Yvraine

(Unit)
Type: unit
Category: HQ
Categories: Character, Faction: Aeldari, Faction: Ynnari, HQ, Infantry, Psyker, Yvraine
LinkId: a049-52ed-ef53-63ec
Hidden: false
Costs: 6 PL115 pts

Constraints:

max(roster): 1
Options (4)
Rules (1)
Strength from Death
This ability is common to all YNNARI units.

As soon as any unit is destroyed, All units from your army benefit from Soulburst actions until the end of the turn. Whilst a unit is benefitting from Soulburst Actions, it always fights first in the Fight phase, even if it didn't charge. If a model that is benefitting from soulburst actions made a charge move this turn, or already has an ability that allows it to always fight first in the Fight phase, then whilst it is benfitting from soulburst actions you also add 1 to hit rolls for attacks made with melee weapons by that model. If the enemy also has units that made a charge move or that have abilities that allow them to always fight first in the fight phase, the alternate units, starting with the player whose turn is taking place.

Profiles:

Unit MWSBSSTWALdSave
Yvraine

8"

2+

2+

3

3

5

4

9

6+

Psyker CastDenyPowers Known
Psyker

2

1

2 - Revenant

Yvraine can attempt to manifest 2 psychic powers in each friendly Psychic phase, and attempt to deny 1 power in each enemy Psychic phase. She knows the Smite power and 2 psychic powers from the Revenant discipline.

Abilities
Runesuit:

Yvraine has a 4+ invul save.

Grinx Familiar:

You can add 1 to all of Yvraine's Psychic tests and Deny the Witch tests.

Herald of Ynnead:

Each time another AELDARI model is slain within 6" of Yvraine, roll a D6. On a 4+ Yvraine immediately regains one lost wound. If the model was a Psyker, you can immediately generate another Psychic power for Yvraine from the Revenant disipline.

Revered Figurehead:

Units with the ability can embark onto any AELDARI TRANSPORT, even though the transport in question might normally only permit models with other Faction keywords to do so.

Favoured of Ynnead:

When this Warlord piles in or consolidates, they can move up to 6" instead of up to 3".

Psychic Power Warp ChargeRange
Smite

5

18"

Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.

Used By (1)
Aeldari - Ynnari(Catalogue)