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All 40k’s New Eldar Psychic Awakening Rules Revealed

psychic-awakening-aspect-warriorsAs if a new Box Set, models, and rules wasn’t enough for the Eldar, here are all the new rules for Ynnari, Eldar, and Dark Eldar from Rise of the Phoenix!

Warhammer Community dropped a post reminding us that the Ynnari are still totally viable as an army taking the units found in the Blood of the Phoenix box set. Just remember that your keywording will change, unlocking the Ynnari support found in the White Dwarf from a few months back.

Ynnari Can Still Use Everything in Blood of the Phoenix

Yvraine

The Phoenix Rising campaign book includes all of the rules for this hybrid Aeldari faction, including the datasheets of their foremost leaders – Yvraine, the Visarch and the Yncarne.

As part of a cool surprise, the Ynnari characters like Yvrain and the Yncarne got datasheets printed inside the campaign book. Overall, these characters usually add a potent aspect to armies that no other characters can do.

Howling_BansheeRemember that if you include a character from the Triumverate of Ynnead, you gain the Ynnari Keyword as your detachment.

strength from deathDoing this will give you the Strength from Death rule. Now, all those melee-centric units out of the Blood of the Phoenix box hit on a 2+.

psychic awakening aeldari 5

Remember, we’ve also seen a Banshee with Ynnari-themed wargear previewed earlier on as well!  As for everything else, it looks like players still have the 17 Ynnari White Dwarf Stratagems at their disposal as well as a full table of Warlord Traits, Psychic Powers, etc.

Ynnari Stratagems

Ynnari got two full pages of stratagems in their White Dwarf codex. Because there’s so many, we’ll be talking about a couple and breaking them down. Be sure to read all 17 of them and see what fits your lists the best! These Starts appear to be unchanged at first glance in Phoenix Rises.

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Souls of the Strongest 1CP: This can be incredibly useful if you’re going to be running a head-hunting build. As soon as you kill the enemy Warlord, you pop this and everyone in your army benefits from the Soulburst actions for the rest of the game. It’s definitely useful, but we don’t think you should get distracted by only trying to kill the Warlord in the first few turns of the game.

ynnari 3

United in Death 1CP:  For one CP, you can pick a unit from all three other Eldar factions (Asuryani, Harlequin, and Drukhari) and they add one to their attacks while they are benefiting from Soulburst. A blob squad of Wytches getting an extra attack isn’t half bad for 1CP!

If you’ve already popped United in Death and need to pack a bit more punch, you can always use Inevitable Fate as well. For 2CP, you can re-roll all wound rolls for any Ynnari units that target a selected unit. That’s a great way of scooping something off the board.

Ynnari Warlord Traits

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WD Ynnari Warlord Traits- These appear unchanged in Phoenix Rises.

The Ynnari have six whole Warlord Traits to choose from. Keeping with competitive play, they’ll probably be choosing Walker of Many Paths as you’re able to get your CP back on a 5+.

Lord of Rebirth isn’t half bad either. You get a 5+++ FNP and can heal a wound each turn.

Ynnari Psychic Powers

Just added to the Revenant Discipline are the Storm of Whispers, Unbind Souls, and Shield of Ynnead powers to bump their Psychic count up to 6!

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WD Ynnari Psychic Powers- These also appear unchanged in Phoenix Rises.

Gaze of Ynnead is basically a low-costed smite that can give you D6 mortal wounds if you roll right.

Meanwhile, Unbind Souls isn’t too shabby for melee-focused armies. If you need to hack up a unit, just cast this power and pick up all you failed dice and try again!

Lastly, the Ancestor’s Grace has more value potential for bigger blob units. It only goes off on a 5 which is nice, and you give an entire unit within 18″ to reroll 1s for all of their attacks.

Ynnari Relic Table

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WD Ynnari Relics- These also appear unchanged in Phoenix Rises.

Along with all their psychic powers and stratagems, six relics are also part of their rules now. Depending on your list, you’ve got a few options.

The Lost Shroud isn’t a bad option for some added survivability. Meanwhile, the Hungering Blade can really keep away Elites and light armor.

