Xenos 1 pdf download

Xenos 1 pdf download

xenos 1 pdf download

Page 1: User Guide. User Guide X3-User-Guide-v2-5-web.5 Page 2 Issue No: V2.5 Dec 2005 Legal Information The Xenos Audio Systems logo is a trademark​. 1. WARHAMMER 40,000 – INDEX: XENOS 2. WARHAMMER 40,000. INDEX: XENOS 2. Official Update Version 1.0. Although we strive to ensure that our rules​. If I buy a Xenos Index 2 now, does it become obsolete when the codex is released? I've settled on now on to the next unit. Have to decide which one though.

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XENOS 1

THE ANCIENT AND THE ELDRITCH

CONTENTS Introduction .................................................4

Wave Serpent ................................................................................29 Swooping Hawks ..........................................................................30 Warp Spiders .................................................................................31 Shining Spears...............................................................................31 Crimson Hunter ...........................................................................32 Crimson Hunter Exarch ..............................................................32 Vypers ............................................................................................33 Hemlock Wraithfighter................................................................33 Dark Reapers.................................................................................34 Vaul’s Wrath Support Battery......................................................35 Falcon.............................................................................................36 Fire Prism ......................................................................................36 Night Spinner................................................................................37 War Walkers ..................................................................................37 Wraithlord .....................................................................................38 Wraithknight.................................................................................38

Datasheets........................................................................................5

The Aeldari ...................................................6 Craftworlds...................................................8 Craftworlds Army List .................................................................10 Runes of Battle Discipline ...........................................................10 Runes of Fate Discipline ..............................................................11 Craftworlds Wargear Lists...........................................................11 Eldrad Ulthran..............................................................................12 Prince Yriel ....................................................................................12 Illic Nightspear .............................................................................13 Asurmen ........................................................................................13 Jain Zar...........................................................................................14 Karandras ......................................................................................14 Fuegan............................................................................................15 Baharroth.......................................................................................15 Maugan Ra ....................................................................................16 Autarch ..........................................................................................16 Autarch with Swooping Hawk Wings........................................17 Autarch with Warp Jump Generator..........................................18 Autarch Skyrunner.......................................................................19 Avatar of Khaine...........................................................................19 Farseer............................................................................................20 Farseer Skyrunner ........................................................................20 Warlock Conclave.........................................................................21 Warlock..........................................................................................21 Warlock Skyrunner Conclave .....................................................22 Warlock Skyrunner ......................................................................22 Spiritseer ........................................................................................23 Guardian Defenders.....................................................................23 Storm Guardians...........................................................................24 Windriders ....................................................................................24 Rangers ..........................................................................................25 Dire Avengers................................................................................25 Howling Banshees ........................................................................26 Striking Scorpions ........................................................................27 Fire Dragons..................................................................................28 Wraithguard ..................................................................................28 Wraithblades .................................................................................29

Drukhari.....................................................41 Drukhari Army List .....................................................................42 Power From Pain ..........................................................................42 Combat Drugs...............................................................................42 Drukhari Wargear Lists ...............................................................42 Archon ...........................................................................................44 Lhamaean ......................................................................................44 Medusae.........................................................................................45 Sslyth ..............................................................................................45 Ur-Ghul..........................................................................................46 Succubus ........................................................................................46 Lelith Hesperax.............................................................................47 Haemonculus ................................................................................47 Urien Rakarth ...............................................................................48 Drazhar ..........................................................................................48 Kabalite Warriors..........................................................................49 Kabalite Trueborn ........................................................................50 Wyches ...........................................................................................51 Hekatrix Bloodbrides...................................................................52 Incubi .............................................................................................53 Mandrakes.....................................................................................53 Wracks............................................................................................54 Grotesques.....................................................................................54 Beastmaster ...................................................................................55

PRODUCED BY GAMES WORKSHOP IN NOTTINGHAM With thanks to the Mournival for their additional playtesting services Index: Xenos 1 © Copyright Games Workshop Limited 2017. Index: Xenos 1, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers. This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental. British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only. Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by children under the age of 16 without adult supervision. Whatever your age, be careful when using glues, bladed equipment and sprays and make sure that you read and follow the instructions on the packaging.

Games Workshop Ltd, Willow Rd, Lenton, Nottingham, NG7 2WS games-workshop.com

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Clawed Fiends...............................................................................55 Khymerae ......................................................................................55 Razorwing Flocks .........................................................................56 Raider.............................................................................................56 Venom............................................................................................57 Reavers ...........................................................................................58 Hellions..........................................................................................59 Razorwing Jetfighter ....................................................................60 Voidraven ......................................................................................61 Scourges.........................................................................................62 Talos ...............................................................................................63 Cronos............................................................................................64 Ravager ..........................................................................................64

Night Scythe..................................................................................98 Doom Scythe.................................................................................99 Canoptek Wraiths.........................................................................99 Canoptek Scarabs .......................................................................100 Tomb Blades................................................................................100 Destroyers....................................................................................100 Heavy Destroyers........................................................................101 Canoptek Spyders.......................................................................101 Monolith ......................................................................................102 Annihilation Barge.....................................................................103 Doomsday Ark............................................................................103 Transcendent C’tan ....................................................................104 Tesseract Vault ............................................................................104 Obelisk .........................................................................................105

Harlequins ..................................................66

Battle-forged Armies................................108

Harlequins Army List ..................................................................68 Phantasmancy Discipline ............................................................68 Troupe ............................................................................................69 Troupe Master...............................................................................70 Death Jester ...................................................................................70 Shadowseer....................................................................................71 Solitaire ..........................................................................................71 Skyweavers.....................................................................................72 Starweaver .....................................................................................72 Voidweavers ..................................................................................73

Army Roster ................................................................................110 Detachment Roster.....................................................................111 Craftworlds Points Values .........................................................112 Craftworlds Wargear ..................................................................114 Drukhari Points Values..............................................................118 Drukhari Wargear ......................................................................120 Harlequins Points Values...........................................................123 Harlequins Wargear ...................................................................124 Ynnari Points Values ..................................................................125 Ynnari Wargear ...........................................................................125 Necrons Points Values................................................................126 Necrons Wargear ........................................................................127

Ynnari .........................................................74 Ynnari Army List ..........................................................................76 Revenant Discipline .....................................................................76 Yvraine ...........................................................................................78 The Visarch....................................................................................78 The Yncarne...................................................................................79

Necrons .......................................................82 Necrons Army List .......................................................................84 Powers of the C’tan.......................................................................85 Necron Wargear List ....................................................................85 Imotekh the Stormlord ................................................................86 Overlord.........................................................................................87 Lord ................................................................................................87 Cryptek ..........................................................................................88 Destroyer Lord..............................................................................88 Nemesor Zahndrekh....................................................................89 Vargard Obyron............................................................................89 Illuminor Szeras............................................................................90 Orikan the Diviner.......................................................................91 Anrakyr the Traveller...................................................................92 Trazyn the Infinite........................................................................92 Catacomb Command Barge........................................................93 Necron Warriors ...........................................................................94 Immortals ......................................................................................94 Lychguard ......................................................................................94 Deathmarks ...................................................................................95 Flayed Ones...................................................................................95 Triarch Praetorians.......................................................................96 Triarch Stalker...............................................................................96 C’tan Shard of the Nightbringer .................................................97 C’tan Shard of the Deceiver ........................................................97 Ghost Ark ......................................................................................98

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INTRODUCTION Welcome to volume one of Index: Xenos. This is one of five tomes which together contain updated rules for every unit of miniatures in Warhammer 40,000. If you have an army of Craftworld Eldar, Harlequins, Ynnari, Dark Eldar or Necrons, this volume contains all the information you need to field your models in the new edition of the Warhammer 40,000 game. Within these pages are detailed rules entries, known as datasheets, for every Citadel Miniature within the Craftworlds, Drukhari, Harlequins, Ynnari and Necron Factions. When taken together with the Warhammer 40,000 rulebook, you will have everything you need to field these deadly xenos on the battlefield. The knowledge contained inside will enable you to fight for the glories of the Craftworlds, serve the Laughing God, wield the power of death, prey on the lesser races of realspace, or ensure your dynasty ascends to rule the stars once more. Though the upstart Imperium lays claim to the stars, there exist alien races who ruled the galaxy when Man was still crawling from his caves. Though they have lingered long in the twilight, these races are rising up once more to take what is theirs and reestablish the grandest of empires.

