If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Ynnari Warlord Traits table.
Units from this Detachment have the Stubborn special rule. In addition, if a unit from this Detachment is within 7" of another unit from this Detachment, it does not have to take a Morale check when it loses 25" or more of its current models during a single phase (measure the distance at the end of the phase).
If this Detachment includes 7 or more units, you can select one additional unit to make a Soulburst action each time a unit is destroyed.
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.
Invulnerable saves cannot be taken against this psychic power.
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.
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.
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.
At the start of each Psychic phase, generate D3 extra Warp Charge points. Only Yvraine can use these Warp Charge points.
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 Master Level (to a maximum of Master Level 4) and immediately generate another psychic power for her.
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).
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.
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.
Enemy units within 3" of the Visarch use the lowest Leadership characteristic in their unit, rather than the highest.
If, at the start of the Fight sub-phase, two units from this Formation are locked in combat with the same enemy unit, they gain the Hatred special rule until the end of the phase. If three or more units from this Formation are locked in combat with the same enemy unit at the start of the Fight sub-phase, they also gain the Preferred Enemy special rule until the end of the phase.
Before choosing a unit from this Formation to make a Soulburst action, you can declare that the whole Formation is United in Death. If you do so, the Soulburst action you choose applies to all units from the Formation. You may only use this ability once per turn, and only if no unit from this Formation has made a Soulburst action this turn.
While a unit from this Formation is Joined by the Visarch and/or Yvraine, add 1 to the Weapon Skill and Ballistic Skill characteristics of the models in that unit. This bonus does not increase the characteristics of the Visarch or Yvraine.
While a unit from this Formation is within 7" of another unit from this Formation, it has the Furious Charge special rule.
Units from this Formation can make a Soulburst action if they are within 14" of a unit that is destroyed, rather than 7".
Friendly non-vehicle units from an Ynnari Formation or Detachment that are within 12" of two models from the Triumvirate of Ynnead have the Fearless special rule. Whilst all three models from this Formation are on the battlefield, all friendly models with the Ynnari Faction have the Fearless special rule.
If all three models from this Formation are on the battlefield, you can add 1 to any rolls made for the Avatar of Ynnead, Champion of Yynead, and Herald of Ynnead special rules.
Non-character models in this Formation can re-roll To Hit rolls of 1 that target enemy units within 12" of a character from this Formation
Enemy units locked in combat with any units from this Formation suffer a -2 penalty to their Leadership when taking Fear tests.
Whenever a unit from this Formation destroys an enemy unit, or is itself destroyed, put a dice to one side until your next Psychic phase. In your next Psychic phase, the Warlock Conclave generates an additional Warp Charge point for each dice set aside in this way.
All units in this Formation must be set up in Reserve. Make a single Reserve roll for the Formation in each of your turns from the second, which you can choose to re-roll. When this Formation arrives from Reserve, each unit moves onto the table as described for Reserves, except that each unit must move on from a different table edge (including your opponents).
If an Aeldari model is killed by this weapon, before any casualties are removed the wielder has wielder has any lost Wounds restored.
If a model is killed by this weapon in the Shooting phase, its unit must take a Morale check at the end of the phase.
If an unsaved Wound is inflicted with the Animus Vitae, all models with the Power from Pain special rule (friend or foe) treat the current turn as being one higher than it actually is when determining what special rules they benefit from. This benefit applies for the remainder of the battle and is cumulative with the Architect of Agony and/ or Master of Pain special rules.
When fighting with the Djin Blade, the wielder gains +2 bonus Attacks. Immediately after resolving all of the attacks made with this weapon, roll a single D6 - on a result of 1, the model using this weapon immediately suffers a single Wound, with no saves of any kind allowed.
Each time the bearer inflicts an unsaved Wound with the Parasite's Kiss it immediately gains one Wound lost previously in the battle.
When a model equipped with Cegorach's Rose makes its close combat attacks, one of its Attacks will be a Kiss of Death Attack (roll this Attack separately). A Kiss of Death Attack is always resolved at Strength 6 AP2. If a 6 is rolled To Wound with a Kiss of Death Attack, that attack has the Instant Death special rule.
A model firing this weapon can fire a number of times equal to its Attacks characteristic. All of these shots must be made at the same target unit.
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 for the Soul Blaze special rule (this Soul Blaze does not benefit from the Wildfire special rule).