Soulsnare can be a game-changer on its own. If you roll a 6+ with this thing, you dish out D6 mortal wounds and regain all the wounds you might have suffered earlier. That’s solid.

Ynnari Datasheets:

Besides minor grammatical changes, the datasheets in the book, appear to be the same as their White Dwarf codex.

ynnari 10

 

ynnari 9Old points values from WD Codex

The big three have all had their points reduced from the White Dwarf codex as follows:

  • Yvraine Dropped From 132 pts to 115 pts
  • The Visarch dropped from 120 pts to 80 pts
  • The Yncarne finally dropped from 337 to 280 pts

Craftworlds Rules

Eldar Cover Wal Hor

We’ve gathered all the info on the new Craftworlds rules from the Psychic awakening book. From Craftworld attributes to Powers of the Aspect Shrine and Psychic powers we’ve got you covered!

Phoenix Rising normPlease excuse any syntax or grammatical errors, as this is a summation of the rules and not direct copy verbatim from the book.

Powers of the Aspect Shrine

If you have an Exarch in your army you can swap out a generic Exarch power for another, or you can pay 1 CP to give them an additional on top of their original. However, you can only play that aspect’s stratagem once per battle.

There are six new powers to choose from for each of the nine Aspects, ranging from Howling Banshees to Crimson Hunters. You can either replace your Exarch’s existing power with one of the new options, or make use of the Exemplar Stratagems to pick one in addition. 2

Fire Dragons have access to:

  1. Dragons Bite: Whilst this unit contains a fire dragon exarch at the start of your shooting phase you can change the type of characteristic of their fusion guns to pistol 1.
  2. Tank Killer: When resolving an attack with a fire pike by this units exarch against a vehicle you can reroll one of the damage rolls
  3. Burning Fists: Melee weapons that this units Exarch is equiped with has an AP of -2 and a Damage of 2 when resolving an attack with this melee weapon you can reroll wounds rolls.
  4. Swift Step: Whilst this unit contains a fire dragon exarch, when they advance you can roll 3d6 and discard 2
  5. Wall of Fire: When this unit fires overwatch an exarch equipped with the dragons breath flamer can make a wall of fire attack, instead of shooting then roll a d6, on a 2 plus the unit takes d3 mortal wounds.
  6. Burning Heat: Whilst this unit contains a fire dragon exarch, when resolving an attack with a melee weapon against this unit, subtract 1 to hit rolls.

Dire Avengers have access to:

  1. Blade Storm: While this unit contains an exarch, when resolving an attack with a ranged weapon that does not have a grenade type by a model in this unit, an unmodified roll or 6 scores an additional hit.
  2. Defend: While this unit contains an exarch, when resolving an attack with a melee weapon against this unit, subtract 1 to wound rolls.
  3. Stand Firm: While this unit contains an exarch, when a morale test is taken for this unit, they automatically pass
  4. Martial Adapt: This units exarch has a BS and WS of 2+
  5. Shredding Fire: Range weapons that do not have the granade type that the exarch uses has an AP of -3 and lose any weapon abilities
  6. Avenging Strikes: While this unit contains an exarch, and any models in this unit have been destroyed,  add one to hit and wound rolls

dark reapers

Dark Reapers have access to:

  1. Rapid Shot: When the exarch shoots add one to the number of attacks with their ranged weapons
  2. Rain of Death: When the exarch shoots the tempest launcher you can reroll the dice to determine the number of attacks
  3. Grim Visage: While this unit contains an exarch, subtract 1 from the leadership of any enemies within 6 inches of the unit
  4. Long Range Fire: While this unit contains an exarch, add 6 inches to the range characteristics of range wepons
  5. Deadly Touch: When this units exarch makes an attack with a melee weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds in addition to any other damage
  6. Focused Fire: When this unit is chosen to shoot with, the exarch can target a character as long as it is within 18 inches of the exarch.

