Psychic Awakening Phoenix Rising: Leak Compilation

Oct 9, 2019

Time for another leak and rumor compilation, this time we have Warhammer 40k Psychic Awakening: Phoenix Rising, rumors, leaks, previews. As with the other compilations the A running compilation of rumors, leaks, sneak peaks for Psychic Awakening: Phoenix Rising. With new rules, point adjustments, stratagems and units. Compilation will feature both Games Workshop community info and any other Internet leaks and rumors as they come!

Check back everyday as new leaks and rumors for Warhammer 40k 8th edition Psychic Awakening: Phoenix Rising will be added, without notification.

Pre-orders: October 12th 2019 Release Date: October 19th 2019 Release Date

  • Psychic Awakening: Phoenix Rising: $40
  • Blood of the Phoenix Box Set: $240

Point Changes:

  • Visarch – 80 points (down from 120)
  • Yvraine – 115 points (down from 132)
  • Yncarne – 280 points (down from 337)

Special Rules:

  • Howling Banshee Exarch Powers
    • Graceful Avoidance: While this unit contains an exarch when a model in this unit would lose a wound in the fight phase roll a d6 on a 5+ the wound is not lost
    • Piercing Strike: When this unit is chosen to fight with, the exarch can make a piercing strike with the executioner, if they do subtract one from the attack characteristic, add 3 to the strength, and the damage becomes 3 for the exarch for the rest of the round.
    • Disarming Strike: At the start of the fight phase, you can select one unit within 1 inch of this unit’s exarch, subtract 2 from the attack characteristic of that unit to a minimum of 1 until the end of the phase.
    • Whirling Blades: Add 1 to the attacks characteristic of the exarch, if they have mirror swords add 2 instead
    • Decapitating Strike: When resolving a melee attack with this unit’s exarch an unmodified wound roll of 6 inflicts a mortal wound in addition to normal damage.
    • Nerve Shredding Shriek: When this unit charges if it includes an exarch, select one enemy within one on a 4+ they take d3 mortal wounds
  • Fire Dragon Exarch Powers
    • Dragons Bite: Whilst this unit contains a fire dragon exarch at the start of your shooting phase you can change the type of characteristic of their fusion guns to pistol 1.
    • Tank Killer: When resolving an attack with a fire pike by this units exarch against a vehicle you can reroll one of the damage rolls
    • Burning Fists: Melee weapons that this units Exarch is equipped with has an AP of -2 and a Damage of 2 when resolving an attack with this melee weapon you can reroll wounds rolls.
    • Swift Step: Whilst this unit contains a fire dragon exarch, when they advance you can roll 3d6 and discard 2
    • Wall of Fire: When this unit fires overwatch an exarch equipped with the dragons breath flamer can make a wall of fire attack, instead of shooting then roll a d6, on a 2 plus the unit takes d3 mortal wounds.
    • Burning Heat: Whilst this unit contains a fire dragon exarch, when resolving an attack with a melee weapon against this unit, subtract 1 to hit rolls.
  • Dire Avengers Exarch Powers
    • Blade Storm: While this unit contains an exarch, when resolving an attack with a ranged weapon that does not have a grenade type by a model in this unit, an unmodified roll or 6 scores an additional hit.
    • Defend: While this unit contains an exarch, when resolving an attack with a melee weapon against this unit, subtract 1 to wound rolls.
    • Stand Firm: While this unit contains an exarch, when a morale test is taken for this unit, they automatically pass
    • Martial Adapt: This units exarch has a BS and WS of 2+
    • Shredding Fire: Range weapons that do not have the granade type that the exarch uses has an AP of -3 and lose any weapon abilities
    • Avenging Strikes: While this unit contains an exarch, and any models in this unit have been destroyed,  add one to hit and wound rolls
  • Dark Reapers Exarch Powers
    • Rapid Shot:When the exarch shoots add one to the number of attacks with their ranged weapons
    • Rain of Death: When the exarch shoots the tempest launcher you can reroll the dice to determine the number of attacks
    • Grim Visage: While this unit contains an exarch, subtract 1 from the leadership of any enemies within 6 inches of the unit
    • Long Range Fire: While this unit contains an exarch, add 6 inches to the range characteristics of range wepons
    • Deadly Touch: When this units exarch makes an attack with a melee weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds in addition to any other damage
    • Focused Fire: When this unit is chosen to shoot with, the exarch can target a character as long as it is within 18 inches of the exarch.
  • Swooping Hawks Exarch Powers
    • Intercept: While this unit contains an exarch, when resolving an attack with a model in this unit, if it target a unit that can fly you can reroll hit rolls.
    • Suppressive Fire: When the exarch fire overwatch subtract two from the charge rolls for that unit until the end of the phase.
    • Exarch Evade: While this unit contains an exarch, Models in the unit have a 5+ Invuln save.
    • Rapid Assault: If this unit makes a charge roll or is charged, add two to the attack characteristic of the exarch this turn
    • Fast Shot: Range weapons of the exarch have type assault 6.
    • Swooping Barrage: While this unit contains an exarch, add one to this units swooping hawk and grenade pack abilities.
  • Striking Scorpions Exarch Powers
    • Stalker: While this unit contains an exarch, and is wholly on or within a terrain feature when an enemy uses a ranged weapon against this unit subtract one from the hit roll.
    • Crushing Blow: Add 2 to the Strength characteristic of the exarch.
    • Scorpions Grasp: When this unit’s exarch makes an attack with its scorpion claw, an unmodified wound roll of 6 inflicts one mortal would in addition to normal damage.
    • Ambush:While this unit contains an exarch, and is wholly on or within a terrain feature they can fight first, if charging is involved then alternate
    • Withdrawal: At the end of the fight phase if the exarch is within 1 inch of any enemy models that unit can fall back up to 6 inches as if it were the movement phase.
    • Scorpions sting: While this unit contains a exarch add one to their Mandiblaster ability
  • Shining Spears Exarch Powers
    • Withdraw: At the end of the fight phase if the exarch is within 1 inch of any enemy models that unit can fall back up to 6 inches as if it were the movement phase.
    • Sweeping Dive: While this unit contains an exarch when a charge roll is made add one to the result
    • Blade Master: The exarchs melee weapon has a damage characteristic of 3
    • Lancer: When resolving an attack with a laser lance or star lance with the exarch an unmodified roll of 6 to hit is an addition hit
    • Skilled Rider: This unit gets a 3+ invuln against ranged weapons.
    • Heart Strike: When resolving an attack with this units exarch, and unmodified hit roll of 6 one mortal wound on the target in addition to normal damage.
  • Crimson Hunter Exarch Powers
    • Aerial Predator: When resolving an ranged attack made with this model against a unit that can fly add one to the damage.
    • Evade: Get a 5+ Invuln
    • Hawkeye: This model does not suffer movement and fire heavy weapons
    • Strafing Assault: When resolving an ranged attack made with this model against a unit that cannot fly reroll wound rolls of 1
    • Eye of Cain: When resolving an ranged attack made with this model against a unit they do not receive cover
    • Aerial Maneuvering: When this model moves you can pivot up to 180 instead of 90
  • Warp Spider Exarch Powers
    • Surprise Assault: While this unit contains an exarch, when resolving an attack with a death spinner by a model in this unit and a turn on which they set up on the battlefield you can reroll a hit roll
    • Withdraw: At the end of the fight phase if the exarch is within 1 inch of any enemy models that unit can fall back up to 6 inches as if it were the movement phase.
    • Whim of Deceit:Once per battle in your movement phase, if the unit contains an exarch, you can remove this unit and set it up anywhere more than 9 inches away from any enemy models at the end of the movement phase.
    • Spiders Lair: While this unit contains an exarch, and is wholly on or within a terrain feature, when an enemy finishes a charge within 1 inch roll a d6 on a 3+ the enemy takes 3 mortal wounds
    • Flickering Assault: While this unit contains an exarch, models in the unit can pile in 6 inches instead of 3
    • Spiders Bite: Power blades the exarch is equipped with have strength +1 and Damage 2

