‘THIS IS THE HOUR OF OUR DEMISE.
THE TIME OF NIGHTMARES COME TO LIFE, AND FIENDS GORGING
THEMSELVES ON LOST SOULS.
IT IS THE HOUR IN WHICH WE WILL BE MOST SORELY TESTED. MORE SO THAN
EVEN AT THE TIME OF THE FALL, WHEN OUR RACE WAS TRAPPED IN A SPIRAL
OF OBSESSION SO DEEP WE FOUND THE VILEST BLACKNESS WITHIN, AND IN
DOING SO, TRIGGERED THE APOTHEOSIS OF A DARK DEITY.
THE UNSLAKEABLE GODDESS. THE DOOM OF THE AELDARI.
SHE WHO THIRSTS.
YET THAT WAS NOT THE NADIR OF OUR EMPIRE, NOT TRULY. ONLY NOW,
AS THE RUINOUS POWERS STAND ON THE EDGE OF VICTORY, DO WE SEE
THE TRUTH.
THE EVENTS THAT TORE THE HEART FROM OUR EMPIRE WERE A MORTAL
BLOW, AND ONE FROM WHICH WE HAVE NEVER RECOVERED. YET ONLY
NOW, AS THE SKIES BURN AND THE DATHEDIAN BLEEDS MADNESS ACROSS
THE STARS, DO WE STARE INTO THE ABYSS OF TOTAL OBLIVION. IN OUR
BLINDNESS, WE DO NOT SEE THE THREAT.
THERE ARE THOSE AMONGST US WHO SAY THROUGH DEATH CAN BE
FOUND SALVATION. THEY CLAIM TO WANT NOTHING MORE THAN TO
UNITE THE SCATTERED AELDARI RACE, BRINGING THE CHILDREN OF
ASURYAN, CEGORACH, AND EVEN THE LIVING MUSE INTO CLOSE ACCORD
UNDER THE SAME BLACK BANNER. THEIR PHILOSOPHY IS SO VOLATILE, ITS
MANIFESTATION SO TERRIFYING, THAT THEY HAVE BROUGHT AS MUCH
STRIFE AS THEY HAVE HARMONY.
THOUGH THEIR WORDS ARE INSPIRING AND FULL OF DARK HOPE, THE TRUTH
AT THEIR CORE IS A SINGLE DIAMOND ON A SWATHE OF BLACK SILK.
THEY BELIEVE THAT THROUGH ANNIHILATION CAN BE FOUND REBIRTH.
ONE QUESTION ABIDES – WHAT IF THEY ARE RIGHT?’
- Ylocu Shaie, Visionary of Alaitoc
PHOENIX RISING
CONTENTSCONTENTS
Introduction ...................................................................3 Swooping Hawks.......................................................44
Striking Scorpions ....................................................45
The Dathedian ...................................4 Shining Spears...........................................................45
Crimson Hunters ......................................................46
The Ancient and the New..............................................6 Warp Spiders .............................................................46
Skein of Stars ...................................................................8 Runes of Fortune Discipline ......................................47
The Hunter Unleashed ................................................10 Craftworld Attributes ..................................................48
The Fates of the Craftworlds ......................................12
Ulthwé’s Mercy.............................................................14 Drukhari..........................................52
Wrath of Commorragh...............................................16
Iyanden Reborn ...........................................................18 Denizens of the Dark City..........................................54
Laughing in the Face of Death...................................20 Points Values .............................................................54
Hope and Despair Entwine ........................................22
Drukhari Name Generator.........................................55
Missions ...........................................24 Drazhar .........................................................................56
Wars of the Aeldari......................................................26 Datasheet: Drazhar ...................................................57
Theatres of War ............................................................27 Incubi ............................................................................58
Theatre of War: High Altitude ................................27 Datasheet: Incubi ......................................................59
Theatre of War: Maiden World ...............................27 Drukhari Obsessions ..................................................60
Narrative Play Missions ..............................................28
Echoes of War: Skystrike .........................................28 Kabal Obsessions ......................................................61
Echoes of War: Bitter Reversal................................30 Wych Cult Obsessions..............................................62
Echoes of War: Confrontation ................................32 Haemonculus Coven Obsessions ...........................63
Craftworlds ......................................34 Ynnari ..............................................64
Children of the Stars ...................................................36 Children of Ynnead .....................................................66
Points Values .............................................................36 Points Values .............................................................67
Asuryani Name Generator .........................................37 Yvraine ..........................................................................68
Jain Zar..........................................................................38 Datasheet: Yvraine ....................................................69
Datasheet: Jain Zar ...................................................39 The Visarch...................................................................70
Howling Banshees .......................................................40 Datasheet: The Visarch.............................................71
Datasheet: Howling Banshees .................................41 The Yncarne..................................................................72
Powers of the Aspect Shrines.....................................42 Datasheet: The Yncarne ...........................................73
Fire Dragons ..............................................................42 Stratagems ....................................................................74
Dire Avengers ............................................................43 Warlord Traits ..............................................................76
Dark Reapers .............................................................43 Revenant Discipline ....................................................77
Howling Banshees ....................................................44 Relics of Ynnead ..........................................................78
Tactical Objectives.......................................................79
PRODUCED BY GAMES WORKSHOP IN NOTTINGHAM
With thanks to the Mournival and the Infinity Circuit for their additional playtesting services
Psychic Awakening: Phoenix Rising © Copyright Games Workshop Limited 2019. Phoenix Rising, GW, Games Workshop, Space Marine, 40K, Warhammer,
Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying,
recording or otherwise, without the prior permission of the publishers.
This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental.
British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only.
ISBN: 978-1-78826-547-8
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2
INTRODUCTIONINTRODUCTION
The Aeldari are a race fractured and upon the edge of extinction, yet still the remnants of its once glorious
civilisation stand proud and defiant against their many enemies. Their story is one of tragedy and despair, but
also hope, for amongst their dwindling numbers are some who preach that salvation can be found through death.
The immense warp storm known Into this uncertain and harrowing IN THIS BOOK
as the Cicatrix Maledictum has era come the Ynnari, scions of the
torn the galaxy asunder. Mankind’s slumbering death god Ynnead. They This book is part of Psychic
realm has been divided, many of believe their race can ultimately Awakening, an ongoing series set
its worlds isolated, yet it is not just defeat Slaanesh and even reclaim in the aftermath of the Great Rift.
Humanity that has suffered beneath the cycle of reincarnation that It covers the perspective of the
the Great Rift’s baleful light. The typified ages past. Yet to do so, Asuryani, Drukhari and Harlequins,
Aeldari, a gifted and ancient race they must claim the Croneswords as well as the Ynnari drawn from
who once ruled the stars, have of Morai-Heg or, failing that, give across the Aeldari factions.
found their struggle for survival their souls to the Whispering God
brought to crisis point by the until he has strength enough to set Inside you will find:
psychic energies that abound. right the dire repercussions of the • The unfolding drama of the
Fall – and to do that, every Aeldari
No matter the methods by which must die. Aeldari’s struggle for survival in
they evade their nemesis Slaanesh the era of the Great Rift.
– that terrible entity born from Division is sown everywhere these • Theatres of war and missions to
their own hubris and excesses in Ynnari tread, for they claim this echo the story of Phoenix Rising.
aeons past – the Aeldari way of life great risk is the only way their • Additional rules for Craftworlds
has been shattered by the influx of race can ultimately be free and rise and Drukhari armies that
Chaos that has set so much of the victorious from the ashes of defeat. complement the codexes.
galaxy ablaze. Now they are tested Be they Asuryani, Harlequin, or • A suite of rules for the Ynnari
as never before, forced to take even Drukhari, there are those who designed to supplement Codex:
drastic measures in order to ensure believe they might be right, and that Craftworlds, Codex: Drukhari
their own survival. it is always darkest before the dawn. and Codex: Harlequins, including
datasheets for Yvraine, the
Visarch and the Yncarne.
3
THE DATHEDIANTHEDATHEDIAN
Towards the end of the 41st Millennium, the galaxy was all but split in half by the
Great Rift. To the Aeldari it was known as the Dathedian, and as a highly psychically
attuned race, the aetheric phenomena that accompanied it affected them most of all.
‘The Aeldari psyche The Cicatrix Maledictum, that great tear festered in silence. No civilisation could
is a powerful weapon. across the fabric of time and space, has look upon a sky mauled by the warp-stuff
It can slay a distant foe further divided the fractious Aeldari of Chaos and not feel affected by it. To a
with a pulse of thought. race. After the coming of that celestial race as sensitive to psychic energies as the
Like any other, it must be cataclysm, the Aeldari craftworlds sent Aeldari, the scar in reality was a constant
used with skill. Since the out psychic communiques, reaching dull ache in the mind, a reminder of all
coming of the Dathedian out to one another across the void. Two they had lost. Perhaps it would never
its edges grow sharper of the world-ships did not respond, have existed at all were it not for the
than ever before, its grip their spiritual traces dwindling with formation of the Eye of Terror, born from
more perilous to grasp. every passing hour. Some amongst the sickening cataclysm of Slaanesh’s
The slightest misstep the Spiritseers of the Asuryani believe birth. Across the galaxy, nightmares
can see its wielder, and their souls have empowered Ynnead, of guilt, doubt and surging aggression
even the reality in which and that the craftworlders will never be wracked Aeldari and Drukhari alike, and
they stand, laid open seen again. they steeped themselves in battle against
and bloody.’ tides of Chaos-worshippers in the hopes
To an empire as large as the Imperium, of assuaging these negative emotions.
- Eldrad Ulthran this would have been considered
acceptable losses, for Mankind’s realm A new era of war began as the turmoil
4 contains a million worlds and more. within was turned into merciless strikes
For the Asuryani it was a cost so high it against ancient enemies, emerging foes
wrenched at the heart. Perhaps one day and former allies. Much of the blame
the lost craftworlds would return, just as for the disastrous events was put at the
Altansar was drawn from the gullet of the door of the rapidly growing Ynnari
warp by the odyssey of the Phoenix Lord movement and, by association, upon
Maugan Ra. But for now, they were gone. Biel-Tan. There, the populace had been
divided between fervent support for
Far from uniting the survivors against Yvraine, the leader of the Ynnari, and the
the tide of Chaos spilling into the galaxy, outright condemnation that followed her
that great loss fomented discord, and the visitation – coinciding as it did with the
rift between the factions of the Aeldari subsequent invasion of the craftworld
grew all the wider. Simple geography by a ravening Slaaneshi horde and the
was itself a contributing factor, for the fracturing of its infinity circuit. Amidst
craftworlds were too far scattered across that appalling catastrophe a new strand
the galaxy to easily unite, and even the of fate was revealed, one that some
Aeldari paths through the webway – believed would lead the Aeldari race
that maze of metaphysical pathways to greatness once more. The being that
that spanned the interstice between Yvraine summoned from within Biel-
realspace and the warp – were now Tan’s broken wraithbone skeleton was an
battered and torn at by the raging fury avatar, of a sort, and its very existence
of the empyrean. Though the Harlequins was proof of Ynnead having stirred from
continued to walk that strange un- his slumber. There was a chance that the
realm at will and do what they could Whispering God could save their souls
to unite the Asuryani and Commorrite from She Who Thirsts once and for all.
Drukhari in purpose, the resentment and
isolationism that had long characterised A PSYCHE INFLAMED
the fractured Aeldari race worsened.
Barring only those dark kin of
In the cultural hearts of the Aeldari Commorragh whose powers have
peoples, the wound of the Dathedian atrophied, all Aeldari possess some
degree of psychic ability. Since the ridden out the swell of psychic who honed their physical skills
Great Rift split the galaxy, those energy the best, for in many ways over the mental found their talents
gifts have burgeoned in a variety of they had been ready for it. Their blossoming when they brought the
different ways. entire culture was built around two into perfect balance. Aspect
discipline, guardianship and Warriors channelled the echoes of
It is generally accepted amongst self-denial, to prevent their worst the war god Khaine and focused
the Farseers of the craftworlds excesses rising to doom them all. the resultant energies through the
that this is a direct result of the lenses of their glorious Exarch
Dathedian introducing a vast bleed Those Asuryani who trod the Witch leaders. When Howling Banshees
of aetheric energy into the galaxy. Path found their prophetic glimpses charged en masse, the wind itself
Of all the Aeldari, the craftworlders escalating into full and potent screamed its fury alongside them;
are most in tune with matters visions, magnifying their ability to when Striking Scorpions gathered
psychic, and without the Path parse the skeins of fate and react in the shadowed recesses of the
system – that cultural process by accordingly. On every craftworld battlefield, they became all but
which an Asuryani focuses his or their Runes of Warding burned out invisible to the naked eye until
her mind upon a single pursuit or at a daunting rate, the protective they leapt from cover and fell
skill to avoid the temptation of all symbols being used up almost as upon the foe. Always the Asuryani
others – they may have found this fast as they could be regrown from had possessed such powers and
flare of psychic activity maddening, psycho-reactive material. But for employed them in battle, yet now
and possibly even disastrous. Yet now at least, the inner psychic they manifested in a heightened
the discipline of the Path was threat posed by their daemonic and doubly lethal form. Everywhere
developed precisely to turn the nemeses was held at bay. potential turned to talent, talent to
Aeldari mind into a fortress against mastery, mastery to supernatural
such unfettered activity. Of all With this influx of psychic energy prowess. The stage was set for the
the civilisations in the galaxy, the came other new abilities for the sacred phoenix of the Aeldari race
Asuryani could be said to have Asuryani. Even those warlike souls to rise once more.
5
The Ancient and the New
THE ANCIENT AND THE NEW
Some amongst the imperilled Aeldari race believe they can be saved from the brink of oblivion by the awakening
of Ynnead, the God of the Dead. By harnessing the strange spirit magic of this rising deity and drawing upon the
energies of the slain, they wage their crusade with exceptional vigour and aggression.
It is said the Aeldari pantheon is The others members of their society, recently brought back to
long shattered, destroyed by their pantheon, barring the Laughing prominence by the prophecies of
mortal followers’ hubris and the God Cegorach, were devoured by Kysaduras the Anchorite. It posits
galactic terror that is Slaanesh. Their the newly emergent Slaanesh. From that when every one of the Aeldari
pride was arguably justified, for the that point on, when an Aeldari race has died and passed into the
Aeldari once ruled over much of died, their soul would be likewise infinity circuits of the craftworlds,
the galaxy, content that when they consumed by She Who Thirsts, a their departed spirits will form a
died they would be reincarnated. destiny far worse than oblivion. gestalt consciousness. In doing so
But their mastery over the material they will awaken and empower a
realm ultimately led to ennui, The various factions of the Aeldari god, a deity of the dead with the
and a dangerous complacency. In have sought ways to escape this power to defeat Slaanesh and end
their search for ever-more esoteric fate, or at least allay it for a time. She Who Thirsts’ baleful curse.
experiences, they plumbed depths The Asuryani, for instance, wear Some amongst the Asuryani claim
of sensation and profligacy so dark psychocrystalline waystones that that though the time of ending is
their society began to spiral out act as safe havens, absorbing their nigh, not all Aeldari must die to
of control. Unbeknownst to that souls upon the moment of death. escape Slaanesh’s clutches – that
ancient race, the roiling emotions of there is a hidden path to be found
their depravities were coalescing in Later these spirit stones are interred amongst the darkness. Foremost
the warp. There they took form as a within a craftworld’s infinity circuit, amongst these is Eldrad Ulthran,
newborn god – Slaanesh, the Dark allowing the soul to transfer to a High Farseer of Craftworld Ulthwé.
Prince of Excess, known to the construct of relative safety and from
Aeldari as She Who Thirsts. then on spend existence in a safe Upon the crystal sands of the moon
but lifeless grey limbo. Coheria, Eldrad put into motion
The ascension of Slaanesh was the grand plan that would alter the
a cataclysm of galaxy-splitting The Drukhari instead ensure others course of his race’s destiny. Under
magnitude. In a single instant, the suffer in their stead, a devil’s bargain the cover of their roving visitations,
psychic shock wave of the Dark that only postpones their inevitable the Masque of the Midnight Sorrow
God’s birth destroyed the most part consumption by Slaanesh. Small – acting on the instructions of
of the Aeldari empire and triggered wonder that many Aeldari hailing Eldrad – abducted the crystallised
a permanent warp storm of from either faction were quick to bodies of long-departed Farseers
unprecedented size. Even now that seize on the possibility that there from each craftworld’s Dome of
tempest roils between realspace and was another way to evade their Crystal Seers. These they took to
the warp at the northernmost end nemesis – and perhaps conquer it Coheria, for Eldrad had identified
of the Great Rift, the region known forever. This they called Ynnead. the moon as a site of extreme
to Mankind as the Eye of Terror. psychic potential.
