This thread is to hold the analysis and tactical ponderings of the new iteration of the Ynnari introduced in the May 2019 issue of White Dwarf. This looks like it will be a ground-up revamp of the faction that will play completely differently to the way it did before.
This first post will be used to hold a summary of the rules for easy reference and will be updated as-and-when new content becomes available. Then it is over to you to decide how make use of the shiny new toys.
Strength from Death: All units in your army get fight first after a unit is destroyed. If they charged or already had fight first, they get +1 to hit in fight phase.
If you choose for the detachment to become an YNNARI Detachment, then all the units in the Detachment gain the Ynnari keyword (note that this is not a Faction keyword). The Detachment is no longer considered to be a CRAFTWORLD, HARLEQUIN or DRUKHARI Detachment and so cannot use Craftworlds, Harlequins or Drukhari Detachment Abilities, Stratagems, Warlord Traits, Relics, Psycic Powers or Tactical Objectives respectively. Also note that you cannot use Craftworlds, Harlequins, Drukhari Stratagems or psychic powers to affect YNNARI units from your army, even though they may have the appropriate keywords.
Scourges, Incubi and beasts never benefit from SFD.
Yvraine, the Yncarne and the Visarch can be taken in other Drukhari, Harlequin, or Craftworlds list without invalidating their <Craftworld>, <Masque>, <Kabal>, <Cult>, or <Coven> attributes but can't benefit from them.
No non-Ynnari named characters may be taken in a Ynnari detachment.
Gaze of Ynnead: WC 6: Select one enemy unit within 18” and visible to caster. Roll a D6. 1 = 1 MW. 2-5 = D3 MW. 6 = D6 MW
Storm of Whispers: WC6: Roll 3D6 for each enemy unit within 6” of the caster. For each 6, unit takes 1 MW.
Word up of the Phoenix: WC5: Pick 1 Ynnari Infantry or Ynnari Biker Unit within 18”. One model regains D3 Lost Wounds. If no models have lost wounds, but has suffered one or more casualties, return 1 model the unit, within coherency, with 1 wound.
Unbind Souls: WC6: Select enemy within 18” of the caster. Until your next Psychic phase, you can re-roll Wounds for melee Weapon attacks made by Ynnari models in your army that target that unit.
Shield of Ynnead: WC7: All friendly Ynnari units within 6” of caster gain a 5+ INV until your next psychic phase
Ancestors Grace: WC5: Select a friendly Ynnari unit within 18”. Until your next psychic phase, re-roll hit rolls of 1 for attacks made by that unit.
The Lost Shroud: All damage is halved, rounding up. Each time you would lose a wound, on a 5+ it’s not lost.
Hungering Blade: Replaces power sword, starglaive or huskblade. Melee, Melee, S+3, AP-3, D2. Each 6 to hit does an additional MW.
Song of Ynnead: Replaces Shuriken Pistol. 18” range, Pistol 3, S5 AP-1 D1. Each 6 to wound is AP-3, and each time an attack from this weapon kills an enemy model, the target unit is -1 Ld until the end of the turn
Mirrorgaze: -1 to hit for attacks that target the bearer
Soulsnare: Once per game. Thrown in place of shooting. Select an enemy unit within 6”, roll 1D6. 1 = No result. 2-5 D3 Mortal Wounds, thrower regains that many lost wounds. 6 = D6 MW, and bearer regains all their lost wounds
Corag Hai’s Locket: Each time an enemy unit is destroyed by an attack made by the bearer (any type of attack, including Psychic), add 1 to the bearer’s Move and Attacks for remainder of the battle.
Lord of Rebirth: Regain a wound at the start of each battle round. And each time you would lose a wound, on a 5+ it’s not lost.
Warden of Souls: Whilst Soulbursting, +1 to attacks and strength characteristic
Walker of Many Paths: Re-roll on hit or wound each turn. If army is Battleforged, roll a D6 for each CP spent. 5+ that CP is immediately refunded
Fear of the Grave: Enemy units within 6” are at -1 Ld. -2 during any turn in which the Warlord destroyed a unit.
Favoured of Ynnead: Each time the Warlord piles in or consolidates, they can move up to 6” instead of 3”
Master of Death: Each unmodified hit roll of a 6 made for an attack by this Warlord scores 2 hits instead of 1
Artefacts of Death: 1/3 CP: 1 or 2 extra Relics
Whispering Spirits: 2CP: -2Ld on an enemy unit taking a morale test until end of turn
Ynnead's Net: 2CP: 1 Ynnari biker unit can Advance and Charge
United in Death: 1 CP: Pick one Asuryani, one Harlequin and one Drukhari Reborn Unit. Until the end of turn, add 1 Attack whilst Soulbursting.
Inevitable Fate: 2CP: Target an enemy unit. Reroll all failed to-wound rolls against that unit in melee
Acolyte of Ynnead: 1CP: If any enemy units have been destroyed in the Psychic phase, your target Psyker gets +3 to manifest the next power.
Reborn Together: 1CP: In the morale add 2 to the Ld of all Ynnari units that are within 6" of another friendly Ynnari unit.
Shrine of the Whispering God: 2CP: Give up to 3 Ynnari Incubi units Strength from Death
A taste for Death: 1CP: When a unit destroys an enemy unit with shooting, they can add +1 to-Hit in melee until the end of the turn.
Webway Ambush: 1/3CP: 1 or 2 units in Reserve as per other Eldar codices.
Exalted of Ynnead: 1CP: Select a non-Warlord Ynnari character and give them a Warlord trait
Back from the Brink: 2CP: Play when an infantry or biker Character is slain. On a 4+, they get back up with D3 wounds remaining.
The Great Enemy: 1CP: reroll failed to-Wound in melee vs Slaanesh
Fire and Fade: 2CP: Move a unit 7" after shooting. As per other codices but twice the price.
Deadly misdirection: 2CP: Target unit can shoot and charge after falling back.
Souls of the strongest: 1CP: If you kill the enemy Warlord, all units with SFD get Soulburst for the rest of the battle.
Lightning Fast Reactions: 2CP: -1 to-Hit on target Infantry or Fly unit until end of turn.
Edited by Karhedron, 05 May 2019 - 07:01 PM.