7"
2+
2+
3
4
6
2
9
6+
3
2
3 powers from Runes of Fate and one from Runes of Fortune
Melee
Melee
+2
-2
D3
-
Eldrad Ulthran has a 3+ invulnerable save.
Whenever you pass a Psychic test for Eldrad Ulthran, you can add 1 to the next Psychic test you take for him until the end of the phase.
7"
2+
2+
3
3
6
4
9
3+
You must re-roll saving throws of 6 for Prince Yriel in the Fight phase.
3"
Pistol D6
6
-2
1
This weapon can only be fired once per battle.
Melee
Melee
User
-2
D3
This weapon always wounds on a roll of 2+
7"
2+
2+
3
3
5
4
9
5+
48"
Heavy 1
4
-3
3
This weapon can target an enemy CHARACTER even if they are not the closest enemy unit. This weapon wounds on a 2+, unless it is targeting a VEHICLE. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
You can re-roll hit and wound rolls of 1 for Illic Nightspear's attacks when they target a NECRON unit.
Your opponent must subtract 1 from their hit rolls for attacks that target this unit. In addition, add 2 to this model's saving throws for being in cover instead of 1.
During deployment, you can set up Illic Nightspear walking the winding paths of the webway instead of placing him on the battlefield. At the end of one of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on the battlefield that is more than 9" away from any enemy models.
7"
2+
2+
4
4
6
5
9
2+
Melee
Melee
+1
-3
D3
Each time you make a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
Asurmen has a 4+ invulnerable save against ranged weapons and a 3+ invulnerable save against melee weapons.
Friendly ASPECT WARRIOR units within 6" have a 5+ invulnerable save. Friendly DIRE AVENGERS units have a 4+ invulnerable save instead.
Roll a D6 whenever this model suffers a mortal wound, adding 3 to the roll if the mortal wound was inflicted as a result of the psyker suffering Perils of the Warp. On a roll of 5+, that wound is ignored.
Once in each Psychic phase, you can re-roll any number of dice used for this model's attempt to manifest or deny a psychic power.
8"
2+
2+
4
4
6
4
9
2+
Melee
Melee
+2
-3
D3
When resolving an attack made with this weapon, you can re-roll the wound roll.
12"
Assault 4
User
-3
1
-
This model, and friendly HOWLING BANSHEES units that are within 6" of it at the start of the Fight phase, always fight first in the Fight phase, even if they did not charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Enemy units cannot fire Overwatch at this model.
This model can be chosen to charge with even if it Advanced this turn. If this model Advanced this turn, you can choose it to charge with if it is within 15" of any enemy units instead of 12", and you can add 3 to the charge roll.
When this model fights, you can choose for its Attacks characteristic to be equal to the number of enemy models within 2" of it after any pile-in moves have been made.
When resolving an attack made with a melee weapon against this model, subtract 1 from the hit roll.
7"
2+
2+
4
4
6
4
9
2+
At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of Karandras and roll four dice. For each roll of 5 or 6, that unit suffers a mortal wound.
Each time you roll a hit roll of 6+ when making a close combat attack for Karandras, or a model from a friendly STRIKING SCORPIONS unit within 6" of him, that model can immediately make another close combat attack using the same weapon. These extra attacks cannot generate any additional attacks.
During deployment, you can set up Karandras in the shadows instead of placing him on the battlefield. At the end of any of your Movement phases Karandras can stalk from his hiding place - set him up anywhere on the battlefield that is more than 9" away from any enemy models.
7"
2+
2+
5
4
6
4
9
2+
You can re-roll hit rolls of 1 for Fuegan's ranged weapons, and for those of friendly FIRE DRAGONS units within 6".
Roll a D6 whenever Fuegan suffers a wound or mortal wound. On a 5+ that wound is ignored.
At the end of the first Fight phase in which Fuegan suffers one or more unsaved wounds, his Strength and Attacks characteristics increase by 2. These bonuses last for the rest of the game.
Melee
Melee
User
-4
D3
-
You can re-roll wound rolls of 1 in the shooting phase for attacks Fuegan makes that target a MONSTER or VEHICLE.
14"
2+
2+
4
4
6
4
9
2+
At the beginning of your Movement phase, if Baharroth is not within 1" of an enemy model he can leap back into the skies. Remove him from the battlefield. He can return to the battlefield as described in the Cry of the Wind ability. He may not both Skyleap and descend in the same turn. If the battle ends while Baharroth is in the skies, he is considered to be slain.
During deployment, you can set up Baharroth in the skies instead of on the battlefield. At the end of any of your Movement phases Baharroth can descend - set him up anywhere on the battlefield that is more than 9" away from any enemy models.
Baharroth can fire a spread of grenades when he is set up on the battlefield using the Cry of the Wind ability and as he flies over enemy units in his Movement phase. To do so after he had been set up using the Cry of the Wind ability, pick an enemy unit within 12" of him. To do so after he has moved, pick one enemy unit that he flew over. Then, in either case, roll one dice for each model in the enemy unit (up to a maximum of 3 dice). Each time you roll a 4+, the target unit suffers 1 mortal wound.
You can add 1 to the Leadership of friendly ASPECT WARRIOR units within 6" of Baharroth. Add 2 to the Leadership of friendly SWOOPING HAWKS units instead.
You can re-roll hit rolls of 1 for friendly SWOOPING HAWKS units within 6" of Baharroth.
Melee
Melee
+1
-3
D3
If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from that unit's hit rolls until the end of the turn.
6"
2+
2+
4
4
6
4
9
2+
Maugan Ra can fire the Maugetar twice in each shooting phase.
You can re-roll hit rolls of 1 for Maugan Ra's ranged weapons, and for those of friendly DARK REAPERS units within 6".
Maugan Ra always hits on a 2+ when firing a ranged weapon in the Shooting phase, regardless of any modifiers.
You can re-roll wound rolls of 1 for Maugan Ra's attacks that target CHAOS units.
36"
Assault 1
6
-1
1
If an INFANTRY model is slain by an attack made with this weapon, its unit suffers D3 mortal wounds.
36"
Assault 4
6
-1
1
-
Melee
Melee
+2
-2
D3
-
When attacking with this weapon, choose one of the profiles below. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of -1.
7"
2+
2+
3
3
5
4
9
3+
14"
2+
2+
3
3
5
4
9
3+
During deployment, you can set up this model in the skies instead of on the battlefield. At the end of any of your Movement phases this model can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
At the beginning of your Movement phase, if this model is not within 1" of an enemy model it can leap back into the skies. Remove this model from the battlefield. It can return to the battlefield as described in the Children of Baharroth ability. This model may not both Skyleap and descend on Swooping Hawk wings in the same turn. If the battle ends while this model is in the skies, it is considered to be slain.
7"
2+
2+
3
3
5
4
9
3+
When this model moves in the Movement phase, it can do so normally or using its warp jump generator. If it uses its warp jump generator it cannot Advance or Charge this turn, but its Move characteristic is increased by 4D6" and it can FLY until the end of the phase.
16"
2+
2+
3
4
6
4
9
3+
This model has a 4+ invulnerable save.
7"
2+
2+
6
6
8
5
9
3+
Roll a D6 whenever the Avatar of Khaine suffers a wound or mortal wound. On a 5+ that wound is ignored.
Friendly ASURYANI units within 12" of the Avatar of Khaine do not take Morale tests, and you can re-roll failed charge rolls for these units.
The Avatar of Khaine has a 5+ invulnerable save.
12"
Assault 1
8
-4
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Melee
Melee
+2
-4
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
7"
2+
2+
3
3
5
2
9
6+
16"
2+
2+
3
4
6
2
9
4+
7"
2+
2+
3
3
4
2
8
6+
You can re-roll hit rolls of 1 for friendly <CRAFTWORLD> SPIRIT HOST units' attacks against enemy units that are within 6" of this model.