The Aeldari of the Craftworlds seek to master fate itself, twisting the fabric of the future with every act of war until the tapestry of destiny runs in their favour. The warrior dancers of the Harlequins pursue their own mysterious agenda, bringing every power they can to bear against the scourge of Chaos. The Ynnari, called the Reborn for their ability to cheat death, also seek to unite the Eldar race – they use the power of the spirit god Ynnead to stay beyond the clutches of the Aeldari nemesis, Slaanesh. The Drukhari force others to suffer in their stead, raiding the worlds of realspace from their nightmare cities in the webway. All these facets of the Aeldari seek to thrive at Humanity’s expense, yet there remains a force darker still. The Necrons are rising from stasis crypts and tomb worlds, an undying menace that will stop at nothing until all other races are enslaved to their will in the name of sterile order.

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INSIDE YOU WILL FIND: • Army Lists: The first five sections of this book present all of the datasheets that you will need in order to use your Aeldari or Necron miniatures in games of Warhammer 40,000, along with the additional rules and psychic disciplines that make each of these factions unique. • Battle-forged Armies: This presents a guide on how to organise your miniatures into an army for matched play games, including photocopiable Army Roster sheets. • Appendix: This section contains all of the profiles and rules for the weapons and wargear carried by the units covered in this book, as well as all of the points values you will need to use your army in matched play games.

DATASHEETS 1. Battlefield Role This is typically used when making a Battle-forged army.

2. Power Rating The higher this is, the more powerful the unit! You can determine the Power Level of your entire army by adding up the Power Ratings of all the units in your army.

3. Unit Name Models move and fight in units, which can have one or more models. Here you’ll find the name of the unit.

4. Profiles These contain the following characteristics that tell you how mighty the models in the unit are: Move (M): This is the speed at which a model moves across the battlefield. Weapon Skill (WS): This tells you a model’s skill at hand-to-hand fighting. If a model has a Weapon Skill of ‘-’ it is unable to fight in melee and cannot make close combat attacks at all. Ballistic Skill (BS): This shows how accurate a model is when shooting with ranged weapons. If a model has a Ballistic Skill of ‘-’ it has no proficiency with ranged weapons and cannot make shooting attacks at all. Strength (S): This indicates how strong a model is and how likely it is to inflict damage in hand-to-hand combat. Toughness (T): This reflects the model’s resilience against physical harm. Wounds (W): Wounds show how much damage a model can sustain before it succumbs to its injuries. Attacks (A): This tells you how many times a model can strike blows in hand-to-hand combat. Leadership (Ld): This reveals how courageous, determined or self-controlled a model is.

5. Unit Composition & Wargear

7. Wargear Options

This tells you what models are in the unit and covers the basic weapons and equipment the models are armed with.

Some units have a number of choices as to which gear they take into battle – this section describes these options. Weapons which a unit may take as an optional choice are typically described in the appendix.

6. Weapons The weapons that a unit comes equipped with are described using a set of characteristics as follows:

8. Abilities

Range: How far the weapon can shoot. Weapons with a range of ‘Melee’ can only be used in hand-to-hand combat. All other weapons are referred to as ranged weapons.

9. Keywords

Type: These are all explained under the Shooting and Fight phases of the core rules. Strength (S): How likely the weapon is to inflict damage. If a weapon’s Strength lists ‘User’, it is equal to the wielder’s current Strength. If a weapon lists a modifier such as ‘+1’ or ‘x2’, you should modify the user’s current Strength characteristic as shown to determine the weapon’s Strength. For example, if a weapon’s Strength was ‘x2’, and the user had a Strength characteristic of 6, that weapon has Strength 12. Armour Penetration (AP): How good it is at getting through armour. Damage (D): The amount of damage inflicted by a successful hit.

Save (Sv): This indicates the protection a model’s armour gives.

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Many units have exciting special abilities that are not covered by the core rules; these will be described here.

All datasheets have a list of keywords, sometimes separated into Faction keywords and other keywords. The former can be used as a guide to help decide which models to include in your army, but otherwise both sets of keywords are functionally the same. Sometimes a rule will say that it applies to models that have a specific keyword. For example, a rule might say that it applies to ‘all ORKS models’. This means it would only apply to models that have the Orks keyword on their datasheet.

THE AELDARI

The Aeldari once ruled the stars. Their galactic empire was a utopia of peace and technological wonder, until they were brought low by their own arrogance. Now they are a fragmented race, divided between those who would rage against the dying of the light, and those who embrace the hedonistic cruelty that led to their fall. Millions of years ago, the Aeldari empire spanned the galaxy, and was filled with wonders beyond count. Entire worlds were created and stars destroyed to satisfy the whims of the Aeldari, and no threat existed that could possibly challenge their dominance. Yet in the end it was not war that spelled their doom, but something far more subtle and insidious. Having outgrown the need for labour and reached the very heights of scientific endeavour, the Aeldari devoted themselves to increasingly obsessive pursuits. Over the course of many thousands of years, this long-lived race began to desire new and ever more extreme experiences. Cults sprang up across the empire that embraced and encouraged this hedonism, and countless Aeldari lost themselves in the pursuit of esoteric knowledge and sensual excess. This moral sickness ran rampant through the Aeldari, and over time corruption of their race coalesced into a gestalt consciousness within the warp – a realm of boundless, roiling energy where the emotions and sensations of sentient beings take on a form and consciousness of their own. Slaanesh, the Dark God of excess, was born. When Slaanesh finally burst into divine consciousness, a psychic implosion tore at the universe. In a heartbeat, the aeons-old Aeldari civilisation was ripped away, leaving in its place the warp rift that men call the Eye of Terror. Countless billions of Aeldari were consumed by this cataclysm, their souls torn from their bodies and devoured greedily by the newborn god. Only a fraction of this once mighty people escaped. Many Aeldari had already fled the apocalypse they had long suspected was imminent, settling new planets far from the heart of the old empire – these Aeldari called themselves the Exodites, and remained uncorrupted by Chaos. Those that would become the cruel-hearted, sadistic Drukhari were already hidden deep within the labyrinthine tunnels of the webway, while a very few far-sighted Aeldari abandoned the dying empire upon great vessels known as craftworlds, scattering across the vast expanse of space. All were marked by ever-hungry Slaanesh. Should any Aeldari fall from this moment on, their souls were hers to claim. It is a mark of the willpower of this proud race that in the millennia since the fall, they have not meekly accepted their fate. Though faced on all sides by hostile aliens determined to claim their place as true masters of the galaxy, the Aeldari race fought on. The Asuryani – those Aeldari who remained on craftworlds – and the Exodites embraced the asceticism and spiritual purity that had once defined their race, and fought to preserve the remnants of their lost culture. By utilising the precious crystals known as spirit stones, the Craftworld Aeldari realised they could capture one’s spirit essence upon death, preserving the soul in a state of limbo where it could be kept safe from the hunger of Slaanesh. By contrast the Drukhari sank deeper into malicious cruelty. Lurking deep in the webway in the nightmarish city of Commorragh, a sprawling transdimensional metropolis, these sadistic reavers discovered that they could cheat Slaanesh of her due by feeding upon the pain and anguish of others, thus renewing their external youth and beauty even as their hearts became ever more hollow and corrupted. Their raiding parties sally endlessly forth from the webway in search of fresh slaves to agonise.

So did the scattered scions of the Aeldari exist for many millennia, refusing to allow the light of their culture to fade even as the galaxy around them slipped further into madness and ruin. Just when the future of their race seemed at its very darkest, there came an upheaval that shook both the Aeldari of the Craftworlds and the Drukhari to their very core. The nascent deity known as Ynnead, God of the Dead, had been slowly coalescing over thousands of years, growing stronger as the Aeldari suffered through millennia of war and loss. Thanks to the actions of the Ulthwé Farseer Eldrad Ulthran and the prophet Yvraine, the God of the Dead awoke from his slumber far earlier than even the greatest seers had predicted. His awakening spelled momentous change for every Aeldari. The Ynnari, the worshippers of Ynnead, have learned to act as living infinity circuits, drawing in the souls of the slain which saves the departed from being devoured by Slaanesh, even as it empowers the Ynnari themselves. Indeed, Ynnead’s followers believe that his destiny will see the Chaos Gods defeated and their race resurgent once more. Many Aeldari have sworn fealty to the forces of Ynnead’s mortal servants. Warriors of the craftworlds and Drukhari reavers alike fight alongside the death god’s chosen, their ancient hearts once again afire with rekindled hope. Yet not all share this new-found faith. Factions within the craftworlds see the Ynnari as little more than Chaos-tainted false prophets, and the great lords of Commorragh are loathe to bend the knee before these self-proclaimed saviours. The Ynnari, would-be unifiers of their scattered people, may in fact have splintered the Aeldari more completely than ever.

