Battle Focus
If your Army Faction is ASURYANI, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below.
BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6
Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
AGILE MANOEUVRES
SWIFT AS THE WIND
TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).
EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit.
FLITTING SHADOWS
TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.
EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.
STAR ENGINES
TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move.
EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability.
SUDDEN STRIKE
TRIGGER: When an eligible unit from your army is selected to fight.
EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
OPPORTUNITY SEIZED
TRIGGER: When an enemy unit ends a Fall Back move.
EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1".
FADE BACK
TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot.
EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1".
Strands of Fate
If your Army Faction is AELDARI, at the start of the battle, make a Strands of Fate roll by rolling six D6.
If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).
When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.
Once per phase, before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll:
▪ Advance roll
▪ Battle-shock test
▪ Charge roll
▪ Damage roll
▪ Hit roll
▪ Saving throw
▪ Wound roll