Craftworld Attributes (Chapter Tactics): 

  • Wraith Constructs re-roll 1s to wound
  • Additional -1 AP for shuriken weapons within 12″ doesn’t increase wounds 6s APs
  • Unmodified 6s to wound attacks cause an additional damage for Aspect Warriors
  • When resolving an attack by a model with this attribute and a unit with at least half its starting models, add one to hit rolls
  • When a psychic test is taken for a model with this attribute each individual dice roll of 1 is treated as a 2 instead.
  • When a unit with this attribute with fly advances add 2 inches to the move characteristic until the end of the phase.
  • Models have a 6+ invuln
  • When a unit fires overwatch or is chosen to shoot or fight with you may reroll a single hit and wound roll
  • When a unit takes a morale test you can reroll a die.
  • When a charge roll is made with a model with this attribute add one to the result
  • Add one to the attack characteristic to a model while they are within 3 inches of any objective markers
  • When resolving an attack with Guardian model reroll hit rolls of one
  • When resolving an attack the target does not get the benefit of cover to its saving throw.
  • When resolving an attack with a ranged weapon against a model with this trait that is more than 12 inches away they get the benefit of cover
  • When resolving an attack with a model that disembarked from a transport re-roll hit rolls of 1
  • When resolving an attack with a melee weapon with a model that charged this turn or were charged or performed a heroic intervention, re-roll hit rolls of 1
  • CHOOSE ONE: Units can charge after they have fallen back in the same turn OR when consolidating you don’t have to more towards the closest enemy model.
  • At the start of your turn each vehicle with this attribute regains a lost wound
  • Add one to the range characteristic of shuriken weapons
  • When resolving an attack with a melee weapon against a chaos unit and the unit charged, was charged, or performed a heroic intervention you can reroll hit rolls
  • When a model with this attribute would lose a wound as a result of a mortal wound roll a die on a 5+ that wound is not lost.
  • The webway strike stratagem can be used one additional time per battle for each detachment excluding auxiliary support detachments.

Kabal Obsessions (Chapter Tactics):

  • +3 move to units with fly
  • Unmodified 6s to wound attacks cause an additional damage for poison weapons
  • Subtract 1 from the leadership of any enemies within 6 of any units with this obsession. The first time an enemy fails a morale test in the battle add one to the leadership characteristic of friendly models until the end of the battle
  • Units with this obsession can charge the turn they fell back. When an enemy finishes a charge within one inch of a unit with this obsession roll a d6 on a 6 they take 1 mortal wound.
  • No more than one model with this obsession can flee from a moral test
  • Units with this obsession always have the power from pain ability benefit from the eager to flay bonus, even during the first battle round. When resolving an attack from a model with a melee weapon with this obsession against a vehicle that not a vehicle or titanic an unmodified hit roll of 6 will automatically hit and wound.
  • When a new near dissuffering role is made for a model with this obsession reroll a roll of 1.
  • The Webway portal ability can be used one additional time per battle for each detachment excluding auxiliary support detachments.

