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Stratagemy 9th

The document provides summaries of various stratagems available to Aeldari armies in Warhammer 40,000. It describes 18 different stratagems that provide bonuses like re-rolling hit or wound rolls, additional attacks, moving and shooting without penalty, and allowing destroyed models to fight or be set back up after being destroyed. The stratagems are divided into categories of Battle Tactics, Epic Deeds, Requisitions, and Strategic Ploys.

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Kamil Bruś
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0% found this document useful (0 votes)
80 views9 pages

Stratagemy 9th

The document provides summaries of various stratagems available to Aeldari armies in Warhammer 40,000. It describes 18 different stratagems that provide bonuses like re-rolling hit or wound rolls, additional attacks, moving and shooting without penalty, and allowing destroyed models to fight or be set back up after being destroyed. The stratagems are divided into categories of Battle Tactics, Epic Deeds, Requisitions, and Strategic Ploys.

Uploaded by

Kamil Bruś
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Fazy:

Command

move

psychic

shooting

charge

fight

morale
THE GREAT ENEMY1CP

Aeldari – Battle Tactic Stratagem


The Chaos God Slaanesh is reviled by the Aeldari, who despise its followers with a ferocious
loathing.
Use this Stratagem in the Fight phase, when an ASURYANI, HARLEQUINS or YNNARI unit
from your army is selected to fight. Until the end of the phase, each time a model in that unit
makes a melee attack that targets a SLAANESH unit, you can re-roll the hit roll and
the wound roll.

MATCHLESS AGILITY1CP

Aeldari – Battle Tactic Stratagem


Grace in battle and merciless efficiency are prized virtues in craftworld armies. Like the
shimmering blades of Khaine, the Asuryani carve through the ranks of their enemies.
Use this Stratagem in your Shooting phase, when an ASURYANI unit from your army makes
a Battle Focus move. Use this Stratagem in your Shooting phase, after rolling the D6 to determine
how far an ASURYANI unit from your army moves when it makes a Battle Focus move. Re-roll
that D6.

LIGHTNING FAST REACTIONS1CP

Aeldari – Battle Tactic Stratagem


The Aeldari can process battlefield events at baffling speed, making their physical reactions so
fast that they are able to dodge attacks that would hit any other target.
Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when
an ASURYANI, HARLEQUINS or YNNARI unit from your army (excluding MONSTER units)
is selected as the target of an attack. Until the end of the phase, each time an attack is made against
that unit, subtract 1 from that attack’s hit roll.

BLADESTORM1CP

Aeldari – Battle Tactic Stratagem


The well-trained Aeldari are able to lay down a hail of fire from their shuriken weapons, their
superior reflexes allowing them to track even the most sudden movement and place every shot
perfectly.
Use this Stratagem in the Shooting phase, when an ASURYANI or HARLEQUINS unit from
your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an
attack with a shuriken weapon, an unmodified hit roll of 6 scores 1 additional hit.

MARTIAL CITIZENRY1CP

Aeldari – Battle Tactic Stratagem


Even the civilian populations of the craftworlds don armour when the call to war goes out.
Despite not being a professional soldiery, these warriors have experience of battle beyond that of
many trained soldiers of other races.
Use this Stratagem in your Shooting phase or the Fight phase, when a GUARDIANS unit from
your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit
makes an attack, re-roll a hit roll of 1.

FIRE AND REPOSITION1CP

Aeldari – Battle Tactic Stratagem


Aeldari Rangers are experts at moving through dense terrain, firing pinpoint shots from their
weapons before moving to new positions.
Use this Stratagem when an OUTCASTS unit from your army makes a Battle Focus move and
any of its models wish to move over any part of an Area Terrain feature. That unit can move the
full distance rolled (do not subtract 3").

AVENGERS OF ASURYAN2CP

Aeldari – Battle Tactic Stratagem


Dire Avengers and their weapons share an almost symbiotic link, the catapults capable of sensing
their wielders’ anguish, and punishing their target appropriately.
Use this Stratagem at the end of your Shooting phase. Select one DIRE AVENGERS unit from
your army that is below its Starting Strength; that unit can shoot again.

UNPARALLELED MASTERY1CP

Aeldari – Epic Deed Stratagem


The incredible discipline of the Aeldari makes them amongst the most formidable psykers in the
galaxy.
Use this Stratagem at the start of your Psychic phase. Select
one FARSEER, SHADOWSEER, YVRAINE or THE YNCARNE model from your army. That
unit can attempt to manifest one additional psychic power this phase.