7"
6+
3+
3
3
2
1
7
3+
A Heavy Weapon Platform can only fire its ranged weapon if a Guardian from this unit is within 3" and 'fires' it instead of shooting any of their own weapons. A single Guardian cannot operate multiple Heavy Weapon Platforms in this way in a single turn.
Aeldari, Asuryani, Warhost, <CRAFTWORLD>
Infantry, Artillery, Guardian, Heavy Weapons Platform
7"
3+
3+
3
3
1
1
7
5+
7"
3+
3+
3
3
1
1
7
5+
16"
3+
3+
3
4
2
1
7
4+
16"
3+
3+
3
4
2
1
7
4+
16"
3+
3+
3
4
2
1
7
4+
7"
3+
3+
3
3
1
1
7
5+
Your opponent must subract 1 from their hit rolls for ranged weapons that target this unit. In addition, add 2 instead of 1 to saving throws made for models from this unit that are in cover.
During deployment, you can set up this unit walking the winding paths of the webway instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on the battlefield that is more than 9" away from any enemy models.
7"
3+
3+
3
3
1
1
8
4+
7"
3+
3+
3
3
2
2
8
4+
The Dire Avenger Exarch has a 4+ invulnerable save.
Whilst this unit contains a Dire Avenger Exarch, when resolving an attack made with a ranged weapon that does not have the Grenade type by a model in this unit, an unmodified hit roll of 6 scores 1 additional hit.
Whilst this unit contains a Dire Avenger Exarch, when resolving an attack made with a melee weapon against this unit, subtract 1 from the wound roll.
Whilst this unit contains a Dire Avenger Exarch, when a Morale test is taken for this unit, do not roll the dice; it is automatically passed.
This unit’s Dire Avenger Exarch has a Weapons Skill and Ballistic Skill characteristic of 2+.
Ranged weapons that do not have the Grenade type that this unit’s Dire Avenger Exarch is equipped with have an Armour Penetration characteristic of -3 and its Abilities text reads ‘-’.
Whilst this unit contains a Dire Avenger Exarch and any models from this unit have been destroyed, when resolving an attack made by a model in this unit, add 1 to the hit roll and wound roll.
8"
3+
3+
3
3
1
2
8
4+
8"
3+
3+
3
3
2
3
8
4+
Whilst this unit contains a Howling Banshee Exarch, when a model in this unit would lose a wound in the Fight phase, roll one D6; on a 5+ that wound is not lost.
When this unit is chosen to fight with, a Howling Banshee Exarch in this unit that is equipped with an executioner can make a piercing strike. If they do, until the end of the phase, subtract 1 from the Attacks characteristic and add 3 to the Strength characteristic of
that Howling Banshee Exarch, and that executioner has a Damage characteristic of 3.
At the start of the Fight phase, you can select one enemy model within 1" of this unit’s Howling Banshee Exarch. Subtract 2 from the Attacks characteristic of that enemy model (to a minimum of 1) until the end of that phase.
Add 1 to the Attacks characteristic of this unit’s Howling Banshee Exarch. If that Howling Banshee Exarch is equipped with mirrorswords, add 2 to its Attacks characteristic instead.
When resolving an attack made with a melee weapon by this unit’s Howling Banshee Exarch, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
When this unit finishes a charge move, if it includes a Howling Banshee Exarch, you can select one enemy unit within 1" of this unit and roll one D6; on a 4+ that enemy unit suffers D3 mortal wounds.
7"
3+
3+
3
3
1
2
8
3+
7"
3+
3+
3
3
2
3
8
3+
Each time you roll a hit roll of 6+ when making a close combat attack for a Striking Scorpion Exarch, that model can immediately make another close combat attack using the same weapon. These extra attacks cannot generate any additional attacks.
Whilst this unit contains a Striking Scorpion Exarch and is wholly on or within a terrain feature, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
Add 2 to the Strength characteristic of this unit’s Striking Scorpion Exarch.
When resolving an attack made with a scorpion claw by this unit’s Striking Scorpion Exarch, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Whilst this unit contains a Striking Scorpion Exarch and is wholly on or within a terrain feature, this unit can always fight first in the Fight phase, even if they did not charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
At the end of the Fight phase, if this unit contains a Striking Scorpion Exarch and is within 1" of any enemy models, this unit can make a Fall Back move of up to 6" as if it were your Movement phase.
Whilst this unit contains a Striking Scorpion Exarch, add 1 to rolls made for this unit’s Mandiblasters ability.
7"
3+
3+
3
3
1
1
8
3+
7"
3+
3+
3
3
2
2
8
3+
You can re-roll hit rolls of 1 for a Fire Dragon Exarch's ranged weapons.
Whilst this unit contains a Fire Dragon Exarch, at the start of your Shooting phase you can change the Type characteristic of this unit’s fusion guns to Pistol 1 until the end of that phase.
When resolving an attack made with a firepike by this unit’s Fire Dragon Exarch against a VEHICLE unit, you can re-roll one D6 when making the damage roll.
Melee weapons that this unit’s Fire Dragon Exarch is equipped with have an Armour Penetration characteristic of -2 and a Damage characteristic of 2. When resolving an attack made with a melee weapon by this unit’s Fire Dragon Exarch, you can re-roll the wound roll.
Whilst this unit contains a Fire Dragon Exarch, when this unit Advances you can roll three D6 and discard two of the results.
When this unit fires Overwatch, a Fire Dragon Exarch in this unit equipped with a Dragon’s Breath Flamer can make a wall of fire attack. If he does so, instead of shooting with that model, roll one D6; on a 2+ the charging unit suffers D3 mortal wounds.
Whilst this unit contains a Fire Dragon Exarch, when resolving an attack made with a melee weapon against this unit, subtract 1 from the hit roll.
5"
3+
3+
5
6
3
1
9
3+
This unit can Fall Back and still shoot in a turn that it does so.
5"
3+
3+
5
6
3
2
9
3+
Add 1 to the Attacks characteristic of models in this unit in a turn in which it charges.
7-13+
16"
3+
3
*
6+
*
6
7
13
*
8
3+
4-6
12"
4+
D3
1-3
8"
5+
1
Any damage suffered by a Wave Serpent from a ranged weapon is reduced by 1, to a minimum of 1. In addition, once per battle, in your Shooting phase, a Wave Serpent can discharge its serpent shield in its Shooting phase by rolling a D6. On a 2+ the nearest visible enemy unit within 24" suffers D3 mortal wounds. The Wave Serpent then gains no benefit from this ability for the remainder of the battle.
This model can transport 12 PHOENIX LORD or <CRAFTWORLD> INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.
At the beginning of your Movement phase, if this unit is not within 1" of an enemy model they can leap back into the skies. Remove this unit from the battlefield. They can return to the battlefield as described in the Children of Baharroth ability. This unit may not both Skyleap and descend in the same turn. If the battle ends while this unit is in the skies, they are considered to be slain.
During deployment, you can set up a Swooping Hawks unit in the skies instead of on the battlefield. At the end of any of your Movement phases the unit can descend - set them up anywhere on the battlefield that is more than 9" away from any enemy models.
Swooping Hawks can fire a spread of grenades when they are set up on the battlefield using the Children of Baharroth ability and as they fly over enemy units in their Movement phase. To do so after the unit has been set up using the Children of Baharroth ability, pick an enemy unit within 12" of them. To do so after the unit has moved, pick one enemy unit that they flew over. Then, in either case, roll one dice for each model in the enemy unit (up to a maximum of one dice for each model in the Swooping Hawks unit). Each time you roll a 6 the target unit suffers a mortal wound.
14"
3+
3+
3
3
1
1
8
4+
14"
3+
3+
3
3
2
2
8
4+
You can add 1 to the Leadership of friendly <CRAFTWORLD> units within 3" of any unit that includes a Swooping Hawk Exarch.
