Alright, fellow commanders of the shimmering webways! The 10th Edition of Warhammer 40k has unleashed a tempest of strategic possibilities for the Aeldari, and if you’re feeling overwhelmed by the sheer brilliance of choice, you’re not alone.
Navigating the intricate dance of fate and firepower can be daunting, but fear not! This guide is your key to unlocking the full potential of the Aeldari’s arsenal.
Forget mere skirmishes; we’re diving deep into the heart of Aeldari warfare, dissecting each of the nine distinct Aeldari Detachments that now grace our battlefields. Each detachment isn’t just a set of rules; it’s a unique narrative, a different way to weave the threads of destiny.
From the swift strikes of the Shining Spears to the prophetic might of the Seers, we’ll explore the strategic nuances, the devastating Stratagems, and the potent Enhancements that define each playstyle.
Imagine mastering the perfect synergy between your units, unleashing devastating combos that leave your opponents reeling. This guide will equip you with the knowledge to do just that, offering a comprehensive review of each detachment’s strengths and weaknesses.
To truly harness the potent strategies within this guide, and to fully understand the nuances of each Aeldari Detachment, you’ll need the bedrock of knowledge provided by the Warhammer 40k 10th Edition Aeldari Codex.

Within its pages lie the foundational rules, unit profiles, and strategic insights that will amplify the effectiveness of the detachment-specific rules, Stratagems, and Enhancements we are about to explore.
So, grab your runes, sharpen your blades, and prepare to embark on a journey through the ever-shifting currents of fate. Get ready to master the Aeldari Detachments of Warhammer 40k 10th Edition and carve your legend into the stars!
Let’s unravel the secrets, explore the tactics, and ultimately, claim victory in the name of the Aeldari!
No. | Detachment Name | Summary |
---|---|---|
1. | Warhost | Perfect for commanders who value speed and adaptability, this detachment enhances movement and precision, allowing your Aeldari units to outmaneuver and outpace the enemy with ease. |
2. | Windrider Host | Ideal for those who want to dominate the battlefield with fast-moving units capable of hit-and-run tactics while enhancing their mobility and combat effectiveness. |
3. | Spirit Conclave | Designed for players who enjoy commanding elite, resilient units with psychic support and layered synergy. Ideal if you favor spectral firepower backed by powerful buffs and positional dominance. |
4. | Guardian Battlehost | Focuses on tight battlefield control through objective-oriented infantry play. Rewards smart positioning and coordinated actions with enhanced defense, mobility, and punishing counterattacks. |
5. | Ghosts of the Webway | Excels in fluid and deceptive combat, offering numerous opportunities for Harlequin units to strike swiftly, evade, and outmaneuver the enemy. It is perfect for players who prefer hit-and-run tactics and value mobility and flexibility in their units. |
6. | Devoted of Ynnead | This detachment excels at using the death of your own units to fuel retribution, enhancing the combat power of the remaining force. Perfect for players who enjoy a dynamic, reactive playstyle where death is just the beginning of the battle. |
7. | Seer Council | Perfect for those who want to harness fate’s influence and turn the tide of battle with calculated moves and counteractions. |
8. | Aspect Host | With a variety of powerful Stratagems and Enhancements, this detachment allows for flexible and devastating tactics that focus on maximizing the damage potential of specialized units while keeping them mobile and responsive. |
9. | 🎄Armoured Warhost | The Grotmas Special Detachament, made for players who enjoy swift, tactical gameplay with a focus on strategic redeployment, shooting precision, and outmaneuvering the enemy. |
Warhost
This detachment is built around speed, precision, and adaptability, embodying the hallmark qualities of the Aeldari in battle. Drawing upon their unmatched agility and strategic prowess, units in this detachment excel at swift movements, fluid positioning, and executing maneuvers that leave the enemy struggling to keep up.
With the ability to gain additional Battle Focus tokens at the start of each battle round, this detachment thrives on flexibility, ensuring that Aeldari forces are always prepared to strike at the right moment, regardless of how the battle unfolds.

Key to its success is the enhancement of the Swift as the Wind Agile Manoeuvre, which allows units to increase their Move characteristic by 1″ for the remainder of the phase. This boost provides an additional edge in maneuver warfare, enabling your units to zip across the battlefield faster than the enemy can react.
Further amplifying its effectiveness, this detachment also enhances any Agile Manoeuvre that requires a D6 roll, ensuring more consistent and favorable outcomes. Whether it’s for repositioning, capturing objectives, or avoiding enemy fire, this detachment is all about making the most of every turn, creating opportunities where others would see none.
For those who value tactical flexibility, rapid response, and dynamic movement, this detachment offers an exciting playstyle that rewards precision and timing. It encourages players to think on their feet, adapt to the ever-changing battlefield, and make the most of their army’s inherent speed and agility.
With these enhancements, your Aeldari forces will always be one step ahead, evading danger, outpacing the enemy, and striking with unmatched finesse.
Warhost Detachment Rule: Martial Grace
- At the start of each battle round, gain 1 additional Battle Focus token.
- When a unit from your army performs the Swift as the Wind Agile Manoeuvre, increase its Move characteristic by 1″ until the end of the phase.
- When a unit from your army performs an Agile Manoeuvre that requires rolling a D6, add 1 to the roll.
Stratagems available for the Warhost Detachment:
- Lightning-Fast Reactions (1CP) – Battle Tactic Stratagem: When an enemy unit selects its targets during your opponent’s Shooting phase or the Fight phase, you can target one ASURYANI unit (excluding WRAITH CONSTRUCT units) that was chosen as the target of an attack; until the end of the phase, subtract 1 from the Hit roll for attacks that target your unit.
