Armeeliste How to play Ynnari

JackStreicher

Testspieler
17 November 2010
130
1
6.976
Hallo!
Wie der Titel sagt habe ich derzeit keine Ahnung, wie ich Ynnari effektiv spielen kann.
Könntet ihr mir da weiterhelfen?

Meine Modellauswahl besteht derzeit aus:
- 10 incubi (meine Lieblingseinheit)
- Drazhar
- 3 Archons
- Die Triumvirate
- 2 Eldar Farseer
- 3 Raider
- 3 Ravager
- 2 Venoms
- 15 Hellions
- 6 Reaver (Drukhari Jetbikes)
- 20 Kabale Krieger
- 16 Wyches
- 1 Succubus
- 2x Razorwing Jetfighter
- 1x Talos (irrelevant)
- 1x Haemunculus (irrelevant)

Ich möchte vorerst ungern sonderlich viel dazukaufen auch, wenn ich glaube, dass ich definitiv noch mehr Eldar (oder Harlequins) brauchen werde. Interesse hätte ich da an Wraithguards und vllt. einem Wraithseer.
Ich weiß nicht so recht was ich mit der sehr begrenzten Auswahl von Strategems anfangen soll (und der Yncarne ist auch verdammt schwer zu nutzen).

Edit: Wir spielen i.d.R. 1500 und 2000 pkt spiele.

LG
Jack
 

Makari

Hintergrundstalker
26 April 2008
1.112
241
10.571
Generell haben Ynnari das Problem, in einer Fernkampf-Edition eigentlich nur NK-Buffs zu verteilen. Das macht sie etwas schwer spielbar. Gerade Craftworlds profitieren eher gar nicht davon, man verliert einfach zu viel. Der Tausch von 2 guten Psilehren gegen eine schlechte, der Verlust der Stratageme und dann noch das Eldar-Codexproblem, dass keine wirklich guten NK-Einheiten vorhanden sind... Wraithconstructe habe ich als Ynnari noch nicht ausprobiert, vermute aber, dass die mehr vom dem Specialdetachment aus den Vigilusbüchern profitieren würden als von ynnari...
DE bekommen hingegen einige ganz nette Boni. Dadurch, dass sowohl Wych Cult als auch Kabale zu Reborn Drukharii werden, bufft der Archon auf einmal auch Wyches im NK, gleichzeitig hat er miot dem Ynnari-Schwert eine gute NK-Waffe zur Auswahl, und die Traits sind auch nicht schlecht. Mit Warden of Souls sind da z.B. 6 attacken S7 mit 1 Reroll, -3 AP 2 Schaden und Chance auf MW drin, und das an einem Modell, was dank Schattenfeld doch einigermaßen stabil ist. Außerdem kann man über Yvraine oder den yncarne ein bisschen Psi in die Liste bringen. Mit Incubi habe ich leider keine ERfahrung, mich würde abschrecken, dass sie ein Stratagem brauchen, um SoD zu nutzen, aber die Modell sind klasse, also ruhig mal ausprobieren.
Was mMn ganz gut funktioniert, sind Verbündete Ynnari-Harlequins. Der Visarch gibt ihnen den (sonst nur über 2CP-Stratagem) erreichbaren 1er Reroll im NK, zusammen mit dem Wunden wiederholen des Masters kommt da schon was rum. Gerade größere Trupps können mit 2+ treffen mit 1er Reroll und Verwundung wiederholen schon gut austeilen - das Problem ist wieder, überhaupt in den NK zu kommen, das liegt aber an der 8. Edition an sich. Ich finde SoD auch nicht unbedingt schlechter als viele der Masken-Regeln. Man verliert halt einige gute Stratagem (wobei Ynnari mit dem "Wiederbeleber" auch was nettes haben, gerade für die doch Characterlastigen Clowns). Ich persönlich hänge dann noch ein kleines Harlequin-Elite-Detachment mit Solitair, 2 Jestern und einem Shadowseer an, weil ich den Soli einfach mag, stattdessen hättest Du wohl eher die Incubi drinnen...

Insgesamt ist das ganze auf Fluff-Niveau ganz gut zu spielen und kann auch mal gewinnen, gegen härtere Listen wird es aber doch sehr schwer - fragile Nahkämpfer haben in der Edition einfach keine guten Karten.
 

