Far-Reaching Doom
When a friendly Rangers or Shroud Runners unit is selected to shoot, enemy units have +6" detection range until that friendly unit has shot.
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This is SprueSentry strategy commentary, not official rules. The detachment rule, stratagems and enhancements below are taken from the free Aeldari Faction Pack version 1.3, legal for matched play from 26 August 2026. Detachment Point costs and enhancement points are not in that document; they are checked against the official Munitorum Field Manual web edition, but points move with balance updates, so treat the values here as a planning aid and confirm them in the Warhammer 40,000 app before a game.
When a friendly Rangers or Shroud Runners unit is selected to shoot, enemy units have +6" detection range until that friendly unit has shot.
1CP. After a friendly Rangers or Shroud Runners unit has shot, one enemy unit it hit makes a battle-shock roll, at -1 if a model in that unit was destroyed by those attacks.
1CP. After a friendly Rangers or Shroud Runners unit has shot, one enemy unit it hit has +6" detection range.
1CP. After a friendly Rangers or Shroud Runners unit has shot, it can make a normal move of up to D6", but is not eligible to declare a charge or embark within a Transport until the end of the turn.
Rangers or Shroud Runners unit only. This unit's ranged attacks that target a Character unit have +1 AP.
How to play Path of the Outcast β the 1-DP Ranger and Shroud Runner recon detachment that snipes and screens while staying hidden.
Sprue Sentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly; always confirm against the current official rules and latest update before a game.
Path of the Outcast is the Aeldari Ranger sniper and recon detachment at just 1 Detachment Point β a cheap board-control shell of Rangers and Shroud Runners that chips the enemy while staying hard to shoot back. It reflects (Aeldari Faction Pack version 1.3, legal for matched play from 26 August 2026), and its rule, stratagems and enhancements are printed in full in that pack.
Rangers unit only. This unit's ranged attacks do not prevent this unit from being hidden.
The unit the detachment is really built around: mobile snipers that carry Assassins' Eye and shoot-and-scoot with Nomads of the Hidden Way.
See the box: price and offersCheap hidden objective-sitters, and the only unit that can take Camouflaged Snipers.
See the box: price and offersThe kind of heavy gun that finishes what Casting Back the Veil exposes; this detachment spots and softens rather than killing.
See the box: price and offersThe strongest pairing on paper: Corsair Coterie's Outcast Ambush already buffs Rangers and Shroud Runners, and Assassins' Eye stacks on top.
Its detachment rule already names Rangers and Shroud Runners, so the two lists share the same units.
A reserve-heavy jetbike core that wants cheap bodies holding the board while it cycles in and out.
This is SprueSentry strategy commentary, not official rules. It leans on 11th edition's new detection/hidden mechanics, so confirm the exact interactions against the current Core Rules and app.
When a friendly Rangers or Shroud Runners unit shoots, enemy units gain +6" detection range until that unit finishes shooting β the game's way of representing your scouts firing without giving away their position. In practice the detachment is built to keep your snipers concealed and hard to retaliate against while they chip away. (The precise benefit depends on 11th edition's new detection/hidden core rules, so check those for the exact effect.)
At 1 DP it's a recon and board-control shell for an Aeldari shooting army: cheap Rangers and Shroud Runners screen your deployment, hold objectives, and chip enemies while staying hard to shoot back. It carries no Unique Tag in either the Faction Pack or the Munitorum Field Manual, so it pairs freely with any 2-DP core, including a Harlequin one. (If you've seen it described as an ACROBATIC detachment, that's wrong: neither official document gives it any tag.) Take it when you want durable action-economy and attrition rather than a self-contained killing detachment.
Sample gameplan: spread Rangers across midfield objectives and push Shroud Runners forward for early pressure. Each turn shoot with a Ranger unit (staying hidden via the rule and Camouflaged Snipers), then spend CP: Eldritch Suppression to Battle-shock a key unit off an action, Assassins' Eye plus Shroud Runner fire to snipe an enemy character, and Nomads of the Hidden Way to shoot-and-scoot survivors back into cover. Soften and spot targets, then delete them with your separate heavy shooting.
1 DP, making it a cheap recon and board-control support. At a 2,000-point (3 DP) game it pairs with a 2-DP core like Corsair Coterie, Eldritch Raiders or Windrider Host. It carries no Unique Tag, so it combines with anything, Harlequin detachments included.
Far-reaching Doom: when your Rangers or Shroud Runners shoot, enemy units gain +6" detection range β GW's way of representing the scouts firing without revealing their position, keeping your snipers concealed and hard to retaliate against.
Rangers as the concealed sniper core (the only unit that can take Camouflaged Snipers) and Shroud Runners for mobile sniping and recon, screening a separate heavy-shooting core that finishes the targets they spot and soften.
Not really. At 1 DP it's a recon shell β cheap Rangers and Shroud Runners that screen, hold objectives and chip the enemy. Pair it with a 2-DP firepower or assault core that does the heavy killing.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.