The bearer of this weapon has the Fearless special rule. In a challenge, Attacks made with this weapon have the Fleshbane and Instant Death special rules.
Whenever Eldrad Ulthran successfully passes a Psychic test, roll on a D6. On a score of 5 or 6, he immediately generates a Warp Charge point.
When locked in combat, Prince Yriel must re-roll saving throws of 6.
Shots fired by models with this special rule (excluding Snap Shots) are always Precision Shots as described in the Precision Shot special rule (see Warhammer 40,000: The Rules).
If Illic Nightspear joins a unit of Rangers, all Rangers in that unit gain the Sharpshot special rule whilst he is a part of that unit.
If Illic Nightspear deploys using the Infiltrate special rule, he can be deployed anywhere on the battlefield that is outside of impassable terrain, regardless of enemy proximity. If he begins the game with a unit of Rangers, all Rangers in that unit benefit from this rule.
When rolling To Wound for a weapon that has this special rule, a roll of 6 causes a Wound with the Instant Death special rule. When making an Armour Penetration roll for a weapon that has this special rule, a roll of 6 causes a penetrating hit, regardless of the vehicle's Armour Value.
Asurmen has a 4+ invulnerable save. This is increased to a 3+ invulnerable save whilst he is fighting in a challenge.
When determining Warlord Traits for Asurmen, he always has D3 traits from the Warlord Traits table in Codex: Craftworlds - re-roll any duplicates.
Enemy units locked in combat with a model that has this special rule subtract 2 from their Leadership.
Before rolling To Hit whilst in a challenge, 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.
If Karandras is held in Reserve, he automatically arrives at the start of the controlling player's second turn. When he arrives from Reserve, he can move on from any table edge. If Karandras joins a unit of Striking Scorpions during deployment, and no other characters join the unit, all models in that unit also benefit from this special rule.
A model with this special rule can re-roll one failed To Hit or To Wound roll, or armour penetration roll, per turn.
At the end of any phase in which Fuegan suffers one or more unsaved Wounds, his Strength and Attacks increase by 1 for each unsaved Wound suffered. These characteristic bonuses last for the rest of the game.
When Baharroth enters play from Deep Strike, all enemy units within 6" must take a test as if hit by a weapon with the Blind special rule. All models that are immune to the Blind special rule are immune to Sun's Brilliance.
Maugan Ra can fire the Maugetar twice in each Shooting Phase, either the same target or at two different targets.
If a non-vehicle model is slain as a result of this weapon, centre the large blast marker over that model before removing the model as a casualty. Units suffer a number of Stength 5 AP4 hits equal to the number of models from that unit that are under the marker. These hits have the Ignores Cover special rule.
A unit containing 1-3 Warlocks or Warlock Skyrunners is Mastery Level 1; a unit containing 4-6 is Mastery Level 2; a unit containing 7 or more is Mastery Level 3. If a unit's Mastery level is reduced as the result of models being removed as casualties, select one psychic power known to the unit for each Mastery Level lost. That power is immediately lost, and cannot be used for the rest of the battle. This unit generates one Warp Charge point at the beginning of each Psychic phase for each Warlock or Warlock Skyrunner in the unit, regardless of its current Mastery Level.
This shooting attack does not need line of sight. If the unit consists of at least six models with a grenade pack, the attack has the Large Blast special rule instead of the Blast special rule.
Lelith Hesperax re-rolls all failed To Hit and To Wound rolls whilst fighting in a challenge.
Armour Saves cannot be taken against Wounds inflicted by Lelith Hesperax's Melee weapons.
Lelith Hesperax has a 4+ invulnerable save. This is increased to a 3+ invulnerable save against all Wounds inflicted in the Fight sub-phase.
Once per turn, when a unit compriesed entirely of models with this epcial 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.
A unit that contains at least one model with this special rule automatically passes Pinning, Fear, Regroup tests, and Morale checks.
At the end of the Movement phase, a model with this special rule can make one Attack against an enemy Flyer or Flying Monstrous Creature that it moved over that turn. The Attack hits on a roll of 4+ and is resolved at Strength 4 AP4 with the Haywire special rule. Flyers are hit on their side armour.
A unit that contains at least one model with this special rule does not scatter when it arrives by Deep Strike.
A model with this special rule has a 4+ cover save unless it remained stationary in its previous Movement phase.