JackStreicher

Testspieler
17 November 2010
130
1
6.976
Generell haben Ynnari das Problem, in einer Fernkampf-Edition eigentlich nur NK-Buffs zu verteilen. Das macht sie etwas schwer spielbar. Gerade Craftworlds profitieren eher gar nicht davon, man verliert einfach zu viel. Der Tausch von 2 guten Psilehren gegen eine schlechte, der Verlust der Stratageme und dann noch das Eldar-Codexproblem, dass keine wirklich guten NK-Einheiten vorhanden sind... Wraithconstructe habe ich als Ynnari noch nicht ausprobiert, vermute aber, dass die mehr vom dem Specialdetachment aus den Vigilusbüchern profitieren würden als von ynnari...
DE bekommen hingegen einige ganz nette Boni. Dadurch, dass sowohl Wych Cult als auch Kabale zu Reborn Drukharii werden, bufft der Archon auf einmal auch Wyches im NK, gleichzeitig hat er miot dem Ynnari-Schwert eine gute NK-Waffe zur Auswahl, und die Traits sind auch nicht schlecht. Mit Warden of Souls sind da z.B. 6 attacken S7 mit 1 Reroll, -3 AP 2 Schaden und Chance auf MW drin, und das an einem Modell, was dank Schattenfeld doch einigermaßen stabil ist. Außerdem kann man über Yvraine oder den yncarne ein bisschen Psi in die Liste bringen. Mit Incubi habe ich leider keine ERfahrung, mich würde abschrecken, dass sie ein Stratagem brauchen, um SoD zu nutzen, aber die Modell sind klasse, also ruhig mal ausprobieren.
Was mMn ganz gut funktioniert, sind Verbündete Ynnari-Harlequins. Der Visarch gibt ihnen den (sonst nur über 2CP-Stratagem) erreichbaren 1er Reroll im NK, zusammen mit dem Wunden wiederholen des Masters kommt da schon was rum. Gerade größere Trupps können mit 2+ treffen mit 1er Reroll und Verwundung wiederholen schon gut austeilen - das Problem ist wieder, überhaupt in den NK zu kommen, das liegt aber an der 8. Edition an sich. Ich finde SoD auch nicht unbedingt schlechter als viele der Masken-Regeln. Man verliert halt einige gute Stratagem (wobei Ynnari mit dem "Wiederbeleber" auch was nettes haben, gerade für die doch Characterlastigen Clowns). Ich persönlich hänge dann noch ein kleines Harlequin-Elite-Detachment mit Solitair, 2 Jestern und einem Shadowseer an, weil ich den Soli einfach mag, stattdessen hättest Du wohl eher die Incubi drinnen...

Insgesamt ist das ganze auf Fluff-Niveau ganz gut zu spielen und kann auch mal gewinnen, gegen härtere Listen wird es aber doch sehr schwer - fragile Nahkämpfer haben in der Edition einfach keine guten Karten.


Vielen Dank für die Antwort! =)
 

Makari

Hintergrundstalker
26 April 2008
1.112
241
10.571
Habe sogar noch eine Beispielliste gefunden, die ich ein paar mal bei Freundschaftsspielen eingesetzt habe:

Gesamtpunkte der Armee : 2000Powerlevel der Armee : 126


Kommandopunkte der Armee : 14 - 1 (zus. Ynnari-WL-Trait) -3 (Ynnari-relics) -1 (Harlequin-Relic)= 9


Battalion Detachment:
Reborn Harlequins:
- 870 Punkte (PL 54)
*************** 3 HQ ***************
The Visarch - - - > 80 Punkte (PL 7)


Troupe Master
+ Fusion pistol, Harlequin's caress -> 14 Pkt. - - - > 84 Punkte (PL 4)
- The Lost Shroud (5+++, 1/2 Damage)


Shadowseer
+ Shuriken pistol, Miststave -> 0 Pkt. - - - > 125 Punkte (PL 7)
- Mirrorgaze (-1 to Hit); Word of the Phoenix, Ancestors Graze, Smite


*************** 3 Standard ***************
5 Troupe, 5 x Fusion pistol, 5 x Harlequin's blade - - - > 100 Punkte (PL 7)


5 Troupe, 5 x Shuriken pistol, 1 x Harlequin's blade, 1 x Harlequin's embrace, 1 x Harlequin's kiss, 2 x Harlequin's caress - - - > 92 Punkte (PL 7)


5 Troupe, 5 x Shuriken pistol, 1 x Harlequin's blade, 1 x Harlequin's embrace, 1 x Harlequin's kiss, 2 x Harlequin's caress - - - > 92 Punkte (PL 7)


*************** 3 Transporter ***************
Starweaver - - - > 99 Punkte (PL 5)


Starweaver - - - > 99 Punkte (PL 5)


Starweaver - - - > 99 Punkte (PL 5)


Battalion Detachment:
AELDARI:
- 817 Punkte (PL 53)
*************** 2 HQ ***************
The Yncarne - - - > 280 Punkte (PL 17) - Unbind Soul, Gaze of Ynnead, Smite


Archon
+ Splinter pistol, Hungering Blade -> 4 Pkt. - - - > 74 Punkte (PL 4)


*************** 3 Standard ***************
8 Wyches, 1 x Shardnet and impaler - +1 S
+ , Power sword -> 4 Pkt. - - - > 73 Punkte (PL 6)


5 Kabalite Warriors
+ , Splinter rifle -> 0 Pkt. - - - > 30 Punkte (PL 2)


5 Kabalite Warriors
+ , Splinter rifle -> 0 Pkt. - - - > 30 Punkte (PL 2)


*************** 2 Unterstützung ***************
Ravager, 3 x Disintegrator cannon - - - > 125 Punkte (PL 8)


Ravager, 3 x Disintegrator cannon - - - > 125 Punkte (PL 8)


*************** 1 Transporter ***************
Raider, Disintegrator cannon - - - > 80 Punkte (PL 6)


Vanguard Detachment:
Veiled Path (2 Würfel in NK, TW von niedrigerem Wurf verfehlen):


(Hauptkontingent) - 313 Punkte (PL 19)
*************** 1 HQ ***************
Shadowseer
+ Shuriken pistol, Mirrorstave -> 0 Pkt. - - - > 125 Punkte (PL 7)


*************** 3 Elite ***************
Death Jester
+ Shrieker cannon -> 0 Pkt. - - - > 45 Punkte (PL 3)
- WL: Player of Twilight (1 Reroll im Spiel, CP für Stratageme zurück, wenn Kosten in CP gewürfelt wurden)


Death Jester
+ Shrieker cannon -> 0 Pkt. - - - > 45 Punkte (PL 3)


Solitaire
+ Harlequin's caress, Cegorachs Rose -> 14 Pkt. - - - > 98 Punkte (PL 6)
 

JackStreicher

Testspieler
17 November 2010
130
1
6.976
Klingt gut! Wobei ich mir dafür echt vieel Harlequins kaufen müsste.

