Aeldari USRs: Difference between revisions
Created page with " === Acrobatic === A unit that consists entirely of models with this special rule adds 3" to its maximum move distance when it Runs and when it makes charge moves. Furthermore, models with this special rule do not suffer the Initiative penalty for charging enemies through difficult terrain. ---- === Aerobatic Grace === A model with this special rule has a 4+ cover save unless it remained stationary in its previous Movement phase. ---- === Assured Destruction === Models..." |
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=== Acrobatic === | === Acrobatic === | ||
A unit that consists entirely of models with this special rule adds 3" to its | A unit that consists entirely of models with this special rule adds 3" to its roll when it Advances and when it makes charge moves. Furthermore, models with this special rule do not suffer the Initiative penalty for charging enemies through difficult terrain. | ||
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=== Disarming Strike === | === Disarming Strike === | ||
Before rolling To Hit whilst in a | Before rolling To Hit whilst in a melee, Jain Zar can choose to nominate one of her opponent’s melee weapons. Her opponent counts as not being equipped with that weapon until the end of the phase. If Jain Zar does this, she makes one less Attack than normal this phase. | ||
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=== Flickerjump === | === Flickerjump === | ||
Once per turn, when a unit comprised entirely of models with this special rule is chosen as the target of a shooting attack, it can immediately make a Warp Jump, moving 2D6" instead of 6+2D6", so long as it is not Falling Back or charging. The firing unit | Once per turn, when a unit comprised entirely of models with this special rule is chosen as the target of a shooting attack, it can immediately make a Warp Jump, moving 2D6" instead of 6+2D6", so long as it is not Falling Back or charging. The firing unit can choose a different target. A unit that makes a Warp jump in this way cannot make a Warp jump in its following Movement phase. | ||
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=== Inescapable Accuracy === | === Inescapable Accuracy === | ||
A model with this special rule re-rolls failed To Hit rolls when firing at a unit that Zoomed, Swooped, Turbo-boosted or | A model with this special rule re-rolls failed To Hit rolls when firing at a unit that Zoomed, Swooped, Turbo-boosted or Advanced during its previous turn. | ||
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=== Linked Fire === | === Linked Fire === | ||
If a Fire Prism squadron contains more than one model, the squadron can link its prism cannons instead of firing normally. Nominate one model in the squadron as the firer; the other models in the squadron cannot fire their prism cannons this turn. The firer shoots with its prism cannon as normal, adding 1 to the Strength (to a maximum of 10) and | If a Fire Prism squadron contains more than one model, the squadron can link its prism cannons instead of firing normally. Nominate one model in the squadron as the firer; the other models in the squadron cannot fire their prism cannons this turn. The firer shoots with its prism cannon as normal, adding 1 to the Strength (to a maximum of 10) and adding 1 from the AP (to a minimum of 1) for each other Fire Prism in the squadron that could have otherwise fired its prism cannon normally. For example, a squadron of 3 Fire Prisms, 1 of which is affected by a Crew Stunned result and can only fire Snap Shots, could fire a single focussed shot at Strength 8 AP1. | ||
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=== Shield of Grace === | === Shield of Grace === | ||
Asurmen has a 4+ invulnerable save. This is increased to a 3+ invulnerable save whilst he is fighting in | Asurmen has a 4+ invulnerable save. This is increased to a 3+ invulnerable save whilst he is fighting in melee. | ||
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=== The Path of Command === | === The Path of Command === | ||
Friendly Aeldari units within 12" can re-roll hit rolls of 1. | |||
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=== Wildfire === | === Wildfire === | ||
Whenever the Firesabre’s Soul Blaze rule inflicts one or more unsaved Wounds, roll a D6 for every unit (friend or foe, but excluding the bearer’s unit) within 6" of the unit that suffered the Wound. On a roll of 4+, that unit is set ablaze as per the Soul Blaze special rule (this Soul Blaze does not benefit from the Wildfire special rule). | Whenever the Firesabre’s Soul Blaze rule inflicts one or more unsaved Wounds, roll a D6 for every unit (friend or foe, but excluding the bearer’s unit) within 6" of the unit that suffered the Wound. On a roll of 4+, that unit is set ablaze as per the Soul Blaze special rule (this Soul Blaze does not benefit from the Wildfire special rule). | ||
== Ynnari Special Rules == | |||
=== Avatar of Ynnead === | |||
Whenever an Aeldari model is killed within 7" of the Yncarne, roll a dice. On a 3+, the Yncarne regains a Wound lost earlier in the battle. | |||
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=== Bladestorm === | |||
When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2. | |||
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=== Blessing of Yvraine === | |||
If an Aeldari model is killed by this weapon, before any casualties are removed the wielder has any lost Wounds restored. | |||
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=== Champion of Ynnead === | |||
Whenever an Aeldari model is slain within 7" of the Visarch, roll a dice. On a 4+, the Visarch immediately regains a lost Wound. If that model was a character, add 1 to the Visarch’s Attacks characteristic (to a maximum of 7). | |||
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=== Deathsong === | |||
If a model is killed by this weapon in the Shooting phase, its unit must take a take a Morale check at the end of the phase. | |||
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=== Gyrinx Familiar === | |||
At the start of each Psychic phase, generate D3 extra Warp Charge points. Only Yvraine can use these Warp Charge points. | |||
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=== Herald of Ynnead === | |||
Whenever an Aeldari model is slain within 7" of Yvraine, roll a dice. On a 4+, Yvraine immediately regains a lost Wound. If that model was a Psyker, add 1 to Yvraine’s Mastery Level (to a maximum of Mastery Level 4) and immediately generate another psychic power for her. | |||
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=== Inescapable === | |||
Invulnerable saves cannot be taken against this psychic power. | |||
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=== Inevitable Death === | |||
The Yncarne must be deployed in Deep Strike Reserve. Unless the Yncarne has been slain, each time a unit (friend or foe) is completely destroyed (unless it was destroyed because it fled the battle), you may immediately place the Yncarne as close as possible to the position of that unit, at least 1" from all enemy models, even if the Yncarne is still in Reserve. The Yncarne may not charge in a turn in which it uses this ability. | |||
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=== Silence === | |||
Enemy units within 3" of the Visarch use the lowest Leadership characteristic in their unit, rather than the highest. | |||
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=== Soulreap === | |||
If any models in the target unit are slain, one friendly unit with the Strength from Death special rule within 7" of the target unit may make a Soulburst action. | |||
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=== Warden of Yvraine === | |||
If the Visarch is in a unit with Yvraine, you can choose for Yvraine to pass Look Out, Sir rolls automatically. If you do so, you must allocate the Wounds to the Visarch. Additionally, the Visarch always passes the Initiative test when making a Glorious Intervention to take Yvraine’s place. | |||
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=== Way of the Visarch === | |||
The Visarch always has a Warlord Trait generated from the Ynnari Warlord Traits table, even if he is not your Warlord. For the purposes of this Warlord Trait, the Visarch is considered to be your Warlord. | |||
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=== Ynnead Stirs === | |||
The Yncarne, and all friendly non-vehicle units with the Ynnari Faction within 12" of the Yncarne, have the Fearless and Feel No Pain special rules. |