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Special Rules

This section details army special rules including Ynnari Special Rules, Tactical Objectives and Warlord Traits.

Ynnari Special Rules

The following page present rules for fielding an Ynnari army. Units and Formations taken as part of an Ynnari Formation or a Reborn Warhost have the Ynnari Faction in addition to their own Faction.

Units with the Ynnari Faction use the following special rules in addition to those presented in their codex. However, units with the Ynnari Faction lose the Ancient Doom, Battle Focus and Power From Pain special rules, if they have them.

Faction and Allies

Unlike most units in Warhammer 40,000, Yvraine, the Visarch and the Yncarne are new Army List Entries that can be included in any Eldar, Dark Eldar or Harlequins Detachment, regardless of Faction restrictions.

Units with the Ynnari Faction have the following levels of alliance with other units from different Factions in the same army:

Level of AllianceFactions
Battle BrothersDark Eldar, Eldar, Harlequins
Allies of ConvenienceArmies of the Imperium, Tau Empire
Desperate AlliesOrks
Come the ApocalypseChaos Daemons, Chaos Space Marines, Genestealer Cults, Khorne Daemonkin, Necrons, Renegade Knights, Tyranids

Strength From Death

To the Ynnari, the life forces released by the newly dead are invigorating in the extreme, each kill spurring a burst of activity.
Whenever a unit is completely destroyed within 7" of one or more non-vehicle units that consist only of models with this special rule, pick one of those units to make a Soulburst action. You cannot pick a unit that is locked in combat, Falling Back or that has Gone to Ground. A unit making a Soulburst action can do one of the following, even if it has already done so in this turn:
A unit can only make a Soulburst action once per turn.

Revenant Psykers

The masterful Ynnari psykers wield deathly energies as a weapon.
Psykers with the Ynnari Faction can choose to generate psychic powers from the Revenant discipline if they wish.

Special Rules

Avatar of Ynnead

Whenever an Aeldari model is killed within 7" of the Yncarne, roll a dice. On a 3+, the Yncarne regains a Wound lost earlier in the battle.


When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Blessing of Yvraine

If an Aeldari model is killed by this weapon, before any casualties are removed the wielder has any lost Wounds restored.

Champion of Ynnead

Whenever an Aeldari model is slain within 7" of the Visarch, roll a dice. On a 4+, the Visarch immediately regains a lost Wound. If that model was a character, add 1 to the Visarch’s Attacks characteristic (to a maximum of 7).


If a model is killed by this weapon in the Shooting phase, its unit must take a take a Morale check at the end of the phase.

Gyrinx Familiar

At the start of each Psychic phase, generate D3 extra Warp Charge points. Only Yvraine can use these Warp Charge points.

Herald of Ynnead

Whenever an Aeldari model is slain within 7" of Yvraine, roll a dice. On a 4+, Yvraine immediately regains a lost Wound. If that model was a Psyker, add 1 to Yvraine’s Mastery Level (to a maximum of Mastery Level 4) and immediately generate another psychic power for her.


Invulnerable saves cannot be taken against this psychic power.

Inevitable Death

The Yncarne must be deployed in Deep Strike Reserve. Unless the Yncarne has been slain, each time a unit (friend or foe) is completely destroyed (unless it was destroyed because it fled the battle), you may immediately place the Yncarne as close as possible to the position of that unit, at least 1" from all enemy models, even if the Yncarne is still in Reserve. The Yncarne may not charge in a turn in which it uses this ability.


Enemy units within 3" of the Visarch use the lowest Leadership characteristic in their unit, rather than the highest.


If any models in the target unit are slain, one friendly unit with the Strength from Death special rule within 7" of the target unit may make a Soulburst action.

Warden of Yvraine

If the Visarch is in a unit with Yvraine, you can choose for Yvraine to pass Look Out, Sir rolls automatically. If you do so, you must allocate the Wounds to the Visarch. Additionally, the Visarch always passes the Initiative test when making a Glorious Intervention to take Yvraine’s place.

