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==Special Rules== *'''Advanced Positions:''' Infiltrate. *'''Battle Focus:''' Ever a core aspect of Craftworld infantry, Battle Focus returns to its 7th edition glory... kind of. Any unit with Battle Focus (typically infantry, with a few exceptions) that moves may advance and shoot any Assault or Pistol weapons. If they choose to do so, for the purposes of shooting, they're treated as though they were stationary that turn. Alternatively, during the shooting phase, once a unit has shot and they have not advanced or intend to charge this turn, they may make a d6" move as though it were their movement phase. They cannot use this move to embark onto a Transport. ''Additionally'', any Battle Focus move that interacts with any terrain results in a -3 modifier to the d6 roll (to a minimum of 0). This can and will reduce your Battle Focus roll to 0 if you don't roll a 4+ and try moving over terrain. **Move-Move-Shoot and Move-Shoot-Move rules are back! Unfortunately, they're not quite ''that'' good. It's certainly an upgrade over last edition, but the terrain modifier can severely limit the effectiveness of this rule on certain maps. If you don't want to be harshly penalized and want to duck in and out of LoS, you'll need to do so from fully behind terrain features rather than next to or within them. This can be... problematic for Aspect Warriors like Fire Dragons or Dire Avengers who need to get in close to do their work. *'''Favored of Khaine:''' The universal rules for the Phoenix Lords. **4++. **Lose a maximum of 3 wounds per phase. **No relics or warlord traits. *'''Sudden Assault:''' Deep Strike. ===Detachment Rules=== {{W40Kkeyword|asuryani}} detachments gain these. *'''Leaders of the Warhost:''' You can only take one Autarch per detachment. *All {{W40Kkeyword|asuryani}} Troops have '''Objective Secured'''. *'''Exarch Powers:''' Building up on the Exarch abilities introduced last edition, each Aspect Warrior Exarch can have additional points invested in them to grant them (and sometimes their whole squad) additional abilities to enhance their utility, offensive prowess or defensive capabilities. The point values tend to range between 10-30 pts and each Exarch may only have one, but choosing one will also confer the Exarch an additional Wound and either +1 to their Ballistic Skill (Crimson Hunter, Dark Reaper, Swooping Hawk, or Fire Dragon) or +1 Attack (Howling Banshee, Striking Scorpion, Shining Spear, or Warp Spider) or no additional benefit (Dire Avengers). The abilities granted to the squad are dependent on the Exarch staying alive, so do the obvious thing and keep him/her safe. **Note that taking any one {{W40Kkeyword|asuryani}} detachment gives you the ability to assign Exarch Powers to any Exarch you have, including those not in the qualifying detachment. ===Army Rules=== If your entire army is {{W40Kkeyword|asuryani}} and from the same craftworld, you gain these. *'''Strands of Fate:''' The big mono-faction power given to the Eldar. Each round you roll 6d6 and keep a number of dice dependent on the size of the game. Depending on the results of the dice you keep, you can treat one of the rolls as a natural 6 (and this will only treat one die as a 6 for psychic tests and charge rolls): *# Advance Roll *# Charge Roll *# Psychic Test - This doesn't work on Deny the Witch. *# Hit Roll *# Wound Roll *# Saving Throw - This works on either armor or invuln, though not FNP, as FNPs aren't saves. **That means you lose out on some Strands of Fate utility if you don't take any psykers, as 3s on Strands of Fate become unusable.
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