Ynnari 9th Edition
Phoenix Rising Ynnari 9th edition was released on TBD
Unit points throughout Time
|Name||Battlefield Role||Chapter Approved 2020||Forgeworld 2020|
|Wave Serpent||Dedicated Transport||130|
|Shining Spears||Fast Attack||35|
|Swooping Hawks||Fast Attack||16|
|Warp Spiders||Fast Attack||18|
|Corsair Cloud Dancer Band||Fast Attack||23|
|Wasp Assault Walker||Fast Attack||65|
|Clawed fiends||Fast Attack||35|
|Razorwing Flocks||Fast Attack||14|
|Crimson Hunter Exarch||Flyer||170|
|Dark Reapers||Heavy Support||35|
|Fire Prism||Heavy Support||170|
|Heavy weapon platform||Heavy Support||12|
|Night Spinner||Heavy Support||145|
|War Walkers||Heavy Support||40|
|Warp Hunter||Heavy Support||205|
|Autarch with Swooping Hawk Wings||HQ||90|
|Warlock Skyrunner Conclave||HQ||55|
|Wraithknight||Lord of War||315|
|Cobra||Lord of War||600|
|Phantom Titan||Lord of War||2400|
|Revenant Titan||Lord of War||2000|
|Scorpion||Lord of War||700|
|Skathach Wraithknight||Lord of War||470|
|Titanic wraithbone fists||Melee||0|
|Titanic wraithbone fists||Melee||0|
|Claws and talons||Melee||0|
|Shardnet and impaler||Melee||10|
|Aeldari missile launcher||Ranged||0|
|Avenger shuriken cannon||Ranged||20|
|Dragon's breath flamer||Ranged||15|
|Ranger long rifle||Ranged||0|
|Twin Aeldari missile launcher||Ranged||40|
|Twin bright lance||Ranged||20|
|Twin shuriken cannon||Ranged||0|
|Twin shuriken catapult||Ranged||30|
|Brace of pistols||Ranged||5|
|Cloudburst missile launcher||Ranged||0|
|Hornet pulse laser||Ranged||25|
|Nightfire missile array||Ranged||0|
|Phoenix missile array||Ranged||0|
|Phoenix pulse laser||Ranged||0|
|Twin scorpion pulsar||Ranged||0|
|Voidstorm missile launcher||Ranged||0|
|Phantasm Grenade launcher||Ranged||5|
|Twin liquifier gun||Ranged||15|
|Twin splinter rifle||Ranged||0|
|Hallucinogen grenade launcher||Ranged||0|
|Support weapons (inc crew)||Troops||30|
|Corsair Reaver Band||Troops||10|
|Corsair Skyreaver Band||Troops||13|
|Twin scatter laser||Wargear||20|
|Crystal targeting matrix||Wargear||5|
|Name||Battlefield Role||Chapter Approved 2020||Forgeworld 2020|
Ynnari Special Rules
The rules presented in this section are intended to be used in addition to those presented in Codex: Craftworlds, Codex: Drukhari and Codex: Harlequins. If your army is Battle-forged, you can include Yvraine, the Visarch, or the Yncarne in any Craftworlds, HARLEQUINS or DRUKHARI Detachment (as defined in their respective codexes), provided that the Detachment does not include any of the following units: any AELDARI named character (other than Yvraine, the Visarch or the Yncarne), any Mandrakes, the Avatar of Khaine, Solitaires or any <HAEMONCULUS COVEN> units. Yvraine, the Visarch and/or the Yncarne can be included in such a Detachment even if a rule (e.g. the Battle Brothers matched play rule) states that every unit in the Detachment must be from the same faction and that faction cannot be AELDARI. If Yvraine, the Visarch or the Yncarne is included in a Craftworlds, HARLEQUINS or DRUKHARI Detachment, you can choose for that Detachment to either remain a Craftworlds, HARLEQUINS or DRUKHARI Detachment, or for that Detachment to become an YNNARI Detachment. If you choose for the Detachment to remain a Craftworlds, HARLEQUINS or DRUKHARI Detachment, then Yvraine, the Visarch and/or the Yncarne can be included in that Detachment without preventing other units from gaining the following Detachment abilities: The Path of War, Craftworld Attributes, Vanguard of the Dark City, Raiding Force, Drukhari Obsessions, Defenders of the Black Library, Masque Forms. Note that Yvraine, the Visarch and the Yncarne do not benefit from any of these abilities themselves. If you choose for the Detachment to become an YNNARI Detachment, then units in that Detachment gain the YNNARI keyword (note that this is not a Faction keyword). The Detachment is no longer considered to be a Craftworlds, HARLEQUINS or DRUKHARI Detachment, and so cannot use their respective Detachment abilities, Stratagems, Warlord Traits, Relics, psychic powers or Tactical Objectives. Also note that you cannot use Craftworlds, Harlequins and Drukhari Stratagems or psychic powers to affect YNNARI units from your army, even though they may have the appropriate keyword (you cannot use a Craftworlds Stratagem to affect an ASURYANI unit from your army that has the YNNARI keyword, you cannot use a psychic power to affect a friendly ASURYANI unit that has the YNNARI keyword etc.).