LABYRINTH OF THE LOST EMPIRE The webway exists between the material realm and the warp. Created through technologies once taught to the Aeldari by the ancient race known as the Old Ones, its tunnels lead to the craftworlds, to the shadow-shrouded spires of Commorragh, and to untold thousands of other locations. Though the webway still connects many Exodite planets, untouched maiden worlds and craftworlds to one another, the baleful energies of the Fall ruptured many of its hyperspatial pathways. Amongst the webway’s shattered and treacherous tendrils there are many dead ends and mazes. Some lead to places long since abandoned, destroyed or infested by the Daemons of the warp. The craftworld seers claim there are many secret paths, though only the elegant Harlequins truly know of their full extent. It is rumoured that a transdimensional map was made thousands of years ago, a priceless artefact now kept in the fabled Black Library, repository of all the Aeldari’s eldritch knowledge. Both the warhosts of the Craftworld Aeldari and the reaver-fleets of the Drukhari use the webway to launch rapid assaults against their foes, striking a killing blow before disappearing like vengeful ghosts into the depths of this twisting labyrinth.

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CRAFTWORLDS

Vast interstellar arks constructed from living wraithbone, the craftworlds of the Aeldari are marvels of grace and beauty. No less graceful are their occupants, the Asuryani, the noble-hearted Aeldari who foresaw the fall of their empire and escaped its death throes. Even now, they carry the flickering ember of its former glory into an uncertain future. Swift as rushing water, the Craftworld Aeldari strike. Lithe and impossibly graceful, warriors in wondrous battle-plate leap into the fray, their every motion elegant and utterly deadly. Enemies fall in their droves, cut down by artful strikes and dazzling flourishes. Weaving through the chaos of battle come agile dagger-craft and grav-tanks, circling the crude vehicles of the foe with blinding speed before launching precision volleys of laser fire that detonate enemy armour in blossoming fireballs. The scream of jet engines splits the air as formations of strike craft knife across the sky, shredding enemy fighters into fragments with crackling beams of superheated energy. Outwitted, outmanoeuvred and outfought, the foe is encircled and destroyed with swift and merciless precision. Thus do the Aeldari of the craftworlds make war.

escape the hunger of She Who Thirsts. Each of the surviving craftworlds represents but a small fragment of that lost civilisation, and within their crystal domes and glittering gardens the Aeldari live their lives as they have done for millennia, following the ascetic Paths that keep them from falling prey to the same decadence as their forebears. Each craftworld is home to the dead as well as the living. Slaanesh is ever-hungry, and should an Aeldari die their eternal soul falls into her foul embrace. To avoid this awful fate, craftworlders wear objects called waystones upon their person. These psycho-receptive crystals capture the wearer’s essence upon death, preventing She Who Thirsts from claiming her due. Should an Aeldari fall, their waystone – known as a spirit stone when it is infused with the spirit essence of its fallen bearer – will be gathered and returned to their craftworld, where the soul within is transferred into the wraithbone infinity circuit of the ancient vessel. In times of great

The world-ships which the craftworlders call home were originally created as spacefaring arks by those ancient Aeldari who foresaw the horrifying fate of their empire, and who fled far enough to

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need the restless dead can be called upon by the living, siphoned from the ship’s psychoactive skeleton and interred in a wraithbone war construct. Even in death the Aeldari of the craftworlds fight for the future of their race.

the most populous and intrepid of the craftworlds, Iyanden was unfortunate enough to find itself in the path of Hive Fleet Kraken. Countless Aeldari were devoured before the Tyranid menace was finally driven off. Ever since, Iyanden’s dead have greatly outnumbered its living. Thus, the craftworld fields a great number of wraithbone constructs, Wraithblades and Wraithguard whose presence ensures that the glory of Iyanden is not forgotten.

The Craftworld Aeldari are the guardians of their people’s culture, history and traditions, forever striving to preserve an echo of its past greatness. The exact number of craftworlds that escaped the Fall is unknown, though there are several that are renowned for their impact upon the wider galaxy. Each pursues its own endeavours and prosecutes war in its own manner, and each still bears its own scars from the Fall so many thousands of years later.

The Ulthwé craftworld roams close to the Eye of Terror, and is home to some of the most powerful psykers in the galaxy. The divinations of Ulthwé Farseers have foiled the plots of Chaos and advanced the cause of the Aeldari race on countless occasions, though many other craftworlds still consider the Ulthwé cursed by their proximity to the Eye and call its inhabitants the Damned. Because Ulthwé relies so heavily on its psykers, and because the Path of the Seer is such a time-consuming and dangerous one, the craftworld can spare few of its people to study the Path of the Warrior. Consequently, it counts few Aspect Warriors amongst the ranks of its armies, instead relying upon a standing army of citizen troops known as the Black Guardians, each of whom is a veteran of countless wars against Chaos-warped raiders. Should the shadow of war fall across a craftworld, its Aspect Warrior shrines, armadas of grav-craft and spirit-driven constructs swiftly make ready for war. Civilians set aside the tools of peace to take up arms as Guardians, the militias which make up the core of the mighty Aeldari warhosts. Though not professional soldiers, each long-lived Guardian is nonetheless the equal of a warrior of another race who has spent their entire life mastering the art of combat. Led by the strategically brilliant Autarchs – Aeldari who have fully embraced the Path of Command – the warhosts of the Craftworld Aeldari strike without warning across the galaxy, piercing the heart of the foe before they are even aware of their peril. Mounted astern of every craftworld is a shimmering webway gate. Linked to an impossibly vast network of tunnels through time and space, this portal allows the Craftworld Aeldari to send their armies and warriors immeasurable distances across the stars. Thus, the location of a craftworld is little hindrance to its armies, as it remains forever connected to the galaxy even when hidden deep within the void.

Craftworld Alaitoc wanders the far frontier of the galaxy, on the edge of unexplored space. Far away from the corrupting influence of the Eye of Terror, those of the Alaitoc are driven by a puritanical adherence to the Path. This zealous spirit offers a potent shield against the corrupting touch of Slaanesh, but also causes many of the craftworld’s warriors to lose themselves on their chosen Path, becoming the elite warriors known as Exarchs. Many Alaitoc find such ascetic demands overbearing, and embrace the Path of the Outcast. Thus, Alaitoc can call upon a great number of scouts and Rangers when the need arises. The warriors of the Saim-Hann craftworld are masters of the lightning assault, favouring the rapid deployment of jetbike units and grav-tank formations, falling on their foes with stunning speed and ferocity. Among the first Aeldari to set off aboard their craftworld, the Wild Host are a passionate and hot-tempered force, and many other Aeldari look on them as uncultured and savage. Those of Saim-Hann care not, for they ride together united as blood brothers and sisters, their war-cries echoing above the wail of jetbike engines.

THE PATH

The Aeldari of Craftworld Biel-Tan ever strive to return their race to their former glory, and have pursued many campaigns of xenocide against those races foolish enough to encroach upon the maiden and Exodite worlds that lie beneath their protection. The Biel-Tani are a militant and aggressive people, who place more emphasis upon the Path of the Warrior than any other craftworld – many Aspect Warriors fill the ranks of their armies. When the prophet Yvraine of the Ynnari drew one of the Blades of Power from Biel-Tan’s spine, she birthed the mighty Yncarne, but also sundered the world-ship forever. Where once a single, graceful craftworld drifted through the void, now the Biel-Tani dwell upon scattered fleets of spacecraft, fashioned from the shattered remnants of their home. While many of its people saw the Ynnari as their greatest hope of reclaiming their former glory, many others cursed the name of those who had brought such destruction to their home, and refused to fight at their side.

Aeldari are creatures of soaring passion and heightened sensitivity – both traits which contributed to the downfall of their empire and the birth of their nemesis, Slaanesh. To control and focus these attributes, the Aeldari of the craftworlds turn to a practice steeped in mystical tradition known as the Path, which helps temper the fickle and obsessive nature of their race. Each Aeldari will make a choice from many thousands of Paths, which they follow to the exclusion of all else until it is mastered. They will then move on to another, and another, rarely sticking to a single Path too long lest it eclipse their sense of self. There are many varied Paths – the ways of the Artisan, Voidfarer and Healer are all vital roles within a craftworld, for instance – and for much of their life an Aeldari might pursue perfection in relative peace. However, as the long night draws in and enemies gather in the darkness, more and more Aeldari turn to the Path of the Warrior, their souls tempered in the flames of battle and quenched in blood.