Within that nightmarish realm are There is an ancient and
the crone worlds, haunted planets controversial school of thought By harnessing Coheria’s pure
that were once the jewels in the regarding mortality in Asuryani crystal sands and using each grain
Aeldari empire’s crown. as a miniature spirit stone, Eldrad
intended to perform a grand
The true doom of the Aeldari came ritual wherein he would summon
in a more insidious form. As the every departed spirit from every
Asuryani tell it, their metaphysical craftworld at the same time. The
cycle of reincarnation was severed stolen Farseers’ remains would
by the violence of Slaanesh’s birth, provide potent hyperspatial links
and gods that once ruled over them – though the transfer would rob
consumed. After a titanic duel with all power and light from the donor
Slaanesh, Khaela Mensha Khaine craftworlds for a time, Eldrad
– the Aeldari god of war – was judged the sacrifice worthwhile.
shattered into a thousand pieces. With such a vast concentration of
6
departed souls in one place at one After becoming invested with ‘The tapestry of fate
time, the High Farseer intended Ynnead’s power, Yvraine became has been wrenched, torn,
to awaken Ynnead prematurely able to draw the departing souls and unravelled, just as
and set him against the Aeldari’s of those around her into herself, when Dariachna tore at
eternal nemesis. where they live on – not as half-real her woven masterwork
revenants or echoes of a former in a fit of madness. The
Perhaps, if Eldrad’s machinations glory, but as willing allies. To question remains – in such
had been completed, he would outsiders, it seems as if Yvraine is times of upheaval and
have succeeded in his immensely talking to herself, listening to voices unpredictability, can new
ambitious plan. But the elite only she can hear, or changing strands of hope be found?’
xenos-hunters of the Deathwatch personality in a heartbeat. Those
had followed the actions of the who do not know of her creed think - The Visarch
Ulthwéans for many years. Led her insane, but the Ynnari know the
by the prescient Brother-Captain truth: Yvraine’s body harbours not
Artemis, they launched a sudden just her own soul, but many others.
strike against Eldrad and his
allies just as he was conducting The Reborn who follow Yvraine’s
his grand ritual. Forced to protect lead – the devoted warrior known
himself from a searing plasma as the Visarch and the dread avatar
blast, the High Farseer lost known as the Yncarne foremost
focus. In the swirling tides of the amongst them – share her uncanny
warp, the composite sentience of ability. They wear the spirit stones
slumbering Ynnead stirred, but of the dead upon their person,
did not awaken. From that partial drawing upon the energy and
apotheosis a fragment of the wisdom of the departed in times of
greater consciousness was born – need. With the doom of the Aeldari
an animus that soon possessed a close at hand, their need for that
warrior-dancer known as Yvraine. deathly strength is greater than
She became the high priestess of a ever before.
new religion, and has since led her
followers across the stars, uniting
Asuryani and Drukhari behind her
as she goes.
7
SKEIN OF STARS
Skein of Stars
1 SCARUS SEGMENTUM
SECTOR OBSCURUS
CALIXIS
SECTOR FINIAL GOTHIC
SECTOR SECTOR
2 5
3 4
6
SEGMENTUM
SOLAR
UHULIS
SECTOR
Even as darkness rushes SEGMENTUM REDUCTUS NEPHILIM
in to claim the stars the TEMPESTUS SECTOR SECTOR
scattered remnants of the
ancient Aeldari empire
battle for survival. Far-
flung are their war zones, desperate
their wars. Yet that desperation fans
the flames of Ynnead’s faith; more
Aeldari adopt the Ynnari teachings
every day, channelling the intense
fervour of their people’s psyche into
this slim hope of victory.
ULTIMA 1Deep in the Halo Stars, 4The Autarchs of
SEGMENTUM Craftworld Yme-Loc Lugganath, appalled by the
matches its super-heavy opportunistic Drukhari raids
Engines of Vaul against the erupting in the wake of the
Daemon Engine factories of Chaos-led Piscina Massacres,
Warpsmith Ur-Shellax. launch a retributive strike on
behalf of their former Imperial
2Iybraesil’s matriarchy allies. An escalating war
sends a strike force of ten rages between craftworlder
Howling Banshee shrines and Commorrite even as the
into the Eye of Terror, their Chaos fleet returns to deliver
mission to track down Jain the killing blow.
Zar and remind her that
her true duty lies with her 5An assassination by the
Asuryani disciples, rather Wild Riders of Saim-Hann
than the emergent Ynnari aimed at preventing a Chaos
cult. None return unchanged cult taking over the world of
by the experience. Vigilus sees them come under
fire from Imperial forces
3Craftworld Il-Kaithe, its unaware of their true motives.
Bonesingers dispatched The Asuryani’s revenge is
en masse to the war against bloody and swift. Only by
Waaagh! Zagblasta, falls to a sacrificing the ruling council
strange ailment. The light of to blame for the strike do the
a Chaos-tainted star slowly Imperial war leaders avoid
denatures the world-ship’s outright war.
wraithbone, causing strange
coral-like growths to erupt 6Craftworld Altansar
along its length. With so few fights alongside Imperial
Bonesingers to tend it, the forces in defence of Sangua
craftworld sickens. Its people Terra, taking its fleet to battle
are beset by a madness that against the Planet Killer’s
sees them plunge into a series armada even as it emerges
of near-suicidal engagements. from the Great Rift.
NOTABLE AELDARI ACTIVITY SITES
Craftworld Craftworld
Ulthwé Il-Kaithe
Craftworld Craftworld
Yme-loc Iyanden
Craftworld Craftworld
Alaitoc Iybraesil
Craftworld Craftworld
Altansar Mymeara
Craftworld Exodite world
Biel-Tan
Monitored site
Craftworld
Lugganath Major conflict
Craftworld
Saim-Hann
Craftworld
Kaelor
The Hunter Unleashed
THE HUNTER UNLEASHED
The ripples of causality, confusion and desperate hope that spread throughout Aeldari society caused waves of
raw emotion to be reflected in the Realm of Chaos. Slaanesh, attuned like no other to the echoes of the Aeldari
soul, peered through hooded eyes at the shifting destiny of that ancient race, and began to plan anew…
Though all the Aeldari loathed had hoped for, but a dry, dusty Asuryani – and even self-serving
and feared Slaanesh, the god they feeling of absence. Instead of Drukhari – had converted to the
knew as She Who Thirsts had a empowering the Dark Prince, all cause of Ynnead. In embracing
deep spiritual connection with the that bountiful soul energy had been Ynnead, they were casting aside
Aeldari, and it longed for their souls given form as the Yncarne, Avatar the shields of self-denial that had
upon their death. So it was that the of the Whispering God. Upon served them so well for so long.
rise of the Ynnari did not escape the crone world of Belial IV, that
Slaanesh’s notice. The God of the same morbid entity had banished a It was true that should every one
Dead they worshipped, and the coven of Keepers of Secrets with an of the Aeldari give themselves to
lack of vitality it represented, was ancient Cronesword. Even the high Ynnead, the Whispering God would
anathema to Slaanesh. Here was a priestess of this slumbering god had awaken, and Slaanesh’s power be
newly rising, morbid god that could committed soul-theft, a crime that broken. But should Yvraine and the
steal the delicious soul-fodder of no true god could endure. Yvraine Yncarne be hunted down and slain,
the Aeldari from Slaanesh once and had become a walking mausoleum, Ynnead’s tenuous existence would
for all. harbouring hundreds of those fade into allegory. The Aeldari
spirits Slaanesh craved so deeply. that had stepped away from their
This potential had already been The Dark Prince desired to devour precious paths would not reach the
proven beyond a doubt upon Biel- her and the Yncarne more than any afterlife of Ynnead at all upon their
Tan, where the daemonic invasion other prey. deaths – but instead topple from
and subsequent shattering of the their tightropes of self-discipline
Infinity Circuit had not yielded There was opportunity for Slaanesh to plummet into the waiting maw
the feast of sweetmeats Slaanesh in the twisting tides of fate. Many of Slaanesh.
10
There was one creature in Slaanesh’s Helbane’s ambush struck with
employ that specialised in the killing blistering speed, just as the
of demigods and avatars. That being Aeldari host was exiting one
was Shalaxi Helbane, the Monarch such wraithbone portal into a
of the Hunt. Banished from living rocky valley of lifeless dust and
memory some six hundred years ago wind-scoured statues.
by the Daemon hunters of the Grey
Knights, Shalaxi had languished for Two spearheads of Slaaneshi
centuries in the vast and sprawling Daemons swept down from the
Palace of Punishments. Now, with high passes above the valley,
the atonement for that past failure at one encircling the rear of the
an end, it was time for the Greater Biel-Tan while the other swept
Daemon to rise once more, enter around to their fore. Seeker
realspace and slay the prophets of Chariots rattled headlong
Ynnead. In doing so, Helbane would into the Asuryani, their
earn the favour of the Dark Prince assault so swift that even
once more. the whip-quick craftworlders
could not respond in time.
Blood and spinning limbs flew Aeldari legend speaks of five
as the sleek war engines drove ancient swords that, when
deep into the Biel-Tan formation. gathered together, bear a terrible
and macabre power over death
After gathering many old allies The narrow webway routes the itself. It is a well-known myth
– amongst them the vengeful Asuryani followed had prevented that Morai-Heg’s screaming
symbiote Syll’Esske and a coterie them from fielding grav-transports. daughters hounded the war god
of Slaaneshi Heralds – Helbane They were thus forced to cut their Khaine until he agreed to cut
entered the webway, three dozen way out of the ambush on foot. To off her hand, thereby allowing
Fiends trilling in delirious joy these faithful Ynnari, Yvraine’s life the crone to partake of her own
behind the war party. The hunt was paramount; as Helbane cut blood and the knowledge held
was on. With Shalaxi’s synaesthetic an unstoppable red path towards within it. Few know the more
ability to blend a supernatural array the prophet, the host’s Farseer obscure chapter that followed
of senses, Yvraine’s soul-trail was divided his forces. Screaming that myth – the tale that five
soon picked out. Shalaxi’s loping their dirgesong, a spearhead of deadly blades were forged, one
stride accelerated into a headlong Howling Banshees joined Yvraine from each of the crone’s talons,
sprint – one that did not slow over in performing a dance of lashing and strewn across the ancient
time, nor halt for rest, for when the blades that slit a neat hole in the Aeldari empire as a defence
will of their patron is behind them, daemonic ranks and allowed them against the final doom of their
Daemons do not tire. Dark dreams to dash up the valley towards the race. These swords were thought
began to haunt Yvraine’s nights. next webway portal. At the same lost, but they are very real.
time, the main strength of the When she first set out upon her
It was upon the dead world of Biel-Tan host hurled themselves quest, Yvraine harboured hopes
Threccia that Helbane launched at the Slaaneshi Daemons. It was a that she could gather those five
its first vicious attempt upon the suicidal attack, and Helbane ripped blades and so forge a chance to
Aeldari prophet’s life. Yvraine its way through the Aeldari at a awaken Ynnead without having
was travelling in the company of ferocious rate. Yet their very deaths to usher her species to the brink
a warhost of Biel-Tan, braving empowered Yvraine even as they of extinction. It was Shalaxi
a dash along a chain of webway proved the devotion of the Ynnari Helbane that shattered that hope,
gates that leapfrogged in quick to their cause. Lent impossible tormenting the fleeing Yvraine
succession across the executed speed by the dead souls flowing with a waking vision of the last
planets of the Cursoai Reach. into her mortal vessel, Yvraine cronesword. The blade had been
outstripped even the Slaaneshi plucked from Belial IV and
Daemons, escaping into the webway spirited deep into Slaanesh’s dark
and leaving Helbane raging in her palace. In that moment Yvraine
wake. It had been a desperately near knew in her heart that the vision
thing, but the prophet of Ynnead was true, and that the path of
had escaped her hunter, at least for blades was now closed to her.
now. Helbane would not be denied There was but one way, now, to
forever, however. defeat She Who Thirsts.
11
The Fates of the Craftworlds
THE FATES OF THE CRAFTWORLDS
The Asuryani world-ships were caught in the teeth of the tempest that was shaking the cosmos. Some amongst
them were steering through the storm, and guiding their people to places of relative safety. Others faced dark
fates, or were forced to adapt to near-constant war, by the strife heralded by the Dathedian.
After the Ynnari’s desperate The Drukhari’s blades did not find the Necrons before their ancient
resurrection of Prince Yriel their mark, for none other than the enemies fully awoke – even though
turned defeat into victory during Phoenix Lord Jain Zar appeared to they drastically weakened their
the daemonic attack upon meet them in battle. The peace talks craftworld’s defences as a result.
Craftworld Iyanden, they made turned to fierce battle in moments, In doing so they destroyed the
haste to Macragge, there to bolster and the Ynnari were forced to flee. Hyrekh Dynasty on the very day of
Humanity’s shield against the its ascension, killing the Necrons
scourge of Chaos. From there they Meantime, the craftworld of Alaitoc with systematic, overlapping strikes
defended a clutch of worlds from was preoccupied with its own whilst they still clawed their way
the scourge of Chaos, but always missions and agendas. Even with from the slumber of stasis. With the
they were on the lookout for more the sky stained with the lifeblood pathfinder Illic Nightspear as their
Aeldari sympathetic to their cause. of the cosmos and the scions of ambassador, they dealt extensively
Chaos appearing in nigh every with the Harlequins of the Frozen
On the proud craftworld of Saim- vision and prophecy, the puritan Stars, whose agenda aligned with
Hann, Yvraine found no small leaders of the world-ship espoused their own. In doing so, they found
number of converts. The world-ship their long-held belief that it was the they had but scratched the surface
had been sorely pressed since the Necrontyr who posed the greatest of a far larger threat.
coming of the Great Rift. At the threat to the galaxy at large. They
height of the Blood Crusade, it had had scried the unravelling threads Even as they fought the Necrontyr
sent five entire clans to hold back of the future in their own way, on a dozen new fronts, the strike
the gore-maddened Red Tide on and found a geometric void that forces of Alaitoc were ambushed
Upsilon, securing a fraught victory threatened to swallow all. Alaitoc’s by the terror legions of the
before disappearing to leave the foremost visionary, Ylocu Shaie, Slaaneshi Greater Daemon Sli’tha.
planet’s human survivors shaken had written the Prophecy of Risen The Daemon monarch intended
and confused behind them. At the Doom whilst half-conscious in a to strike at Alaitoc whilst it was
same time the craftworld’s fleet fever dream, the intensity of the vulnerable, yet found that the
had fought void battles against vision all but crippling her. Though information network provided
Imperial navy ships and elements of it had taken her a lifetime to isolate by the craftworld’s ranger cliques
Abaddon the Despoiler’s armada. the strand of potentiality that led made it all but impossible to
to her worst nightmare, she had execute. Every time Sli’tha sent
At first Yvraine’s call to arms was found it just the same, and it was steed-riding Daemonettes on a
seen as the last thing the seers and of shocking potency. Shaie had mission of reconnaissance, they
chieftain of the craftworld needed. brought her latest findings to the were picked off by pinpoint sniper
It risked a schism dividing their Seer Council of Alaitoc, singing of fire that banished them back to the
clans, for tempers on Saim-Hann the Sea of Dead Stars at the climax empyrean before they could report
had always run hot. A council was of the hearing. Sobered by the back to their masters. With the
convened at the Speaking Place, a vista she painted, they accelerated Pathfinders of Alaitoc leading their
tribal hub in the midst of one of their plans to allay the threat of Rangers in dozens of wars across
the craftworld’s wilderness zones. the Imperium Sanctus – that region
Beneath the shimmering vault of of the Imperium that remained
a colossal bio-dome they talked upon the Terran side of the Great
of ancestors, spirits, and futures Rift and was still illuminated by
yet to be. For a while, they found the light of the Astronomican – the
accord around the ever-burning main body of Craftworld Alaitoc
fires of that place. Then the skies was left free to take the fight to the
shimmered above the conflagration, Necrons of the Eastern Fringe.
and a Drukhari strike force burst
from a webway gate long forgotten. Craftworld Biel-Tan had its fate
Their intent was to slay Yvraine intrinsically linked with the
with a swift decapitating strike. precarious rise of the Ynnari. Since
12
the sundering of the wraithbone such vengeful ferocity the Daemon ‘We squandered our
endoskeleton that formed its hosts were broken and destroyed. best chance to rise by
infinity circuit, the moon-sized In the weeks that followed, the hiding so long in the
Aeldari world-ship had slowly human cultists upon nearby dark. No more, my kin.
broken up into its constituent parts. Khazhar – whose ritual-practising No more.’