Mein erster Entwurf sieht so aus (ohne Relikte, Psi oder General):
Ynnari double Battallion (Warhammer 40,000 8th Edition) [111 PL, 2,000pts, 14CP]


  • Battalion Detachment +5CP (Aeldari - Drukhari) [32 PL, 625pts, 8CP]

    Rules: Poisoned Weapon
    • No Force Org Slot [8CP]
      • Battle-forged CP [3CP]

        Categories: No Force Org Slot
      • Detachment CP [5CP]

        Categories: No Force Org Slot
      • Detachment Type

        Selections: Ynnari Detachment
        Categories: No Force Org Slot
    • HQ [18 PL, 330pts]
      • Succubus [4 PL, 50pts]

        Selections: Archite Glaive, Splinter pistol
        Categories: HQ, Character, Faction: Aeldari, Faction: Drukhari, Infantry, Succubus, Faction: Ynnari, Faction: Reborn Drukhari
        Rules: Combat Drugs, Power from Pain, Strength from Death
        Abilities: Brides of Death, Lightning Dodge, No Escape, Unit: Succubus, Weapon: Archite glaive, Splinter pistol

        AbilitiesDescription
        Brides of DeathIn the Fight phase you can re-roll all hit rolls of 1 made for friendly <WYCH CULT> units that are within 6" of this model.
        Lightning DodgeThis unit has a 4+ invulnerable save.
        No EscapeRoll off if an enemy INFANTRY unit within 1" of any models with this ability wishes to Fall Back. The enemy unit can only Fall Back if the player commanding it wins the roll-off.
        UnitMWSBSSTWALdSave
        Succubus8"2+2+335486+
        WeaponRangeTypeSAPDAbilities
        Archite glaiveMeleeMelee+2-31When attacking with this weapon, you must subtract 1 from the hit roll.
        Splinter pistol12"Pistol 1*01Poisoned Weapon (pg 87)
      • The Yncarne [14 PL, 280pts]

        Categories: Character, Faction: Aeldari, Faction: Ynnari, HQ, Psyker, Monster, Daemon, Fly, The Yncarne
        Rules: Strength from Death
        Abilities: Avatar of Ynnead, Daemonic Avatar, Inevitable Death, Summoned by Death, Ynnead Stirs, Psychic Power: Smite, Psyker: Psyker, Unit: The Yncarne, Weapon: Vilith-zhar, the Sword of Souls

        AbilitiesDescription
        Avatar of YnneadEach time another AELDARI model is slain within 6" of the Yncarne, roll a D6, on a 4+ the Yncarne regains one lost wound
        Daemonic AvatarThe Yncarne has a 4+ invul save.
        Inevitable DeathWhen 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.
        Summoned by DeathEach 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.
        Ynnead StirsFriendly 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
        Psychic PowerWarp ChargeRangeDetails
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOther
        Psyker212 - RevenantThe 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.
        UnitMWSBSSTWALdSave
        The Yncarne8"2+2+669693+
        WeaponRangeTypeSAPDAbilities
        Vilith-zhar, the Sword of SoulsMeleeMeleeUser-4D6You can re-roll failed wound rolls for this weapon.
    • Troops [6 PL, 135pts]
      • Wyches [2 PL, 45pts]

        Categories: Troops, Faction: Aeldari, Faction: Drukhari, Infantry, Wyches, Faction: Ynnari, Faction: Reborn Drukhari
        Rules: Combat Drugs, Power from Pain, Reclaim the Galaxy, Strength from Death, Vanguard of the Dark City
        Abilities: Dodge, No Escape, Weapon: Plasma Grenade
        • Hekatrix [8pts]

          Selections: Hekatarii blade, Splinter pistol
          Unit: Hekatrix, Weapon: Hekatarii blade, Splinter pistol
        • 3x Wych [24pts]

          Unit: Wych, Weapon: Hekatarii blade, Splinter pistol
        • Wych with Wych Weapon [13pts]

          Selections: Shardnet and impaler [5pts]
          Weapon: Shardnet and impaler

        AbilitiesDescription
        DodgeModels in this unit have a 6+ invulnerable save, which is increased to a 4+ invulnerable save in the Fight phase.
        No EscapeRoll off if an enemy INFANTRY unit within 1" of any models with this ability wishes to Fall Back. The enemy unit can only Fall Back if the player commanding it wins the roll-off.
        UnitMWSBSSTWALdSave
        Hekatrix8"3+3+331386+
        Wych8"3+3+331276+
        WeaponRangeTypeSAPDAbilities
        Hekatarii bladeMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Plasma Grenade6"Grenade D64-11-
        Shardnet and impalerMeleeMeleeUser-12Each time the bearer fights, it can make 1 additional attack with this weapon. If an INFANTRY unit is affected by the No Escape ability whilst it is within 3" of an enemy model armed with this weapon, the unit’s controlling player rolls a D3 instead of a D6 when making the roll-off
        Splinter pistol12"Pistol 1*01Poisoned Weapon (pg 87)
      • Wyches [2 PL, 45pts]

        Categories: Troops, Faction: Aeldari, Faction: Drukhari, Infantry, Wyches, Faction: Ynnari, Faction: Reborn Drukhari
        Rules: Combat Drugs, Power from Pain, Reclaim the Galaxy, Strength from Death, Vanguard of the Dark City
        Abilities: Dodge, No Escape, Weapon: Plasma Grenade
        • Hekatrix [8pts]

          Selections: Hekatarii blade, Splinter pistol
          Unit: Hekatrix, Weapon: Hekatarii blade, Splinter pistol
        • 3x Wych [24pts]