Craftworld Iyanden is a place of death, a grave world where the living walk amidst the tombs of their fallen kindred. Once among

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CRAFTWORLDS ARMY LIST This section contains all of the datasheets that you will need in order to fight battles with your Craftworlds miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Craftworlds units – these are described below and referenced on the datasheets.

KEYWORDS Throughout this section you will come across a keyword that is within angular brackets, specifically . This is shorthand for a keyword of your own choosing, as described below.

The Craftworld Aeldari all belong to a craftworld. When you include a craftworld unit in your army, you must nominate which craftworld that unit is from. There are many different craftworlds to choose from; you can use any of the craftworlds described in our books, or make up your own craftworld if you prefer. You then simply replace the keyword in every instance on that unit’s datasheet with the name of your chosen craftworld. For example, if you were to include an Autarch in your army, and you decided they were from Craftworld Biel-Tan, then their keyword is changed to BIEL-TAN, and their ‘The Path of Command’ ability would say ‘You can re-roll hit rolls of 1 for friendly BIEL-TAN units within 6" of this model.’

RUNES OF BATTLE AND RUNES OF FATE DISCIPLINES Before the battle, generate the psychic powers for PSYKERS that can use powers from the Runes of Battle and Runes of Fate disciplines using the tables below. You can either roll a D3 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have. Note that the Runes of Battle psychic powers have two names, and two effects. Each effect counts as a different psychic power, so in matched play games a Warlock Conclave that manifests Conceal could also attempt to manifest Reveal.

RUNES OF BATTLE DISCIPLINE D3 PSYCHIC POWER

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Conceal/Reveal Conceal/Reveal has a warp charge value of 6. If manifested, choose one of the following: Conceal: Your opponent must subtract 1 from all hit rolls for ranged weapons that target the psyker or friendly ASURYANI INFANTRY or ASURYANIBIKER units within 3" of the psyker until your next Psychic phase. Reveal: Choose an enemy unit within 18" of the psyker – it does not gain any bonus to its saving throws for being in cover until your next Psychic phase.

2

Embolden/Horrify Embolden/Horrify has a warp charge value of 6. If manifested, choose one of the following: Embolden: Add 2 to the Leadership characteristics of friendly ASURYANIINFANTRY or ASURYANIBIKER units within 3" of the psyker until your next Psychic phase. Horrify: Choose an enemy unit within 18" of the psyker – your opponent must subtract 1 from the Leadership of that unit takes until your next Psychic phase.

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Enhance/Drain Enhance/Drain has a warp charge value of 7. If manifested, choose one of the following: Enhance: Add 1 to hit rolls in the Fight phase for friendly ASURYANIINFANTRY or ASURYANIBIKER units within 3" of the psyker until your next Psychic phase. Drain: Choose an enemy unit within 18" of the psyker – your opponent must subtract 1 from all hit rolls for that unit in the Fight phase until your next Psychic phase.

ABILITIES The following abilities are common to several Craftworlds units:

Ancient Doom You 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 Focus This unit can shoot in the Shooting phase as if it hasn’t moved or Advanced (with the exception of Heavy weapons).

RUNES OF FATE DISCIPLINE

WARGEAR

D3 PSYCHIC POWER

1

Guide Guide has a warp charge value of 7. If manifested, choose a friendly ASURYANIunit within 24" of the psyker. You can re-roll failed hit rolls for that unit’s ranged weapons until your next Psychic phase.

Many of the units you will find on the following pages reference one or more of the following wargear lists (e.g. Heavy Weapons). When this is the case, the unit may take any item from the appropriate list below. The profiles for the items in these lists can be found in the appendix (pg 114-117).

2

Doom Doom has a warp charge value of 7. If manifested, choose an enemy unit within 24" of the psyker. You can re-roll failed wound rolls against that unit until your next Psychic phase.

AUTARCH WEAPONS

3

Avenger shuriken catapult Death spinner Fusion gun 1 Lasblaster 1 Power sword Reaper launcher 1 Scorpion chainsword

Fortune Fortune has a warp charge value of 7. If manifested, choose a friendly ASURYANIunit within 24" of the psyker. Until your next Psychic phase, whenever that unit suffers a wound, roll a D6. On a 5+ that wound is ignored. If a unit already has an ability with a similar effect (e.g. the Avatar of Khaine’s Molten Body ability) this psychic power does not affect them.

1

11

A model can only carry one of these weapons.

HEAVY WEAPONS Aeldari missile launcher Bright lance Scatter laser Shuriken cannon Starcannon

VEHICLE EQUIPMENT Crystal targeting matrix Spirit stones Star engines Vectored engines

9

ELDRAD ULTHRAN

NAME

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WS

BS

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A

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Eldrad Ulthran

7"

2+

2+

3

4

6

2

9

6+

Eldrad Ulthran is a single model armed with a shuriken pistol, a witchblade and the Staff of Ulthamar. Only one of this model may be included in your army.

WEAPON

RANGE

Shuriken pistol Staff of Ulthamar Witchblade

ABILITIES

PSYKER FACTION KEYWORDS KEYWORDS

TYPE

S

AP

D

ABILITIES

Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. Melee Melee +2 -2 D3 Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. Ancient Doom, Battle Focus (pg 10) Runes of the Farseer: Once in each Psychic phase, you can re-roll any number of dice used for Eldrad Ulthran’s Ghosthelm: Roll a D6 whenever Eldrad Ulthran suffers attempt to manifest or deny a psychic power. a mortal wound. On a roll of 5+, that wound is ignored. Spiritlink: Whenever you pass a Psychic test for Eldrad Armour of the Last Runes: Eldrad Ulthran has a 3+ Ulthran, you can add 1 to the next Psychic test you take invulnerable save. for him until the end of the phase. Eldrad Ulthran can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. He knows the Smite power and three psychic powers from the Runes of Fate discipline (pg 11). 12"

Pistol 1

4

0

1

AELDARI, ASURYANI, WARHOST, ULTHWÉ CHARACTER, INFANTRY, PSYKER, ELDRAD ULTHRAN

5

PRINCE YRIEL

NAME

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WS

BS

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T

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A

Ld

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Prince Yriel

7"

2+

2+

3

3

6

4

9

3+

Prince Yriel is a single model armed with the Eye of Wrath, the Spear of Twilight and sunburst grenades. Only one of this model may be included in your army.

WEAPON

RANGE

The Eye of Wrath The Spear of Twilight Sunburst grenade

3" Pistol D6 6 Melee Melee User 6" Grenade D6 4 Ancient Doom, Battle Focus (pg 10)

ABILITIES

TYPE

S

AP

D

-2 -2 -1

1 D3 1

Cursed: You must re-roll saving throws of 6 for Prince Yriel in the Fight phase.

FACTION KEYWORDS KEYWORDS

AELDARI, ASURYANI, WARHOST, IYANDEN CHARACTER, INFANTRY, PRINCE YRIEL

ABILITIES This weapon can only be fired once per battle. This weapon always wounds on a roll of 2+. Forceshield: Prince Yriel has a 4+ invulnerable save. The Path of Command: You can re-roll hit rolls of 1 for friendly IYANDEN units within 6".

4

ILLIC NIGHTSPEAR

NAME

M

WS

BS

S

T

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A

Ld

Sv

Illic Nightspear

7"

2+

2+

3

3

5

4

9

5+

Illic Nightspear is a single model armed with Voidbringer, a shuriken pistol and a power sword. Only one of this model may be included in your army.

WEAPON

RANGE

TYPE

S

AP

D

Shuriken pistol

12"

Pistol 1

4

0

1

Voidbringer

48"

Heavy 1

4

-3

D3

-3

1

Power sword

ABILITIES

Melee Melee User Ancient Doom, Battle Focus (pg 10)

Appear Unbidden: During deployment, you can set up Illic Nightspear walking the winding paths of the webway instead of placing him on the battlefield. At the beginning of the first battle round but before the first turn begins Illic Nightspear emerges from the webway – set him up anywhere on the battlefield that is more than 9" away from any enemy models.

FACTION KEYWORDS KEYWORDS

ABILITIES Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. This weapon can target an enemy CHARACTER even if they are not the closest enemy unit. This weapon wounds on a 2+, unless it is targeting a VEHICLE. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage. Bringer of the True Death: You can re-roll hit and wounds rolls of 1 for Illic Nightspear’s attacks when they target a NECRON unit. Hunter Unseen: Your opponent must subtract 1 from their hit rolls for attacks that target this unit. In addition, add 2 to this model’s saving throws for being in cover instead of 1.

