Warhammer 40,000 rules

Factions — Codex: Aeldari

Asuryani

Battle Focus #

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 an Advance move.
Effect
Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability.
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".

FAQ

Errata Agile Manoeuvres, Star Engines

Change to:

TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move.’
EFFECT: Until the end of the turn, ranged weapons equipped by this unit have the [ASSAULT] ability.’

in the full FAQ

Disparate Paths #

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.

Armoured Warhost 1 pts #

Reconnaissance

Skilled Crews #

Friendly Aeldari Vehicle units’ ranged attacks have [Assault].

Enhancements

Guiding Presence #

25 pts

Aeldari Psyker model only. At the start of your Shooting phase, select one visible friendly Aeldari Vehicle unit within 6" of this model. That Vehicle unit’s ranged attacks have +1 to hit rolls.

Spirit Stone of Raelyth #

20 pts

Aeldari Psyker model only.

  • While this model is within 3" of a friendly Aeldari Vehicle unit, this model has Lone Operative.
  • In your Movement phase, at the start or end of this unit’s move, you can select one friendly Aeldari Vehicle model within 3" of this model. That Vehicle model heals D3 wounds.

Stratagems

Layered Wards #

1 CP CommandMovementShootingChargeFight either turn
When

Any phase, when a friendly Aeldari Vehicle unit suffers a mortal wound.

Target

That Aeldari Vehicle unit.

Effect

Your unit has Feel No Pain 5+ against mortal wounds.

Soulsight #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly Aeldari Vehicle unit is selected to shoot.

Target

That Aeldari Vehicle unit.

Effect

Your unit’s attacks can re‑roll:

  • One hit roll.
  • One wound roll.
  • One damage roll.

Vectored Engines #

1 CP Movement your turn
When

Your Movement phase, when a friendly Aeldari Vehicle unit makes a fall‑back move.

Target

That Aeldari Vehicle unit.

Effect

That move does not prevent your unit from being eligible to shoot.

Fateful Performance 1 pts #

Disruption

Acrobatic Onslaught #

While a friendly Harlequins unit is making a charge move, that unit can move through enemy models. This detachment has the Acrobatic tag and cannot be taken with another Acrobatic detachment.

Enhancements

A Foot in the Future #

15 pts

Troupe Master model only. This unit can re‑roll charge rolls.

Mistweave #

20 pts

Shadowseer model only. This unit has Infiltrators.

Stratagems

Deceptive Feint #

1 CP Movement opponent's turn
When

Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged Harlequins Infantry unit.

Target

That Harlequins Infantry unit.

Effect

Your unit can make a normal move of up to D3+3".

Exit the Stage #

1 CP Fight opponent's turn
When

End of your opponent’s Fight phase.

Target

One friendly unengaged Harlequins unit.

Effect

Place your unit in strategic reserves.

Heroes’ Fall #

1 CP Fight either turn
When

Fight phase, when an enemy unit targets a friendly Harlequins unit.

Target

That Harlequins unit.

Effect

When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6:

  • On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.

Path of the Outcast 1 pts #

Reconnaissance

Far-reaching Doom #

When a friendly Rangers/Shroud Runners unit is selected to shoot, enemy units have +6" detection range until that friendly unit has shot.

Enhancements

Assassins' Eye (Upgrade) #

15 pts

Rangers/Shroud Runners unit only. This unit’s ranged attacks that target a CHARACTER unit have +1 AP.

Camouflaged Snipers (Upgrade) #

10 pts

Rangers unit only. This unit’s ranged attacks do not prevent this unit from being hidden.

Stratagems

Casting Back the Veil #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly Rangers/Shroud Runners unit has shot.

Target

That Rangers/Shroud Runners unit.

Effect

Select one enemy unit hit by those ranged attacks. That enemy unit has +6" detection range.

Eldritch Suppression #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly Rangers/Shroud Runners unit has shot.

Target

That Rangers/Shroud Runners unit.

Effect

Select one enemy unit hit by those ranged attacks. That enemy unit makes a battle‑shock roll, with ‑1 to that battle‑shock roll if a model in that enemy unit was destroyed by those attacks.

Nomads of the Hidden Way #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly Rangers/Shroud Runners unit has shot.

Target

That Rangers/Shroud Runners unit.

Effect
  • Your unit can make a normal move of up to D6".
  • Your unit is not eligible to declare a charge or embark within a Transport until the end of the turn.

Twilight Flickers 1 pts #

Take and Hold

Dance of Distortion #

Friendly Harlequins units have Stealth. This detachment has the ACROBATIC tag and cannot be taken with another ACROBATIC detachment.