Wych Cult Obsessions (Chapter Tactics):

  • +1 invulnerable in Assault 6+ otherwise takes up 2 obsession slots 
  • +1 add to wound against monsters and vehicles
  • While units with this obsession have the power from pain ability are within 1 inch of any enemy units they treat the current battle round as being one higher
  • When resolving an attack with a melee weapon, with a model that charged, was charged, or performed a heroic intervention an unmodified roll or 6 to hit scores an additional hit. You cannot take this and Precise Killers together.
  • When resolving an attack with a melee weapon an unmodified roll or 6 increases the AP of the weapon by 1. You cannot take this and Berserk Fugue together.
  • After a model with this obsession finishes a charge move, you can select one infantry, biker, or monster unit within one inch and roll a d6 on a 5+ they take a mortal wound.
  • When the hyper stem backlash stratagem is used on a unit with this obsession, it only costs 1 CP instead of 2.
  • When your opponent takes a moral test for a unit where any models were destroyed as a result of an attack made with a melee weapon they must roll 2d6 and discard the lowest.

Haemonculus Coven Obsessions (Chapter Tactics):

  • Experimental Creations: +1 Str, +1 to wound on poison attacks with lower toughness than opponents. 
  • Dark Harvest: After a charge each model in that unit you can select one enemy unit within 1″ of that model and roll 5+ you enemy suffers 1 mortal wound.
  • If you select this obsession, you cannot select a second. When resolving an attack against a unit with this obsession subtract 1 from the damage characteristic.
  • When firing overwatch you can choose to enhance any of their ranged weapons, add 1 to wound and 1 to damage if any unmodified wound rolls of 1 are made the model suffers one mortal wound after finishing firing that weapon.
  • When a charge roll is made for a unit with this obsession add one to the result.
  • When resolving an attack made with a poison weapon against a model that is not a vehicle or titanic, an unmodified roll of 6 automatically hits and wounds
  • When the Torturer’s Crash stratagem is used it costs 1 CP instead of 2
  • When an enemy model is destroyed as a result of melee weapon from a unit in your army with this obsession, you can select one model from that unit to regain d3 lost wounds, if the unit is a rack you can instead return d3 destroyed models.

Stratagems:

  • Exemplar Stratagems 1CP: Take an additional Exarch power

Warlord Traits:

  •  

Relics:

  •  

Psychic Powers:

  • Runes of Fortune:
    • Ghostwalk WC6: Select 1 friendly unit within 6″ charge rolls get +2
    • Fateful Divergence: Warp charge 4, select one friendly Craftworld unit within 6 inches until your next psychic phase they can reroll a single hit roll wound roll or save roll.
    • Witch Strike: Warp charge 4, add 2 to the damage characteristic of this psyker’s melee weapons
    • Crushing Orb: Warp charge 6, select one enemy character within 18 and visible to the psyker, roll 3d6 each 5+ is a mortal wound
    • Focus Will: Warp charge 6, select a friendly craftworld psyker within 6 inches until your next psychic phase add two to any deny the witch test taken by the chosen psycher.
    • Impair Senses: Warp charge 6, select one enemy unit within 18 and visible to the psyker, until your next psychic phase the unit can only shoot the closest visible unit unless the target is within 18 inches

Psychic Awakening Videos

 

Warhammer Community Sneak Peeks

The Phoenix Rising campaign book includes all of the rules for this hybrid Aeldari faction, including the datasheets of their foremost leaders – Yvraine, the Visarch and the Yncarne. The Ynnari rules enable you to field elements from the Asuryani, Drukhari and Harlequins as a single, cohesive force, offering some highly effective combinations of quicksilver speed, formidable hitting power and deadly wargear from all three of the Aeldari factions.

What’s more, if you include a member of the Triumvirate of Ynnead in a Craftworlds, Drukhari or Harlequins Detachment, you can choose for it to become an Ynnari Detachment instead, replacing their normal faction abilities with Strength From Death. With shrewd use, this ability offers both an effective means to counter an enemy attack and enhance your own charges – just imagine your newly acquired Howling Banshees hitting on a 2+ in combat!

Not only that, but Ynnari Detachments can make use of 17 Stratagems that are unique to the reborn of Ynnead, granting a wealth of new tactical options on the battlefield.

An especially simple but effective trick is to combine the charge of a powerful Ynnari unit or two with Inevitable Fate – a combination of +1 to hit and the ability to re-roll wound rolls has devastating potential.

That’s just the start. Why not make the most of your advantage by activating United in Death* for a bunch of additional Attacks as well?

In addition to making use of a selection of bespoke Warlord Traits, Tactical Objectives and Relics of Ynnead, you’ll be able to channel the macabre powers of the Revenant discipline with your Ynnari Psykers (such as Yvraine, the Yncarne or an Ynnari Farseer).

If you’ve just invested a whopping 4 Command Points on the combination described above, the last thing you want to see is a bunch of 1s on your hit rolls. Simply channel Ancestor’s Grace beforehand and you needn’t fear (m)any of those lovely Attacks going to waste!

Jain Zar, the Storm of Silence

As one would expect from an ageless warrior queen, Jain Zar’s profile is vastly superior to all other Asuryani save the Avatar of Khaine and her fellow Phoenix Lords. In fact, with the exception of Baharroth (who does have wings, to be fair), Jain Zar is also the swiftest of her kind.

In addition to being seriously fleet of foot, Jain Zar is able to Advance and charge in the same turn, and even add 3 to the charge roll – up to a maximum of 15”! Yes, that’s a potential Turn 1 charge… and thanks to her Banshee Mask, your opponent won’t even be able to target her with Overwatch fire!