- Skyborne Sanctuary (1CP) – Strategic Ploy Stratagem: At the end of the Fight phase, select one ASURYANI unit and one friendly TRANSPORT it can embark within; if your ASURYANI unit is wholly within 6″ of that TRANSPORT, it can embark within it.
- Feigned Retreat (1CP) – Strategic Ploy Stratagem: After an ASURYANI unit Falls Back in your Movement phase, that unit is eligible to shoot and declare a charge until the end of the turn.
- Blitzing Firepower (1CP) – Battle Tactic Stratagem: During your Shooting phase, select one ASURYANI unit that has not yet shot this phase; until the end of the phase, ranged weapons equipped by models in that unit gain [SUSTAINED HITS 1] when targeting an enemy unit within 12″. If the weapon already has that ability, unmodified Hit rolls of 5+ score a Critical Hit.
- Fire and Fade (1CP) – Strategic Ploy Stratagem: After an ASURYANI INFANTRY unit (excluding AIRCRAFT, ASURMEN, and WRAITH CONSTRUCT units) has shot in your Shooting phase, it can make a Normal move of up to D6+1″. Until the end of the turn, it is not eligible to declare a charge.
- Webway Tunnel (1CP) – Strategic Ploy Stratagem: At the end of your opponent’s Fight phase, select one ASURYANI INFANTRY unit wholly within 9″ of a battlefield edge; if it is not within Engagement Range of an enemy unit, remove it from the battlefield and place it into Strategic Reserves.
Warhost Enhancements:
- Phoenix Gem (+35 points): ASURYANI model only. The first time the bearer is destroyed, remove it from play. At the end of the phase, roll one D6: on a 2+, return the bearer to the battlefield as close as possible to its previous position, outside Engagement Range of enemy units, with full wounds remaining.
- Timeless Strategist (+15 points): ASURYANI model only. At the start of each battle round, if the bearer or its TRANSPORT is on the battlefield, gain 1 additional Battle Focus token.
- Gift of Foresight (+15 points): ASURYANI model only. Once per battle round, you can use the Command Re-roll Stratagem on the bearer’s unit for 0CP.
- Psychic Destroyer (+30 points): ASURYANI PSYKER model only. Add 1 to the Damage characteristic of the bearer’s ranged Psychic weapons.
Windrider Host
The Windrider Host detachment excels in high-speed, hit-and-run tactics, offering a highly mobile and aggressive playstyle. With specialized stratagems and enhancements, this detachment allows ASURYANI MOUNTED and VYPER units to dominate the battlefield through fast maneuvers and devastating attacks.
The detachment provides several ways to outmaneuver opponents, including the ability to re-roll wound rolls or make quick repositioning moves after striking. The Windrider Host emphasizes battlefield fluidity, allowing units to leave the battlefield temporarily and return from Strategic Reserves at opportune moments, ensuring they can strike from unexpected angles.

Key abilities like the Focused Firepower stratagem make your units more lethal by improving their armor penetration, while the Death from On High stratagem re-rolls wound rolls for mounted or VYPER units after they arrive from reserves, ensuring they are at their most effective when they hit the field.
The Wind of Blades stratagem allows even units that have Fallen Back or advanced to still shoot and charge, offering immense flexibility.
On the enhancements side, options like Mirage Field provide defensive buffs, reducing the chances of the enemy hitting your fast-moving units, while Firstdrawn Blade grants your models the ability to scout ahead and position strategically before the main battle begins.
Windrider Host Detachment Rule: Ride the Wind
During the Declare Battle Formations step, you may set up ASURYANI MOUNTED and VYPER units from your army in Reserves. These units can later be set up on the battlefield as if they were arriving from Strategic Reserves. When setting up ASURYANI MOUNTED or VYPER units, treat the current battle round as being one higher than it actually is.
Additionally, at the end of your opponent’s turn, you can select a number of ASURYANI MOUNTED or VYPER units from your army (excluding those within Engagement Range of enemy units) to be removed from the battlefield and placed into Strategic Reserves. The number of units you can select is based on the battle size, as shown below:
BATTLE SIZE | NUMBER OF UNITS |
---|---|
Incursion | 1 |
Strike Force | 2 |
Onslaught | 3 |
KEYWORDS: WINDRIDERS units from your army gain the BATTLELINE keyword.
Stratagems available for the Windrider Host Detachment:
- Death from on High (1CP) – Battle Tactic Stratagem: During your Shooting phase or the Fight phase, select one ASURYANI MOUNTED or VYPER unit from your army that was set up from Reserves this turn and has not yet been selected to shoot or fight. Until the end of the phase, re-roll the Wound roll for attacks made by models in that unit.
- Overflight (1CP) – Strategic Ploy Stratagem: After an ASURYANI MOUNTED unit from your army destroys an enemy unit during your Shooting or Fight phase, select that ASURYANI MOUNTED unit. It can make a Normal move of up to 7″ immediately after.
- Wind of Blades (1CP) – Strategic Ploy Stratagem: During your Movement phase, select one ASURYANI MOUNTED or VYPER unit from your army that has not yet been selected to move. Until the end of the turn, that unit can shoot and declare a charge even if it Advanced or Fell Back during the turn.
- Daring Riders (1CP) – Strategic Ploy Stratagem: During the Reinforcements step of your Movement phase, select one ASURYANI MOUNTED or VYPER unit from your army that is in Reserves. When setting it up on the battlefield, it can be placed more than 3″ away from enemy units, but if it’s within 9″ of one or more enemy units, it cannot declare a charge for the rest of the turn.
