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Aeldari — army rules

Armoured Warhost

Detachment rules

Skilled Crews: Your Aeldari Vehicle models' ranged weapons gain [ASSAULT], and you may re-roll Advance rolls for your Aeldari Vehicle Fly units.

Enhancements

Guiding Presence (25 pts): Aeldari Psyker model only. At the start of your Shooting phase, pick one friendly Aeldari Vehicle model within 9" of the bearer; until end of phase, its attacks get +1 to the Hit roll.
Harmonisation Matrix (30 pts): AELDARI model only. In your Command phase, if the bearer (or any Transport it is in) is within range of an objective marker you control, roll one D6: on 3+ you gain 1CP.
Spirit Stone of Raelyth (20 pts): Aeldari Psyker model only. While within 3" of one or more friendly Aeldari Vehicle units, the bearer has Lone Operative. In your Command phase, pick one friendly AELDARI VEHICLE model within 3" of the bearer; it regains up to D3 lost wounds.
Guileful Strategist (15 pts): AELDARI model only. If your army includes the bearer, after both armies deploy, pick up to three Aeldari Vehicle units from your army and redeploy them; any may be placed into Strategic Reserves regardless of how many units are already there.

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 unit. EFFECT: Until end of turn, your unit may shoot in a turn 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 end of phase, your unit gains Deep Strike and may be set up anywhere more than 6" horizontally from all enemy units, but if it does it cannot charge that turn. If it is a Transport, any unit disembarking this turn must be set up more than 6" horizontally from all enemy units and cannot charge that turn.
SOULSIGHT 1CP · Armoured Warhost – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Aeldari Vehicle unit from your army not yet selected to shoot. EFFECT: Until end of phase, each time your unit shoots you may re-roll one Hit roll, one Wound roll and one Damage roll for a model in it. With fast dice rolling, pick one of those rolls to re-roll before 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 declares a charge. TARGET: One Aeldari Vehicle unit from your army that can Fly and was a target of that charge. EFFECT: Until end of phase, that enemy unit's Charge rolls suffer -2.
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 unit. EFFECT: Until end of phase, models in your unit have Feel No Pain 5+ 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 end of phase, units may disembark from your TRANSPORT after it Advanced. Such units count as having made a Normal move and cannot charge that turn, but otherwise act normally.

Army Rules

Stratagems

SUDDEN STRIKE · Charge phase
TRIGGER: When an eligible unit from your army is selected to fight. EFFECT: Until end of phase, each model in that unit may make a Pile-in or Consolidation move of up to 6" instead of 3".
STAR ENGINES · Movement phase
TRIGGER: When an eligible Vehicle unit from your army is selected to make an Advance move. EFFECT: Until end of turn, that unit's ranged weapons gain [ASSAULT].
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 may trigger this Agile Manoeuvre more than once per phase, provided a different unit performs it each time. EFFECT: Until end of phase, +2" Move for 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 end of turn, enemy units cannot use Fire Overwatch to shoot 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 (not Titanic) hit by those attacks may 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 (not Titanic) that began the phase within Engagement Range of that enemy unit may make a Normal move of up to D6+1".

Aspect Host

Detachment rules

Path of the Warrior: When an Aspect Warriors or Avatar of Khaine unit from your army is selected to shoot or fight, choose one of these for it until end of phase: each attack may re-roll a Hit roll of 1; or each attack may re-roll a Wound roll of 1.

Enhancements

Aspect of Murder (25 pts): Autarch or Autarch Wayleaper model only. The bearer's melee weapons get +1 Damage and gain [PRECISION].
Mantle of Wisdom (30 pts): Autarch or Autarch Wayleaper model only. While the bearer leads an Aspect Warriors unit, each time that unit is selected to shoot or fight, its models gain both abilities from the Path of the Warrior Detachment rule until end of phase.
Shimmerstone (15 pts): Autarch or Autarch Wayleaper model only. While the bearer leads an Aspect Warriors unit, ranged attacks targeting that unit suffer -1 to the Wound roll.
Strategic Savant (15 pts): Autarch or Autarch Wayleaper model only. While the bearer leads an Aspect Warriors unit, models in that unit get +1 Objective Control.