Way of the Visarch

The Visarch always has a Warlord Trait generated from the Ynnari Warlord Traits table, even if he is not your Warlord. For the purposes of this Warlord Trait, the Visarch is considered to be your Warlord.

Ynnead Stirs

The Yncarne, and all friendly non-vehicle units with the Ynnari Faction within 12" of the Yncarne, have the Fearless and Feel No Pain special rules.

Tactical Objectives

11Spirit Sanctuary 
12Harness the Spirits 
13For Ynnead’s Glory 
14Surety of Purpose 
15Death’s Every Visage 

Presented below are six Tactical Objectives to use in your games that are exclusive to Ynnari players and reflect their singular destiny and their combined approach to war.

If your Warlord has the Ynnari Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules.

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when an Ynnari player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16) the Ynnari player instead generates the corresponding Ynnari Tactical Objective, as shown in the table (right). Other Tactical Objectives (numbers 21-66) are generated normally.

Some mystical locales provide a rich source of life force, havens for lost souls and reservoirs of power for the Reborn.
When this Tactical Objective is generated, roll a D6. Score 1 Victory Point at the end of your turn if no enemy units are controlling the Objective Marker corresponding to the result rolled.
Use the energies of the dead to channel your will, and the spirits will gladly lend their ethereal powers to your cause.
Score 1 Victory Point at the end of your turn if one or more of your Psykers successfully manifested a psychic power from the Revenant discipline during that turn.
Bringing death to the denizens of the living realm increases the glory and power of Ynnead – ensure his ascension is keenly felt.
Score 1 Victory Point at the end of your turn if three or more units were completely destroyed during your turn.
There is no Eldar soul that does not draw strength from a bold strategy well-executed. Let the lesser races look on in awe!
Score D3 Victory Points at the end of your turn if you have achieved at least two other Tactical Objectives this turn.
The Whispering God has a million faces, they say – show the enemy your mastery over each and every form of death.
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed in the Psychic, Shooting or Assault phase of that turn. If at least one enemy unit was completely destroyed in each of these phases, score D3 Victory Points instead.
For the Ynnari, every slaughter is a wellspring of potential waiting to be harnessed. Let the shadow of death empower you!
Score 1 Victory Point at the end of your turn for each of your units that performed a Soulburst action that turn (up to a maximum of 6 Victory points).

Warlord Traits

When generating their Warlord Traits, a Warlord with the Ynnari Faction may choose to roll on the table below instead of those found in Warhammer 40,000: The Rules or the Aeldari codexes.

D6Warlord Traits
1Lord of Rebirth
The cycle of life and death is a continuum in some Ynnari, healing mortal wounds almost as soon as they are inflicted.
Your Warlord has the It Will Not Die special rule. 
2Warden of Forgotten Wisdom
Those who can channel the wisdom of the gifted Aeldari are amongst the most gifted psykers in the galaxy.
If your Warlord is a Psyker, you may select their powers before the battle begins rather than generating them normally. Otherwise, re-roll this result. 
3Walker of Many Paths
The Warlord is steeped in experience, their hard-earned skills bolstered all the more by the safeguarded souls within.
At the beginning of each of your turns, your Warlord may choose one of the following special rules to gain until the beginning of your following turn: Furious Charge, Hit & Run, Move Through Cover
4Master of Death
The Warlord has great expertise in severing of the cord that binds the body to the soul.
If you make a To Wound roll of 6 for any of your Warlord’s attacks, those attacks gain the Instant Death special rule. 
5Ruthless Commander
Ynnead has neither mercy nor fear – the same can be said of the god’s chosen.
Your Warlord and all friendly units with the Ynnari Faction within 7" of them are Fearless
6Favoured of Ynnead
The energies of the dead seek the Warlord out, howling towards them like a gale.
Your Warlord and their unit can make a Soulburst action when they are within 14" of a unit that is destroyed, rather than 7".