- Focused Firepower (1CP) – Battle Tactic Stratagem: During your Shooting phase, select one ASURYANI MOUNTED or VYPER unit from your army that has not yet been selected to shoot. Until the end of the phase, improve the Armour Penetration characteristic of attacks made by models in that unit by 1.
- Spiralling Evasion (1CP) – Battle Tactic Stratagem: During your opponent’s Shooting phase, just after an enemy unit has selected its targets, select one ASURYANI MOUNTED or VYPER unit from your army that was chosen as the target. Until the end of the phase, models in your unit gain a 4+ invulnerable save.
Windrider Host Enhancements:
- Firstdrawn Blade (+10 points): ASURYANI MOUNTED model only. Models in the bearer’s unit gain the Scouts 9″ ability.
- Mirage Field (+25 points): ASURYANI MOUNTED model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll.
- Seersight Strike (+15 points): ASURYANI MOUNTED PSYKER model only. Psychic weapons equipped by the bearer gain the [anti-monster 2+] and [anti-vehicle 2+] abilities.
- Echoes of Ulthanesh (+20 points): ASURYANI MOUNTED model only. In your Command phase, roll a D6. Add 1 to the result if the bearer is not within your deployment zone, and add an additional 1 if the bearer is within your opponent’s deployment zone. On a roll of 5+, you gain 1CP.
Spirit Conclave
The Spirit Conclave detachment represents the eerie synergy between Aeldari Spiritseers and the wraith constructs they guide into battle. Bound by ancient psychic rituals and ethereal bonds, this force blends spectral resilience with otherworldly precision.
Spiritseers empower their ghostly charges, ensuring Wraithblades, Wraithguard, and Wraithlords strike with unnerving force and unnatural coordination. This detachment leans heavily into supporting these spectral titans, enhancing their combat potential through psychic auras, tactical redeployment, and relentless battlefield control.

Central to the Spirit Conclave are mechanics that reward the death of your psykers, channelling vengeance through your constructs via Vengeful Dead tokens, which boost hit and wound rolls against marked enemies. Meanwhile, stratagems like Seer’s Eye allow a Spiritseer to guide a nearby wraith unit to strike with unimpeded force, ignoring penalties to their damage and penetration.
Defensive tactics like Wraithbone Armour and positional tools such as Soul Bridge let you maintain board presence while punishing enemy aggression. Enhancements further amplify synergy — from granting cover at range to increasing Objective Control and even allowing movement shenanigans when enemies stray too close.
Spirit Conclave Detachment Rule: Shepherds of the Dead
Each time an ASURYANI PSYKER model from your army is destroyed by an enemy unit, that enemy unit gains a Vengeful Dead token. When a WRAITH CONSTRUCT model from your army targets a unit with one or more Vengeful Dead tokens, add 1 to both the Hit roll and the Wound roll for that attack.
ASURYANI PSYKER models in your army have the following ability:
- Spirit Guides (Aura): While a friendly WRAITHBLADES, WRAITHGUARD, or WRAITHLORD unit is within 12″ of this model, that unit gains the Battle Focus ability.
KEYWORDS:
WRAITHBLADES and WRAITHGUARD units in your army gain the BATTLELINE keyword.
Stratagems available for the Spirit Conclave Detachment:
- Seer’s Eye (1CP) – Battle Tactic Stratagem: When an AELDARI PSYKER model and a friendly WRAITH CONSTRUCT unit within 12″ of it are both on the battlefield and have not yet been selected to shoot or fight this phase, you can target one visible enemy unit; until the end of the phase, attacks made by that WRAITH CONSTRUCT unit against that enemy ignore any or all modifiers to Armour Penetration and/or Damage characteristics.
- Wraithbone Armour (1CP) – Battle Tactic Stratagem: When an enemy unit selects targets during your opponent’s Shooting phase or the Fight phase, you can target one WRAITH CONSTRUCT unit (excluding TITANIC units) that was selected; until the end of the phase, subtract 1 from the Damage characteristic of attacks allocated to models in that unit.
- Blades from Beyond (1CP) – Battle Tactic Stratagem: When a WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit that has not yet fought is selected during the Fight phase, melee weapons equipped by models in that unit gain the [DEVASTATING WOUNDS] ability until the end of the phase.
- Soul Bridge (1CP) – Strategic Ploy Stratagem: In your Command phase, select one WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit and one ASURYANI PSYKER model from your army; until the start of your next Command phase, that WRAITH unit is considered to be within 12″ of the PSYKER model for the purposes of Psychic Guidance and Spirit Guides abilities.
- Spirit Token (1CP) – Strategic Ploy Stratagem: At the start of your Movement phase, select one WRAITHBLADES or WRAITHGUARD unit from your army within range of an objective marker you control; that objective remains under your control unless your opponent ends a phase with a higher Level of Control over it.
- Crushing Strides (1CP) – Battle Tactic Stratagem: When a WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit from your army ends a Charge move, select one enemy unit within Engagement Range; roll 1 D6 for each WRAITHBLADES model, 4 D6 for WRAITHLORD, or 6 D6 for WRAITHKNIGHT—each roll of 3+ deals 1 mortal wound to the enemy unit.
Spirit Conclave Enhancements:
- Light of Clarity (+30 points): SPIRITSEER model only. In your Command phase, select one friendly WRAITH CONSTRUCT unit within 12″ of the bearer; until the start of your next Command phase, INFANTRY models in that unit gain +1 Objective Control and MONSTER models gain +3 Objective Control.