AELDARI, ASURYANI, WARHOST, ALAITOC CHARACTER, INFANTRY, ILLIC NIGHTSPEAR

9

ASURMEN

NAME

M

WS

BS

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A

Ld

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Asurmen

7"

2+

2+

4

4

6

5

9

2+

Asurmen is a single model armed with the Sword of Asur and two avenger shuriken catapults. Only one of this model may be included in your army.

WEAPON Avenger shuriken catapult

RANGE 18"

TYPE

S

AP

D

Assault 2

4

0

1

Melee

+1

-3

D3

The Sword of Asur

Melee

ABILITIES

Ancient Doom, Battle Focus (pg 10) Shield of Grace: Asurmen has a 4+ invulnerable save against ranged weapons and a 3+ invulnerable save against melee weapons.

FACTION KEYWORDS KEYWORDS

ABILITIES Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. Each time you make a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage. Defence Tactics: When Asurmen fires Overwatch, he hits on rolls of 5+, regardless of any modifiers. Hand of Asuryan: Friendly ASPECT WARRIORunits within 6" have a 5+ invulnerable save. Friendly Dire Avengers units have a 4+ invulnerable save instead.

AELDARI, ASURYANI, ASPECT WARRIOR CHARACTER, INFANTRY, PHOENIX LORD, ASURMEN

13

7

JAIN ZAR

NAME

M

WS

BS

S

T

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A

Ld

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Jain Zar

8"

2+

2+

4

4

6

4

9

2+

Jain Zar is a single model armed with the Silent Death and the Blade of Destruction. Only one of this model may be included in your army.

WEAPON

RANGE

Silent Death Blade of Destruction

12" Assault 4 User Melee Melee User Ancient Doom, Battle Focus (pg 10)

ABILITIES

TYPE

S

AP

D

-3 -3

1 D3

Acrobatic: Add 3 to your rolls when Jain Zar Advances or charges.

ABILITIES You can re-roll failed wound rolls for this weapon. Banshee Mask: Jain Zar always fights first in the Fight phase, even if she didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Disarming Strike: At the beginning of each Fight phase you can choose a weapon on an enemy INFANTRY War Shout: Your opponent must subtract 1 from hit model within 1" of Jain Zar, and roll a D6. On a 3+ that rolls in the Fight phase for attacks that target Jain Zar. model cannot use that weapon during this Fight phase. Cry of War Unending: Enemy units cannot fire Overwatch at Jain Zar or at friendly units of Howling Banshees within 6".

FACTION KEYWORDS KEYWORDS

AELDARI, ASURYANI, ASPECT WARRIOR CHARACTER, INFANTRY, PHOENIX LORD, JAIN ZAR

9

KARANDRAS

NAME

M

WS

BS

S

T

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A

Ld

Sv

Karandras

7"

2+

2+

4

4

6

4

9

2+

Karandras is a single model armed with a scorpion chainsword, a scorpion’s claw and sunburst grenades. Only one of this model may be included in your army.

WEAPON Scorpion’s claw (shooting)

RANGE 12"

TYPE

S

AP

D

Assault 2

4

0

1

Scorpion chainsword

Melee

Melee

+1

0

1

Scorpion’s claw (melee)

Melee

Melee

x2

-3

D3

Sunburst grenade

6" Grenade D6 4 Ancient Doom, Battle Focus (pg 10)

-1

1

ABILITIES

Master of Stealth: During deployment, you can set up Karandras in the shadows instead of placing him on the battlefield. If you do so, at the end of any of your Movement phases Karandras can stalk from his hiding place. When he does so set him up anywhere on the battlefield that is more than 9" away from any enemy models. Shadow Strike: Add 1 to hit rolls for attacks for Karandras that target a unit in cover.

ABILITIES Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. When attacking with this weapon, you must subtract 1 from the hit roll. The Scorpion’s Bite: At the beginning of each Fight phase, roll four D6 if this model is within 1" of an enemy INFANTRY unit. For each roll of 5 or 6, that unit suffers a mortal wound. If two or more INFANTRY units are within 1", choose one to target before rolling any dice. Death by a Thousand Stings: Each time you roll a hit roll of 6+ when making a close combat attack for Karandras, or a model from a friendly Striking Scorpions unit within 6" of him, that model can immediately make another close combat attack using the same weapon. These extra attacks cannot generate any additional attacks.

FACTION KEYWORDS

AELDARI, ASURYANI, ASPECT WARRIOR

KEYWORDS

CHARACTER, INFANTRY, PHOENIX LORD, KARANDRAS

8

FUEGAN

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Fuegan

7"

2+

2+

5

4

6

4

9

2+

Fuegan is a single model armed with the Fire Axe, a firepike and melta bombs. Only one of this model may be included in your army.

WEAPON

RANGE

Firepike

18"

Fire Axe

Melee

Melta bomb

ABILITIES

6"

TYPE

S

AP

D

Assault 1

8

-4

D6

User

-4

D3

8

-4

D6

Melee Grenade 1

Ancient Doom, Battle Focus (pg 10) Assured Destruction: You can re-roll wound rolls of 1 in the Shooting phase for attacks Fuegan makes that target MONSTERS or VEHICLES. Unflinching Focus: You can re-roll hit rolls of 1 for Fuegan’s ranged weapons, and for those of friendly Fire Dragons units within 6".

ABILITIES If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. You can re-roll failed wound rolls for this weapon when targeting a VEHICLE. Last to Fall: Roll a D6 whenever Fuegan suffers a wound or mortal wound. On a 5+ that wound is ignored. Unquenchable Resolve: At the end of the first Fight phase in which Fuegan suffers one or more unsaved wounds, his Strength and Attacks characteristics increase by 2. These bonuses last for the rest of the game.

FACTION KEYWORDS

AELDARI, ASURYANI, ASPECT WARRIOR

KEYWORDS

CHARACTER, INFANTRY, PHOENIX LORD, FUEGAN

6

BAHARROTH

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Baharroth

14"

2+

2+

4

4

6

4

9

2+

Baharroth is a single model armed with the Shining Blade and a hawk’s talon. Only one of this model may be included in your army.

WEAPON Hawk’s talon

RANGE 24"

TYPE

S

AP

D

ABILITIES

Assault 4

5

0

1

User

-2

D3

If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from that unit’s hit rolls until the end of the turn. Baharroth’s Grenade Pack: Baharroth can fire a spread of grenades as he flies over enemy units in his Movement phase. To do so, after Baharroth has moved, pick one enemy unit that he flew over. Then, roll one D6 for each model in the enemy unit (up to a maximum of 3 dice). Each time you roll a 4+, the target unit suffers 1 mortal wound.

The Shining Blade

Melee

Melee

ABILITIES

Ancient Doom, Battle Focus (pg 10) Cry of the Wind: During deployment, you can set up Baharroth in the skies instead of placing him on the battlefield. At the end of any of your Movement phases Baharroth can descend on Swooping Hawk wings – set him up anywhere on the battlefield that is more than 9" away from any enemy models. Skyleap: At the beginning of your Movement phase, if Baharroth is not within 1" of an enemy model he can leap back into the skies. Remove him from the battlefield. He can return to the battlefield as described in the Cry of the Wind ability. He may not both skyleap and descend on Swooping Hawk wings in the same turn. If the battle ends while Baharroth is in the skies, he is considered to be slain.

The Brilliant Sun: You can add 1 to the Leadership of friendly ASPECT WARRIORunits within 6" of Baharroth. Add 2 to the Leadership of friendly Swooping Hawks units instead. Blazing Fury: You can re-roll hit rolls of 1 for friendly Swooping Hawks units within 6" of Baharroth.

FACTION KEYWORDS

AELDARI, ASURYANI, ASPECT WARRIOR

KEYWORDS

CHARACTER, INFANTRY, JUMP PACK, PHOENIX LORD, FLY, BAHARROTH

15

8

MAUGAN RA

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Maugan Ra

6"

2+

2+

4

4

6

4

9

2+

Maugan Ra is a single model armed with the Maugetar. Only one of this model may be included in your army.

