crystal plate — not savedThe Reborn of Ynnead
“Death Shall Have No Dominion”
Ynnead, the sleeping god of the dead, was foretold to awaken only when enough Aeldari souls had been harvested to grant it strength — and the Ynnari believe that day has come. United by the martyr-messiah known as the Yncarne and the enigmatic Visarch, warriors of every Aeldari splinter faction set aside ancient rivalries between Craftworld, Kabal and Harlequin troupe to fight as one, drawing their strength from the deaths that surround them on the battlefield. Where an ordinary Aeldari mourns each fallen kin as an unbearable spiritual loss, the Ynnari see every death — friend or foe — as fuel for their god's final resurrection. It is a desperate, blasphemous gambit that risks the annihilation of the Aeldari race entire, but for the Ynnari, extinction was always the alternative if nothing changed.
Army Rule
Each time a unit is destroyed within 6" of a friendly YNNARI unit (excluding VEHICLE and TITANIC units), that Ynnari unit gains one of the following, once per turn: heal D3 wounds; the unit's melee weapons have [LETHAL HITS] until the start of your next turn; or the unit can immediately move up to 6" as if it were the Movement phase.
2 available
The Whispering Dead
Friendly YNNARI units within 6" of the Yncarne or Visarch can re-roll Advance and Charge rolls, and re-roll saving throws of 1 while a unit was destroyed this turn within 6".
Once per battle, when the bearer would be destroyed, it is not removed until the end of the phase, and can still fight or shoot.
The bearer's melee weapon has [DEVASTATING WOUNDS] and improves AP by 1.
Each time an attack targets the bearer, subtract 1 from the Hit roll.
While the bearer is on the battlefield, friendly YNNARI units within 6" gain the benefits of Strength from Death on any unit's death, not only within 6".
Death's Harvest
Once per battle round, when an enemy unit is destroyed, you can select one friendly YNNARI unit within 6" of it to shoot or fight as if it were the appropriate phase.
Once per battle, re-roll all failed Wound rolls for the bearer's attacks.
The bearer has the FEEL NO PAIN 5+ ability.
The bearer's ranged weapons have the [DEVASTATING WOUNDS] ability.
Add 1 to Advance and Charge rolls made for the bearer's unit.
6 stratagems
STRATEGIC PLOY · Any phase
Use when a friendly YNNARI unit is destroyed. Roll one D6: on a 4+, that unit's Strength from Death effect is applied to a nearby friendly YNNARI unit even if it was not within 6".
STRATEGIC PLOY · Psychic phase
Use in your Psychic phase. Select one friendly YNNARI PSYKER: it can attempt to manifest one additional psychic power this phase.
EPIC DEED · Fight phase
Use when a friendly YNNARI unit destroys an enemy unit in the Fight phase. That unit can immediately fight again.
BATTLE TACTIC · Shooting phase
Use when a YNNARI unit from your army is selected to shoot, if an enemy unit was destroyed this turn. Until the end of the phase, re-roll Wound rolls for that unit's attacks.
STRATEGIC PLOY · Any phase
Use when the YNCARNE from your army is on the battlefield. Select one enemy unit within 12": that unit suffers D3 mortal wounds.
BATTLE TACTIC · Charge phase
Use when a friendly YNNARI unit finishes a Charge move within 6" of a unit destroyed this turn. Until the end of the turn, add 1 to that unit's melee weapon Damage characteristic.
18 units