Now Biel-Tan was more a fleet than leaders had conjured the Daemons
a single ship, its strength almost into realspace in the first place – - Maegrah Worldsinger
halved by the turmoil that started were killed. The rest of the planet’s
upon the corrupted paradise world population were slain by a psychic
of Ursulia. They had reached the tempest unleashed by a conclave
point of civil war by their fracture of Farseers and Warlocks that
and the division that Yvraine had scoured their world clean of every
brought unto them – for a good last living thing. It was a display
portion of those lost to Biel-Tan had of raw power that lit the flame of
followed her lead to become Ynnari, war in the broken heart of Biel-Tan
further worsening the already once more.
reeling craftworld’s situation.
The leaders of Biel-Tan learned
Self-belief was their salvation, a much from the Exodite kings of the
quality that the remaining Asuryani Three Sisters. Conversely, many
held as one of the highest of all of the maiden worlds’ youthful
virtues. Its people, fierce optimists warriors were entranced by
one and all, believed the Aeldari the sight of the Phoenix Lords.
empire would rise like a phoenix Through these legendary
from the ashes of near extinction. leaders, many young and vital
Biel-Tan was soon to show its Exodites were convinced that
strength, making a virtue of its their aid was of paramount
ability to spread its power across a importance – the hour was so
wider area than ever before. dire that the Aeldari race
had to call upon every
During the Chaos invasion of the blade it could muster.
trio of Exodite worlds known as Though their
the Three Sisters, Biel-Tan was led lieges raged at
to war by three of the legendary the betrayal,
Phoenix Lords: Baharroth, Fuegan the young
and Karandras. Both Baharroth Exodites
and Fuegan were welcomed with rode to war
fierce joy, for the coming of but alongside the
one of Asuryan’s pupils was cause Swordwind. Just as the
for intense celebration, let alone Biel-Tani had worked
two. But when Karandras revealed tirelessly to defend the
himself mid-battle upon Khazhar maiden worlds of their
to cut a bloody swathe through a former empire, now
wedge of Daemon cavalry, a ripple the Exodites would
of unease undercut the Asuryani’s repay the debt
feeling of jubilation at his arrival. in kind.
It was prophesied that at the time
of the Rhana Dandra – that final,
apocalyptic battle against Chaos that
would spell the doom of everyone
and everything – all six Phoenix
Lords would fight together. Would
three become six, showing that time
of ending to be close at hand?
With the three Phoenix Lords
working together at the fore, Biel-
Tan levelled the Swordwind with
Ulthwé’s Mercy
ULTHWÉ’S MERCY
The Asuryani of Craftworld Ulthwé were known as the Damned, for
they had fought against Chaos for far too long. Their methods were
not always direct, as the Imperium found out to its cost.
+++ Ordovoxian The scryers of Ulthwé were of Humanity’s realm taken over by
Transmission +++ masters of foresight, and had the one soul with mental strength
Emperor’s Day, 12 Post OCM read disaster in the stars long and logistical skill enough to hold
it together, Humanity was given the
A strike force of Aeldari clad in before the coming of the wherewithal to hold back the tide of
black armour emerged from the Great Rift. Even with all Chaos – for a time, at least. Though
Perditas Zone just as we engaged their artifice, these arch- they had done so by methods so
the forces of the Screaming manipulators were unable indirect that none suspected their
Serpent. The xenos used our to allay the doom that was intervention, the seers of Ulthwé
assault as a distraction, harrying unfolding before them – had created a shield against the
the foe’s flanks as we charged only to mitigate its true and scourge of Chaos so broad and
into the killing sonic blasts of the terrible potential. so strong it had borne the weight
heretics holding the centre. The of a hundred invasions and still
Aeldari’s cursed xenotech proved Priding themselves on their not shattered. Yet even the finest
effective against the footsoldiers of subtlety, the Ulthwé Aeldari bulwark will fall apart under the
the Grand Cacophony. Even the tipped the scales of conflict relentless tide, and even Ulthwé was
hissing streams of discs released where they could, aiding the lesser not infallible.
from their sidearms somehow races against the forces of Chaos
cut through the ceramite armour in a hundred different war zones The scryers of Ulthwé sifted the
of the traitor host where good across the Segmentum Obscurus. visions that entered their minds
honest lasfire had failed us. For It was their High Farseer Eldrad when they let their consciousnesses
a time, we allowed ourselves to who was behind the amassing of drift along the landscape of the
believe the Nodum Psykana could the Crystal Seers and the events future, picking out those fault lines
be saved. on Coheria that saw Ynnead shift where a concerted attack could
in his slumber. For millennia shatter their plans. Some of those
Then came the Screaming the Seer Council of Ulthwé had Imperial planets they watched
Serpent. Vast it was, its wings masterminded the defence of the over were corrupt, their masters
blocking out the sky. Its three Eye of Terror and its surrounding looking after only their own
swords cut men in half with each planets, holding back the tide of interests as their cities and people
sweep. Its whip-hand simply Chaos until Abaddon’s alliance burned around them. On these, the
beckoned, and I watched in of Chaos saw it finally torn apart. Ulthwéans resorted to that most
horror as the Storm Troopers But perhaps their greatest coup desperate of all courses of action
engaging it fell to their knees, was ensuring Yvraine reached the – direct intervention. Planetary
then toppled face first into the Shrine of Hera upon Macragge governors and councillors who were
mud. What that hated thing was, – first by a grand ritual that saw too corrupt or slow-witted to stop
I can only guess, but it haunts her borne across time and space, their people from falling to Chaos
my every waking moment. and then by force of arms when were attacked by Black Guardian
Something in my gut tells me the Black Legion attempted to warhosts and stealthy Aspect
I witnessed nothing less than stop them. In this they allowed Warrior forces who slew the leaders
++ REDACTED+++ Yvraine to tear Roboute Guilliman of each failing enterprise. In this,
from the brink of death. Upon the craftworld ensured its targets’
Macragge, the Daughter of Shades replacement, usually with more
used Ynnead’s power to give competent individuals inspired
the Primarch a new lease of life, to proactivity by the shocking
combining Aeldari insight with demise of their predecessors. The
Adeptus Mechanicus artifice to worlds that Ulthwé attacked found
sustain the Primarch indefinitely. themselves ruled capably once
That act saw the Imperium of Man more, each planet a stronger link
redefined. With the Primarch given in a chain that would hold back the
aid enough to reach the Emperor’s tide of Chaos for a little longer.
Palace upon Terra, and governance
14
THE ADONIS PALACE MASSACRE
The culling of Imperial incompetents was not a plan that would have seen Cadmas Tertius infested by
without cost in Aeldari lives. Merciless indeed were warpspawn, and later condemned to Exterminatus at
the methods of Ulthwé’s Seer Council, for they prized the decree of the Emperor’s Inquisition.
speed and efficacy over slow and often fruitless
diplomacy. This was especially true on the planet The planet’s demise had been averted just in time,
Cadmas Tertius, site of the Adonis Palace Massacre. but those Aeldari emissaries who were sent to point
this out to the new rulership were sent away at
The first the Adonites knew of the Asuryani gunpoint. Instead of being welcomed as saviours,
attack was the sudden appearance of a squadron the black-clad Ulthwéans were called murderers and
of Hemlock Wraithfighters, escorted by Crimson accused of grand regicide. Tempers flared, and harsh
Hunters from the Shrine of the Shrieking Squall. words exchanged. Though the Aeldari left, the matter
Descending from a shimmering, psychically formed was far from over.
cloud, the black Hemlocks threaded their way
through a hail of anti-aircraft fire. In places they lost The Adonites’ replacements proved untainted by
precious psyker-pilots to the sheer weight of fire, but Chaos, though they were now hell-bent on taking
the remainder bombarded the spiretips of the ruling revenge against the Aeldari. Under a false flag of
cities with waves of crippling despair so intense they parley, Adonis’ naval resource approached the
caused mass suicides within. The strike stopped a Asuryani who were still monitoring them in-system.
ritual of summonation performed by the narcissistic Hugely outnumbered, several Ulthwé ships were
rulers of the planet – a grand spell of profane luxury blasted apart before the rest could slip into the
intended to bring Slaaneshi Daemons into reality. In darkness of the void, cursing the short-sighted nature
doing so, the assault prevented a split in realspace of the humans they had given valuable lives to save.
15
Wrath of Commorragh
WRATH OF
COMMORRAGH
The hidden realm of Commorragh had been shaken to its foundations
by the coming of the Dathedian and the warp quake that Yvraine had
brought into its heart. Asdrubael Vect was out for revenge.
The Supreme Overlord of hunting down Yvraine herself. Thus
Commorragh had found himself in he unleashed his kill squadrons in
something of a quandary. The rise a sudden and devastating assault
of Yvraine – and her transformation upon the Howling Spire. Spearheads
at the Crucibael arena into the of grav-craft slid through the green-
high priestess of Ynnead – had lit gloom around the spire, staying
triggered a metaphysical invasion low amidst the lambent fog so that
that had allowed Daemon legions their sails cut through the fume like
to spill into his artfully created city. the fins of oceanic predators.
Vect had isolated and effectively
quarantined that invasion at great At the last moment some eldritch
cost; even now that warp gate and alarm warned the Ynnari of the
its infernal spawn gnawed at the approaching threat. The Howling
sub-realms conjured to hold it back. Spire’s defence guns spat darklight
It was a great loss he would not and hails of splinters, and in
ignore, and an insult he could not response grav impellers screamed
be seen to excuse. Vect could not and the Lords of Iron Thorn burst
strike directly at the Ynnari himself, up from the mist-cover to attack.
however; to do so would be to Lance blasts ripped back and forth
acknowledge he considered them a as Ravagers jinked and wove, their
threat. He worked instead through gunners hammering the Howling
puppets and whispersmiths, Spire’s defenders. Drukhari were
layering intrigue and rumour atop atomised by energy beams that
one another until Kabals, Covens would have sundered tanks. Others
and Wych Cults alike moved against toppled from the spire’s flanks, their
the Ynnari without ever realising bodies riddled with toxic needles
that they did so at Vect’s behest. or bound in restricting webs of
thorned metal. Return fire saw
Some sought to directly assail more than one gunship or transport
those Ynnari dwelling within the explode in mid-air, shedding
fractured realm of Commorragh, screaming bodies as its wreckage
and in so doing weaken or cast plummeted. However, striking fast
doubt upon Yvraine’s cause. Such and unheralded, the Iron Thorn
was the intent of Marquis Vulkhere swept the spire’s lower galleries clear
of the Lords of Iron Thorn; by of defenders and landed a massive
subtle whispers and shadowy raiding party.
missives it came to the Archon’s
attention that his hated rivals, the They were met by a ferocious
Kabal of Poisoned Hopes, had counter-charge. The ragged alliance
converted to the Ynnari cause and of Kabalites and Wyches who had
were gathering fresh recruits to flocked to the Ynnari banner fought
their fortress in the Howling Spire. back with the determination of
Vulkhere saw here a chance to true zealots. The Lords of Iron
eliminate his own long-time foes Thorn wavered as they found
and give the appearance of making their opponents fighting with an
war upon the Ynnari without unfettered death-madness even
expending time and resources their pain-heightened reactions
16
could not keep pace with. For was but one more reason for the Perhaps the deadliest such hunting
long moments the battle hung in Drukhari to tear at one another. party was led by Drazhar, Master of
the balance, a blistering blur of So it was that several sub-realms Blades. By following Yvraine to the
violence engulfing every stairwell, were claimed by pro-Ynnari sacred debating fires of Craftworld
walkway and torture chamber factions, fortified against assault Saim-Hann and striking from a
in the spire. Then came Marquis and became separatist enclaves hidden webway portal, Drazhar got
Vulkhere himself; whilst his foes in their own right. The message his blade a hand’s breadth from the
were focused on the threat pushing of Ynnead spread slowly through high priestess’ neck. The kill strike
up from below he and his hand- Commorragh, but despite Vect’s was parried at the last moment by
picked Trueborn bodyguard had best efforts, spread it did. Jain Zar herself. The running battle
blasted their way into the spire’s that followed saw Asuryani, Ynnari
upper chambers, slain Archon This was not Vect’s only plan, of and Drukhari clash in a series of
Leshh of the Poisoned Hope, and course. Through third-party brokers engagements that took them to the
now fell upon the Ynnari from he offered impossibly rich rewards ancient ruins of the Aeldari empire
behind. Caught between two for Yvraine’s severed head, and so and beyond. Skilled as she was, Jain
foes, hammered from without by spurred dozens of hunting parties Zar could not overcome Drazhar in
the fire of the circling gunships, and feral mercenaries to take up the combat, for where she was a leader
the Ynnari of the Howling Spire prophet’s trail. as well as a warrior, Drazhar was
were annihilated. devoted to bladesmanship alone.
But Jain Zar had pledged her power
This was but one example of the to the Ynnari, and with Ynnead’s
internecine warfare that erupted grace upon her, she fought with
anew as disgusted or furious uncanny speed and skill to defend
Drukhari turned upon the deviant Yvraine. It appeared that even a
death-cultists in their midst. Yet mastermind such as Vect, allied
though the devotees of Ynnead with a near-mythical warrior such
found themselves beset, they were as Drazhar, could not engineer
far from defenceless; conflict and Yvraine’s death. The Whispering
violent rivalry is the norm in God had use for his high priestess
Commorragh, and this fresh schism still, and he would not be denied.
THE GHODRI FALSEHOOD
Many of the Haemonculi that made their lair in On the slabcrete planet of Ghodri Sekmet, Yvraine
the lower regions of Commorragh were old allies preached the Ynnari creed to a hidden gathering of
of Vect’s. They were so steeped in the history of Alaitoc Pathfinders high in the peaks. The Aeldari
the Dark City, so influential in their control of the did not expect any of the dull-witted humans who
Drukhari’s sham immortality, that they sought infested the planet to uncover the location of their
to maintain the status quo from which they had eyrie, and Yvraine was speaking with such passion
profited for so many centuries. The Prophets of and fervour that all eyes were on her. Hence when
Flesh, those who studied under the demented the Imperial military announced their presence with
flesh-sculptor Urien Rakarth, had devised a new a well-organised Astra Militarum pincer assault,
punishment – to take a transgressor and reshape the Aeldari found their line of retreat cut off by
them, melding their mortal clay until they looked, artillery fire. The Ynnari and Alaitoci fell back to the
walked and even smelt like a human being. All webway portal by which they had made planetfall
Drukhari found this horrifying, for to them a human upon Ghodri Sekmet – only to find a strike force of
form was ungainly and ape-like, a cruel mockery Drukhari mercenary elites bursting through. Caught
of a biped in comparison to the lithe and alabaster- between the hammer of the Drukhari assault and
skinned Aeldari anatomy. This was a horrific the anvil of the Astra Militarum – amongst whose
punishment for a people so vain and haughty as ranks were Vect’s false humans, who had engineered
the Drukhari, and those subjected to the treatment the attack – the Ynnari were decimated. Only the
cried out that they would do anything at all to manifestation of the Yncarne, summoned to battle by
have it reversed. In these ‘false humans,’ Vect saw so much death in one place, allowed the command
opportunity – one so twisted and sadistic that Urien structure of the Ynnari to break through and make
Rakarth agreed to orchestrate it on his behalf. their escape into the webway.