Jain Zar wields a pair of ancient weapons that helped to define the fighting style of the Howling Banshees – the legendary triskele known as Silent Death and the aptly named Blade of Destruction – which enable her to deliver punishing damage at close range.

Her potential damage output can increase enormously against more numerous opponents, as you can pile her into the heart of an enemy unit then unleash a whirlwind of slaughter. You may also notice that there’s no maximum limit to the number of Attacks she can make in this manner…

As well as matching the War Shout ability of Howling Banshees (thereby inflicting a -1 penalty to enemy hit rolls in close combat), Jain Zar’s Cry of War Unending will ensure that if she is supported by her Aspect Warrior students, they’ll be able to blunt a massed enemy charge by interrupting the order in which units fight.

So, now that we know what the Phoenix Lord of the Howling Banshees is capable of, what about her nemesis?

Drazhar, Master of Blades

Drazhar is the murderously powerful Hierarch of the Great Shrine of the Incubi in Commorragh, and rumours abound regarding his mysterious origins. Some say that he is the fallen Phoenix Lord of the Striking Scorpions who bore that mantle before the rise of Karandras, others that he is the fabled Dark Father of the Incubi. Some even claim him to be both! Whatever the truth may be, if his profile is anything to go by, Drazhar is certainly a match for a Phoenix Lord.

If you’re a veteran Drukhari player, you’ll no doubt have noticed that Drazhar now has an additional Wound, which, when combined with his 5+ invulnerable save, make him a tough opponent for Jain Zar (or anyone) to fight. To make matters even worse, Drazhar’s Executioner’s Demiklaives now have Damage 2, and if he gets to charge, it could be all over for the Phoenix Lord of the Howling Banshees…

Drazhar not only shares the Lethal Precision ability of the Incubi (increasing the Damage of an attack by 2 on a wound roll of 6), but also buffs their wound rolls, ensuring that they’ll serve as a suitably hard-hitting bodyguard for their dread lord.

We’ve been hinting a lot about what lies within the hallowed pages of Phoenix Rising, and today we’re revealing one of the MAGNIFICENT new rules features in the book. You know how Codex: Space Marines includes the means to create your own Successor Tactics? Well, Phoenix Rising has a similar system that enables you to do the same for your Craftworlds, Kabals, Wych Cults and Haemonculus Covens!

As with Successor Tactics, if your Craftworld, Kabal, Cult or Coven Detachment of choice doesn’t have its own associated Craftworld Attributes or Drukhari Obsessions, you can now choose two from those listed in Phoenix Rising to create your own!

Craftworld Attributes

There are no fewer than 22 Craftworld Attributes to choose from, offering your Asuryani a wealth of tactical and thematic opportunities. If you’re looking to take the fight to the enemy with a small, elite warhost with a strong presence of Aspect Warriors, the first option on the list, Children of Khaine, is an excellent option.

Howling Banshees, in particular, will benefit greatly from the chance to inflict additional Damage in this manner, as the -3 AP of their power swords means that they’ll likely cut straight through their target’s armour. All of a sudden, that solid line of 2-Wound Primaris Space Marines doesn’t look so intimidating!

New Powers of the Aspect Shrines also enable you to customise the way that your Exarchs fight in battle – perfect for creating a narrative twist or giving your Aspect Warriors a competitive edge that complements your play style. There are six new powers to choose from for each of the nine Aspects, ranging from Howling Banshees to Crimson Hunters. You can either replace your Exarch’s existing power with one of the new options, or make use of the Exemplar Stratagems to pick one in addition.

For example, one of the Howling Banshee Exarch Powers – Disarming Strike – is excellent for helping to shut down a powerful enemy character or war machine by subtracting 2 from the Attack characteristic of it. It will even work on an Imperial Knight!

To further augment your close-range hitting power, give your shuriken weaponry an Armour Penetration boost with Hail of Doom. AP -1 is always handy when you’re firing so many shots with your shuriken weapons.

Do you seek to wield the deadly Ghost Warriors of the craftworlds in large numbers? A combination of Diviners of Fate (for a 6+ invulnerable save) and Wrath of the Dead will make for a tougher, hard-hitting combination of attributes – especially effective with Strength 10 D-scythes and wraithcannons, as they’ll be wounding most targets on a 2+ anyway!

Phoenix Rising introduces a brand-new psychic discipline, Runes of Fortune, to the mighty psykers of the craftworlds – six new powers that offer some alternate narrative or competitive flavour. Is your craftworld especially sneaky? Are they renowned for striking suddenly, as if from nowhere? Ghostwalk is a handy power for giving your charging unit an edge, and can even guarantee success over short distances, and that’s the best kind of fortune!

Kabal Obsessions

One thing that Kabalite Detachments are never short of is poisoned weaponry. If you field these weapons in large numbers, Toxin Crafters is an obvious choice for your first Kabal Obsession. The chance to cause additional Damage is always a welcome one, especially considering the number of shots that splinter weapons can churn out.

If you want to maximise your mobility, something of a Drukhari speciality it’s fair to say, then Mobile Raiders is a great option. This Obsession provides a flat 3? increase to the Move characteristic of models that can Fly. This is a significant difference that further enhances the Drukhari’s ability to threaten anywhere on the battlefield at a moment’s notice with Raiders and Venoms filled with Kabalite Warriors.

Wych Cult Obsessions

Given the gladiatorial nature of the Wych Cults, it’s no surprise to learn that their Obsessions are all aggressive, rewarding getting up close and personal with the enemy. Whether you favour carving your way through enemy infantry or bringing down larger foes, your Wyches can be engineered to specialise in a number of roles – all of them violent!