          Unit: Wych, Weapon: Hekatarii blade, Splinter pistol
        • Wych with Wych Weapon [13pts]

          Selections: Shardnet and impaler [5pts]
          Weapon: Shardnet and impaler

        AbilitiesDescription
        DodgeModels in this unit have a 6+ invulnerable save, which is increased to a 4+ invulnerable save in the Fight phase.
        No EscapeRoll off if an enemy INFANTRY unit within 1" of any models with this ability wishes to Fall Back. The enemy unit can only Fall Back if the player commanding it wins the roll-off.
        UnitMWSBSSTWALdSave
        Hekatrix8"3+3+331386+
        Wych8"3+3+331276+
        WeaponRangeTypeSAPDAbilities
        Hekatarii bladeMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Plasma Grenade6"Grenade D64-11-
        Shardnet and impalerMeleeMeleeUser-12Each time the bearer fights, it can make 1 additional attack with this weapon. If an INFANTRY unit is affected by the No Escape ability whilst it is within 3" of an enemy model armed with this weapon, the unit’s controlling player rolls a D3 instead of a D6 when making the roll-off
        Splinter pistol12"Pistol 1*01Poisoned Weapon (pg 87)
      • Wyches [2 PL, 45pts]

        Categories: Troops, Faction: Aeldari, Faction: Drukhari, Infantry, Wyches, Faction: Ynnari, Faction: Reborn Drukhari
        Rules: Combat Drugs, Power from Pain, Reclaim the Galaxy, Strength from Death, Vanguard of the Dark City
        Abilities: Dodge, No Escape, Weapon: Plasma Grenade
        • Hekatrix [8pts]

          Selections: Hekatarii blade, Splinter pistol
          Unit: Hekatrix, Weapon: Hekatarii blade, Splinter pistol
        • 3x Wych [24pts]

          Unit: Wych, Weapon: Hekatarii blade, Splinter pistol
        • Wych with Wych Weapon [13pts]

          Selections: Shardnet and impaler [5pts]
          Weapon: Shardnet and impaler

        AbilitiesDescription
        DodgeModels in this unit have a 6+ invulnerable save, which is increased to a 4+ invulnerable save in the Fight phase.
        No EscapeRoll off if an enemy INFANTRY unit within 1" of any models with this ability wishes to Fall Back. The enemy unit can only Fall Back if the player commanding it wins the roll-off.
        UnitMWSBSSTWALdSave
        Hekatrix8"3+3+331386+
        Wych8"3+3+331276+
        WeaponRangeTypeSAPDAbilities
        Hekatarii bladeMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Plasma Grenade6"Grenade D64-11-
        Shardnet and impalerMeleeMeleeUser-12Each time the bearer fights, it can make 1 additional attack with this weapon. If an INFANTRY unit is affected by the No Escape ability whilst it is within 3" of an enemy model armed with this weapon, the unit’s controlling player rolls a D3 instead of a D6 when making the roll-off
        Splinter pistol12"Pistol 1*01Poisoned Weapon (pg 87)
    • Elites [8 PL, 160pts]
      • Incubi [4 PL, 80pts]

        Categories: Elites, Faction: Drukhari, Faction: Aeldari, Infantry, Faction: Incubi
        Rules: Power from Pain
        Abilities: Lethal Precision, Tormentors
        • 4x Incubi [64pts]

          Unit: Incubi, Weapon: Klaive
        • Klaivex [16pts]

          Selections: Demiklaives
          Abilities: Lethal Precision, Unit: Klaivex, Weapon: Demiklaives - Dual blades, Demiklaives - Single blade

        AbilitiesDescription
        Lethal PrecisionWhen resolving an attack made with a melee weapon by a model in this unit, on an unmodified wound roll of 6 add 2 to the Damage characteristic of that weapon for that attack.
        TormentorsWhen a Morale test is taken for an enemy unit within 6" of any INCUBI units from your army, and the result of that Morale test is equal to the highest Leadership characteristic in that enemy unit, the test is failed and one model flees that enemy unit.
        UnitMWSBSSTWALdSave
        Incubi7"3+3+331383+
        Klaivex7"2+3+332493+
        WeaponRangeTypeSAPDAbilities
        Demiklaives - Dual bladesMeleeMeleeUser-21A model attacking with dual blades can make 2 additional attacks with them each time it fights.
        Demiklaives - Single bladeMeleeMelee+1-31-
        KlaiveMeleeMelee+1-31-
      • Incubi [4 PL, 80pts]

        Categories: Elites, Faction: Drukhari, Faction: Aeldari, Infantry, Faction: Incubi
        Rules: Power from Pain
        Abilities: Lethal Precision, Tormentors
        • 4x Incubi [64pts]

          Unit: Incubi, Weapon: Klaive
        • Klaivex [16pts]

          Selections: Demiklaives
          Abilities: Lethal Precision, Unit: Klaivex, Weapon: Demiklaives - Dual blades, Demiklaives - Single blade

        AbilitiesDescription
        Lethal PrecisionWhen resolving an attack made with a melee weapon by a model in this unit, on an unmodified wound roll of 6 add 2 to the Damage characteristic of that weapon for that attack.
        TormentorsWhen a Morale test is taken for an enemy unit within 6" of any INCUBI units from your army, and the result of that Morale test is equal to the highest Leadership characteristic in that enemy unit, the test is failed and one model flees that enemy unit.
        UnitMWSBSSTWALdSave
        Incubi7"3+3+331383+
        Klaivex7"2+3+332493+
        WeaponRangeTypeSAPDAbilities
        Demiklaives - Dual bladesMeleeMeleeUser-21A model attacking with dual blades can make 2 additional attacks with them each time it fights.
        Demiklaives - Single bladeMeleeMelee+1-31-
        KlaiveMeleeMelee+1-31-
  • Battalion Detachment +5CP (Aeldari - Drukhari) [18 PL, 315pts, 5CP]

