# Aeldari Stratagems: 11th Edition Cards by Detachment

> All 95 Aeldari stratagems for Warhammer 40k 11th edition, by detachment: CP cost, timing, phase and full rules text, ready to print as sleeve-sized cards.

Canonical: https://lexmechanic.com/print/stratagems/aeldari

[§ PRINT](/print) · 11th edition

# Aeldari Stratagems: 95 stratagems across 20 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems

95

Detachments

20 15 tournament legal

Army rules

9

Data

2026-08-04

[Print as cards](/print/stratagems?faction=aeldari) [Phase Plan](/phaseplan) [Aeldari meta](/metamerge/aeldari)

[Armoured Warhost](#det-armoured-warhost) [Aspect Host](#det-aspect-host) [Boarding Actions](#det-boarding-actions) [Corsair Coterie](#det-corsair-coterie) [Devoted of Ynnead](#det-devoted-of-ynnead) [Eldritch Raiders](#det-eldritch-raiders) [Fateful Performance](#det-fateful-performance) [Ghosts of the Webway](#det-ghosts-of-the-webway) [Guardian Battlehost](#det-guardian-battlehost) [Khaine’s Arrow](#det-khaine-s-arrow) [Path of the Outcast](#det-path-of-the-outcast) [Protector Host](#det-protector-host) [Seer Council](#det-seer-council) [Serpent’s Brood](#det-serpent-s-brood) [Spirit Conclave](#det-spirit-conclave) [Star-dancer Masque](#det-star-dancer-masque) [Twilight Flickers](#det-twilight-flickers) [Warhost](#det-warhost) [Windrider Host](#det-windrider-host) [Wraiths of the Void](#det-wraiths-of-the-void)

9 rules

## Army rules

What every Aeldari army brings to the table, whichever detachment it is built on.

### 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

95 stratagems

## Detachments

Each detachment's own rules, then the stratagems it unlocks.

## Armoured Warhost

3 stratagems

### Skilled Crews

Asuryani vehicle crews are amongst the galaxy’s most naturally gifted pilots and gunners. They can coax every last iota of performance from the formidable machines and weapon systems under their control.

Friendly AELDARI VEHICLE units’ ranged attacks have \[ASSAULT\].

1 CP Either turn

### LAYERED WARDS

Any phase

The wraithbone superstructure of this vehicle has been interlaced with warding runes, enabling its hull to resist incoming fire.

When

Any phase, when a friendly AELDARI VEHICLE unit suffers a **mortal wound**.

Target

That AELDARI VEHICLE unit.

Effect

Your unit has **Feel No Pain 5+** against **mortal wounds**.

1 CP Your turn

### SOULSIGHT

Shooting

Spirit stones containing the souls of gifted seers have been embedded into this vehicle’s targeting matrices. The essences within lend guidance even in death.

When

Your Shooting phase, when a friendly AELDARI VEHICLE unit is **selected to shoot**.

Target

That AELDARI VEHICLE unit.

Effect

Your unit’s attacks can re-roll:
▪ One hit roll.
▪ One wound roll.
▪ One **damage roll**.

1 CP Your turn

### VECTORED ENGINES

Movement

The result of exquisite and ingenious Aeldari engineering, vectored engines enable grav vehicles to evade their enemies while maintaining accurate fire.

When

Your Movement phase, when a friendly AELDARI VEHICLE unit makes a **fall-back move**.

Target

That AELDARI VEHICLE unit.

Effect

That move does not prevent your unit from being **eligible to shoot**.

## Aspect Host

6 stratagems

### Path of the Warrior

The teachings of Khaine’s martial aspects are diverse and highly specialised, each completely lethal in its own nuanced fashion.

Each time an ASPECT WARRIORS or AVATAR OF KHAINE unit from your army is selected to shoot or fight, select one of the following abilities for it to gain until the end of the phase:
▪ Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
▪ Each time a model in this unit makes an attack, re-roll a Wound roll of 1.

1 CP Battle Tactic Either turn

### WARRIOR FOCUS

Shooting · Fight

So absolute is the focus of these warriors in battle that nothing can distract them or stay their blows.

When

Your Shooting phase or the Fight phase.

Target

One ASPECT WARRIORS or AVATAR OF KHAINE unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill, Weapon skill, Strength, Armour Penetration and Damage characteristics and/or any or all modifiers to the Hit roll.

1 CP Strategic Ploy Either turn

### TO THEIR FINAL BREATH

Fight

As champions and defenders of a dying race, these warriors fight furiously to the very end.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One ASPECT WARRIORS or AVATAR OF KHAINE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you removed an Aspect Shrine token during this usage of this Stratagem. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

1 CP Strategic Ploy Either turn

### SKYBORNE SANCTUARY

Fight

The Aeldari excel in striking swiftly then leaping back into the safety of their skimming transports.

When

End of the Fight phase.

Target

One **unengaged** ASURYANI unit from your army that was **eligible to fight** this phase and one friendly TRANSPORT it is able to embark within.

Effect

If your ASURYANI unit is wholly within 6” of that TRANSPORT, it can embark within it.

1 CP Battle Tactic Your turn

### DOOM INESCAPABLE

Shooting

Cast with the force of a thunderbolt, the Avatar's weapon strikes the foe with meteoric force.

When

Your Shooting phase.

Target

One AVATAR OF KHAINE model from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, your model’s Wailing Doom ranged weapon has a Range characteristic of 18" and a Damage characteristic of 8.

1 CP Battle Tactic Your turn

### PRETERNATURAL PRECISION

Shooting

Analysing their targets' weaknesses with incredible skill, the Aeldari fire for lethal effect.

When

Your Shooting phase.

Target

One ASPECT WARRIORS unit from your army that has not been selected to shoot this phase.

Effect

Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, select one of the following abilities, or select two of the following abilities if you removed an Aspect Shrine token during this usage of this Stratagem: \[IGNORES COVER\], \[LETHAL HITS\], \[SUSTAINED HITS 1\]. Until the end of the phase, ranged weapons equipped by models in your unit have the selected abilities.

1 CP Strategic Ploy Opponent's turn

### KHAINE’S VENGEANCE

Movement

Embodying the rage of Khaine himself, these warriors press home their attack and strike down those cowards who seek to flee their fury.

When

Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back.

Target

One ASPECT WARRIORS or AVATAR OF KHAINE unit from your army that is within Engagement Range of that enemy unit.

Effect

All models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is **Battle-shocked**, subtract 1 from each of those tests.

