Warhammer
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unit
Yvraine

Ynnari

Keywords: Infantry • Character • Epic Hero • Aeldari • Psyker • Yvraine

Unit Profiles
ModelMTSvWLdOCInvuln
Yvraine8"36+46+14+
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Kha-vir — Kha-vir, the Sword of Sorrows
Devastating Wounds
Melee52+4-32
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Storm of Whispers
Anti-infantry 2+Devastating WoundsPsychic
12"D6+32+2-21

Unit Composition

1 Yvraine – EPIC HERO

This model is equipped with: Storm of Whispers; Kha-vir.

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".

Disparate Paths
View Army Rule

When mustering your army, you can include HARLEQUINS units in your army, even though they do not have the ASURYANI Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or YNNARI as your Army Faction.

Word of the Phoenix

While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding SUPPORT WEAPON models) are returned to that unit with their full wounds remaining.

Herald of Ynnead

Herald of Ynnead: At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re‐roll a Wound roll of 1.

Core Abilities
Leader

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.*