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Protector Host

<b>The Aeldari fight furiously to defend their irreplaceable voidships - doubly so if the conflict t

Detachment Rules (1)

Determined Defence

All too aware of the value of that which they defend, these warriors fight harder than ever, weaving
Each time an attack targets a GUARDiANS or DiRE AvENGERS unit from your army, if that unit is within range of an objective marker, add 1 to any armour saving throw made against that attack.
Enhancements (2)
0 pts

Grace of Khaine

Fighting with lethal agility and perfect balance, this warrior places their every blow to inflict th
Each time the bearer makes an attack, re-roll a Hit roll of 1, re-roll a Wound roll of 1 and re-roll a Damage roll of 1.
0 pts

Rallying Cry

With well-chosen inspirational words, this war leader swiftly mobilises the Aeldari defence forces t
In the Deploy Armies step, when the bearer is set up in an Entry Zone, you can set up two friendly GUARDiANS units within that Entry Zone instead of any other units.
Stratagems (4)
1 CP

RAPID AMBUSH

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit opens a Hatchway.

TARGET: One DIRE AvENGERS or GUARDIANS unit from your army that has not fired Overwatch this phase and is wholly on the opposite side of that Hatchway from that enemy unit.

EFFECT: If that enemy unit is within 9" of and visible to your unit, roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers 2 mortal wounds. If that enemy unit suffers one or more mortal wounds in this way, your unit can then make a Normal move of up to D6”.

RESTRICTIONS: Until the end of the turn, your unit cannot fire Overwatch.
1 CP

SHIELD OF BLADES

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase.

TARGET: One DIRE AvENGERS or GUARDIAN DEfENDERS unit from your army that has not fired Overwatch this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
1 CP

SHURIKEN STORM

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, add 1 to the Strength characteristic of Avenger shuriken catapults, shuriken catapults, shuriken pistols and shuriken cannons equipped by models in your unit.
1 CP

VOID GHOSTS

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One AELDARI unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.