| Model Name | M | T | Sv | W | Ld | OC |
Shadowseer ⌀25mm | 8" | 3 | 6+ 4++ | 4 | 6+ | 1 |
| Ranged Weapons | Range | A | BS | S | AP | D |
Neuro disruptor anti-infantry 2+, assault, pistol | 12" | 1 | 2 | 4 | -2 | 1 |
Shuriken pistol assault, pistol | 12" | 1 | 2 | 4 | -1 | 1 |
| Melee Weapons | Range | A | BS | S | AP | D |
Miststave psychic | Melee | 4 | 2 | 5 | -1 | D3 |
| Name | Description |
2CP COUNTER-OFFENSIVE Detachment: Core | WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase. EFFECT: Your unit fights next. |
1CP RAPID INGRESS Detachment: Core | WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase). RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in. |
1CP FIRE OVERWATCH Detachment: Core | WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge. TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase. EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase. RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn. |
1CP EPIC CHALLENGE Detachment: Core | WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET: One CHARACTER model in your unit. EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability. |
1CP HEROIC INTERVENTION Detachment: Core | WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase. EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase. RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. |
1CP INSANE BRAVERY Detachment: Core | WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army. EFFECT: Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more than once per battle. |
1CP GRENADE Detachment: Core | WHEN: Your Shooting phase. TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units. EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. |
1CP GO TO GROUND Detachment: Core | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover. |
1CP COMMAND RE-ROLL Detachment: Core | WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once. TARGET: That unit or model from your army. EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll. |
1CP STAGED DEATH Detachment: Ghosts of the Webway | WHEN: Any phase. TARGET: One Harlequins Character model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. EFFECT: At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with half of its starting number of wounds remaining. RESTRICTIONS: Each model can only be targeted with this Stratagem once per battle. |
1CP HEROES’ FALL Detachment: Ghosts of the Webway | WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Harlequins unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. |
1CP MOCKING FLIGHT Detachment: Ghosts of the Webway | WHEN: Your Movement phase, just after a Harlequins unit from your army Falls Back. TARGET: That HARLEQUINS unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. |
1CP EXIT THE STAGE Detachment: Ghosts of the Webway | WHEN: End of your opponent’s Fight phase. TARGET: One Harlequins unit from your army that is not within Engagement Range of one or more enemy units. EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. |
1CP BLOODY DANCE Detachment: Ghosts of the Webway | WHEN: End of your opponent’s Charge phase. TARGET: One Harlequins Infantry or Harlequins Mounted unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase. EFFECT: Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge. RESTRICTIONS: Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. |
1CP WEAVING STRIDE Detachment: Serpent’s Brood | WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Harlequins Infantry unit from your army that is within 9" of that enemy unit. EFFECT: Your unit can make a Normal move of up to 6". |
1CP STRIKING STRIDE Detachment: Serpent’s Brood | WHEN: Your Charge phase. TARGET: One Harlequins unit from your army. EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. |
1CP SEER’S EYE Detachment: Spirit Conclave | WHEN: Your Shooting phase or the Fight phase. TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase. EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack. |
1CP VOID GHOSTS Detachment: Star-dancer Masque | WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. |
1CP DARTING STRIKES Detachment: Star-dancer Masque | WHEN: Fight phase. TARGET: One AELDARI unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll. |
1CP SERPENT STRIKE Detachment: Star-dancer Masque | WHEN: Fight phase, just after an AELDARI unit from your army destroys an enemy unit. TARGET: That AELDARI unit. EFFECT: Until the end of the phase, each time your unit makes a Consolidation move, it can move up to D3+3" instead of up to 3" and, if it cannot end that move within Engagement Range of one or more enemy units that are visible to it (and in Unit Coherency), it can still make that Consolidation move, and when doing so can move in any direction. |
1CP ACROBATIC LEAPS Detachment: Star-dancer Masque | WHEN: Your Movement phase. TARGET: One AELDARI unit from your army that has not been selected to move this phase. EFFECT: Until the end of the phase, Desperate Escape tests taken for models in your unit are automatically passed, and each time your unit makes a Normal, Advance or Fall Back move, models in your unit can move through other models as if they were not there. |
1CP SKYBORNE SANCTUARY Detachment: Warhost | WHEN: End of the Fight phase. TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within. EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it. |