## Boarding Actions

Boarding Actions 1 stratagems

1 CP Epic Deed Either turn

### COMMAND RE-ROLL

Any phase

A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.

When

Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a **Charge roll**, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

Target

That unit or model from your army.

Effect

You re-roll that roll, test or saving throw.

## Corsair Coterie

6 stratagems

### Relentless Raiders

Should the Anhrathe detect valuable plunder, they will go to great lengths to seize it, and fight with shocking ferocity to protect their prize.

While an objective marker is under your control, each time an enemy unit ends a **Normal**, **Advance**, Fall Back or **Charge move** within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 **mortal wounds**.
ANHRATHE units from your army have the following ability:
**Void Thieves:** At the end of a phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

### Veterans of the Void

Each time you add an ANHRATHE unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.
Corsair Enhancements
▪ Infamy (Aura) 25 pts These infamous raiders are rightly feared, and use their reputation to their advantage with easily identifiable armour and insignia. ANHRATHE unit only. While an enemy unit is within 3" of this unit, subtract 1 from the Objective Control characteristic of models in that unit (to a minimum of 1).

▪ Webway Pathstone 25 pts This smooth token contains esoteric knowledge of local Webway spurs. When activated by psychic impulse, it projects a mental map of these routes into the minds of the bearer, enabling them to locate hidden gates, bypass their foes, and seize the treasures they seek. ANHRATHE unit only. Models in this unit have the **Deep Strike** ability. In addition, once per battle, at the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, it can use this ability. If it does, remove this unit from the battlefield and place it into **Strategic Reserves**.
▪ Archraider 35 pts A master of the lightning assault, this commander appears prescient in their ability to confound the foe. ANHRATHE CHARACTER unit only. At the start of the battle, select one CHARACTER model in this unit. That model has the following ability:

**Lord of Deceit (Aura):** Once per turn, when your opponent targets a unit from their army within 12" of this model with a **stratagem**, you can use this ability. If you do, increase the CP cost of that use of that stratagem by 1CP.
▪ Voidstone 15 pts Seized from an alien tomb, this obsidian artefact seems to absorb light itself. It offers the bearer and their unit some measure of protection against even the strongest attacks. ANHRATHE INFANTRY unit only. Models in this unit have a 5+ invulnerable save.

1 CP Battle Tactic Either turn

### PIRATES’ DUE

Fight

In their pursuit of riches, Anhrathe warriors will fight with violent fury to seize their due.

When

The Fight phase.

Target

One AELDARI unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the ANHRATHE keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.

1 CP Strategic Ploy Your turn

### LETHAL RUSE

Movement

With a final flurry of gunshots, blade strikes and explosives, these warriors feign retreat before striking again with renewed aggression.

When

Your Movement phase, just after an AELDARI unit from your army Falls Back.

Target

That AELDARI unit.

Effect

Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an ANHRATHE unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 **mortal wound**.

1 CP Strategic Ploy Your turn

### OUTCAST AMBUSH

Shooting

Anhrathe raiders often find common ground with other Aeldari Outcasts, who use the distraction of the Corsair onslaught to ambush unsuspecting foes.

When

Your Shooting phase.

Target

One RANGERS or SHROUD RUNNERS unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[IGNORES COVER\] and \[RAPID FIRE 1\] abilities, and until the end of the phase, improve the Armour Penetration characteristic of those weapons by 1.

1 CP Strategic Ploy Your turn

### INTO THE BREACH

Shooting

Corsair raiders are swift to exploit gaps in the enemy line and advance upon their objectives.

When

Your Shooting phase, just after an ANHRATHE unit from your army destroyed one or more enemy units.

Target

That ANHRATHE unit.

Effect

After your unit has resolved all of its shooting attacks, it can make a **Normal move** of up to D6+1".

1 CP Strategic Ploy Opponent's turn

### CLOAK AND SHADOW

Shooting

Having secured their prize, the Anhrathe melt into the shadows, leaving their foes shooting at shadows.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One AELDARI INFANTRY unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, models in your unit have the **Stealth** ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

1 CP Strategic Ploy Opponent's turn

### VENGEFUL SORROW

Shooting

Anhrathe share bonds forged in battle. The loss of an ally inspires sorrow and fury in equal measure.

When

Your opponent’s Shooting phase, just after an enemy unit has shot.

Target

One AELDARI INFANTRY unit from your army, if one or more models in that unit were **destroyed** as a result of those attacks, and if that AELDARI unit is neither **Battle-shocked** nor within Engagement Range of one or more enemy units.

Effect

Your unit can make a **surge move** of up to D6+1".

## Devoted of Ynnead

6 stratagems

### Strength from Death

You can use the following rules:
Lethal Intent At the end of your opponent’s Shooting phase, if one or more YNNARI units from your army were **destroyed** this phase, select one YNNARI INFANTRY or YNNARI MOUNTED unit from your army that was within 6" of your destroyed unit. That unit can make a **normal move** of up to D6+1. Lethal Surge Once per turn, when a YNNARI unit from your army performs the Fade Back Agile Manouvre, it can make a **surge move** of up to D6+1" instead of a **normal move**. Lethal Reprisal At the start of the Fight phase, select one YNNARI unit from your army (excluding TITANIC units) that is below its Starting Strength. Until the end of the phase, that unit has the **Fights First** ability.
**SERVANTS OF THE WHISPERING GOD**
▪ You can include YNNARI units in your army, even though they do not have the ASURYANI Faction keyword.

▪ ASURYANI units (excluding EPIC HEROES) from your army gain the YNNARI keyword.
▪ You must include YVRAINE and/or THE YNCARNE in your army, and one of those models must be your WARLORD.

1 CP Strategic Ploy Either turn

### PALL OF DREAD

Any phase

Even after they fall, the most fervent Ynnari leave a sinister sense of watchfulness in their wake like some invisible death shroud.

When

Any phase.

Target

One YNNARI unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

Effect

Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

1 CP Battle Tactic Either turn

### MACABRE RESILIENCE

Shooting · Fight

Such is the conviction and power of the Ynnari that sometimes even mortal wounds cannot slow them.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One YNNARI INFANTRY or YNNARI MOUNTED unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.

1 CP Battle Tactic Either turn

### EMISSARIES OF YNNEAD

Fight

Immersed in murder and gripped by holy purpose, these warriors bring Ynnead’s fatal message and his final gift to all who face them.

When

Fight phase, just after a YNNARI INFANTRY unit from your army has selected its targets.