The combination of Berserk Fugue and Precise Killers will help them to tear through anything in their way, offering the potential to score double hits and an additional pip of AP on 6s to hit and wound respectively, while Test of Skill will give your units a bonus against targets with 10 or more Wounds.

However, if you prefer to engage the enemy in combat as much as possible, you may want to consider sacrificing your second Obsession to take Acrobatic Display. After all, a 3+ invulnerable save is a huge deal, and will enable your Wyches to face off against even the most devastating enemies in melee.

Haemonculus Coven Obsessions

Depending on the units in your Haemonculus Covens collection, the Obsessions at your disposal can be engineered as effectively as the twisted flesh of your warriors! If you have lots of Wracks, consider Dark Harvest, which offers each model in the unit the chance to inflict a mortal wound on the charge.

But whether you favour Wracks, Grotesques, or both, Master Torturers is always useful, as it halves the Command Point cost of the nasty Torturer’s Craft Stratagem (+1 to wound). Couple this with Experimental Creations, and you’re talking some serious killing power.

Upon opening the box, the first thing that strikes you is just how much stuff is packed inside. You’re immediately confronted with a campaign booklet, a fold-out Warhammer 40,000 rules sheet and a whole bunch of neatly packed plastic frames. Like, LOADS of plastic frames! Seriously, there are three Aeldari vehicles as well as four infantry units and two Characters! Not just any Characters, mind, but two of the most incredible Aeldari miniatures to date. Behold the deadly grandeur of Phoenix Lord Jain Zar and Drazhar, Master of Blades…

Blood of the Phoenix serves as the global debut of two of the deadliest warriors of the Aeldari race – the gracefully lethal progenitor of the Howling Banshees and the fell master of the Incubi creed. If you want two amazing miniatures to paint, or utterly murderous figureheads for your Craftworld or Drukhari army, look no further!

To accompany their spiritual leaders, a unit of both Howling Banshees and Incubi is also included in Blood of the Phoenix. The five Howling Banshees can be assembled with their traditional, fully-enclosed helmets or with bare heads to show that they walk the path of the Ynnari. One of the models can be assembled as an Exarch, who can be equipped with an executioner blade, triskele, or mirrorswords in place of her power sword.

The five Incubi included in the set are all armed with their iconic two-handed klaives. Like the Howling Banshees, one of the Incubi models can be assembled as a unit leader (known as a Klaivex) who can wield demiklaives – a pair of wicked blades that can be used individually or swiftly connected together to form a standard klaive in battle.

In addition to the three vehicles – a FalconVyper and Venom – you’ll find a set of winged Drukhari Scourges and skyboard-riding Helions in this set. Of course, with Blood of the Phoenix comprising Aeldari models from two different factions, the battlebox is great to split with a friend… or you can keep it all for yourself and combine the units into the same army, either as allies or as part of an Ynnari warhost!

Blood of the Phoenix also includes a 40-page campaign book with everything you need to get started. It tells of Drazhar’s hateful quest to slay a Phoenix Lord in combat to cement his place among the Drukhari as a warrior of unrivalled skill forever. He’s clearly set his sights on Jain Zar, as the artwork shows, though we’re sure that the legendary blademaiden will have something to say on the matter!

The book features three Echoes of War missions that enable you to recreate the exciting action described in the narrative, as well as all of the datasheets you’ll need to unleash the models on the battlefield. To that end, the fold-out Warhammer 40,000 Core Rules sheet included in the set will provide you with all the guidelines you’ll need to play (or serve as a handy reference sheet for more experienced players).

Finally, to help you decorate your painted miniatures with decals displaying their iconography or other thematic symbols and details, the battlebox includes two transfer sheets.

Now that you know what you’ll be getting in Blood of the Phoenix, keep an eye out for even more information over the coming days as we build up to its pre-order launch this weekend. Tomorrow, we’ll be taking a look at the first book in the Psychic Awakening series, Phoenix Rising, which introduces all sorts of new tricks for Aeldari players.

We’ve recently been teasing you with Psychic Awakening… well, teasers, but as of Saturday, you’ll finally be able to pre-order your shiny new Aeldari miniatures – and the first book in the Psychic Awakening series! Let’s take a look at the details…

Blood of the Phoenix

We may have shown you some new models, but we haven’t shown you the amazing boxed set they come in! Blood of the Phoenix is the biggest battlebox that we’ve ever released. Not only does it feature 12 new plastic miniatures, including the stunning Incubi and Howling Banshee kits – not to mention two unique Characters, Jain Zar and Drazhar – but some Scourges, Hellions and no less than three vehicles too!

In addition to the miniatures, Blood of the Phoenix includes a 40-page campaign book telling the tale of the ancient grudge between those who fled the Fall aboard the space-faring Craftworlds and those who arrogantly continued the dark practices that first damned their race.

The action then follows Drazhar’s quest to cement his place in legend by slaying a Phoenix Lord in combat, and you can refight each stage of his bloodthirsty journey with three Echoes of War missions that are inspired by the narrative. Finally, the book features all of the datasheets for the models in the battlebox – including the awesome new rules for Jain Zar and Drazhar, both of whom are now utterly terrifying!

Psychic Awakening: Phoenix Rising

The first in an upcoming series of Psychic Awakening books, Phoenix Rising recounts the seismic events that may well change the future of the Aeldari race forever. Desperate alliances will be forged against ancient enemies. Hope and despair will become entwined. The mightiest champions of the Asuryani, Drukhari and Ynnari will fight as one to prevent their ultimate doom. Of course, this is just the first part of a galaxy-spanning series of events that is set to change the fate of Warhammer 40,000 forever, so even if you’re not an Aeldari fan, chances are you’ll want to get your hands on this book anyway!

