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Aeldari

The document outlines the rules and components for the Aeldari faction in a tabletop game, including army rules, detachment rules, stratagems, and enhancements. It details various aspects such as the Strands of Fate mechanic, the Battle Host detachment rules, and specific stratagems available for Aeldari units. Additionally, it provides updates on books and FAQs related to the Aeldari faction, ensuring players have the latest information for gameplay.

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Bradley Cade
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0% found this document useful (0 votes)
5K views1 page

Aeldari

The document outlines the rules and components for the Aeldari faction in a tabletop game, including army rules, detachment rules, stratagems, and enhancements. It details various aspects such as the Strands of Fate mechanic, the Battle Host detachment rules, and specific stratagems available for Aeldari units. Additionally, it provides updates on books and FAQs related to the Aeldari faction, ensuring players have the latest information for gameplay.

Uploaded by

Bradley Cade
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Aeldari [ No filter ]

Contents
Books
FAQ
Index: Aeldari
Army Rules
Strands of Fate
Battle Host
Detachment Rule
Unparalleled Foresight
Corsairs and Travelling Players
Ynnari
Stratagems
Enhancements
Armoured Warhost
Detachment Rule
Skilled Crews
Enhancements
Stratagems
Boarding Actions
Khaine’s Arrow
Mustering a Boarding Patrol
Rules Adaptations
Army Rule
Seers’ Guidance
Detachment Rule
Unerring Strike
Enhancements
Stratagems
Protector Host
Mustering a Boarding Patrol
Forming Boarding Squads
Rules Adaptations
Army Rule
Seers’ Guidance
Detachment Rule
Determined Defence
Enhancements
Stratagems
Wraiths of the Void
Mustering a Boarding Patrol
Rules Adaptations
Army Rule
Seers’ Guidance
Detachment Rule
Wraith-Marked
Enhancements
Stratagems
Star-dancer Masque
Mustering a Boarding Patrol
Forming Boarding Squads
Rules Adaptations
Army Rule
Seers’ Guidance
Detachment Rule
Faolchú’s Last Flight
Enhancements
Stratagems

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BOOKS
Book Kind Edition Version Last update
Aeldari
December
Index 10 2024
Munitorum Field Manual
Expansion 10 2.0 January 2025
Balance Dataslate
January
Rulebook 10 January 2025
2025
Grotmas Calendar: Aeldari - Armoured Warhost
Expansion 10 December 2024
Boarding Actions
Expansion 10 1.0 October 2024
Legends Field Manual
Expansion 10 1.9 October 2024
Legends: Aeldari
September
Datasheet 10 2024
Imperial Armour: Aeldari
September
Datasheet 10 2024

FAQ
INDEX: AELDARI
Can Wraithguard use their War Construct ability while
Q:
within Engagement Range of one or more enemy units?
A: No.

How do you place the Yncarne when using its Inevitable


Q:
Death ability?
Before removing the last model in the destroyed unit,
determine the centre point of that model’s position on the
battlefield. After removing that model, place the Yncarne
so that its own centre point on the battlefield aligns with
A: that destroyed model’s centre point as exactly as
possible. This means that the Yncarne will be positioned
directly over where that destroyed model was, with the
centre of its base as close as possible to the centre of the
destroyed model’s base.

Q: Can a Fate dice be used as part of a re-roll?


A: Yes.

Does ELDRAD ULTHRAN’s Diviner of Futures ability mean


Q: when you re-roll a Strands of Fate roll, the nine D6
become eight D6, then seven D6, etc.?
A: Yes.

If I re-roll a roll that used a Fate dice, do I get to use that


Q:
Fate dice in the re-roll (e.g. when re-rolling a Charge roll)?
A: No. Any contributed Fate dice are lost if re-rolled.

While YVRAINE is attached to a unit of KABALITE


Q: WARRIORS, can that unit embark within a DRUKHARI
TRANSPORT?
A: No.

While a SPIRITSEER is attached to a WRAITHLORD, does


Q:
that unit have the INFANTRY keyword?
A: Yes.

Which of these two rules happens first: Consolidate or the


Q:
War Construct ability?
Both happen after the unit has finished making its
A: attacks. The player whose turn it is determines the
sequencing.

When using THE YNCARNE’s Inevitable Death ability, is it


restricted by abilities that prevent Reserves from being
Q:
set up within a certain range (e.g. Space Marine
Infiltrators’ Omni-scramblers)?
Yes. However, THE YNCARNE can still be set up as close as
A: possible to where the destroyed model was (see
‘Repositioned Units’ in the Rules Commentary).

ARMY RULES
STRANDS OF FATE
If your Army Faction is AELDARI, at the start of the battle,
make a Strands of Fate roll by rolling six D6.