- Stave of Kurnous (+15 points): SPIRITSEER model only. In your Command phase, select one friendly WRAITH CONSTRUCT unit (excluding TITANIC units) within 12″ of the bearer; until the start of your next Command phase, each time a model in that unit scores a Critical Wound, that attack gains the [precision] ability.
- Rune of Mists (+10 points): SPIRITSEER model only. In your Command phase, select one friendly WRAITH CONSTRUCT unit within 12″ of the bearer; until the start of your next Command phase, models in that unit gain the Benefit of Cover against ranged attacks unless the attacking model is within 18″.
- Higher Duty (+25 points): SPIRITSEER model only. Once per turn, when an enemy unit ends a Normal, Advance, or Fall Back move within 9″ of the bearer, the bearer’s unit can immediately make a Normal move of up to 6″.
Guardian Battlehost
The Guardian Battlehost detachment is centered around the disciplined, objective-focused infantry of the Aeldari, particularly the Dire Avengers, Guardians, and their versatile support elements.
This detachment rewards players who excel at controlling the battlefield, especially around objective markers, with core rules that enhance shooting accuracy when fighting near these vital points.
It emphasizes positioning and coordinated fire, turning otherwise humble units into deadly defenders and relentless attackers when fighting from ground they must protect.

Stratagems like Warding Salvoes and Shield Nodes provide durability and precision in key moments, allowing your units to push back aggressively or hold their ground under pressure.
Enhancements such as Craftworld’s Champion and Ethereal Pathway further amplify the strategic role of your characters, either by securing objectives with overwhelming control or by deploying key units where the enemy least expects them.
There’s even utility for late-game redeployment or surprise re-entries from Strategic Reserves with Cost of Victory, which keeps your opponent guessing and your units active well beyond their apparent limits.
Guardian Battlehost Detachment Rule: Defend at All Costs
Each time a DIRE AVENGER, GUARDIAN, SUPPORT WEAPON, or WAR WALKER model from your army makes an attack, if either that model’s unit or the target unit is within range of an objective marker, add 1 to the Hit roll.
Stratagems available for the Guardian Battlehost Detachment:
- Warding Salvoes (1CP) – Battle Tactic Stratagem: During your Shooting phase or the Fight phase, select one DIRE AVENGERS or GUARDIANS unit from your army that has not yet shot or fought this phase; until the end of the phase, each time a model in that unit makes an attack against an enemy unit within range of an objective marker, you can re-roll the Wound roll.
- Shield Nodes (1CP) – Battle Tactic Stratagem: When an enemy unit selects targets in your opponent’s Shooting or Fight phase, choose one DIRE AVENGERS or GUARDIANS unit from your army that was selected as a target; if that unit is within range of an objective marker, then until the end of the phase, subtract 1 from the Wound roll for attacks targeting it.
- Vaul’s Vengeance (1CP) – Battle Tactic Stratagem: When an enemy unit destroys a DIRE AVENGERS or GUARDIANS unit during your opponent’s Shooting or Fight phase, select one WAR WALKERS unit from your army; after that enemy unit finishes making its attacks, your WAR WALKERS unit can shoot as if it were your Shooting phase, but only targeting that enemy unit (if eligible). You can only use this Stratagem once per battle round.
- Time to Strike (1CP) – Strategic Ploy Stratagem: In your Movement phase, select one STORM GUARDIANS unit from your army that has not moved this phase; until the end of the phase, when that unit Advances, do not roll – instead, add 6″ to the Move characteristic of its models. That unit can still shoot and charge this turn even though it Advanced.
- Blades of Asuryan (1CP) – Battle Tactic Stratagem: In your Shooting phase, select one DIRE AVENGERS or GUARDIANS unit from your army that has not yet shot this phase; until the end of the phase, ranged weapons equipped by models in that unit gain the [PISTOL] ability.
- Cost of Victory (1CP) – Strategic Ploy Stratagem: At the end of your opponent’s Fight phase, select one GUARDIANS unit from your army that is not within Engagement Range of any enemy units; remove that unit from the battlefield and place it into Strategic Reserves, returning all destroyed GUARDIANS models in the unit when doing so.
Guardian Battlehost Enhancements:
- Craftworld’s Champion (+25 points): ASURYANI model only. The bearer has an Objective Control (OC) characteristic of 5.
- Ethereal Pathway (+30 points): ASURYANI model only. During the Deploy Armies step, you can select up to two GUARDIANS units from your army; models in those units gain the Infiltrators ability.
- Protector of the Paths (+20 points): ASURYANI model only. While the bearer is leading a DIRE AVENGERS or GUARDIANS unit, once per battle round you can use the Fire Overwatch Stratagem on that unit for 0CP; when doing so, unmodified Hit rolls of 5+ score hits, or 4+ instead if the unit is within range of an objective marker you control.
- Breath of Vaul (+10 points): ASURYANI model only. While the bearer is leading a STORM GUARDIANS unit, you can re-roll the number of attacks for flamers in that unit, and re-roll Damage rolls for Guardian fusion guns.
Ghosts of the Webway
The Ghosts of the Webway detachment allows Harlequins to excel in hit-and-run tactics, taking advantage of their speed, agility, and cunning. Harlequin units can move through enemy models while charging, and their Trickster abilities allow them to respond quickly to enemy movements.
Stratagems like Staged Death enable Harlequins to cheat death, allowing a model to return to the battlefield after being destroyed, while Mocking Flight ensures they can shoot or charge even after falling back. Their movement and adaptability are enhanced with strategic ploys such as Tricksters’ Retort, granting them mobility and positional advantage during your opponent’s turn.