Target

That YNNARI INFANTRY unit.

Effect

Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1. If your unit is below its Starting Strength, you can re-roll the Hit roll instead.

2 CP Strategic Ploy Either turn

### PARTING THE VEIL

Fight

In the moment of transcendent glory, before the Ynnari give their essence to their god, they fight harder than ever to take the foe with them to death.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One YNNARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

1 CP Battle Tactic Your turn

### SOULSIGHT

Shooting

Perceiving the flickering soulstuff of their foes, the Ynnari strike with ruthless precision.

When

Your Shooting phase.

Target

One YNNARI unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[LETHAL HITS\] and \[IGNORES COVER\] abilities.

1 CP Strategic Ploy Opponent's turn

### DEATH ANSWERS DEATH

Shooting

As the foe slays their warriors, a terrible vigour grips the Ynnari and compels them to repay the slaughter in kind.

When

End of your opponent’s Shooting phase.

Target

One YNNARI unit from your army (excluding WRAITH CONSTRUCT units), if one or more models in that unit were destroyed this phase.

Effect

Your unit can shoot as if it were your Shooting phase.

## Eldritch Raiders

6 stratagems

### Yriel’s Own

These are Yriel’s most elite raiders, skilled in fast-paced raids and used to fighting superior forces using a combination of guile, superior technology, and physical prowess.

AELDARI units in your army are eligible to declare a charge in a turn in which they Advanced. In addition, each time an ANHRATHE, RANGERS or SHROUD RUNNERS unit from your army Advances, you can re-roll the Advance roll.

### Veterans of the Void

Each time you add an ANHRATHE unit to your army, it can be given up to one Corsair Enhancement. Each Corsair Enhancement included in your army must be unique. If a unit is given a Corsair Enhancement, you must increase the points cost of that unit by the amount shown. If this causes your army to exceed the points limit for the battle you are playing, you cannot include that unit in your army.
Corsair Enhancements
▪ Pirate Prince 15 pts Yriel’s speed, both of thought and action, ensures that he remains one step ahead of his opponents at all times. PRINCE YRIEL unit only. Each time you spend a Battle Focus token to enable this unit to perform an Agile Manoeuvre, roll one D6: on a 3+, you gain 1 Battle Focus token.

▪ Alacritous Assault 20 pts The key to any raid is the shock of the opening strike. Anhrathe warriors strike at breakneck speed, power swords and boarding hooks finding gaps in enemy armour and inflicting devastating wounds. ANHRATHE unit only. Melee weapons equipped by models in this unit have the \[LANCE\] ability.
▪ Exotic Munitions 15 pts In their travels through the void, these Anhrathe warriors have collected a bounty of esoteric ammunition. The most lethal of these munitions are toxic or acidic enough to fell monstrous foes or to burn through armour and servo-motors with frightening rapidity. ANHRATHE unit only. Ranged weapons equipped by models in this unit have the \[ANTI-MONSTER 5+\] and \[ANTI-VEHICLE 5+\] abilities.

▪ Adrenal Infusions 20 pts Amongst the hauls taken by Aeldari Corsairs are many stimulants and elixirs, the most powerful of which enhance the already impressive grace and agility of the Aeldari physiology. ANHRATHE INFANTRY unit only. This unit can perform the Fade Back Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.

1 CP Strategic Ploy Either turn

### RAIDERS’ SPOILS

Command

Even as battle rages around them, the Eldritch Raiders prioritise the seizing of treasures above the destruction of their foes.

When

Command phase.

Target

One ANHRATHE unit from your army that is within Engagement Range of one or more enemy units.

Effect

Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.

1 CP Strategic Ploy Either turn

### RUTHLESS KILLERS

Shooting · Fight

These are Yriel’s chosen killers, and there is no escape for their prey.

When

Your Shooting phase or the Fight phase.

Target

One CORSAIR VOIDSCARRED unit from your army that has not been selected to shoot or Fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Damage characteristic of that attack.

1 CP Epic Deed Either turn

### YRIEL’S EXAMPLE

Fight

Inspired by their prince, who has felt Ynnead’s touch, the Eldritch Raiders laugh in the face of death.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One AELDARI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, models in your unit have the **Feel No Pain 5+** ability.

1 CP Battle Tactic Your turn

### NO PREY TOO BIG

Shooting

By accurately targeting weak points in anatomies and superstructures, the Anhrathe can bring down even the most resilient of foes.

When

Your Shooting phase.

Target

One ANHRATHE, RANGERS or SHROUD RUNNERS unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than the highest Toughness characteristic of models in the target unit, add 1 to the Wound roll.

1 CP Wargear Opponent's turn

### IMPEDING FIRE

Charge

As the foes attempt to close in, Yriel’s cunning outcasts stymie their assault with a dazzling burst of distracting fire.

When

Start of your opponent’s Charge phase.

Target

One RANGERS, SHROUD RUNNERS or STARFANG unit from your army.

Effect

Select one enemy unit (excluding TITANIC units) **visible** to and within 36" of your unit. Until the end of the phase, each time that enemy unit **declares a charge**, subtract 2 from the **Charge roll** (this is not cumulative with any other negative modifiers to that Charge roll).

1 CP Strategic Ploy Opponent's turn

### WITHDRAW AND REINFORCE

Fight

Prince Yriel commands resources beyond the dreams of most Corsair Princes. Depleted bands may fall back from the battlefield to be reinforced and resupplied at a moment’s notice.

When

End of your opponent’s Fight phase.

Target

One ANHRATHE unit from your army that is not within Engagement Range of one or more enemy units.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**. If that unit is below Starting Strength, return all destroyed models (excluding CHARACTER models) to that unit.

## Fateful Performance

3 stratagems

### Acrobatic Onslaught

Trying to fight the Harlequins of the Laughing God is like battling bladed smoke. They flip and bound through the enemy ranks with contemptuous ease, springing across the heads and shoulders of dumbfounded combatants, sprinting across the hulls of war engines, all the while bearing down with murderous intent upon their true intended victims.

While a friendly HARLEQUINS unit is making a **charge move**, that unit can move through enemy models.
This **detachment** has the ACROBATIC tag and cannot be taken with another ACROBATIC **detachment**.

1 CP Either turn

### HEROES’ FALL

Fight

Though they may be slain, this step of the saedath calls on the players to act out the demise of tragic heroes who take their enemies with them to death.

When

Fight phase, when an enemy unit targets a friendly HARLEQUINS unit.

Target

That HARLEQUINS unit.