WEAPON

RANGE

The Maugetar (shooting) - Shrieker - Shuriken The Maugetar (scythe blade)

ABILITIES

TYPE

S

AP

D

ABILITIES

When attacking with this weapon, choose one of the profiles below. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of -1. If an INFANTRY model is slain by an attack made with 36" Assault 1 6 -1 1 this weapon, its unit suffers D3 mortal wounds. 36" Assault 4 6 -1 1 Melee

Melee

+2

-2

D3

-

Ancient Doom, Battle Focus (pg 10)

Inescapable Death: Maugan Ra always hits on a 2+ when firing a ranged weapon, regardless of any Whirlwind of Death: Maugan Ra can fire the Maugetar modifiers (although he still only hits on rolls of 6 when twice in each Shooting phase. firing Overwatch). The Harvester: You can re-roll hit rolls of 1 for Maugan Legacy of Altansar: You can re-roll wound rolls of 1 for Ra’s ranged weapon, and for those of friendly Dark Maugan Ra’s attacks that target CHAOS units. Reapers units within 6".

FACTION KEYWORDS KEYWORDS

AELDARI, ASURYANI, ASPECT WARRIOR CHARACTER, INFANTRY, PHOENIX LORD, MAUGAN RA

5

AUTARCH

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Autarch

7"

2+

2+

3

3

5

4

9

3+

An Autarch is a single model armed with a shuriken pistol and sunburst grenades.

WEAPON Fusion pistol Shuriken pistol Sunburst grenade

WARGEAR OPTIONS ABILITIES

FACTION KEYWORDS KEYWORDS

RANGE

TYPE

S

AP

D

ABILITIES

If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Each time you make a wound roll of 6+ for this weapon, 12" Pistol 1 4 0 1 that hit is resolved with an AP of -3 instead of 0. 6" Grenade D6 4 -1 1 This model may take either a banshee mask or mandiblasters. This model may replace its shuriken pistol with a fusion pistol. This model may take up to two weapons from the Autarch Weapons list. Ancient Doom, Battle Focus (pg 10) The Path of Command: You can re-roll hit rolls of 1 for friendly units within 6" of this model. Banshee Mask: A model with a banshee mask always fights first in the Fight phase, even if it didn’t charge. Mandiblasters: If this model has mandiblasters, at the If the enemy has units that have charged, or that beginning of each Fight phase, roll a D6 if this model have a similar ability, then alternate choosing units is within 1" of an enemy INFANTRY unit. On a roll to fight with, starting with the player whose turn is of 6, that unit suffers a mortal wound. If two or more taking place. INFANTRY units are within 1", choose one to target before rolling any dice. Forceshield: This model has a 4+ invulnerable save. 6"

Pistol 1

8

-4

D6

AELDARI, ASURYANI, WARHOST, CHARACTER, INFANTRY, AUTARCH

AUTARCH

6

WITH SWOOPING HAWKWINGS NAME

M

WS

BS

S

T

W

A

Ld

Sv

Autarch with Swooping Hawk Wings

14"

2+

2+

3

3

5

4

9

3+

An Autarch with Swooping Hawk wings is a single model armed with a shuriken pistol and sunburst grenades.

WEAPON Fusion pistol Shuriken pistol Sunburst grenade

WARGEAR OPTIONS ABILITIES

RANGE

TYPE

S

AP

D

ABILITIES

If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Each time you make a wound roll of 6+ for this weapon, 12" Pistol 1 4 0 1 that hit is resolved with an AP of -3 instead of 0. 6" Grenade D6 4 -1 1 This model may take either a banshee mask or mandiblasters. This model may replace its shuriken pistol with a fusion pistol. This model may take up to two weapons from the Autarch Weapons list. Ancient Doom, Battle Focus (pg 10) Forceshield: This model has a 4+ invulnerable save. 6"

Pistol 1

8

-4

D6

Children of Baharroth: During deployment, you can set up this model in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can descend – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

Mandiblasters: If this model has mandiblasters, at the beginning of each Fight phase, roll a D6 if this model is within 1" of an enemy INFANTRY unit. On a roll of 6, that unit suffers a mortal wound. If two or more INFANTRY units are within 1", choose one to target before rolling any dice.

Banshee Mask: A model with a banshee mask always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Skyleap: At the beginning of your Movement phase, if this model is not within 1" of an enemy model it can leap back into the skies. Remove this model from the battlefield. It can return to the battlefield as described in the Children of Baharroth ability. This model may not both skyleap and descend on Swooping Hawk wings in ThePath of Command: You can re-roll hit rolls of 1 for the same turn. If the battle ends while this model is in friendly units within 6" of this model. the skies, it is considered to be slain.

FACTION KEYWORDS KEYWORDS

AELDARI, ASURYANI, WARHOST, CHARACTER, INFANTRY, JUMP PACK, FLY, AUTARCH

An Autarch of Craftworld Saim-Hann leaps into battle upon mighty pinions.

17

AUTARCH

5

WITH WARPJUMP GENERATOR NAME

M

WS

BS

S

T

W

A

Ld

Sv

Autarch with Warp Jump Generator

7"

2+

2+

3

3

5

4

9

3+

An Autarch with warp jump generator is a single model armed with a shuriken pistol and sunburst grenades.

WEAPON Fusion pistol Shuriken pistol Sunburst grenade

WARGEAR OPTIONS ABILITIES

FACTION KEYWORDS KEYWORDS

RANGE

TYPE

S

AP

D

ABILITIES

If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. Each time you make a wound roll of 6+ for this weapon, 12" Pistol 1 4 0 1 that hit is resolved with an AP of -3 instead of 0. 6" Grenade D6 4 -1 1 This model may take either a banshee mask or mandiblasters. This model may replace its shuriken pistol with a fusion pistol. This model may take up to two weapons from the Autarch Weapons list. Ancient Doom, Battle Focus (pg 10) Mandiblasters: If this model has mandiblasters, at the beginning of each Fight phase, roll a D6 if this model Warp Jump Generator: When this model moves in is within 1" of an enemy INFANTRY unit. On a roll the Movement phase, it can do so normally or using its of 6, that unit suffers a mortal wound. If two or more warp jump generator. If it uses its warp jump generator INFANTRY units are within 1", choose one to target it cannot Advance or charge this turn, but its Move before rolling any dice. characteristic is increased by 4D6" and it can FLY until the end of the phase. Banshee Mask: A model with a banshee mask always fights first in the Fight phase, even if it didn’t charge. Forceshield: This model has a 4+ invulnerable save. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight ThePath of Command: You can re-roll hit rolls of 1 for with, starting with the player whose turn is taking place. friendly units within 6" of this model. 6"

Pistol 1

8

-4

D6

AELDARI, ASURYANI, WARHOST, CHARACTER, INFANTRY, JUMP PACK, AUTARCH

7

AUTARCH SKYRUNNER

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Autarch Skyrunner

16"

2+

2+

3

4

6

4

9

3+

An Autarch Skyrunner is a single model armed with a shuriken pistol. Their Aeldari jetbike is equipped with a twin shuriken catapult.

WEAPON

RANGE

Fusion pistol Laser lance (shooting) Shuriken pistol Twin shuriken catapult Laser lance (melee)

WARGEAR OPTIONS

ABILITIES

TYPE

S

AP

D

ABILITIES

If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. 6" Assault 1 6 -4 2 Each time you make a wound roll of 6+ for this weapon, 12" Pistol 1 4 0 1 that hit is resolved with an AP of -3 instead of 0. Each time you make a wound roll of 6+ for this weapon, 12" Assault 4 4 0 1 that hit is resolved with an AP of -3 instead of 0. If the bearer charged this turn, attacks with this weapon Melee Melee User -4 2 are made at Strength 6. This model may take either a banshee mask or mandiblasters. This model may replace its shuriken pistol with a fusion pistol. This model may take up to two weapons from the Autarch Weapons list, or a laser lance and up to one weapon from the Autarch Weapons list. Ancient Doom, Battle Focus (pg 10) Forceshield: This model has a 4+ invulnerable save. 6"

Pistol 1

8

-4

D6

Mandiblasters: If this model has mandiblasters, at the beginning of each Fight phase, roll a D6 if this model is within 1" of an enemy INFANTRY unit. On a roll of 6, that unit suffers a mortal wound. If two or more INFANTRY units are within 1", choose one to target before rolling any dice.

Ride the Wind: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.

Banshee Mask: A model with a banshee mask always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have ThePath of Command: You can re-roll hit rolls of 1 for a similar ability, then alternate choosing units to fight friendly units within 6" of this model. with, starting with the player whose turn is taking place.