17
Iyanden Reborn
IYANDEN REBORN
The embattled craftworld of Iyanden had come close to having its flame snuffed out
altogether. With the threat of Chaos writ large, its situation was made all the more
precarious. In the Ynnari the craftworld saw a final chance to reverse their fortunes.
‘With Ynnead’s grace, Time was running out for Craftworld hour; just as all seemed lost a coalition
we gave the humans their Iyanden. In living memory it had of Harlequins and warhosts from a half-
demigod. A king reborn, weathered vicious attacks from Chaos dozen other craftworlds plunged into the
with a deathly blade, armadas, endured headlong assaults from fight. They had braved the horrors of the
just as the Anchorite’s psychotic Ork Warlords and repelled Noctis Aeterna – suffering no small cost
prophecy foresaw. Will it the incursion of a major tendril of Hive for doing so – and ridden to Iyanden’s
will buy us enough time Fleet Kraken. Then came N’Kisha. aid at the eleventh hour. Combined, the
to defeat our true foe? Even as the empyric darkness of the Aeldari forces were able to first contain
That is a truth that even Noctis Aeterna clawed at the galaxy, this the daemonic infestation and then
Morai Heg herself could rapacious Keeper of Secrets employed to eradicate it one chamber, hall and
not forsee.’ its reality-bending energies to force corridor at a time. A conclave of Seers
passage into one of Iyanden’s precious at last succeeded in closing the warp rift
- Prince Yriel of Iyanden, bio-domes. Asuryani reeled back in and, without their source of power, the
after the resurrection of horror as a glowing rent a hundred Daemons flickered and faded. Yet there
Roboute Guilliman feet high split the skin of reality amidst was little enough cause for celebration;
the dome’s beautiful glades, and from Iyanden had been forced to rely upon
18 within spilled the unfettered madness others to ensure its survival yet again,
of the warp. Khornate Bloodcrushers and the allied Aeldari forces parted ways
and packs of Flesh Hounds loped out with no little bitterness and sense of
to hunt screaming Aeldari through the mutual resentment.
trees like game. Greater Daemons of
Nurgle lumbered through the lovingly When Yvraine brought news of the Ynnari
cultivated woodlands, chortling wetly as creed to Iyanden, she was at first spurned.
riotous rot spread out from them in all Yet when a Nurgle naval assault followed
directions and waves of Plaguebearers her arrival, it was Yvraine’s summons of
trudged, droning their endless count, her old Corsair allies that saw the Chaos
through the resultant mulch. Trilling invasion blunted. Prince Yriel took the
Slaaneshi Daemons danced and span, chance to lead a boarding action against
meeting incoming squads of Guardians, the Spawn of Oghanothir, flagship of the
Aspect Warriors and Wraithguard with Daemon Prince Gara’gugul’gor, and he
deadly balletic grace and plucking out struck with such deadly confidence that
spirit stones like sweetmeats while Discs he penetrated right to the ship’s heart.
and Screamers of Tzeentch whipped Plunging the Spear of Twilight into the
overhead, their riders cackling madly and ship’s pulsing enginarium, he destroyed
raining fire down on friend and foe alike. the half-sentient flagship from within.
In return, he was dealt a mortal blow,
First one bio-dome fell, then another, Gara’gugul’gor smashing him with a heavy
before the Daemons spilled out into girder that killed him in a single strike.
the craftworld’s labyrinthine interior Yriel’s body was recovered and brought
to rampage at will. The Autarchs and back to Iyanden. Fortunately, the Angel
Seers of Iyanden led the fight back with of Iyanden, Iyanna Arienal, saw virtue
a desperate intensity, wielding phalanxes in Yvraine’s creed, and let her into Yriel’s
of Ghost Warriors like blades to cut mausoleum. There the priestess burned
through the swift-sprouting thickets of out the plague with the energies of death
madness engulfing their craftworld. Yet and resurrected the prince with the
they knew it was a losing fight, for their power of rebirth. Once again Iyanden
enemies were an ocean and the already had been forced to rely on others for its
depleted Aeldari ranks were not enough salvation, but this time those saviours
to stem the tide. It was the seeing-craft of came with promise and proof that there
their cousins that saved Iyanden in that could be another way.
Debate raged amongst the ‘It is a simple truth. Only the dead can save the living.’
craftworld’s Spiritseers in the wake
of Yvraine’s action. Many argued - Iyanna Arienal, the Angel of Iyanden
that if the Ynnari had the power of
rebirth, and numbered Drukhari
as well as Asuryani, then their
combined mastery of body and soul
could be enough to cross the river
of death unmolested – denying
Slaanesh in the process – only to
emerge to a new life on the other
side. A plan of vaunting ambition
took form amongst the craftworld’s
council of elders, though others
decried it as madness. The Arienal
Hypothesis hinged on the fact that
the Asuryani already had a safe
haven in the form of their infinity
circuit. Providing they mobilised
sufficient Ghost Warriors to protect
it, could not the entire craftworld
cross the threshold of death? And if
that was the case on one craftworld,
could the rest of them follow suit
at the same time? Iyanna Arienal
argued that the Drukhari had ways
to regrow physical forms wholesale
from scraps of dead flesh, and
that once the danger had passed
the Aeldari souls could return to
bodies of flesh and blood having
cheated Slaanesh and empowered
Ynnead. They could build their
society anew, shorn of the spiritual
curse that had haunted them these
ten millennia.
It was a strong theory, but should
it be proven fallible in practice
it could see the craftworlds
themselves shattered from the
inside out. If the Ynnari were not
there to absorb their spiritual
essences, they would give Slaanesh
a feast of souls like no other since
the days of the Fall.
Long did the Dome of Crystal
Seers resound to the sound of
impassioned argument, with no
one faction able to sway the other.
Far beyond the bio-dome’s crystal
shell, a glowing, emerald circle
grew ever larger. They neared the
planet of Iathglas, site of a grand
confluence of fate. There, Iyanden
would fight as the champion of
death itself.
19
Laughing in the Face of Death
LAUGHING IN THE
FACE OF DEATH
Many Harlequins saw a dark mirth in the dilemma presented to
them by the Ynnari, for they saw themselves as already saved. Yet the
opportunity to defeat Slaanesh forever was compelling indeed.
+++Auto-reliquary The Harlequins had their god of the dead to prominence,
Recovered+++ own parts to play in the and thereby destroy their ancient
Transcript append+++ unfolding fate of the nemesis through the demise of that
The warpspawn spilled out of Aeldari. They had long which had given it birth, would be
that building like maggots from opposed Slaanesh, and the finest jest of all.
a corpse’s gut. They were sickly some amongst them had
white, and writhed over one already thrown their lot in Cegorach’s chosen had never worn
another, screaming as if in some with the Ynnari. Some had the spirit stones of the Asuryani
blind ecstasy. Amongst them linked the rise of the Ynnari to upon their chests. They believed
was a god, or a goddess, I’m still the prophecy from the crystal that in return for utter devotion,
not sure which, holding a spear tome of Cegorach, unchained the Laughing God would take them
as tall as a bastion, and just… since the cataclysmic demise of unto himself upon their deaths. In
horribly beautiful to look at. It the planet Dûriel. That eldritch this, they had a similar theology to
gave a strange cry, like a hunting book’s last pages implied that the Ynnari. They too had conviction
call. We could not concentrate. Slaanesh’s strength could not only enough to brave the perils of the
We just stood there, slack-jawed, be defeated, but turned against galaxy on their own terms without
with our lasguns held loose. Then itself. Some Harlequins said that safeguards and crystalline spirit
there was a burst of scintillating to place their hopes, their very stones to protect them. Indeed there
light, and the spell broke. These souls, into the hands of a god yet were some amongst their number,
flickering images of Aeldari, to manifest was to walk across an known as Solitaires, who voluntarily
more like holographs than real abyss on a razored tightrope, or walked the Path of Damnation,
warriors, appeared amongst the to dive breathless to the bottom of playing the part of Slaanesh in the
warpspawn. They fought hard, an ocean in the hope of finding a ancestral plays of the Harlequins
gave as good as they got. We specific pearl. Yet even in the direst and devoting their lives to defeating
came back to our senses, and adversity, faith can thrive. that unholy power. It was these
battled alongside them as best Solitaires that Yvraine sought
we could. Some amongst those As with the craftworlds of the amongst her Harlequin allies, for
xenos things were dressed in Asuryani, the great troupes of the she had witnessed one such warrior
skull masks and robes of deep Harlequins each had their own duelling a Keeper of Secrets upon
red, more for a wake than for agendas and philosophies, and they Belial IV, and his skill had left a
a battle. Wherever those ones did not always mesh well. Rather deep impression upon her. Even
trod, the corpses of dead xenos than get lost in debate, they simply then, she suspected that to secure
shivered and moaned around acted upon their own initiatives. the aid of a Solitaire would not
them. In the end we fled, I’m not The Masque of Dreaming Shadow be enough.
ashamed to admit it. Haven't joined forces with Craftworld
slept a wink since. Alaitoc, voyaging to the galactic The daemonic hunter that had
south in order to thwart the rising struck at Yvraine upon Threccia,
+++FRAGMENT ENDS Necron threat, for they deemed and that she kept seeing in her
+++REGIMENT DEEMED it a more immediate peril than recurring dreams, had proved
UNRECOVERABLE+++ the implacable thirst of Slaanesh. unstoppable, both in reality and in
The Masque of the Midnight every somnolent vision. In Yvraine’s
Sorrow aligned themselves closely dreams first the Visarch, then the
with Yvraine, as did the loose Yncarne, was cut to ribbons by the
brotherhood of the Death Jesters. Daemon’s assaults. Those Ynnari
They worked amongst every troupe she had come to trust were slashed
to keep the notion of Ynnead alive, apart, impaled or pierced. Yvraine
for they believed that to bring a was last, the Daemon visiting a
20
true death upon her that would see pair of binary stars, burned bright The Aeldari visitor, an exile from
Yvraine’s body crumble to ash and indeed. One was an Aeldari soul, the the favour of Cegorach, told Yvraine
her soul swallowed whole by She other a human psyker of incredible of a fresh cataclysm to come. The
Who Thirsts. power – and both were getting human female spoke of a hidden
closer with every passing day. foe, and a force that would turn
It seemed a fate inescapable. stars and souls black. Yvraine
Yvraine still held out a slender hope When Yvraine had been at her appeared to listen well, for the
nonetheless, for in the latest of meditations upon the relic world language of prophecy had become
her recurring nightmares, she was of Iachi, the Visarch came to her, well known to her, but in reality
lucid enough to conjure the finest bowing his head and resting his she was focused only on the fate
warriors of the Ynnari, Asuryani, forehead upon the pommel of the of the Ynnari. She agreed to lend
Harlequins and Drukhari to mind Sword of Silent Screams. He spoke the aid that the mysterious Aeldari
– and in the phantom battles of of two exceptional individuals who requested of her – though she did
her dreams they proved enough sought audience with her. One not say when. In return, she bade
to defeat the mighty Daemon. The was a handsome Aeldari with two the exile seek out those Harlequins
message was clear. Together, they longblades upon his back, and the of his former kin, ensuring that
would epitomise the most powerful other a human female in black a Solitaire was found before it
aspects of the Aeldari psyche, and power armour and whose hair was too late. The deal agreed, the
prove in microcosm that the Aeldari was a shock of white. The latter strange pair conjured a shimmering
could defeat their hated enemy in was possessed of a psychic aura so portal and stepped into the twilight
this world and the next. powerful it stung the mind. between worlds once more.
Yvraine began to gather her
champions, those warriors who
could be considered pre-eminent
amongst the subcultures of the
Aeldari race. The Visarch was
already at her side; as ever, he
would defend her with his life.
The Yncarne would answer her
summons should enough deathly
energies saturate the battlefield. As
for the Asuryani, she already had
one stalwart protector, one who
had already proved willing and able
to defend her, in the form of Jain
Zar. Lelith Hesperax had also sided
with the Ynnari in exchange for a
promise of eternal puissance – and
with the vector of her immortality
at risk of permanent death, the
Succubus could be convinced to
fight alongside the Daughter of
Shades out of enlightened self-
interest, also. But there was still one
problem that stood between Yvraine
and her intended scheme. Solitaires,
spending the most part of their
lives in costume as civilians of the
Aeldari race, were masters in the
arts of disguise. Securing the aid of
one of Cegorach’s chosen would be
next to impossible.
In dreams, there came an answer.
A pair of souls that Yvraine had
perceived in her visions, searing
through the threads of fate like a
21
Hope and Despair Entwine
HOPE AND DESPAIR ENTWINE
Through means both psychic and mundane, Yvraine had carefully sown the seeds of her plan through the
subcultures of the Aeldari race. Every iota of her influence had been bent towards mustering for war at an old
haunt of hers – there, on Iathglas, she would meet again the inescapable predator that sought to take her head.
The journey to Iathglas was fraught corsair Amharoc. Eventually the and ready – all answered Yvraine’s
with warp storms. Those who chiefs said they would not support summons and attended her in
approached through the webway Yvraine’s plan, but neither would person as she staged her own muster
found the strange translucent they stand in the way of it. near to the world-shrine itself.
tunnels echoing to distant howls, Doom approached, Yvraine knew,
whilst in space, veteran helmsmen Over the last few months, those but if she could defeat her fate with
were tested to their limits. In this messengers Yvraine had sent abroad the aid of such an alliance of Aeldari
the Aeldari saw a sign that they into the cosmos had reached their factions she would perhaps provide
were on the right path – some intended targets and, braving the her arguing race with an example
even claimed that the storms were dangers of the darkening galaxy, that spoke louder than any words.
Slaanesh’s influence, trying to hold those she summoned had answered Tense, ready, she waited for fate to
them back. Sure enough, in places her call. More Aeldari had gathered run its course.
the ships were lost, becalmed, or set upon Iathglas of their own volition,
upon by Heretic Astartes, but the their Farseers reading the skeins of On the sixth hour of the sixth day
dauntless survivors forged through unwinding fate and either sending of the sixth week since Yvraine’s
every obstacle laid in their path. delegations in their stead or else arrival, word came of daemonic
coming to the world themselves at incursion. An Exodite rider,
Vast, lambent and surrounded by the head of power war hosts. mounted on a swift saurian beast
a triad of dark moons, Iathglas was and sorely wounded, rode hard into
a paradise world in orbit around Some of the delegations made the clearing where Yvraine’s army
the reddish star of Miaghu. Yvraine landfall around the planet’s world had gathered. He talked in panicked
remembered the planet well from shrine, and there soon fell to tones of a great massacre near the
her time as a Corsair queen. She debating the course of the Aeldari Equatorial Faneway. A towering
had used it as a safe haven when race. Autarchs, Haemonculi, Daemon led the invasion force, and
hiding from her many enemies in Shadowseers and many other it could not be stopped by Exodite,
the Segmentum Pacificus. Iathglas Aeldari leaders delivered Asuryani or Drukhari alike. Even as
was beautiful to the naked eye, but impassioned speeches or argued the Exodite messenger succumbed
when observed with the witch-sight, vociferously, though they came to his wounds, the sky shimmered
its spiritual importance became no closer to reaching an accord. dark. The wind, howling through
clear. A central world-shrine Other parties hung back, groups the trees, rose to a bone-chilling
formed the heart of the planet’s such as the Kabal of the Obsidian shriek. Suddenly a rain of sickly-
psychic nervous system. Yvraine Rose or the Masque of the Frozen sweet fluid pelted down, robbing
made haste to the largest of their Stars keeping their own counsel visibility as the squall lashed the
number, knowing that there she as they wandered Iathglas’ wilds forest inside and out. Then, amongst
would find the Exodites she sought or lurked in orbit over the planet. the trees, a flicker of purple light
– for they had always been fiercely All had come to answer the call of flared – and the Daemon known
protective of their world-shrine. fate, and to effect the confluence of as Shalaxi Helbane strode from the
causality they knew was developing verdant wilderness.