Effect

When a model in your unit is **destroyed**, if your unit has not been **selected to fight** this phase, roll one D6:
▪ On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.

1 CP Opponent's turn

### EXIT THE STAGE

Fight

Players know when to fade back from the stage of war, ready to strike again when their moment comes.

When

End of your opponent’s Fight phase.

Target

One friendly **unengaged** HARLEQUINS unit.

Effect

Place your unit in **strategic reserves**

1 CP Opponent's turn

### DECEPTIVE FEINT

Movement

Advancing foes assured of cutting the Harlequins down are often left thwarted with naught but a swirl of holofield shards where their prey once stood.

When

Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly **unengaged** HARLEQUINS INFANTRY unit.

Target

That HARLEQUINS INFANTRY unit.

Effect

Your unit can make a **normal move** of up to D3+3".

## Ghosts of the Webway

6 stratagems

### Acrobatic Onslaught

Trying to fight the Harlequins of the Laughing God is like battling bladed smoke. They flip and bound through the enemy ranks with contemptuous ease, springing across the heads and shoulders of dumbfounded combatants, sprinting across the hulls of war engines, all the while bearing down with murderous intent upon their true intended victims.

Each time a HARLEQUINS model from your army makes a **Charge move**, it can move through enemy models.
**TRAVELLING PLAYERS**
▪ TROUPE units from your army gain the BATTLELINE keyword and TROUPE models in those units have an Objective Control characteristic of 2.
▪ You can include up to three of each of the following models in your army: DEATH JESTER, SHADOWSEER, TROUPE MASTER.

1 CP Strategic Ploy Either turn

### STAGED DEATH

Any phase

A feigned death and sudden, shocking return are as impactful as dismaying to the foe.

When

Any phase.

Target

One HARLEQUINS CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

Effect

At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining.

Restrictions

Each model can only be targeted with this Stratagem once per battle.

1 CP Strategic Ploy Either turn

### HEROES’ FALL

Fight

Though they may be slain, this step of the saedath calls on the players to act out the demise of tragic heroes who take their enemies with them to death.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One HARLEQUINS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

1 CP Strategic Ploy Your turn

### MOCKING FLIGHT

Movement

The Harlequins tumble away in mock terror and panic before spinning back into the fight with cruel laughter and redoubled fury.

When

Your Movement phase, just after a HARLEQUINS unit from your army Falls Back.

Target

That HARLEQUINS unit.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

1 CP Strategic Ploy Opponent's turn

### TRICKSTERS’ RETORT

Movement

To the Harlequins, the foe are simply unwitting dance partners, their every move matched with graceful aplomb.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One TROUPE unit from your army that is within 8" of that enemy unit.

Effect

Your unit can make a Normal move of up to 6".

1 CP Strategic Ploy Opponent's turn

### BLOODY DANCE

Charge

Enemies goaded into following the steps of the saedath come unwittingly on cue to their executions.

When

End of your opponent’s Charge phase.

Target

One HARLEQUINS INFANTRY or HARLEQUINS MOUNTED unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

Effect

Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

Restrictions

Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

1 CP Strategic Ploy Opponent's turn

### EXIT THE STAGE

Fight

Players know when to fade back from the stage of war, ready to strike again when their moment comes.

When

End of your opponent’s Fight phase.

Target

One HARLEQUINS unit from your army that is not within Engagement Range of one or more enemy units.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**.

## Guardian Battlehost

6 stratagems

### Defend at All Costs

Battlehosts often deploy to protect arterial Webway gates, the world shrines of vulnerable Exodite worlds or the domes and galleries of their home craft world; this lends their warriors an especially keen determination to protect their holdings from foes.

Each time a DIRE AVENGER, GUARDIAN, SUPPORT WEAPON or WAR WALKER model from your army makes an attack, if that model’s unit and/or the target unit are within range of one or more objective markers, add 1 to the Hit roll.

1 CP Battle Tactic Either turn

### WARDING SALVOES

Shooting · Fight

Woe betide the foe that seeks to claim the holdings of armed and determined Asuryani.

When

Your Shooting phase or the Fight phase.

Target

One DIRE AVENGERS or GUARDIANS unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of one or more objective markers, you can re-roll the Wound roll.

1 CP Battle Tactic Either turn

### SHIELD NODES

Shooting · Fight

Exploiting a spar of old Aeldari technology, these warriors engage the flickering ghosts of ancient defensive force fields.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One DIRE AVENGERS or GUARDIANS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

If your unit is within range of one or more objective markers, until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.

1 CP Battle Tactic Either turn

### VAUL’S VENGEANCE

Shooting · Fight

Swift and terrible vengeance comes for those who dare strike down the warriors of the Aeldari in the form of searing heavy weapons fire.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a DIRE AVENGERS or GUARDIANS unit from your army.

Target

One WAR WALKERS unit from your army.

Effect

After that enemy unit has finished making its attacks, your unit can shoot as if it were your Shooting phase, but when resolving those attacks, it can only target that enemy unit (and only if it is an eligible target).

Restrictions

You can only use this Stratagem once per battle round.

1 CP Strategic Ploy Your turn

### TIME TO STRIKE

Movement

Storm Guardians train to recognise where and when their selfless aggression can best benefit their craftworld and never to miss such opportunities.

When

Your Movement phase.

Target

One STORM GUARDIANS unit from your army that has not been selected to move this phase.

Effect

Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.

1 CP Battle Tactic Your turn

### BLADES OF ASURYAN

Shooting

Asuryani martial teachings enable those wielding ranged weapons to employ them as close-quarter implements of death as well.

When

Your Shooting phase.

Target

One DIRE AVENGERS or GUARDIANS unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[PISTOL\] ability.

1 CP Strategic Ploy Opponent's turn

### COST OF VICTORY

Fight

In so desperate and vital a fight, the Aeldari must accept casualties they would normally avoid and even send fresh warriors in to bolster the flagging ranks if it means victory.

When

End of your opponent’s Fight phase.

Target

One GUARDIANS unit from your army.

Effect

If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into **Strategic Reserves**. When doing so, return every destroyed GUARDIANS model to your unit.

## Khaine’s Arrow

Boarding Actions 4 stratagems

### Unerring Strike

Once loosed at their target, the warriors who make up the Arrow of Khaine focus all of their attentions upon their singular target, ’\[hey move with all the balletic speed of their people, and let nothing slow their attack.