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 not yet selected to shoot or fight. EFFECT: Until end of phase, each attack from your unit may ignore any or all modifiers to its Ballistic Skill, Weapon Skill, Strength, Armour Penetration and Damage, 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 not yet selected to shoot. EFFECT: Until end of phase, its Wailing Doom ranged weapon has Range 18" and Damage 8.
PRETERNATURAL PRECISION 1CP · Aspect Host – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Aspect Warriors unit from your army not yet selected to shoot. EFFECT: You may remove one Aspect Shrine token your unit has (see datasheets). Then pick one of [IGNORES COVER], [LETHAL HITS], [SUSTAINED HITS 1] — or two of them if you removed a token. Until end of phase, your unit's ranged weapons gain the chosen abilities.
KHAINE’S VENGEANCE 1CP · Aspect Host – Strategic Ploy Stratagem · Movement phase
WHEN: Your opponent's Movement phase, just after an enemy unit (not MONSTERS or VEHICLES) is selected to Fall Back. TARGET: One Aspect Warriors or Avatar of Khaine unit from your army within Engagement Range of that enemy unit. EFFECT: Every model in that enemy unit takes a Desperate Escape test; if it is Battle-shocked, subtract 1 from each test.
TO THEIR FINAL BREATH 1CP · Aspect Host – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit selects targets. TARGET: One Aspect Warriors or Avatar of Khaine unit from your army targeted by that attacking unit. EFFECT: You may remove one Aspect Shrine token your unit has. Until end of phase, when a model in your unit is destroyed before it has fought, roll one D6 (+1 if you removed a token): on 4+ it is not removed, may fight after the attacking unit finishes, then is removed.
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 can embark within. EFFECT: If your ASURYANI unit is not within Engagement Range of any enemy unit and is wholly within 6" of that TRANSPORT, it may embark.

Corsair Coterie

Detachment rules

Relentless Raiders: While you control an objective marker, when an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of it, roll one D6: on 2+ that unit suffers D3 mortal wounds. Your Anhrathe units have Void Thieves: at the end of a phase, if this unit is within range of an objective marker you control, that marker stays under your control until your opponent's Level of Control over it exceeds yours at the end of a phase.
Veterans of the Void: Each Anhrathe unit added to your army may be given up to one Corsair Enhancement; each such Enhancement must be unique. A unit given one increases its points cost by the stated amount; if this exceeds the battle's points limit, that unit cannot be included.

Enhancements

Infamy (Aura) (25 pts): Anhrathe unit only. While an enemy unit is within 3" of this unit, its models have -1 Objective Control (minimum 1).
Webway Pathstone (25 pts): Anhrathe unit only. Models in this unit have Deep Strike. Also, once per battle, at the end of your opponent's turn, if this unit is not within Engagement Range of any enemy unit, you may remove it and place it into Strategic Reserves.
Archraider (35 pts): Anhrathe Character unit only. At the start of the battle, pick one CHARACTER model in this unit; it gains Lord of Deceit (Aura): each time your opponent targets a unit within 12" of this model with a Stratagem, that Stratagem use costs 1CP more.
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 not yet selected to fight. EFFECT: Until end of phase, each attack from your unit may re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, against an enemy unit within range of an objective marker you may 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 destroys one or more enemy units. TARGET: That unit. EFFECT: After resolving all its shooting, it may 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 unit. EFFECT: Until end of turn, your unit may charge in a turn it Fell Back. If it is an Anhrathe unit, also pick one enemy unit it was within Engagement Range of at the start of the phase and roll six D6: each 4+ inflicts 1 mortal wound on that enemy unit.
OUTCAST AMBUSH 1CP · Corsair Coterie – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Rangers or Shroud Runners unit from your army not yet selected to shoot. EFFECT: Until end of phase, your unit's ranged weapons gain [IGNORES COVER] and [RAPID FIRE 1], and get +1 Armour Penetration.
CLOAK AND SHADOW 1CP · Corsair Coterie – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent's Shooting phase, just after an enemy unit selects targets. TARGET: One Aeldari Infantry unit from your army within range of an objective marker you control and targeted by that attacking unit. EFFECT: Until end of phase, models in your unit have Stealth, and your unit can only be a ranged target if the attacker 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 that lost one or more models to those attacks and is neither Battle-shocked nor within Engagement Range of any enemy unit. EFFECT: Your unit may make a Surge move: roll one D6 and add 1; models move up to that many inches, but the unit must end as close as possible to the nearest enemy unit (not AIRCRAFT), and may move within Engagement Range of it.