With enhancements like Cegorach’s Coil and Mask of Secrets, the detachment rewards players who embrace the full theatricality of Harlequin warfare. Cegorach’s Coil turns every successful charge into an opportunity to inflict mortal wounds, while Mask of Secrets can disorient and hinder enemy units, forcing them to falter when attempting to Fall Back.
This detachment thrives on mobility and psychological warfare, making it ideal for those who prefer deceptive, agile playstyles that strike from unexpected angles.
Ghosts of the Webway Detachment Rule: Acrobatic Onslaught
Each time a HARLEQUINS model from your army makes a Charge move, it can pass through enemy models as if they were not there.
TRAVELLING PLAYERS
- TROUPE units in your army gain the BATTLELINE keyword, and TROUPE models have an Objective Control characteristic of 2.
- Your army can include up to three of each of the following: DEATH JESTER, SHADOWSEER, and TROUPE MASTER.
Stratagems available for the Ghosts of the Webway Detachment:
- Staged Death (1CP) – Strategic Ploy Stratagem: When a HARLEQUINS CHARACTER model from your army is destroyed, you can use this Stratagem on that model, even though it was just destroyed. At the end of the phase, set the 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. A model can only be targeted with this Stratagem once per battle.
- Heroes’ Fall (1CP) – Strategic Ploy Stratagem: After an enemy unit selects its targets in the Fight phase, you can use this Stratagem on one HARLEQUINS unit from your army that was selected as the target. Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll a 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.
- Mocking Flight (1CP) – Strategic Ploy Stratagem: After a HARLEQUINS unit from your army Falls Back during your Movement phase, you can use this Stratagem on that unit. Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
- Tricksters’ Retort (1CP) – Strategic Ploy Stratagem: After an enemy unit ends a Normal, Advance, or Fall Back move in your opponent’s Movement phase, you can use this Stratagem on one TROUPE unit from your army that is within 9″ of that enemy unit. Your unit can make a Normal move of up to 6″.
- Bloody Dance (1CP) – Strategic Ploy Stratagem: At the end of your opponent’s Charge phase, you can use this Stratagem on one HARLEQUINS INFANTRY or HARLEQUINS MOUNTED unit from your army that is within 6″ of one or more enemy units and could declare a charge against those units if it were your Charge phase. Your unit now declares a charge against one or more of those enemy units, resolving the charge. This charge does not grant any Charge bonus, even if successful.
- Exit the Stage (1CP) – Strategic Ploy Stratagem: At the end of your opponent’s Fight phase, you can use this Stratagem on one HARLEQUINS unit from your army that is not within Engagement Range of any enemy units. Remove the unit from the battlefield and place it into Strategic Reserves.
Ghosts of the Webway Enhancements:
- Cegorach’s Coil (+25 points): TROUPE MASTER model only. Each time the bearer’s unit ends a Charge move, select one enemy unit within Engagement Range of the bearer’s unit. For each model in the bearer’s unit within Engagement Range of that enemy unit, roll a D6: on a 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
- Mask of Secrets (+15 points): HARLEQUINS model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, all models in that enemy unit must take a Desperate Escape test. If that enemy unit is Battle-shocked, subtract 1 from each of those tests.
- Murder’s Jest (+20 points): DEATH JESTER model only. Each time the bearer makes an attack that targets a unit Below Half-strength, each successful Hit roll scores a Critical Hit.
- Mistweave (+15 points): SHADOWSEER model only. While the bearer is leading a unit, models in that unit have the Infiltrators ability.
Devoted of Ynnead
The Devoted of Ynnead detachment embraces the dark and potent power of death, offering a unique playstyle focused on both resilience and deadly retribution. The units in this detachment are linked to the mysterious god Ynnead, and their abilities reflect this eerie connection.
Many of the Stratagems and Enhancements revolve around using the death of allies as a catalyst for even more deadly actions.
For example, Pall of Dread allows a unit that was destroyed while controlling an objective marker to maintain control over it, frustrating opponents by keeping their hold on key locations.
Meanwhile, the Macabre Resilience Stratagem can subtract 1 from Wound rolls for targeted YNNARI Infantry and Mounted units, helping them withstand even the most devastating attacks.

The detachment thrives on its ability to turn death into an advantage. With abilities like Parting the Veil, you can continue fighting with models even after they have been destroyed, ensuring they take down as many enemies as possible before they finally fall.
Additionally, some of the key enhancements, like Morbid Might, allow characters like the Succubus to gain re-rolls on Wound rolls, making them formidable in close combat.
These abilities, combined with the flexibility of moving units with Lethal Surge or Lethal Intent, give players the freedom to engage in hit-and-run tactics or forceful assaults that punish opponents when they least expect it.
Devoted of Ynnead Detachment Rule: Strength from Death
You can use the following rules:
- Lethal Intent
At the end of your opponent’s Shooting phase, if one or more YNNARI units from your army were destroyed this phase, select one YNNARI unit from your army (excluding TITANIC units). That unit can make a Normal move. - Lethal Surge
Once per turn, when a YNNARI unit from your army performs the Fade Back Agile Manoeuvre, it can make a Lethal Surge move instead of a Normal move. If it does, roll one D6 and add 1 to the result: that unit can be moved a number of inches up to the total. When doing so, those models can be moved within Engagement Range of the enemy unit that just triggered that Agile Manoeuvre. - Lethal Reprisal
At the start of the Fight phase, select one YNNARI unit from your army (excluding TITANIC units) that is below its Starting Strength. Until the end of the phase, that unit has the Fights First ability. - Servants of the Whispering God
You can include YNNARI units in your army, even though they do not have the ASURYANI Faction keyword. ASURYANI units (excluding EPIC HEROES) from your army gain the YNNARI keyword. You must include YVRAINE and/or THE YNCARNE in your army, and one of those models must be your WARLORD.
