Shroud Runners
90 - 175 pts
Characteristics
M14"
T4
Sv5+
Inv5+
W3
LD7+
OC2
Ranged Weapons
WeaponRangeABS/WSS / AP / DAbilities
- Long rifleRange 36"A 1Skill 2+S/AP/D 4 / -1 / 2Precision
- Scatter LaserRange 36"A 6Skill 3+S/AP/D 5 / 0 / 1Sustained Hits 1
Abilities
- Target Acquisition
- In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with a long rifle. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
- Raidcraft Workshop
- In the Declare Battle Formations step, you can select one **^^Drukhari Vehicle^^** or **^^Drukhari Mounted^^** unit from your Crusade army. Until the end of the battle, that unit has the Scouts 6" ability.
- Weapon Forge
- At the start of the Declare Battle Formations step, select one **^^Drukhari^^** unit from your Crusade army (you cannot select an **^^Epic Hero^^** or a unit that has the Weapon Modification Battle Honour). Until the end of the battle, one weapon equipped by one model in that unit has the Weapon Modification Battle Honour.
- Toxin Distillery
- While your **^^Ascendant Lord^^** is leading a unit, weapons equipped by models in that unit have the **[LETHAL HITS]** ability.
- Arena
- In the Update Crusade Cards step, if a **^^Drukhari^^** unit from your Crusade army would gain XP from Dealers of Death, it gains 1 additional XP.
- Scourge Spire
- In the Update Crusade Cards step, if a **^^Scourges^^** unit from your Crusade army would gain XP from Battle Experience, it gains 1 additional XP.
- Incubi Shrine
- In the Declare Battle Formations step, your **^^Ascendant Lord^^** can be attached to an **^^Incubi^^** unit (if your **^^Ascendant Lord^^** is an **^^Archon^^**, while it is leading an **^^Incubi^^** unit, your **^^Ascendant Lord^^** has the Feel No Pain 5+ ability). If your **^^Ascendant Lord^^** is attached to an **^^Incubi^^** unit, at the end of the battle, unless all of those Bodyguard models have been destroyed, you can re-roll all Leadership tests required as the result of Assassination Attempts during that battle's Rival Activities.
- Dock
- After each battle, in the Update Crusade Cards step, roll one D6, adding 1 to the result if you were the victor: on a 4+, you gain 1 additional RP.
- Sprawl Slum
- At the start of the Select Crusade Blessings step, roll one D6, adding 2 to the result if you are the Underdog: on a 6+, you can use one additional Crusade Blessing this battle (even if you are not the Underdog).
- Flesh Market
- Once at the end of each battle, you can re-roll one Out of Action test taken for one **^^Drukhari Infantry^^** or **^^Drukhari Monster^^** unit from your Crusade army.
- Shadow District
- Each time a Rival Lord makes an Activity roll, you can subtract 1 from the result.
- Noble Spire
- At the start of the Select Agendas step, roll one D6: on a 4+, you can select one additional Drukhari Agenda to use in that battle.
- Gang Territory
- Each time your **^^Ascendant Lord^^** attempts a Hostile Takeover, add 1 to its D6 result and, if that **^^Ascendant Lord^^** claims a territory as a result, increase your Crusade force's Supply Limit by 50 points.
- Footfalls of Fate
- You can re-roll Advance rolls made for this unit and, in your Movement phase, each time a model in it moves, it can move through enemy models (excluding **^^Monsters^^** and **^^Vehicles^^**). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them and any Desperate Escape test is automatically passed.
- Webway Spar
- Once per turn, at the end of your Movement phase, one unit from your Crusade army with this ability can use it. If it does, roll one D6: on a 1, that unit suffers D3 mortal wounds; on a 2+, remove that unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy units. Each unit can only use this ability once per battle.
- Spirit of Eldanesh
- Psychic weapons equipped by models in this unit unit have the **[ANTI-MONSTER 3+]** and **[ANTI-VEHICLE 3+]** abilities.
- Dead-eye Shots
- Ranged weapons equipped by models in this unit have the **[PRECISION]** ability.
- Khaine's Vengeance
- Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, roll one D6, subtracting 2 if that unit is a **^^Monster^^** or **^^Vehicle^^**: on a 2+, that unit suffers D3 mortal wounds.
- Tactical Teachings
- Each time a ranged attack targets this unit, if this unit is within range or one or more objective markers, models in this unit have the Benefit of Cover against this attack.
- Nimble Fighters
- Each time a melee attack targets this unit, subtract 1 from the Hit roll.
- Battlewraiths
- In your Shooting phase, after this unit has shot, it can make a Normal move of up to D6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
- Sunshock Fire Patterns
- In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test.
- Paths of the Pathless
- At the start of the first battle round, before any moves are made using the Scouts ability, one unit from your Crusade army with this ability can use it. If it does, you can select up to two friendly **^^Aeldari Infantry^^** units within 6" of that unit that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability.
- Strategic Philosopher
- In your Command phase, if this unit is within range of one or more objective markers you control and it is not Battle-shocked, roll one D6: on a 3+, you gain 1CP.
- Master Misdirector
- After both players have deployed their armies, one unit from your Crusade army with this ability can use it. If it does, select up to two **^^Aeldari^^** units from your Crusade army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
- Camouflaged Snipers
- **RANGERS** unit only. This unit’s ranged attacks do not prevent this unit from being **hidden**.
- Assassin's Eye
- **RANGERS/SHROUD RUNNERS** unit only. This unit’s ranged attacks that target a **CHARACTER** unit have +1 **AP**.
- Shadowfall Masks
- **TROUPE** unit only. This unit has **Fights First**.
- Elixir of the Corpse Courts
- **CRONOS/TALOS** unit only. This unit has **5+ InSv**.
- Scouts 9"
- This ability always takes the form **Scouts X"**. In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in **strategic reserves**, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a **scout move**. - If that unit is embarked within a **DEDICATED TRANSPORT** that is wholly within your deployment zone, and if every model embarked within that **DEDICATED TRANSPORT** has the Scouts ability, that **DEDICATED TRANSPORT** c
- Stealth
- If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the **benefit of cover** against that attack (13.08).
- Battle Focus
- If your Army Faction is **^^Asuryani^^**, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown below: ■ Incursion - 2 ■ Strike Force - 4 ■ Onslaught - 6 Each time one of the triggers shown in the Agile Manoeuvres section of your codex occurs, you can spend one Battle focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the
- Invulnerable Save (5+*)
- Models in this unit have a 5+ invulnerable save against ranged attacks.
Points
- 3 models90 pts
- 6 models175 pts
Keywords
FlyMountedAsuryaniAeldariYnnariAeldari