A model with this special rule re-rolls all failed to Wound rolls against Monstrous Creatures, and can choose to re-roll armour penetration rolls that do not result in a penetrating hit.
When shooting at a vehicle with the Flyer type, a model with this special rule re-rolls armour penetration rolls that do not cause a glancing or penetrating hit.
This model makes Precision Shots on a 5+, rather than a 6.
A model with this special rule has a 4+ invulnerable save.
If this model is equipped with a ghostglaive, the ghostglaive's Strength is increased to D.
Enemy units locked in combat with a model that has this special rule subtract 2 from their Leadership.
A model with this special rule can re-roll one failed To Hit or To Wound roll, or armour penetration roll, per turn.
In the first round of a challenge, this model makes 1 bonus Attack for each point that its Initiative is higher than its opponent's Initiative characteristic.
Once per game, at the start of any of the controlling player's Movement phases, the Solitaire can move in the following manner instead of moving normally. Roll a number of D6 equal to the current turn number; the result is the number of inches that the Solitaire can move. When moving in this manner, the Solitaire can move over all other models and terrain as if they were open ground, but it cannot end its move on top of other models or impassable terrain. In the Assault phase of the turn in which the Solitaire moves in this manner, its Attacks characteristic is increased to 10.
A Solitaire has a 3+ invulnerable save.
A Solitaire may move up to 12" in the Movement phase.
A Solitaire can never be joined by another character. If a Solitaire is your army's Warlord, he never has a Warlord Trait.
An enemy unit that suffers one or more casualties from a Death Jester's shrieker cannon during the Shooting phase must take a Morale check at the end of that phase with a -2 modifer to its Leadership, just as if it had suffered 25% casualties. If this test is failed, the Death Jester's controlling player chooses the direction that the enemy unit Falls Back this phase (if the unit continues to Fall Back in subsquent turns, it does so towards its own table edge as normal).
A model with this special rule re-rolls failed To Hit rolls when firing at a unit that Zoomed, Swooped, Turbo-boosted, or moved Flat Out during its previous turn.
A model with this special rule always fires one more shot than normal for its weapon. For examplme, if its weapon is Heavy 2, it fires 3 shots.
If a Falcon squadron contains three models, all models in the squadron gain the Deep Strike special rule. When the squadron arrives by Deep Strike, the first Falcon placed does not scatter and the second and third Falcons can be placed anywhere within 4" of the first Falcon
If a Night Spinner squadron contains more than one mode, the squadron can fire a Monofilament Shroud instead of firing normally. Nominate one model in the squadron as the firer; the other models in the squadron cannot fire their doomweavers this turn. The nominated model shoots using the doomweaver's dispersed profile, adding 1 to the Strength and number of shots fired for each other model in the squadron that could have otherwise fired its doomweaver normally. For example, a squadron of 3 Night Spinners, 1 of which is affected by a Crew Stunned result and cannot fire its doomweaver this turn, would fire 2 shots, each resolved at Strength 8.
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 subtracting 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.
Whenever a Voidweaver shoots, the shuriken cannon mounted on its aft can shoot at a different target to the Voidweaver's other weapons. The shuriken cannon mounted on the Voidweaver's aft can only target units that are in the Voidweaver's rear armour facing.
Units of Guardian Defenders from this Formation can take a Heavy Weapon Platform at no points cost instead of the points cost listed on their datasheet.
Vypers, War Walkers, and the Vaul's Wrath Support Battery from this Formation gain the Preferred Enemy special rule when shooting at a unit that is within 12" of a unit of Guardian Defenders from this Formation.
Once per game, as long as the Farseer from this Formation has not been removed as a casualty, the Eldar player can declare a Tempest of Blades at the start of their Shooting phase. All shuriken weapons in this Formation gain the Shred special rule until the end of the phase.
Immediately after determining Warlord Traits, choose either Weapon Skill or Ballistic Skill. All units in this Formation add 1 to the chosen characteristic.
Models from this Formation can re-roll failed Morale, Pinning, and Fear tests.
Both Farseers must join the Warlock Conclave before deployment, and cannot leave the unit.
If this Formation is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Craftworlds
When models from this Formation make Psychic tests, results of 3+ will harness a Warp Charge point instead of results of 4+.
All models in this Formation add 1 to their Ballistic Skill.
Models from this Formation can re-roll failed Morale, Pinning, and Fear tests.