Whilst this unit contains a Swooping Hawk Exarch, when resolving an attack made by a model in this unit against an enemy unit that can FLY, you can re-roll the hit roll.
When this unit’s Swooping Hawk Exarch fires Overwatch at an enemy unit, subtract 2 from charge rolls made for that unit until the end of the phase.
Whilst this unit contains a Swooping Hawk Exarch, models in this unit have a 5+ invulnerable save.
If this unit made a charge move or was charged this turn, add 2 to the Attacks characteristic of this unit’s Swooping Hawk Exarch this turn.
Ranged weapons this unit’s Swooping Hawk Exarch is equipped with have a Type characteristic of Assault 6.
Whilst this unit contains a Swooping Hawk Exarch, add 1 to rolls made for this unit’s Swooping Hawk Grenade Pack ability.
When this unit moves in the Movement phase, they can use their warp jump generators. If they they do, they cannot Advance or Charge this turn, but their Move characteristic is increased by 4D6" and they can FLY until the end of the phase. A unit that uses warp jump generators to Fall Back can still shoot in its Shooting phase.
When this unit is targeted by a ranged weapon, you can declare that they will make a flickerjump - your opponent must subtract 1 from hit rolls for attacks that target this unit until the end of the phase. You must then immediately roll 2D6; on a 2, one model from the Warp Spiders unit is slain.
During deployment, you can set up this unit in preparation to launch a warp strike instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use their warp jump generators to enter the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. You must then immediately roll 2D6; on a 2, one model from the unit is slain.
7"
3+
3+
3
3
1
1
8
3+
7"
3+
3+
3
3
2
2
8
3+
You can re-roll failed Morale tests for a unit that contains a Warp Spider Exarch.
Whilst this unit contains a Warp Spider Exarch, when resolving an attack made with a death spinner by a model in this unit in a turn in which it was set up on the battlefield using the Warp Strike ability, you can re-roll the hit roll.
At the end of the Fight phase, if this unit contains a Warp Spider Exarch and is within 1" of any enemy models, this unit can make a Fall Back move of up to 6" as if it were your Movement phase.
Once per battle, in your Movement phase, if this unit contains a Warp Spider Exarch it can make a warp jump instead of moving normally. Remove this unit from the battlefield and set it up at the end of that phase, anywhere on the battlefield that is more than 9" away from any enemy models.
Whilst this unit contains a Warp Spider Exarch and is wholly on or within a terrain feature, when an enemy unit finishes a charge move within 1" of this unit, roll one D6; on a 3+ that enemy unit suffers D3 mortal wounds.
Whilst this unit contains a Warp Spider Exarch, models in this unit can pile in up to 6" instead of 3".
Powerblades this unit’s Warp Spider Exarch is equipped with have a Strength characteristic of +1 and a Damage characteristic of 2.
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Models in this unit have a 4+ invulnerable save against ranged weapons.
16"
3+
3+
3
4
2
2
8
3+
16"
3+
3+
3
4
3
3
8
3+
You can re-roll wound rolls for a Shining Spear Exarch when attacking a MONSTER or VEHICLE.
At the end of the Fight phase, if this unit contains a Shining Spear Exarch and is within 1" of any enemy models, this unit can make a Fall Back move of up to 6" as if it were your Movement phase.
Whilst this unit contains a Shining Spear Exarch, when a charge roll is made for this unit, add 1 to the result.
A paragon sabre that this unit’s Shining Spear Exarch is equipped with has a Damage characteristic of 3.
When resolving an attack made with a laser lance or star lance by this unit’s Shining Spear Exarch, an unmodified hit roll of 6 scores 1 additional hit.
This unit’s Shining Spear Exarch has a 3+ invulnerable save against attacks made with ranged weapons.
When resolving an attack made with a melee weapon by this unit’s Shining Spear Exarch, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Melee
Melee
User
-4
1
You can re-roll failed hit and wound rolls for this weapon.
*
6+
*
6
6
12
3
8
3+
7-12+
20-60"
2+
4-6
20-40"
3+
1-3
20-25"
4+
*
6+
*
6
6
12
3
8
3+
7-12+
20-60"
2+
4-6
20-40"
3+
1-3
20-25"
4+
You can re-roll hit rolls of 1 for this model's ranged weapons.
When resolving an attack made with a ranged weapon by this model against a unit that can FLY, add 1 to the Damage characteristic of that weapon for that attack.
This unit has a 5+ invulnerable save.
This model does not suffer the penalty for moving and firing Heavy weapons.
When resolving an attack made with a ranged weapon by this model against a unit that cannot FLY, re-roll a wound roll of 1.
When resolving an attack made with a ranged weapon by this model, the target does not receive the benefit of cover to its saving throw.
When this model moves, you can pivot it up to 180° before it moves, instead of up to 90°.
16"
6+
3+
4
5
6
1
8
3+
This unit has a Move characteristic of 20" instead of 16" whilst it contains 3 models.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers a mortal wound.
*
6+
3+
6
6
12
3
8
3+
7-12+
20-60"
4-6
20-40"
1-3
20-25"
Units must subtract 2 from their Leadership characteristic whilst they are within 12" of any enemy Hemlock Wraithfighters.
1
1
1 - Runes of Battle
Hemlock Wraithfighters can only attempt to manifest the second effect of psychic powers from the Runes of Battle discipline. For example, if a Hemlock Wraithfighter knew the Embolden/Horrify power, it could only attempt to manifest Horrify.
Models in this unit always hit on a 3+ when firing a ranged weapon in the Shooting phase, regardless of any modifiers.
6"
3+
3+
3
3
1
1
8
3+
6"
3+
3+
3
3
2
2
8
3+
You can re-roll hit rolls of 1 for a Dark Reaper Exarch's ranged weapons.
When this unit’s Dark Reaper Exarch shoots, add 1 to the number of attacks made with that model’s ranged weapon.
When this unit’s Dark Reaper Exarch shoots with a tempest launcher, you can re-roll the dice to determine the number of attacks made.
Whilst this unit contains a Dark Reaper Exarch, subtract 1 from the Leadership characteristic of enemy units whilst they are within 6" of this unit.
Whilst this unit contains a Dark Reaper Exarch, add 6" to the Range characteristic of ranged weapons models in this unit are equipped with.
When resolving an attack made with a melee weapon by this unit’s Dark Reaper Exarch, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addition to any other damage.
When this unit is chosen to shoot with, this unit’s Dark Reaper Exarch can target a CHARACTER unit even if it is not the closest enemy unit, so long as the target is within 18" of that Dark Reaper Exarch.
6"
3+
3+
3
5
5
2
7
4+
The first time this unit is set up, all Support Weapons in this unit must be placed within 6" of each other, and with each crew within 1" of their Support Weapon. From that point on each Support Weapon acts as a single unit.
Each Support Weapon and its crew are treated as a single model for all rules purposes. The crew must remain within 1" of their Support Weapon and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Support Weapon and its crew are measured from the Support Weapon, not the crew.
*
6+
*
6
7
12
*
8
3+
7-12+
16"
3+
3
4-6
12"
4+
D3
1-3
8"
5+
1
A Falcon can Transport 6 PHOENIX LORD or <CRAFTWORLD> INFANTRY models. Each WRAITHGUARD or WRAITHBLADE model takes the space of two other models. It cannot transport JUMP PACK models.
*
6+
*
6
7
12
*
8
3+
7-12+
16"
3+
3
4-6
12"
4+
D3
1-3
8"
5+
1
If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its prism cannon twice in its next Shooting phase (the prism cannon must use the same profile and target the same unit both times it is fired).