There, the souls of all the departed on Iathglas, but few sought the
Exodites from that maiden world exact same outcome to this Helbane advanced alone, prowling
rested in a psychic gestalt, a strange conclave. like a great hunting felid towards
loose geomantic equivalent of its prey. Yet the very visions that
an infinity circuit. It was this Yvraine had expected such division, Yvraine had been tormented
reservoir of spiritual energy that just as she had expected those who by for so long finally proved
Yvraine intended to use as a shield had chosen the path of Ynnead to worth enduring. She had seen
against the inevitable, that hour come to her when she called. Jain
when Slaanesh’s hunt arrived. Zar, Lelith Hesperax, a Troupe of
Amidst great formality she greeted the Midnight Sorrow including their
the Exodite chieftains she had cursed but deadly Solitaire, a fleet
befriended in her former life as the of Corsairs who hung in orbit, silent
22
this moment many times, knew The fight that ensued was the stuff warfare; fighting in concert and
what came next by heart and had of legend. Helbane was isolated perfect synchronicity, the Asuryani,
already put orders in place for a from the wider Daemon horde Drukhari and Harlequins wove a
coordinated response. Asuryani by the determined battle-lines of dance of death between the searing
warriors and skimming tanks Aeldari, who braved annihilation energy columns that fell from the
darted toward the southern edge of to launch one tactical riposte heavens and gutted every daemonic
the clearing, Drukhari Wyches and after another amidst the rain of assault before it could break
Harlequins toward the north. They Corsair fire. No other race could through the Aeldari lines. The fate
slammed headlong into surprised have dared such a precise and of the conflict would be decided
packs of Slaaneshi Daemons that potentially disastrous style of by the duel between Helbane and
had been about to spring forth in Yvraine’s champions.
ambush. Ruby lances of laser fire
stabbed down from the Corsair
fleet in orbit to tear blazing holes
in the forest canopy and annihilate
more of the unnatural invaders.
The Daemons’ numbers were great,
however, and they delighted in
agony and risk as much as they
thrilled at bloodshed and victory;
undeterred, Helbane’s vastly swollen
hunting party fought back. Vicious
gunfights, running skirmishes
and lightning-fast duels erupted
all along the tree line around
the clearing.
Meanwhile, five champions ran
to meet the Daemon, five souls
burning bright against a living
furnace of dark energy. Lelith
Hesperax sprinted towards Helbane
with jaw-dropping speed, knives
bared, teeth glinting in a cruel
smile. Yvraine and the Visarch
followed close behind, Croneswords
drawn. Behind Helbane the Solitaire
somersaulted from the canopy in
a blur of glimmering diamonds,
whilst Jain Zar charged front and
centre, her war shout rising.
23
MISSIONSMISSIONS
‘The Rhana Dandra. The end of
our race. How long have we said
it is inevitable? Every prophecy
points to its culmination. Yet
can it not be postponed? And is
our fatalistic acceptance of our
destruction the very thing that
will bring it about?’
- Theuria of Ulthwé
Wars of the Aeldari
WARS OF THE
AELDARI
The rules presented in this section allow you to play games set in locations
inspired by those found in the narrative of this book, as well as play through
some of the most dramatic and climactic battles involving the Aeldari in the
period of the Psychic Awakening.
THEATRES OF WAR ECHOES OF WAR
MISSIONS
Opposite you will find rules for two new
theatres of war. These allow you to play On pages 28-33 you will find three
games of Warhammer 40,000 in evocative new Echoes of War missions for your
environments that present exciting and narrative battles. These allow you to
unique new challenges to overcome. refight key battles involving the Aeldari
described in this book, from the ill-fated
Battles set at high altitude, such as atop Ulthwé strike on the spire of Adonis
the towering spires of a hive, will see to Yvraine confronting her daemonic
warriors fighting on high platforms, pursuer, Shalaxi Helbane. These missions
with the surface beneath them becoming can be combined with the theatres of war
ever-more unstable as more and more opposite to add an additional layer of
destruction is visited upon it. depth to your games.
In conflicts on Aeldari maiden worlds, Players are also encouraged to use the
warriors of all races find themselves rules that are presented here as a basis
invigorated by the verdant energies of for their own Narrative Play missions,
the planet’s world-spirit. Those Aeldari whether they are a part of the Aeldari’s
who do battle there are often driven to ongoing war for survival in the wake of
new heights of rage by the destruction the Great Rift, or simply represent other,
wrought upon the paradisical landscapes similar battlefields upon which they wish
they seek to protect. their armies to do battle.
‘The universe is
tripartite: the sunlight
of the material plane,
the darkness of the
spirit plane, and the
twilight of the spaces
betwixt the two.’
- Spiritseer
Iyanna Arienal
26
Theatres of War
THEATRES OF WAR
Theatre of War: Maiden World
With the Great Rift splitting the firmament and their race’s future looking ever-more bleak, the various
sub-factions of the Aeldari found themselves forced to fight in a multitude of locations across the galaxy.
Theatre of War: High Altitude
In this section you will find exciting new theatres of war These rules are designed to reflect the theatres of war
to use in your games of Warhammer 40,000. Theatres of the Aeldari found themselves fighting in during the
war offer new tactical challenges to enrich your games, events described in this book. These rules are entirely
and introduce new rules to represent many varied optional and, so long as you and your opponent agree,
battle environments. Some modify the core rules – for they can be used in any Warhammer 40,000 game.
example, by altering the range of weapons. Others
provide new rules for phenomena like dust storms, Agree which, if any, theatre of war rules will be
volcanic eruptions and earthquakes. Others still grant used when you are setting up the battlefield,
additional abilities and Stratagems to certain units. before deployment.
THEATRE OF WAR: THEATRE OF WAR: HIGH ALTITUDE
MAIDEN WORLD Many worlds contain immense cities whose great spires are
studded with platforms, or floating structures that harvest
The maiden worlds are carefully valuable atmospheric gasses. Battles conducted in such places
crafted paradises that represent hope are often brutal and perilous affairs.
for the dwindling Aeldari. Those of
that ancient race will fight to protect Open Sky: Running along the edge of the battlefield is a 6" area that
the precious few of these that remain represents open sky. Only models with the FLY keyword can be set
unspoiled with a vicious fury. up in or move into this area. If a model without the FLY keyword
is set up in or moves into this area for any reason, it is immediately
Vigour of the World Spirit: At the end of destroyed. The area of the battlefield that is not open sky is referred
your Movement phase, you can roll one to as the platform.
D6 for each non-VEHICLE unit from your
army that is on the battlefield. On a 6+ you Destabilised Platform: When a VEHICLE model on the platform
can select one model in that unit to regain explodes, after resolving the effects, roll one dice for each unit that
1 lost wound. If there is not a model in does not have the FLY keyword and is within 9" of the edge of the
that unit that has lost any wounds, but any battlefield. Add 2 to the result if the exploding model was TITANIC.
models from that unit have been destroyed, On a 5+ that unit suffers D6 mortal wounds as warriors tumble to
roll one D6; on a 4+ you can return one of their deaths or crash into railings.
those models to the battlefield with 1 wound
remaining, placing it in unit coherency (if Gusting Winds: At the start of the battle round, the player who has
the model cannot be placed in this way, it is the first turn rolls one D6. On a 1-4, high winds are blowing towards
not returned to the battlefield). the battlefield edge corresponding to the result as shown on the
map below. In your Movement phase, you can add 6" to the Move
Unspoiled Paradise: When a VEHICLE characteristic of any models from your army with the FLY keyword.
model explodes, if there are any AELDARI A model that has its Move characteristic increased in such a way
CHARACTER models on the battlefield, must finish any move it makes that phase closer to the table edge the
randomly determine one of them and roll high winds are blowing towards than when they started the move.
one D6, adding 1 if that VEHICLE model
has the AELDARI keyword. If that VEHICLE 6" 6"
model is an AELDARI BUILDING,
add 2 to the roll instead. On a 5+ that 1 2
CHARACTER model is driven into a rage
by the destruction visited upon the maiden 4
world; add 1 to its Strength and Attacks
characteristics until the end of the battle.
3
6"
6"
27
Echoes of War: Skystrike ECHOES OF WAR
SKYSTRIKENarrative Play Missions
To the defenders of Adonis, it had seemed as though it was a day like any other manning the defence guns
of their hive spire. The next moment the skies were filled with screaming jets as xenos aircraft launched
strikes against the spires of the planet’s ruling elite. Even as the Imperial forces aligned their anti-air
defences, more xenos warriors disembarked onto the platform to silence them…
THE ARMIES SUSTAINED ASSAULT point. Keep a tally of these points
throughout the battle.
Each player must first muster an The Attacker can use the Sustained
army from their collection. The Assault rules (see page 195 of the BATTLE LENGTH
Defender commands the Astra Warhammer 40,000 rulebook).
Militarum defence force. The Units brought back to the battlefield Use the Random Battle Length rules
Attacker commands the invading using these rules must be set up (see page 194 of the Warhammer
Aeldari force. A player can include wholly within 9" of the edge of 40,000 rulebook). If the Defender
any models in their army, but if the battlefield. reaches a total of 15 Destroyed
their army is Battle-forged they will Aircraft points, or all four objective
also be able to use the appropriate THE ANTI-AIR GUNS markers are destroyed, the battle
Stratagems included with this ends immediately.
mission (see opposite). The Attacker’s units treat objective
markers as enemy models. VICTORY CONDITIONS
THEATRES OF WAR The objective markers have a
Toughness characteristic of 7, If the battle ends immediately
Use the rules from Theatre of War: a Wounds characteristic of 5, because the Defender has reached
High Altitude (pg 27) to reflect a Save characteristic of 4+ and 15 Destroyed Aircraft points, the
the lofty platform upon which this a Leadership characteristic of Defender wins a major victory. If
battle is taking place. 10. They are also considered to the battle ends immediately because
be CHARACTER units for the the Attacker has destroyed all four
THE BATTLEFIELD purposes of choosing a target objective markers, the Attacker wins
for an attack (but for no other a major victory. Otherwise, if one
The Defender creates the battlefield. purposes). If an objective marker army has been entirely destroyed,
The battlefield should resemble a is destroyed, remove it from the other army’s player wins a
spire-top platform, with a mixture the battlefield. major victory. If neither player has
of ruins and buildings. Set up four won a major victory, then if there
objective markers as shown on the At the end of the battle round, the are two or more objective markers
deployment map to represent heavy Defender rolls three D6 for each remaining on the battlefield, the
anti-air guns. These should be in objective marker remaining on Defender wins a minor victory. Any
the open or on top of buildings. the battlefield. For each 4+ they other result is a minor victory for
roll, they gain a Destroyed Aircraft the Attacker.
DEPLOYMENT
Attacker’s Deployment Zone
After terrain has been set up, the
Defender sets up their units wholly 3" 6"
within their deployment zone. The 3"
Attacker then sets up their units Defender’s Deployment Zone
wholly within their deployment
zone. The Attacker can set up units 9" 9"
in Reserve (see page 194 of the
Warhammer 40,000 rulebook). 6"
The combined Power Rating of
the units set up in Reserve cannot
exceed half of the player’s army’s
Power Level.
FIRST TURN
The Attacker has the first turn.
Attacker’s Deployment Zone
28
STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:
2CP EVASIVE MANOEUVRES 3CP INTENSIFY FIRE
Attacker Stratagem Defender Stratagem
Focussing their attack runs, the Aeldari pilots avoid the Even in the fiercest battles, some officers manage to keep
worst of the anti-air fire. their head and direct their defences with skill.
Use this Stratagem at the end of the battle round, before Use this Stratagem at the end of the battle round, before
the Defender rolls to see how many Destroyed Aircraft rolling to see how many Destroyed Aircraft points you
points they gain. Subtract 1 from the result of each D6. gain. You can re-roll all or any of the dice.
2CP CAST THEM DOWN! 2CP CAST THEM DOWN!
Attacker Stratagem Defender Stratagem
Fighting near the edge of the platform is fraught with Fighting near the edge of the platform is fraught with
danger… danger…
Use this Stratagem at the end of the Fight phase. Select Use this Stratagem at the end of the Fight phase. Select
one enemy unit that cannot FLY that is within 1" of one enemy unit that cannot FLY that is within 1" of
any units from your army and within 1" of the edge any units from your army and within 1" of the edge
of the platform (see page 27). That unit suffers D3 of the platform (see page 27). That unit suffers D3
mortal wounds. mortal wounds.
1CP DEMOLITIONS 1CP PROTECT THE GUNS
Attacker Stratagem Defender Stratagem
Severing essential power couplings and securing grenades Some of the defence force exemplify the ideals of
the Imperium, sacrificing themselves to protect
against exposed plating ensures rapid destruction of
the defence turrets. valuable assets.
Use this Stratagem in your Shooting phase. Select one Use this Stratagem in your opponent’s Shooting phase,
objective marker that is within 1" of any units from when an objective marker is selected as the target of
your army and roll one D6. On a 3+ that objective an attack made with a ranged weapon. Until the end
marker suffers D3 mortal wounds. of that phase, when that objective marker would lose
any wounds as a result of an attack made against that
marker, you can select one unit from your army that is
within 3" of it and roll one D6; on a 4+ that objective
marker does not lose any wounds and the selected unit
suffers 1 mortal wound for each of those wounds.
29
Echoes of War: Bitter Reversal ECHOES OF WAR
BITTER REVERSAL
At Vect’s command, a number of Drukhari were surgically altered to appear as Humans, and in this guise
infiltrated several Astra Militarum regiments. Once in place, the agents of the Dark City managed to divert
the guardsmen forces and manipulate them into tracking down and attacking Yvraine’s Reborn followers.
Unless the Ynnari can escape with all haste, they will likely be overwhelmed by the misled Imperial forces.
THE ARMIES THE WEBWAY GATE BATTLE LENGTH
Each player must first muster an Units from the Defender’s army Use the Random Battle Length rules
army from their collection. The can leave the battlefield through (see page 194 of the Warhammer
Defender commands the Ynnari the Webway Portal. If such a unit 40,000 rulebook) to determine
force, which must include Yvraine. is within the area marked as the how long the battle lasts. If Yvraine
The Attacker commands the Astra Webway Portal on the deployment escapes or is destroyed, the battle
Militarum force manipulated map at the end of the Defender’s ends immediately.
by the Drukhari. A player can Movement phase, the Defender can
include any models in their army, remove it from the battlefield. That VICTORY CONDITIONS
but if their army is Battle-forged unit is then said to have escaped.
they will also be able to use the If the battle ends immediately
appropriate Stratagems included because Yvraine has escaped, the
with this mission (see opposite). Defender wins a major victory. If
If the Attacker wishes to make use the battle ends immediately because
of the ‘The Architects Revealed’ Yvraine has been slain, the Attacker
Stratagem, they will require one or wins a major victory. Otherwise,
more Drukhari units with a Power if one army has been entirely
Rating of 5 or less. destroyed, the other army’s player
wins a major victory.
THE BATTLEFIELD If neither player has won a major
victory, then if, at the end of the
The Defender creates the battlefield. battle, Yvraine has 2 or fewer
The battlefield should resemble the wounds remaining, the Attacker
high peaks of the slabcrete world wins a minor victory. Any other
Ghodri Sekmet, where the battle result is a minor victory for
takes place. the Defender.
DEPLOYMENT 6" 6" 12" Defender’s Deployment Zone 6" 6"
After terrain has been set up, the Attacker’s Deployment Zone A Attacker’s Deployment Zone B
Defender sets up their units wholly
within their deployment zone. The
Attacker then sets up their units
wholly within their deployment
zones, divided as evenly as possible
between deployment zone A and
deployment zone B. The Attacker
can set up units in Reserve (see
page 194 of the Warhammer 40,000
rulebook). The combined Power
Rating of the units set up in Reserve
cannot exceed half of the player’s
army’s Power Level.
FIRST TURN
The Defender has the first turn.
Webway Portal
6"
30
STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:
3CP THE ARCHITECTS REVEALED 2CP FIGHT OR FLIGHT
Attacker Stratagem Defender Stratagem
Stepping forth before the fleeing Reborn, the Drukhari Desperate to escape, the Ynnari seek to extricate
strike them down before they could react. themselves from melee as swiftly as possible.
Use this Stratagem at the end of your Movement phase. Use this Stratagem at the end of the Fight phase.