In your Movement phase, each time an AELDARI unit from your army makes a **Normal move**, while making that move it can attempt to operate a closed Hatchway that is within 1" of it at any point during that move, provided there are no enemy units within 1" of that Hatchway. If that AELDARI unit does attempt to operate that Hatchway, reduce the distance each model in that unit can move this phase by 2" (if this makes it impossible for that unit to gel within 1" of that Hatchway it wishes to operate, then it cannot attempt to do so), and it cannot operate a Hatchway again this turn.

1 CP Battle Tactic Either turn

### VOID GHOSTS

Shooting · Fight

Exploiting the fluctuating gravity of voidship fighting and flowing with the nigh-imperceptible movements of the vessel around them, the Aeldari acrobatically evade the blasts and blades of their foes.

When

Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

1 CP Battle Tactic Either turn

### BLADEFOCUS

Fight

Those Aspect Warriors best versed in close-quarters combat fight all the harder, knowing they must act as the piercing tip of their host's strike.

When

Fight phase.

Target

One HOWLING BANSHEES or STRIKING SCORPIONS unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, if it made a **Charge move** this turn, you can re-roll the Hit roll.

1 CP Strategic Ploy Your turn

### CRITICAL CAPTURE

Command

These warriors know precisely which strategic sites must be secured, and in what order.

When

Your Command phase.

Target

One AELDARI unit from your army (excluding CHARACTER units).

Effect

Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, at the end of your turn, select one objective marker you control that your unit is within range of. That objective marker is Secured by your army.

1 CP Battle Tactic Your turn

### FOCUSED FUSILLADE

Shooting

The fiery passage of Khaine's Arrow scours the enemy away, leaving them nowhere to hide.

When

Your Shooting phase.

Target

One DIRE AVENGERS, FIRE DRAGONS, SWOOPING HAWKS or WARP SPIDERS unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll.

## Path of the Outcast

3 stratagems

### Far-Reaching Doom

With snipers’ instincts and psychoresponsive gunsights, the Asuryani frontier scouts can pierce almost any barrier to find the hearts of their targets.

When a friendly RANGERS / SHROUD RUNNERS unit is **selected to shoot**, enemy units have +6" **detection range** until that friendly unit has shot.

1 CP Your turn

### ELDRITCH SUPPRESSION

Shooting

Struck by a sudden volley of precision shots when no foe can be pinpointed can shake the resolve of the most stoic warriors.

When

Your Shooting phase, when a friendly RANGERS / SHROUD RUNNERS unit has shot.

Target

That RANGERS/SHROUD RUNNERS unit.

Effect

Select one enemy unit hit by those ranged attacks. That enemy unit makes a **battle-shock roll**, with -1 to that battle-shock roll if a model in that enemy unit was **destroyed** by those attacks.

1 CP Your turn

### CASTING BACK THE VEIL

Shooting

Once these snipers have found their range to a shrouded foe with marksmen’s instincts and esoteric targeting technology, they swiftly pass this knowledge onto their allies.

When

Your Shooting phase, when a friendly RANGERS / SHROUD RUNNERS unit has shot.

Target

That RANGERS/SHROUD RUNNERS unit.

Effect

Select one enemy unit hit by those ranged attacks. That enemy unit has +6" **detection range**.

1 CP Your turn

### NOMADS OF THE HIDDEN WAY

Shooting

The unconstrained nomadism of a craftworld’s outcasts extends to the battlefield, such that few foes can respond before they melt back into hiding to hunt elsewhere.

When

Your Shooting phase, when a friendly RANGERS / SHROUD RUNNERS unit has shot.

Target

That RANGERS/SHROUD RUNNERS unit.

Effect

▪ Your unit can make a **normal move** of up to D6".
▪ Your unit is not **eligible to declare a charge** or embark within a TRANSPORT until the end of the turn.

## Protector Host

Boarding Actions 4 stratagems

### Determined Defence

All too aware of the value of that which they defend, these warriors fight harder than ever, weaving around incoming enemy fire and shrugging off wounds that might otherwise see them laid low.

Each time an attack targets a GUARDIANS or DIRE AVENGERS unit from your army, if that unit is within range of an objective marker, add 1 to any armour saving throw made against that attack.

1 CP Battle Tactic Either turn

### VOID GHOSTS

Shooting · Fight

Exploiting the fluctuating gravity of voidship fighting and flowing with the nigh-imperceptible movements of the vessel around them, the Aeldari acrobatically evade the blasts and blades of their foes.

When

Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

1 CP Battle Tactic Your turn

### SHURIKEN STORM

Shooting

Shuriken weaponry fill corridors and chambers with inescapable hails of monomolecular discs and reduce enemy boarding parties to bloodied ruin.

When

Your Shooting phase.

Target

One AELDARI unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, add 1 to the Strength characteristic of Avenger shuriken catapults, shuriken catapults, shuriken pistols and shuriken cannons equipped by models in your unit.

1 CP Strategic Ploy Opponent's turn

### SHIELD OF BLADES

Movement · Charge

A discipline refined for shipboard battle, this feat of marksmanship sees the Aeldari overlap annihilating hails of defensive fire.

When

Your opponent’s Movement or Charge phase.

Target

One DIRE AVENGERS or GUARDIAN DEFENDERS unit from your army that has not fired Overwatch this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

1 CP Strategic Ploy Opponent's turn

### RAPID AMBUSH

Movement

Reacting with a speed most mortal beings could not dream of, the Aeldari engulf emerging foes in a sudden hail of gunfire.

When

Your opponent’s Movement phase, just after an enemy unit opens a Hatchway.

Target

One DIRE AVENGERS or GUARDIANS unit from your army that has not fired Overwatch this phase and is wholly on the opposite side of that Hatchway from that enemy unit.

Effect

If that enemy unit is within 9" of and visible to your unit, roll one D6: on a 2-5, that enemy unit suffers 1 **mortal wound**; on a 6, that enemy unit suffers 2 mortal wounds. If that enemy unit suffers one or more mortal wounds in this way, your unit can then make a **Normal move** of up to D6”.

Restrictions

Until the end of the turn, your unit cannot fire Overwatch.

