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.
Melee
Melee
User
0
1
-
6"
Grenade D6
4
-1
1
-
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.
24"
Assault 1
6
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. If an INFANTRY model is slain by an attack made with this weapon, then its unit suffers D3 mortal wounds. If any models in a unit are slain by this weapon, subtract 2 from that unit's Leadership characteristic until the end of the turn.
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.
24"
Assault D6
4
-2
1
-
24"
Assault 1
8
-4
D6
-
24"
Assault D3
6
-3
D3
-
12"
Pistol 1
4
-3
D3
If the target is a VEHICLE, this weapon has a Damage of 1.
24"
Assault D6
4
-1
1
If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the wound roll is 6+, the target suffers D3 mortal wounds instead.
18"
Assault 1
*
*
*
If a unit is hit by this weapon, roll 2D6 - if the roll is equal to or greater than the target unit's Leadership, it suffers D3 mortal wounds.
Melee
Melee
+1
-2
2
-
Melee
Melee
+2
-1
D3
-
Melee
Melee
+1
-1
D3
-
Melee
Melee
+1
-3
1
-
Melee
Melee
+2
-2
1
-
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.
12"
Grenade D3
6
-3
2
-
8"
3+
3+
3
3
1
4
8
6+
8"
2+
2+
3
3
5
5
9
6+
In the Fight phase, re-roll hit rolls of 1 for friendly <MASQUE> units that are within 6" of this model.
12"
2+
2+
3
3
5
8
9
6+
The Solitaire has a 3+ invulnerable save.
The Solitaire can never have a Warlord Trait.
8"
2+
2+
3
3
5
3
9
7+
2
1
2 - Phantasmancy
8"
2+
2+
3
3
5
4
9
6+
This model may target a CHARACTER even if it is not the closest enemy unit.
16"
3+
3+
5
5
6
3
8
4+
A Starweaver can transport 6 MASQUE INFANTRY models.
16"
3+
3+
5
5
6
3
8
4+
16"
3+
3+
3
4
3
3
8
4+
Re-roll hit rolls, wound rolls and damage rolls of 1 for your Warlord.
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.
Units with this form can move an additional D6" when they Fall Back. In addition, units with this form can consolidate up to 6".
At the start of each Fight phase roll two dice and discard the highest result. Until the end of the phase, each time your opponent targets a unit with this form and makes a hit roll that, before modifiers, exactly matches your dice result, that hit roll fails.
If a unit with this form charges in the Charge phase, add 1 to their Attacks characteristic until the end of the ensuing Fight phase.
Models with this form that can FLY, or that are embarked upon a TRANSPORT that can FLY, treat all Pistol weapons they are equpped with as Assault 1 weapons during a turn in which they (or the transport they are embarked upon) Advanced. In addition, these models do not suffer the penalty to their hit rolls for shooting Assault weapons during a turn in which they Advanced.
When a unit with this form fails a Morale test, only one model from this unit must flee. In addition, each time a model with this form is slain or flees, roll a D6 before removing that model: on a 4+, that model can either shoot with one of its ranged weapons as if it were the shooting phase, or make a single attack as if it were the Fight phase.
Subtract 1 from the Leadership characteristic of enemy units while they are within 6" of any units from your army with this form. In addition, whenever your opponent takes a morale test for a unit that is within 6" of any units from your army with this form, they must roll two dice and discard the lowest result.
During deployment, you can set your Warlord up in the webway instead of placing them on the battlefield. Your Warlord can emerge at the end of any of your Movement phases - set them up anywhere on the battlefield more than 9" from any enemy units. Furthermore, you can use the Webway Assault Stratagem twice.
Add 2" to your Warlord's Move characteristic. In addition, add 1" to the distance your Warlord can move each time it Advances, Fall Back, charges, performs a Heroic Intervention, piles in or consolidates.
Your Warlord has a 3+ invulnerable save against melee weapons.
Each wound roll of 6+ made for your Warlord's attacks in the Fight phase inflict one mortal wound in addition to their normal damage.
Once per battle you can re-roll a hit roll, wound roll, or save roll made for your warlord. In addition, if your army is Battle-forged and your warlord is on the battlefield, roll a D6 each time you or your opponent uses a stratagem. If the result exactly matches the number of command points spent to use that stratagem, then you gain that many command points.
Re-roll failed charge rolls made for your Warlord and any friendly <MASQUE> units whilst they are within 6" of your warlord.
Your Warlord can disembark from a TRANSPORT even after it has moved.
If your Warlord is slain in the Fight phase, roll a D6. On a 2+, the unit that killed your Warlord suffers D3 mortal woundsafter it has finished making all its attacks. On a 6, the enemy unit suffers D6 mortal wounds instead.
Each hit roll of 6+ for your Warlord in the Fight phase scores 2 hits instead of 1. In addition, add 1 to hit rolls made by your Warlord against CHAOS units.
Roll a D6 each time a model from a FROZEN STARS unit from your army within 6" of your Warlord loses its final wound; on a 6 that wound is not lost, and the model is not slain. This Warlord trait has no effect if the unit is under the effects of the Webway Dance psychic power.
