Asuryani
Path of the Outcast
Detachment Rules
Far-reaching Doom
Enhancements
Assassins' Eye (Upgrade)
15 ptsHaving trodden the Path of the Outcast for so long that they risk becoming trapped upon it, these snipers have honed their talents until they can pinpoint eye lenses, armour seals and other weaknesses to fell the toughest foes.
Rangers/Shroud Runners unit only. This unit’s ranged attacks that target a CHARACTER unit have +1 AP.
Camouflaged Snipers (Upgrade)
10 ptsAeldari Rangers rely upon fieldcraft and marksmanship to defeat their foes. They conceal themselves so expertly that even the act of firing upon the enemy does not reveal their precise location.
Rangers unit only. This unit’s ranged attacks do not prevent this unit from being hidden.
Stratagems
Your Turn
Eldritch Suppression
1 CPStruck by a sudden volley of precision shots when no foe can be pinpointed can shake the resolve of the most stoic warriors.
Your Shooting phase, when a friendly Rangers/Shroud Runners unit has shot.
That Rangers/Shroud Runners unit.
Select one enemy unit hit by those ranged attacks. That enemy unit makes a battle‑shock roll, with ‑1 to that battle‑shock roll if a model in that enemy unit was destroyed by those attacks.
Casting Back the Veil
1 CPOnce these snipers have found their range to a shrouded foe with marksmen’s instincts and esoteric targeting technology, they swiftly pass this knowledge onto their allies.
Your Shooting phase, when a friendly Rangers/Shroud Runners unit has shot.
That Rangers/Shroud Runners unit.
Select one enemy unit hit by those ranged attacks. That enemy unit has +6" detection range.
Nomads of the Hidden Way
1 CPThe unconstrained nomadism of a craftworld’s outcasts extends to the battlefield, such that few foes can respond before they melt back into hiding to hunt elsewhere.
Your Shooting phase, when a friendly Rangers/Shroud Runners unit has shot.
That Rangers/Shroud Runners unit.
- Your unit can make a normal move of up to D6".
- Your unit is not eligible to declare a charge or embark within a Transport until the end of the turn.