Enhancements

Prelude Performer #

20 pts

Harlequins model only. This unit has Scouts 6".

Shadowfall Masks (Upgrade) #

15 pts

Troupe unit only. This unit has Fights First.

Stratagems

Captivating Performance #

1 CP Movement your turn
When

End of your Movement phase.

Target

One friendly Troupe unit.

Effect

Select one objective your unit is controlling. That objective is secured.

Phantasmal Mirage #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly Harlequins Vehicle unit has shot.

Target

That Harlequins Vehicle unit.

Effect
  • Your unit can make a normal move of up to D6".
  • Your unit is not eligible to declare a charge until the end of the turn.

Presaged Rehearsal #

1 CP Fight either turn
When

Fight phase, when a friendly Troupe unit is selected to fight.

Target

That Troupe unit.

Effect

Your unit’s melee attacks have [lance].

Warhost 3 pts #

Reconnaissance

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.

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.

Stratagems

Lightning-fast Reactions #

1 CP Battle Tactic ShootingFight either turn
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 Fight either turn
When

End of the Fight phase.

Target

One unengaged ASURYANI unit from your army that was eligible to fight this phase and one friendly TRANSPORT it is able to embark within.

Effect

If your ASURYANI unit is wholly within 6” of that TRANSPORT, it can embark within it.

Feigned Retreat #

1 CP Strategic Ploy Movement your turn
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 Shooting your turn
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 Shooting your turn
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 or embark within a TRANSPORT.

FAQ

Errata Warhost Detachment, Fire and Fade Stratagem, Restrictions Section

Change to:

'Until the end of the turn, your unit is not eligible to declare a charge or embark within a TRANSPORT.'

in the full FAQ

Webway Tunnel #

1 CP Strategic Ploy Fight opponent's turn
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.

FAQ

Errata Warhost Detachment, Skyborne Sanctuary Stratagem, Target and Effect Sections

Change to:

'TARGET: One unengaged ASURYANI unit from your army that was eligible to fight this phase and one friendly TRANSPORT it is able to embark within.
EFFECT: If your ASURYANI unit is wholly within 6” of that TRANSPORT, it can embark within it.'

in the full FAQ

Windrider Host 2 pts #

Disruption

Keywords

WINDRIDERS units from your army gain the BATTLELINE keyword

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.

"In an Incursion sized battle, you can select up to 1 unit.  In a Strike Force sized battle, you can select up to 2 units.  In an Onslaught sized battle, you can select up to 3 units."

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.

Stratagems

Death From On High #

1 CP Battle Tactic ShootingFight either turn
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 ShootingFight either turn
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".

FAQ

Errata Windrider Host Detachment, Overflight Stratagem

Change to:

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".’

in the full FAQ

Wind of Blades #

1 CP Strategic Ploy Movement your turn
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 Movement your turn
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 8" horizontally of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.

FAQ

Errata Windrider Host Detachment, Daring Riders Stratagem, Effect Section

Change 9" to 8".

in the full FAQ

Focused Firepower #

1 CP Battle Tactic Shooting your turn
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 Shooting opponent's turn
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.

Spirit Conclave 2 pts #

Take and Hold

Keywords

WRAITHBLADES and WRAITHGUARD units from your army gain the BATTLELINE keyword.

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.

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 Kurnous #

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. In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to 6”.

Errata Spirit Conclave Detachment, Higher Duty Enhancement

Change to:

'SPIRITSEER model only. In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to 6”.'

in the full FAQ

Stratagems

Seer’s Eye #

1 CP Battle Tactic ShootingFight either turn
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 #

1 CP Battle Tactic ShootingFight either turn
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 #

1 CP Battle Tactic Fight either turn
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 #

1 CP Strategic Ploy Command your turn
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 #

1 CP Strategic Ploy Movement your turn
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 #

1 CP Battle Tactic Charge your turn
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.

Ghosts of the Webway 2 pts #

Disruption

Travelling Players

TROUPE units from your army gain the BATTLELINE keyword and TROUPE models in those units have an Objective Control characteristic of 2.

You can include up to three of each of the following models in your army: DEATH JESTER, SHADOWSEER, TROUPE MASTER.

Acrobatic Onslaught #

Each time a HARLEQUINS model from your army makes a Charge move, it can move through enemy models.

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.

Stratagems

Staged Death #

1 CP Strategic Ploy CommandMovementShootingChargeFight either turn
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 #

1 CP Strategic Ploy Fight either turn
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 #

1 CP Strategic Ploy Movement your turn
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 #

1 CP Strategic Ploy Movement opponent's turn
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 8" of that enemy unit.