Stratagems available for the Devoted of Ynnead Detachment:
- Pall of Dread (1CP) – Strategic Ploy Stratagem: When a YNNARI unit from your army is destroyed while within range of one or more objective markers you controlled at the end of the previous phase, you can use this Stratagem. Select one of those objective markers; it remains under your control until your opponent’s Level of Control over that objective marker exceeds yours at the end of a phase.
- Macabre Resilience (1CP) – Battle Tactic Stratagem: When an enemy unit selects its targets during your opponent’s Shooting or Fight phase, target one YNNARI INFANTRY or YNNARI MOUNTED unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target. Until the end of the phase, subtract 1 from the Wound roll for attacks that target your unit.
- Emissaries of Ynnead (1CP) – Battle Tactic Stratagem: After a YNNARI INFANTRY unit from your army selects its targets in the Fight phase, you can use this Stratagem. Until the end of the phase, each time a model in your unit makes an attack, you can re-roll a Hit roll of 1. If your unit is below its Starting Strength, you can re-roll all Hit rolls instead.
- Parting the Veil (2CP) – Strategic Ploy Stratagem: When an enemy unit selects its targets in the Fight phase, you can use this Stratagem on a YNNARI unit from your army that was selected. Until the end of the phase, if any model in your unit is destroyed and has not fought yet, do not remove it from play. The destroyed model can fight after the attacking unit finishes its attacks and is then removed from play.
- Soulsight (1CP) – Battle Tactic Stratagem: In your Shooting phase, select one YNNARI unit from your army that has not been selected to shoot yet. Until the end of the phase, ranged weapons equipped by models in your unit gain the LETHAL HITS and IGNORES COVER abilities.
- Death Answers Death (1CP) – Strategic Ploy Stratagem: At the end of your opponent’s Shooting phase, if one or more models in a YNNARI unit (excluding WRAITH CONSTRUCT units) were destroyed, you can use this Stratagem. That unit can shoot as if it were your Shooting phase.
Devoted of Ynnead Enhancements:
- Gaze of Ynnead (+15 points): FARSEER model only. The bearer’s Eldritch Storm weapon gains the [Devastating Wounds] ability.
- Storm of Whispers (+10 points): WARLOCK model only. In your Shooting phase, after the bearer has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test.
- Borrowed Vigour (+10 points): ARCHON model only. Add 2 to the Attacks characteristic of the bearer’s melee weapons.
- Morbid Might (+15 points): SUCCUBUS model only. Each time the bearer makes a melee attack, you can re-roll the Wound roll.
Seer Council
This detachment is designed for players who favor manipulating fate and controlling the flow of the battle through psychic mastery and strategic foresight. The Seer Council excels in influencing the battlefield by utilizing their psychic powers to not only protect their units but also disrupt their enemies’ plans.

With Stratagems like Presentiment of Dread and Psychic Shield, you can impose penalties on enemy Battle-shock tests or shield your forces from incoming ranged attacks, making it difficult for opponents to gain an upper hand.
Enhancements like Lucid Eye and Torc of Morai-Heg allow you to fine-tune your Fate dice and limit your opponent’s Stratagem usage, providing a tactical advantage throughout the game.
The Fate Inescapable Stratagem, for instance, enables you to make ranged attacks with added precision, ignoring cover and improving Armor Penetration on critical wounds.
This detachment encourages a style of play that is both adaptive and reactive, with a focus on using psychic powers to guide your forces to victory while simultaneously disrupting your enemies’ tactics.
Seer Council Detachment Rule: Strands of Fate
At the start of the first battle round, you generate a pool of Fate dice by rolling a number of D6 determined by the battle size. These dice are set aside and become your Fate dice pool, which can be spent later to reduce the cost of certain Stratagems.
Fate Dice by Battle Size
Battle Size | Number of D6 |
---|---|
Incursion | 3 |
Strike Force | 6 |
Onslaught | 9 |
Whenever you use one of the Stratagems listed below, you can check your Fate dice pool. If you have a Fate die showing the specific number associated with that Stratagem, you may discard it to reduce the CP cost of that Stratagem by 1CP.
Fate Dice Effects on Stratagem Costs
Stratagem | Fate Dice Value |
---|---|
Presentiment of Dread | 1 |
Forewarned | 2 |
Unshrouded Truth | 3 |
Fate Inescapable | 4 |
Isha’s Fury | 5 |
Psychic Shield | 6 |
Stratagems available for the Seer Council Detachment:
- Presentiment of Dread (1CP) – Strategic Ploy Stratagem: During your Command phase, select one ASURYANI PSYKER model from your army; choose one enemy unit within 18″ and visible to that model. That enemy unit must take a Battle-shock test with a -1 modifier.
- Forewarned (1CP) – Strategic Ploy Stratagem: When an enemy unit selects its targets during the Fight phase, select one ASURYANI INFANTRY unit (excluding WRAITH CONSTRUCT units) within 9″ of a friendly ASURYANI PSYKER that was chosen as a target; until the end of the phase, subtract 1 from Hit and Wound rolls made against that unit.
- Unshrouded Truth (1CP) – Strategic Ploy Stratagem: In your Movement phase, select one ASURYANI INFANTRY unit (excluding WRAITH CONSTRUCT units) within 9″ of a friendly ASURYANI PSYKER that has not moved; remove it from the battlefield and set it up anywhere more than 9″ from enemy models. It cannot be selected to move again this phase.
