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.
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.
That AELDARI VEHICLE unit.
Any phase, just after a mortal wound is allocated to an AELDARI VEHICLE unit from your army.
Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
One AELDARI TRANSPORT unit from your army.
Your Movement phase.
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.
That AELDARI VEHICLE unit.
Your Movement phase, just after an AELDARI VEHICLE unit from your army that can FLY Falls Back.
Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
One AELDARI VEHICLE unit from your army that can FLY and is in Strategic Reserves.
Start of the Reinforcements step of your Movement phase.
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.
One AELDARI VEHICLE unit from your army that has not been selected to shoot this phase.
Your Shooting phase.
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.
One AELDARI VEHICLE unit from your army that can FLY and was selected as a target of that charge.
Your opponent’s Charge phase, just after an enemy unit has declared a charge.
Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
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.
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.
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.
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.