Devoted of Ynnead

Detachment rules

Strength from Death: You may use these 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, pick one YNNARI INFANTRY or MOUNTED unit that was within 6" of a destroyed unit; it may make a Normal move of up to D6+1". Lethal Surge: once per turn, when a YNNARI unit performs the Fade Back Agile Manoeuvre, it may make a Lethal Surge move instead of a Normal move — roll one D6 and add 1; it may move up to that many inches and may move within Engagement Range of the enemy unit that triggered the manoeuvre. Lethal Reprisal: at the start of the Fight phase, pick one YNNARI unit (not TITANIC) below its Starting Strength; until end of phase it has Fights First. Servants of the Whispering God: you may include Ynnari units without the ASURYANI keyword; your Asuryani units (not Epic Heroes) gain the YNNARI keyword; you must include Yvraine and/or The Yncarne, and one must be your WARLORD.

Enhancements

Gaze of Ynnead (15 pts): Farseer model only. The bearer's Eldritch Storm weapon gains [DEVASTATING WOUNDS].
Storm of Whispers (10 pts): Warlock model only. In your Shooting phase, after the bearer shoots, pick one enemy unit hit by those attacks; it takes a Battle-shock test.
Borrowed Vigour (10 pts): Archon model only. The bearer's melee weapons get +2 Attacks.
Morbid Might (15 pts): Succubus model only. Each melee attack by the bearer may 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 selects targets. TARGET: That unit. EFFECT: Until end of phase, each attack from your unit may re-roll a Hit roll of 1; if your unit is below Starting Strength, you may 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 not yet selected to shoot. EFFECT: Until end of phase, your unit's ranged weapons gain [LETHAL HITS] and [IGNORES COVER].
MACABRE RESILIENCE 1CP · Devoted of Ynnead – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or Fight phase, just after an enemy unit selects targets. TARGET: One Ynnari Infantry or Mounted unit from your army (not Wraith Construct) targeted by that attacking unit. EFFECT: Until end of phase, each attack against your unit suffers -1 to the Wound roll.
PARTING THE VEIL 2CP · Devoted of Ynnead – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit selects targets. TARGET: One Ynnari unit from your army targeted by that attacking unit. EFFECT: Until end of phase, when a model in your unit is destroyed before it has fought, do not remove it; it may fight after the attacking unit finishes, then is removed.
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 (not Wraith Construct) that lost one or more models this phase. EFFECT: Your unit may 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 just destroyed while within range of one or more objective markers you controlled at the end of the previous phase (usable even though it was just destroyed). EFFECT: Pick one of those markers; it stays under your control until your opponent's Level of Control over it exceeds yours at the end of a phase.

Eldritch Raiders

Detachment rules

Yriel’s Own: Your AELDARI units may charge in a turn they Advanced. Also, each time an Anhrathe, Rangers or Shroud Runners unit from your army Advances, you may re-roll the Advance roll.
Veterans of the Void: Each Anhrathe unit added to your army may be given up to one Corsair Enhancement; each such Enhancement must be unique. A unit given one increases its points cost by the stated amount; if this exceeds the battle's points limit, that unit cannot be included.

Enhancements

Pirate Prince (15 pts): Prince Yriel unit only. Each time you spend a Battle Focus token to let this unit perform an Agile Manoeuvre, roll one D6: on 3+ you gain 1 Battle Focus token.
Alacritous Assault (20 pts): Anhrathe unit only. Melee weapons of models in this unit gain [LANCE].
Exotic Munitions (15 pts): Anhrathe unit only. Ranged weapons of models in this unit gain [ANTI-MONSTER 5+] and [ANTI-VEHICLE 5+].
Adrenal Infusions (20 pts): Anhrathe Infantry unit only. This unit may perform the Fade Back Agile Manoeuvre without spending a Battle Focus token, even if other units have performed it this phase, and doing so does not stop other units performing the same manoeuvre this 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 not yet selected to shoot. EFFECT: Until end of phase, each attack from your unit whose Strength is less than the target unit's highest Toughness gets +1 to the Wound roll.
YRIEL’S EXAMPLE 1CP · Eldritch Raiders – Epic Deed Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit selects targets. TARGET: One Aeldari Infantry unit from your army (not Wraith Construct) targeted by that attacking unit. EFFECT: Until end of phase, models in your unit have Feel No Pain 5+.
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 not within Engagement Range of any enemy unit. EFFECT: Remove your unit and place it into Strategic Reserves. If below Starting Strength, return all destroyed models (except CHARACTER models) to it.
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 not yet selected to shoot or fight. EFFECT: Until end of phase, each attack from your unit gets +1 Damage.
RAIDERS’ SPOILS 1CP · Eldritch Raiders – Strategic Ploy Stratagem · Command phase
WHEN: Command phase. TARGET: One Anhrathe unit from your army within Engagement Range of one or more enemy units. EFFECT: Until the start of the next Command phase, models in your unit get +1 Objective Control.
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: Pick one enemy unit (not TITANIC) visible to and within 36" of your unit. Until end of phase, each time it declares a charge, subtract 2 from the Charge roll (not cumulative with other negative Charge roll modifiers).

