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Aeldari

Ghosts of the Webway

Rules
Stratagems
Enhancements
Cegorach’s Coil
25 pts

TROUPE MASTER model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer’s unit, then roll one D6 for each model in the bearer’s unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Mask of Secrets
15 pts

HARLEQUINS model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, 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.

Murder’s Jest
20 pts

DEATH JESTER model only. Each time the bearer makes an attack that targets a unit that is Below Half‑strength, each successful Hit roll scores a Critical Hit.

Mistweave
15 pts

SHADOWSEER model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.

Acrobatic Onslaught

Each time a HARLEQUINS model from your army makes a Charge move, it can move through enemy models.

1
Staged Death
Any Phase - Strategic Ploy
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.

When

Any phase.

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.

Restriction

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

1
Heroes’ Fall
Fight Phase - Strategic Ploy
Target

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

When

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

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
Mocking Flight
Movement Phase - Strategic Ploy
Target

That HARLEQUINS unit.

When

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

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
Tricksters’ Retort
Movement Phase - Strategic Ploy
Target

One TROUPE unit from your army that is within 9" of that enemy unit.

When

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

Effect

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

1
Bloody Dance
Charge Phase - Strategic Ploy
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.

When

End of your opponent’s Charge phase.

Effect

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

Restriction

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

1
Exit the Stage
Fight Phase - Strategic Ploy
Target

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

When

End of your opponent’s Fight phase.

Effect

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