## Seer Council

6 stratagems

### Strands of Fate

At the start of the first battle round, you generate Fate dice by rolling a number of D6 based on the battle size, as shown below. Keep your Fate dice to one side - this is your Fate dice pool.
**BATTLE SIZE** **NUMBER OF D6** Incursion **3** Strike Force **6** Onslaught **9**
Each time you use one of the Stratagems below, if your Fate dice pool contains one or more Fate dice showing the corresponding value in the table below, you can discard one of those corresponding Fate dice. If you do, reduce the CP cost of that usage of that Stratagem by 1CP.
**STRATAGEM** **FATE DICE VALUE** Presentiment of Dread **1** Forewarned **2** Unshrouded Truth **3** Fate Inescapable **4** Isha’s Fury **5** Psychic Shield **6**

1 CP Strategic Ploy Either turn

### PRESENTIMENT OF DREAD

Command

The seer plucks fate to find the foe suffering a horrible death, then projects it into their minds.

When

Command phase.

Target

One ASURYANI PSYKER model from your army.

Effect

Select one enemy unit within 18" of and **visible** to your model. That enemy unit must take a Battle-shock test, subtracting 1 from that test.

1 CP Strategic Ploy Either turn

### FOREWARNED

Fight

Having foreseen already how this fight will play out, the seer projects their insights and warnings into the minds of the Aeldari who must fight it.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.

1 CP Strategic Ploy Your turn

### UNSHROUDED TRUTH

Movement

Dispelling the psychosomatic mirage that has so far beguiled and assailed the foe, the seer reveals the true location of the warriors it was masquerading as.

When

Your Movement phase.

Target

One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly ASURYANI PSYKER models.

Effect

▪ Place your unit in **strategic reserves**.
▪ Your unit has **Deep Strike**.
▪ Your unit must make an **ingress move** this phase.

Restrictions

Until the end of the phase, your unit is not eligible to be selected to move.

1 CP Battle Tactic Your turn

### FATE INESCAPABLE

Shooting

The Aeldari have already seen how best to lay low this enemy and strike in the sure knowledge the foe cannot evade their terrible fate.

When

Your Shooting phase.

Target

One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to shoot this phase and is within 9" of one or more friendly ASURYANI PSYKER models.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[IGNORES COVER\] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.

1 CP Epic Deed Opponent's turn

### ISHA’S FURY

Movement

Leaping from the seer’s outstretched hand, this blast of empyric energy is a raw expression of the sorrow and bitterness suffered by the Aeldari people.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One ASURYANI PSYKER model from your army within 9" of that enemy unit.

Effect

Roll six D6: for each 3+, that enemy unit suffers 1 **mortal wound**.

1 CP Strategic Ploy Opponent's turn

### PSYCHIC SHIELD

Shooting

A twist of the seer's psychic powers raises a whirling shield of empyric energy and psychokinetic debris to screen the Aeldari from enemy fire.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.

Effect

Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

## Serpent’s Brood

6 stratagems

### Boons of the Brood

Playing their roles to perfection, the Harlequins embody the swift-striking fangs and deadly venoms of the Cosmic Serpent’s brood, dominating the stage of the battlefield with their swift and vicious performances.

Weapons equipped by HARLEQUINS MOUNTED and HARLEQUINS VEHICLE models from your army have the \[SUSTAINED HITS 1\] ability.
Each time a HARLEQUINS unit from your army disembarks from a TRANSPORT, until the end of the turn, that unit’s weapons have the \[SUSTAINED HITS 1\] ability.
**TRAVELLING PLAYERS**
▪ TROUPE units from your army gain the BATTLELINE keyword, and TROUPE models in those units have an Objective Control characteristic of 2.
▪ You can include up to three of each of the following models in your army: DEATH JESTER, SHADOWSEER, TROUPE MASTER.

1 CP Either turn

### FANGS OF THE BROOD

Fight

Many are the heads of the brood, and many their fangs. As they spring and tumble over their foes, the Harlequins’ weapons echo the multiplicity of strikes unleashed by that mythic nest of snakes.

When

Start of the Fight phase.

Target

One TROUPE unit from your army.

Effect

Until the end of the phase, when using your unit’s Dance of Death ability, you can select three of the abilities for your unit to gain, instead of one.

1 CP Your turn

### VENOMOUS WRATH

Shooting

Embodying the serpent that strikes with blinding swiftness, this grav-skimmer lunges suddenly into range and unleashes its full fury on the foe.

When

Your Shooting phase.

Target

One HARLEQUINS VEHICLE unit from your army that has not been selected to shoot this phase.

Effect

After your unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a **Normal move** of up to 6". Until the end of the turn, your unit is not eligible to declare a charge.

1 CP Your turn

### STRIKING STRIDE

Charge

Springing between pillars and rubble, bounding forwards as though running on thin air, the Harlequins acrobatically hurl themselves into battle.

When

Your Charge phase.

Target

One HARLEQUINS unit from your army.

Effect

Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.

1 CP Your turn

### WEAVERS’ COILS

Fight

Inescapable yet impossible to catch, this unit personifies the ever-winding and incorporeal coils of the Skyweavers of myth.

When

End of your Fight phase.

Target

One HARLEQUINS MOUNTED unit from your army that was eligible to fight this phase.

Effect

If your unit is not within Engagement Range of one or more enemy units, it can make a **Normal move**. Otherwise, your unit can make a **Fall Back move** of up to 6".

1 CP Opponent's turn

### WEAVING STRIDE

Movement

Maintaining their blistering pace, these warriors respond to their foes’ steps in the saedath with their own gravity-defying motions.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One HARLEQUINS INFANTRY unit from your army that is within 8" of that enemy unit.

Effect

Your unit can make a **Normal move** of up to 6".

1 CP Opponent's turn

### SKYWARD LUNGE

Fight

Like a serpent rearing back to strike at its prey anew, the Harlequins sweep high and appear to quit the field, ready to descend in fury a moment later.

When

End of your opponent’s Fight phase.

Target

One HARLEQUINS VEHICLE or HARLEQUINS MOUNTED unit from your army.

Effect

If your unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into **Strategic Reserves**.

## Spirit Conclave

6 stratagems

### Shepherds of the Dead

Each time an ASURYANI PSYKER model from your army is destroyed by an enemy unit, that enemy unit gains a Vengeful Dead token. Each time a WRAITH CONSTRUCT model from your army makes an attack that targets a unit with one or more Vengeful Dead tokens, add 1 to the Hit roll and add 1 to the Wound roll.
ASURYANI PSYKER models from your army have the following ability:
**Spirit Guides (Aura):** While a WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit from your army is within 12" of this model, that unit has the Battle Focus ability.
**KEYWORDS**
WRAITHBLADES and WRAITHGUARD units from your army gain the BATTLELINE keyword.

1 CP Battle Tactic Either turn

### SEER’S EYE

Shooting · Fight

Seeing their prey as much through the eyes of their guiding seer as with any sense of their own, the wraith constructs strike swift and true.

