Baharroth
Asuryani
Keywords: Infantry • Character • Epic Hero • Aeldari • Jump Pack • Fly • Grenades • Aspect Warrior • Phoenix Lord • Baharroth
Unit Profiles
| Model | M | T | Sv | W | Ld | OC | Invuln |
|---|---|---|---|---|---|---|---|
| Baharroth | 14" | 3 | 2+ | 5 | 6+ | 1 | 4+ |
Melee Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Shining Blade | Sustained Hits 1 | Melee | 6 | 2+ | — | 5 | -2 | 2 |
Ranged Weapons
| Profile | Keywords | Range | A | WS | BS | S | AP | D |
|---|---|---|---|---|---|---|---|---|
| Fury of the Tempest | AssaultLethal Hits | 24" | 4 | — | 2+ | 6 | -1 | 2 |
Unit Composition
■ 1 Baharroth – EPIC HERO
This model is equipped with: Fury of the Tempest; Shining Blade.
Unit Abilities
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.
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
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.
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.
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.
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".
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".
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".
While this model is leading a unit, at the end of your opponent’s turn, if that unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. In addition, while this model is leading a unit, when that unit is set up on the battlefield using the Deep Strike ability, in your movement phase, it can use this ability. If it does, that unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models, but until the end of the turn, it is not eligible to declare a charge.
Each time this model is set up on the battlefield, until the end of the turn, each time this model makes a ranged attack, a successful unmodified Hit roll scores a Critical Hit.
Core Abilities
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet. During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
*Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.*
Can Join
Stratagems by Detachment
Armoured Warhost
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.
Aspect Host
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.
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.
Devoted of Ynnead
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.
Ghosts of the Webway
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.
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.
Guardian Battlehost
No matching stratagems for this unit.
Seer Council
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".
Spirit Conclave
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.
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.
Warhost
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.
Windrider Host
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.