Vaul-Kaeth
Composition
Operational Cells
- Close-Quarters Battle (CQB) Team Val-Kaeth Prime (Leader): Coordinates the assault with a shuriken pistol and a lethal power sword. Protects the advance with a Celestial Shield.
Vandor-01, 02, & 03 (Black Ops Cell): Breaching specialists armed with shuriken pistols, guardian chainswords, and high-explosive Plasma Grenades.
Aegis-Alpha (Frontline Heavy): Marches directly alongside the CQB team to vaporize priority heavy armor targets using a high-output Fusion Gun.
- Fire Support & Artillery Team Aegis-Beta (Heavy Flamer): Clears out masses of infantry and forces enemies from behind low cover with a devastating Aeldari Flamer.
Kaelis-01, 02, 03, & 04 (Assault Element): Rigid line-infantry units providing sustained suppressive fire using long-range Shuriken Catapults.
The Forged Wrath (Heavy Weapon Platform): A hovering anti-infantry artillery chassis armed with a rapid-firing Shuriken Cannon, remote-controlled by the nearby fire support crew.
Common Abilities and Options
Fleet of Foot (0AP):
This operative can perform a Dash action for 0 Action Points instead of the normal 1 AP, as long as it has already performed a Move action in the same activation.
Weapon Harmonizer:
Choose one of the operative's ranged weapons. That weapon gains the Relentless rule (you can reroll any or all of your attack dice).
Wraithbone Talisman:
Once per battle, you can completely reroll one of this heavy trooper's failed attack dice or defense dice
Val-Kaeth Prime
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 6", Lethal 5+) | 4 | 3+ | 3/4 |
| Aeldari Chainsword | 4 | 2+ | 3/4 |
| Plasma Grenade (Ranged, Blast, Indirect, Limited) | 4 | 3+ | 3/5 |
Abilities
0AP: Fleet of FootOptions
Celestial ShieldVandor-01
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 6", Lethal 5+) | 4 | 3+ | 3/4 |
| Aeldari Power Sword (Lethal 5+) | 4 | 3+ | 4/6 |
| Plasma Grenade (Rng 6", Blast, Indirect, Limited) | 4 | 3+ | 3/5 |
Abilities
0AP: Fleet of FootVandor-02
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 6", Lethal 5+) | 4 | 3+ | 3/4 |
| Aeldari Power Sword (Lethal 5+) | 4 | 3+ | 4/6 |
| Plasma Grenade (Rng 6", Blast, Indirect, Limited) | 4 | 3+ | 3/5 |
Abilities
0AP: Fleet of FootVandor-03
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Pistol (Rng 6", Lethal 5+) | 4 | 3+ | 3/4 |
| Aeldari Power Sword (Lethal 5+) | 4 | 3+ | 4/6 |
| Plasma Grenade (Rng 6", Blast, Indirect, Limited) | 4 | 3+ | 3/5 |
Abilities
0AP: Fleet of FootKaelis-01
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Catapult (Balanced, Ceaseless) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
0AP: Fleet of FootOptions
Weapon HarmonizerKaelis-02
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Catapult (Balanced, Ceaseless) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
0AP: Fleet of FootOptions
Weapon HarmonizerKaelis-03
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Catapult (Balanced, Ceaseless) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
0AP: Fleet of FootOptions
Weapon HarmonizerKaelis-04
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Catapult (Balanced, Ceaseless) | 4 | 3+ | 3/4 |
| Fists | 3 | 3+ | 2/3 |
Abilities
0AP: Fleet of FootOptions
Weapon HarmonizerAegis Alpha
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fusion Gun (Rng 6", AP2, MW4) | 4 | 3+ | 6/3 |
| Fists | 3 | 3+ | 2/3 |
Abilities
0AP: Fleet of FootOptions
Wraithbone TalismanAegis Beta
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Aeldari Flamer (Rng 6", Torrent) | 5 | 2+ | 2/2 |
| Fists | 3 | 3+ | 2/3 |
Abilities
0AP: Fleet of FootOptions
Wraithbone TalismanForged Wrath
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shuriken Cannon (Ceaseless, Fusillade, Heavy) | 5 | 3+ | 4/5 |
Options
Platform Operator LinkPlasma Grenade
Can only be used once per battle. When thrown, you do not need line of sight to targets behind low walls (Indirect). Every enemy within 2 inches of the target point takes full explosive damage.