When

Your Shooting phase or the Fight phase.

Target

One AELDARI PSYKER model from your army and one friendly WRAITH CONSTRUCT unit within 12" of it that has not been selected to shoot or fight this phase.

Effect

Select one enemy unit **visible** to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.

1 CP Battle Tactic Either turn

### WRAITHBONE ARMOUR

Shooting · Fight

The apparent fragility of wraith constructs’ lithe bodies be/ies their incredible resilience.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One WRAITH CONSTRUCT unit from your army (excluding TITANIC units\] that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

1 CP Battle Tactic Either turn

### BLADES FROM BEYOND

Fight

Sometimes, the twinned perceptions of ghost warriors allow them to perceive - and strike at - the souls of their foes.

When

Fight phase.

Target

One WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, melee weapons equipped by models in your unit have the \[DEVASTATING WOUNDS\] ability.

1 CP Strategic Ploy Your turn

### SOUL BRIDGE

Command

It is risky for a Spiritseer to cast their awareness so far, but aiding the dead is sometimes necessary.

When

Your Command phase.

Target

One WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit from your army and one ASURYANI PSYKER model from your army.

Effect

Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.

1 CP Strategic Ploy Your turn

### SPIRIT TOKEN

Movement

By leaving psycho-resonant wraithbone markers upon the battlefield, these warriors wreathe vital strategic locations in an aura of dread not easily overcome.

When

Start of your Movement phase.

Target

One WRAITHBLADES or WRAITHGUARD unit from your army.

Effect

Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

1 CP Battle Tactic Your turn

### CRUSHING STRIDES

Charge

Elegant they may be, but the weight and implacable strength of wraith constructs on the charge can smash enemies to the ground bloody and broken.

When

Your Charge phase, just after a WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit from your army ends a **Charge move**.

Target

That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.

Effect

Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 **mortal wound**.

## Star-dancer Masque

Boarding Actions 4 stratagems

### Faolchú’s Last Flight

Even should they be struck down by the foe, the players remain in character, embodying in their final steps the doomed but deadly fall of winged Faolchii.

Each time an AELDARI model from your army is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

1 CP Battle Tactic Either turn

### VOID GHOSTS

Shooting · Fight

Exploiting the fluctuating gravity of voidship fighting and flowing with the nigh-imperceptible movements of the vessel around them, the Aeldari acrobatically evade the blasts and blades of their foes.

When

Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

1 CP Battle Tactic Either turn

### DARTING STRIKES

Fight

Shuriken weaponry fill corridors and chambers with inescapable hails of monomolecular discs and reduce enemy boarding parties to bloodied ruin.

When

Fight phase.

Target

One AELDARI unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.

1 CP Strategic Ploy Either turn

### SERPENT STRIKE

Fight

A discipline refined for shipboard battle, this feat of marksmanship sees the Aeldari overlap annihilating hails of defensive fire.

When

Fight phase, just after an AELDARI unit from your army destroys an enemy unit.

Target

That AELDARI unit.

Effect

Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3" and, if it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction.

1 CP Strategic Ploy Opponent's turn

### ACROBATIC LEAPS

Movement

Reacting with a speed most mortal beings could not dream of, the Aeldari engulf emerging foes in a sudden hail of gunfire.

When

Your Movement phase.

Target

One AELDARI unit from your army that has not been selected to move this phase.

Effect

Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed, and each time your unit makes a **Normal**, **Advance** or **Fall Back move**, models in your unit can move through other models as if they were not there.

## Twilight Flickers

3 stratagems

### Dance of Distortion

With their holofields attuned to a mist-wreathed shadow performance, the Harlequins are insubstantial blurs as they dash through cover to reach their chosen stage.

Friendly HARLEQUINS units have **Stealth**.
This **detachment** has the ACROBATIC tag and cannot be taken with another ACROBATIC **detachment**.

1 CP Either turn

### PRESAGED REHEARSAL

Fight

Amongst the performances of a saedath is the climactic sundering of monstrous foes or the enemy’s hateful barques, acts the Harlequins have long mastered.

When

Fight phase, when a friendly TROUPE unit is **selected to fight**.

Target

That TROUPE unit.

Effect

Your unit’s melee attacks have \[LANCE\].

1 CP Your turn

### CAPTIVATING PERFORMANCE

Movement

With the placement of sentinel nodes and a performance that echoes their guardianship of things lost to other Aeldari, the Harlequins guard well that which is sacred to them.

When

End of your Movement phase.

Target

One friendly TROUPE unit.

Effect

Select one **objective** your unit is controlling. That **objective** is **secured**.

1 CP Your turn

### PHANTASMAL MIRAGE

Shooting

The mirage launchers carried by a masque’s graceful craft can be triggered to produce haunting simulacra long enough to deceive the foe and allow a crew to manoeuvre away again to their next stage.

When

Your Shooting phase, when a friendly HARLEQUINS VEHICLE unit has shot.

Target

That HARLEQUINS VEHICLE unit.

Effect

▪ Your unit can make a **normal move** of up to D6".
▪ Your unit is not **eligible to declare a charge** until the end of the turn.

## Warhost

6 stratagems

### Martial Grace

Every element of a Warhost operates with speed and efficiency, units swirling around one another in an agile storm of blades and tightly controlled ferocity. The Aeldari know precisely where they must be at any given stage of the battle plan and move with inhuman elegance that leaves their enemies reeling in their wake.

▪ At the start of the battle round, you receive 1 additional Battle Focus token.
▪ Each time a unit from your army performs the Swift as the Wind Agile Manoeuvre, until the end of the phase, add an additional 1" to the Move characteristic of models in that unit.
▪ Each time a unit from your army performs an Agile Manoeuvre that involves rolling a D6, add 1 to the result.

1 CP Battle Tactic Either turn

### LIGHTNING-FAST REACTIONS

Shooting · Fight

Processing events at incredible speed, these warriors easily evade attacks that would have slain any less celeritous combatants.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ASURYANI unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

1 CP Strategic Ploy Either turn

### SKYBORNE SANCTUARY

Fight

The Aeldari excel in striking swiftly, then leaping back into the safety of their skimming transports.

When

End of the Fight phase.

Target

One **unengaged** ASURYANI unit from your army that was **eligible to fight** this phase and one friendly TRANSPORT it is able to embark within.

Effect

If your ASURYANI unit is wholly within 6” of that TRANSPORT, it can embark within it.