Effect

Your unit can make a Normal move of up to 6".

FAQ

Errata Ghosts of the Webway Detachment, Tricksters' Retort Stratagem, Target Section

Change 9" to 8".

in the full FAQ

Bloody Dance #

1 CP Strategic Ploy Charge opponent's turn
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 #

1 CP Strategic Ploy Fight opponent's turn
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.

Guardian Battlehost 2 pts #

Take and Hold

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.

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.

Errata Guardian Battlehost Detachment, Breath of Vaul Enhancement

Change to:

'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.'

in the full FAQ

Stratagems

Warding Salvoes #

1 CP Battle Tactic ShootingFight either turn
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 #

1 CP Battle Tactic ShootingFight either turn
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 #

1 CP Battle Tactic ShootingFight either turn
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 #

1 CP Strategic Ploy Movement your turn
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 #

1 CP Battle Tactic Shooting your turn
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 #

1 CP Strategic Ploy Fight opponent's turn
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.

Devoted of Ynnead 2 pts #

Priority Assets

Servants of the Whispering God

You can include YNNARI units in your army, even though they do not have the ASURYANI Faction keyword.

ASURYANI units (excluding EPIC HEROES) from your army gain the YNNARI keyword.

You must include YVRAINE and/or THE YNCARNE in your army, and one of those models must be your WARLORD.

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 Manouvre, it can make a surge move of up to D6+1" instead of a normal move.

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.

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.

Stratagems

Pall of Dread #

1 CP Strategic Ploy CommandMovementShootingChargeFight either turn
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 #

1 CP Battle Tactic ShootingFight either turn
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 #

1 CP Battle Tactic Fight either turn
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 #

2 CP Strategic Ploy Fight either turn
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 #

1 CP Battle Tactic Shooting your turn
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 #

1 CP Strategic Ploy Shooting opponent's turn
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.

FAQ

Errata Devoted of Ynnead Detachment, Strength from Death Detachment Rule

■ Change Lethal Intent to:

'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.'

■ Change Lethal Surge to:

'Once per turn, when a YNNARI unit from your army performs the Fade Back Agile Manouvre, it can make a surge move of up to D6+1" instead of a normal move.'

in the full FAQ

Seer Council 2 pts #

Priority Assets

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.

"In an Incursion sized battle, you roll three D6.  In a Strike Force sized battle, you roll six D6.  In an Onslaught sized battle, you roll nine D6."

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.

"Presentiment of Dread has a Fate dice value of 1.  Forewarned has a Fate dice value of 2.  Unshrouded Truth has a Fate dice value of 3.  Fate Inescapable has a Fate dice value of 4.  Isha’s Fury has a Fate dice value of 5.  Psychic Shield has a Fate dice value of 6."

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.

Q After using the Torc of Morai-Heg Enhancement, if my opponent does not have the necessary CP available for the selected Stratagem, what happens?

No CP are spent and that Stratagem’s effects are not resolved (but that Stratagem still counts as having been used this phase).

in the full FAQ
Q After using the Torc of Morai-Heg Enhancement, must my opponent continue to use the selected Stratagem at the increased cost if they have necessary CP available?

Yes.

in the full FAQ

Stratagems

Presentiment of Dread #

1 CP Strategic Ploy Command either turn
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 Fight either turn
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 Movement your turn
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

• Place your unit in strategic reserves.
• Your unit has Deep Strike.
• Your unit must make an ingress move this phase.

Restrictions

Until the end of the phase, your unit is not eligible to be selected to move.

FAQ

Errata Seer Council Detachment, Unshrouded Truth Stratagem, Target and Effect Sections

Change to:

'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:
▪ Place your unit in strategic reserves.
▪ Your unit has Deep Strike.
▪ Your unit must make an ingress move this phase.'

in the full FAQ

Fate Inescapable #

1 CP Battle Tactic Shooting your turn
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 Movement opponent's turn
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 Shooting opponent's turn
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".

Aspect Host 3 pts #

Disruption

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.

Enhancements

Aspect of Murder #

15 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 #

20 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 #

10 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 #

10 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.

Stratagems

Warrior Focus #

1 CP Battle Tactic ShootingFight either turn
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 #

1 CP Strategic Ploy Fight either turn
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 #

1 CP Strategic Ploy Fight either turn
When

End of the Fight phase.

Target

One unengaged ASURYANI unit from your army that was eligible to fight this phase and one friendly TRANSPORT it is able to embark within.

