1000 We
1000 We
                                                             Configuration
 Battle Size                           Incursion (1000 Point limit)
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 Spiritseer (1)                        Rules: Strands of Fate, Leader, Pistol, Assault, Anti-, Psychic
 (65 pts)                              Abilities: Invulnerable Save (Spiritseer), Leader[3], Spirit Mark, Tears of Isha (Psychic)
                                       Unit: Spiritseer
                                       Ranged Weapons: Shuriken Pistol (x5) (x5)
                                       Melee Weapons: Witch Staff
 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
 Leader                   While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
                          when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
                          unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
                          in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
                          Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
                          more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
                          has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
                          models in that unit.
                          Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
                          a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
                          the attacking unit has resolved all of its attacks.
                          Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
                          CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
                          this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
                          Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
                          that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
                          when that unit is destroyed.
 Infiltrators             During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield
                          that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
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. These 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. The 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. After 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
 Assault                  Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
                          equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
                          you can only resolve attacks using Assault weapons its models are equipped with.
 Pistol                   Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
                          eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
                          units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
                          units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
                          are within Engagement Range of the same enemy unit.
                          If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
                          or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
                          before selecting targets.
 Sustained Hits           Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
                          such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’
 Lone Operative           Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
                          12".
Deep Strike          During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
                     setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
                     anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
                     If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
                     either using the rules for Strategic Reserves or using the Deep Strike ability.
Fights First Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
Melta                Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
                     a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.
Devastating Wounds   Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
                     made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
                     (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
                     unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
                     mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
Blast                Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
                     you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
                     target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
                     unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).
Psychic              Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
                     a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
                     inflicted by a Psychic Attack.
Anti-                Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
                     weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Indirect Fire        Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even
                     if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none
                     may have been visible to the attacking unit when you selected that target.
                     If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the
                     attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an
                     unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the
                     [TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.
Ignores Cover        Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
                     such a weapon, the target cannot have the Benefit of Cover against that attack.
Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Heavy                Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
                     attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.
Precision            Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
                     successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
                     player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.
Scouts 9"            Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle
                     round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the
                     distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
                     than x".
                     DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
                     unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
                     are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
                     their abilities, conferred by an Enhancement or by an attached Character, etc.).
                     A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players
                     have units that can do this, the player who is taking the first turn moves their units first.
Deadly Demise 1      Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
                     from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
                     model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Torrent              Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
                     that attack automatically hits the target.
Deadly Demise D3     Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
                     from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
                     model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
                                                                             Abilities
Leader[1]
Shadow Hunter
While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
Sustained Assault
Each time this model makes a melee attack, if it made a Charge move this turn, a successful unmodified Hit roll of 4+ scores a Critical Hit
Melee weapons equipped by the bearer have the [DEVASTATING WOUNDS] ability when targeting units without the Titanic keyword
Path of Command
At the start of your Command phase, if this model is your Warlord and is on the battlefield, you gain 1CP.
While a friendly Aeldari unit is within 6" of this model, each time that unit takes a Battle-shock or Leadership test, add 1 to that test.
    In your Shooting phase, after this model has shot, if one or more of those attacks destroyed an enemy model, that enemy model’s unit must take a
                                                                      Battle-shock test
Cruel Amusement
  In your Shooting phase, one model from your army with this ability can use it. If they do, until the end of the phase, select one of the following abilities to
                                                         apply to that model’s shrieker cannon:
                                                                   % [IGNORES COVER]
                                                                      % [PRECISION]
                                                                  % [SUSTAINED HITS 3]
Invulnerable Save[1]
Fate's Messenger
Aeldari model only. Once per turn, just after 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.
    Once per turn, when you use a Fate dice to substitute a roll made for a model or unit within 12" of a Farseer model from your army, one model from
                            your army with this ability can use it. If it does, the result of that Fate dice is first changed to a 6.
Fortune (Psychic)
 In your Command phase, you can roll one D6: on a 2+, select one friendly AELDARI unit within 12" of this PSYKER. Until the start of your next Command
                                     phase, each time an attack targets that unit, subtract 1 from the Wound roll.
                                                                            Leader[2]
                                                        This model can be attached to the following units:
                                                                     % Guardian Defenders
                                                                      % Storm Guardians
                                                                      % Warlock Conclave
Leader[3]
Spirit Mark
While this model is leading a unit, weapons in that unit have the [LETHAL HITS] ability and each time a model in that unit makes an attack, add 1 to the Hit
                                                                           roll.
While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.
Defenders of Fate
 At the end of your Command phase, for each objective marker you control that has one or more units from your army with this ability within range of it, roll
                                     one D6 and add it to your Fate dice pool displaying the result you just rolled.
Guardian Defenders
When the last Guardian Defender model in this unit is destroyed, any remaining Heavy Weapon Platform models in this unit are also destroyed.
Invulnerable Save[2]
Inescapable Accuracy
Each time a model in this unit makes a ranged attack, you can ignore any or all modifiers to that attack’s Ballistic Skill characteristic and to the Hit roll.
Invulnerable Save[3]
 Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or
                           more enemy units, it can make a Normal move of up to D6" as if it were your Movement phase.
Mandiblasters
Melee weapons equipped by the bearer have the [DEVASTATING WOUNDS] ability when targeting units without the MONSTER or VEHICLE keywords.
War Construct
       Once per battle round, when an enemy unit targets this unit, after that unit has finished making its attacks, this unit can shoot as if it were your
              Shooting phase. When doing so, it must target only that enemy unit, and can only do so if that enemy unit is an eligible target.
Target Acquisition
  At the start of your Shooting phase, select one enemy unit within 12" of and visible to this unit. Until the end of the phase, ranged weapons equipped by
                                       friendly Aeldari models have the [LETHAL HITS] ability when targeting that unit
Fated Hero
Each time this model destroys an enemy unit, roll one D6 and add it to your Fate dice pool displaying the result you just rolled.
Horrify (Psychic)
In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test.
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
                                                                           Fire Support
In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly
            model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the Wound roll
Lightning Assault
Each time this model ends a Normal move, you can select one enemy unit (excluding MONSTER and VEHICLE units) that it moved over during that move,
                                        then roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Unit M T SV W LD OC
Karandras 7" 3 2+ 5 6+ 1
Farseer 7" 3 6+ 4 6+ 1
Spiritseer 7" 3 6+ 3 6+ 1
Wraithguard 6" 7 2+ 3 6+ 1
Wraithlord 8" 11 2+ 10 6+ 3
Wraithseer 8" 11 2+ 10 6+ 3
Falcon 14" 9 3+ 12 6+ 3
Aeldari Flamer (x2) (x2) 12" D6 N/A 4 0 1 Assault, Ignores cover, Torrent
Transport
Transport
This model has a transport capacity of 6 Aeldari Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack
                                                                         models