1 CP Strategic Ploy Your turn

### FEIGNED RETREAT

Movement

What appears to be a full retreat one moment is revealed as the deceptive prelude to a devastating attack the next.

When

Your Movement phase, just after an ASURYANI unit from your army Falls Back.

Target

That ASURYANI unit.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

1 CP Battle Tactic Your turn

### BLITZING FIREPOWER

Shooting

When unleashed in a close-ranged storm, Aeldari weapons fire can completely eradicate all life within the target zone.

When

Your Shooting phase.

Target

One ASURYANI unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[SUSTAINED HITS 1\] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.

1 CP Strategic Ploy Your turn

### FIRE AND FADE

Shooting

The Aeldari are masters of hit-and-run tactics, engaging a target with a flurry of shots before swiftly ducking back out of harm's way.

When

Your Shooting phase, just after an ASURYANI INFANTRY unit from your army (excluding AIRCRAFT, ASURMEN and WRAITH CONSTRUCT units) has shot.

Target

That ASURYANI unit.

Effect

Your unit can make a **Normal move** of up to D6+1".

Restrictions

Until the end of the turn, your unit is not eligible to declare a charge or embark within a TRANSPORT.

1 CP Strategic Ploy Opponent's turn

### WEBWAY TUNNEL

Fight

By slipping away into the ethereal confines of the Webway, Aeldari warriors can circumnavigate the foe and strike from new and unexpected quarters.

When

End of your opponent’s Fight phase.

Target

One ASURYANI INFANTRY unit from your army that is wholly within 9" of one or more battlefield edges.

Effect

If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into **Strategic Reserves**.

## Windrider Host

6 stratagems

### Ride the Wind

These hosts strike from many quarters, employing their incredible speed and agility to evade and ambush the foe at every turn.

In the Declare Battle Formations step you can set up ASURYANI MOUNTED and VYPER units from your army in Reserves. During the battle, such units can be set up on the battlefield as if they were arriving from Strategic Reserves. For the purposes of setting up ASURYANI MOUNTED or VYPER units from your army on the battlefield, treat the current battle round number as being one higher than it actually is.

In addition, at the end of your opponent’s turn, you can select a number of ASURYANI MOUNTED or VYPER units from your army (excluding units within Engagement Range of one or more enemy units), then remove those units from the battlefield and place them into Strategic Reserves. The maximum number of units you can select depends on the battle size, as shown below.
**BATTLE SIZE** **NUMBER OF UNITS** Incursion **1** Strike Force **2** Onslaught **3**
**KEYWORDS**
WINDRIDERS units from your army gain the BATTLELINE keyword.

1 CP Battle Tactic Either turn

### DEATH FROM ON HIGH

Shooting · Fight

Streaking suddenly down from on high, the Aeldari strike like the fall of an executioner's blade.

When

Your Shooting phase or the Fight phase.

Target

One ASURYANI MOUNTED or VYPER unit from your army that was set upon the battlefield from Reserves this turn and has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll.

1 CP Strategic Ploy Either turn

### OVERFLIGHT

Shooting · Fight

These airborne warriors arc up and away from the ruin of their foes, already seeking fresh prey.

When

End of your Shooting phase or the end of the Fight phase.

Target

One ASURYANI MOUNTED unit from your army that destroyed one or more enemy units this phase.

Effect

Your unit can make a **Normal move** of up to 7".

1 CP Strategic Ploy Your turn

### WIND OF BLADES

Movement

Warriors such as these cannot be pinned down or held back. They hit and run at will, hammering the foe with constant fire and slashing blows.

When

Your Movement phase.

Target

One ASURYANI MOUNTED or VYPER unit from your army that has not been selected to move this phase.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

1 CP Strategic Ploy Your turn

### DARING RIDERS

Movement

Some of the Windrider Hosts are especially aggressive, unable to restrain the fierce joy of racing perilously close to the foe while strafing them with fire.

When

The Reinforcements step of your Movement phase.

Target

One ASURYANI MOUNTED or VYPER unit from your army in Reserves.

Effect

Until the end of the phase, when setting up your unit on the battlefield from Reserves, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if your unit is set up within 8" horizontally of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.

1 CP Battle Tactic Your turn

### FOCUSED FIREPOWER

Shooting

Able to analyse and assess target data at incredible speeds, these Aeldari isolate the foe's weak spot and pour all their fire into it as they hurtle past.

When

Your Shooting phase.

Target

One ASURYANI MOUNTED or VYPER unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Opponent's turn

### SPIRALLING EVASION

Shooting

None but the Aeldari could risk such breakneck and seemingly suicidal evasive manoeuvres to jink around incoming enemy fire.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One ASURYANI MOUNTED or VYPER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, models in your unit have a 4+ invulnerable save.

## Wraiths of the Void

Boarding Actions 4 stratagems

### Wraith-Marked

By harnessing and binding ethereal energies to strategically significant sites, this force is able to create spiritual waypoints that shine like beacons to the ghost warriors’ perceptions.

In your Command phase, you can select one AELDARI unit from your army within range of an objective marker you control. That unit must take a Leadership test, subtracting 2 from the result if it has the WRAITH CONSTRUCT keyword: if passed, that objective marker is Secured by your army.

1 CP Battle Tactic Either turn

### GUARDIAN CONSTRUCTS

Fight

Like graven sentinels the wraith constructs stand immovable, barring the enemy's path.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One WRAITH CONSTRUCT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.

1 CP Battle Tactic Your turn

### WRAITHSIGHT

Shooting

There are advantages to perceiving the foe as glimmering souls without the obstruction of intervening walls and bulkheads.

When

Your Shooting phase.

Target

One AELDARI unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[IGNORES COVER\] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.

1 CP Strategic Ploy Your turn

### D-STRIKE

Shooting

Recognising the importance of liminal boundaries in void warfare, the ghost warriors unleash their fury upon such a space to the shock of their foes.

When

Your Shooting phase.

Target

One WRAITH CONSTRUCT unit from your army that has not been selected to shoot this phase.

Effect

Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

Restrictions

Until the end of the phase, your unit is not eligible to shoot.

1 CP Strategic Ploy Opponent's turn

### UNFLINCHING FIRE

Movement · Charge

None can match the calm, patient precision of those who have already known death and do not fear it.

When

Your opponent’s Movement or Charge phase.

Target

One AELDARI unit from your army that has not fired Overwatch this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

The ten core stratagems every army shares print with any faction on the [card printer](/print/stratagems).