If you wish, you can then re-roll all of these dice, but if
you do, roll one less D6. You can continue re-rolling all of
the dice in this manner, rolling one less D6 each time you
do, until you are satisfied with the results rolled (or until
you only have a single D6 remaining).

When you are satisfied with the results rolled, those


remaining dice become your Fate dice for the battle.
ese results cannot be changed or re-rolled further,
unless a rule specifically states otherwise. Keep your Fate
dice to one side – this is your Fate dice pool.

Once per phase, before making a dice roll for a model or


unit from your army with the Strands of Fate ability, if
you have one or more dice in your Fate dice pool, you can
use one of those Fate dice. To do so, select one of those
Fate dice to substitute that dice roll. e dice that is being
substituted is not rolled; instead, the value of the selected
Fate dice is used as if it had been rolled (this counts as an
unmodified dice roll of that value for all rules purposes).
Each Fate dice can only be used in this way once. Aer
using a Fate dice, remove it from your Fate dice pool and
roll all remaining dice that are part of that dice roll (if
any). You can use Fate dice for any of the following types
of dice roll:
Advance roll
Battle-shock test
Charge roll
Damage roll
Hit roll
Saving throw
Wound roll

···

BATTLE HOST
DETACHMENT RULE
If your Army Faction is AELDARI, you can use this Battle
Host Detachment rule.

UNPARALLELED FORESIGHT
Each time an AELDARI unit from your army is selected to
shoot or fight, you can re-roll one Hit roll and you can re-
roll one Wound roll when resolving those attacks.

CORSAIRS AND TRAVELLING PLAYERS


If your Army Faction is DRUKHARI, you can include
HARLEQUINS and ANHRATHE units in your army, even
though they do not have the DRUKHARI Faction
keyword. e combined points value of HARLEQUINS
and/or ANHRATHE units you can include in your
army depends on the battle size, as follows:
Incursion: Up to 250 pts
Strike Force: Up to 500 pts
Onslaught: Up to 750 pts
No HARLEQUINS or ANHRATHE models included in
your army in this way can be your WARLORD, and
they cannot be given Enhancements.

YNNARI
If your Army Faction is AELDARI and your WARLORD
is YVRAINE, you can include DRUKHARI units in your
army, even though they do not have the AELDARI
Faction keyword. e combined points value of such
units you can include in your army depends on the
battle size, as follows:
Incursion: Up to 500 pts
Strike Force: Up to 1000 pts
Onslaught: Up to 1500 pts
No DRUKHARI models included in your army in this
way can be given Enhancements. You cannot include
units with any of the following keywords in your
army using these rules: PHOENIX LORDS; AVATAR OF
KHAINE; SOLITAIRE; HAEMONCULUS COVENS.

STRATAGEMS
If you are using the Battle Host Detachment rule, you can
use these Battle Host Stratagems.

BLADESTORM
BATTLE HOST – STRATEGIC PLOY STRATAGEM

WHEN: Your Shooting phase.


1CP
TARGET: One AELDARI unit from your army that
has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time a


model in your unit makes an attack, on a Critical
Wound, improve the Armour Penetration
characteristic of that attack by 2.

LIGHTNING-FAST REACTIONS
BATTLE HOST – BATTLE TACTIC STRATAGEM

WHEN: Your opponent’s Shooting phase or the


1CP Fight phase, just after an enemy unit has selected
its targets.

TARGET: One AELDARI unit from your army


(excluding WRAITH CONSTRUCT units) that was
selected as the target of one or more of the
attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an


attack targets your unit, subtract 1 from the Hit
roll.

MATCHLESS AGILITY
BATTLE HOST – BATTLE TACTIC STRATAGEM

WHEN: Your Movement phase.


1CP
TARGET: One AELDARI unit from your army that
has not been selected to move this phase.

EFFECT: Until the end of the phase, if your unit


Advances, do not make an Advance roll for it.
Instead, until the end of the phase, add 6" to the
Move characteristic of models in your unit.

PHANTASM
BATTLE HOST – STRATEGIC PLOY STRATAGEM

WHEN: End of your opponent’s Movement phase.


1CP
TARGET: One AELDARI INFANTRY unit from your
army.

EFFECT: Your unit can make a Normal move of up


to D6". It cannot embark within a TRANSPORT at
the end of this move.

RESTRICTIONS: You cannot select a unit within


Engagement Range of one or more enemy units,
and until the end of the turn, you cannot target
that unit with the Heroic Intervention Stratagem.

FEIGNED RETREAT
BATTLE HOST – STRATEGIC PLOY STRATAGEM

WHEN: Your Movement phase, just after an


1CP AELDARI unit from your army makes a Fall Back
move.

TARGET: That AELDARI unit.