FACTION KEYWORDS KEYWORDS

AELDARI, ASURYANI, WARHOST, BIKER, CHARACTER, FLY, AUTARCH

13

AVATAR OF KHAINE

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Avatar of Khaine

7"

2+

2+

6

6

8

5

9

3+

The Avatar of Khaine is a single model armed with the Wailing Doom. Only one of this model may be included in your army.

WEAPON The Wailing Doom (shooting)

RANGE

TYPE

S

AP

D

ABILITIES

Roll two dice when inflicting damage with this weapon and discard the lowest result. Roll two dice when inflicting damage with this weapon The Wailing Doom (melee) Melee Melee +2 -4 D6 and discard the lowest result. Ancient Doom, Battle Focus (pg 10) Khaine Awakened: Friendly ASURYANIunits within ABILITIES 12" of the Avatar of Khaine do not take Morale tests, and Molten Body: Roll a D6 whenever the Avatar of Khaine you can re-roll failed charge rolls for these units. suffers a wound or mortal wound. On a 5+ that wound is ignored. Daemon: The Avatar of Khaine has a 5+ invulnerable save.

FACTION KEYWORDS KEYWORDS

12"

Assault 1

8

-4

D6

AELDARI, ASURYANI, ASPECT WARRIOR, CHARACTER, MONSTER, DAEMON, AVATAR OF KHAINE

19

6

FARSEER

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Farseer

7"

2+

2+

3

3

5

2

9

6+

D

ABILITIES

A Farseer is a single model armed with a shuriken pistol and a witchblade.

WEAPON

RANGE

Shuriken pistol Singing spear (shooting) Witchblade Singing spear (melee)

WARGEAR OPTIONS ABILITIES

TYPE

S

AP

Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. 12" Assault 1 9 0 D3 This weapon always wounds on a roll of 2+. Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. This model may replace its witchblade with a singing spear. 12"

Pistol 1

4

0

1

Ancient Doom, Battle Focus (pg 10)

Rune Armour: This model has a 4+ invulnerable save.

Ghosthelm: Roll a D6 whenever this model suffers a mortal wound. On a roll of 5+, that wound is ignored.

Runes of the Farseer: Once 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. This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Runes of Fate discipline (pg 11).

PSYKER FACTION KEYWORDS KEYWORDS

AELDARI, ASURYANI, WARHOST, CHARACTER, INFANTRY, PSYKER, FARSEER

9

FARSEER SKYRUNNER

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Farseer Skyrunner

16"

2+

2+

3

4

6

2

9

4+

A Farseer Skyrunner is a single model armed with a shuriken pistol and a witchblade. Their Aeldari jetbike is equipped with a twin shuriken catapult.

WEAPON Shuriken pistol Singing spear (shooting) Twin shuriken catapult Singing spear (melee) Witchblade

WARGEAR OPTIONS ABILITIES

RANGE

TYPE

S

AP

D

ABILITIES

Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. 12" Assault 1 9 0 D3 This weapon always wounds on a roll of 2+. Each time you make a wound roll of 6+ for this weapon, 12" Assault 4 4 0 1 that hit is resolved with an AP of -3 instead of 0. Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. This model may replace its witchblade with a singing spear. 12"

Pistol 1

4

0

1

Ancient Doom, Battle Focus (pg 10) Ghosthelm: Roll a D6 whenever this model suffers a mortal wound. On a roll of 5+, that wound is ignored.

Runes of the Farseer: Once 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.

Ride the Wind: When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Runes of Fate discipline (pg 11). Rune armour: This model has a 4+ invulnerable save.

PSYKER FACTION KEYWORDS KEYWORDS

AELDARI, ASURYANI, WARHOST, BIKER, CHARACTER, FLY, PSYKER, FARSEER SKYRUNNER

6

WARLOCK CONCLAVE

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Warlock

7"

3+

3+

3

3

2

2

8

6+

This unit contains 2 Warlocks. It can include up to 8 additional Warlocks (Power Rating +3 per model). Each model is armed with a shuriken pistol and a witchblade.

WEAPON

RANGE

Singing spear (shooting) Shuriken pistol Singing spear (melee) Witchblade

WARGEAR OPTIONS ABILITIES

PSYKER

12"

TYPE

S

AP

D

Assault 1

9

0

D3

ABILITIES

This weapon always wounds on a roll of 2+. Each time you make a wound roll of 6+ for this weapon, 12" Pistol 1 4 0 1 that hit is resolved with an AP of -3 instead of 0. Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. Any model may replace its witchblade with a singing spear. Ancient Doom, Battle Focus (pg 10)

Destructor: When this unit manifests the Smite psychic power, it has a range of 9" rather than 18". In addition, Rune Armour: Models in this unit have a 4+ if this unit consists of 1-3 models when it manifests invulnerable save. Smite, it only deals a single mortal wound. If it consists of 7-10 models when it manifests Smite, it always deals D6 mortal wounds. If this unit has 1-3 models it can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. If this unit has 4-6 models it can attempt to manifest two powers and deny two powers, and if it has 7-10 models it can attempt to manifest three powers and deny three powers. This unit knows the Smite power and two psychic powers from the Runes of Battle discipline (pg 10). If this unit has more than one model, when manifesting or denying a psychic power, first select a model in the unit – measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the manifesting unit to be slain.

FACTION KEYWORDS KEYWORDS

AELDARI, ASURYANI, WARHOST, INFANTRY, PSYKER, WARLOCK CONCLAVE

3

WARLOCK

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Warlock

7"

3+

3+

3

3

2

2

8

6+

ABILITIES

A Warlock is a single model armed with a shuriken pistol and a witchblade.

WEAPON Singing spear (shooting) Shuriken pistol Singing spear (melee) Witchblade

WARGEAR OPTIONS ABILITIES PSYKER FACTION KEYWORDS KEYWORDS

RANGE 12"

TYPE

S

AP

D

Assault 1

9

0

D3

This weapon always wounds on a roll of 2+. Each time you make a wound roll of 6+ for this weapon, 12" Pistol 1 4 0 1 that hit is resolved with an AP of -3 instead of 0. Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. This model may replace its witchblade with a singing spear. Ancient Doom, Battle Focus (pg 10)

Destructor: When this model manifests the Smite psychic power, it has a range of 9" rather than 18" and Rune Armour: This model has a 4+ invulnerable save. only deals a single mortal wound. This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Runes of Battle discipline (pg 10).

AELDARI, ASURYANI, WARHOST, CHARACTER, INFANTRY, PSYKER, WARLOCK

21

10

WARLOCK SKYRUNNER CONCLAVE

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Warlock Skyrunner

16"

3+

3+

3

4

3

2

8

4+

This unit contains 2 Warlock Skyrunners. It can include up to 8 additional Warlock Skyrunners (Power Rating +5 per model). Each model is armed with a shuriken pistol and a witchblade. Each of their Aeldari jetbikes is equipped with a twin shuriken catapult.

WEAPON

RANGE

Singing spear (shooting) Shuriken pistol Twin shuriken catapult Singing spear (melee) Witchblade

12" Assault 1 9 0 D3 This weapon always wounds on a roll of 2+. 12" Pistol 1 4 0 1 Each time you make a wound roll of 6+ for a shuriken weapon, that hit is resolved with an AP of -3 instead of 0. 12" Assault 4 4 0 1 Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. Any model may replace its witchblade with a singing spear.

WARGEAR OPTIONS ABILITIES

TYPE

S

AP

D

Ancient Doom, Battle Focus (pg 10)

ABILITIES

Destructor: When this unit manifests the Smite psychic power, it has a range of 9" rather than 18". In addition, if this unit consists of 1-3 models when it manifests Smite, it only deals a single mortal wound. If it consists of 7-10 models when it manifests Smite, it always deals D6 mortal wounds.

Rune Armour: Models in this unit have a 4+ invulnerable save.

Ride the Wind: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. If this unit has 1-3 models it can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. If this unit has 4-6 models it can attempt to manifest two powers and deny two powers, and if it has 7-10 models it can attempt to manifest three powers and deny three powers. This unit knows the Smite power and two psychic powers from the Runes of Battle discipline (pg 10).

PSYKER

If this unit consists of more than one model, when manifesting or denying a psychic power, first select a model in the unit – measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the manifesting unit to be slain.

FACTION KEYWORDS KEYWORDS

5

AELDARI, ASURYANI, WARHOST, BIKER, FLY, PSYKER, WARLOCK SKYRUNNER CONCLAVE

WARLOCK SKYRUNNER

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Warlock Skyrunner

16"

3+

3+

3

4

3

2

8

4+

A Warlock Skyrunner is a single model armed with a shuriken pistol and a witchblade. Its Aeldari jetbike is equipped with a twin shuriken catapult.

