Aura Abilities Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once). [Core Rules PDF Pg7]
This doesn't mention abilities tagged as Auras - that's a convenience being added to 9th edition books, but some abilities have already been missed by this despite being auras. Do I wish this explanation was longer? Yes. Do I wish there were some examples? Absolutely. Is this mostly sufficient for us to determine what rules are auras from those that aren't? Yes.Note, that while similar in many regards to Aura abilities, Contagion abilities are not affected by abilities that affect Aura abilities, and vice-versa.
Alright, let’s go through some examples.
Lychguard. Credit: Wings
Space Marines - Bodyguard: While a friendly <CHAPTER> CHARACTER unit that has a Wounds characteristic of 9 or less is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
Necrons - Guardian Protocols (Aura): While a friendly <DYNASTY> INFANTRY NOBLE or DYNASTIC AGENT INFANTRY NOBLE unit is within 3” of this unit, enemy units cannot target that unit with ranged weapons.
Death Guard - Bodyguard (Aura): While a friendly <CHAPTER> CHARACTER unit that has a Wounds characteristic of 9 or less is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
The keen-eyed of you may have noticed that the Space Marine codex is missing the tag here - however that does not change that the ability is an Aura. Going back to the definition the effect they have on a character unit in range is that they prevent them from being targeted. The (Aura) tag is a helpful reminder, but not the defining trait.Obeisance Generators: At the start of the Fight phase, if there any enemy units within Engagement Range of Szarekh, then until the end of the phase, those units cannot fight until after all other eligible units from your army have done so.
At face value it has some of the key features of an aura - it has a range, it’s an ability. Where it differs though is that it doesn’t ONLY affect units in range, they continue to be affected until the end of the phase even if during that phase they are no longer “in range”. This persistent effect is why it is not an aura, the Silent King could die or move away from some units (if there was a unit closer) via Pile in or Consolidate and the units affected by this ability would continue to feel its effects until the end of the phase.
White Scars Infiltrators Credit: Alfredo Ramirez
Omni Scramblers: Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.
This is perhaps one of the abilities that is most frequently mistaken for an aura. The key distinguishing feature here is that if a unit cannot be set up within 12”, then it’s being affected by this ability when it is outside 12”. This does not meet the aura definition of abilities that affect units “in a range”. Omni Scramblers affect every unit not on the board yet; that’s not units in a specified range.Shadow Masters: Each time a ranged attack is made against a unit with this tactic, if the attacker is more than 18" away, then the unit with this tactic is treated as having the benefits of light cover against that attack. Each time a ranged attack is made against an INFANTRY unit with this tactic that is entirely on or within a terrain feature, if the attacker is more than 12" away, then the unit with this tactic is treated as having the benefits of dense cover against that attack.
If this ability was an aura, then increasing the ranges mentioned by say, 6” would mean Raven Guard units only got their first effect against enemy units 24” away rather than 18”, making the ability worse - the enemy wouldn’t need to get as close to turn off the benefits of this ability.
Tau Pathfinders. Credit: Jack Hunter
Each time an enemy unit declares a charge against this unit, this unit can fire Overwatch before the charge roll is made. While a friendly unit with this ability is within 6" of this unit, each time an enemy unit declares a charge against this unit, that friendly unit can fire Overwatch before the charge roll is made. If it does so, until the end of the phase, that friendly unit cannot fire Overwatch again.
This is a weird one, but it's the second part of this ability is the section that meets the definition of an Aura. It’s essentially a single ability with two effects. What I haven’t been able to find in the current rules is any example of an ability combines an aura and a non-aura affect into the same rule. However, as any part of this ability meets the definition it should be treated as an aura. This has knock-on effects, as abilities that prevent units from using auras abilities would then arguably disable both parts, despite the first part not being an aura effect. Yeah, it's a bit of a mess.Friendly <CLAN> INFANTRY units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
Hidden in Plain Sight: Your opponent must subtract 1 from hit rolls that target units with this trait if they are more than 12" away.
I’ve included this one because it is essentially the same as part of the Raven Guard chapter tactic, but from a 8th edition codex. As with the Raven Guard ability, it affects all models outside its range (12”) rather than units in its range, which means it is not an aura.
Dark Angels Blade Guard Veterans and Ancient. Credit: Greg Chiasson
Feast of Malediction: While a friendly DARK ANGELS CORE unit is within 6" of this PRIEST, add 1 to the Attacks characteristic of models in that unit.
This is a litany that a DA Chaplain can gain via the Cup of Retribution relic, and it meets all the criteria of an Aura. Units in a range are affected.Reliquary of the Repentant: Ravenwing Biker model only. While an enemy unit is within 3” of the bearer, each time an invulnerable save is made for a model in that unit that has an invulnerable save of 4+ or better, the saving throw is only successful on an unmodified roll of 5+.
This wording on this ability changed between the Dark Angels Index and the Codex Supplement; the original wording had the (Aura) tag. Despite losing that tag, the ability still meets all the requirements for being an Aura, and as such, is an Aura.Tags: 40k | Warhammer 40k | featured | FAQs
Thank you for being a friend.
Games Industry News Roundup- April 7th, 2026
Infinity N5 First Principles: Understanding the Outcomes of Face to Face Rolls
A Brush With Greatness, Part 1: Introductions
Support us on Patreon to get access to our Discord and exclusive App features.
Thank you for being a friend.
Already a Patron? Login with Patreon.
Visit our incredibly official store on RedBubble.