Ghosts of the Webway

Detachment rules

Acrobatic Onslaught: When a Harlequins model from your army makes a Charge move, it may move through enemy models. Travelling Players: your Troupe units gain the BATTLELINE keyword and their TROUPE models have Objective Control 2; you may include up to three each of Death Jester, Shadowseer and Troupe Master.

Enhancements

Cegorach’s Coil (25 pts): Troupe Master model only. Each time the bearer's unit ends a Charge move, pick one enemy unit within Engagement Range of it, then roll one D6 for each model in the bearer's unit within Engagement Range of that enemy unit: each 4+ inflicts 1 mortal wound (maximum 6).
Mask of Secrets (15 pts): Harlequins model only. When an enemy unit (not MONSTERS or VEHICLES) within Engagement Range of the bearer's unit Falls Back, every model in it takes a Desperate Escape test; if it is Battle-shocked, subtract 1 from each test.
Murder’s Jest (20 pts): Death Jester model only. Each attack by the bearer against a unit Below Half-strength scores a Critical Hit on each successful Hit roll.
Mistweave (15 pts): Shadowseer model only. While the bearer leads a unit, models in it have Infiltrators.

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 Mounted unit from your army within 6" of an enemy unit it could charge as if it were your Charge phase. EFFECT: Your unit declares and resolves a charge targeting only one or more of those enemy units. RESTRICTIONS: Even if successful, your unit gets no 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 unit. EFFECT: Until end of turn, your unit may shoot and declare a charge in a turn it Fell Back.
HEROES’ FALL 1CP · Ghosts of the Webway – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit selects targets. TARGET: One Harlequins unit from your army targeted by that attacking unit. EFFECT: Until end of phase, when a model in your unit is destroyed before it has fought, roll one D6: on 4+ it is not removed, may fight after the attacking unit finishes, then is removed.
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 within 9" of that enemy unit. EFFECT: Your unit may 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 not within Engagement Range of any enemy unit. EFFECT: Remove your unit 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 just destroyed (usable even though it was just destroyed). EFFECT: At the end of the phase, set it back up as close as possible to where it was destroyed, not within Engagement Range of any enemy unit, with half its starting wounds. RESTRICTIONS: Each model can be targeted with this Stratagem only 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 attacks, if that model's unit and/or the target is within range of an objective marker, add 1 to the Hit roll.

Enhancements

Craftworld’s Champion (25 pts): Asuryani model only. The bearer has Objective Control 5.
Ethereal Pathway (30 pts): Asuryani model only. In the Deploy Armies step, pick up to two Guardians units from your army; their models gain Infiltrators.
Protector of the Paths (20 pts): Asuryani model only. While the bearer leads a Dire Avengers or Guardians unit, once per battle round you may target the bearer's unit with Fire Overwatch for 0CP; while resolving it, hits are scored on unmodified 5+, or 4+ if the unit is within range of an objective marker you control.
Breath of Vaul (10 pts): Asuryani model only. While the bearer leads a Storm Guardians unit, each time you roll the number of attacks for a flamer in that unit you may re-roll it, and each Damage roll for a fusion gun in that unit may be re-rolled.