*
6+
*
6
7
12
*
8
3+
7-12+
16"
3+
3
4-6
12"
4+
D3
1-3
8"
5+
1
Aeldari, Asuryani, Warhost, <CRAFTWORLD>
Vehicle, Fly, Night Spinner
10"
3+
3+
5
6
6
2
8
4+
During deployment, you can set up this unit on the enemy's flanks instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join battle - set it up so that all models in the unit are within 3" of a battlefield edge of your choice and more than 9" away from any enemy models.
Models in this unit have a 5+ invulnerable save.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers a mortal wound.
*
*
*
7
8
10
4
9
3+
6-10+
8"
3+
3+
3-5
7"
4+
4+
1-2
6"
5+
5+
*
*
*
8
8
24
4
9
3+
13-24+
12"
3+
3+
7-12
10"
4+
4+
1-6
8"
5+
5+
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it collapses with catastrophic effect, and each unit within 2D6" suffers D6 mortal wounds.
A Wraithknight can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Wraithknight Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" from all enemy units. In addition, a Wraithknight can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, a Wraithknight only gains a bonus to its save in cover if at least half of the model is obsured from the firer.
When this unit fires Overwatch, it hits successfully on a roll of 5 or 6, instead of only 6.
If this unit contains a Howling Banshee Exarch, then when resolving an attack made with a melee weapon against this unit, subtract 1 from the hit roll.
This unit can Advance and charge in the same turn. In a turn in which it Advanced, you can declare a charge move for this unit if there are any enemy units within 15" of it, and you can add 3 to the resulting charge roll.
During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases this unit can stalk from their hiding place - set it up anywhere on the battlefield that is more than 9" away from enemy models.
Add 1 to hit rolls for attacks for this unit that target a unit in cover.
You can re-roll wound rolls of 1 in the Shooting phase for attacks this unit makes that target a MONSTER or VEHICLE.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Distance and ranges are always measured to and from this model's hull, even though it has a base.
*
*
*
9
9
60
6
10
3+
50-60+
28"
3+
2+
35-49
24"
4+
3+
20-49
18"
4+
3+
10-19
15"
5+
4+
1-9
12"
6+
5+
26"-40"+
4+
19"-25"
5+
9"-18"
6+
0"-8"
-
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it collapes with catastrophic effect, and each unit within 3D6" suffers 2D6 mortal wounds.
Once per turn, any friendly model with the <CONCLAVE> keyword that is within 24" of a model with this ability may have its first failed hit roll of each turn re-rolled.
A Phantom Titan can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Phantom Titan Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" from all enemy units. In addition, a Phantom Titan can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, a Phantom Titan only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
When this model Advances, increase its Move characteristic by 12", do not roll a dice.
72"
Heavy 2D6
8
-3
D3
This weapon gains +1 on hit rolls when targeting enemy units with the FLY keyword.
120"
Macro 2D6
14
-5
D6
Each wound roll of 6+ made for this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
72"
Macro D6
16
-5
2D6
Each wound roll of 6+ made for this weapon inflicts three mortal wounds on the target in addition to any other damage.
Melee
Melee
x2
-5
9
Any hit roll of 6 made with this weapon allows a single additional attack to be made. These additional attacks do not trigger further bonus attacks.
12"
2+
2+
4
4
6
4
9
2+
During deployment, you can set up Irillyth in the shadows instead of placing him on the battlefield. If you do so, at the end of any of your Movement phases, Irillyth can strike from the shadows. When he does so, set him up anywhere on the battlefield that is more than 9" away from enemy models.
Re-roll wound rolls of 1 in the Shooting phase for attacks Irillyth makes that target INFANTRY.
All enemy models within 18" of Irillyth or any friendly units of SHADOW SPECTRES must roll an additional dice when making Morale tests, discarding the lowest dice rolled before determining the results.
24"
Assault 1
6
-3
2
Each hit inflicted with this weapon allows an additional attack to be made with it. As long as each following attack hits, the controlling player may keep making attacks until a total of 4 hits have been inflicted with this weapon.
Melee
Melee
+1
-3
2
If the bearer has charged in the current turn, this weapon inflicts D3+1 damage instead of 2.
*
*
*
9
9
32
4
10
3+
28-32+
32"
4+
2+
20-27
24"
4+
3+
10-19
18"
5+
4+
1-9
8"
6+
5+
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it collapes with catastrophic effect, and each unit within 3D6" suffers D6 mortal wounds.
A Revenant Titan can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Revenant Titan Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" from all enemy units. In addition, a Revenant Titan can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, a Revenant Titan only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
33"-50"+
4+
24"-32"
5+
13"-23"
6+
0"-12"
-
When this model Advances, increase its Move characteristic by 18", do not roll a dice.
48"
Heavy 2D6
8
-2
D3
This weapon gains +1 on hit rolls when targeting enemy units with the FLY keyword.
60"
Heavy 2D6
12
-4
D6
Any wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
*
*
*
8
8
24
4
9
3+
13-24+
12"
3+
3+
7-12
10"
4+
4+
1-6
8"
5+
5+
During deployment, you can set up the Skathach Wraithknight in the depths of the webway instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can force a webway rupture to appear on the battlefield - set the Skathach Wraithknight up anywhere on the battlefield that is more than 9" away from any enemy models.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it collapes with catastrophic effect, and each unit within 2D6" suffers D6 mortal wounds.
At the beginning of your Movement phase, if this unit is not within 1" of an enemy model it can activate the shunt generator and return to the depths of the webway. Remove this unit from the battlefield. It can return to the battlefield as described in the Webway Rupture ability above. This unit may not use both the Webway Rupture and Webway Shunt Generator abilities in the same turn. If the battle ends while this unit is in the depths of the webway, it is considered to be slain.
A Skathach Wraithknight can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Skathach Wraithknight Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" from all enemy units. In addition, a Skathach Wraithknight can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, a Skathach Wraithknight only gains a bonus to its save in cover if at least half of the model is obsured from the firer.
24"
Heavy D6
8
-4
D6
If the traget is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10"
Heavy 2D6
7
0
1
This weapon automatically hits its target. Wound rolls of 5+ for this weapon are resolved at aP-4 instead of AP 0.
48"
Heavy D6
8
-2
D3
Wound rolls of 5+ for this weapon are resolved at AP -4 instead of AP -2.
*
6+
*
9
8
32
*
9
3+
26-32+
20"-50"
2+
3
17-25
20"-35"
3+
2
10-16
20"-25"
4+
2
1-9
20"
5+
1
60"
Heavy 4D6
12
-4
D6
Any Wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 2D6 rather than D6.
*
6+
*
9
8
32
*
9
3+
26-32+
20"-50"
2+
3
17-25
20"-35"
3+
2
10-16
20"-25"
4+
2
1-9
20"
5+
1
This model can transport 30 PHOENIX LORD or <CRAFTWORLD> INFANTRY models. It cannot transport JUMP PACK models, and WRAITHGUARD or WRAITHBLADE models count as two models each.
*
6+
*
6
6
16
3
8
3+
10-16+
20"-50"
3+
5-9
20"-35"
4+
1-4
20"-25"
5+
48"
Heavy 2
9
-3
3
-
48"
Heavy D6
6
-3
2
-
48"
Heavy 2D6
4
-1
1
If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from their hit rolls until the end of the turn.
45"-70"+
4+
25"-44"
5+
1"-24"
6+
0"
-
*
6+
*
6
6
12
3
8
3+
7-12+
20"-60"
3+
4-6
20"-40"
4+
7-12+
20"-25"
5+
Aeldari, Asuryani, Warhost, <CRAFTWORLD>
Vehicle, Fly, Nightwing
At the start of the Movement phase, before this model is moved, the controlling player must declare if it is operating with either Extended Wings or Retracted Wings. When operating with Retracted Wings and this model Advances, add 24" to its Move characteristic for that Movement phase instead of rolling a dice - it also gains a 5+ invulnerable save until it switches to operating with Extended Wings. While operating with Extended Wings, this model may be turned to face directly towards any one enemy model it has line of sight to instead of performing its first pivot in the Movement phase (as per the Wings of Khaine ability), this model then adds 1 when making hit rolls against the chosen enemy model for the following shooting phase, but also loses the Hard to Hit ability until it switches to operating with Retracted Wings.