    Rules: Poisoned Weapon
    • No Force Org Slot [5CP]
      • Detachment CP [5CP]

        Categories: No Force Org Slot
      • Detachment Type

        Selections: Ynnari Detachment
        Categories: No Force Org Slot
    • HQ [12 PL, 225pts]
      • Farseer [6 PL, 110pts]

        Selections: 0. Smite, Shuriken Pistol, Witchblade
        Categories: Faction: Aeldari, Character, Farseer, HQ, Infantry, Psyker, Faction: Warhost
        Abilities: Ancient Doom, Battle Focus, Ghosthelm, Rune Armour, Runes of the Farseer, Psychic Power: Smite, Psyker: Psyker (Farseer), Unit: Farseer, Weapon: Shuriken pistol, Witchblade

        AbilitiesDescription
        Ancient DoomYou 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.
        Battle FocusIf this unit moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the unit had remained stationary.
        GhosthelmRoll 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.
        Rune ArmourThis model has a 4+ invulnerable save.
        Runes of the FarseerOnce 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.
        Psychic PowerWarp ChargeRangeDetails
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOther
        Psyker (Farseer)222 powers from Runes of Fate and one from Runes of Fortune
        UnitMWSBSSTWALdSave
        Farseer7"2+2+335296+
        WeaponRangeTypeSAPDAbilities
        Shuriken pistol12"Pistol 1401Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0.
        WitchbladeMeleeMeleeUser0D3This weapon always wounds on a roll of 2+
      • Yvraine [6 PL, 115pts]

        Categories: Character, Faction: Aeldari, Faction: Ynnari, HQ, Infantry, Psyker, Yvraine
        Rules: Strength from Death
        Abilities: Favoured of Ynnead, Grinx Familiar, Herald of Ynnead, Revered Figurehead, Runesuit, Psychic Power: Smite, Psyker: Psyker, Unit: Yvraine, Weapon: Kha-vir, the Sword of Sorrows.

        AbilitiesDescription
        Favoured of YnneadWhen this Warlord piles in or consolidates, they can move up to 6" instead of up to 3".
        Grinx FamiliarYou can add 1 to all of Yvraine's Psychic tests and Deny the Witch tests.
        Herald of YnneadEach 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.
        Revered FigureheadUnits 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.
        RunesuitYvraine has a 4+ invul save.
        Psychic PowerWarp ChargeRangeDetails
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        PsykerCastDenyPowers KnownOther
        Psyker212 - RevenantYvraine 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.
        UnitMWSBSSTWALdSave
        Yvraine8"2+2+335496+
        WeaponRangeTypeSAPDAbilities
        Kha-vir, the Sword of Sorrows.MeleeMelee+1-2D3-
    • Troops [6 PL, 90pts]
      • Kabalite Warriors [2 PL, 30pts]

        Categories: Faction: Aeldari, Faction: Drukhari, Infantry, Kabalite Warriors, Troops, Faction: Ynnari, Faction: Reborn Drukhari
        Rules: Power from Pain, Reclaim the Galaxy, Strength from Death, Vanguard of the Dark City
        • 4x Kabalite Warrior [24pts]

          Unit: Kabalite Warrior, Weapon: Splinter rifle
        • Sybarite [6pts]

          Selections: Splinter Rifle
          Unit: Sybarite, Weapon: Splinter rifle

        UnitMWSBSSTWALdSave
        Kabalite Warrior7"3+3+331175+
        Sybarite7"3+3+331285+
        WeaponRangeTypeSAPDAbilities
        Splinter rifle24"Rapid Fire 1*01Poisoned Weapon (pg 87)
      • Kabalite Warriors [2 PL, 30pts]

        Categories: Faction: Aeldari, Faction: Drukhari, Infantry, Kabalite Warriors, Troops, Faction: Ynnari, Faction: Reborn Drukhari
        Rules: Power from Pain, Reclaim the Galaxy, Strength from Death, Vanguard of the Dark City
        • 4x Kabalite Warrior [24pts]

          Unit: Kabalite Warrior, Weapon: Splinter rifle
        • Sybarite [6pts]

          Selections: Splinter Rifle
          Unit: Sybarite, Weapon: Splinter rifle

        UnitMWSBSSTWALdSave
        Kabalite Warrior7"3+3+331175+
        Sybarite7"3+3+331285+
        WeaponRangeTypeSAPDAbilities
        Splinter rifle24"Rapid Fire 1*01Poisoned Weapon (pg 87)
      • Kabalite Warriors [2 PL, 30pts]

        Categories: Faction: Aeldari, Faction: Drukhari, Infantry, Kabalite Warriors, Troops, Faction: Ynnari, Faction: Reborn Drukhari
        Rules: Power from Pain, Reclaim the Galaxy, Strength from Death, Vanguard of the Dark City
        • 4x Kabalite Warrior [24pts]

          Unit: Kabalite Warrior, Weapon: Splinter rifle
        • Sybarite [6pts]

          Selections: Splinter Rifle
          Unit: Sybarite, Weapon: Splinter rifle

        UnitMWSBSSTWALdSave
        Kabalite Warrior7"3+3+331175+
        Sybarite7"3+3+331285+
        WeaponRangeTypeSAPDAbilities
        Splinter rifle24"Rapid Fire 1*01Poisoned Weapon (pg 87)
  • Spearhead Detachment +1CP (Aeldari - Drukhari) [61 PL, 1,060pts, 1CP]

