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Warhammer 40K: 10th Ed Aeldari Rules Preview – Manipulators of Fate

4 Minute Read
May 16 2023
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Games Workshop has a new preview for the Craftworld Aeldari. How with they work in 10th Edition? Time to get a tease!

The Aeldari are back and the Bonesingers have been busy. The Infinity Circuit is humming with psychic energy and there has been a lot of movement in the Webway. What does it all mean? We’re pretty sure it means the Aeldari are preparing for Warhammer 40,000 10th Edition!

via Warhammer Community

“The Aeldari are a highly mobile army full of specialised units that can boost their already devastating powers by examining the skeins of destiny, discerning exactly where to place a surgical strike. They then nimbly retreat, their battle lines dodging reprisal like the tide retreating from the shore.”

Aeldari Faction Rules

Army Rule – Strands of Fate

When it comes to manipulating fate the Aeldari are known to tug at those strings. This pool of dice is nothing new to the game. What makes it unique is that you start with 12D6 and can choose to re-roll all the dice for a better pool. But each time you do you lose one die from the roll. These dice are then “fixed” at the number and you can use them to replace the die rolls above.

On one hand, I’ve personally never been a huge fan of dice manipulation like this in Warhammer games. However, I can appreciate what GW is going for here. On the plus side, with the new changes in 10th edition, now when you roll 1’s those won’t be useful for throwing at Battle-shock tests. There’s actually a “bad” dice roll you can get with these Fate Dice…so that does take the sting out a bit. As a person with an Aeldari Army (that I don’t get to play …ever) I’m okay with this trade.

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Detachment Rule – Unparalleled Foresight

The Battle Host Detachment adds another rolling boon to the Aeldari in your army with a free re-roll for both the to-hit and to-wound. It’s just one die, but it’s per unit and it’s one re-roll for EACH of those rolls. The Aeldari are going to push their reliability up a few notches with those re-rolls!

Stratagem – Fire And Fade

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Did you feel a collective groan from the internet? It was as if a thousands of 40k players instantly recalled a darker time in the game…But before you get your internet pitchforks out this stratagem has a few drawbacks. It’s 2 CP, which, good. Also remember CP generation is different in 10th. The unit can’t embark on a transport and you can’t use this on Aircraft for any fly-by shenanigans. The unit also can’t use this to close the gap and charge, which again, GOOD. If you’re still having flashbacks of Dark Reapers hopping up and destroying units and then hopping behind LoS, well, yeah… me too.

Aeldari Unit Rules

Farseer

Hey, it’s the classic Farseer! Their Eldritch Storm is now a Ranged Attack as per the new Psychic Powers in 10th. That checks out. The Singing Spear is also still a strength 9 shot so keep that ready to fire as needed.

As far as Abilities remember how I said there were “bad” rolls for the Fate Dice above? Well, the Farseer says, “screw that” with Branching Fates. Yeah…not really sure how to feel about that one as it changes a die to a 6. And it’s once per turn. So…I’m betting we’re gonna see a lot of Farseers running around, probably close to things with really big guns…

Guardian Defenders

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The citizen soldiers of Aeldari are back once again. They still aren’t great…but at least they have some decent shooting. Plus they can generate Fate Dice to the pool if they are near an Objective. You’re probably going to want to park them next to an Objective with one of those Weapon Platforms and just Pew-Pew-Pew for as long as they can.

Weapon – Prism Cannon

Here comes the Prism Cannon back again to blast away! Maybe? It’s certainly up there in the Heavy Hitter category with the ability to reach strength 18. Plus, you can basically move your shots from one Fire Prism to another which is thematic and can be kinda cool. But that’s just the Focused Lance option. The Dispersed Pulse still shreds infantry and has a possible 2-12 shots. And no, you can’t use a Fate die to up the number of shots:

There ARE limits, folks. And if you’re not playing Aeldari you’re going to want to memorize this chart.

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The Aeldari are going to be tugging at the Strands of Fate very soon in Warhammer 40,000 10th Edition…

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Author: Adam Harrison
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