Once per game, in the Shooting phase, this Formation can perform a Killing Strike. For the duration of that phase, all avenger shuriken catapults carried by models in this Formation are Assault 3 instead of Assault 2.
Only one unit in this Formation may include an Exarch.
All models in this Formation have a 4+ cover save. If a model in this formation chooses to Jink, it can re-roll failed cover saves until the start of its next turn.
One Crimson Hunter in this Formation must be upgraded to an Exarch.
Wraithguard, Wraithblades, Wraithlords, and Wraithknights from this Formation can re-roll failed To Hit rolls against enemy units that are within 18" of the Spiritseer from this Formation.
Up to two Guardians in each Storm Guardian unit in this Formation may exchange their close combat weapons and shuriken pistols for either flamers or fusion guns at no points cost, instead of the points cost listed on their datasheet. In addition, up to two other Guardians in each of these units may exchange their close combat weapons for Power Swords for no points cost, instead of the points cost listed on their datasheet.
Vypers, War Walkers, and the Vaul's Wrath Support Battery from this Formation gain the Preferred Enemy special rule when shooting at a unit that is within 12" of a unit of Storm Guardians from this Formation.
If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Dark Eldar
During the entire first game turn, and during any turn in which the Night Fighting rules are in effect, all Troops units from this Formation have a 5+ cover save, and all other units from this Formation have a 6+ cover save.
You can re-roll invulnerable saves of a 1 for all models in this Formation
A Troup from this Formation can use its Hit and Run special rule to embark upon an unoccupied Starweaver from this Formation. As long as the distance rolled for the Hit and Run move, in inches, is sufficient to allow all models in the unit, including any characters that have joined it, to move to within 2" of an unoccupied Starweaver from this Formation, then the unit can immediately embark. Furthermore, if all models in the unit can Consolidate to within 2" of an unoccupied Starweaver from this Formation, then the unit can immediately embark.
If you decide to Jink with a unit in this Formation, you can re-roll failed cover saves for that unit.
Any models with the Eldar or Dark Eldar Faction (friend or foe) within 6" of one or more models from this Formation have the Crusader special rule.
Models in this Formation cannot join other units, nor can they be joined by other characters.
At the end of the Shooting phase, a unit that has suffered one or more hits from a weapon with this special rule in that phase must make a Pinnint test. If that test is failed, then in addition to being Pinned the unit suffers a single Wound with no armour or cover saves allowed. This Wound is Randomly Allocated.
If a non-vehicle model is slain as a result of this weapon, centre the small blast marker over that model before removing the model as a casualty. Units suffer a number of Stength 5 AP4 hits equal to the number of models from that unit that are under the marker. These hits have the Ignores Cover special rule.
When a model equipped with a Harlequin's Kiss makes its close combat attacks, one of its Attacks will be a Kiss of Death Attack (roll this Attack separately). A Kiss of Death Attack is always resolved at Strength 6 AP2. If a 6 is rolled To Wound with a Kiss of Death Attack, that attack has the Instant Death special rule.
A model equipped with a Harlequin's Embrace has the Hammer of Wrath special rule, but makes D3 Hammer of Wrath Attacks that hit automatically and are resolved at Strength 6
Each To Hit roll of a 6 made by a weapon with this special rule causes a single automatic Wound, regardless of the target's Toughness, and is resolved at AP2. Against vehicles, each To Hit roll of a 6 causes a single automatic glancing hit.
For each model in the same unit after the first that scores at least 1 hit on the target unit with a weapon that has this special rule, add 1 to the Strength (to a maximum of 10) and subtract 1 from the AP (to a minimum of 1) of each hit for that tround of shooting. For example, if three models in a unit all score hits on the same target unit with weapons that have this special rule, all hits would be resolved at +2 Strength and -2 AP
A model fighting with demiklaves (Dual Blades) receives +1 bonus attack.
Models fighting with a razorflail re-roll all failed To Hit rolls in close combat.
Any To Wound roll of a 6
A model fighting with an Impaler re-rolls all To Wound rolls of a 1 when fighting in close combat.
A model fighting with a shardnet and impaler always gains the +1 bonus Attack for fighting with more than one Melee weapon. A model fighting with a shardnet and impaler re-rolls all To Hit and To Wound rolls of 1 in close combat.
When fighting in a challenge, this weapon has the Instant Death special rule.