*
6+
*
8
8
26
*
9
3+
15-26+
14"
2+
5
7-14
10"
3+
3
1-6
4"
4+
D3
17"-20"+
4+
9"-16"
5+
1"-8"
6+
0"
-
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4 or more it implodes, leaving a short-lived rift into the warp in its place. Each unit within 2D6" suffers D6 mortal wounds.
36"
Heavy D6
16
-5
2D6
Each wound of 6+ made for this weapon inflicts D3 mortal wounds to the target in addition to all damage.
*
6+
*
8
8
26
*
9
3+
15-26+
14"
2+
5
7-14
10"
3+
3
1-6
4"
4+
D3
17"-20"+
4+
9"-16"
5+
1"-8"
6+
0"
-
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it explodes and each unit within 6" suffers D6 mortal wounds.
60"
Heavy 4D6
12
-4
3
Any wound rolls of 6+ made with this weapon are resolved with a Damage characteristic of 6 rather than 3.
*
6+
*
6
7
16
3
8
3+
9-16+
16"
3+
20"-60"
4-8
12"
4+
20"-40"
1-3
8"
5+
20"-25"
At the start of any of your turns, before the beginning of the Movement phase, this vehicle may activate the Sky Hunter ability. When activated, this unit gains the Airborne and Lumbering Flyer abilities and uses the Movement characteristic for Sky Hunter instead of its regular Movement (see Damage table). The effects of this ability last until you choose to end them, which may be done at the beginning of any of your own Movement phases, at which point the vehicle loses the Airborne and Lumbering Flyer abilities until Sky Hunter is activated again.
When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a dice. When this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves) and then move the model straight forwards at least as much as its minimum Move and not more than its maximum.
48"
Heavy 2D3
7
-3
D3
-
36"
Heavy 2
12
-4
D6
-
18"
Heavy 3D6
*
-3
1
This weapon automatically hits its targets. This weapon wounds INFANTRY on a 2+, and all other units on 4+.
*
6+
*
6
7
12
*
8
3+
7-12
16"
3+
3
4-6
12"
4+
D3
1-3
8"
5+
1
36"
Heavy D3
10
-4
D6
This weapon may target enemy units that are not visible to the bearer. When targeting an enemy unit that has 10 or more models, increase the number of hit rolls made to 2D3.
12"
Heavy D6
10
-4
D6
This weapon hits its targets automatically.
18"
6+
3+
4
6
8
2
8
3+
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unt within 3" suffers a mortal wound.
On any turn in which this model Advances, your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
48"
Heavy 3
6
-3
2
-
*
*
*
7
8
12
4
9
3+
7-12+
8"
3+
3+
4-6
6"
4+
4+
1-3
4"
5+
5+
Melee
Melee
+2
-4
D6
When making wound rolls for hits inflicted with this weapon upon a VEHICLE, re-roll any results of '1'.
A Wraithseer has a 5+ invulnerable save.
1
1
Enliven, Foreboding, Deliverance
6
12"
Select a friendly unit if WRAITHGUARD, WRAITHBLADES or a WRAITHLORD within 12" of the manifesting PSYKER. Until the beginning of the controlling player’s next Psychic phase, the targeted unit rolls an additional D6 when Advancing or charging and discards the lowest result.
8
6"
All enemy units within 6" of the PSYKER must reduce their Leadership characteristic by 1 whilst they are within 6".
7
12"
Select a friendly unit of WRAITHGUARD, WRAITHBLADES or a WRAITHLORD within 12" of the manifesting PSYKER. Until the beginning of the controlling player's next turn, the targeted unit rolls a dice every time it loses a wound or mortal wound. On the score of '6', that wound is ignored and not lost.
10"
3+
3+
5
6
7
2
8
4+
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unt within 3" suffers a mortal wound.
Models in this unit have a 5+ invulnerable save.
During deployment, you can set up a Wasp Assault Walker unit in an orbital transport instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can descend using their jump packs - set them up anywhere on the battlefield that is more than 9" away from any enemy models.
Enemy units must subtract 1 from hit rolls made against a unit with this ability.
12"
3+
3+
3
3
1
1
8
3+
12"
3+
3+
3
3
2
2
8
3+
All enemy units within 6" of a Shadow Spectre Exarch must roll an additional dice when making Morale tests, discarding the lowest dice rolled before determining the result.
12"
Assault 1
6
-2
D3
Each hit inflicted with this weapon allows an additional attack to be made with it. As long as each following attak hits, the controlling player may keep making attacks until a total of 3 hits have been inflicted with this weapon.
24"
Heavy D3
4
-1
1
If the target is a VEHICLE and you roll a wound of 4+ for this weapon, the target suffers 1 mortal wound in addition to any further damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead of 1.
When targeting this model with shooting attacks and psychic powers, always measure to the model’s hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking model has the FLY keyword, add 12" to the measured distance to determine the range when making shooting attacks against this model. Note that this means many short-ranged shooting weapons will not be able to hit this model. Also, this model does not suffer the penalty for moving and firing Heavy weapons.’
If your army is battle-forged, all Troops units in Craftworlds Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.
7"
3+
3+
3
3
4
1
7
6+
1
1
One power from Runes of Fortune
In your Psychic phase, this model can reknit wraithbone instead of attempting to manifest any psychic powers. If it does so, select a single <CRAFTWORLD> VEHICLE or WRAITH CONSTRUCT model within 3". That model regains D3 lost wounds. A model can only be healed by this ability once per turn.
Melee
Melee
User
0
D3
-
Each time you make a hit roll of 6 or more for a friendly <CRAFTWORLD> unit within 6" of your Warlord in the Fight phase, the Armour Penetration characteristic of that attack is increased by 1 (i.e. AP0 becomes AP-1, AP-1 becomes AP-2, and so on).
Enemy units cannot fire Overwatch at your Warlord.
Add 2 to your Warlord’s Move characteristic.
Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6, your Warlord does not lose the wound.
Your Warlord can target enemy CHARACTERS in the Shooting phase even if they are not the closest enemy model.
Once per battle round, you can re-roll a single hit roll, wound roll, save roll, Psychic test or Deny The Witch test made for your Warlord.
As long as all friendly units within 6" of your Warlord are ALAITOC units, those units automatically pass Morale tests.
At the start of your Shooting phase, pick a friendly BIEL-TAN unit within 3" of your Warlord. You can re-roll all failed hit rolls for that unit in that phase.
Your Warlord can attempt to deny one psychic power in each enemy Psychic phase (if your Warlord is a PSYKER, they can attempt to deny one psychic power more than usual).
Whenever your Warlord piles-in or performs a Heroic Intervention, they can move 3" towards the nearest enemy CHARACTER rather than towards the nearest enemy model. In addition, if your Warlord chooses to target the same enemy CHARACTER with all of their close combat attacks, you can add 1 to your Warlord’s Attacks characteristic until the end of the phase.
If your army is Battle-forged and your Warlord is on the battlefield, roll a D6 at the start of each turn (yours and your opponent’s). On a 6 you gain a Command Point.
Amallyn Shadowguide has a 4+ invulnerable save and can move across models and terrain as if they were not there.
During deployment, you can set up Amallyn Shadowguide walking the winding paths of the webway instead of placing it on the battlefield. At the end of one of your Movement phases, this
unit can emerge from the webway – set this unit up anywhere on the battlefield that is more than 9" away from any enemy models.
Your opponent must subract 1 from their hit rolls for ranged weapons that target Amallyn Shadowguide. In addition, if Amallyn Shadowguide is receiving the benefit of cover, add 2 to her saving throws instead of 1.