Set up one DRUKHARI unit with a Power Rating of 5 or Select one YNNARI unit from your army. That unit
less wholly within the area marked as the Webway Gate immediately Falls Back.
on the deployment map. If the unit cannot be set up
wholly within this area, it is not set up. 2CP SHROUDED FROM VIEW
1CP CUT THEM OFF Defender Stratagem
Utilising the camouflage technologies of the Alaitoc forces,
Attacker Stratagem
Recon elements of your forces speed ahead to cut off the the Reborn hide themselves from their attackers.
enemy retreat. Use this Stratagem at the start of your opponent’s
Shooting phase. Select one YNNARI unit from your
Use this Stratagem in your Movement phase, when a army. Until the end of that phase, that unit can only
unit with the Fast Attack Battlefield Role Advances. Add be chosen as the target of a shooting attack if it is the
6" to the Move characteristic of that unit’s models until closest enemy unit to the firing unit.
the end of the Movement phase instead of making an
Advance roll. 1CP DIVINE ASSISTANCE
3CP HEAD START Defender Stratagem
Ynnead has been known to intervene to protect his chosen
Attacker Stratagem
Receiving intelligence from unknown sources, your forces vessel in times of need.
spring their trap with impeccable timing. Use this Stratagem at the start of your Psychic phase.
Add 1 to Psychic tests taken for Yvraine until the end of
Use this Stratagem at the start of the battle, before the that phase.
first battle round. You can take the first turn instead of
the Defender.
31
Echoes of War: Confrontation ECHOES OF WAR
CONFRONTATION
Confronted at last by Shalaxi Helbane and a coterie of fiends, Yvraine knew that flight was not an option.
The only way to end this pursuit was to turn and fight. Rallying the greatest heroes of the Aeldari, Yvraine
prepares to face her nemesis and prove to all that Slaanesh can only be defeated through unity.
THE ARMIES FIRST TURN
Each player must first muster an army from their The Defender has the first turn.
collection. The Defender commands the Aeldari force,
which must include Yvraine and can only include SUSTAINED ASSAULT
CHARACTER models. The Attacker commands the
Slaaneshi Daemon force, which must include Shalaxi The Attacker can use the Sustained Assault rules (see
Helbane, which has finally managed to corner its prey. page 195 of the Warhammer 40,000 rulebook) for
A player can include any models in their army, but if any units of FIENDS OF SLAANESH, SEEKERS or
their army is Battle-forged they will also be able to use DAEMONETTES. Units brought back to the battlefield
the appropriate Stratagems included with this mission using these rules must be set up wholly within 6" of the
(see opposite). Attacker’s battlefield edge.
THEATRES OF WAR BATTLE LENGTH
Use the rules from Theatre of War: Maiden World (pg 27) Use the Random Battle Length rules (see page 194 of the
to reflect the planet upon which this battle is taking place. Warhammer 40,000 rulebook). If Yvraine is destroyed,
the battle ends immediately.
THE BATTLEFIELD VICTORY CONDITIONS
The Defender creates the battlefield. The battlefield At the end of the battle, if one army is totally destroyed,
should be relatively open, with a scattering of trees to the other army’s player wins a major victory. Otherwise,
represent the wooded area of the maiden world in which if Yvraine has been destroyed, the Attacker wins a major
the battle takes place. victory. If Yvraine is still on the battlefield at the end of
the battle, the Defender wins a minor victory.
DEPLOYMENT
After terrain has been set up, the Defender sets up their
units wholly within their deployment zone. The Attacker
then sets up their units wholly within their deployment
zone. The Attacker can set up units in Reserve (see page
194 of the Warhammer 40,000 rulebook). The combined
Power Rating of the units set up in Reserve cannot
exceed half of the player’s army’s Power Level.
Attacker’s Deployment Zone 12"
Defender’s Deployment Zone 12"
12"
32
STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following bonus Stratagems:
1CP DESECRATION 3CP PRECISION BARRAGE
Attacker Stratagem Defender Stratagem
The forces of Slaanesh take any opportunity to provoke Following the battle from orbit, the corsair fleet employs
the Aeldari into extremes of emotion. its guns to aid its allies.
Use this Stratagem at the end of your Movement phase. Use this Stratagem in your Shooting phase. Select
Select one woods terrain feature that is within 1" of a one point on the battlefield. Roll one D6 for each unit
SLAANESH unit from your army. Subtract 1 from the within D6" of that point, subtracting 1 from the result if
Leadership characteristic of AELDARI models until the that unit is a CHARACTER; on a 4+ that unit suffers D3
end of the battle. You cannot use this Stratagem on the mortal wounds. You can only use this Stratagem once
same woods terrain feature more than once per battle. per battle.
2CP DESTROY THE REBORN 2CP POWER OF THE WORLD SPIRIT
Attacker Stratagem Defender Stratagem
The Reborn’s use of soul energy is taken as a grave insult Channelling the power of the maiden world, the psyker
by the forces of Slaanesh. focuses their powers.
Use this Stratagem in any phase, when an Ynnari unit Use this Stratagem in your Psychic phase, before an
from your opponent’s army begins drawing strength AELDARI PSYKER model from your army attempts
from death. Select one SLAANESH unit within 9" of that to manifest a psychic power. Add 2 to the result of the
unit. Until the end of your next turn, when resolving an Psychic test if that model is within 3" of any woods
attack made by a model in that Slaanesh unit, add 1 to terrain features.
the hit roll.
3CP DESPERATE DEFENCE
1CP EXQUISITE AGONIES
Defender Stratagem
Attacker Stratagem For the Aeldari, there is no worse fate than to be slain by
The Daemons of the Dark Prince draw vigour from the
a Daemon of Slaanesh.
pain of their prey.
Use this Stratagem in any phase, when a CHARACTER
Use this Stratagem at the start of the Fight phase. Select model from your army is destroyed. At the end of that
one SLAANESH unit from your army. Until the end of phase, roll one D6; on a 4+ set up that model as close
that phase, when an enemy model loses a wound as a as possible to their previous position, with 1 wound
result of an attack made by a model in the selected unit, remaining. This Stratagem cannot be used on the same
roll one D6; on a 4+ that model in the selected unit model more than once per battle.
regains 1 lost wound.
33
CRAFTWORLDS
CRAFTWORLDS
‘I do not love the blade for its
form, or its keen edge, but only
for that which it defends. Must
we pay for existence with our
very souls?’
- Introspections upon
Perfection, Kysaduras
the Anchorite
Children of the Stars
CHILDREN OF THE STARS
This section contains new and updated rules for Codex: Craftworlds, including revised datasheets, an
Asuryani name generator, a range of Exarch powers, a new psychic discipline, and rules for creating
custom Craftworld Attributes for your Craftworlds Detachments.
On the following pages you will find a name generator POWERS OF THE ASPECT
for Aeldari of the craftworlds, as well as the rules SHRINES
detailed below.
New powers for your Aspect Warrior Exarchs can be
If your army is Battle-forged, certain rules found in found on pages 42-46. These can be selected to replace
this section – Powers of the Aspect Shrines, the Runes certain abilities on each datasheet, or if you have a
of Fortune, and Craftworld Attributes – can only be Battle-forged army, you can create Exarchs of legend by
used to affect units within a Craftworlds Detachment spending Command Points to add additional abilities.
(as defined in Codex: Craftworlds). Remember that a
Detachment that includes any YNNARI unit – other RUNES OF FORTUNE
than Yvraine, the Visarch, or the Yncarne – is not a
Craftworlds Detachment. On page 47 you will find a new Psychic discipline for
Asuryani psykers filled with new minor psychic powers
which are easier to manifest.
UPDATED DATASHEETS CRAFTWORLD ATTRIBUTES
On pages 38-41, you will find background and updated The last part of this section (pg 48-51) contains
datasheets for Jain Zar and Howling Banshees, rules for creating your own Craftworld Attributes.
designed to represent the latest iteration of these These comprise a selection of abilities that can be
Citadel Miniatures. combined to create a Battle-forged army ability that
best represents the warriors of an Asuryani world-ship
Note that these datasheets, their wargear and the points of your own devising, or one of the craftworlds in our
values below update those found in the 2017 edition of publications that is not currently represented by a
Codex: Craftworlds, and should be used in your games Craftworld Attribute.
of Warhammer 40,000.
Points Values
POINTS VALUES
If you are playing a matched play game, or a game that uses a points limit, you can use the following
list to determine the total points cost of your army. Simply add together the points of all your
models to determine your army’s total points value.
UNITS RANGED WEAPONS
UNIT MODELS POINTS PER MODEL WEAPON POINTS PER WEAPON
PER UNIT
Jain Zar (Including wargear) Shuriken pistol 0
1
UNIT 115 Triskele 6
MODELS
Howling Banshees PER UNIT POINTS PER MODEL MELEE WEAPONS POINTS PER WEAPON
5-10 (Not including wargear) WEAPON 7
4
9 Executioner 4
Mirrorswords
OTHER WARGEAR POINTS PER ITEM Power sword
WARGEAR 0
Banshee mask
36
Asuryani Name Generator
ASURYANI NAME GENERATOR
Asuryani names are laden with nuance, subtle meanings and oblique references to allegory and myth, and
are chosen as often as they are given. Some may change over a craftworlder’s long life as they adopt new
paths or earn epithets through exceptional deeds. If you wish to randomly generate a name for one of your
Asuryani warriors, you can roll a D66 and consult the table below. To roll a D66, simply roll two D6, one
after the other – the first represents tens, and the second represents digits, giving you a result between 11
and 66.
ASURYANI NAME GENERATOR (FEMALE) ASURYANI NAME GENERATOR (MALE)
D66 FIRST ELEMENT SECOND ELEMENT D66 FIRST ELEMENT SECOND ELEMENT
11 Tenrith the Fireheart 11 Fachean Son of Coheria
12 Justune Kyldroth 12 Tarvaril Finarfin
13 Aleerith Tridehlá 13 Fánai Eldrion
14 Yrlla Who Walks Alone 14 Yrmnoch the Unyielding Fire
15 Aileer of the Flowing Spirits 15 Barahir Glaermril
16 Caslith Iydoth 16 Eldrion Arronnás
21 Tai’shar Brylliel 21 Dis’ar Gloywach (‘the glow dragon’)
22 Jair Biel-rith 22 Eldos the Uncompromising
23 Luirth (no second appellation) 23 Kinshar of the Noble House of Picarothi
24 Aleera Iyadolath 24 Rhidhal Enbrondil
25 Phyllistra Last of the House of the Ayandi 25 Athairnos Lladronoth
26 Myrnoth the Melancholy 26 Eärandil Bechareth (‘spirit on the wind’)
31 Fyrram Llacharni (‘brightheart’) 31 Siriolas Ceifulgaithann (‘wind rider’)
32 Ishylla the Huntress 32 Bahtaam Undroíl
33 Tishriel Aryimelli 33 Fian Caman (‘the avenger’)
34 Aydona Bringer of Azure Death 34 Eldroth Tóir
35 Galánta Umachuli 35 Lorinth Scion of Rhidmar
36 Ylleth Shelwe-hann (‘song of enlightenment’) 36 Illisar the Wanderer
41 Giladrea Serenti (‘glory of the setting sun’) 41 Ealion of the Clan Randras
42 Osinell Ullamar 42 Elronhir Llmaea-fen (‘born of black suns’)
43 Glenoighi Dystari (‘that which will never shatter’) 43 Tamishar Rillietar
44 Ishtá Ciaradh 44 Arenal Elarique of Alaitoc
45 Yvraine Iyadari 45 Iradil Sydarus Starstrider
46 Intrisiel Flethál (‘star-pattern of perfection’) 46 Maur the Implacable
51 Torc the Whisper of Death 51 Requiel Ulthos (‘speaker of unspeakable truths’)
52 Anesh Hanndroth (‘quest eternal’) 52 Lann Sharnál
53 Kalistri Sheersom 53 Yrule the Deathly Eloquent
54 Alee Cegodari (‘who laughs at despair’) 54 Ra’thar Born of Twilight
55 Altanish Ullathani (‘she who walks many paths’) 55 Las’hár of the Tower of Stars
56 Gwyth Corsikanni (‘kin to Corsairs’) 56 Arision Shelwe-nin (‘song of the fading star’)
61 Tyrelli Yn Farwolloch (‘deadly to her enemies’) 61 Ingfhar the Undaunted
62 Senn
62 Kaithe Indomi 63 Hal’thar Rhianthari (‘starlight partially obscured
63 Galrethi by nebula’)
64 Noithi Saim-Ingrelli (‘the grace of the
striking snake’) Eldroneth
Ysbwrieli (‘star-splinter’) 64 Yrion Trithjain (‘storm of the stars’)
65 Braesil Morai-fen 65 Silgar the Rising Star
66 Meari Undomniel 66 Konrith Bhanlhar (‘avenger of the lost clan’)
37
Jain Zar
JAIN ZAR
THE STORM OF SILENCE
Regal and elegant in repose, yet a maelstrom of bladed violence when her wrath is unleashed, Jain Zar is
the wrath of the Aeldari war god made manifest. A Phoenix Lord, she has lived and died countless times,
every triumph an offering to Khaela Mensha Khaine and every death a martyrdom to the Asuryani cause.
First to learn under the great from her mask can not only stun the triskele known as the Silent
Asurmen’s tutelage was Jain Zar, a foes, but liquefy their brains in the Death is unleashed, a triple-bladed
passionate Aeldari swordmaiden process. That death-dealing war cry throwing weapon whose edges were
famed for her lightning speed and has been heard across the galaxy, forged in the ghostly flames of the
ferocity. She and her brothers-in- and it has proven that even the warp. Black fire licks around the
arms learned well at the feet of their immortal servants of the Dark Gods blade’s edges as the Silent Death
master, and in turn they assumed are not above fear. spins through the air in a graceful
the mantle of the Asurya, spreading loop, leaving decapitated bodies
their own teachings across the Jain Zar is the most active of all the in its wake before returning to
stars and founding the shrines of Phoenix Lords in the war against its mistress. To watch Jain Zar in
the Warrior Aspects – shrines that the forces of the Great Enemy. combat is to watch an exquisite
Jain Zar still frequents to this day. She has led hundreds of Howling dance that leaves even Harlequins
Of all the Phoenix Lords, Jain Zar Banshees into battle on countless agog; amidst leg sweeps, dodging
is the most devoted to the shrines occasions, even mustering them twists and graceful pirouettes the
of the Warrior Aspects, nurturing from several craftworlds at once glowing polearm scythes and darts
her spiritual descendants. Although should she deem it necessary. until only the Phoenix Lord is
she might disappear for centuries Always at the forefront of a charge, left standing.
at a time, she always returns, and she carries the Blade of Destruction,
the shrines maintain a special vigil a long and elegantly balanced No other Phoenix Lord has
for her. polearm originating from the championed the cause of the newly
distant past. Whirled in a bloody risen Ynnari as has Jain Zar. She
Jain Zar’s astonishing swiftness and arc, the Blade of Destruction has spoken with great force about
mercurial temperament are echoed carves through the enemy, twirling the hope fostered by Ynnead,
by her Howling Banshee daughters, to parry return blows before and come to the aid of Yvraine
and it was she who first perfected being used as leverage so Jain Zar and her followers on multiple
the Scream that Steals – though the can vault to a new position of occasions since their first meeting
psychosonic barrage that emanates advantage. With a flick of her wrist, aboard Biel-Tan.
38
7 JAIN ZAR
NAME M WS BS S T W A Ld Sv
Jain Zar 8" 2+ 2+ 4 4 6 4 9 2+
Jain Zar is a single model equipped with: Silent Death; Blade of Destruction. You can only include one of this model in your army.
WEAPON RANGE TYPE S AP D ABILITIES
Silent Death 12" Assault 4 User -3 1 -
Blade of Destruction When resolving an attack made with this weapon, you
Melee Melee +2 -3 D3 can re-roll the wound roll.
ABILITIES Banshee Mask: Enemy units cannot fire Overwatch at
Ancient Doom, Battle Focus (see Codex: Craftworlds) this model.
Acrobatic: This model can be chosen to charge with Cry of War Unending: This model, and friendly
even if it Advanced this turn. If this model Advanced HOWLING BANSHEES units that are within 6" of it at
this turn, you can choose it to charge with if it is within the start of the Fight phase, always fight first in the Fight
15" of any enemy units instead of 12", and you can add phase, even if they did not charge. If the enemy has units
3 to the charge roll. that have charged, or that have a similar ability, then
alternate choosing units to fight with, starting with the
The Storm of Silence: When this model fights, you can player whose turn is taking place.
choose for its Attacks characteristic to be equal to the
number of enemy models within 2" of it after any pile- War Shout: When resolving an attack made with a melee
in moves have been made. weapon against this model, subtract 1 from the hit roll.