Swooping Hawks have access to:

  1. Intercept: While this unit contains an exarch, when resolving an attack with a model in this unit, if it target a unit that can fly you can reroll hit rolls.
  2. Suppressive Fire: When the exarch fire overwatch subtract two from the charge rolls for that unit until the end of the phase.
  3. Exarch Evade: While this unit contains an exarch, Models in the unit have a 5+ Invuln save.
  4. Rapid Assault: If this unit makes a charge roll or is charged, add two to the attack characteristic of the exarch this turn
  5. Fast Shot: Range weapons of the exarch have type assault 6.
  6. Swooping Barrage: While this unit contains an exarch, add one to this units swooping hawk and grenade pack abilities.

Striking Scorpions have access to:

  1. Stalker: While this unit contains an exarch, and is wholly on or within a terrain feature when an enemy uses a ranged weapon against this unit subtract one from the hit roll.
  2. Crushing Blow: Add 2 to the Strength characteristic of the exarch.
  3. Scorpions Grasp: When this unit’s exarch makes an attack with its scorpion claw, an unmodified wound roll of 6 inflicts one mortal would in addition to normal damage.
  4. Ambush: While this unit contains an exarch, and is wholly on or within a terrain feature they can fight first, if charging is involved then alternate
  5. With Drawl: At the end of the fight phase if the exarch is within 1 inch of any enemy models that unit can fall back up to 6 inches as if it were the movement phase.
  6. Scorpions sting: While this unit contains a exarch add one to their Manderblast ability

banshees

Howling Banshees have access to:

  1. Graceful Avoidance: While this unit contains an exarch when a model in this unit would lose a wound in the fight phase roll a d6 on a 5+ the wound is not lost
  2. Piercing Strike: When this unit is chosen to fight with, the exarch can make a piercing strike with the executioner, if they do subtract one from the attack characteristic, add 3 to the strength, and the damage becomes 3 for the exarch for the rest of the round.
  3. Disarming Strike: At the start of the fight phase, you can select one unit within 1 inch of this unit’s exarch, subtract 2 from the attack characteristic of that unit to a minimum of 1 until the end of the phase.
  4. Whirling Blades: Add 1 to the attacks characteristic of the exarch, if they have mirror swords add 2 instead
  5. Decapitating Strike: When resolving a melee attack with this unit’s exarch an unmodified wound roll of 6 inflicts a mortal wound in addition to normal damage.
  6. Nerve Shredding Shriek: When this unit charges if it includes an exarch, select one enemy within one on a 4+ they take d3 mortal wounds.

Shining Spears have access to:

  1. Withdraw: At the end of the fight phase if the exarch is within 1 inch of any enemy models that unit can fall back up to 6 inches as if it were the movement phase.
  2. Sweeping Dive: While this unit contains an exarch when a charge roll is made add one to the result
  3. Blade Master: The exarchs melee weapon has a damage characteristic of 3
  4. Lancer: When resolving an attack with a laser lance or star lance with the exarch an unmodified roll of 6 to hit is an addition hit
  5. Skilled Rider: This unit gets a 3+ invuln against ranged weapons.
  6. Heart Strike: When resolving an attack with this units exarch, and unmodified hit roll of 6 one mortal wound on the target in addition to normal damage.

Crimson Hunters have access to:

  1. Aerial Predator: When resolving an ranged attack made with this model against a unit that can fly add one to the damage.
  2. Evade: Get a 5+ Invuln
  3. Hawkeye: This model does not suffer movement and fire heavy weapons
  4. Strafing Assault: When resolving an ranged attack made with this model against a unit that cannot fly reroll wound rolls of 1
  5. Eye of Cain: When resolving an ranged aSttack made with this model against a unit they do not receive cover
  6. Aerial Maneuvering: When this model moves you can pivot up to 180 instead of 90

warp spider

Warp Spiders have access to:

  1. Surprise Assault: While this unit contains an exarch, when resolving an attack with a death spinner by a model in this unit and a turn on which they set up on the battlefield you can reroll a hit roll
  2. Withdraw: At the end of the fight phase if the exarch is within 1 inch of any enemy models that unit can fall back up to 6 inches as if it were the movement phase.
  3. Whim of Deceit: Once per battle in your movement phase, if the unit contains an exarch, you can remove this unit and set it up anywhere more than 9 inches away from any enemy models at the end of the movement phase.
  4. Spiders Lair: While this unit contains an exarch, and is wholly on or within a terrain feature, when an enemy finishes a charge within 1 inch roll a d6 on a 3+ the enemy takes 3 mortal wounds
  5. Flickering Assault: While this unit contains an exarch, models in the unit can pile in 6 inches instead of 3
  6. Spiders Bite: Power blades the exarch is equipped with have strength +1 and Damage 2

Psychic Powers

phoenix rising craftworld 7

 

Runes of Fortune are small psychic powers your psyker’s can take instead of smite.