You can read all about it and get all of the info you need to refight the key battles in an 80-page hardback book, deluxe Collector’s Edition, or in Enhanced and ePub digital formats. If you’re looking to treat yourself, the Collector’s Edition includes an additional 16 pages of background material, featuring Psychic Awakening fiction in the form of four short stories that won’t be available in print anywhere else!

In addition to a trio of exciting Echoes of War missions, Phoenix Rising includes rules for two Theatres of War – High Altitude and Maiden World – that you can apply to any of your battles. There are also the updated datasheets for all of the new miniatures from Blood of the Phoenix, as well as a number of other key Characters and units from the narrative. 

And that’s just the start! There are loads of new rules and abilities for the Asuryani and Drukhari – an entire codex expansion’s worth of content! These include Exarch Power options for each Aspect temple, a third psychic discipline in the Runes of Fortune and new customisable Craftworld Attributes that work like the Successor Tactics in Codex: Space Marines! You’ll also find rules for Drukhari Obsessions (specifically for the Kabals, Wych Cults and Haemonculus Covens), and the full set of Ynnari rules first featured in May’s issue of White Dwarf.

You’ve read the opening three passages of the Psychic Awakening prophecy from Phoenix Rising, and even had a cheeky glimpse of the upcoming art, but we’ve got one last treat for you. Today, we’ll be giving you the final part of the prophecy, and showing off the mystery model you saw in that artwork. So, without further ado…

Is that some semblance of hope? In the grim darkness of the far future?! Surely not! We’ll have to wait and see how that pans out, but one thing is certain – war will come first… in fact, you can even read some free fiction about what lies ahead right now!

As we promised last week, here’s the aforementioned warrior battling with Jain Zar in the artwork that we’ve seen!

 

The Master of Blades. The Living Sword. The deadliest killer in all of Commorragh.* Ever since Drazhar first walked into the Great Shrine of the Incubi, wearing the armour of their creed, and proceeded to effortlessly cut down the ruling Hierarch, as well as any others who stood in his way, he’s been the silent master of their order. Some even claim he is Arhra, the Dark Father of the Incubi…

Well, he’s back, with an astonishingly awesome model, and will be bringing his especially deadly presence to battlefields near you soon! Poised in a ready stance atop some Aeldari ruins, Drazhar bears The Executioner’s Demiklaives in each hand. Speaking of which, to ensure he hits as hard as such a master duellist should in combat, the profile of his blades has been improved to Damage 2!

In addition to this flat Damage increase, Drahzar also has the ability to dish out even more hurt thanks to his shiny new Lethal Precision ability!

Around his neck, Drazhar wears a necklace of shattered spirit stones taken from Exarchs he has slain. He yearns above all else to add a priceless gem from the body of a Phoenix Lord to his gruesome tally. Judging by the artwork from Phoenix Rising, it looks like Drazhar’s about to have a crack at it!

We have one last treat for you – a sign of what may yet come to pass. But what can you glean from this enigmatic herald of woe?

It’s not long now until Psychic Awakening: Phoenix Rising hits the shelves, so prepare to start, or reinforce, your Aeldari army of choice with a Start Collecting! Drukhari or Craftworlds set today!

Arbane paused in her labours, her quill poised above the parchment. Outside the dome, a quiet had fallen. Within, the Farseer continued his impassioned monologue, while the rest of the gathered dignitaries listened with varying degrees of patience.

‘This course of action cannot be conscienced. There is too much at risk to wantonly embrace the cult of death. You have all witnessed the peril of this path in the destruction of Biel-Tan,’ the Farseer intoned, gravely.

Aware that she was falling behind, Arbane etched his words hastily onto her canvas, adding embellishments to her runes that best communicated the Farseer’s zeal. On her path as a runescribe she had captured the words of countless leaders and thinkers, each of them speaking at assemblies such as this. But never before had she felt so much portent in their words. She sensed that history was being written, and she was one of those tasked with writing it.

Still, despite the gravity of her duty, she found herself distracted. Her mind wandered to what was unfolding beyond the confines of the crystalline dome. The sensation of this troubled her deeply, as it was through unfettered thought and desire that one could so easily fall into depravity and madness. Never before had she been tempted from her path, and the thought of that fate made her scratch the words into her parchment with renewed determination.

As she wrote, a chill entered the chamber, and through the opaque crystal wall she saw the sky outside darken. Arbane shivered as if a cold hand had touched her. Something was coming.

Although she fought it, she felt compelled to go outside. It was as if another mind was guiding her, another’s thoughts divining her actions. The Farseer was still talking, but others in the gathering had noticed the change and were whispering amongst themselves. Arbane let the quill drop from her hand, the rune she was working on never to be completed.

Outside, the screeching of the Howling Banshees rent the air, followed quickly by the unmistakable sound of clashing blades and painful deaths. Whoops and cries cut through the Farseer’s speech, the warcry of those who relish torment and destruction heralding the approach of something terrible.

Before she even knew what she was doing, Arbane had risen from where she knelt and taken a step towards the entranceway. Some of the others had also moved, among them Aspect Warriors who gathered their weapons to join the battle.

‘Stay inside, Arbane,’ one of the other runescribes said, taking her arm. ‘This is not your path.’

‘I have to go,’ she said, vaguely. She couldn’t explain that she was being impelled by a force greater than herself. She shook off her companion and stepped out into the darkness.