Add 1 to any Sombre Sentinels rolls made for DREAMING SHADOW units from your army within 6" of your Warlord (add 2 instead whilst there are any NECRONS units on the battlefield).
The bearer increases their Leadership characteristic by 1. In addition, all enemy units reduce their Leadership characteristic by 1 whilst they are within 6" of the bearer.
The wearer has a 3+ invulnerable save against ranged weapons. In addition, enemy units cannot fire Overwatch at the wearer during a turn in which the wearer Advanced.
Friendly HARLEQUINS units automatically pass Morale tests whilst they are within 6" of the wearer. In addition, roll a D6 each time a friendly HARLEQUINS unit suffers a mortal wound in the Psychic phase whilst they are within 6" of the wearer - on a 6, that mortal wound is ignored.
Melee
Melee
+1
-3
D3
Re-roll failed hit rolls for this weapon.
12"
Pistol D6
4
0
2
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3
12"
Assault 6
*
-1
1
The wound roll required for this weapon in the shooting phase is equal to the target units unmodified ballistic skill. For example, if the weapon targets a unit with ballistic skill of 3+, the weapon will wound on rolls of 3+. The wound roll required for this weapon in the Fight phase is equal to the target unit's unmodified weapon skill. If the unit contains models with different Ballistic Skill/Weapon Skill characteristics, use the best characteristic in the unit. If the target's characteristic is '-', then the wound roll required is 6+
Melee
Melee
*
-1
D3
The wound roll required for this weapon in the shooting phase is equal to the target units unmodified ballistic skill. For example, if the weapon targets a unit with ballistic skill of 3+, the weapon will wound on rolls of 3+. The wound roll required for this weapon in the Fight phase is equal to the target unit's unmodified weapon skill. If the unit contains models with different Ballistic Skill/Weapon Skill characteristics, use the best characteristic in the unit. If the target's Ballistic Skill/Weapon Skill characteristic is '-', then the wound roll required is 6+.
Increase the range of all the wearer's aura abilities by 3".
SOARING SPITE model only. While the wearer is embarked on a SOARING SPITE TRANSPORT, that vehicle may move an additional 6" in the movement phase. In addition, if a SOARING SPITE TRANSPORT is destroyed while the wearer is embarked upon it, you do not need to roll any dice to see if any disembarking models are slain or if the transport explodes - no disembarking models are slain and the transport does not explode.
Once per battle, at the beginning of the Fight phase, the bearer can activate Midnight's Chime. Until the end of the phase all MIDNIGHT SORROW units increase their Attacks characteristics by 1 whilst they are within 6" of the bearer.
30"
Assault 1
7
-3
1
When attacking with this weapon, choose one of the profiles. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. Each time an INFANTRY model is slain by an attack made with this weapon's shrieker profile, its unit suffers D3 mortal wounds. If any models in a unit are slain by this weapon, subract 2 from that unit's Leadership characteristic until the end of the turn; this modifier is not cumulative with that caused by a shreiker cannon.
30"
Assault 3
7
-2
1
When attacking with this weapon, choose one of the profiles. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. If any models in a unit are slain by this weapon, subract 2 from that unit's Leadership characteristic until the end of the turn; this modifier is not cumulative with that caused by a shreiker cannon.
The wearer of the Ghoulmask can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER (if the bearer is already a PSYKER, it may attempt to deny one more psychic powerthan normal). In addition, add 1 to Deny the Witch tests made for the bearer.
Melee
Melee
+1
-1
D3
Re-roll failed wound rolls for this weapon. When attacking Infantry, this weapon has a Damage of 3.
Roll a D6 each time a hit roll of 1 is made for an enemy model targeting the wearer in the Fight phase. On a 2+, that model's unit suffers a mortal wound after the unit has resolved all of its attacks.
6
3"
If manifested, select a friendly HARLEQUINS unit within 3" of the psyker and visible to it. That unit can immediately move as if it were its Movement phase. You cannot use Twilight Pathways on a unit more than once in each Psychic phase.
6
18"
If manifested, select a visible enemy unit within 18" of the psyker and visible to it. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls for that unit that target HARLEQUINS INFANTRY units.
7
24"
If manifested, select an enemy unit within 24" of the psyker. Then, both players roll a D6. If the Harlequin player's roll is equal or higher than their opponent's, then the target suffers 1 mortal wound. Repeat this process until the target is destroyed, or the enemy player rolls a result that is higher than the Harlequin player's roll.
7
18"
If manifested, select a friendly HARLEQUINS INFANTRY unit within 18" of the psyker. Until the start of your next Psychic phase, subtract 1 from hit rolls for attacks made against that unit.
7
6"
If manifested, then until the start of your next Psychic phase, roll a D6 whenever a friendly HARLEQUINS unit within 6" of the psyker loses a wound; on a 6 that wound is not lost.
7
18"
If manifested, select an enemy unit within 18" of the psyker and visible to it. That unit suffers D3 mortal wounds and must subtract 1 from its leadership characteristic until the start of the next Psychic phase.