7"
3+
2+
3
3
3
2
7
5+
Melee
Melee
User
-2
1
-
Use this Stratagem when choosing your army. Pick a Craftworld Detachment from your army to be a Windrider Host Specialist Detachment. AUTARCH SKYRUNNERS, FARSEER SKYRUNNERS, WARLOCK SKYRUNNERS, WARLOCK SKYRUNNER CONCLAVES, WINDRIDERS and VYPERS in that Detachment gain the WINDRIDER HOST keyword.
Twilight Gloom has a warp charge value of 6. If manifested, pick a friendly WRAITH HOST unit within 18" of the psyker. Until the start of your next turn, that unit receives the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature.
You can re-roll charge rolls for friendly WRAITH HOST WRAITH CONSTRUCT units whilst they are within 6" of your Warlord.
Your Warlord, and any friendly WINDRIDER HOST units within 6" of your Warlord, can charge even if they Fell Back this turn.
*
6+
*
8
8
26
*
9
3+
15-26+
14"
2+
5
7-14
10"
3+
3
1-6
4"
4+
D3
This model has a 5+ Invulnerable save
After you set up this model, any AELDARI units you have not yet set up during deployment, other than fortifications, can be set up in a webway spar rather than being set up on the battlefield. One unit in a webway spar can emerge from each friendly WEBWAY GATE at the end of each of your movement phases - Set them up wholly within 3" of the webway gate and more than 9" away from any enemy models. If all friendly WEBWAY GATES have been destroyed, any units that have not yet arrived from a webway spar are considered to be slain
17"-20"+
4+
9"-16"
5+
1"-8"
6+
0"
-
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it explodes and each unit within 6" suffers D6 mortal wounds.
7"
2+
2+
3
3
5
4
9
3+
14"
2+
2+
3
3
5
4
9
3+
During deployment, you can set up this model in the skies instead of on the battlefield. At the end of any of your Movement phases this model can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
At the beginning of your Movement phase, if this model is not within 1" of an enemy model it can leap back into the skies. Remove this model from the battlefield. It can return to the battlefield as described in the Children of Baharroth ability. This model may not both Skyleap and descend on Swooping Hawk wings in the same turn. If the battle ends while this model is in the skies, it is considered to be slain.
16"
2+
2+
3
4
6
4
9
3+
This model has a 4+ invulnerable save.
7"
3+
3+
3
3
4
1
7
6+
1
1
One power from Runes of Fortune
In your Psychic phase, this model can reknit wraithbone instead of attempting to manifest any psychic powers. If it does so, select a single <CRAFTWORLD> VEHICLE or WRAITH CONSTRUCT model within 3". That model regains D3 lost wounds. A model can only be healed by this ability once per turn.
Melee
Melee
User
0
D3
-
6
18"
Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - your opponent must subtract 1 from all hit rolls for ranged weapons that target that unit until your next Psychic phase.
6
18"
Choose an enemy unit within 18" of the psyker – it does not receive the benefit of cover against attacks made by Asuryani units from your army until the start of your next Psychic phase.
6
18"
Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 2 to the Leadership characteristic of that unit until your next Psychic phase.
6
18"
Choose an enemy unit within 18" of the psyker - your opponent must subtract 1 from the Leadership characteristic of that unit until your next Psychic phase.
7
18"
Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to hit rolls in the Fight phase made for that unit until your next Psychic phase.
7
18"
Choose an enemy unit within 18" of the psyker - your opponent must subtract 1 from all hit rolls for that unit in the Fight phase until your next Psychic phase.
7
18"
Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to the saving throws made for that unit until your next Psychic phase.
7
18"
Choose an enemy unit within 18" of the psyker – your opponent must subtract 1 from all saving throws made for that unit against attacks made by Asuryani units from your army until the start of your next Psychic phase.
7
18"
Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - that unit can immediately move as if it were the Movement phase. You cannot use Quicken on a single unit more than once per Psychic phase.
7
18"
Choose an enemy unit within 18" of the psyker - your opponent must halve the Move characteristic of all models in that unit until you next Psychic phase.
6
18"
Choose a friendly ASURYANI INFANTRY or ASURYANI BIKER unit within 18" of the psyker - add 1 to wound rolls in the Fight phase for that unit until your next Psychic phase.
6
18"
Choose an enemy unit within 18" of the psyker - your opponent must subtract 1 from all wound rolls made for that unit in the Fight phase until your next Psychic phase.
Your opponent must subtract 1 from any hit rolls for attacks that target a unit with this attribute at a range of more than 12".
Add 1 to the leadership characteristicof ASPECT WARRIORS with this attribute. In addition, you can re-roll hit rolls of 1 for shuriken weapons used by units with this attribute. A shuriken weapon is any weapon profile whose name includes the word "shuriken" (e.g. shuriken pistol, Avenger shuriken catapult etc.) Kurnous' Bow, the Blazing Star of Vaul, and Scorpion's Claw are also shuriken weapons.
A unit with this attribute can never lose more than one model as a result of any single failed Morale test. In addition, if a unit with a damage chart has this attribute, double the number of wounds it actually has remaining whenever you are consulting the chart to determine its characteristics.
You can re-roll failed charge rolls for units with this attribute. In addition, BIKER units with this attribute do not suffer the penalty to their hit rolls for moving and firing heavy weapons.
Roll a D6 each time a model with this attribute loses a wound; on a 6 that wound is ignored. If a model has a similar ability (e.g. the Hemlock Wraithfighter's Spirit Stones ability, or the Farseer's Ghosthelm ability) you can choose which ability to use when a model loses a wound, but you cannot choose both.
Requires a Ynnari Character in Detachment. Detachment loses subfaction keywords and gains the REBORN keyword instead, and my not be the target of original subfaction stratagems.
When resolving an attack made with a melee weapon by an ASPECT WARRIOR model with this attribute, on an unmodified wound roll of 6 add 1 to the Damage characteristic of that weapon for that attack.
When resolving an attack made by a model with this attribute in a unit in which at least half its starting number of models have been destroyed, add 1 to the hit roll. For the purposes of this attribute, destroyed models returned to a unit with this attribute are still considered to have been destroyed.
When a Psychic test is taken for a model with this attribute, each individual dice roll of 1 is treated as a 2.
When a unit with this attribute that can FLY Advances, add an additional 2" to the Move characteristics of models in that unit until the end of the phase.
Models with this attribute have a 6+ invulnerable save.
When a unit with this attribute fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll.
When a Morale test is taken for a unit with this attribute, you can re-roll the dice.
When resolving an attack made with a shuriken weapon by a model with this attribute against an enemy unit within 12" of that model, improve the Armour Penetration characteristic of that weapon by 1 (e.g. AP 0 becomes AP -1). This does not affect the abilities of that shuriken weapon (i.e. a wound roll of 6+ is still resolved at AP-3).
A shuriken weapon is any weapon whose profile includes the word ‘shuriken’ (shuriken pistol, Avenger shuriken catapult etc.), a scorpion’s claw (shooting) and any Relic that replaces a shuriken weapon (e.g. Kurnous’ Bow).
When a charge roll is made for a unit with this attribute, add 1 to the result.
Add 1 to the Attacks characteristic of models with this attribute whilst their unit is within 3" of any objective markers.
When resolving an attack made by a GUARDIAN model with this attribute, re-roll a hit roll of 1.
When resolving an attack made by a model with this attribute, the target does not receive the benefit of cover to its saving throw.
When resolving an attack made with a ranged weapon against a unit with this attribute by a model that is more than 12" away, that unit is treated as having the benefit of cover to its saving throw.
When resolving an attack made by a model with this attribute in a turn in which that model’s unit disembarked from a transport, re-roll a hit roll of 1.