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 not yet selected to shoot. EFFECT: Until end of phase, your unit's ranged weapons gain [PISTOL].
VAUL’S VENGEANCE 1CP · Guardian Battlehost – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or 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 finishes its attacks, your unit may shoot as if it were your Shooting phase, targeting only that enemy unit (if eligible). RESTRICTIONS: Once per battle round.
SHIELD NODES 1CP · Guardian Battlehost – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or Fight phase, just after an enemy unit selects targets. TARGET: One Dire Avengers or Guardians unit from your army targeted by that attacking unit. EFFECT: If your unit is within range of an objective marker, until end of phase each attack against it suffers -1 to 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 not yet selected to shoot or fight. EFFECT: Until end of phase, each attack from your unit against an enemy unit within range of one or more objective markers may 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 not yet selected to move. EFFECT: Until end of phase, when your unit Advances, do not roll; instead add 6" to its Move until end of phase. Until end of turn, your unit may shoot and declare a charge in a turn 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 not within Engagement Range of any enemy unit, remove it and place it into Strategic Reserves, returning every destroyed GUARDIANS model to it.

Khaine’s Arrow

Detachment rules

Unerring Strike: In your Movement phase, when an AELDARI unit from your army makes a Normal move, it may try to operate a closed Hatchway within 1" of it at any point in the move, provided no enemy units are within 1" of that Hatchway. If it does, reduce each model's move this phase by 2" (if this makes reaching the Hatchway impossible, it cannot attempt it), and it cannot operate another Hatchway this turn.

Enhancements

Runes of Sanctuary (Psychic) (0 pts): PSYKER model only. Once per turn, in your opponent's Shooting phase, when a friendly AELDARI unit within 9" of and visible to the bearer is selected as a ranged target, the bearer may use this Enhancement: until end of phase, each attack against that friendly unit worsens its Armour Penetration by 1.
Shieldmaster (0 pts): Once per turn, in your Movement phase, after the bearer moves, you may close one open Hatchway it moved through this phase (in addition to operating a Hatchway via 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 not yet selected to shoot. EFFECT: Until end of phase, each attack from your unit gets +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 not yet selected to fight. EFFECT: Until end of phase, each attack from your unit by a model that made a Charge move this turn may 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 Fight phase, just after an enemy unit selects targets. TARGET: One AELDARI unit from your army targeted by that attacking unit. EFFECT: Until end of phase, each attack against your unit suffers -1 to 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 (not CHARACTER). EFFECT: Until the start of your next Command phase, models in your unit get +1 Objective Control. Also, at the end of your turn, pick one objective marker you control that your unit is within range of; it 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 within range of an objective marker, add 1 to any armour saving throw against that attack.

Enhancements

Grace of Khaine (0 pts): Each attack by the bearer may re-roll a Hit roll of 1, a Wound roll of 1 and 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 may set up two friendly GUARDIANS units in 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 Fight phase, just after an enemy unit selects targets. TARGET: One AELDARI unit from your army targeted by that attacking unit. EFFECT: Until end of phase, each attack against your unit suffers -1 to the Hit roll.
SHURIKEN STORM 1CP · Protector Host – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One AELDARI unit from your army not yet selected to shoot. EFFECT: Until end of phase, +1 Strength to Avenger shuriken catapults, shuriken catapults, shuriken pistols and shuriken cannons 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 the enemy unit. EFFECT: If that enemy unit is within 9" of and visible to your unit, roll one D6: on 2-5 it suffers 1 mortal wound, on 6 it suffers 2. If it suffers any, your unit may then make a Normal move of up to D6". RESTRICTIONS: Until end of 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 end of phase, your unit scores Overwatch hits on unmodified 5+ instead of 6.

Seer Council

Detachment rules

Strands of Fate: At the start of the first battle round, generate Fate dice by rolling D6 based on battle size (Incursion 3, Strike Force 6, Onslaught 9); set them aside as your Fate dice pool. When you use one of the Stratagems below, if your pool contains a Fate die showing the matching value, you may discard one such die to reduce that Stratagem use's cost by 1CP. Values: Presentiment of Dread 1, Forewarned 2, Unshrouded Truth 3, Fate Inescapable 4, Isha's Fury 5, Psychic Shield 6.