Effect

If your ASURYANI unit is wholly within 6” of that TRANSPORT, it can embark within it.

Doom Inescapable #

1 CP Battle Tactic Shooting your turn
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 #

1 CP Battle Tactic Shooting your turn
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 #

1 CP Strategic Ploy Movement opponent's turn
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.

FAQ

Errata Aspect Host Detachment, Skyborne Sanctuary Stratagem, Target and Effect Sections

Change to:

TARGET: One unengaged ASURYANI unit from your army that was eligible to fight this phase, and one friendly TRANSPORT it is able to embark within.‘
EFFECT: If your ASURYANI unit is wholly within 6” of that TRANSPORT, it can embark within it.’

in the full FAQ

Serpent’s Brood 2 pts #

Purge the Foe

Travelling Players

TROUPE units from your army gain the BATTLELINE keyword, and TROUPE models in those units have an Objective Control characteristic of 2.

You can include up to three of each of the following models in your army: DEATH JESTER, SHADOWSEER, TROUPE MASTER.

Boons of the Brood #

Weapons equipped by HARLEQUINS MOUNTED and HARLEQUINS VEHICLE models from your army have the [SUSTAINED HITS 1] ability.

Each time a HARLEQUINS unit from your army disembarks from a TRANSPORT, until the end of the turn, that unit’s weapons have the [SUSTAINED HITS 1] ability.

Enhancements

Key of Ghosts #

20 pts

HARLEQUINS model only (excluding SOLITAIRE models). Models in the bearer’s unit have the Scouts 6" ability.

Weavers' Wail #

20 pts

TROUPE MASTER model only. Add 3 to the Strength and add 1 to the Attacks characteristics of the bearer’s melee weapons.

Fanged Leer #

10 pts

DEATH JESTER model only. When using the bearer’s Cruel Amusement ability, you can select two of the abilities for its shrieker cannon to gain, instead of one.

Shedskin Raiment #

25 pts

SHADOWSEER model only. After both players have deployed their armies, select up to three HARLEQUINS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Stratagems

Fangs of the Brood #

1 CP Battle Tactic Fight either turn
When

Start of the Fight phase.

Target

One TROUPE unit from your army.

Effect

Until the end of the phase, when using your unit’s Dance of Death ability, you can select three of the abilities for your unit to gain, instead of one.

Venomous Wrath #

1 CP Strategic Ploy Shooting your turn
When

Your Shooting phase.

Target

One HARLEQUINS VEHICLE unit from your army that has not been selected to shoot this phase.

Effect

After your unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Until the end of the turn, your unit is not eligible to declare a charge.

Striking Stride #

1 CP Strategic Ploy Charge your turn
When

Your Charge phase.

Target

One HARLEQUINS unit from your army.

Effect

Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.

Weaver’s Coils #

1 CP Strategic Ploy Fight your turn
When

End of your Fight phase.

Target

One HARLEQUINS MOUNTED unit from your army that was eligible to fight this phase.

Effect

If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move. Otherwise, your unit can make a Fall Back move of up to 6".

Weaving Stride #

1 CP Strategic Ploy Movement opponent's turn
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 that is within 8" of that enemy unit.

Effect

Your unit can make a Normal move of up to 6".

FAQ

Errata Serpent's Brood Detachment, Weaving Stride Stratagem, Target Section

Change 9" to 8"

in the full FAQ

Skyward Lunge #

1 CP Strategic Ploy Fight opponent's turn
When

End of your opponent’s Fight phase.

Target

One HARLEQUINS VEHICLE or HARLEQUINS MOUNTED unit from your army.

Effect

If your 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.

Eldritch Raiders 2 pts #

Purge the Foe

Yriel’s Own #

AELDARI units in your army are eligible to declare a charge in a turn in which they Advanced. In addition, each time an ANHRATHE, RANGERS or SHROUD RUNNERS unit from your army Advances, you can re‑roll the Advance roll.

Veterans of the Void #

Each time you add an ANHRATHE unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown (see *Munitorum Field Manual*). If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.

Enhancements

Pirate Prince #

15 pts

PRINCE YRIEL unit only. Each time you spend a Battle Focus token to enable this unit to perform an Agile Manoeuvre, roll one D6: on a 3+, you gain 1 Battle Focus token.

Alacritous Assault #

20 pts

ANHRATHE unit only. Melee weapons equipped by models in this unit have the [LANCE] ability.

Exotic Munitions #

15 pts

ANHRATHE unit only. Ranged weapons equipped by models in this unit have the [ANTI‑MONSTER 5+] and [ANTI‑VEHICLE 5+] abilities.

