PRESENTIMENT OF DREAD 1CP · Seer Council – Strategic Ploy Stratagem · Command phase
WHEN: Command phase.

TARGET: One Asuryani Psyker model from your army.

EFFECT: Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle-shock test, subtracting 1 from that test.
FOREWARNED 1CP · Seer Council – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani Infantry unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly Asuryani Psyker models.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.

Serpent’s Brood

Detachment rules

Boons of the Brood: Weapons equipped by Harlequins Mounted and Harlequins Vehicle models from your army have the [SUSTAINED HITS 1] ability.

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

TRAVELLING PLAYERS
  • Troupe units from your army gain the BATTLELINE keyword, and TROUPE models in those units have an Objective Control characteristic of 2.
  • You can include up to three of each of the following models in your army: Death Jester, Shadowseer, Troupe Master.

Enhancements

Key of Ghosts (20 pts): Harlequins model only (excluding Solitaire models). Models in the bearer’s unit have the Scouts 6" ability.
Weavers’ Wail (20 pts): Troupe Master model only. Add 3 to the Strength and add 1 to the Attacks characteristics of the bearer’s melee weapons.
Fanged Leer (10 pts): Death Jester model only. When using the bearer’s Cruel Amusement ability, you can select two of the abilities for its shrieker cannon to gain, instead of one.
Shedskin Raiment (25 pts): Shadowseer model only. After both players have deployed their armies, select up to three Harlequins units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Stratagems

WEAVING STRIDE 1CP · Serpent’s Brood – Stratagem · Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Harlequins Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
FANGS OF THE BROOD 1CP · Serpent’s Brood – Stratagem · Fight phase
WHEN: Start of the Fight phase.

TARGET: One Troupe unit from your army.

EFFECT: Until the end of the phase, when using your unit’s Dance of Death ability, you can select three of the abilities for your unit to gain, instead of one.
VENOMOUS WRATH 1CP · Serpent’s Brood – Stratagem · Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: After your unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Until the end of the turn, your unit is not eligible to declare a charge.
STRIKING STRIDE 1CP · Serpent’s Brood – Stratagem · Charge phase
WHEN: Your Charge phase.

TARGET: One Harlequins unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
WEAVERS’ COILS 1CP · Serpent’s Brood – Stratagem · Fight phase
WHEN: End of your Fight phase.

TARGET: One Harlequins Mounted unit from your army that was eligible to fight this phase.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. Otherwise, your unit can make a Fall Back move of up to 6".
SKYWARD LUNGE 1CP · Serpent’s Brood – Stratagem · Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: One Harlequins Vehicle or Harlequins Mounted unit from your army.

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

Spirit Conclave

Detachment rules

Shepherds of the Dead: Each time an Asuryani Psyker model from your army is destroyed by an enemy unit, that enemy unit gains a Vengeful Dead token. Each time a Wraith Construct model from your army makes an attack that targets a unit with one or more Vengeful Dead tokens, add 1 to the Hit roll and add 1 to the Wound roll.

ASURYANI PSYKER models from your army have the following ability:

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

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

Enhancements

Light of Clarity (30 pts): Spiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer. Until the start of your next Command phase, add 1 to the Objective Control characteristic of INFANTRY models in that unit and add 3 to the Objective Control characteristic of MONSTER models in that unit.
Stave of Kurnous (15 pts): Spiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer (excluding TITANIC units). Until the start of your next Command phase, each time a model in that unit makes an attack, on a Critical Wound, that attack has the [precision] ability.
Rune of Mists (10 pts): Spiritseer model only. In your Command phase, select one friendly Wraith Construct unit within 12" of the bearer. Until the start of your next Command phase, each time a ranged attack targets that unit, unless the attacking model is within 18", models in that unit have the Benefit of Cover against that attack.
Higher Duty (25 pts): Spiritseer model only. Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of the bearer, the bearer’s unit can make a Normal move of up to 6".

Stratagems

CRUSHING STRIDES 1CP · Spirit Conclave – Battle Tactic Stratagem · Charge phase
WHEN: Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move.

TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.

EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.
WRAITHBONE ARMOUR 1CP · Spirit Conclave – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
BLADES FROM BEYOND 1CP · Spirit Conclave – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase.

TARGET: One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
SEER’S EYE 1CP · Spirit Conclave – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase.

EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
SPIRIT TOKEN 1CP · Spirit Conclave – Strategic Ploy Stratagem · Movement phase
WHEN: Start of your Movement phase.

TARGET: One Wraithblades or Wraithguard unit from your army.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
SOUL BRIDGE 1CP · Spirit Conclave – Strategic Ploy Stratagem · Command phase
WHEN: Your Command phase.

TARGET: One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army.

EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.

Star-dancer Masque

Detachment rules

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

Enhancements

Prismatic Garb (0 pts): Enemy units cannot fire Overwatch at the bearer.
Path of Eldanesh (0 pts): The bearer has the Fights First ability and, each time the bearer opens a Hatchway, until the end of the turn, improve the Armour Penetration characteristic of melee weapons equipped by the bearer by 1.

