8"
2+
2+
3
3
5
4
9
6+
2
1
2 - Revenant
Yvraine can attempt to manifest 2 psychic powers in each friendly Psychic phase, and attempt to deny 1 power in each enemy Psychic phase. She knows the Smite power and 2 psychic powers from the Revenant discipline.
Yvraine has a 4+ invul save.
You can add 1 to all of Yvraine's Psychic tests and Deny the Witch tests.
Each time another AELDARI model is slain within 6" of Yvraine, roll a D6. On a 4+ Yvraine immediately regains one lost wound. If the model was a Psyker, you can immediately generate another Psychic power for Yvraine from the Revenant disipline.
Units with the ability can embark onto any AELDARI TRANSPORT, even though the transport in question might normally only permit models with other Faction keywords to do so.
Melee
Melee
+1
-2
D3
-
8"
2+
2+
6
6
9
6
9
3+
2
1
2 - Revenant
The Yncarne can attempt to manifest 2 psychic powers in each friendly Psychic phase, and attempt to deny 1 power in each enemy Psychic phase. It knows the Smite power and 2 psychic powers from the Revenant discipline.
Friendly YNNARI units within 6" of the Yncarne automatically pass Morale tests. In addition whenever a friendly YNNARI unit within 6" of the Yncarne loses a wound, roll a D6. On a 6 that wound is not lost
The Yncarne has a 4+ invul save.
When you set up the Yncarne, it can be set up in waiting rather than on the battlefield. if it is, each time a unit (friend or foe) is completely destroyed, you may immediately set up the Yncarne as close as possible to the position of that unit, more than 1" from all enemy models. The Yncarne may not charge in the turn it is set up in this manner.
Each time another AELDARI model is slain within 6" of the Yncarne, roll a D6, on a 4+ the Yncarne regains one lost wound
Each time a unit (friend or foe) is completely destroyed, you may immediately remove the Yncarne from the battlefield and set it up again as close as possible to the position of that unit, more than 1" from all enemy models. The Yncarne may not charge in the turn it is set up in this manner.
Melee
Melee
User
-4
D6
You can re-roll failed wound rolls for this weapon.
8"
2+
2+
3
3
5
5
9
3+
Each time another AELDARI model is slain within 6" of the Visarch, roll a D6, on a 4+, the Visarch immediately regains a lost wound. if that model was a CHARACTER, add 1 to the Visarch's Attacks characteristic for the rest of the battle.
Each time Yvraine loses a wound while the Visarch is within 3", you can choose for the Visarch to shield Yvraine, if you do, roll a D6. On a 2+ Yvraine does not suffer the wound, but the visarch suffers a mortal wound.
Units with the ability can embark onto any AELDARI TRANSPORT, even though the transport in question might normally only permit models with other Faction keywords to do so.
Re-roll hit rolls of 1 for attacks made with melee weapons by friendly YNNARI models while thier unit is within 6" of this model.
Melee
Melee
+2
-3
D3
Enemy units that suffer any unsaved wounds from this weapon subtract 1 from their Leadership until the end of the turn.
This model has a 4+ invulnerable save.
Whilst this Warlord is drawing strength from death, add 1 to their Attacks and Strength characteristics.
Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6" of this Warlord; subtract 2 instead if any enemy units have been destroyed as a result of an attack made by this Warlord this turn.
At the start of the battle round, this Warlord regains up to 1 lost wound. When this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.
When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 scores 1 additional hit.
Once per turn, when resolving an attack made by this Warlord, you can re-roll one hit roll or you can re-roll one wound roll. Whilst this Warlord is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.
6
18"
Select a visible enemy unit within 18" of the psyker and roll a D6. On a 1, the unit suffers a mortal wound. On a 2-5 that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.
5
18"
Select a friendly Ynnari unit within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll hit rolls of 1 for that unit.
5
18"
If manifested, Select one friendly ynnari infantry, or YNNARI BIKER unit within 18" of the psyker. One model in that unit regains d3 lost wounds. If no models in that unit have lost any wounds, but that unit has suffered one or more casualties, then 1 model is returned to that unit, in unit coherency, with 1 wound remaining.
6
18"
If manifested, select an enemy unit within 18" of the psyker. Until the start of your next psychic phase, you can re-roll wound rolls for attacks made with melee weapons by Ynnari models from your army that target that enemy unit.
6
6"
If manifested, roll 3d6 for each enemy unit within 6" of the psyker, For each roll of 6, the unit being rolled for suffers 1 mortal wound.
7
6"
Friendly ynnari units have a 5+ invulnerable save while they are within 6" of the psyker.
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.
Each time an enemy unit is destroyed by an attack made by the bearer, add 1 to the bearer's Move and Attacks characteristics for the remainder of the battle.
Melee
Melee
+3
-3
2
Each unmodified wound roll of 6 made for an attack with this weapon inflicts 1 mortal wound in addition to the normal damage.
Subtract 1 from hit rolls for attacks that target the bearer.
18"
Pistol 3
5
-1
1
Each time you make a wound roll of 6+ for this weapon, that attack is resolved with an AP of -3. Each time an attack made with this wapon slays an enemy model the target unit subtracts 1 from its Leadership characteristic until the end of the turn.
Once per game, instead of firing a weapon in the shooting phase, the bearer can throw the Soulsnare. If they do so, select one enemy unit within 6" of and visible to the bearer, and roll a d6. On a 1, nothing happens. On a 2-5, that enemy unit suffers D3 mortal wounds and the bearer regains the same number of lost wounds. On a 6, that enemy unit suffers D6 mortal wounds and the bearer regains all of their lost wounds.
All damage suffered by the bearer is halved (rounding up). In addition, roll one D6 each time this model loses a wound; on a 5+ that wound is not lost.
When this Warlord piles in or consolidates, they can move up to 6" instead of up to 3".