EFFECT: Your unit is eligible to shoot and declare a


charge this turn even though it Fell Back.

FIRE AND FADE


BATTLE HOST – STRATEGIC PLOY STRATAGEM

WHEN: End of your Shooting phase.


2CP
TARGET: One AELDARI unit from your army.

EFFECT: Your unit can make a Normal move. It


cannot embark within a TRANSPORT at the end of
this move.

RESTRICTIONS: You cannot select an AIRCRAFT


unit or a unit within Engagement Range of one or
more enemy units, and until the end of the turn,
the unit you selected is not eligible to declare a
charge.

ENHANCEMENTS
If you are using the Battle Host Detachment rule, you can
use these Battle Host Enhancements.

. . . . Phoenix
The . . . . . . . .Gem
. . . . . . . . . . . . . . . . . . . . . .35
. . .pts
.....
AELDARI model only. e first time the bearer is
destroyed, roll one D6: on a 2+, keep it to one side. At
the end of the phase, set the bearer back up again, as
close as possible to its previous position and not within
Engagement Range of any enemy models, with its full
wounds remaining.

. . . . Weeping
The . . . . . . . . .Stones
. . . . . . . . . . . . . . . . . . . . .15
. . .pts
.....
AELDARI model only. Each time the bearer’s unit destroys
an enemy unit, roll one D6 and add it to your Fate dice
pool displaying the result you just rolled.

. . . . . . . .of. .the
Reader . . . Runes
. . . . . . . . . . . . . . . . . . . . .20
. . .pts
.....
AELDARI PSYKER model only. In your Command phase,
you can select one dice in your Fate dice pool, re-roll it,
then add it back to your Fate dice pool displaying the
result you just rolled.

. . . . . . .Messenger
Fate’s . . . . . . . . . . . . . . . . . . . . . . . . . . .15
. . .pts
.....
AELDARI model only. Once per turn, just aer making a
Hit roll, a Wound roll or a saving throw for the bearer,
you can treat the result as an unmodified roll of 6
instead.

ARMOURED WARHOST
DETACHMENT RULE
SKILLED CREWS
Ranged weapons equipped by AELDARI VEHICLE models
from your army have the [ASSAULT] ability and you can
re-roll Advance rolls made for AELDARI VEHICLE FLY units
from your army.

ENHANCEMENTS
. . . . . . . .Presence
Guiding . . . . . . . . . . . . . . . . . . . . . . . . . .25
. . .pts
.....
AELDARI PSYKER model only. At the start of your
Shooting phase, select one friendly AELDARI VEHICLE
model within 9" of the bearer. Until the end of the
phase, each time that model makes an attack, add 1 to
the Hit roll.

. . . . . . . . . . . . . . .Matrix
Harmonisation . . . . . . . . . . . . . . . . . . .30
. . .pts
.....
AELDARI model only. In your Command phase, if the
bearer (or any TRANSPORT it is embarked within) is
within range of an objective marker you control, roll
one D6: on a 3+, you gain 1CP.

. . . . . .Stone
Spirit . . . . . .of. .Raelyth
. . . . . . . . . . . . . . . . . . . .20
. . .pts
.....
AELDARI PSYKER model only. While the bearer is within
3" of one or more friendly AELDARI VEHICLE units, the
bearer has the Lone Operative ability. In your
Command phase, you can select one friendly AELDARI
VEHICLE model within 3" of the bearer. at model
regains up to D3 lost wounds.

. . . . . . . .Strategist
Guileful . . . . . . . . . . . . . . . . . . . . . . . . . .15
. . .pts
.....
AELDARI model only. If your army includes the bearer,
aer both players have deployed their armies, select up
to three AELDARI VEHICLE units from your army and
redeploy them. When doing so, any of those units can
be placed into Strategic Reserves, regardless of how
many units are already in Strategic Reserves.

STRATAGEMS
LAYERED WARDS
ARMOURED WARHOST – STRATEGIC PLOY STRATAGEM

WHEN: Any phase, just after a mortal wound is


1CP allocated to an AELDARI VEHICLE unit from your
army.

TARGET: That AELDARI VEHICLE unit.

EFFECT: Until the end of the phase, models in your


unit have the Feel No Pain 5+ ability against mortal
wounds.

SWIFT DEPLOYMENT
ARMOURED WARHOST – STRATEGIC PLOY STRATAGEM

WHEN: Your Movement phase.


1CP
TARGET: One AELDARI TRANSPORT unit from your
army.

EFFECT: Until the end of the phase, units can


disembark from your TRANSPORT after it has
Advanced. Units that do so count as having made a
Normal move that phase, and cannot declare a
charge in the same turn, but can otherwise act
normally.