If your army is Battle-forged, all Troops units in YNNARI Detachments gain the Reclaim the Galaxy ability. In addition, if your army is Battle-forged, all YNNARI units (other than BEASTS, INCUBI and SCOURGE units) in YNNARI Detachments gain the Strength From Death ability.
Reclaim the Galaxy: A unit with this ability that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit has a similar ability, then it is controlled by the player who has the most models within range as normal.
Strength from Death: When a unit is destroyed, units from your army with this ability draw strength from death until the end of the turn. If a unit is drawing strength from death, that unit fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have an ability that allows them to fight first in the Fight phase, then alternate choosing units to fight with, starting with the player whose turn is taking place. When resolving an attack made with a melee weapon by a model that is drawing strength from death, and that made a charge move this turn or has another ability that allows it to fight first in the Fight phase, add 1 to the hit roll.
Psykers of the Reborn: Instead of knowing powers from the Runes of Battle, Runes of Fate or Phantasmancy discipline, YNNARI PSYKERS must know their powers from the Revenant discipline
As of 07-25-2020 Ynnari Stratagems groups are…
- Core Stratagems
- Ynnari Stratagems
(See tabs for details)
To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.
Command Re-Roll: 1 CP
Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.
Cut them Down: 1 CP
Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.
Desperate Breakout: 2 CP
Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.
Emergency Disembarkation: 1 CP
Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.
Fire Overwatch: 1 CP
Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.
Counter-Offensive: 2 CP
Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.
Insane Bravery: 1 CP
Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle
If your army is Battle-forged and includes any YNNARI Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by the Reborn on the battlefield. If a Stratagem is used before the battle to upgrade a unit (e.g. Exalted of Ynnead) and you have an army roster, you must note on it which Stratagems are used to upgrade which units.
A Taste for Death: 1 CP
Use this Stratagem in the Shooting or Charge phase, when an enemy unit is destroyed as a result of an attack made with a ranged weapon by an YNNARI model from your army. Until the end of the turn, when resolving an attack made with a melee weapon by a model in that model’s unit, add 1 to the hit roll.
Whispering Spirits: 2 CP
Use this Stratagem in the Morale phase, before a Morale test is taken for an enemy unit within 1″ of any YNNARI units from your army. Until the end of the phase, subtract 2 from that enemy unit’s Leadership characteristic.
United in Death: 2 CP
Use this Stratagem at the start of the Fight phase. Select one REBORN ASURYANI , one REBORN HARLEQUINS and one REBORN DRUKHARI unit from your army. Until the end of that phase, add 1 to the Attacks characteristic of models in those units whilst they are drawing strength from death.
Inevitable Fate: 2 CP
Use this Stratagem at the start of the Fight phase. Select one enemy unit. Until the end of that phase, when resolving an attack made with a melee weapon by an YNNARI unit from your army against that unit, you can re-roll the wound roll.
Acolyte of Ynnead: 2 CP
Use this Stratagem before an YNNARI PSYKER model from your army attempts to manifest a psychic power from the Revenant discipline. Add 3 to the total for that Psychic test if any enemy units were destroyed this phase.
Reborn Together: 1 CP
Use this Stratagem at the start of the Morale phase. Until the end of that phase, add 2 to the Leadership characteristic of YNNARI units from your army whilst they are within 6″ of any other friendly YNNARI units.
Shrine of the Whispering God: 1 CP
Use this Stratagem before the battle. Select up to three YNNARI INCUBI units from your army. Those units gain the Strength From Death ability.
Aretefacts of Death: 1 CP
Use this Stratagem before the battle. Your army can have one additional Relic of Ynnead. All of the Relics your army includes must be different and be given to different models.
Webway Ambush: 1/3 CP
Use this Stratagem during deployment. If you spend 1 CP, you can set up one YNNARI INFANTRY , YNNARI BIKER or YNNARI BEAST unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can set up two such units in the webway instead. A unit in the webway can emerge at the end of any of your Movement phases – set it up anywhere on the battlefield that is more than 9” away from any enemy models. This Stratagem can only be used once per battle
Exalted of Ynnead: 1 CP
Use this Stratagem before the battle, after nominating your Warlord. Select one Ynnari CHARACTER model from your army that is not your Warlord and generate one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
Back from the Brink: 2 CP
Use this Stratagem in any phase, when an YNNARI INFANTRY CHARACTER or YNNARI BIKER CHARACTER model from your army is destroyed. Roll one D6; on a 4+ return that model to play with D3 wounds remaining, placing it as close as possible to its previous position and more than 1″ away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.
The Great Enemy: 1 CP
Use this Stratagem in the Fight phase, when an YNNARI unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a SLAANESH unit, you can re-roll the wound roll.