- Fate Inescapable (1CP) – Battle Tactic Stratagem: In your Shooting phase, select one ASURYANI INFANTRY unit (excluding WRAITH CONSTRUCT units) within 9″ of a friendly ASURYANI PSYKER that has not shot; until the end of the phase, ranged attacks made by that unit gain [IGNORES COVER], and Critical Wounds improve the AP by 1.
- Isha’s Fury (1CP) – Epic Deed Stratagem: When an enemy unit finishes a Normal, Advance, or Fall Back move during your opponent’s Movement phase, select one ASURYANI PSYKER within 9″ of that unit; roll six D6 and inflict 1 mortal wound for each roll of 3+.
- Psychic Shield (1CP) – Strategic Ploy Stratagem: When an enemy unit selects its targets in the Shooting phase, select one ASURYANI INFANTRY unit (excluding WRAITH CONSTRUCT units) within 9″ of a friendly ASURYANI PSYKER that was targeted; until the end of the phase, it can only be targeted by ranged attacks from models within 18″.
Seer Council Enhancements:
- Lucid Eye (+30 points): ASURYANI PSYKER model only. In your Command phase, you can increase or decrease the value of one Fate dice in your pool by 1.
- Runes of Warding (+25 points): ASURYANI PSYKER model only. Models in the bearer’s unit have a 4+ Feel No Pain against mortal wounds, Psychic Attacks, and Critical Wounds caused by attacks with the [devastating wounds] ability.
- Stone of Eldritch Fury (+15 points): ASURYANI PSYKER model only. Add 12″ to the Range of all ranged Psychic weapons equipped by the bearer.
- Torc of Morai-Heg (+20 points): ASURYANI PSYKER model only. Once per turn, when an enemy unit within 12″ of the bearer is targeted by a Stratagem, that Stratagem costs 1 additional CP.
Aspect Host
The Aspect Host detachment is designed to harness the combined might of the Aeldari’s finest warriors, channeling the power of Khaine and the ancient Aspect Warriors to carve a path of destruction across the battlefield. This detachment excels in precision strikes, allowing you to leverage the specialized combat skills of your units, including Autarchs and Aspect Warriors.

It offers an incredible mix of enhanced mobility, deadly attacks, and strategic tricks to outmaneuver and outfight the enemy. With the help of abilities like “Warrior Focus,” your units can bypass the effects of modifiers, ensuring their attacks hit true when they matter most, while the “Skyborne Sanctuary” allows for swift disengagement and repositioning, maintaining the tactical flexibility of your force.
Key Stratagems like “To Their Final Breath” provide Aspect Warriors with a second chance to fight after they’ve been hit, and “Khaine’s Vengeance” punishes enemies attempting to retreat, forcing them to test their resolve when trying to Fall Back.
This detachment also has the advantage of a variety of potent enhancements, such as the “Aspect of Murder,” which increases the damage output of your Autarch’s melee weapons, and “Mantle of Wisdom,” which bolsters the leadership and combat prowess of units led by an Autarch.
The Aspect Host is ideal for those who like to control the flow of battle with elite, highly focused units that thrive in both offense and defense.
Aspect Host Detachment Rule: Path of the Warrior
Whenever an ASPECT WARRIORS or AVATAR OF KHAINE unit from your army is chosen to shoot or fight, pick one of the following abilities for it to gain until the end of the phase:
- Re-roll a Hit roll of 1 each time a model in this unit makes an attack.
- Re-roll a Wound roll of 1 each time a model in this unit makes an attack.
Stratagems available for the Aspect Host Detachment:
- Warrior Focus (1CP) – Battle Tactic Stratagem: When your Shooting phase or Fight phase begins, you can target one ASPECT WARRIORS or AVATAR OF KHAINE 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, you can ignore any or all modifiers to that attack’s Ballistic Skill, Weapon Skill, Strength, Armour Penetration, Damage, and/or any modifiers to the Hit roll.
- To Their Final Breath (1CP) – Strategic Ploy Stratagem: Just after an enemy unit has selected its targets in the Fight phase, you can target one ASPECT WARRIORS or AVATAR OF KHAINE unit from your army that was selected as the target of one or more of the attacking unit’s attacks. Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has. Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought yet this phase, roll a D6. Add 1 to the result if you removed an Aspect Shrine token. On a 4+, the destroyed model can fight after the attacking unit has finished its attacks and is then removed from play.
- Skyborne Sanctuary (1CP) – Strategic Ploy Stratagem: At the end of the Fight phase, you can target one ASURYANI unit from your army and one friendly TRANSPORT it can embark within. If the ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6″ of the TRANSPORT, it can embark within that TRANSPORT.
- Doom Inescapable (1CP) – Battle Tactic Stratagem: During your Shooting phase, you can target one AVATAR OF KHAINE model from your army that has not been selected to shoot this phase. Until the end of the phase, your model’s Wailing Doom ranged weapon has a Range characteristic of 18″ and a Damage characteristic of 8.
- Preternatural Precision (1CP) – Battle Tactic Stratagem: During your Shooting phase, you can target one ASPECT WARRIORS unit from your army that has not been selected to shoot this phase. Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has. Then, select one of the following abilities or two if you removed an Aspect Shrine token: [IGNORES COVER], [LETHAL HITS], or [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit gain the selected abilities.
- Khaine’s Vengeance (1CP) – Strategic Ploy Stratagem: Just after an enemy unit (excluding MONSTERS and VEHICLES) has been selected to Fall Back in your opponent’s Movement phase, you can target one ASPECT WARRIORS or AVATAR OF KHAINE unit from your army that is within Engagement Range of that enemy unit. All models in the enemy unit must take a Desperate Escape test. If that enemy unit is Battle-shocked, subtract 1 from each test.