MULTIFACETED MIND1CP

Aeldari – Epic Deed Stratagem


The minds of Aeldari psykers function at terrifying speed, enabling them to perform several tasks
simultaneously.
Use this Stratagem in your Psychic phase, after attempting to perform a psychic action with
a FARSEER, SHADOWSEER or YVRAINE model from your army. That unit can attempt
to manifest one psychic power this phase.

THE PHOENIX REBORN1CP

Aeldari – Epic Deed Stratagem


It is fated that the Phoenix Lords will meet their final doom at the Rhana Dandra, the final great
battle against Chaos. Until that time they are eternally reborn, rising to fight again.
Use this Stratagem when a PHOENIX LORD model from your army is destroyed. You can
choose to roll one D6 at the end of the phase instead of using any rules that are triggered when that
model is destroyed. If you do, then on a 4+, set that model back up on the battlefield as close as
possible to where they were destroyed and not within Engagement Range of any enemy models,
with D3 wounds remaining. This Stratagem cannot be used to set the same model back up more
than once per battle.

THE AVATAR RESURGENT2CP

Aeldari – Epic Deed Stratagem


The Avatar of Khaine is a roaring manifestation of battle rage, single-minded in the destruction of
its enemies. Even mortal blows cannot prevent it from slaking its thirst for battle.
Use this Stratagem in the Fight phase, when an AVATAR OF KHAINE model from your army
that has not already been selected to fight this phase is destroyed. Do not remove that model from
play - add 2 to that model’s Attacks characteristic, and it can fight after the attacking model’s unit
has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.

BATTLE PSYKERS2CP

Aeldari – Epic Deed Stratagem


Warlocks in conclave are able to split their attention, some of their number dedicating their
powers to protecting their allies, while the remainder concentrate on bringing down their foes.
Use this Stratagem when a WARLOCKS unit from your army that contains four or more
models manifests a psychic power from the Runes of Battle discipline. Instead of selecting one of
that power’s effects, you can select both of its effects.

CHAMPION OF THE AELDARI1CP

Aeldari – Requisition Stratagem


The Aeldari race harbours innumerable warriors of superb skill and tactical expertise.
Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has
the ASURYANI or HARLEQUINS keyword. Select
one ASURYANI CHARACTER or HARLEQUINS CHARACTER model from your army and
determine one Warlord Trait for that model; that model is only regarded as your WARLORD for
the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly
generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two
Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle
(in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can
use this Stratagem three times).

TREASURES OF THE AELDARI1CP

Aeldari – Requisition Stratagem


In times of great need, the leaders of the Aeldari will allow the use of a wide array of ancient
treasures, arming their kin with artefacts of extraordinary power.
Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has
the ASURYANI or HARLEQUINS keyword. If your WARLORD has
the HARLEQUINS keyword you can select one HARLEQUINS CHARACTER model from
your army. If your WARLORD has the ASURYANI keyword, you can select
one ASURYANI CHARACTER model from your army. The selected CHARACTER model can
be given one Treasures of the Aeldari Relic (this must be a Relic they can have). Each Relic in
your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can
only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can
use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three
times).

RELICS OF THE SHRINES1CP

Aeldari – Requisition Stratagem


When the Aeldari march to war, their greatest warriors bring forth weapons and artefacts of great
power, used in ritual battle by the exemplars of the Aspect Shrines.
Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has
the ASURYANI keyword. Select two models in your army that have the word ‘Exarch’ in their
profile. Each of these models can be given one Aspect Shrine Relic; this must be a Relic they
could have. Each Relic in your army must be unique, and you cannot use this Stratagem to give a
model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force
battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you
can use this Stratagem three times).

SEER COUNCIL1CP

Aeldari – Requisition Stratagem


Many Farseers are accompanied to battle by a council of Warlocks who provide tactical advice,
ensure their safety and amplify their psychic abilities.
Use this Stratagem before the battle, when you are mustering your army. Select
one FARSEER model from your army and select one WARLOCKS unit from your army that
contains 2 or more models. While that FARSEER model is within 6" of that WARLOCKS unit,
add 1 to Psychic tests taken for that FARSEER model. While that FARSEER model is within 3"
of that WARLOCKS unit, that FARSEER model can use the Look Out, Sir rule even if this unit
contains fewer than 3 models. You can only use this Stratagem once.

LINKED FIRE2CP

Aeldari – Strategic Ploy Stratagem


Fire Prisms can combine their destructive power to unleash all-powerful beams of laser energy.
Use this Stratagem at the start of your Shooting phase. Select one FIRE PRISM model from your
army, then select one or two other friendly FIRE PRISM models within 12" of and visible to that
model. Until the end of the phase, each time the first FIRE PRISM model you selected shoots
using the focused lance profile of its prism cannon:

• That model makes 2 additional attacks with that weapon (using that weapon’s focused
lance profile) for each other FIRE PRISM model you selected.