    Rules: Poisoned Weapon
    • No Force Org Slot [1CP]
      • Detachment CP [1CP]

        Categories: No Force Org Slot
      • Detachment Type

        Categories: No Force Org Slot
        • *Custom Kabal*

          Selections: Deadly Deceivers, Soul Bound
          Abilities: Deadly Deceivers, Soul Bound

        AbilitiesDescription
        Deadly DeceiversUnits with this obsession can charge in a turn in which they Fell Back. When an enemy unit finishes a charge move within 1" of any units with this obsession, roll one D6; on a 6, that enemy unit suffers 1 mortal wound.
        Soul BoundWhen an Inured to Suffering roll is made for a model with this obsession, re-roll a roll of 1. Units with this obsession that do not have the Power From Pain ability instead gain the Inured to Suffering bonus (see Codex: Drukhari).
    • HQ [6 PL, 120pts]
      • Drazhar [6 PL, 120pts]

        Categories: HQ, Character, Drazhar, Faction: Aeldari, Faction: Drukhari, Faction: Incubi
        Rules: Power from Pain
        Abilities: Eternal Warrior, Lethal Precision, Master of Blades, Murderous Assault, Tormentors, Unit: Drazhar, Weapon: Dual blades, Single blade

        AbilitiesDescription
        Eternal WarriorThis model has a 5+ invulnerable save.
        Lethal PrecisionWhen resolving an attack made with a melee weapon by a model in this unit, on an unmodified wound roll of 6 add 2 to the Damage characteristic of that weapon for that attack.
        Master of BladesAdd 1 to wound rolls for friendly INCUBI units whilst they are within 6" of this model.
        Murderous AssaultIf this model made a charge move this turn, you can choose to fight with this model an additional time this turn.
        TormentorsWhen a Morale test is taken for an enemy unit within 6" of any INCUBI units from your army, and the result of that Morale test is equal to the highest Leadership characteristic in that enemy unit, the test is failed and one model flees that enemy unit.
        UnitMWSBSSTWALdSave
        Drazhar7"2+2+446492+
        WeaponRangeTypeSAPDAbilities
        Dual bladesMeleeMeleeUser-22When the bearer fights with dual blades, it can make 2 additional attacks with this weapon.
        Single bladeMeleeMelee+1-32-
    • Heavy Support [21 PL, 375pts]
      • Ravager [7 PL, 125pts]

        Selections: Disintegrator cannon [15pts], Disintegrator cannon [15pts], Disintegrator cannon [15pts]
        Categories: Heavy Support, Faction: <Kabal>, Faction: Aeldari, Faction: Drukhari, Fly, Vehicle, Ravager
        Abilities: Explodes, Hovering, Night Shield, Unit: Ravager, Weapon: Bladevanes, Disintegrator cannon, Wound Track: Ravager, Ravager 1, Ravager 2, Ravager 3

        AbilitiesDescription
        ExplodesIf 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.
        HoveringInstead of measuring distance and ranges to and from this model’s base, measure to and from this model’s hull or base (whichever is closer)
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        UnitMWSBSSTWALdSave
        Ravager*4+*6610*74+
        WeaponRangeTypeSAPDAbilities
        BladevanesMeleeMelee4-11
        Disintegrator cannon36"Assault 35-32
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        RavagerMBSA
        Ravager 16-10+14"3+3
        Ravager 23-510"4+D3
        Ravager 31-26"5+1
      • Ravager [7 PL, 125pts]

        Selections: Disintegrator cannon [15pts], Disintegrator cannon [15pts], Disintegrator cannon [15pts]
        Categories: Heavy Support, Faction: <Kabal>, Faction: Aeldari, Faction: Drukhari, Fly, Vehicle, Ravager
        Abilities: Explodes, Hovering, Night Shield, Unit: Ravager, Weapon: Bladevanes, Disintegrator cannon, Wound Track: Ravager, Ravager 1, Ravager 2, Ravager 3

        AbilitiesDescription
        ExplodesIf 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.
        HoveringInstead of measuring distance and ranges to and from this model’s base, measure to and from this model’s hull or base (whichever is closer)
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        UnitMWSBSSTWALdSave
        Ravager*4+*6610*74+
        WeaponRangeTypeSAPDAbilities
        BladevanesMeleeMelee4-11
        Disintegrator cannon36"Assault 35-32
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        RavagerMBSA
        Ravager 16-10+14"3+3
        Ravager 23-510"4+D3
        Ravager 31-26"5+1
      • Ravager [7 PL, 125pts]

        Selections: Disintegrator cannon [15pts], Disintegrator cannon [15pts], Disintegrator cannon [15pts]
        Categories: Heavy Support, Faction: <Kabal>, Faction: Aeldari, Faction: Drukhari, Fly, Vehicle, Ravager
        Abilities: Explodes, Hovering, Night Shield, Unit: Ravager, Weapon: Bladevanes, Disintegrator cannon, Wound Track: Ravager, Ravager 1, Ravager 2, Ravager 3

        AbilitiesDescription
        ExplodesIf 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.
        HoveringInstead of measuring distance and ranges to and from this model’s base, measure to and from this model’s hull or base (whichever is closer)
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        UnitMWSBSSTWALdSave
        Ravager*4+*6610*74+
        WeaponRangeTypeSAPDAbilities
        BladevanesMeleeMelee4-11
        Disintegrator cannon36"Assault 35-32
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        RavagerMBSA
        Ravager 16-10+14"3+3
        Ravager 23-510"4+D3
        Ravager 31-26"5+1
    • Flyer [16 PL, 270pts]
      • Razorwing Jetfighter [8 PL, 135pts]

