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.
Asuryani vehicle crews are amongst the galaxy’s most naturally gifted pilots and gunners. They can coax every last iota of performance from the formidable machines and weapon systems under their control.
Stratagems
Layered Wards
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
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.
Vectored Engines
When: Your Movement phase, just after an AELDARI VEHICLE unit from your army that can FLY Falls Back.
Target: That AELDARI VEHICLE unit.
Effect: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
Cloudstrike
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
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
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.
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.
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.
The teachings of Khaine’s martial aspects are diverse and highly specialised, each completely lethal in its own nuanced fashion.
Stratagems
Warrior Focus
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.
To Their Final Breath
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
When: End of the Fight phase.
Target: One ASURYANI unit from your army 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.
Doom Inescapable
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
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
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.
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.
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.
Surrounded by the slaughter on the battlefield, the Ynnari channel the sinister supernatural gifts of Ynnead to great effect.
Stratagems
Pall of Dread
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.
Macabre Resilience
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.
Emissaries of Ynnead
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.
Parting the Veil
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.
Soulsight
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
Death Answers Death
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.
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.
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.
Trying to fight the Harlequins of the Laughing God is like battling bladed smoke. They flip and bound through the enemy ranks with contemptuous ease, springing across the heads and shoulders of dumbfounded combatants, sprinting across the hulls of war engines, all the while bearing down with murderous intent upon their true intended victims.
Stratagems
Staged Death
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.
Heroes’ Fall
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.
Mocking Flight
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.
Tricksters’ Retort
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".
Bloody Dance
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.
Exit the Stage
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.
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.
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.
Battlehosts often deploy to protect arterial Webway gates, the world shrines of vulnerable Exodite worlds or the domes and galleries of their home craftworld; this lends their warriors an especially keen determination to protect their holdings from foes.
Stratagems
Warding Salvoes
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.
Shield Nodes
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.
Vaul’s Vengeance
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.
Time to Strike
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.
Blades of Asuryan
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.
Cost of Victory
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.
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.
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.
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Each time you use one of the Stratagems opposite, 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.
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Though future sight is not a precise art, the Aeldari seers excel in its craft. Having read the strands of fate that twine and branch through the upcoming battle, they direct events down their favoured paths at the most opportune moments.
Stratagems
Presentiment of Dread
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
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.
Unshrouded Truth
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.
Fate Inescapable
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
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
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".
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.
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.
When guided by a Spirit Conclave, the ghost warriors gain a clarity and prowess they would otherwise lack. Moreover, should the foe slay any of their precious spirit guides, the dead will surely have their vengeance.
Stratagems
Seer’s Eye
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.
Wraithbone Armour
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
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.
Soul Bridge
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.
Spirit Token
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.
Crushing Strides
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.
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 Kurnos — 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".
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.
Every element of a Warhost operates with speed and efficiency, units swirling around one another in an agile storm of blades and tightly controlled ferocity. The Aeldari know precisely where they must be at any given stage of the battle plan and move with inhuman elegance that leaves their enemies reeling in their wake.
Stratagems
Lightning-fast Reactions
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.
Skyborne Sanctuary
When: End of the Fight phase.
Target: One ASURYANI unit from your army 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
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.
Blitzing Firepower
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.
Fire and Fade
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.
Webway Tunnel
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.
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.
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.
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These hosts strike from many quarters, employing their incredible speed and agility to evade and ambush the foe at every turn.
Stratagems
Death From On High
When: Your Shooting phase or the Fight phase.
Target: One ASURYANI MOUNTED or VYPER unit from your army that was set up on 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
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
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
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.
Focused Firepower
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.
Spiralling Evasion
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.
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.