2pa2 1500
2pa2 1500
Configuration
Battle Focus - Agile Manoeuvres Abilities: Swift as the wind, Flitting Shadows, Star Engines, Sudden Strike, Opportunity Seized, Fade Back
Battle Size
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible
The Yncarne (1) Rules: Deadly Demise D3, Battle Focus, Disparate Paths, Deep Strike, Ignores Cover, Psychic, Torrent
(250 pts) Abilities: Invulnerable Save[1], Inevitable Death, Ethereal Form, Avatar of the Whispering God
Unit: The Yncarne
Ranged Weapons: Swirling soul energy
Melee Weapons: Vilith-zhar - Strike, Vilith-zhar - Sweep
Lethal Surge
Once per turn, when a Ynnari unit from your army performs the Fade Back Agile Manoeuvre, it can make a Lethal Surge move
instead of a Normal move. If it does, roll one D6 and add 1 to the result: that unit can be moved a number of inches up to the
total. When doing so, those models can be moved within Engagement Range of the enemy unit that just triggered that Agile
Manoeuvre.
Lethal Reprisal
At the start of the Fight phase, select one Ynnari unit from your army (excluding Titanic units) that is below its Starting
Strength. Until the end of the phase, that unit has the Fights First ability.
Servants of the Whispering You can include Ynnari units in your army, even though they do not have the Asuryani Faction keyword.
God Asuryani units (excluding Epic Heroes) from your army gain the Ynnari keyword.
You must include Yvraine and/or The Yncarne in your army, and one of those models must be your Warlord.
Battle Focus If your Army Faction is AELDARI, at the start of the battle round, you receive a number of Battle Focus tokens based on the
battle size, as shown below:
% Incursion - 2
% Strike Force - 4
% Onslaught - 6
Each time one of the triggers shown in the Agile Manoeuvres section of your codex occurs, you can spend one Battle focus
token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it
has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot
trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens
are lost.
Disparate Paths When mustering you army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction
keyword. Unless otherwise stated, you cannot select Harlequins or Ynnari as your Army Faction.
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.
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.
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’
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.
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.
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").
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.
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.
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.
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.
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’.
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.
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).
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.
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.
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.
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.
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.
Lethal Hits Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a
weapon, a Critical Hit automatically wounds the target.
Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.
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").
Abilities
% Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than
once per phase (provided a different unit performs it each time).
% Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit.
Flitting Shadows
% Trigger: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.
% Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.
Star Engines
% Trigger: When an eligible ^^Vehicle^^ unit from your army is selected to make a Normal move.
% Effect: Until the end of the phase, add D6+1" to the Move characteristic of models in that unit.
Sudden Strike
Opportunity Seized
Fade Back
% Trigger: In your opponent's Shooting phase, just after an enemy unit has shot.
% Effect: One eligible unit from you army (excluding ^^Titanic^^ units) that was hit by one or more of those attacks can make a Normal move of up to D6+1".
While this model is leading a unit, models in that unit have the Fights First ability.
Yvraine's Champion
While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.
Leader[1]
You can attach this unit to one of the above units, even if Yvraine has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader
units attached to it become separate units, with their original Starting Strengths.
If your army includes The Visarch, it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any Epic Hero units (excluding Ynnari
units), it cannot include The Visarch.
Invulnerable Save[1]
Inevitable Death
Once in each of your opponent's turns, if this model is on the battlefield when another friendly Aeldari unit is destroyed, just after removing the last model in
that unit, you can remove this model from the battlefield and set it up as close as possible to where that destroyed model was destroyed and not
within Engagement Range of one or more enemy units.
Ethereal Form
Each time this model destroys an enemy unit it regains up to D3 lost wounds.
Avatar of the Whispering God
If your army includes The Yncarne, it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any Epic Hero units (excluding Ynnari
units), it cannot include The Yncarne.
Herald of Ynnead
At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly Aeldari model
makes an attack that targets that unit, you can re-roll the Wound roll.
While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding Support Weapon models) are
returned to that unit with their full wounds remaining.
Leader[2]
If your army includes Yvraine, it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any Epic Hero units (excluding Ynnari units),
it cannot include Yvraine.
Superlative Strategist
While this model is leading a unit, you can re-roll Advance rolls made for that unit, and you can re-roll any rolls made for that unit while it is performing an Agile
Manoeuvre.
Path of Command
Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that
usage of that stratagem by 1CP.
Leader[3]
Aspect Training
While this model is leading a Howling Banshees unit, it has the Fights First ability.
While this model is leading a Striking Scorpions unit, it has the Infiltrators, Scouts 7" and Stealth abilities.
Structural Collapse
Each time this model makes an attack with its D-Cannon, re-roll a Damage roll of 1. If that attack targets a Titanic unit, you can re-roll the Damage roll instead.
Support Artillery
At the start of the Declare Battle Formations step, this model can join one Guardian Defenders unit from your army (a unit cannot have more than one Support
Weapon model joined to it). This model then counts as part of that Guardians unit for the rest of the battle, and that unit's Starting Strength is increased
accordingly.
This model, and any unit it is joined to, cannot embark within a Transport.
Support Weapon
Each time an attack targets this model's unit, it that unit contains one or more other models, until that attack is resolved, this model has a Toughness
characteristic of 3.
Bladestorm
Ranged weapons equipped by models in this unit have the [Sustained Hits 1] ability while targeting an enemy unit within half range.
Invulnerable Save[2]
Assured Destruction
In your Shooting phase, each time a model in this unit makes a ranged attack that targets a ^^Monster^^ or ^^Vehicle^^ unit, you can re-roll the Hit roll, you
can re-roll the Wound roll and you can re-roll the Damage roll.
Invulnerable Save[3]
Models in this unit have a 5+ invulnerable save against ranged attacks only.
Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, it can make a Normal move of up to D6".
Flickerjump
In your Movement phase, each time this unit is selected to make a Normal move, it can use this ability. If it does, until the end of the turn, this unit is not
eligible to declare a charge and models in it have a Move characteristic of 24". Each time this unit uses this ability, at the end of the phase, roll one D6 for each
model in this unit: for each 1, this unit suffers 1 mortal wound.
Tormentors
At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.
Target Acquisition
In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with a long rifle. Until the end of the phase,
that enemy unit cannot have the Benefit of Cover.
Acrobatic Grace
Each time an attack targets this unit, subtract 1 from the Hit roll.
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Monofilament Web
In your Shooting phase, after this model has shot, if one or more of those attacks made with its doomweaver scored a hit against an enemy unit, until the
start of your next turn, that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit's Move characteristic and subtract 2 from Charge rolls made
for it.
Harassment Fire
In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit
is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
Unit M T SV W LD OC
Yvraine 8" 3 6+ 4 6+ 1
Autarch 7" 3 3+ 4 6+ 1
Klaivex 7" 3 3+ 2 6+ 1
Vyper 14" 6 3+ 6 7+ 2
Melee Weapons Range A WS S AP D
Sustained Hits 2
Kha-vir Melee 5 2+ 4 -3 2
Devastating Wounds
-
Ranged Weapons Range A BS S AP D
Assault, Melta 3
Assault
Assault
Assault, Melta 3
Assault, Melta 6
Heavy, Precision
Assault, Pistol
Precision
Sustained Hits 1
Lethal Hits