Fire and Fade: 1 CP
You can use this Stratagem in your Shooting phase, after an YNNARI unit from your army shoots. That unit can move up to 7″ as if it were your Movement phase, but it cannot Advance as part of that move and cannot charge this turn.
Deadly Misdirection: 2 CP
Use this Stratagem in your Movement phase, when an YNNARI unit from your army Falls Back. That unit can still shoot and charge this turn
Souls of the Strongest: 1 CP
Use this Stratagem in any phase, when your opponent’s Warlord is destroyed. Until the end of the battle, units from your army with the Strength From Death ability draw strength from death, even if a unit has not been destroyed in a turn.
Lightning-Fast Reactions: 1 CP
Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when an YNNARI unit from your army with the INFANTRY and/or FLY keyword is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit, subtract 1 from the hit roll.
Ynnari Unique Items
As of 07-25-2020 Ynnari Unique Item groups are…
- Relics of Ynnead
(See tabs for details)
If your army is led by an YNNARI Warlord, you can give one of the following Relics of Ynnead to an YNNARI CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.
Model equipped with a power sword, star glaive or husk blade only. This Relic replaces a power sword, star glaive or husk blade and has the following profile: Hungering Blade Melee S+3 AP-3 D2 Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
Song of Ynnead
Model equipped with a shuriken pistol only. This Relic replaces a shuriken pistol and has the following profile: Song of Ynnead 18″ Pistol 3 S5 AP-1 D1 Abilities: When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack. If any models in a unit are destroyed as a result of an attack made with this weapon in a turn, subtract 1 from the Leadership characteristic of that unit until the end of that turn.
When resolving an attack made against a model with this Relic, subtract 1 from the hit roll.
Once per game, when a model with this Relic is chosen to shoot with in your Shooting phase, that model can throw the Soulsnare instead of shooting with any ranged weapons it is equipped with. Select one enemy unit within 6″ of and visible to that model, and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds, and that model regains up to a number of wounds equal to the number of wounds lost by that unit; on a 6, that enemy unit suffers D6 mortal wounds and that model regains any lost wounds.
The Lost Shroud
When resolving an attack made against a model with this Relic, halve any damage inflicted (rounding up). When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.
Corag Hai’s Locket
When an enemy unit is destroyed as a result of an attack made by a model with this Relic, add 1 to that model’s Move and Attacks characteristics.
Ynnari Psychic Powers
As of 07-25-2020 Ynnari Psychic Powers are…
- Revenant Discipline
(See tabs for details)
Before the battle, generate the psychic powers for YNNARI PSYKER models that know powers from the Revenant discipline using the table below. You can select which powers the psyker knows.
Gaze of Ynnead: WC 6
If manifested, select one enemy unit that is within 18″ of and visible to this psyker and roll one D6: on a 1, that unit suffers 1 mortal wound; on a 2-5 that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.
Storm of Whispers: WC 6
If manifested, roll three D6 for each enemy unit within 6″ of this psyker; for each result of 6, the unit being rolled for suffers 1 mortal wound.
Word of the Phoenix: WC 5
If manifested, select one friendly YNNARI INFANTRY or YNNARI BIKER unit within 18″ of this psyker. If that unit contains a model that has lost any wounds, that model regains up to D3 lost wounds. Otherwise, if any models from that unit have been destroyed, roll one D6; on a 4+ you can return one destroyed model from that unit to the battlefield with 1 wound remaining, placing it in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield).
Unbind Souls: WC 6
If manifested, select one enemy unit within 18″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a melee weapon by a friendly YNNARI model against that enemy unit, you can re-roll the wound roll.
Shield of Ynnead: WC 7
If manifested, until the start of your next Psychic phase, friendly YNNARI units have a 5+ invulnerable save whilst they are within 6″ of this psyker.
Ancestor’s Grace: WC 5
If manifested, select one friendly YNNARI unit within 18″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made by a model in that unit, re-roll a hit roll of 1.
Ynnari Warlord Traits
As of 07-25-2020 Ynnari Warlord Trait groups are…
- Ynnari Warlord Traits
(See tabs for details)
If an YNNARI CHARACTER model is your Warlord, you can use the Ynnari Warlord Traits table to determine what Warlord Trait they have. You can select one.
Lord of Rebirth:
At the start of the battle round, this Warlord regains up to 1 lost wound. When this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.
Warden of Souls:
Whilst this Warlord is drawing strength from death, add 1 to their Attacks and Strength characteristics.
Walker of Many Paths:
Once per turn, when resolving an attack made by this Warlord, you can re-roll one hit roll or you can re-roll one wound roll. Whilst this Warlord is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.
Fear of the Grave:
Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6″ of this Warlord; subtract 2 instead if any enemy units have been destroyed as a result of an attack made by this Warlord this turn.
Favoured of Ynnead:
When this Warlord piles in or consolidates, they can move up to 6″ instead of up to 3″.
Master of Death:
When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 scores 1 additional hit.