crystal plate — not savedThe Dying Race
“We Shall Outlast the Stars”
Once the Aeldari ruled the galaxy from paradise worlds, until their own excess birthed Slaanesh and tore a hole in reality. The survivors ride the webway aboard craftworlds the size of continents, each a mausoleum for a dead empire. Every Aeldari life is a hoarded treasure; every battle is fought to a plan mapped across a thousand possible futures by the Farseers, who spend the lives of their kin like a miser spends coin.
Army Rule
AELDARI units can shoot after Falling Back, and can shoot in the same turn they Advance. At the start of the battle, generate Fate dice and spend them to replace the results of rolls, bending probability to the will of the Farseers.
2 available
Strands of Fate
At the start of the battle, roll 6D6 and record the results as Fate dice. Once per phase, before making a Hit roll, Wound roll, saving throw, Advance, Charge or Damage roll for a friendly AELDARI unit, you can spend one Fate die to change that roll's result to the value of the die spent.
Once per battle, when the bearer is destroyed, at the end of that phase set it back up with its full wounds remaining, as close as possible to where it was destroyed and not within Engagement Range of enemy units.
The bearer has the FEEL NO PAIN 6+ ability. Each time the bearer's unit is targeted by a Stratagem, roll one D6: on a 5+, gain 1 Fate die.
The bearer's melee weapons gain the [PRECISION] and [LETHAL HITS] abilities, and add 1 to the Attacks characteristic of those weapons.
The bearer's unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Add 2" to the Move characteristic of models in the bearer's unit.
Aspects of War
Each time an ASPECT WARRIOR unit from your army is selected to shoot or fight, if that unit is within range of an objective marker or has a WARLOCK or AUTARCH attached, its weapons gain the [SUSTAINED HITS 1] ability for that phase.
Each time an enemy unit within 12" of the bearer takes a Battle-shock test, subtract 1 from that test.
The bearer's melee weapons gain [DEVASTATING WOUNDS]. Once per battle round, you can re-roll one Wound roll for the bearer.
Once per battle, at the start of your Shooting phase, one ASPECT WARRIOR unit within 12" of the bearer can be selected to shoot twice this phase.
ASPECT WARRIOR units within 6" of the bearer count as having Charged this turn for the purposes of abilities that trigger on charging.
6 stratagems
STRATEGIC PLOY · Shooting phase
Use after an AELDARI unit from your army has shot. That unit can make a Normal move of up to 6", but cannot declare a charge this turn.
BATTLE TACTIC · Any phase
Use when an AELDARI unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack targets that unit, subtract 1 from the Wound roll.
BATTLE TACTIC · Movement phase
Use when an AELDARI unit from your army Advances. Do not make an Advance roll; instead, add 6" to that unit's Move characteristic this phase.
STRATEGIC PLOY · Movement phase
Use when an AELDARI unit from your army Falls Back. That unit is eligible to shoot and declare a charge this turn, and can move over enemy models as if they were not there.
BATTLE TACTIC · Shooting phase
Use when an AELDARI unit from your army is selected to shoot. Until the end of the phase, that unit's ranged weapons gain the [SUSTAINED HITS 1] and [LETHAL HITS] abilities.
STRATEGIC PLOY · Any phase
Use when a WRAITH CONSTRUCT unit from your army is selected to shoot or fight. Until the end of the phase, that unit's weapons re-roll Hit rolls of 1, and it ignores any modifiers to its Ballistic Skill.
34 units