  1. Fateful Divergence: Warp charge 4, select one friendly Craftworld unit within 6 inches until your next psychic phase they can reroll a single hit roll wound roll or save roll.
  2. Witch Strike: Warp charge 4, add 2 to the damage characteristic of this psyker’s melee weapons
  3. Ghost Walk: Warp charge 6, select one friendly Craftworld unit within 6 inches until your next psychic phase add two to their charge rolls
  4. Crushing Orb: Warp charge 6, select one enemy character within 18 and visible to the psyker, roll 3d6 each 5+ is a mortal wound
  5. Focus Will: Warp charge 6, select a friendly craftworld psyker within 6 inches until your next psychic phase add two to any deny the witch test taken by the chosen psycher.
  6. Impair Senses: Warp charge 6, select one enemy unit within 18 and visible to the psyker, until your next psychic phase the unit can only shoot the closest visible unit unless the target is within 18 inches

Craftworld Attributes

phoenix rising craftworld 1

  • Children of Morei-heg: When resolving an attack by a model with this attribute and a unit with at least half its starting models, add one to hit rolls
  • Children of Prophecy: When a psychic test is taken for a model with this attribute each individual dice roll of 1 is treated as a 2 instead.
  • Children of the Open Skies: When a unit with this attribute with fly advances add 2 inches to the move characteristic until the end of the phase.
  • Diviners of Fate: Models have a 6+ invuln
  • Expert Crafters: When a unit fires overwatch or is chosen to shoot or fight with you may reroll a single hit and wound roll
  • Grim: When a unit takes a morale test you can reroll a die

phoenix rising craftworld 4

  • Headstrong: When a charge roll is made with a model with this attribute add one to the result
  • Hunters of Ancient Relics: Add one to the attack characteristic to a model while they are within 3 inches of any objective markers
  • Martial Citizenry: When resolving an attack with Guardian model reroll hit rolls of one
  • Masterful Shots: When resolving an attack the target does not get the benefit of cover to its saving throw.
  • Masters of Concealment: When resolving an attack with a ranged weapon against a model with this trait that is more than 12 inches away they get the benefit of cover
  • Mobile Fighters: When resolving an attack with a model that disembarked from a transport re-roll hit rolls of 1
  • Savage Blades: When resolving an attack with a melee weapon with a model that charged this turn or were charged or performed a heroic intervention, re-roll hit rolls of 1
  • Strike and Fade: CHOOSE ONE: Units can charge after they have fallen back in the same turn OR when consolidating you don’t have to more towards the closest enemy model.
  • Students of Vaal: At the start of your turn each vehicle with this attribute regains a lost wound
  • Superior Shuriken: Add one to the range characteristic of shuriken weapons
  • Vengful Blades: When resolving an attack with a melee weapon against a chaos unit and the unit chraged, was charged, or performed a heroic intervention you can reroll hit rolls
  • Warding Runes: When a model with this attribute would lose a wound as a result of a mortal wound roll a die on a 5+ that wound is not lost.
  • Webway Warriors: The webway strike stratagem can be used one additional time per battle for each detachment excluding auxiliary support detachments.

phoenix rising craftworld 5

Dark Eldar Rules

archon dark eldar wal hor

If your Dark Eldar Force (Kabal, Coven or Cult) is eligible for obsessions but does not have any associated with it from the Dark Eldar Codex, you may (unless otherwise stated) select two from the appropriate lists below:

Kabal Obsessions

dark eldar obsessions 2Dark Mirth: Subtract 1 from the leadership of any enemies within 6 of any units with this obsession. The first time an enemy fails a morale test in the battle add one to the leadership characteristic of friendly models until the end of the battle

Deadly Deceivers: Units with this obsession can charge the turn they fell back. When an enemy finishes a charge within one inch of a unit with this obsession roll a d6 on a 6 they take 1 mortal wound.

