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Aeldari

Armoured Warhost

Rules
Stratagems
Enhancements
Skilled Crews

Ranged weapons equipped by AELDARI VEHICLE models from your army have the [ASSAULT] ability and you can re‑roll Advance rolls made for AELDARI VEHICLE FLY units from your army.

1
Layered Wards
Any Phase - Strategic Ploy
Target

That AELDARI VEHICLE unit.

When

Any phase, just after a mortal wound is allocated to an AELDARI VEHICLE unit from your army.

Effect

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

1
Swift Deployment
Movement Phase - Strategic Ploy
Target

One AELDARI TRANSPORT unit from your army.

When

Your Movement phase.

Effect

Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a Normal move that phase, and cannot declare a charge in the same turn, but can otherwise act normally.

1
Vectored Engines
Movement Phase - Strategic Ploy
Target

That AELDARI VEHICLE unit.

When

Your Movement phase, just after an AELDARI VEHICLE unit from your army that can FLY Falls Back.

Effect

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

1
Cloudstrike
Movement Phase - Strategic Ploy
Target

One AELDARI VEHICLE unit from your army that can FLY and is in Strategic Reserves.

When

Start of the Reinforcements step of your Movement phase.

Effect

Until the end of the phase, your unit has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but if it does, until the end of the turn, it is not eligible to declare a charge. In addition, if your unit is a TRANSPORT, each unit that disembarks from it this turn must be set up more than 6" horizontally from all enemy units and until the end of the turn, is not eligible to declare a charge.

1
Soulsight
Shooting Phase - Strategic Ploy
Target

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

When

Your Shooting phase.

Effect

Until the end of the phase, each time your unit is selected to shoot, you can re‑roll one Hit roll, one Wound roll and one Damage roll made for a model in your unit. If you are using fast dice rolling, you can select one of those rolls to re‑roll before moving onto the next step of the attack sequence.

1
Anti-grav Repulsion
Charge Phase - Strategic Ploy
Target

One AELDARI VEHICLE unit from your army that can FLY and was selected as a target of that charge.

When

Your opponent’s Charge phase, just after an enemy unit has declared a charge.

Effect

Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.

Guiding Presence
25 pts

AELDARI PSYKER model only. At the start of your Shooting phase, select one friendly AELDARI VEHICLE model within 9" of the bearer. Until the end of the phase, each time that model makes an attack, add 1 to the Hit roll.

Harmonisation Matrix
30 pts

AELDARI model only. In your Command phase, if the bearer (or any TRANSPORT it is embarked within) is within range of an objective marker you control, roll one D6: on a 3+, you gain 1CP.

Spirit Stone of Raelyth
20 pts

AELDARI PSYKER model only. While the bearer is within 3" of one or more friendly AELDARI VEHICLE units, the bearer has the Lone Operative ability. In your Command phase, you can select one friendly AELDARI VEHICLE model within 3" of the bearer. That model regains up to D3 lost wounds.

Guileful Strategist
15 pts

AELDARI model only. If your army includes the bearer, after both players have deployed their armies, select up to three AELDARI VEHICLE units from your army and redeploy them. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.