Whenever a unit is completely destroyed within 7" of one or more non-vehicle units that consist only of models with this special rule, pick one of those units to make a Soulburst action. You cannot pick a unit that is locked in combat, Falling Back, or that has Gone to Ground. A unit making a Soulburst action can do one of the following, even if it has already done so in this turn:
* The unit can immediately move as if it were your Movement phase.
* The unit can immediately shoot (or Run or Turbo-boost) as if it were your Shooting Phase.
* The unit can immediately make a charge move as if it were your Charge sub-phase (if they do so, enemy units can fire Overwatch as if it were your Charge sub-phase). A unit that makes a charge in the Fight sub-phase does so at the end of the current Initiative step, and once they have charged, the Initiative steps continue to resolve as before (including for models in the charging unit).
A unit can only make a Soulburst action once per turn.
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.
Once in each Psychic phase, a model with this special rule can re-roll any number of dice used in a single Deny the Witch test or Psychic test (potentially negating Perils of the Warp in the process).
If your army contains one or more Autarchs or Autarch Skyrunners, you can modify any of your Reserve Rolls by +1 or -1 (choose separately after each roll is made).
Wraithguard, Wraithblades, Wraitghlords, Wraithknights, and Hemlock Wraithfighters can re-roll To Hit rolls of 1 against enemy units that are within 12" of a model with this special rule.
When chosen as the target of a charge, a unit that sonsists entirely of models with this special rule can either choose to fire Overwatch at Ballistic Skill 2, or gain the Counter-attack and Stubborn special rules until the end of the phase (in which case it cannot fire Overwatch)
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.
If a unit that consists entirely of models with this special rule infiltrates, it has the Shrouded special rule. If the unit shoots (including Overwatch) or fights in combat, it loses the Shrouded special rule.
Models with this special rule have a +1 modifier when rolling on the Vehicle Damage table.
A unit that contains at least one model with this special rule does not scatter when it arrives by Deep Strike.
When rolling To Wound for a weapon that has this special rule, use the target's Initiative instead of its Toughness (note that the model's Toughness is still used to determine whether an attack has the Instant Death special rule). In addition, if a 6 is rolled To Wound when attacking with a weapon that has this special rule, the Wound is resolved at AP2 unless the weapon is AP1.
If you have selected a Troup Master from this Formation as your Warlord, you can re-roll the result when rolling on one of the Warlord Traits tables in Codes: Harlequins.
From the start of the second turn, all units in this Formation that have the Fleet special rule can Run and Charge in the same turn.
A unit composed entirely of models with this special rule can be set up in Deep Strike Reserves instead of deploying with the rest of your army. When they arrive from Deep Strike Reserves, they will not scatter, but no model in the unit can be placed within 9" of any enemy models.
One Guardian or Black Guardian from the same unit as, and within 2" of, a Heavy Weapon Platform may fire the platform instead of their shuriken catapult, counting as having the Relentless special rule. If there are no Black Guardians left in the unit, remove the Heavy Weapon Platform as a casualty. Weapons platform models are ignored with allocating Wounds from Look Out, Sir rolls.
When rolling on the Destroyer Weapon Attack table for a weapon that has this special rule, subtract 1 from the result of a D6 roll (to a minimum of 1). Furthermore, a weapon with this special rule is assumed to have a Strength of 4 for the purposes of the No Escape rule and of determining if a hit has the Instant Death special rule.
When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Leadership test for each Wound suffered or be removed from play.
A set of weapons with this rule is comprised of two weapons and hence grants a bonus attack.
After determining Warlord Traits, but before deployment, roll a D6 and look up the result on the Combat Drugs table. All friendly models that have the Combat Drugs special rule receive the characteristic bonus listed on the table for the duration of the battle.
1: +1 Attack
2: +1 Strength
3: +1 Initative
4: +1 Toughness
5: +1 Weapon Skill
6: +1 Leadership
At the end of the Shooting phase, a unit that has suffered one or more hits from a weapon with this special rule in that phase must make a Leadership test. The unit suffers a single additional Wound, with no armour or cover saves allowed, for each point this test is failed by. Wounds cannot be allocated to models with the Fearless or And They Shall Know No Fear special rules (any excess Wounds are lost).
A model with this special rule has a 4+ invulnerable save against all Wounds inflicted in the Fight sub-phase.