VECTORED ENGINES
ARMOURED WARHOST – STRATEGIC PLOY STRATAGEM

WHEN: Your Movement phase, just after an


1CP AELDARI VEHICLE unit from your army that can
FLY Falls Back.
TARGET: That AELDARI FLY VEHICLE unit.

EFFECT: Until the end of the phase, your unit is


eligible to shoot in a turn in which it Fell Back.

CLOUDSTRIKE
ARMOURED WARHOST – STRATEGIC PLOY STRATAGEM

WHEN: Start of the Reinforcements step of your


1CP Movement phase.

TARGET: One AELDARI VEHICLE unit from your


army that can FLY and is in Strategic Reserves.

EFFECT: Until the end of the phase, your unit has


the Deep Strike ability. When your unit is set up on
the battlefield using the Deep Strike ability, it can
be set up anywhere on the battlefield that is more
than 6" horizontally away from all enemy units,
but if it does, until the end of the turn, it is not
eligible to declare a charge. In addition, if your unit
is a TRANSPORT, each unit that disembarks from it
this turn must be set up more than 6" horizontally
from all enemy units and until the end of the turn,
is not eligible to declare a charge.

SOULSIGHT
ARMOURED WARHOST – STRATEGIC PLOY STRATAGEM

WHEN: Your Shooting phase.


1CP
TARGET: One AELDARI VEHICLE unit from your
army that has not been selected to shoot this
phase.

EFFECT: Until the end of the phase, each time your


unit is selected to shoot, you can re-roll one Hit
roll, one Wound roll and one Damage roll made for
a model in your unit. If you are using fast dice
rolling, you can select one of those rolls to re-roll
before moving onto the next step of the attack
sequence.

ANTI-GRAV REPULSION
ARMOURED WARHOST – STRATEGIC PLOY STRATAGEM

WHEN: Your opponent’s Charge phase, just after an


1CP enemy unit has declared a charge.

TARGET: One AELDARI VEHICLE unit from your


army that can FLY and was selected as a target of
that charge.

EFFECT: Until the end of the phase, subtract 2 from


Charge rolls made for that enemy unit.

BOARDING ACTIONS
INTRODUCTION
Within the following pages you will find numerous
Boarding Actions Detachments that can be used in
your Boarding Actions games. Each lists which units
you can include in your army, any modifications to
those units’ army rule as presented in their Codex or
Index, a Detachment rule unique to that Detachment,
and a number of Enhancements and Stratagems that
you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS


Any additional rules that will apply in the missions Form
Boarding Squads step. Note that not all Detachments will
have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in
Boarding Actions battles. Where this is the case, these
units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in
Boarding Actions, most army rules require some
modifications to their effects. Where this is the case, these
will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments
to choose from, each with its own Detachment rule to
reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER
models from your army, beyond those(Boarding Actions
Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to
those (Boarding Actions Stratagems), will be found here.

KHAINE’S ARROW
Honed to a single, perfect point, the Aeldari Aspect
Warriors streak across the void of space aboard
Vampire Raiders before plunging deep into the heart of
the enemy ship. Perhaps they strike the bridge. Maybe
they pierce the defences of the enginarium. Wherever
they hit home, they bring doom to the foe.

MUSTERING A BOARDING PATROL


You can include up to one of the following units:
ASURMEN*
AUTARCH
AUTARCH WAYLEAPER
BAHARROTH*
ELDRAD ULTHRAN
FARSEER
FUEGAN*
JAIN ZAR*
KARANDRAS*
MAUGAN RA*
*You can only include a PHOENIX LORD model if you also
include one of the units it can normally be attached to.

You can include up to one of the following units:


WARLOCK
WARLOCK CONCLAVE (2 or 4 models)
You can include up to one of each of the following units:
DIRE AVENGERS (5 or 10 models)
FIRE DRAGONS (5 or 10 models)
HOWLING BANSHEES (5 or 10 models)
STRIKING SCORPIONS (5 or 10 models)
You can include up to one of the following units:
SWOOPING HAWKS (5 or 10 models)
WARP SPIDERS (5 models)

RULES ADAPTATIONS
e ASURMEN model loses the Tactical Acumen
ability.
e AUTARCH WAYLEAPER model loses the Deep
Strike ability.
e BAHARROTH model loses the Cloudstrider and
Deep Strike abilities.
e ELDRAD ULTHRAN model loses the Diviner of
Futures ability.
e FARSEER model loses the Branching Fates ability.
e JAIN ZAR model loses the Whirling Death ability.
e SWOOPING HAWKS unit loses the Skyleap and
Deep Strike abilities.
e WARP SPIDERS unit loses the Flickerjump ability.
e WARLOCK CONCLAVE unit loses the Protect ability.

ARMY RULE
Seers’
X Guidance
Units from your army with the Strands of Fate ability
replace that ability with this one.
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