When resolving an attack made with a melee weapon by a model with this attribute in a turn in which that model’s unit made a charge move, was charged or performed a Heroic Intervention, re-roll a hit roll of 1.
If you select this Craftworld Attribute you cannot select a second. Units with this attribute can Charge during a turn in which they Fell Back. When a model with this attribute that is not within 3" of any enemy units makes a consolidation move, it does not have to end that move closer to the nearest enemy model.
At the start of your turn, each VEHICLE model with this attribute regains 1 lost wound.
Add 4" to the Range characteristic of shuriken weapons models with this attribute are equipped with. A shuriken weapon is any weapon whose profile includes the word ‘shuriken’ (shuriken pistol, Avenger shuriken catapult etc.), a scorpion’s claw (shooting) and any Relic that replaces a shuriken weapon (e.g. Kurnous’ Bow).
When resolving an attack made with a melee weapon by a model with this attribute against a CHAOS unit in a turn in which that model’s unit made a charge move, was charged, or performed a Heroic Intervention, you can re-roll the hit roll.
When a model with this attribute would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
The Webway Strike Stratagem (see Codex: Craftworlds) can be used one additional time per battle for each Detachment (excluding Auxiliary Support Detachments) in your army that contains units with
this attribute. The second and any subsequent uses of this Stratagem can only be used to set up units with this attribute in the webway.
When resolving an attack made by a WRAITH CONSTRUCT with this attribute, re-roll a wound roll of 1.
12"
Pistol 1
4
0
2
Each time you make a wound roll of 4+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Model with a shuriken pistol only. Kurnous' Bow replaces this model's shuriken pistol and has the following profile.
The first time this model is slain, roll a D6 for each unit (friend or foe) within 3" of this model. On a roll of 2 or more, that unit suffers D3 mortal wounds. If at least one mortal wound is inflicted as a result of this, then this model is not slain, but remains in play with a single wound remaining. If no mortal wounds are inflicted, this model is slain.
Model with a power sword only. The Shard of Anaris replaces this model's power sword and has the following profile:
Melee
Melee
User
-3
D3
You can re-roll failed wound rolls for this weapon.
INFANTRY model only. The bearer of Faolchu's Wing has a Move characteristic of 12" and can FLY.
Model with a power sword only. The Shard of Anaris replaces this model's power sword and has the following profile
Melee
Melee
+1
-4
1
Each time you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target instead of the normal damage.
BIEL-TAN PSYKER models only. You can re-roll any failed Psychic tests for the bearer. However, should this result in a second failure, then this model is overwhelmed by waves of grief and cannot attempt to manifest any more psychic powers this phase.
ALAITOC INFANTRY model only. Your opponent must subtract 1 from their rolls for attacks that target the bearer in the Shooting phase. In addition, during deployment, you may set up this model in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can emerge from the webway – set this unit up anywhere on the battlefield that is more than 9" away from any enemy models.
BIEL-TAN model with a power sword only. The Burnished Blade of Elliarna replaces the model's power sword.
Melee
Melee
User
-3
2
Add 1 to this weapon's Strength and Damage characteristics for any attack made for it that targets an ORK unit.
IYANDEN PSYKER only. Once during the battle, at the start of a Fight phase, you can declare that this model will activate the Psytronome of Iyanden. If you do so, for the rest of that Fight phase the Attacks characteristics of all friendly IYANDEN WRAITH CONSTRUCT units that are within 6" of this model are doubled. However, at the end of the Fight phase, each IYANDEN WRAITH CONSTRUCT unit that was affected by the Psytronome suffers D3 mortal wounds.
SAIM-HANN model with a laser lance only.
12"
Assault 1
6
-4
2
-
Melee
Melee
+2
-4
2
Attacks with this weapon in the Fight phase are made at Strength 8 if the bearer charged in the same turn. In addition, if the wound roll for an attack made with this weapon is 6+, add 2 to the damage inflicted by that attack.
ULTHWE PSYKER only. The wearer adds 1 to any Psychic test when attempting to manifest the Smite power.
Model with a shuriken pistol or twin shuriken catapult only. One shuriken weapon carried by the model is a Blazing Star of Vaul. Add 2 to the number of attacks that the weapon can make.
AUTARCH only. Subtract 1 from all hit rolls that target this model.
Melee
Melee
User
0
2
This weapon always wounds on a roll of 2+. In addition, ignore invulnerable saves for attacks made by this weapon that target enemy PSYKERS or DAEMONS.
Melee
Melee
User
0
3
This weapon always wounds on a roll of 2+.
4
6"
If manifested, select one friendly <CRAFTWORLD> unit within 6" of this psyker. Until the start of your next Psychic phase, you can re-roll a single hit roll, wound roll or save roll for that unit.
4
N/A
If manifested, until the start of your next Psychic phase, add 2 to the Damage characteristic of this psyker’s melee weapons.
6
6"
If manifested, select one friendly <CRAFTWORLD> unit within 6" of this psyker. Until the start of your next Psychic phase, when a charge roll is made for that unit, add 2 to the result.
4
18"
If manifested, select one enemy CHARACTER unit within 18" of and visible to this psyker, and roll three D6; for each roll of 5+ that CHARACTER unit suffers 1 mortal wound.
6
6"
If manifested, select one friendly <CRAFTWORLD> PSYKER model within 6" of this psyker. Until the end of the phase, when a Psychic test is taken for that model, add 2 to the total.
6
18"
If manifested, select one enemy unit within 18" of and visible to this psyker. Until the start of your next Psychic phase, when that unit is chosen to shoot with, models in that unit can only target the closest visible enemy unit unless the target of the attack is within 18" of the shooting model.
You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
This unit can shoot in the Shooting phase as if it hasn't moved or Advanced (with the exception of Heavy weapons)
This ability is common to all YNNARI units.
As soon as any unit is destroyed, All units from your army benefit from Soulburst actions until the end of the turn. Whilst a unit is benefitting from Soulburst Actions, it always fights first in the Fight phase, even if it didn't charge. If a model that is benefitting from soulburst actions made a charge move this turn, or already has an ability that allows it to always fight first in the Fight phase, then whilst it is benfitting from soulburst actions you also add 1 to hit rolls for attacks made with melee weapons by that model. If the enemy also has units that made a charge move or that have abilities that allow them to always fight first in the fight phase, the alternate units, starting with the player whose turn is taking place.
24"
Assault 3
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
12"
Pistol 1
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+
48"
Heavy 1
8
-2
D6
-
48"
Heavy D6
4
-1
1
-
18"
Assault 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
36"
Heavy 1
8
-4
D6
-
Melee
Melee
+1
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
12"
Pistol 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
24"
Heavy D3
12
-4
D6
This weapon can target units that are not visible to the firer.
8"
Assault D3
10
-4
1
This weapon automatically hits its target.
12"
Assault 2
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of 0.
48"
Heavy 2D6
7
0
2
Wound rolls of 6+ for this weapon are resolved at AP -4 instead of AP 0. This weapon can target units that are not visible to the bearer.
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
18"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
6"
Pistol 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
24"
Assault 4
5
0
1
-
16"
Assault D3
12
-4
2
This weapon automatically hits its target.
36"
Assault 2
16
-4
D6
-
24"
Assault 4
3
0
1
-
6"
Assault 1
6
-4
2
-
60"
Heavy D6
6
-3
1
-
60"
Heavy D3
9
-4
D3
-
60"
Heavy 1
12
-5
D6
-
36"
Heavy 1
4
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
48"
Heavy 2
8
-3
3
-
48"
Heavy 1
8
-2
3
-
48"
Heavy 2
5
-2
2
-
36"
Heavy 4
6
0
1
-
12"
Assault 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
12"
Assault 2
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
48"
Heavy D6
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4 instead of 0. This weapon can target units that are not visible to the bearer.
12"
Assault 1
9
0
D3
This weapon always wounds on a roll of 2+.