        Selections: Twin splinter rifle
        Categories: Flyer, Faction: Aeldari, Faction: Drukhari, Faction: <Kabal>, Faction: <Wych Cult>, Vehicle, Fly
        Abilities: Airborne, Crash and Burn, Hard to Hit, Night Shield, Razorwing missile, Supersonic, Unit: Razorwing Jetfighter, Weapon: Monoscythe missile, Necrotoxin missile, Shatterfield missile, Twin Splinter Rifle, Wound Track: Razorwing Jetfighter, Razorwing Jetfighter 1, Razorwing Jetfighter 2, Razorwing Jetfighter 3
        • 2 Disintegrator Cannons [30pts]

          Selections: 2x Disintegrator cannon [30pts]
          Weapon: Disintegrator cannon

        AbilitiesDescription
        AirborneThis 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.
        Crash and BurnIf 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.
        Hard to HitYour opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        Razorwing missileWhen attacking with this weapon, choose one of these profiles: Monoscythe missile, Necrotoxin missile, Shatterfield missile.
        SupersonicEach 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. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
        UnitMWSBSSTWALdSave
        Razorwing Jetfighter*6+*6610*74+
        WeaponRangeTypeSAPDAbilities
        Disintegrator cannon36"Assault 35-32
        Monoscythe missile48"Assault D6602
        Necrotoxin missile48"Assault 3D3*01Poisoned Weapon (pg 87). Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE.
        Shatterfield missile48"Assault D67-11When you use this profile, you can re-roll failed wound rolls for this weapon.
        Twin Splinter Rifle24"Rapid Fire 2*01Poisoned Weapon (pg 87)
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Razorwing JetfighterMBSA
        Razorwing Jetfighter 16-10+20-72"3+3
        Razorwing Jetfighter 23-520-48"4+D3
        Razorwing Jetfighter 31-220-32"5+1
      • Razorwing Jetfighter [8 PL, 135pts]

        Selections: Twin splinter rifle
        Categories: Flyer, Faction: Aeldari, Faction: Drukhari, Faction: <Kabal>, Faction: <Wych Cult>, Vehicle, Fly
        Abilities: Airborne, Crash and Burn, Hard to Hit, Night Shield, Razorwing missile, Supersonic, Unit: Razorwing Jetfighter, Weapon: Monoscythe missile, Necrotoxin missile, Shatterfield missile, Twin Splinter Rifle, Wound Track: Razorwing Jetfighter, Razorwing Jetfighter 1, Razorwing Jetfighter 2, Razorwing Jetfighter 3
        • 2 Disintegrator Cannons [30pts]

          Selections: 2x Disintegrator cannon [30pts]
          Weapon: Disintegrator cannon

        AbilitiesDescription
        AirborneThis 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.
        Crash and BurnIf 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.
        Hard to HitYour opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        Razorwing missileWhen attacking with this weapon, choose one of these profiles: Monoscythe missile, Necrotoxin missile, Shatterfield missile.
        SupersonicEach 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. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
        UnitMWSBSSTWALdSave
        Razorwing Jetfighter*6+*6610*74+
        WeaponRangeTypeSAPDAbilities
        Disintegrator cannon36"Assault 35-32
        Monoscythe missile48"Assault D6602
        Necrotoxin missile48"Assault 3D3*01Poisoned Weapon (pg 87). Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE.
        Shatterfield missile48"Assault D67-11When you use this profile, you can re-roll failed wound rolls for this weapon.
        Twin Splinter Rifle24"Rapid Fire 2*01Poisoned Weapon (pg 87)
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        Razorwing JetfighterMBSA
        Razorwing Jetfighter 16-10+20-72"3+3
        Razorwing Jetfighter 23-520-48"4+D3
        Razorwing Jetfighter 31-220-32"5+1
    • Dedicated Transport [18 PL, 295pts]
      • Raider [5 PL, 80pts]

        Selections: Disintegrator cannon [15pts]
        Categories: Dedicated Transport, Faction: <Haemonculus Coven>, Faction: <Wych Cult>, Faction: Aeldari, Faction: Drukhari, Vehicle, Transport, Fly, Raider, Faction: <Kabal>
        Abilities: Explodes, Hovering, Night Shield, Open-topped, Transport: Raider, Unit: Raider, Weapon: Bladevanes, Disintegrator cannon, Wound Track: Raider, Raider 1, Raider 2, Raider 3

        AbilitiesDescription
        ExplodesIf 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 D3 mortal wounds.
        HoveringInstead of measuring distance and ranges to and from this model’s base, measure to and from this model’s hull or base (whichever is closer)
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        Open-toppedModels 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 passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Raider itself can.
        TransportCapacity
        RaiderThis model can transport 10 INCUBI or DRUKHARI INFANTRY models. Each Grotesque takes the space of two models. This model cannot transport Hellions or SKYBOARD models.
        UnitMWSBSSTWALdSave
        Raider*4+*6510*74+
        WeaponRangeTypeSAPDAbilities
        BladevanesMeleeMelee4-11
        Disintegrator cannon36"Assault 35-32
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        RaiderMBSA
        Raider 16-10+14"3+3
        Raider 23-510"4+D3
        Raider 31-26"5+1
      • Raider [5 PL, 85pts]