Enhancements

Lucid Eye (30 pts): Asuryani Psyker model only. In your Command phase, you may add 1 to or subtract 1 from the value of one Fate die in your pool.
Runes of Warding (25 pts): Asuryani Psyker model only. Models in the bearer's unit have Feel No Pain 4+ against mortal wounds, Psychic Attacks, and Critical Wounds from [DEVASTATING WOUNDS] attacks.
Stone of Eldritch Fury (15 pts): Asuryani Psyker model only. Add 12" to the Range of the bearer's ranged Psychic weapons.
Torc of Morai-Heg (20 pts): Asuryani Psyker model only. Once per turn, when your opponent targets a unit within 12" of the bearer with a Stratagem, the bearer may use this Enhancement to increase that Stratagem use's cost 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 (not Wraith Construct) not yet selected to shoot and within 9" of one or more friendly Asuryani Psyker models. EFFECT: Until end of phase, your unit's ranged weapons gain [IGNORES COVER], and each attack from your unit improves Armour Penetration by 1 on a Critical Wound.
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: each 3+ inflicts 1 mortal wound on that enemy unit.
PSYCHIC SHIELD 1CP · Seer Council – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent's Shooting phase, just after an enemy unit selects targets. TARGET: One Asuryani Infantry unit from your army (not Wraith Construct) targeted by that attacking unit and within 9" of one or more friendly Asuryani Psyker models. EFFECT: Until end of phase, your unit can only be a ranged target if the attacker 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 (not Wraith Construct) not yet selected to move, not set up this phase, and within 9" of one or more friendly Asuryani Psyker models. EFFECT: Remove your unit and set it up again anywhere more than 9" horizontally from all enemy models. RESTRICTIONS: Until end of phase, your unit cannot 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: Pick one enemy unit within 18" of and visible to your model; it takes a Battle-shock test with -1 to the test.
FOREWARNED 1CP · Seer Council – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, just after an enemy unit selects targets. TARGET: One Asuryani Infantry unit from your army (not Wraith Construct) targeted by that attacking unit and within 9" of one or more friendly Asuryani Psyker models. EFFECT: Until end of phase, each attack against your unit suffers -1 to the Hit roll and -1 to the Wound roll.

Serpent’s Brood

Detachment rules

Boons of the Brood: Weapons of your Harlequins Mounted and Vehicle models gain [SUSTAINED HITS 1]. Each time a Harlequins unit from your army disembarks from a Transport, its weapons gain [SUSTAINED HITS 1] until end of turn. Travelling Players: your Troupe units gain the BATTLELINE keyword and their TROUPE models have Objective Control 2; you may include up to three each of Death Jester, Shadowseer and Troupe Master.

Enhancements

Key of Ghosts (20 pts): Harlequins model only (not Solitaire). Models in the bearer's unit have Scouts 6".
Weavers’ Wail (20 pts): Troupe Master model only. The bearer's melee weapons get +3 Strength and +1 Attacks.
Fanged Leer (10 pts): Death Jester model only. When using the bearer's Cruel Amusement ability, you may pick two of the abilities for its shrieker cannon instead of one.
Shedskin Raiment (25 pts): Shadowseer model only. After both armies deploy, pick up to three Harlequins units from your army and redeploy them; you may place them into Strategic Reserves regardless of how many units are already there.

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 within 9" of that enemy unit. EFFECT: Your unit may 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 end of phase, when using your unit's Dance of Death ability, you may pick three of the abilities instead of one.
VENOMOUS WRATH 1CP · Serpent’s Brood – Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Harlequins Vehicle unit from your army not yet selected to shoot. EFFECT: After your unit shoots, if not within Engagement Range of any enemy unit, it may make a Normal move of up to 6". Until end of turn, your unit cannot 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 end of phase, your unit may charge in a turn 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 not within Engagement Range of any enemy unit, it may make a Normal move; otherwise it may 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 Mounted unit from your army. EFFECT: If not within Engagement Range of any enemy unit, you may remove it 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 attack by a Wraith Construct model from your army against a unit with one or more Vengeful Dead tokens gets +1 to the Hit roll and +1 to the Wound roll. Your ASURYANI PSYKER models have Spirit Guides (Aura): while a Wraithblades, Wraithguard or Wraithlord unit from your army is within 12" of this model, that unit has Battle Focus. Keywords: your WRAITHBLADES and WRAITHGUARD units gain the BATTLELINE keyword.