FACTION KEYWORDS AELDARI, ASURYANI, ASPECT WARRIOR
KEYWORDS CHARACTER, INFANTRY, PHOENIX LORD, JAIN ZAR
Datasheet: Jain Zar
Jain Zar bounds ahead of warriors from Craftworld Biel-tan, racing to engage the enemies of the Aeldari.
39
Howling Banshees
HOWLING BANSHEES
Howling Banshees are swift and athletic Aspect Warriors who are famously deadly in melee. They embody the
sudden wrath of Khaine, attacking with such swift certainty the foe has no time to properly defend itself. Using a
special war mask to enhance their battle cries, they rob the wits of the enemy moments before the kill.
A predominantly female Aspect, inspiration from this unearthly central nervous system of their foes,
what these fierce warriors lack in creature. In Aeldari myth, the inflicting a feeling of mortal terror
brute strength they more than make Crone Goddess Morai-Heg sought and causing momentary paralysis
up for in precision and efficiency. to partake of the wisdom contained even as the Howling Banshees dart
While the foes reel from the in her divine blood. Knowing there in for the kill. A full squad of these
auditory offensive of the banshee was only one with the power to Aspect Warriors activating their
masks, the power swords of the harm a god, she sent her daughters masks in unison can secure victory
Howling Banshees slice through the to haunt their father Khaine’s steps before a single blow is struck.
armour of their foes. Surrounded with their piercing screams. The
by a glimmering disruption field, infernal noise drove Khaine into Howling Banshee Exarchs have
these blades can carve through even a bloody rage that saw his mind surpassed their kin and given
ceramite. A Chaos Space Marine unravel. Promising an end to the themselves over to their particular
is as easily slain as a hulking Ork; curse, the Crone Goddess bade way of war entirely. It is they who
haughty Incubi are as vulnerable as Khaine cut off her hand that she pass on the teachings of Jain Zar. So
coarse and unsophisticated Imperial might drink deep from her own piercing and shrill are the Exarch’s
Guardsmen. Foes that turn to veins. With this deed, Morai-Heg own war cries that they haunt
flee are ruthlessly pounced upon, gained the knowledge of blood, those who hear them even after the
or slashed to ribbons by razored and the Aspect of the Banshee was screams have died away, slowing
projectiles from the Howling granted to Khaine in return. down the enemy’s reactions long
Banshees’ shuriken pistols. after the initial paralysis wears
The quintessential aspect of the off. Some Exarchs follow up their
The banshee is a harbinger of woe banshee is weaponised via the sonic assault with executioners,
in Aeldari mythology, whose cry banshee mask, a ritual piece of two-handed glaives that hit with
is said to herald such ill fate it can wargear containing psychosonic devastating power. Others instead
even wrench a soul from its spirit amplifiers that magnify the wearer’s wield mirrorswords, reflective
stone. It is fitting that the most keening battle screams into a mind- blades that are used to weave a
feared of all Aspect Warriors, the destroying shock wave. This aural whirling web of attacks that is all
Howling Banshees, draw their assault inflicts severe damage to the but impossible to evade.
40
3 HOWLING BANSHEES
NAME M WS BS S T W A Ld Sv
Howling Banshee 8" 3+ 3+ 3 3 1 2 8 4+
Howling Banshee Exarch 8" 3+ 3+ 3 3 2 3 8 4+
This unit contains 5 Howling Banshees. It can include up to 5 additional Howling Banshees (Power Rating +3). A Howling Banshee Exarch can
take the place of one Howling Banshee. Every model is equipped with: shuriken pistol; power sword. Every model has a banshee mask.
WEAPON RANGE TYPE S AP D ABILITIES
Shuriken pistol 12" Pistol 1 When resolving an attack made with this weapon, on
Triskele (shooting) 4 0 1 a wound roll of 6+ this weapon has an AP of -3 for
Executioner
Mirrorswords that attack.
Power sword
Triskele (melee) 12" Assault 3 4 -2 1 -
WARGEAR OPTIONS Melee Melee +1 -3 D3 -
ABILITIES Melee Melee User -2 1 When resolving an attack made with this weapon, you
can re-roll the hit roll.
FACTION KEYWORDS
KEYWORDS Melee Melee User -3 1 -
Melee Melee User -2 1 -
• The Howling Banshee Exarch can be equipped with one of the following instead of 1 power sword: 1 executioner;
1 triskele.
• The Howling Banshee Exarch can be equipped with mirrorswords instead of 1 shuriken pistol and 1 power sword.
Ancient Doom, Battle Focus (see Codex: Craftworlds) War Shout: If this unit contains a Howling Banshee
Exarch, then when resolving an attack made with a melee
Acrobatic: This unit can be chosen to charge with even weapon against this unit, subtract 1 from the hit roll.
if it Advanced this turn. If this unit Advanced this turn,
you can choose it to charge with if it is within 15" of any Banshee Mask: Enemy units cannot fire Overwatch at
enemy units instead of 12", and you can add 3 to the this unit.
charge roll.
AELDARI, ASURYANI, ASPECT WARRIOR, <CRAFTWORLD>
INFANTRY, HOWLING BANSHEES
Datasheet: Howling Banshees
A squad of Howling Banshees surge from a Webway Gate with blades at the ready, the screeching of their masks heralding their foe’s doom.
41
POWERS OF THE ASPECT SHRINES
The Exarchs of the Aspect Warrior shrines have long travelled the Path of the Warrior. Their skills honed
over countless decades of war, they are amongst the finest fighters of the Asuryani.
Presented here are alternative abilities for the Exarchs
from your Aspect Warrior units, allowing you to
customise their datasheets and open up new strategies
for using these peerless fighters on the battlefield.
Alternatively, you can use the new Stratagems included
in this section to grant additional abilities to your
Exarchs, enabling you to represent the most truly
Powers of the Aspect Shrines
devoted of Khaine’s followers.
Note on your army roster any Exarch powers you have
added or replaced for each Aspect Warrior unit in
your army.
Fire Dragons
FIRE DRAGONS FIRE DRAGON EXARCH POWERS
The Fire Dragons burn with the heat of Vaul’s Dragon’s Bite: Whilst this unit contains a Fire Dragon
own forge. Not only could Vaul craft fabulous Exarch, at the start of your Shooting phase you can
devices but he could also melt down and change the Type characteristic of this unit’s fusion guns to
destroy them; so it is with the Exarchs of the Fire Dragon Pistol 1 until the end of that phase.
shrines, who unleash powers of fiery unmaking upon
living warrior and war engine alike. Tank Killer: When resolving an attack made with a
firepike by this unit’s Fire Dragon Exarch against a
If a FIRE DRAGONS unit from your army contains a VEHICLE unit, you can re-roll one D6 when making the
Fire Dragon Exarch, you can replace the Crack Shot damage roll.
ability on that unit’s datasheet with one of the Fire
Dragon Exarch powers opposite. If you have any FIRE Burning Fists: Melee weapons that this unit’s Fire Dragon
DRAGONS units in your army, you also have access to Exarch is equipped with have an Armour Penetration
the Exemplar of the Dragon Shrine Stratagem below. characteristic of -2 and a Damage characteristic of 2.
When resolving an attack made with a melee weapon
1CP EXEMPLAR OF THE DRAGON SHRINE by this unit’s Fire Dragon Exarch, you can re-roll the
wound roll.
Craftworlds Stratagem
This Exarch burns with inner fire and is surely a Swiftstep: Whilst this unit contains a Fire Dragon Exarch,
when this unit Advances you can roll three D6 and
worthy inheritor of the armour of Fuegan. discard two of the results.
Use this Stratagem before the battle. When you Wall of Fire: When this unit fires Overwatch, a Fire
select a Fire Dragon Exarch power from the list Dragon Exarch in this unit equipped with a Dragon’s
opposite, you can take that ability in addition to Breath Flamer can make a wall of fire attack. If he does so,
the Crack Shot ability instead of replacing it. You instead of shooting with that model, roll one D6; on a 2+
can only use this Stratagem once per battle. the charging unit suffers D3 mortal wounds.
Burning Heat: Whilst this unit contains a Fire Dragon
Exarch, when resolving an attack made with a melee
weapon against this unit, subtract 1 from the hit roll.
42
Dire Avengers DIRE AVENGER EXARCH POWERS
DIRE AVENGERS
Bladestorm: Whilst this unit contains a Dire Avenger
Devotees of Asuryan himself, those who walk Exarch, when resolving an attack made with a ranged
the path of the Dire Avenger become adept weapon that does not have the Grenade type by a
model in this unit, an unmodified hit roll of 6 scores 1
at both attack and defence.DThaerirkERxaercahps ers additional hit.
are masters of a swift and flexible warrior-stance that Defend: Whilst this unit contains a Dire Avenger Exarch,
capitalises on everything it means to be Asuryani. when resolving an attack made with a melee weapon
against this unit, subtract 1 from the wound roll.
If a DIRE AVENGERS unit from your army contains a
Dire Avenger Exarch, you can replace the Battle Fortune Stand Firm: Whilst this unit contains a Dire Avenger
ability on that unit’s datasheet with one of the Dire Exarch, when a Morale test is taken for this unit, do not
Avenger Exarch powers opposite. If you have any DIRE roll the dice; it is automatically passed.
AVENGER units in your army, you also have access to
the Exemplar of the Avenger Shrine Stratagem below. Martial Adept: This unit’s Dire Avenger Exarch has a
Weapons Skill and Ballistic Skill characteristic of 2+.
1CP EXEMPLAR OF THE AVENGER SHRINE
Shredding Fire: Ranged weapons that do not have the
Craftworlds Stratagem Grenade type that this unit’s Dire Avenger Exarch is
This Exarch possesses a deadly focus worthy of equipped with have an Armour Penetration characteristic
of -3 and its Abilities text reads ‘-’.
mighty Asuryan himself.
Avenging Strikes: Whilst this unit contains a Dire
Use this Stratagem before the battle. When you Avenger Exarch and any models from this unit have been
select a Dire Avenger Exarch power from the list destroyed, when resolving an attack made by a model in
opposite, you can take that ability in addition to this unit, add 1 to the hit roll and wound roll.
the Battle Fortune ability instead of replacing it.
You can only use this Stratagem once per battle.
DARK REAPERS DARK REAPER EXARCH POWERS
Those who fight as Dark Reapers become living Rapid Shot: When this unit’s Dark Reaper Exarch shoots,
embodiments of death. Their Exarchs are add 1 to the number of attacks made with that model’s
anathema, grim and cruel-hearted figures whose ranged weapon.
every thought and deed are bent towards the annihilation
of their foes by whatever means necessary. They are truly Rain of Death: When this unit’s Dark Reaper Exarch
terrifying beings. shoots with a tempest launcher, you can re-roll the dice to
determine the number of attacks made.
If a DARK REAPER unit from your army contains a
Dark Reaper Exarch, you can replace the Crack Shot Grim Visage: Whilst this unit contains a Dark Reaper
ability on that unit’s datasheet with one of the Dark Exarch, subtract 1 from the Leadership characteristic of
Reaper Exarch powers opposite. If you have any DARK enemy units whilst they are within 6" of this unit.
REAPER units in your army, you also have access to the
Exemplar of the Reaper Shrine Stratagem below. Long-ranged Fire: Whilst this unit contains a Dark
Reaper Exarch, add 6" to the Range characteristic of
1CP EXEMPLAR OF THE REAPER SHRINE ranged weapons models in this unit are equipped with.
Craftworlds Stratagem Deadly Touch: When resolving an attack made with
This Exarch stands silently in battle, bringing a grim a melee weapon by this unit’s Dark Reaper Exarch, an
unmodified wound roll of 6 inflicts 2 mortal wounds on
inevitability to his enemies’ destruction. the target in addition to any other damage.
Use this Stratagem before the battle. When you Focused Fire: When this unit is chosen to shoot with,
select a Dark Reaper Exarch power from the list this unit’s Dark Reaper Exarch can target a CHARACTER
opposite, you can take that ability in addition to unit even if it is not the closest enemy unit, so long as the
the Crack Shot ability instead of replacing it. You target is within 18" of that Dark Reaper Exarch.
can only use this Stratagem once per battle.
HOWLING BANSHEES HOWLING BANSHEE EXARCH POWERS
Speed, grace and overwhelmHSwinogowfoolrpicneingargeBtHhaenaswhkesesGraceful Avoidance: Whilst this unit contains a Howling
hallmarks of the Howling Banshee shrines.
Banshee Exarch, when a model in this unit would lose
Their Exarchs exhibit the greatest ability of all, a wound in the Fight phase, roll one D6; on a 5+ that
their very presence enhancing the terrifying capacity for wound is not lost.
murder that their followers can unleash. Piercing Strike: When this unit is chosen to fight with,
a Howling Banshee Exarch in this unit that is equipped
If a HOWLING BANSHEES unit from your army with an executioner can make a piercing strike. If they
contains a Howling Banshee Exarch, you can replace do, until the end of the phase, subtract 1 from the Attacks
the War Shout ability on that unit’s datasheet with one characteristic and add 3 to the Strength characteristic of
of the Howling Banshee Exarch powers opposite. If you that Howling Banshee Exarch, and that executioner has a
have any HOWLING BANSHEE units in your army, you Damage characteristic of 3.
also have access to the Exemplar of the Banshee Shrine
Stratagem below. Disarming Strike: At the start of the Fight phase, you
can select one enemy model within 1" of this unit’s
Howling Banshee Exarch. Subtract 2 from the Attacks
characteristic of that enemy model (to a minimum of 1)
1CP EXEMPLAR OF THE BANSHEE SHRINE until the end of that phase.
Craftworlds Stratagem Whirling Blades: Add 1 to the Attacks characteristic
The mournful wail of this Exarch has been the last of this unit’s Howling Banshee Exarch. If that Howling
Banshee Exarch is equipped with mirrorswords, add 2 to
thing heard by many foes of the Asuryani.. its Attacks characteristic instead.
Use this Stratagem before the battle. When you Decapitating Strikes: When resolving an attack made
select a Howling Banshee Exarch power from the with a melee weapon by this unit’s Howling Banshee
list opposite, you can take that ability in addition Exarch, an unmodified hit roll of 6 inflicts 1 mortal
to the War Shout ability instead of replacing it. You wound on the target in addition to any normal damage.
can only use this Stratagem once per battle.
Nerve-shredding Shriek: When this unit finishes a
charge move, if it includes a Howling Banshee Exarch,
you can select one enemy unit within 1" of this unit
and roll one D6; on a 4+ that enemy unit suffers D3
mortal wounds.
SWOOPING HAWKS SWOOPING HAWK EXARCH POWERS
Swooping Hawks rely upon speed and firepower Intercept: Whilst this unit contains a Swooping Hawk
to tear their foes apart, committing to melee Exarch, when resolving an attack made by a model in this
only when they need to strike a killing blow. unit against an enemy unit that can FLY, you can re-roll
Their Exarchs perfectly embody this way of war. the hit roll.
If a SWOOPING HAWKS unit from your army contains Suppressing Fire: When this unit’s Swooping Hawk
a Swooping Hawks Exarch, you can replace the Herald Exarch fires Overwatch at an enemy unit, subtract 2 from
of Victory ability on that unit’s datasheet with one of charge rolls made for that unit until the end of the phase.
the Swooping Hawk Exarch powers opposite. If you
have any SWOOPING HAWKS units in your army, you Evade: Whilst this unit contains a Swooping Hawk
also have access to the Exemplar of the Hawk Shrine Exarch, models in this unit have a 5+ invulnerable save.
Stratagem below.
Rapid Assault: If this unit made a charge move or was
1CP EXEMPLAR OF THE HAWK SHRINE charged this turn, add 2 to the Attacks characteristic of
this unit’s Swooping Hawk Exarch this turn.
Craftworlds Stratagem
Gliding effortlessly above the battlefield, this Exarch Fast Shot: Ranged weapons this unit’s Swooping Hawk
Exarch is equipped with have a Type characteristic of
leads their warriors in pinpoint strikes. Assault 6.
