Aeldari Β· detachment

Armoured Warhost: The New 1-DP Aeldari Vehicle Detachment (11th Edition)

How to play Armoured Warhost β€” the new 1-DP detachment that gives Aeldari grav-tanks and gunships Assault so they fire at full weight after moving.

11th editionRules checked July 13, 2026

SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly β€” always confirm against the current official rules and your latest dataslate before a game.

Armoured Warhost is a new Aeldari grav-tank detachment at just 1 Detachment Point β€” a mechanised firepower package for a list built around Fire Prisms, Falcons and Wave Serpents. It reflects Warhammer 40,000 11th edition (Aeldari Faction Pack v1.0, June 2026), and its rules are confirmed from the official pack.

This is SprueSentry strategy commentary, not official rules. Some community write-ups listed stratagems that aren't in the pack; the rules below are taken directly from the Faction Pack. Points live in the app, so confirm there.

What the Skilled Crews detachment rule does

Your Aeldari Vehicle units' ranged weapons gain Assault β€” so your grav-tanks and gunships can Advance at Aeldari speed and still fire their heavy armament at full weight. That's a big deal for single-big-shot platforms like the Fire Prism: normally moving fast means giving up firepower, but here mobility and shooting come together. It's a straightforward, powerful firebase rule for a vehicle-heavy army.

Stratagems and when to use them

The pack gives this detachment three focused stratagems:

  • Soulsight (Shooting) β€” a Vehicle unit re-rolls one Hit roll, one Wound roll, and one Damage roll. This is the fix for a Fire Prism's single big shot β€” spend it on your key anti-tank fire each turn.
  • Vectored Engines (Movement) β€” a Vehicle unit that Falls Back can still shoot this turn, peeling out of melee while keeping its guns online.
  • Layered Wards (reactive) β€” a Vehicle unit gains Feel No Pain 5+ against mortal wounds, blunting a mortal-wound spike.

Enhancements worth taking

Both enhancements go on an Aeldari Psyker (a Farseer or Warlock), so a psyker character is near-mandatory to unlock them:

  • Guiding Presence β€” at the start of your Shooting phase, a nearby Vehicle unit's ranged attacks gain +1 to Hit. Funnel it into your biggest gun each turn.
  • Spirit Stone of Raelyth β€” the bearer gains Lone Operative near a friendly Vehicle, and can heal D3 wounds on a Vehicle each Movement phase.

Key units

  • Fire Prism / Falcon / Night Spinner β€” the main-gun grav-tanks that most want Assault to reposition and still fire full effect; Soulsight fixes their single big shot.
  • Wave Serpent β€” a durable transport-gunboat and a prime Layered Wards / Vectored Engines target.
  • Vyper β€” a fast skimmer weapons platform that leverages Assault to hit and run.
  • Hemlock Wraithfighter / Crimson Hunter β€” Fly vehicles that add to the all-vehicle firebase.
  • Farseer or Warlock β€” the only models that can carry the enhancements, so a psyker is near-mandatory.

When to take Armoured Warhost

At 1 DP it can be your main detachment for a vehicle-heavy Asuryani army, or a cheap firepower package alongside a 2-DP core. Take it when your list is built around grav-tanks and skimmers rather than infantry β€” you want gunboats and Fire Prisms firing at full weight after moving fast. It has no ACROBATIC or Ynnari lock, so it pairs freely.

Sample gameplan: deploy Fire Prisms, Falcons and Wave Serpents with a Farseer holding Guiding Presence. Advance and reposition freely turn one thanks to Assault, then put out full firepower β€” funnel Guiding Presence (+1 Hit) and Soulsight re-rolls into your key anti-tank shot each turn. Screen the psyker with Lone Operative from the Spirit Stone, use Vectored Engines to peel tanks out of melee while still shooting, and Layered Wards to tank incoming mortal-wound spikes.

Common questions

How much does Armoured Warhost cost in Detachment Points?

1 DP. It's cheap enough to run as the main detachment for a vehicle-heavy list, or to bolt onto a 2-DP core as a firepower package. It has no ACROBATIC or Ynnari tag restriction.

What is the Armoured Warhost detachment rule?

Skilled Crews: your Aeldari Vehicle units' ranged weapons gain Assault, so your grav-tanks and gunships can Advance and still fire their heavy weapons at full weight.

What units are best in Armoured Warhost?

Grav-tanks and skimmers: Fire Prisms, Falcons, Night Spinners, Wave Serpents and Vypers, plus Fly vehicles like the Hemlock. Include a Farseer or Warlock, since the detachment's enhancements can only go on an Aeldari Psyker.

Do I need a psyker in Armoured Warhost?

Effectively yes. Both enhancements (Guiding Presence and Spirit Stone of Raelyth) can only be taken by an Aeldari Psyker, so a Farseer or Warlock is near-mandatory to unlock the detachment's buffs.

Rules sources

Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β€” original commentary, not Games Workshop rules text.