        Selections: Dark Lance [20pts]
        Categories: Dedicated Transport, Faction: <Haemonculus Coven>, Faction: <Wych Cult>, Faction: Aeldari, Faction: Drukhari, Vehicle, Transport, Fly, Raider, Faction: <Kabal>
        Abilities: Explodes, Hovering, Night Shield, Open-topped, Transport: Raider, Unit: Raider, Weapon: Bladevanes, Dark Lance, Wound Track: Raider, Raider 1, Raider 2, Raider 3

        AbilitiesDescription
        ExplodesIf 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 D3 mortal wounds.
        HoveringInstead of measuring distance and ranges to and from this model’s base, measure to and from this model’s hull or base (whichever is closer)
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        Open-toppedModels 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 passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Raider itself can.
        TransportCapacity
        RaiderThis model can transport 10 INCUBI or DRUKHARI INFANTRY models. Each Grotesque takes the space of two models. This model cannot transport Hellions or SKYBOARD models.
        UnitMWSBSSTWALdSave
        Raider*4+*6510*74+
        WeaponRangeTypeSAPDAbilities
        BladevanesMeleeMelee4-11
        Dark Lance36"Heavy 18-4D6Change the weapon's Type from Heavy to Assault if it is equipped on a VEHICLE.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3
        RaiderMBSA
        Raider 16-10+14"3+3
        Raider 23-510"4+D3
        Raider 31-26"5+1
      • Venom [4 PL, 65pts]

        Selections: Splinter Cannon [10pts], Twin splinter rifle
        Categories: Dedicated Transport, Faction: <Haemonculus Coven>, Faction: <Wych Cult>, Faction: Drukhari, Faction: Aeldari, Faction: <Kabal>, Fly, Transport, Venom, Vehicle
        Abilities: Explodes, Flickerfield, Night Shield, Open-topped, Transport: Venom, Unit: Venom, Weapon: Bladevanes, Splinter Cannon, Twin splinter rifle

        AbilitiesDescription
        ExplodesIf 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.
        FlickerfieldYour opponent must subtract 1 from all hit rolls that target this model in the Shooting phase.
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        Open-toppedModels 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 passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Venom itself can.
        TransportCapacity
        VenomThis model can transport 5 DRUKHARI INFANTRY models, other than Grotesques, Scourges, and SKYBOARD models.
        UnitMWSBSSTWALdSave
        Venom16"4+3+556274+
        WeaponRangeTypeSAPDAbilities
        BladevanesMeleeMelee4-11
        Splinter Cannon36"Rapid Fire 3*01Poisoned Weapon (pg 87)
        Twin splinter rifle24"Rapid Fire 2*01Poisoned Weapon (pg 87)
      • Venom [4 PL, 65pts]

        Selections: Splinter Cannon [10pts], Twin splinter rifle
        Categories: Dedicated Transport, Faction: <Haemonculus Coven>, Faction: <Wych Cult>, Faction: Drukhari, Faction: Aeldari, Faction: <Kabal>, Fly, Transport, Venom, Vehicle
        Abilities: Explodes, Flickerfield, Night Shield, Open-topped, Transport: Venom, Unit: Venom, Weapon: Bladevanes, Splinter Cannon, Twin splinter rifle

        AbilitiesDescription
        ExplodesIf 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.
        FlickerfieldYour opponent must subtract 1 from all hit rolls that target this model in the Shooting phase.
        Night ShieldThis model has a 5+ invulnerable save against ranged weapons.
        Open-toppedModels 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 passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Venom itself can.
        TransportCapacity
        VenomThis model can transport 5 DRUKHARI INFANTRY models, other than Grotesques, Scourges, and SKYBOARD models.
        UnitMWSBSSTWALdSave
        Venom16"4+3+556274+
        WeaponRangeTypeSAPDAbilities
        BladevanesMeleeMelee4-11
        Splinter Cannon36"Rapid Fire 3*01Poisoned Weapon (pg 87)
        Twin splinter rifle24"Rapid Fire 2*01Poisoned Weapon (pg 87)
Force Rules

Poisoned Weapon: This weapon wounds on a 4+, unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.

Selection Rules

Combat Drugs: D6
1 - Adrenalight:+1 Attack
2 - Grave Lotus: +1 Strength
3 - Hypex: +2 Move
4 - Painbringer: +1 Toughness
5 - Serpentin: +1 Weapon Skill
6 - Splintermind: +2 Leadership

Power from Pain: Battle Round 1 - Inured to Suffering: Roll a D6 each time a model with this ability loses a wound. On a 6 the model does not lose that wound.
Battle Round 2 - Eager to Flay: You can re-roll the dice when determining how far a unit with this ability moves when it Advances or charges.
Battle Round 3 - Flensing Fury: You can add 1 to hit rolls made for a unit with this ability in the Fight phase.
Battle round 4 - Emboldened by Bloodshed: Units with this ability automatically pass Morale tests (do not roll the dice).
Battle Round 5+ - Mantle of Agony: Subtract 1 from the Leadership of enemy units that are within 6" of any units with this ability in the Morale phase.

Reclaim the Galaxy: A unit with this ability that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models in range as usual.
Strength from Death: As soon as any unit is destroyed, all units from your army with this ability benefit from Soulburst actions until the end of the turn. Whilst a unit is benefiting from Soulburst actions, it always fights first in the Fight phase, even if it didn't charge. If a model that is benefiting 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 benefiting from Soulburst actions you also add 1 to hit rolls for attacks made with melee weapons by that model. If the enemy has units that made a charge move this turn, or that have abilities that allow them to always fight first in the Fight phase, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Vanguard of the Dark City: If your army is Battle-forged, all Troops units in Drukhari 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 within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.


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