A whirl of activity played out before her, a cacophony of colours, sounds and smells. Aspect Warriors in their bright garments clashed with purple-hued beasts, lithe figures cut speeding Jetbikes from the air with long black talons, and the acrid stench of perfume blossomed across the battlefield as lofty, oiled creatures strode through the melee.

The figures fighting in the battle were hazy and nebulous. Arbane could pick out only colours and shapes. It was as if a veil hung between her and the battlefield, preventing her from seeing anything clearly.

She looked behind her and the dome, too, seemed to shimmer in and out of existence. Arbane felt that she was at the crossroads of two diverging futures. She could either go back, to the world she knew, or step forward into something else. Both paths were uncertain, but she felt drawn to the battle that was unfolding before her. Once more she sensed that history was being written, but now with swords instead of quills, and blood instead of ink.

While Arbane struggled to make out any particular details in the scene before her, she saw flashes of colour everywhere: the red, black and purple of the Ynnari; the crimson ribbons worn in honour of the god of death; the blazing phoenix sign carried aloft on richly decorated banners, and the fleshy pinks and lilacs of the Slaaneshi Daemons – the craven hedonites of She Who Thirsts.

The Aeldari had formed a perimeter to keep the Chaos forces at bay, but the line was buckling, worn down by the relentless Daemons who ignored even grievous wounds in their desperation to join the fray. A group of pale-skinned beasts clad in dark leather straps were tearing their way through the battle line at a devastating pace, with pincer-claws raised and unnatural shrieks on their black lips.

As before, Arbane sensed a crux point in time, a moment where fate pivoted between hope and desolation. Once more she felt the influence of another mind working through her own, guiding her actions. She looked around and saw a dagger on the ground, no longer needed by the Ranger who lay lifeless beside it. She picked it up, feeling the weight of it in her hand. In this realm of uncertainty, it seemed to be the only thing that was real. She took one last look at the dome behind her, then stepped into the whirling tumult.

Blades wheeled all around and stray laser blasts scorched the air. She could smell burning flesh, the iron tang of blood, and the sickening perfume of the Daemons. Here was the madness she had feared would come for her if she abandoned her path, but she knew now that was not going to be her fate. She was driven by a new kind of clarity. She leapt at one of the lilac-skinned creatures that was carving its way through the Ynnari line, slashing and stabbing at the squirming form with her dagger. She knew nothing but the desire to protect her kin, and the future of her race. As the Daemon fell beneath her furious blows, it reached out an ebony claw and cut her throat with a single motion. The cut was so clean Arbane barely felt it, and as her vision faded she saw, with satisfaction, the creature lying dead beside her.

Death claimed her and she welcomed it, joining countless others. She could hear their thoughts now, and she understood. This had always been her path.

+++

Yvraine opened her eyes, the dream still vivid in her mind. It was one of many she had borne witness to of late, and she was sure it would not be the last. All over the galaxy the path of the Aeldari race was being decided by its members, those who chose to cling to the old ways, and those who were driven to join her cause. Fate hung in the balance, and its course could be altered by even the smallest of actions. Only one thing was certain.

Death would come for them all.

As the Psychic Awakening approaches, we’re ramping up the excitement with another part of the Phoenix Rising prophecy and A NEW, PLASTIC PHOENIX LORD! No, your eyes aren’t deceiving you – read on and you’ll find out which Character we’re talking about…

But first! the prophecy continues…

Ylocu Shaie must be fun at parties… In any case, it sounds like the Ynnari have been kicking up something of a storm in their attempts to free the Aeldari from eternal damnation at the hands of Slaanesh. Bringing a god into consciousness from sheer potentiality evidently comes at a cost!

The Ynnari could definitely use a hand from someone with the experience of ages to guide them through these turbulent times – but who could rise to such a challenge?

That’s right – Jain Zar is back and is more incredible than ever! As the Phoenix Lord of the Howling Banshees, Jain Zar is the spiritual mother to all who follow in her path by dedicating themselves to her Warrior Aspect.

Jain Zar’s exquisite new miniature embodies the lethal grace for which she has become renowned, and feared, across the galaxy. As well as sweeping her deadly glaive, the Blade of Destruction, in a decapitating strike, she is poised to whip her right arm around to hurl her legendary triskele, Silent Death. Her feet aren’t even touching the floor, as the miniature is held aloft by her flowing mane!

On the battlefield, Jain Zar fights even more aggressively than before (if such a thing is possible for Khaine’s most prolific blademaiden), swapping her old Disarming Strike ability for a more thoroughly slaughterous replacement, The Storm of Silence…

With this ability at her disposal, simply hurl Jain Zar into the largest enemy units and watch gleefully as she blends her way through them like a bladed whirlwind!

The Psychic Awakening is almost upon us! It’s tantalisingly close – so close, in fact, that some Astropaths have already been receiving mind-blowing visions of the future. However, to make sure that they don’t have all the fun, we can now officially reveal some of the stunning art from the first instalment of the Psychic Awakening.

In it, we can see some Howling Banshees battling a force of Incubi – Asuryani and Drukhari locked in mortal combat, just as they have been so many times since the Fall of their galaxy-spanning empire. Yet who are the mighty champions duelling at the centre of the illustration?

The iconic triskele in the Howling Banshee’s right hand can mean only one thing – it’s Jain Zar! But who is her opponent, and – more crucially – how are they able to go blade-to-blade with the legendary Phoenix Lord without being cut to ribbons?