Use this Stratagem before the battle. When you Swooping Barrage: Whilst this unit contains a Swooping
select a Swooping Hawk Exarch power from the Hawk Exarch, add 1 to rolls made for this unit’s Swooping
list opposite, you can take that ability in addition to Hawk Grenade Pack ability.
the Herald of Victory ability instead of replacing it.
You can only use this Stratagem once per battle.
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STRIKING SCORPIONS STRIKING SCORPION EXARCH POWERS
Striking Scorpions rely upon stealth to stalk their Stalker: Whilst this unit contains a Striking Scorpion
prey. When they attack, their Exarchs lead them Exarch and is wholly on or within a terrain feature, when
in lightning-fast explosions of violence that see
resolving an attack made with a ranged weapon against
their foes reduced to torn and bloody sShthreridinsk.iinngg SSpceoarrpsionsthis unit, subtract 1 from the hit roll.
If a STRIKING SCORPIONS unit from your army Crushing Blow: Add 2 to the Strength characteristic of
contains a Striking Scorpions Exarch, you can replace this unit’s Striking Scorpion Exarch.
the Sustained Attack ability on that unit’s datasheet with
one of the Striking Scorpion Exarch powers opposite. Scorpion’s Grasp: When resolving an attack made with a
If you have any STRIKING SCORPIONS units in your scorpion claw by this unit’s Striking Scorpion Exarch, an
army, you also have access to the Exemplar of the unmodified hit roll of 6 inflicts 1 mortal wound on the
Scorpion Shrine Stratagem below. target in addition to any normal damage.
1CP EXEMPLAR OF THE SCORPION SHRINE Ambush: Whilst this unit contains a Striking Scorpion
Exarch and is wholly on or within a terrain feature, this
Craftworlds Stratagem unit can always fight first in the Fight phase, even if they
This Exarch is an expert hunter, remaining unseen did not charge. If the enemy has units that have charged,
or that have a similar ability, then alternate choosing
by their foe until the moment they strike. units to fight with, starting with the player whose turn is
taking place.
Use this Stratagem before the battle. When you
select a Striking Scorpion Exarch power from the Withdraw: At the end of the Fight phase, if this unit
list opposite, you can take that ability in addition to contains a Striking Scorpion Exarch and is within 1" of
the Sustained Attack ability instead of replacing it. any enemy models, this unit can make a Fall Back move
You can only use this Stratagem once per battle. of up to 6" as if it were your Movement phase.
Scorpion’s Sting: Whilst this unit contains a Striking
Scorpion Exarch, add 1 to rolls made for this unit’s
Mandiblasters ability.
SHINING SPEARS SHINING SPEAR EXARCH POWERS
Like elite cavalrymen, the Shining Spears fight Withdraw: At the end of the Fight phase, if this unit
from the saddles of their jetbike steeds with contains a Shining Spear Exarch and is within 1" of any
blistering speed and skill. So supremely graceful are their enemy models, this unit can make a Fall Back move of up
Exarchs that it is as though they ride the zephyrs of the to 6" as if it were your Movement phase.
wind themselves and strike with the fury of the hurricane.
Swooping Dive: Whilst this unit contains a Shining Spear
If a SHINING SPEARS unit from your army contains Exarch, when a charge roll is made for this unit, add 1 to
a Shining Spear Exarch, you can replace the Expert the result.
Hunter ability on that unit’s datasheet with one of
the Shining Spear Exarch powers opposite. If you Blademaster: A paragon sabre that this unit’s
have any SHINING SPEARS units in your army, you Shining Spear Exarch is equipped with has a Damage
also have access to the Exemplar of the Spear Shrine characteristic of 3.
stratagem below.
Lancer: When resolving an attack made with a laser
1CP EXEMPLAR OF THE SPEAR SHRINE lance or star lance by this unit’s Shining Spear Exarch, an
unmodified hit roll of 6 scores 1 additional hit.
Craftworlds Stratagem
This Exarch manoeuvres their jetbike with Skilled Rider: This unit’s Shining Spear Exarch has
a 3+ invulnerable save against attacks made with
breathtaking speed and skill. ranged weapons.
Use this Stratagem before the battle. When you Heartstrike: When resolving an attack made with a
select a Shining Spear Exarch power from the list melee weapon by this unit’s Shining Spear Exarch, an
opposite, you can take that ability in addition to unmodified hit roll of 6 inflicts 1 mortal wound on the
the Expert Hunter ability instead of replacing it. target in addition to any normal damage.
You can only use this Stratagem once per battle.
45
CRIMSON HUNTERS CRIMSON HUNTER EXARCH POWERS
Few, if any, can equal the airborne grace, skill Aerial Predator: When resolving an attack made with a
and lethality of the Crimson Hunters. Their ranged weapon by this model against a unit that can FLY,
Exarchs are sufficiently deadly that they make add 1 to the Damage characteristic of that weapon for
even the ace pilots of the galaxy’s other races look like that attack.
WCrairmpsSopnidHeursnters
fumbling green recruits.
Evade: This unit has a 5+ invulnerable save.
If your army contains a CRIMSON HUNTERS EXARCH, Hawkeye: This model does not suffer the penalty for
you can replace the Marksman’s Eye ability on that moving and firing Heavy weapons.
unit’s datasheet with one of the Crimson Hunter Exarch
powers opposite. If you have any CRIMSON HUNTER Strafing Assault: When resolving an attack made with a
EXARCH units in your army, you also have access to the ranged weapon by this model against a unit that cannot
Exemplar of the Hunter Shrine Stratagem below. FLY, re-roll a wound roll of 1.
1CP EXEMPLAR OF THE HUNTER SHRINE Eyes of Khaine: When resolving an attack made with a
ranged weapon by this model, the target does not receive
Craftworlds Stratagem the benefit of cover to its saving throw.
This Exarch slays their foes in dazzling feats of
aerobatics before disappearing in a blur of crimson. Aerial Manoeuvring: When this model moves, you can
pivot it up to 180° before it moves, instead of up to 90°.
Use this Stratagem before the battle. When you
select a Crimson Hunter Exarch power from the
list opposite, you can take that ability in addition to
the Marksman’s Eye ability instead of replacing it.
You can only use this Stratagem once per battle.
WARP SPIDERS WARP SPIDERS EXARCH POWERS
Warp Spider Exarchs are masters of Surprise Assault: Whilst this unit contains a Warp Spider
misdirection. Their minds spin constantly Exarch, when resolving an attack made with a death
with tactical ruses and vicious predatory spinner by a model in this unit in a turn in which it was
schemes, made all the more deadly for their ability to set up on the battlefield using the Warp Strike ability, you
think beyond the dull physical dimensions of realspace. can re-roll the hit roll.
If a WARP SPIDERS unit from your army contains a Withdraw: At the end of the Fight phase, if this unit
Warp Spider Exarch, you can replace the Iron Resolve contains a Warp Spider Exarch, this unit can make a Fall
ability on that unit’s datasheet with one of the Warp Back move of up to 6" as if it were your Movement phase.
Spider Exarch powers opposite. If you have any WARP
SPIDERS units in your army, you also have access to the Web of Deceit: Once per battle, in your Movement phase,
Exemplar of the Spider Shrine Stratagem below. if this unit contains a Warp Spider Exarch it can make a
warp jump instead of moving normally. Remove this unit
1CP EXEMPLAR OF THE SPIDER SHRINE from the battlefield and set it up at the end of that phase,
anywhere on the battlefield that is more than 9" away
Craftworlds Stratagem from any enemy models.
Flickering in and out of reality, this Exarch dissects
Spider’s Lair: Whilst this unit contains a Warp Spider
their foes with pinpoint monofilament fire. Exarch and is wholly on or within a terrain feature, when
an enemy unit finishes a charge move within 1" of this
Use this Stratagem before the battle. When you unit, roll one D6; on a 3+ that enemy unit suffers D3
select a Warp Spider Exarch power from the list mortal wounds.
opposite, you can take that ability in addition to
the Iron Resolve ability instead of replacing it. You Flickering Assault: Whilst this unit contains a Warp
can only use this Stratagem once per battle. Spider Exarch, models in this unit can pile in up to 6"
instead of 3".
Spider’s Bite: Powerblades this unit’s Warp Spider Exarch
is equipped with have a Strength characteristic of +1 and
a Damage characteristic of 2.
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Runes of Fortune Discipline
RUNES OF FORTUNE
Those who walk the Path of the Seer can harness psychic energies to manifest a
great many powers. Whilst their effects can be subtle, when applied at the correct
moment, Aeldari lives may be saved and fate turned to a more favourable path.
Instead of knowing the Smite psychic power, <CRAFTWORLD> PSYKER models can
instead know one of the psychic powers from the Runes of Fortune discipline. Before
the battle, generate the psychic powers for <CRAFTWORLD> PSYKER models that
know powers from the Runes of Fortune discipline using the table below. You can either
roll one D6 to generate a power randomly, or you can select the power you wish each
psyker to have.
D6 PSYCHIC POWER 4 CRUSHING ORB ‘The Dathedian’s
Curse, they call it. It
1 FATEFUL DIVERGENCE The psyker crushes their foe in a brings nightmares,
sphere of kinetic energy. fathers lies and robs
Exerting their will upon destiny, focus. Yet to those
the psyker shifts the paths of fate. Crushing Orb has a warp charge with the inner steel to
value of 4. If manifested, select harness it, it brings
Fateful Divergence has a one enemy CHARACTER unit great strength. This I
warp charge value of 4. If within 18" of and visible to this will prove to you on the
manifested, select one friendly psyker, and roll three D6; for morrow, when I write
<CRAFTWORLD> unit within 6" each roll of 5+ that CHARACTER the doom of our foes in
of this psyker. Until the start of unit suffers 1 mortal wound. their own blood.’
your next Psychic phase, you can
re-roll a single hit roll, wound 5 FOCUS WILL - High Warlock Iara, the
roll or save roll for that unit. Black Council of Altansar
The psyker channels their mind to
2 WITCH STRIKE aid a fellow seer.
Focusing a still greater portion Focus Will has a warp charge
of their power into their weapon, value of 6. If manifested, select
each strike from the psyker blasts one friendly <CRAFTWORLD>
foes with potent aetheric energies. PSYKER model within 6" of this
psyker. Until the end of this
Witch Strike has a warp charge phase, when a Deny the Witch
value of 4. If manifested, until test is taken for that model, add
the start of your next Psychic 2 to the total.
phase, add 2 to the Damage
characteristic of this psyker’s 6 IMPAIR SENSES
melee weapons.
The psyker dims the foe’s senses.
3 GHOSTWALK
Impair Senses has a warp charge
Channelling energies from their value of 6. If manifested, select
runic armour, the psyker imbues one enemy unit within 18" of
their allies with ethereal speed. and visible to this psyker. Until
the start of your next Psychic
Ghostwalk has a warp charge phase, when that unit is chosen
value of 6. If manifested, select to shoot with, models in that
one friendly <CRAFTWORLD> unit can only target the closest
unit within 6" of this psyker. visible enemy unit unless the
Until the start of your next target of the attack is within 18"
Psychic phase, when a charge of the shooting model.
roll is made for that unit, add 2
to the result.
47 47
Craftworld Attributes
CRAFTWORLD ATTRIBUTES
Although their warrior cultures and practices can be traced back to the Aeldari empire of old, the
craftworlds fight to preserve the last flickering embers of their dying race in their own distinct ways. These
martial traditions are no less deadly for their differences, nor for the passing of millennia.
Codex: Craftworlds describes how the <CRAFTWORLD> Children of the Open Skies
keyword can be substituted with the name of your
chosen craftworld, as well as describing the abilities These Aeldari display an affinity for open spaces, the vast
that units in Craftworlds Detachments gain. One of training domes of their craftworld perfect for honing the
these abilities is Craftworld Attributes. If your chosen skills of their Windriders and other airborne warriors.
craftworld does not have an associated Craftworld
Attribute in Codex: Craftworlds, you can create its When a unit with this attribute that can FLY Advances,
Craftworld Attribute by selecting rules from the list add an additional 2" to the Move characteristics of
here. Unless otherwise stated, your chosen craftworld models in that unit until the end of the phase.
has two Craftworld Attributes from the following list:
Diviners of Fate
Children of Khaine
The Farseers of this craftworld share openly the twists of
This craftworld holds a special reverence for Khaine, and fate they have seen. Each warrior goes to battle knowing a
contains a great number of Aspect Shrines dedicated portion of what awaits them, allowing them to anticipate
to the Bloody-handed God. The warriors these shrines and avoid situations that might otherwise see them slain.
produce are ruthless in the extreme, cutting down their
enemies without mercy or hesitation. Models with this attribute have a 6+ invulnerable save.
When resolving an attack made with a melee weapon Expert Crafters
by an ASPECT WARRIOR model with this attribute, on
an unmodified wound roll of 6 add 1 to the Damage Some Aeldari display an affinity for crafting wraithbone
characteristic of that weapon for that attack. into beautiful sculptures that bring tears to the eyes of
connoisseurs. They can also turn this art towards creating
potent weapons of war.
Children of Morai-Heg When a unit with this attribute fires Overwatch or is
chosen to shoot or fight with, you can re-roll a single hit
The story of Morai-Heg teaches all Aeldari that wisdom roll and you can re-roll a single wound roll.
cannot come without sacrifice. Some craftworlds even
take the severed hand of Morai-Heg as their sigil, Grim
reminding them that in even the most dire circumstances,
legends can be born. The Aeldari of this craftworld have been to the forbidden
places of the galaxy and triumphed against its many
When resolving an attack made by a model with this horrors. For them the darkness holds no fear, for they have
attribute in a unit in which at least half its starting faced such dire situations before and emerged victorious.
number of models have been destroyed, add 1 to the hit
roll. For the purposes of this attribute, destroyed models When a Morale test is taken for a unit with this attribute,
returned to a unit with this attribute are still considered you can re-roll the dice.
to have been destroyed.
Hail of Doom
Children of Prophecy
When gathered in large numbers, the focused shuriken-
A larger proportion of this craftworld’s citizens find fire of the Asuryani falls upon the foe like a rain of blades.
themselves drawn to the Path of the Seer. As a result, they Even the toughest plate is slashed to ribbons by the hail of
can better focus and direct psychic energy in battle and deadly projectiles.
know how best to avoid the dangers of those that hunger
in the immaterium. When resolving an attack made with a shuriken
weapon by a model with this attribute against an enemy
When a Psychic test is taken for a model with this unit within 12" of that model, improve the Armour
attribute, each individual dice roll of 1 is treated as a 2. Penetration characteristic of that weapon by 1 (e.g. AP 0
becomes AP -1). This does not affect the abilities of that
shuriken weapon (i.e. a wound roll of 6+ is still resolved
at AP-3).
48
A shuriken weapon is any weapon whose profile includes Martial Citizenry
the word ‘shuriken’ (shuriken pistol, Avenger shuriken
catapult etc.), a scorpion’s claw (shooting) and any Relic Many craftworlds train even their ordinary citizenry to
that replaces a shuriken weapon (e.g. Kurnous’ Bow). the same degree as the professional soldiers of other races.
Headstrong When resolving an attack made by a GUARDIAN model
with this attribute, re-roll a hit roll of 1.
When the call of war is sent out and the fury of Khaine
pumps through their veins, these Aeldari can barely Masterful Shots
contain their need to get to grips with their foes and
destroy them. The warriors of this craftworld have trained long at
fighting their wars in dense terrain. To give them even the
When a charge roll is made for a unit with this attribute, merest glimpse of yourself is to invite death.
add 1 to the result.
When resolving an attack made by a model with this
Hunters of Ancient Relics attribute, the target does not receive the benefit of cover
to its saving throw.
All Aeldari seek out relics from the glorious past, when
their race was at its zenith and artefacts of great power Masters of Concealment
were created throughout their empire. Since the Fall, many
of these have been lost, but there are some who see these Turning their talents to self-preservation, and utilising
priceless treasures as the key to their race’s survival, and complex camouflage fields, the warriors of this craftworld
will fight all the harder to recover them. turn every scrap of cover to their advantage.
Add 1 to the Attacks characteristic of models with When resolving an attack made with a ranged weapon
this attribute whilst their unit is within 3" of any against a unit with this attribute by a model that is more
objective markers. than 12" away, that unit is treated as having the benefit
of cover to its saving throw.
49