Asuryani
Guardian Battlehost
Detachment Rules
Defend At All Costs
Enhancements
Craftworld’s Champion
25 ptsAppointed as the mastermind behind the defence of an entire craftworld, this warrior will hold vital ground at all costs.
- ASURYANI* model only. The bearer has an Objective Control characteristic of 5.
Ethereal Pathway
30 ptsKnowing secret paths through the Webway, the bearer can direct warriors to outmanoeuvre the foe.
- ASURYANI* model only. In the Deploy Armies step, select up to two GUARDIANS units from your army. Models in the selected units have the Infiltrators ability.
Protector of the Paths
20 ptsThis warrior’s knowledge of the home ground on which they fight allows them to expertly position their forces to bracket the routes of the enemy’s approach with fire.
- ASURYANI* model only. While the bearer is leading a DIRE AVENGERS or GUARDIANS unit, once per battle round, you can target the bearer’s unit with the Fire Overwatch Stratagem for 0CP, and while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or unmodified Hit rolls of 4+ instead if the bearer’s unit is within range of an objective marker you control.
Breath of Vaul
10 ptsAn ancient relic of Aeldari technology, this device enhances the lethality of those weapons said to channel the killing heat of Vaul’s blazing forges.
- ASURYANI* model only. While the bearer is leading a STORM GUARDIANS unit, each time you roll to determine the number of attacks made with a flamer equipped by a model in that unit, you can re‑roll the result, and each time you make a Damage roll for a model equipped with a fusion gun in that unit, you can re‑roll the result.
Stratagems
eitherPlayer
Warding Salvoes
1 CPWoe betide the foe that seeks to claim the holdings of armed and determined Asuryani.
Your Shooting phase or the Fight phase.
One DIRE AVENGERS or GUARDIANS unit from your army that has not been selected to shoot or fight this phase.
Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of one or more objective markers, you can re‑roll the Wound roll.
Shield Nodes
1 CPExploiting a spar of old Aeldari technology, these warriors engage the flickering ghosts of ancient defensive force fields.
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
One DIRE AVENGERS or GUARDIANS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
If your unit is within range of one or more objective markers, until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
Vaul’s Vengeance
1 CPSwift and terrible vengeance comes for those who dare strike down the warriors of the Aeldari in the form of searing heavy weapons fire.
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys a DIRE AVENGERS or GUARDIANS unit from your army
One WAR WALKERS unit from your army.
After that enemy unit has finished making its attacks, your unit can shoot as if it were your Shooting phase, but when resolving those attacks, it can only target that enemy unit (and only if it is an eligible target).
You can only use this Stratagem once per battle round.
Your Turn
Time to Strike
1 CPStorm Guardians train to recognise where and when their selfless aggression can best benefit their craftworld and never to miss such opportunities.
Your Movement phase.
One STORM GUARDIANS unit from your army that has not been selected to move this phase.
Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit. Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
Blades of Asuryan
1 CPAsuryani martial teachings enable those wielding ranged weapons to employ them as close‑quarter implements of death as well.
Your Shooting phase.
One Dire AVENGERS or GUARDIANS unit from your army that has not been selected to shoot this phase.
Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability.
Opponent's Turn
Cost of Victory
1 CPIn so desperate and vital a fight, the Aeldari must accept casualties they would normally avoid and even send fresh warriors in to bolster the flagging ranks if it means victory.
End of your opponent’s Fight phase.
One GUARDIANS unit from your army.
If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves. When doing so, return every destroyed GUARDIANS model to your unit.