Enhancements

Light of Clarity (30 pts): Spiritseer model only. In your Command phase, pick one friendly Wraith Construct unit within 12" of the bearer; until the start of your next Command phase, INFANTRY models in it get +1 Objective Control and MONSTER models get +3 Objective Control.
Stave of Kurnous (15 pts): Spiritseer model only. In your Command phase, pick one friendly Wraith Construct unit within 12" of the bearer (not TITANIC); until the start of your next Command phase, each attack from that unit gains [PRECISION] on a Critical Wound.
Rune of Mists (10 pts): Spiritseer model only. In your Command phase, pick one friendly Wraith Construct unit within 12" of the bearer; until the start of your next Command phase, against ranged attacks where the attacker is not within 18", models in that unit have the Benefit of Cover.
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 may 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 unit. EFFECT: Pick one enemy unit within Engagement Range and roll one D6 per WRAITHBLADES model in your unit, or four D6 if it has WRAITHLORD, or six D6 if it has WRAITHKNIGHT: each 3+ inflicts 1 mortal wound on that enemy unit.
WRAITHBONE ARMOUR 1CP · Spirit Conclave – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or Fight phase, just after an enemy unit selects targets. TARGET: One Wraith Construct unit from your army (not TITANIC) targeted by that attacking unit. EFFECT: Until end of phase, each attack allocated to a model in your unit has its Damage reduced by 1.
BLADES FROM BEYOND 1CP · Spirit Conclave – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase. TARGET: One Wraithblades, Wraithlord or Wraithknight unit from your army not yet selected to fight. EFFECT: Until end of phase, your unit's melee weapons gain [DEVASTATING WOUNDS].
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 not yet selected to shoot or fight. EFFECT: Pick one enemy unit visible to your PSYKER. Until end of phase, each attack by your WRAITH CONSTRUCT unit against that enemy unit may ignore any or all modifiers to its Armour Penetration and/or Damage.
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: Pick one objective marker you control that your unit is within range of; it stays under your control until your opponent's Level of Control over it exceeds 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, that unit counts as within 12" of that PSYKER for 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 before it has fought, roll one D6: on 3+ it is not removed; it may fight after the attacking model's unit finishes, then is removed.

Enhancements

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

Stratagems

VOID GHOSTS 1CP · Star-dancer Masque – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or Fight phase, just after an enemy unit selects targets. TARGET: One AELDARI unit from your army targeted by that attacking unit. EFFECT: Until end of phase, each attack against your unit suffers -1 to the Hit roll.
DARTING STRIKES 1CP · Star-dancer Masque – Battle Tactic Stratagem · Fight phase
WHEN: Fight phase. TARGET: One AELDARI unit from your army not yet selected to fight. EFFECT: Until end of phase, each attack from your unit may 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 unit. EFFECT: Until end of phase, each Consolidation move by your unit may be up to D3+3" instead of 3", and if it cannot end within Engagement Range of a visible enemy unit (in Unit Coherency), it may still make the move and 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 not yet selected to move. EFFECT: Until end of phase, Desperate Escape tests for models in your unit auto-pass, and each Normal, Advance or Fall Back move lets models move through other models as if they were not there.

Warhost

Detachment rules

Martial Grace: At the start of the battle round, you get 1 extra Battle Focus token. Each time a unit from your army performs the Swift as the Wind Agile Manoeuvre, add a further 1" to its Move until end of phase. Each time a unit performs an Agile Manoeuvre involving a D6 roll, add 1 to the result.

Enhancements

Phoenix Gem (35 pts): Asuryani model only. The first time the bearer is destroyed, remove it from play; at the end of the phase roll one D6: on 2+ set it back up as close as possible to where it was destroyed, not within Engagement Range of any enemy unit, with full wounds.
Timeless Strategist (15 pts): Asuryani model only. At the start of the battle round, if the bearer (or any Transport it is in) is on the battlefield, you get 1 extra Battle Focus token.
Gift of Foresight (15 pts): Asuryani model only. Once per battle round, you may 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 of the bearer's ranged Psychic weapons.

Stratagems

LIGHTNING-FAST REACTIONS 1CP · Warhost – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or Fight phase, just after an enemy unit selects targets. TARGET: One Asuryani unit from your army (not Wraith Construct) targeted by that attacking unit. EFFECT: Until end of phase, each attack against your unit suffers -1 to the Hit roll.
BLITZING FIREPOWER 1CP · Warhost – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Asuryani unit from your army not yet selected to shoot. EFFECT: Until end of phase, your unit's ranged weapons gain [SUSTAINED HITS 1] against enemy units within 12". If a weapon already has it, until end of phase each attack with it scores a Critical Hit on an unmodified 5+.
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 can embark within. EFFECT: If your ASURYANI unit is not within Engagement Range of any enemy unit and is wholly within 6" of that TRANSPORT, it may embark.
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 unit. EFFECT: Until end of turn, your unit may shoot and declare a charge in a turn 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 (not Aircraft, Asurmen or Wraith Construct) has shot. TARGET: That unit. EFFECT: Your unit may make a Normal move of up to D6+1". RESTRICTIONS: Until end of turn, it cannot 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 wholly within 9" of one or more battlefield edges. EFFECT: If not within Engagement Range of any enemy unit, remove it and place it into Strategic Reserves.