18"
Rapid Fire 1
6
-4
1
-
6"
Assault 1
8
-4
2
-
36"
Heavy 2
6
-3
D3
-
6"
Grenade D6
4
-1
1
-
48"
Heavy 2D6
6
-3
2
-
24"
Assault 4
3
-2
1
If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from their hit rolls until the end of the turn.
36"
Heavy 2D6
4
-2
1
This weapon can target units that are not visible to the bearer.
12"
Assault 3
4
-2
1
-
48"
Heavy 2D6
4
-1
1
-
48"
Heavy 2
8
-2
D6
-
36"
Heavy 2
8
-4
D6
-
36"
Heavy 8
6
0
1
-
24"
Assault 6
6
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
12"
Assault 4
4
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
36"
Heavy 4
6
-3
D3
-
48"
Heavy D3
7
-1
2
For each Vibro Cannon that has already been fired at the same target in this phase, improve the AP of this weapon by 1 (to a maximum of -3) and add 1 to the wound rolls for this weapon (to a maximum of +2). For example, if a firing model is the third to target the same unit with a vibro cannon, its AP is -3 and you add 2 to its wound rolls. If this weapon inflicts any damage on an enemy unit, that unit cannot Advance in its next Movement phase unless it can FLY.
12"
Assault 1
10
-4
D6
-
Melee
Melee
User
0
1
You can re-roll failed hit rolls for this weapon.
Melee
Melee
+2
-1
2
-
Melee
Melee
User
-2
1
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Melee
Melee
+1
-3
D3
-
Melee
Melee
+2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
x2
-3
D3
-
Melee
Melee
+2
-4
D6
-
Melee
Melee
+1
-3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Melee
Melee
+1
-2
1
-
Melee
Melee
User
-4
2
If the bearer charged this turn, attacks with this weapon are made at Strength 6.
Melee
Melee
User
-2
1
When resolving an attack made with this weapon, you can re-roll the hit roll.
Melee
Melee
+1
0
1
-
Melee
Melee
User
0
D3
This weapon always wounds on a roll of 2+.
Melee
Melee
User
-4
2
If the bearer charged this turn, attacks with this weapon are made at Strength 8.
Melee
Melee
User
-2
D3
When you make an attack with this weapon, roll three dice instead of 1.
Melee
Melee
x2
-4
6
-
Melee
Melee
User
-3
D6
-
Melee
Melee
User
-2
1
-
Melee
Melee
User
0
2
This weapon always wounds on the roll of 2+.
Melee
Melee
User
-3
3
-
Melee
Melee
User
-1
D3
-
Enemy units cannot fire Overwatch at this unit.
This model has a 4+ invulnerable save.
At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of this unit. Roll a D6 for each model in this unit; for each roll of a 6, the enemy unit suffers a mortal wound.
A model equipped with a scattershield has a 5+ invulnerable save.
A unit which includes a model with a shimmershield has a 5+ invulnerable save.
When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
This model has a 4+ invulnerable save.
7
24"
If manifested, choose a friendly ASURYANI unit within 24" of the psyker. You can re-roll failed hit rolls for that unit's ranged weapons until your next Psychic phase.
7
24"
If manifested, choose an enemy unit within 24" of the psyker. You can re-roll failed wound rolls for attacks made by Asuryani units from your army against that unit until the start of your next Psychic phase.
7
24"
If manifested, choose a friendly ASURYANI unit within 24" of the psyker. Until your next Psychic phase, whenever that unit suffers a wound, roll a D6. On a 5+ that wound is ignored. If a unit already has an ability with a similar effect (e.g. Ulthwe's Foresight of the Damned attribute, or the Avatar of Khaine's Molten Body ability) then the effect of Fortune replaces that of the ability until your next Psychic phase.
5
9"
When this model manifests the Smite psychic power, it has a range of 9" rather than 18" and only deals a single mortal wound.
5
9"
When this unit manifests the Smite psychic power, it has a range of 9" rather than 18". In addition, if this unit consists of 1-3 models when it manifests Smite, it only does a single mortal wound. If it consists of 4-6 models when it manifests Smite, it deals D3 mortal wounds. If the result of the psychic test was more than 10, the target suffers D6 mortal wounds instead. If it consists of 7-10 models when it manifests Smite, it always deals D6 mortal wounds.
7"
3+
3+
3
3
2
2
8
6+
1
1
One power from Runes of Battle and one from Runes of Fortune
16"
3+
3+
3
4
3
2
8
4+
1
1
2 powers from Runes of Battle and one from Runes of Fortune
If this unit has more than one model, when manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the manifesting unit to be slain.
When this model Advances, add 20" to its Move characteristic for that Movement phase instead of rolling a dice. Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards. Once its move has finished, you can pivot it a further 90 degrees as before.
2
2
2 powers from Runes of Fate and one from Runes of Fortune
This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
You can re-roll all failed wound rolls for this model's ranged weapons that target units that can FLY.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
4"
Grenade 1
8
-4
D6
You can re-roll failed wound rolls for this weapon when targeting a VEHICLE.
Melee
Melee
User
-3
3
Make 3 hit rolls for each attack made with this weapon instead of 1.
Enemy units must subtract 1 from hit rolls made against a unit with this ability.
Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase and it loses the Airbourne, Hard to Hit and Wings of Khaine abilities until the beginning of your next Movement phase.
48"
Heavy 4
8
-3
3
-
8"
Assault D6
5
-1
1
This weapon hits its target automatically.
18"
Assault 1
6
-3
1
Each hit inflicted with this weapon allows an additional attack to be made with it. As long as each following attack hits, the controlling player may keep making attacks until a total of 3 hits have been inflicted with this weapon.
A model with a crystal targeting matrix does not suffer the penalty for firing a heavy weapon after moving when targeting the closest enemy unit.
Roll a D6 each time a model with spirit stones suffers an unsaved wound or mortal wound: on a 6 the wound is ignored.
When a model with star engines Advances, add 2D6" to that model's Move characteristic for that Movement phase instead of D6".
If a model with vectored engines Advances, your opponent must subtract 1 from all hit rolls for ranged weapons that target it until your next Movement phase.
You can re-roll failed hit rolls in the Fight phase for this unit in a turn in which it charges or is charged by a SLAANESH unit. However, you must add 1 to Morale tests for this unit if it is within 3" of any SLAANESH units.
If this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
6"
Grenade D6
4
-1
1
-
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
7
18"
If manifested, the nearest enemy unit within 18" of the psyker suffers D3 mortal wounds. If a model in the target unit is slain as a result of this, the target units suffers an additional D3 mortal wounds.
5
6"
If manifested, friendly ASURYANI units automatically pass Morale tests while they are within 6" of the psyker until your next Psychic phase. In addition, you can add 1 to all Deny the Witch tests that you make for the psyker until your next Psychic phase.
7
18"
If manifested, choose an enemy CHARACTER model within 18" of the psyker. Each player then rolls a D6 and adds their model's Leadership characteristic to their result. If your opponent scores higher, or if the scores are drawn, nothing happens. If the psyker's score is higher, the target suffers a number of mortal wounds equal to the difference between the two scores.
You can re-roll hit rolls of 1 for friendly <CRAFTWORLD> units within 6" of this model. In addition, if your army is Battle-forged and this model is your Warlord and on the battlefield, roll a D6 for each Command Point spent when using Stratagems; on a 6 that Command Point is immediately refunded. Note that for Prince Yriel, the first effect of this ability applies specifically to IYANDEN units.
2
2
2 powers from Runes of Battle and one from Runes of Fortune
3
3
2 powers from Runes of Battle and one from Runes of Fortune
At the beginning of each Fight phase, you can pick a single enemy INFANTRY unit within 1" of this model and roll a D6. On a roll of 6, that unit suffers a mortal wound.