Aeldari Spirit Host

Homebrew by DCole

During times of great need, the Aeldari call upon the most skilled of their ghostkin residing in the Infinity ciruits of their craftworld. These Wraith warriors are the best of their kind. They form elite strike teams guided by the most experienced Spiritseers to take on critical surgical strikes within enemy territory.

[Note - the Wraith Stealth Warrior is not an official kit; it is intended to be sn opportunity to kitbash a unique operative!]

100% positive
Composition

One Spirit Seer

Five operatives taken from:

Wraithguard Wraithblade with Ghostswords Wraithblade with Ghostaxe and Shield Wraith Stealth Warrior

Note a maximum of ONE Wraith stealth warrior may be selected.

Wraithguard
A 2
M 5”
S 3+
W 15
Weapons
ATK
HIT
DMG
Wraithcannon (Piercing Crit1)
3
3+
4/5
D-Sythe (Saturate)
4
3+
3/4
Fists
4
3+
3/4
Abilities
1AP: Ghost warriors

Ghost warriors (1AP): This unit may use the Fall Back action and may shoot (for an additional 1AP) after this move.

Aeldari, Spirit Host, Wraith
Wraithblade with Ghost swords
A 2
M 5”
S 3+
W 15
Weapons
ATK
HIT
DMG
Ghost swords
5
3+
3/4
Abilities
Flurry of blades

Flurry of blades: When resolving a Fight action, and when this operative has resolved its first attack die: this operative can resolve a second attack die immediately.

Aeldari, spirit host, Wraith
Wraithblade with Ghostaxe and Shield
A 2
M 5”
S 2+
W 15
Weapons
ATK
HIT
DMG
Ghost Axe (Lethal 5+)
4
3+
3/4
Abilities
Fight to the last

Fight to the last: If this unit is in melee combat and would be incapacitated, resolve all remaining unresolved dice as attacks at the same time and then remove the model. Attacks resolved in this way cannot be blocked by the opposing operative.

Aeldari, Spirit host, Wraith
Wraith Stealth Warrior
A 3
M 6"
S 3+
W 12
Weapons
ATK
HIT
DMG
Wraith pistol (Range 8”)
4
4+
3/4
Ghost sword
4
3+
3/4
Abilities
Lone operative1AP: Stealth approach

Lone operative: If this operative is contesting an objective and no other friendly operatives are contesting the same objective, increase the APL stat by +2 for the purpose of determining control of that objective.

Stealth approach (1AP): This operative may change its order from Conceal to Engage and vice versa.

Aeldari, Spirit host, Wraith
Spiritseer
A 3
M 7”
S 3+
W 12
Weapons
ATK
HIT
DMG
Force stave (Balanced)
4
3+
3/4
Psychic blast (Range 8”, Devastating 2, Seek light)
3
2+
3/2
Spirit sword (Piercing Crit1)
4
4+
3/4
Abilities
Spirit guidance1AP: Tears of IshaVengance Unleashed

Spirit guidance: If a friendly WRAITH operative is within 6" of this operative at the start of the turning point, increase the APL stat of that WRAITH operative by 1 and increase its Move stat to 6". This ability has no effect on the Wraith Stealth Warrior.

Tears of Isha (1AP): When a friendly WRAITH operative is within control range of this model, heal D3+3 wounds of that operative.

Vengance Unleashed: If this unit is wounded by an enemy operative, that enemy operative gains a Vengance Unleashed token. Any successful unblocked attack by a WRAITH operative on an enemy operative with a Vengance Unleashed token does an additional D3 damage.

Aeldari, Spirit host, Psyker
Equipment

Rune of Warding:
Once per turning point, when a friendly AELDARI SPIRIT HOST operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead


Rune of Foresight:
When this equipment is revealed, once per battle in the Strategy you gain 1 additional CP.


Master crafted ranged weapons:
All AELDARI SPIRIT HOST ranged weapons (excluding psychic weapons) gain the Balanced rule.


Mistfield:
Once per turning point, when an operative is shooting a friendly AELDARI SPIRIT HOST operative more than 3" from it, at the start of the Roll Defence Dice step, you can use this rule. If you do, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored


Ploys

Firefight - Crushing Assault:
When a friendly WRAITH operative makes a charge move, the enemy operative targetted takes d3 damage with no save roll.


Firefight - Wraith spirit shield:
Use this firefight ploy when an operative is shooting a friendly WRAITH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Spiritual Master:
Use this firefight ploy at the end of a friendly SPIRITSEER or WRAITH STEALTH WARRIOR operative’s activation. That friendly operative can immediately perform a free Dash action (even if it’s performed an action that prevents it from performing the Dash action), or you can change its order instead.


Firefight - Ancient arts of combat:
This ploy can be used when a friendly WRAITH operative is performing a shoit svtion snd has not moved. That operative gains +1 to hit an Seek Light for that shooting attack. Note this ploy dies not prevent that operative from moving after the shooting activation is complete.


Strategic - Soul Bridge:
When a Spiritseer and friendly WRAITH operative use the Spirit Guidance ability during the current turning point, extend the range of that ability to 12".


Strategic - Targeting mindlink:
Whenever a friendly WRAITH operative performs a shooting attack and the target is obscured or in cover, line of sight may be drawn from the Spiritseer operative instead. If the Spiritseer's line of sight to the target is unobscured, the WRAITH operative may then take the shot without any modifiers.


Strategic - Unflinching Spirit:
You can ignore any changes to stats for AELDARI SPIRIT HOST operatives due to the Injured state.


Strategic - Foresight:
Whenever an operative is shooting a friendly AELDARI SPIRIT HOST operative, you can re-roll any of your defence dice results of one result (e.g. results of 2)


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.