This art is so impressive that we thought it would make a great digital wallpaper, so we’ve made it available for free! Simply click on the button below to download it.

Now you’ve seen the amazing illustration, wouldn’t you love to recreate that scene on the battlefield with plastic miniatures? Well, it won’t be long before you can!

Things continue to sound pretty bleak, but brace yourself – they’re about to get a whole lot worse. If you were wondering last week who would be foolish enough to go toe-to-toe with an Aeldari Exarch, now we have the answer…

…behold the Klaivex of an upcoming PLASTIC Incubi set!

The Klaivex’s impassive mask somehow projects a murderous intent, while his wide, ready stance provides a real sense of menace. Attached to his armour’s rearing spines, you can see the smashed spirit stones of the Aspect Warriors that the Klaivex has cruelly plucked from those fallen to his blades. One of these sacred stones, mounted on his brow, represents the first spirit that the Klaivex claimed in battle and grants him entry into the Incubi temple.

The Klaivex also bears a demi-klaive – the signature weapon for an Incubi warrior of his rank – which can be wielded as a single, fearsome weapon, or divided into two smaller blades for tearing through more numerous foes…

As the deadly fighting elite of the Drukhari, Incubi are sure to be a popular choice, and the new miniatures certainly do them justice. You can look forward to seeing the full unit and learning more about them soon.

Last week, we unveiled the Psychic Awakening map and revealed the name of the first installment. Today, we’re revealing the first part of a prophecy that may yet define the very future of the 41st Millennium itself…

Sounds ominous, right? The Aeldari have been battling their doom ever since the birth of Slaanesh. Could things be about to get even worse? Does the awakening of Ynnead offer hope of salvation to a dwindling race or will it be their final death knell? So many questions, but not enough answers – yet…

Anyway, the Psychic Awakening isn’t all about the (super-exciting, mind-blowing and game-changing!) developments to the background of Warhammer 40,000 – there are loads of awesome new miniatures coming too, such as this amazing new PLASTIC Howling Banshee Exarch.

Cool, huh? What’s more, Psychic Awakening: Phoenix Rising includes loads of additional rules that will make this incredible new model even cooler! For example, you can swap out your Exarch’s War Shout ability with one of six different Exarch Powers that are exclusive to the Howling Banshee shrine. For example, if you’re expecting to face some elite infantry such Terminators or Custodian Guards, try taking Piercing Strike, which will enable you to forsake one of your 3 Attacks for hugely empowered killing blows.

In fact, if you want your Exarch to represent one of the most dedicated champions of their order, you can use the Exemplar of the Banshee Shrine Stratagem to augment them with an additional Exarch power without having to sacrifice War Shout!

There’s another crucial element to the new Howling Banshees kit – check out this variant Exarch.

Wait a minute… is that an Exarch without a mask on? Yes, indeed! The kit comes with a maskless head option for depicting an Ynnari Exarch, for they walk a very different path to their Craftworld cousins. We’ll have more on this incredible new kit and its variations soon.

The coolest thing is that this is just the first prophecy and miniature reveal for the Psychic Awakening! Keep your eyes out for updates both here, and on our dedicated Psychic Awakening page – we’ll have another update next Monday – and be sure to subscribe to our newsletter to keep your finger on the pulse.

The Psychic awakening is coming, and it’s going to shake things up across the galaxy with ramifications for every faction in the 41st Millennium. But how, you ask, can a mere mortal mind follow a cataclysm that spreads across the entire Imperium and beyond?

Allow us to introduce your guide to this impending catastrophe… the Psychic Awakening Galaxy Map:

This new page centres around a living map of the Warhammer 40,000 galaxy in the wake of the Great Rift. As the series progresses, new key war zones be highlighted as the implications of the Psychic Awakening spread. It will also serve as your hub for all of the latest Psychic Awakening news, with weekly updates in the form of articles, teasers, videos, new models fiction and more… In fact, you might not have long to wait until the first update*.

As we mentioned before, all of the Warhammer 40,000 Factions will be involved in the unfolding events of the Psychic Awakening, so there’s something for everyone! Head on over to the site now to see what lies in store, and remember to check back every week to keep up with these developments as they unfold…

To kick-off the galactic hype train, let us share with you the name of the first campaign with you:

From new lore to a vast array of codexes and an awesome (and rapidly growing community), there’s never been a brighter time for the grim darkness of the far future. The last couple of years have been glorious – and now we’re about to kick the 41st Millennium into high gear…

What does all of this mean for the galaxy?  

Psychic Awakening is a monumental event that will shape Warhammer 40,000 forever, on a scale unlike anything you’ve ever seen before. Across this epic event, every codex will see expanded rules as we explore the front-line war zones of a cataclysmic new conflict that makes the 13th Black Crusade look like a border scuffle. 

Every single Warhammer 40,000 faction has a stake in Psychic Awakening – so whatever your chosen army, you’ll have a moment to shine. Each Psychic Awakening expansion focusses on a different war zone, providing a new perspective to this galaxy-spanning event. The series will see plot threads that have enticed fans for decades resolved, champions new and old rise to the fore, and staggering revelations made. 

Meanwhile, each book will have powerful and thematic rules updates for at least two Factions, giving you more flexibility than before. 

If that wasn’t enough, the series will also be accompanied by a whole swathe of new models, including some miniatures you’ve been looking forward to for ages – such as the first-ever plastic Howling Banshees! 

Before the Psychic Awakening hits, Space Marines still have a few reinforcements inbound…

Subscribe To Our Newsletter

Join our mailing list to receive the latest news and updates from Blood of Kittens

You have Successfully Subscribed!