Aspect Host Enhancements:
- Aspect of Murder (+25 points): AUTARCH or AUTARCH WAYLEAPER model only. Add 1 to the Damage characteristic of melee weapons equipped by the bearer, and those weapons gain the [precision] ability.
- Mantle of Wisdom (+30 points): AUTARCH or AUTARCH WAYLEAPER model only. While the bearer is leading an ASPECT WARRIORS unit, each time that unit is selected to shoot or fight, models in that unit gain both of the abilities from the Path of the Warrior Detachment rule until the end of the phase.
- Shimmerstone (+15 points): AUTARCH or AUTARCH WAYLEAPER model only. While the bearer is leading an ASPECT WARRIORS unit, subtract 1 from the Wound roll for any ranged attack targeting that unit.
- Strategic Savant (+15 points): AUTARCH or AUTARCH WAYLEAPER model only. While the bearer is leading an ASPECT WARRIORS unit, add 1 to the Objective Control characteristic of models in that unit.
🎄Armoured Warhost
The Armoured Warhost detachment offers players the ability to harness the deadly power and mobility of Aeldari vehicles, making it ideal for those who appreciate swift maneuvers and overwhelming firepower.
This detachment centers around the incredible agility and precision of Aeldari war machines, allowing players to outmaneuver their enemies with exceptional ease.
Whether it’s adding re-rolls to hit and wound rolls for Aeldari vehicles through enhancements like Guiding Presence, or calling in strategic re-deployments of your forces with Guileful Strategist, this detachment provides players with tools for battlefield dominance.

The detachment excels in mobility and battlefield control, with several stratagems designed to enhance the performance of Aeldari vehicles. Layered Wards grants Aeldari vehicles a 5+ Feel No Pain against mortal wounds, while Vectored Engines ensures that Aeldari FLY vehicles remain effective even when falling back. Additionally, stratagems like Cloudstrike allow Aeldari vehicles to enter the battlefield with precision, while Anti-Grav Repulsion can disrupt enemy charges, leaving your vehicles unharmed while the enemy suffers.
With these abilities, the Armoured Warhost detachment offers a combination of offensive power and defensive resilience, allowing you to respond to your opponent’s moves with superior speed and precision.
Armoured Warhost Detachment Rule: Skilled Crews
Ranged weapons equipped by AELDARI VEHICLE models in your army gain the [ASSAULT] ability, and you can re-roll Advance rolls for AELDARI VEHICLE FLY units in your army.
Stratagems available for the Armoured Warhost Detachment:
- Layered Wards (1CP) – Strategic Ploy Stratagem: When a mortal wound is allocated to an AELDARI VEHICLE unit from your army, you can use this Stratagem. Until the end of the phase, the unit gains the Feel No Pain 5+ ability against mortal wounds.
- Swift Deployment (1CP) – Strategic Ploy Stratagem: In your Movement phase, you can target one AELDARI TRANSPORT unit from your army. Until the end of the phase, units can disembark from this TRANSPORT after it has Advanced. These units count as having made a Normal move, cannot charge this turn, but can otherwise act normally.
- Vectored Engines (1CP) – Strategic Ploy Stratagem: When an AELDARI VEHICLE unit from your army that can FLY Falls Back in your Movement phase, you can use this Stratagem. Until the end of the turn, that unit is eligible to shoot in the same turn it Fell Back.
- Cloudstrike (1CP) – Strategic Ploy Stratagem: In the Reinforcements step of your Movement phase, you can target one AELDARI VEHICLE unit from your army that can FLY and is in Strategic Reserves. Until the end of the phase, that unit gains the Deep Strike ability and must be set up more than 6″ away from enemy units. If it is a TRANSPORT, any unit disembarking from it this turn must also be set up more than 6″ away from enemy units and cannot charge.
- Soulsight (1CP) – Strategic Ploy Stratagem: In your Shooting phase, you can target one AELDARI VEHICLE unit from your army that has not yet been selected to shoot. Until the end of the phase, each time the unit is selected to shoot, you can re-roll one Hit roll, one Wound roll, and one Damage roll. If you are using fast dice rolling, you can select one of these rolls to re-roll before moving on to the next step.
- Anti-Grav Repulsion (1CP) – Strategic Ploy Stratagem: When an enemy unit declares a charge against an AELDARI VEHICLE unit from your army that can FLY, you can use this Stratagem. Until the end of the phase, subtract 2 from the Charge rolls made for that enemy unit.
Armoured Warhost Enhancements:
- Guiding Presence (+25 points): AELDARI PSYKER model only. At the start of your Shooting phase, select one friendly AELDARI VEHICLE model within 9″ of the bearer. Until the end of the phase, add 1 to the Hit roll for attacks made by that model.
- Harmonisation Matrix (+30 points): AELDARI model only. In your Command phase, if the bearer (or any TRANSPORT it is embarked within) is within range of an objective marker you control, roll a D6: on a 3+, you gain 1CP.
- Spirit Stone of Raelyth (+20 points): AELDARI PSYKER model only. While the bearer is within 3″ of one or more friendly AELDARI VEHICLE units, the bearer gains the Lone Operative ability. In your Command phase, you can select one friendly AELDARI VEHICLE model within 3″ of the bearer. That model regains up to D3 lost wounds.
- Guileful Strategist (+15 points): AELDARI model only. If your army includes the bearer, after both players have deployed their armies, select up to three AELDARI VEHICLE units from your army and redeploy them. Any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.