WEAPON

RANGE

Singing spear (shooting) Shuriken pistol Twin shuriken catapult Singing spear (melee) Witchblade

12" Assault 1 9 0 D3 This weapon always wounds on a roll of 2+. 12" Pistol 1 4 0 1 Each time you make a wound roll of 6+ for a shuriken weapon, that hit is resolved with an AP of -3 instead of 0. 12" Assault 4 4 0 1 Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. Melee Melee User 0 D3 This weapon always wounds on a roll of 2+. This model may replace its witchblade with a singing spear.

WARGEAR OPTIONS ABILITIES

PSYKER FACTION KEYWORDS KEYWORDS

TYPE

S

Ancient Doom, Battle Focus (pg 10)

AP

D

ABILITIES

Rune Armour: This model has a 4+ invulnerable save.

Ride the Wind: When this model Advances, add 6" to Destructor: When this model manifests the Smite its Move characteristic for that Movement phase instead psychic power, it has a range of 9" rather than 18" and of rolling a dice. only deals a single mortal wound. This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Runes of Battle discipline (pg 10).

AELDARI, ASURYANI, WARHOST, BIKER, CHARACTER, FLY, PSYKER, WARLOCK SKYRUNNER

4

SPIRITSEER

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Spiritseer

7"

2+

2+

3

3

4

2

8

6+

D

ABILITIES

A Spiritseer is a single model armed with a shuriken pistol and a witch staff.

WEAPON

RANGE

Shuriken pistol Witch staff

ABILITIES PSYKER

TYPE

S

AP

Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. Melee Melee User 0 2 This weapon always wounds on a roll of 2+. Ancient Doom, Battle Focus (pg 10) Spirit Mark: You can re-roll hit rolls of 1 for friendly SPIRIT HOST units’ attacks against Rune Armour: This model has a 4+ invulnerable save. enemy units that are within 6" of this model. This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Runes of Battle discipline (pg 10). 12"

Pistol 1

4

0

1

FACTION KEYWORDS

AELDARI, ASURYANI, SPIRIT HOST,

KEYWORDS

CHARACTER, INFANTRY, PSYKER, SPIRITSEER

4

GUARDIAN DEFENDERS

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Guardian

7"

3+

3+

3

3

1

1

7

5+

Heavy Weapon Platform

7"

6+

3+

3

3

2

1

7

3+

This unit contains 10 Guardians. It can include up to 10 additional Guardians (Power Rating +4). For every 10 Guardians in the unit, you may include one Heavy Weapon Platform. Each Guardian is armed with a shuriken catapult and sunburst grenades. Each Heavy Weapon Platform is armed with a shuriken cannon.

WEAPON Shuriken cannon Shuriken catapult Sunburst grenade

WARGEAR OPTIONS ABILITIES

RANGE

TYPE

S

AP

D

ABILITIES

Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. Each time you make a wound roll of 6+ for this weapon, 12" Assault 2 4 0 1 that hit is resolved with an AP of -3 instead of 0. 6" Grenade D6 4 -1 1 Any Heavy Weapon Platform may replace its shuriken cannon with a weapon from the Heavy Weapons list. 24"

Assault 3

6

0

1

Ancient Doom, Battle Focus (pg 10) Crewed Weapon: A Heavy Weapon Platform can only fire its ranged weapon if a Guardian from its unit is within 3" and ‘fires’ it instead of shooting any of their own weapons. A single Guardian cannot operate multiple Heavy Weapon Platforms in this way in a single turn.

FACTION KEYWORDS AELDARI, ASURYANI, WARHOST, KEYWORDS (GUARDIAN) INFANTRY, GUARDIAN DEFENDERS KEYWORDS INFANTRY, ARTILLERY, HEAVY WEAPON PLATFORM (HEAVY WEAPON PLATFORM)

23

3

STORM GUARDIANS

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Guardian

7"

3+

3+

3

3

1

1

7

5+

This unit contains 8 Guardians. It can include up to 8 additional Guardians (Power Rating +3) or up to 16 additional Guardians (Power Rating +6). Each model is armed with a shuriken pistol, an Aeldari blade and sunburst grenades.

WEAPON

RANGE

Flamer

8"

Fusion gun Shuriken pistol Aeldari blade Chainsword Power sword Sunburst grenade

WARGEAR OPTIONS ABILITIES FACTION KEYWORDS KEYWORDS

TYPE

S

AP

D

Assault D6

4

0

1

ABILITIES

This weapon automatically hits its target. If the target is within half range of this weapon, roll 12" Assault 1 8 -4 D6 two dice when inflicting damage with it and discard the lowest result. Each time you make a wound roll of 6+ for this weapon, 12" Pistol 1 4 0 1 that hit is resolved with an AP of -3 instead of 0. Melee Melee User 0 1 You can re-roll failed hit rolls for this weapon. Each time the bearer fights, it can make 1 additional Melee Melee User 0 1 attack with this weapon. Melee Melee User -3 1 6" Grenade D6 4 -1 1 Up to two Guardians may replace their shuriken pistol and Aeldari blade with either a flamer or a fusion gun. Up to two Guardians may replace their Aeldari blade with a power sword. Any Guardian may replace their Aeldari blade with a chainsword. Ancient Doom, Battle Focus (pg 10)

AELDARI, ASURYANI, WARHOST, INFANTRY, STORM GUARDIANS

5

WINDRIDERS

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Windrider

16"

3+

3+

3

4

2

1

7

4+

This unit contains 3 Windriders. It can include up to 3 additional Windriders (Power Rating +5) or up to 6 additional Windriders (Power Rating +10). Each of their Aeldari jetbikes is equipped with a twin shuriken catapult.

WEAPON Scatter laser Shuriken cannon Twin shuriken catapult

RANGE 36"

TYPE

S

AP

D

Heavy 4

6

0

1

ABILITIES

Each time you make a wound roll of 6+ for this weapon, 24" Assault 3 6 0 1 that hit is resolved with an AP of -3 instead of 0. Each time you make a wound roll of 6+ for this weapon, 12" Assault 4 4 0 1 that hit is resolved with an AP of -3 instead of 0. Any Aeldari jetbike may replace its twin shuriken catapult with either a scatter laser or a shuriken cannon.

WARGEAR OPTIONS ABILITIES

Ancient Doom, Battle Focus (pg 10)

FACTION KEYWORDS KEYWORDS

AELDARI, ASURYANI, WARHOST, BIKER, FLY, WINDRIDERS

Ride the Wind: When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.

5

RANGERS

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Ranger

7"

3+

3+

3

3

1

1

7

5+

This unit contains 5 Rangers. It can include up to 5 additional Rangers (Power Rating +5). Each model is armed with a shuriken pistol and a ranger long rifle.

WEAPON

RANGE

TYPE

S

AP

D

Shuriken pistol

12"

Pistol 1

4

0

1

Ranger long rifle

36"

Heavy 1

4

0

1

ABILITIES

Ancient Doom, Battle Focus (pg 10) Cameleoline Cloaks: Your opponent must subtract 1 from their hit rolls for attacks that target this unit. In addition, add 2 to saving throws made for models from this unit that are in cover, instead of 1.

FACTION KEYWORDS KEYWORDS

ABILITIES Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3 instead of 0. This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage. Appear Unbidden: During deployment, you can set up a unit of Rangers walking the winding paths of the webway instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins the unit of Rangers emerge from the webway – set them up anywhere on the battlefield that is more than 9" away from any enemy models.

AELDARI, ASURYANI, WARHOST, INFANTRY, RANGERS

3

DIRE AVENGERS

NAME

M

WS

BS

S

T

W

A

Ld

Sv

Dire Avenger

7"

3+

3+

3

3

1

1

8

4+

Dire Avenger Exarch

7"

3+

3+

3

3

2

2

8

4+

This unit contains 5 Dire Avengers. It can include up to 5 additional Dire Avengers (Power Rating +3). A Dire Avenger Exarch can take the place of one Dire Avenger. Each model is armed with an avenger shuriken catapult and sunburst grenades.

WEAPON Avenger shuriken catapult Shuriken pistol Diresword Power glaive Sunburst grenade

WARGEAR OPTIONS

ABILITIES

FACTION KEYWORDS KEYWORDS

RANGE

TYPE

S

AP

D

ABILITIES

Источник: [https://torrent-igruha.org/3551-portal.html]
xenos 1 pdf download

Xenos 1 pdf download

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