Add 3" to the range of the bearer's aura abilities. Add 3" to the range of psychic powers manifested by the bearer.
36"
Assault 3
6
-3
1
36"
Assault 1
6
-3
3
Before selecting targets, select one of the following profiles to make attacks with. Each time a model is slain by an attack made with the Wail profile of this weapon, its unit suffers D3 mortal wounds, and until the end of the next turn, subtract 2 from the leadership characteristic of the unit.
Melee
Melee
+2
-3
2
Each time the bearer fights, it makes a number of additional attacks with this weapon equal to the current battle round number
Once per battle, at the end of any phase, if the bearer was not set up on the battlefield as reinforcements this turn, they can use the Spectral Apparition. If they do, place a marker within 12" of the bearer, then remove them from the battlefield and set them up again within 1" of the centre of the marker and more than 1" from any enemy models. The bearer is not eligible to charge in a turn in which it was set up in this manner, although the bearer can use this Relic in a turn in which it charged.
During deployment, select one of the following effects to apply until the end of the battle. Alternatively, you can roll two D6 (re-rolling duplicate results) to randomly determine two of the following effects to apply until the end of the battle:
1. +1 to the bearer's Attacks characteristic
2. +1 to the bearer's Strength characteristic
3. +1 to the bearer's Toughness characteristic
4. +1 to the beare's Wounds characteristic
5. +3" to the bearer's Move characteristic
6. Improve the Armour Penetration characteristic of the bearer's melee weapons by 1 (e.g. AP-1 becomes AP-2)
Your opponent must subtract 1 from the wound rolls for any attacks made against friendly MASQUE INFANTRY units that are within 6" of any models with this ability.
While a friendly <MASQUE> unit is within 6" of this model, when determining if that unit is within range of attacks made by enemy models with ranged weapons, add 6" to the distance measured. Half range is determined after adding this distance.
While a <MASQUE> unit is within 6" of this model, each time a ranged attack is made against that unit, models in its unit gain the benefit of cover to thier saving throw.
While an enemy unit is within 6" of this model, subtract 1 from the attacks characteristic of models in that unit (to a minimum of 1).
In the Fight phase, re-roll failed wound rolls for friendly MASQUE units that are within 6" of this model.
While a friendly <MASQUE> unit is within 6" of this model, you can re-roll charge rolls made for that unit. If you could already re-roll charge rolls made for that unit, add 1 to the charge roll instead.
each time this model fights, after it has fought, you can select one enemy unit this model made an attack against, that unit suffers two mortal wounds.
Each time a melee attack is made by this model against a unit that is not a MONSTER or VEHICLE, an unmodified wound roll of 2+ is always successful.
Once per battle, instead of making a normal move with the Solitaire, you can make a Blitz move with it. If you do so, add 2D6" to the model's Move characteristic for this turn. In addition, the model's Attack characteristic is increased to 10 for the rest of the turn. This ability may not be used if the model has been selected as the target of the "Twilight Pathways" psychic power in the previous Psychic Phase. A model cannot Advance and use this ability in the same turn.
During deployment, you can set up this model shimmering instead of placing it on the battlefield. If you do, then at the end of one of your movement phases you can set this model up anywhere on the battlefield that is mroe than 9" from enemy models. Each time a charge roll is made for this model, if it was set up on the battlefield this turn, roll one additional
When this model advances, do not make an advance roll, instead, until the end of the phase, add 6" to the move characteristic of this model. Each time this model piles in or consolidates, it can move an additional 3"
each time an attack is made against this model, subtract 1 from that attack's hit roll
If any models flee from a unit in the same turn that it has been attacked by this model, then you can choose the first model that flees instead of your opponent choosing.
Each time this model shoots, if the target unit contains 6 or more models, each successful hit roll scores 3 hits instead of 1. This is not cumulative with any other rules that cause additional hits.
add 12" to the range characteristic of ranged weapons this model is equipped with. Each time this model shoots, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage and the target does not recieve the benefit of cover to its saving throw.
Each time an attack made by this model against an enemy unit scores a hit, that unit is pinned until the start of your next turn. While a unit is pinned, subtract 2" from the move characteristic of models in its unit and it cannot fire overwatch.
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.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
Models in this unit have a 4+ Invulnerable save.
During the Movement phase, models in this unit can move across models as if they were not there, and when moving across terrain features, vertical distance is not counted against the total these models can move (i.e. moving vertically is free for these models in the Movement phase). During the Charge phase, models in this unit can move across models (other than Buildings) as if they were not there.
Models in this unit have a 4+ Invulnerable save.
Your opponent must subtract 1 from any hit rolls made against this unit in the Shooting phase
When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the pasengers cannot shoot if this model has Fallen Back in the same turn and so on, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that, due to their Rising Crescendo ability, the passengers can shoot if this model Falls Back.
Models in this unit can Advance and charge in the same turn. In addition, they can Fall Back and still shoot and/or charge in the same turn.