• Invulnerable saving throws cannot be made against any attacks made by that model with
that weapon.

Until the end of the phase, each other FIRE PRISM model you selected cannot make any attacks
with its prism cannon.

FEIGNED RETREAT1CP/2CP

Aeldari – Strategic Ploy Stratagem


The Aeldari are forever elusive, and their actions are unpredictable and deceptive. What appears
to be a full retreat one moment is revealed as the prelude to a devastating attack the next.
Use this Stratagem in your Movement phase, when
an ASURYANI, HARLEQUINS or YNNARI unit from your army Falls Back. You can select for
that unit to be eligible to shoot this turn or eligible to declare a charge this turn, or both. If you
select both, this Stratagem costs 2CP; otherwise, it costs l CP.

FOREWARNED2CP

Aeldari – Strategic Ploy Stratagem


Farseers are able to unravel the strands of fate, allowing them to forewarn their craftworld's
warriors of enemy ambushes.
Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase.
Select one <CRAFTWORLD> unit from your army within 12" of a
friendly <CRAFTWORLD> FARSEER model. That <CRAFTWORLD> unit can shoot as if it
were your Shooting phase, but its models can only target a single eligible enemy unit that was set
up as Reinforcements this turn and that is within 18" of their unit when doing so.

THE TEARS OF ISHA1CP/2CP

Aeldari – Strategic Ploy Stratagem


Spirit stones are said to originate from the tears wept by the goddess Isha when she was sundered
from her mortal children, and it is believed that she intervenes to prevent their destruction.
Use this Stratagem in your Command phase. Select
one <CRAFTWORLD> WRAITH CONSTRUCT model from your army. That model regains up
to D3 lost wounds. If the selected model is within 6" of a
friendly <CRAFTWORLD> SPIRITSEER model, that model regains 3 lost wounds instead. If
you select a TITANIC model, this Stratagem costs 2CP; otherwise, it costs 1 CP.

FIRE AND FADE2CP

Aeldari – Strategic Ploy Stratagem


The Aeldari are masters at using hit and run tactics, engaging a target with a flurry of shots
before quickly manoeuvring into cover or out of sight.
Use this Stratagem in your Shooting phase, after making attacks with
an ASURYANI, HARLEQUINS or YNNARI unit (excluding AIRCRAFT units) from your army.
That unit can immediately make a Normal Move of up to 7". Unless that unit is
a HARLEQUINS unit, it cannot embark within a TRANSPORT model at the end of this move.
Until the end of the turn, that unit is not eligible to declare a charge. Units with
the Battle Focus ability cannot make a Battle Focus move in a turn in which they are selected for
this Stratagem.

PHANTASM2CP

Aeldari – Strategic Ploy Stratagem


The Aeldari are masters of misdirection, and they employ holo-emitters and psychic phantasms to
fool enemy scouts.
Use this Stratagem at the start of the first battle round, before the first turn begins. Select up to
three ASURYANI, HARLEQUINS or YNNARI units (excluding TITANIC units) from your army
and redeploy them. If the mission uses the Strategic Reserves rules, any of those units can be
placed into Strategic Reserves without having to spend any additional CPs, regardless of how
many units are already in Strategic Reserves. If both players have abilities that redeploy
units, roll off; the winner chooses who redeploys their units first. You can only use this Stratagem
once.

ELDRITCH STORM3CP

Aeldari – Strategic Ploy Stratagem


The Farseers of the Asuryani are capable of generating vast psychic storms that can toss heavily
armoured troops around like leaves.
Use this Stratagem in your Command phase, if a FARSEER model from your army is on the
battlefield. Select one point on the battlefield within 24" of a FARSEER model from your army
and place a marker on that point. In your next Psychic phase, FARSEER models from your army
that are within 24" of that marker can perform the following psychic action:

Empower Storm (Psychic Action - Warp Charge 5): Any number of FARSEER models from
your army that have visibility to the centre of the marker you placed can attempt to perform this
psychic action.

At the start of your next Shooting phase, roll one D6 for each unit within 6" of the centre of the
marker you placed. On a 4+, that unit suffers D3 mortal wounds. That marker is then removed.
You can only use this Stratagem once.