Windrider Host

Detachment rules

Ride the Wind: In the Declare Battle Formations step, you may place Asuryani Mounted and Vyper units from your army in Reserves; during the battle they can be set up as if arriving from Strategic Reserves, and for that purpose treat the current battle round as one higher than it is. Also, at the end of your opponent's turn, you may pick a number of ASURYANI MOUNTED or VYPER units from your army (not within Engagement Range of any enemy unit) and place them into Strategic Reserves; the maximum is Incursion 1, Strike Force 2, Onslaught 3. Keywords: your Windriders units gain the BATTLELINE keyword.

Enhancements

Firstdrawn Blade (10 pts): Asuryani Mounted model only. Models in the bearer's unit have Scouts 9".
Mirage Field (25 pts): Asuryani Mounted model only. Each attack targeting the bearer's unit suffers -1 to the Hit roll.
Seersight Strike (15 pts): Asuryani Mounted Psyker model only. The bearer's Psychic weapons gain [ANTI-MONSTER 2+] and [ANTI-VEHICLE 2+].
Echoes of Ulthanesh (20 pts): Asuryani Mounted model only. In your Command phase, roll one D6, +1 if the bearer is outside your deployment zone and a further +1 if in your opponent's deployment zone: on 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 selects targets. TARGET: One Asuryani Mounted or VYPER unit from your army targeted by that attacking unit. EFFECT: Until end of 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 not yet selected to shoot. EFFECT: Until end of phase, each attack from your unit gets +1 Armour Penetration.
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 up from Reserves this turn and not yet selected to shoot or fight. EFFECT: Until end of phase, each attack from your unit may re-roll the Wound roll.
OVERFLIGHT 1CP · Windrider Host – Strategic Ploy Stratagem · Shooting or Fight phase
WHEN: End of your Shooting phase or 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 may 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 not yet selected to move. EFFECT: Until end of turn, your unit may shoot and declare a charge in a turn 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 end of phase, when setting up from Reserves, your unit may be set up anywhere more than 6" horizontally from all enemy units; if set up within 9" horizontally of an enemy unit, it cannot charge that turn.

Wraiths of the Void

Detachment rules

Wraith-Marked: In your Command phase, pick one AELDARI unit from your army within range of an objective marker you control; it takes a Leadership test (-2 if it has the WRAITH CONSTRUCT keyword): if passed, that marker is Secured by your army.

Enhancements

Direct Guidance (0 pts): At the end of your Movement phase, pick one friendly WRAITH CONSTRUCT unit within 6" of and visible to the bearer; until end of turn it may shoot and declare a charge in a turn it Fell Back.
Song of Renewal (0 pts): In your Command phase, the bearer may use this Enhancement: pick one friendly WRAITH CONSTRUCT unit within 6" of and visible to the bearer and return one destroyed model to it with full wounds. Usable 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 not yet selected to shoot. EFFECT: Until end of phase, your unit's ranged weapons gain [IGNORES COVER], and each attack from your unit may ignore any or all modifiers to its Ballistic Skill 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 selects targets. TARGET: One WRAITH CONSTRUCT unit from your army targeted by that attacking unit. EFFECT: Until end of phase, each attack against your unit where the attacker is wholly on the opposite side of a Hatchway suffers -1 to 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 not yet selected to shoot. EFFECT: Pick one closed Hatchway visible to and within range of one or more of your unit's ranged weapons. Open it; it cannot be closed for the rest of the battle. Each enemy unit within 3" of it and wholly on the opposite side from your unit is stunned until the start of your next Shooting phase. A stunned unit's attacks suffer -1 to the Hit roll. RESTRICTIONS: Until end of phase, your unit cannot 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 end of phase, your unit scores Overwatch hits on unmodified 5+ instead of 6.