Warhammer
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unit
War Walkers

Asuryani

Keywords: Vehicle • Aeldari • Walker • War Walkers

Scouts 9"
Unit Profiles
ModelMTSvWLdOCInvuln
War Walker10"73+67+25+
Scouts 9"
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
War Walker feetMelee33+501
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Bright lance36"13+12-3D6+2
Missile launcher — starshot48"13+10-2D6
Missile launcher — sunburst
Blast
48"D63+4-11
Scatter laser
Sustained Hits 1
36"63+501
Shuriken cannon
Lethal Hits
24"33+6-12
Starcannon36"23+8-32

Unit Composition

1-2 War Walkers

Every model is equipped with: 2 shuriken cannons; War Walker feet.

Unit Abilities
Battle Focus
View Army Rule

If your Army Faction is ASURYANI, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below.

"In an Incursion sized battle, you receive 2 Battle Focus tokens at the start of the battle round.  In a Strike Force sized battle, you receive 4 Battle Focus tokens at the start of the battle round.  In an Onslaught sized battle, you receive 6 Battle Focus tokens at the start of the battle round."

Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

Agile Manoeuvres

Swift as the Wind

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

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.

Star Engines

Trigger: When an eligible VEHICLE unit from your army is selected to make a Normal move.

Effect: Until the end of the phase, add D6+1" to the Move characteristic of models in that unit.

Sudden Strike

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".

Opportunity Seized

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".

Fade Back

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".

Crystalline Targeting

In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly AELDARI unit makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. Each unit can only be selected for this ability once per turn.

Core Abilities
Scouts 9"

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Stratagems by Detachment

Layered Wards
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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.


Skyborne Sanctuary
1 CP
strategic Ploy

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.


No matching stratagems for this unit.

No matching stratagems for this unit.

Vaul’s Vengeance
1 CP
battle Tactic

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.


Presentiment of Dread
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
battle Tactic

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
1 CP
epic Deed

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
1 CP
strategic Ploy

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".


Seer’s Eye
1 CP
battle Tactic

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.


Soul Bridge
1 CP
strategic Ploy

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.


Lightning-fast Reactions
1 CP
battle Tactic

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
battle Tactic

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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.


Death From On High
1 CP
battle Tactic

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
battle Tactic

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
1 CP
battle Tactic

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.