Adrenal Infusions #

20 pts

ANHRATHE INFANTRY unit only. This unit can perform the Fade Back Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.

Stratagems

Raider’s Spoils #

1 CP Strategic Ploy Command either turn
When

Command phase.

Target

One ANHRATHE unit from your army that is within Engagement Range of one or more enemy units.

Effect

Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.

Ruthless Killers #

1 CP Strategic Ploy ShootingFight either turn
When

Your Shooting phase or the Fight phase.

Target

One CORSAIR VOIDSCARRED 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, add 1 to the Damage characteristic of that attack.

Yriel’s Example #

1 CP Epic Deed Fight either turn
When

Fight phase, just after an enemy unit has selected its targets.

Target

One AELDARI 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.

Effect

Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.

No Prey too Big #

1 CP Battle Tactic Shooting your turn
When

Your Shooting phase.

Target

One ANHRATHE, RANGERS or SHROUD RUNNERS 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, if the Strength characteristic of that attack is less than the highest Toughness characteristic of models in the target unit, add 1 to the Wound roll.

Impeding Fire #

1 CP Wargear Charge opponent's turn
When

Start of your opponent’s Charge phase.

Target

One RANGERS, SHROUD RUNNERS or STARFANG unit from your army.

Effect

Select one enemy unit (excluding TITANIC units) visible to and within 36" of your unit. Until the end of the phase, each time that enemy unit declares a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).

Withdraw and Reinforce #

1 CP Strategic Ploy Fight opponent's turn
When

End of your opponent’s Fight phase.

Target

One ANHRATHE 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. If that unit is below Starting Strength, return all destroyed models (excluding CHARACTER models) to that unit.

Corsair Coterie 2 pts #

Priority Assets

Relentless Raiders #

While an objective marker is under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

ANHRATHE units from your army have the following ability:

Void Thieves: At the end of a phase, if this unit is within range of an objective marker you control, 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.

Veterans of the Void #

Each time you add an ANHRATHE unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown (see *Munitorum* *Field Manual*). If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.

Enhancements

Infamy (Aura) #

25 pts

ANHRATHE unit only. While an enemy unit is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit (to a minimum of 1).

Webway Pathstone #

25 pts

ANHRATHE unit only. Models in this unit have the Deep Strike ability. In addition, once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, it can use this ability. If it does, remove this unit from the battlefield and place it into Strategic Reserves.

Archraider #

35 pts

ANHRATHE CHARACTER unit only. At the start of the battle, select one CHARACTER model in this unit. That model has the following ability:

Lord of Deceit (Aura): Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do, increase the CP cost of that use of that stratagem by 1CP.

Errata Corsair Coterie Detachment, Archraider Enhancement, Lord of Deceit ability

Change to:

'Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do, increase the CP cost of that use of that stratagem by 1CP.'

in the full FAQ

Voidstone #

15 pts

ANHRATHE INFANTRY unit only. Models in this unit have a 5+ invulnerable save.

Stratagems

Pirates’ Due #

1 CP Battle Tactic Fight either turn
When

The Fight phase.

Target

One AELDARI unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, re‑roll a Wound roll of 1. If your unit has the ANHRATHE keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re‑roll the Wound roll instead.

Lethal Ruse #

1 CP Strategic Ploy Movement your turn
When

Your Movement phase, just after an AELDARI unit from your army Falls Back.

Target

That AELDARI unit.

Effect

Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an ANHRATHE unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

Outcast Ambush #

1 CP Strategic Ploy Shooting your turn
When

Your Shooting phase.

Target

One RANGERS or SHROUD RUNNERS 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 [IGNORES COVER] and [RAPID FIRE 1] abilities, and until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1.

Into the Breach #

1 CP Strategic Ploy Shooting your turn
When

Your Shooting phase, just after an ANHRATHE unit from your army destroyed one or more enemy units.

Target

That ANHRATHE unit.

Effect

After your unit has resolved all of its shooting attacks, it can make a Normal move of up to D6+1".

Cloak and Shadow #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One AELDARI INFANTRY unit from your army that is within range of an objective marker that you control and 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 the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

Vengeful Sorrow #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has shot.

Target

One AELDARI INFANTRY unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle‑shocked nor within Engagement Range of one or more enemy units.

Effect

Your unit can make a surge move of up to D6+1".

FAQ

Errata Corsair Coterie Detachment, Vengeful Sorrow Stratagem, Effect Section

Change to:

EFFECT: Your unit can make a surge move of up to D6+1"

in the full FAQ