Stratagems

VOID GHOSTS 1CP · Star-dancer Masque – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
DARTING STRIKES 1CP · Star-dancer Masque – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
SERPENT STRIKE 1CP · Star-dancer Masque – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an AELDARI unit from your army destroys an enemy unit.

TARGET: That AELDARI unit.

EFFECT: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3" and, if it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction.
ACROBATIC LEAPS 1CP · Star-dancer Masque – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase.

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

EFFECT: Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed, and each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there.

Warhost

Detachment rules

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

Enhancements

Phoenix Gem (35 pts): Asuryani model only. The first time the bearer is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set the bearer back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining.
Timeless Strategist (15 pts): Asuryani model only. At the start of the battle round, if the bearer is on the battlefield (or any Transport it is embarked within is on the battlefield), you receive 1 additional Battle Focus token.
Gift of Foresight (15 pts): Asuryani model only. Once per battle round, you can target the bearer’s unit with the Command Re-roll Stratagem for 0CP.
Psychic Destroyer (30 pts): Asuryani Psyker model only. Add 1 to the Damage characteristic of ranged Psychic weapons equipped by the bearer.

Stratagems

LIGHTNING-FAST REACTIONS 1CP · Warhost – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
BLITZING FIREPOWER 1CP · Warhost – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
SKYBORNE SANCTUARY 1CP · Warhost – Strategic Ploy Stratagem · Fight phase
WHEN: End of the Fight phase.

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

EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
FEIGNED RETREAT 1CP · Warhost – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.

TARGET: That ASURYANI unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
FIRE AND FADE 1CP · Warhost – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase, just after an Asuryani Infantry unit from your army (excluding Aircraft, Asurmen and Wraith Construct units) has shot.

TARGET: That ASURYANI unit.

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

RESTRICTIONS: Until the end of the turn, your unit is not eligible to declare a charge or embark within a Transport.
WEBWAY TUNNEL 1CP · Warhost – Strategic Ploy Stratagem · Fight phase
WHEN: End of your opponent’s Fight phase.

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

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

Windrider Host

Detachment rules

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

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

BATTLE SIZENUMBER OF UNITS
Incursion1
Strike Force2
Onslaught3

KEYWORDS
Windriders units from your army gain the BATTLELINE keyword.

Enhancements

Firstdrawn Blade (10 pts): Asuryani Mounted model only. Models in the bearer’s unit have the Scouts 9" ability.
Mirage Field (25 pts): Asuryani Mounted model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll.
Seersight Strike (15 pts): Asuryani Mounted Psyker model only. Psychic weapons equipped by the bearer have the [anti-monster 2+] and [anti-vehicle 2+] abilities.
Echoes of Ulthanesh (20 pts): Asuryani Mounted model only. In your Command phase, roll one D6, adding 1 to the result if the bearer is not within your deployment zone, and adding an additional 1 to the result if the bearer is within your opponent’s deployment zone: on a 5+, you gain 1CP.

Stratagems

SPIRALLING EVASION 1CP · Windrider Host – Battle Tactic Stratagem · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Asuryani Mounted or VYPER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
FOCUSED FIREPOWER 1CP · Windrider Host – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

TARGET: One Asuryani Mounted or VYPER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
DEATH FROM ON HIGH 1CP · Windrider Host – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.
OVERFLIGHT 1CP · Windrider Host – Strategic Ploy Stratagem · Shooting or Fight phase
WHEN: End of your Shooting phase or the end of the Fight phase.

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

EFFECT: Your unit can make a Normal move of up to 7".
WIND OF BLADES 1CP · Windrider Host – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase.

TARGET: One Asuryani Mounted or Vyper unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
DARING RIDERS 1CP · Windrider Host – Strategic Ploy Stratagem · Movement phase
WHEN: The Reinforcements step of your Movement phase.

TARGET: One Asuryani Mounted or VYPER unit from your army in Reserves.

EFFECT: Until the end of the phase, when setting up your unit on the battlefield from Reserves, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if your unit is set up within 9" horizontally of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.

Wraiths of the Void

Detachment rules

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

Enhancements

Direct Guidance (0 pts): At the end of your Movement phase, select one friendly WRAiTH CONSTRUCT unit within 6" of and visible to the bearer. Until the end of the turn, that WRAITH CONSTRUCT unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Song of Renewal (0 pts): In your Command phase, the bearer can use this Enhancement. If it does, select one friendly WRAiTH CONSTRUCT unit within 6" of and visible to the bearer. Return one destroyed model to that WRAITH CONSTRUCT unit with its full wounds remaining.

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

Stratagems

WRAITHSIGHT 1CP · Wraiths of the Void – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.
GUARDIAN CONSTRUCTS 1CP · Wraiths of the Void – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.
D-STRIKE 1CP · Wraiths of the Void – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase.

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

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

RESTRICTIONS: Until the end of the phase, your unit is not eligible to shoot.
UNFLINCHING FIRE 1CP · Wraiths of the Void – Strategic Ploy Stratagem · Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase.

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

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