Disdain for Lesser Beings: No more than one model with this obsession can flee from a moral test

Meticulous Flayers: Units with this obsession always have the power from pain ability benefit from the eager to flay bonus, even during the first battle round. When resolving an attack from a model with a melee weapon with this obsession against a vehicle that not a vehicle or titanic an unmodified hit roll of 6 will automatically hit and wound.

Soul Bound: When a new near dissuffering role is made for a model with this obsession reroll a roll of 1.

DE obsessions 1

Webway Raiders: The Webway portal ability can be used one additional time per battle for each detachment excluding auxiliary support detachments.

Wych Cult Obsessions

dark eldar obsessions 4The Art of Pain: While units with this obsession have the power from pain ability are within 1 inch of any enemy units they treat the current battle round as being one higher

Berserk Fugue: When resolving an attack with a melee weapon, with a model that charged, was charged, or performed a heroic intervention an unmodified roll or 6 to hit scores an additional hit. You cannot take this and Precise Killers together.

Precise Killers: When resolving an attack with a melee weapon an unmodified roll or 6 increases the AP of the weapon by 1. You cannot take this and Berserk Fugue together.

Slashing Impact: After a model with this obsession finishes a charge move, you can select one infantry, biker, or monster unit within one inch and roll a d6 on a 5+ they take a mortal wound.

Stimulant Innovators: When the hyper stem backlash stratagem is used on a unit with this obsession, it only costs 1 CP instead of 2.
dark eldar obsessions 3

Trophy Takers: When your opponent takes a moral test for a unit where any models were destroyed as a result of an attack made with a melee weapon they must roll 2d6 and discard the lowest.

Haemonculus Coven Obsessions

dark eldar obsessiosn 5

Artists of Flesh: If you select this obsession, you cannot select a second. When resolving an attack against a unit with this obsession subtract 1 from the damage characteristic.

Dark Technomancers: When firing overwatch you can choose to enhance any of their ranged weapons, add 1 to wound and 1 to damage if any unmodified wound rolls of 1 are made the model suffers one mortal wound after finishing firing that weapon.

dark eldar obsessions 6Hungry for Flesh: When a charge roll is made for a unit with this obsession add one to the result.

Masters of Mutagens: When resolving an attack made with a poison weapon against a model that is not a vehicle or titanic, an unmodified roll of 6 automatically hits and wounds

Master Torturers: When the Torturer’s Crash stratagem is used it costs 1 CP instead of 2

Obsessive Collectors: When an enemy model is destroyed as a result of melee weapon from a unit in your army with this obsession, you can select one model from that unit to regain d3 lost wounds, if the unit is a rack you can instead return d3 destroyed models.

With all this covered, how will you use these units in your list? Have you spotted any combos that might change the meta?

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About the Author: Rob Baer

Rob Baer

 rob avatar faceJob Title: Managing Editor

Founded Spikey Bits in 2009

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About Rob Baer: Founder, Publisher, & Managing Editor of Spikey Bits, the leading tabletop gaming news website focused on the hobby side of wargaming and miniatures.  Rob has won many Warhammer 40k Tournaments over the years, including the Adepticon Team Tournament and American Team Tournaments, and is on a first-name basis with almost every major company in the space.

He’s all gaming all the time. With over 30 years of experience in retail and distribution, Rob knows all the products and exactly which ones are the best. He advocates for gaming stores and manufacturers in these difficult times, always looking for the next big thing to feature for the miniatures hobby, helping everyone to provide the value consumers want.

While he’s played every edition of Warhammer 40k and Warhammer Fantasy (since 5th Edition) and has been hobbying on miniatures since the 1908s, Titans of all sizes will always be his favorite! It’s even rumored that his hobby vault rivals the Solemnance Galleries, containing rulebooks filled with lore from editions long past, ancient packs of black-bordered Magic Cards, and models made of both pewter and resin.