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Games Workshop - Warhammer 40,000 - Aeldari Guardians

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Exarch Power: An upgrade that bestows new abilities on an ASPECT WARRIORS unit for an additional cost. It is rare to see an Aeldari warhost without a Farseer present to guide it. These immensely powerful psykers lead the armies of their craftworld, scrying the tendrils of the future with the help of arcane runes and psychic mastery. They maximise the natural skills and power of the Aeldari, and they hinder their foes with stupefying magics and eldritch storms. Guardian Hosts Likewise, the humble shuriken catapults taken to battle by Guardian Defenders are more deadly than before. On top of the Shuriken ability we showed off earlier, these elegant armaments now have longer range and more reliable Armour Penetration – someone’s clearly sharpened the shurikens.

If every < CRAFTWORLD> unit in your army is drawn from the same craftworld, all craftworld units in CRAFTWORLD Detachments gain a Craftworld Attribute. Guardians are also called upon to pilot and crew the majority of the Aeldari's many war machines, providing vital armoured support and transportation for the warhost in battle. YNNARI PSYKERS cannot know any powers from the Runes of Fate discipline, but can know powers from the Revenant discipline instead of one other discipline they have access to. For example, when generating psychic powers for a YNNARI FARSEER model, you can select powers from the Revenant and/or Runes of Fortune disciplines, but never from the Runes of Fate discipline.HARLEQUINS units can only embark within HARLEQUINS YNNARI TRANSPORT models if they also have the YNNARI keyword. Guardian armour is tougher. This reactive thermoplas mesh now grants its wearer a respectable 4+ Save characteristic – without compromising the flexibility they need to pull off acrobatic Battle Focus moves . Their mind as agile as their body, this psyker is able to develop and explore their psychic potential with ease.Each time you use the Psychic Meditations Requisition, if you select this PSYKER, that Requisition costs 0RP.

The example presented here shows Wes’ Aeldari army, assembled for a Strike Force-sized narrative play battle. Wes’ army includes an ASURYANI Battalion Detachment from BIEL-TAN Craftworld and a HARLEQUINS Patrol Detachment. The ASURYANI Battalion Detachment includes a Farseer, which Wes has selected to be the army’s WARLORD. Because this Detachment is from BIEL-TAN Craftworld, Wes has chosen to give the Farseer the Spirit Stone of Anath’lan Relic and the Natural Leader Warlord Trait. As every < CRAFTWORLD> unit in his army is from BIEL-TAN, these units all gain the Biel-Tan Craftworld Attribute, Swordwind. Because the HARLEQUINS units in this army are included in a Patrol Detachment, they do not prevent the army’s < CRAFTWORLD> units from gaining their Craftworld Attribute. Wes has also upgraded this Detachment’s Fire Dragons unit to have the Dragon’s Bite Exarch Power. As a result of including an ASURYANI Detachment in his army, Wes has access to the Stratagems listed here. You will still get more AP on 6’s, so at least they kept that rule in. You’ll still have the same overall AP on 6’s, but better in general with the minus 1. Craftworld Attribute: A Detachment ability gained by ASURYANI models in CRAFTWORLD Detachments, based on the craftworld they are drawn from, if all models from your army that are drawn from a craftworld are drawn from the same craftworld. There are also 2 right-handed chainswords, but for some reason no matching left-handed shuriken pistol arms. The pieces in question, numbered 63, are shown as left-handed in the assembly guide, so it seems that this is a design error? You could combine at least one of the right-handed chainswords with the pointing arm though. While different Aeldari armies might choose to focus on specific aspects of the combat arts, they have a host of iconic units at their disposal. These are likely to be some of your mainstays. FarseerIt is a painful irony that, in the Aeldari species' endless quest for survival, the very civilians the warhosts fight to protect are all too often forced to take up arms themselves. Every Asuryani is trained and ready to fight as a Guardian if need be. To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test. For the purposes of the Strands of Fate ability, HARLEQUINS and DRUKHARI units included in a YNNARI Detachment are considered to have the ASURYANI keyword. Before making a roll of any of the types shown above for a unit with the Strands of Fate ability, if any of your retained dice have a result corresponding with that type of roll (as shown above) and have not been used to manipulate a roll this battle round, you can manipulate that roll. If you do so: Each time you upgrade a HARLEQUINS CHARACTER model in this way, its Power Rating is increased by 1. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is also increased by the amount shown in relevant table. Each model can only be given one of the upgrades listed below.

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