Celestial Shield
Gives the leader a 4+ Invulnerable Save. He completely ignores enemy Armor Piercing (AP) weapon weapon stats.
Weapon Harmoniser
Choose one of the operative's ranged weapons. That weapon gains the Relentless rule (you can reroll any or all of your attack dice when shooting it).
Wraithbone Talisman
Once per battle, you can completely reroll one of this heavy trooper's failed attack dice or defense dice. Use this to ensure your devastating heavy weapon shots land when it matters most.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Feigned Retreat
Use this when it's a friendly operative's turn to activate and they are stuck in close-combat engagement with an enemy. They can perform a Fall Back action for only 1 Action Point instead of the normal 2 AP.
Firefight: Phantasm
Use this at the very end of the Deployment step, right before the first turn starts. You can pick up to three of your hidden Val-Kaeth operatives and completely change their starting positions or switch them between Engage/Conceal orders.
Strategy Ploys
Strategy: Matchless Agility
Each time a friendly Val-Kaeth operative performs a Dash action, its Dash distance is $1\boldsymbol{\Delta}$ (3 inches) instead of the normal 2 inches.
Strategy: Hidden Path
Select one friendly Val-Kaeth operative that is completely within your drop zone and has a Conceal order. You can instantly redeploy them anywhere within 1 inch of a heavy wall/terrain feature, as long as they stay in Conceal and more than 6 inches away from enemy models.
Strategy: Masters of Prescience
Until the end of the Turning Point, each time an enemy model shoots at a friendly Val-Kaeth operative that is standing near cover, you can reroll one of your failed defense dice.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Equipment
Plasma Grenade:
Can only be used once per battle. When thrown, you do not need line of sight to targets behind low walls (Indirect). Every enemy within 2 inches of the target point takes full explosive damage.
Celestial Shield:
Gives the leader a 4+ Invulnerable Save. He completely ignores enemy Armor Piercing (AP) weapon weapon stats.
Weapon Harmoniser:
Choose one of the operative's ranged weapons. That weapon gains the Relentless rule (you can reroll any or all of your attack dice when shooting it).
Wraithbone Talisman:
Once per battle, you can completely reroll one of this heavy trooper's failed attack dice or defense dice. Use this to ensure your devastating heavy weapon shots land when it matters most.
Ploys
Firefight - Feigned Retreat:
Use this when it's a friendly operative's turn to activate and they are stuck in close-combat engagement with an enemy. They can perform a Fall Back action for only 1 Action Point instead of the normal 2 AP.
Firefight - Phantasm:
Use this at the very end of the Deployment step, right before the first turn starts. You can pick up to three of your hidden Val-Kaeth operatives and completely change their starting positions or switch them between Engage/Conceal orders.
Strategic - Matchless Agility:
Each time a friendly Val-Kaeth operative performs a Dash action, its Dash distance is $1\boldsymbol{\Delta}$ (3 inches) instead of the normal 2 inches.
Strategic - Hidden Path:
Select one friendly Val-Kaeth operative that is completely within your drop zone and has a Conceal order. You can instantly redeploy them anywhere within 1 inch of a heavy wall/terrain feature, as long as they stay in Conceal and more than 6 inches away from enemy models.
Strategic - Masters of Prescience:
Until the end of the Turning Point, each time an enemy model shoots at a friendly Val-Kaeth operative that is standing near cover, you can reroll one of your failed defense dice.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.