WEBWAY STRIKE1CP/3CP

Aeldari – Strategic Ploy Stratagem


Aeldari forces of many kinds make use of the ancient labyrinth of webway portals to strike the
enemy seemingly from nowhere.
Use this Stratagem before the battle, when declaring reserves and transports (if you are playing a
mission without this step, use this Stratagem during deployment instead). If you spend lCP, you
can set up
one ASURYANI INFANTRY, ASURYANI BIKER, HARLEQUINS INFANTRY, HARLEQUIN
S BIKER, YNNARI INFANTRY or YNNARI BIKER unit from your army in the webway
instead of setting it up on the battlefield. If you spend 3CPs, you can place
two ASURYANI INFANTRY, ASURYANI BIKER, HARLEQUINS INFANTRY, HARLEQUIN
S BIKER, YNNARI INFANTRY or YNNARI BIKER units in the webway instead.

In the Reinforcements step of one of your Movement phases, you can set up any units in the
webway anywhere on the battlefield that is more than 9" away from any enemy models. You can
only use this Stratagem once.

WIREWEAVE GRENADES1CP

Aeldari – Wargear Stratagem


Amongst the various deadly devices used by those on the Path of the Outcast, wireweave grenades
extend monofilament wires that slice and entangle their enemy at ankle height.
Use this Stratagem at the start of your opponent’s Movement or Charge phase. Select one enemy
unit (excluding units that can FLY) within 12" of a SHROUD RUNNERS unit from your army,
and roll one D3:
• That enemy unit suffers a number of mortal wounds equal to the result (to a maximum of 1
mortal wound per model in that enemy unit).

• Until the end of the phase, subtract the result from that enemy unit’s Move characteristic
(to a minimum of 0").

• Until the end of the phase, your opponent must subtract the result from charge rolls made
for that enemy unit (to a minimum of 0").

You can only use this Stratagem once per turn.

SHIELD DISCHARGE1CP

Aeldari – Wargear Stratagem


The energy shields used by the Aeldari can be set to blast their defensive projections outwards,
disorientating the foe.
Use this Stratagem at the start of your Charge phase. Select one model from your army equipped
with a serpent shield or Wave Serpent shield, then select one enemy unit within 12" of that model.
Until the end of the turn:

• That enemy unit cannot fire Overwatch or Set to Defend.

• Each time a model in that enemy unit makes a melee attack, subtract 1 from that
attack’s hit roll.

After using this Stratagem, the selected model is no longer considered to be equipped with a
serpent shield or Wave Serpent shield.

GRENADE PACK1CP

Aeldari – Wargear Stratagem


Swooping Hawks utilise complex grenade packs as they swoop across the battlefield. Enemies who
find themselves under their path are showered with explosive plasma grenades.
Use this Stratagem in your Movement phase, after a SWOOPING HAWKS unit from your army
makes a Normal Move or Advances. Select one enemy unit that any models in
that SWOOPING HAWKS unit moved across this phase. Roll one D6 for each model in
that SWOOPING HAWKS unit, subtracting 1 if that selected enemy unit has
the CHARACTER keyword (excluding VEHICLE or MONSTER units). For each 4+, that
selected enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

STARHAWK MISSILE1CP

Aeldari – Wargear Stratagem


Some Aeldari warriors and vehicles carry starhawk missiles for their missile launchers, which are
specifically designed to target enemy flyers.
Use this Stratagem in your Shooting phase, when an ASURYANI model from your army targets
an AIRCRAFT unit with an Aeldari missile launcher. That model can only make one attack with
that weapon this phase, but when resolving that attack, add 1 to that attack’s hit roll. If a hit is
scored, the target suffers 2D3 mortal wounds and the attack sequence ends.
RESONATOR SHARD1CP

Aeldari – Wargear Stratagem


Many Rangers are equipped with resonator shards. These wraithbone spikes can be placed in
concealment near the enemy and attuned to the consciousness of nearby Aeldari artillery crew,
guiding their indirect fire down with impressive accuracy.
Use this Stratagem in your Shooting phase, when a unit from your army that contains any models
equipped with a D-cannon, doomweaver or shadow weaver is selected to shoot. Until the end of
the phase, each time an attack is made by a model in that unit equipped with a D-cannon,
doomweaver or shadow weaver that targets an enemy unit within 12" of any
friendly RESONATOR SHARD units, you can re-roll the hit roll.

FUSION CHARGES 1CP

Aeldari – Wargear Stratagem


The Fire Dragons are skilled in the placement of fusion charges - grenade-sized explosives that
produce a blast of intense heat when locked onto enemy war machines, reducing armour to
vapour.
Use this Stratagem in the Fight phase, when a FIRE DRAGONS unit from your army is selected
to fight. Select one model in that unit; that model can only make one attack this phase, and must
target an enemy VEHICLE unit with that attack, but if a hit is scored, that VEHICLE unit suffers
2D3 mortal wounds and the attack sequence ends.

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