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== Eldar in 30k (Eldar Craftworlds, Dark Eldar, Eldar Harlequins, and Eldar Corsairs) == :''Despite the once-mighty Eldar's uncontested reign over a galactic empire lasting millions of years evaporating overnight towards the end of the Age of Strife, the multitudinous individual forces that remain – massive space arks, starfleets, settled worlds, and the unknown origin of raiders who seem to pop out from another dimension – are all still forces with the might to challenge the Legiones Astartes at times.'' The Eldar and Dark Eldar (and Harlequins and Corsairs) have needed some serious realignment to fit into 30k. Moreso than any other faction here, playing the various Eldar armies with this 30k list is completely unlike playing them in 40k – not just to rebalance them, but to fit with the 30k theme. The Great Crusade immediately followed the Fall and the Eldar subcultures hadn’t really solidified yet. Sure, the Craftworld Eldar were clinging to the Eldar race’s past, the Dark Eldar to its recent preset, while the Exodites rejected both and the Harlequins were always different to them all, with Corsairs fitting in somewhere between every other Eldar subfaction. But as the Aspects were still very new and the Path was in its formative stages, life on Craftworlds was not nearly as spartan as it would inevitably become; nor were they yet beginning to resemble tombs as much as cities, as they were still new and did not exhibit derelict collapse, untamed overgrowth, and the ever-increasing reanimation of the souls of its dead. Commorragh hadn’t consolidated nearly as much of the territory that it would come to do over the next ten millennia, and many living within still wielded (or at least could wield) psychic powers – if they dared to. The Harlequins, as a warrior-society of chaos-hunters, would have foreseen the inevitability of the Fall and been carefully positioned to survive it, and then been everywhere at once to stem the tide once the old empire collapsed. As for the Exodites, they were always isolationist even from their own kind; and yet, as those escaping the Fall sought out Maiden Worlds and old colonies to claim – or nearby worlds to raid – it turned out to be unavoidable that they would get drawn into the various conflicts of their kin. === Playtesting Status === More playtesting data wanted! <div class="toccolours"> ''More than any other list here, expect really poor balance even compared to itself, let alone other xenos lists and especially to “normal” 30k lists. Eldar Craftworlds are too strong, Dark Eldar are too weak, Eldar Harlequins are too weird, and Eldar Corsairs are too much of an unhelpful mix of the other three. It’s going to be a very complex process to tweak this.'' </div> === Existing Sources === The following existing units are allowed: ''Note: Eldrad Ulthran may still be selected as a HQ choice, as he is known to have played an active role in the Great Crusade and in particular the subsequent Horus Heresy. Although several others are known to have been alive at the time, they did not interact with humans before the end of the Horus Heresy (e.g. Asdrubael Vect, Urien Rakarth), or were young and unremarkable individuals at this juncture (e.g. Asdrubael Vect, Bel-Annath).'' * '''Death From the Skies (7th Edition/2016)''' ** Fast Attack *** Crimson Hunters *** Hemlock Wraithfighters *** Razorwing Jetfighters ** Heavy Support *** Voidraven Bombers * '''Imperial Armour The Doom of Mymeara (7th Edition/2015)''' ** HQ *** Corsair Prince *** Corsair Void Dreamer *** Corsair Baron *** Eldar Wraithseer ** Troops *** Corsair Reaver Band *** Corsair Ghostwalker Band *** Corsair Cloud Dancer Band ** Dedicated Transport *** Corsair Venom *** Corsair Falcon ** Elites *** Corsair Voidstorm Band *** Corsair Malevolent Band *** Corsair Wasp Squadron *** Eldar Wasp Assault Walker ** Fast Attack *** Corsair Vyper Squadron *** Corsair Nightwing *** Corsair Phoenix *** Corsair Hornet Squadron *** Shadow Spectres *** Eldar Hornet Squadron *** Eldar Nightwing *** Eldar Phoenix Bomber ** Heavy Support *** Corsair Balestrike Band *** Corsair Lynx *** Corsair Warp Hunter Squadron *** Corsair Night Spinner *** Corsair Fire Storm *** Corsair Fire Prism *** Eldar Lynx *** Eldar Warp Hunter Squadron ** Lords of War *** Vampire Raider *** Eldar Cobra *** Eldar Scorpion *** Eldar Vampire Raider *** Eldar Skathach Wraithknight *** Revenant Titan *** Phantom Titan * '''Warhammer 40,000 Codex Eldar Craftworlds (7th Edition/2015)''' ** HQ *** Eldrad Ulthran, High Farseer of Ulthwé *** Autarch *** Farseer *** Warlock Conclave *** Spiritseer ** Troops *** Guardian Defenders *** Storm Guardians *** Windriders *** Rangers *** Dire Avengers ** Elites *** Howling Banshees *** Striking Scorpions *** Fire Dragons *** Wraithguard *** Wraithblades ** Fast Attack *** Wave Serpent *** Swooping Hawks *** Warp Spiders *** Shining Spears *** Vyper Squadron ** Heavy Support *** Dark Reapers *** Vaul's Wrath Support Battery *** Falcons *** Fire Prisms *** Night Spinners *** War Walkers *** Wraithlords ** Lords of War *** Wraithknight *** Avatar of Khaine * '''Warhammer 40,000 Codex Eldar Harlequins (7th Edition/2015)''' ** Troops *** Troupe ** Elites *** Death Jester *** Shadowseer *** Solitaire ** Fast Attack *** Skyweaver *** Starweaver ** Heavy Support *** Voidweaver * '''Warhammer 40,000 Codex Dark Eldar (7th Edition/2014)''' ** HQ *** Archon *** Court of the Archon *** Succubus *** Haemonculus ** Troops *** Kabalite Warriors *** Wyches ** Elites *** Incubi *** Mandrakes *** Wracks *** Grotesques ** Fast Attack *** Beastmasters *** Raider *** Venom *** Reavers *** Hellions *** Scourges ** Heavy Support *** Talos *** Cronos *** Ravager * '''Imperial Armour Apocalypse (7th Edition/2014)''' ** Dedicated Transport *** Tantalus ** Heavy Support *** Warp Hunter *** Tantalus *** Reaper ** Lords of War *** Vampire Hunter * '''Imperial Armour Aeronautica (6th Edition/2012)''' ** Fast Attack *** Raven Strike Fighter === Special Rules === The following special rules apply to Eldar detachments: '''The Hundred Swords''' Most units from Codex Eldar Craftworlds, Codex Dark Eldar, Codex Eldar Harlequins, Imperial Armour The Doom of Mymeara Second Edition, and any other current volume with units belonging to the factions in those books, may be intermixed in any fashion<nowiki>; however, </nowiki>''all'' units are 0-1 choices except as explicitly modified by subsequent rules. This ''includes'' units selected as Dedicated Transports! For units that are upgraded to become other units with different Battlefield Roles (e.g. Kabalite Trueborn or Hekatrix Bloodbrides, but not, say, upgrading an Autarch to an Autarch Skyrunner), each different configuration is considered a different type of unit. No matter which units are chosen, they still only have their own special rules and options and can only choose wargear from their own Codex’s Wargear lists, except as modified by subsequent rules. <div class="toccolours"> ''Note: Not all units will be the literal same type of Eldar unit as found in their respective forces of 10,000 years hence, they may be employing unique or simply exotic tactics and technologies that, from a gameplay point-of-view, have very similar effects to something codified and standardized at a later time.'' ''Balancing this is insane, and not just because it's four codexes mashed together with enough new units to create a fifth. In particular, the Eldar Craftworlds codex is the most mature non-Imperial codex (outranked only by Space Marines and, maybe, Imperial Guard), with loads of units to cover almost every playstyle. And it's already highly specialized, making it hard to mess with in terms of limiting options or even adjusting points or model counts. The first step is to restrict spammability as much as possible, and to fix some of the most egregious offenses.'' </div> '''Archetype of Legend''' :''All aspects of Eldar life reference their mythology, including the military, political and civilian structures of their society. This does not create some kind of stricture that prevents anyone from utilizing whichever methods work best; simply that those whose experiences resonate with a particular mythical figure are likely to think in terms of that being’s actions, and the lessons to be learned from their specific role in mythology. Where a variety of perspectives exists, there can be great flexibility and power; however, there can also be conflict. This fact more than any other has begun to polarize various concentrations of Eldar into distinct subcultures, and this division will, over thousands of years, do as much to threaten their continued existence as any battles they fight.'' Up to three Archetypes of Legend may be purchased for the listed points costs. You may ignore the 0-1 restriction against units corresponding to an Archetype of Legend that has been purchased. You may still take any other units as 0-1 choices, no matter which Archetypes of Legend you purchase, if any. ''The first three Archetypes of Legend cover forces that are wild and refuse to slow down for other elements, representing primarily the Harlequins and also those who identify with rapid maneuvers and striking head-on.'' * '''Conspirators of Cegorach''' 25pts ** Troops *** Harlequin Troupe ** Elites *** Shadowseer *** Death Jester ** Fast Attack *** Skyweaver *** Starweaver ** Heavy Support *** Voidweaver * '''Children of the Cosmic Serpent''' 80pts ** Troops *** Windriders *** Harlequin Troupe ** Fast Attack *** Reavers *** Hellions *** Shining Spears *** Wave Serpent ** Heavy Support *** Voidweaver * '''Flock of Faolchú''' 75pts ** Troops *** Windriders *** Corsair Cloud Dancer Band ** Fast Attack *** Swooping Hawks *** Scourges ** Heavy Support *** Falcons ''The next three Archetypes of Legend encompass forces that work better independently than as part of an integrated whole. Loners, outcasts, and rebels, these forces are frequently compared with, if not always comprised of, Corsairs.'' * '''Companions of Hoec''' 35pts ** HQ *** Corsair Void Dreamer *** Corsair Prince *** Corsair Baron ** Troops *** Rangers *** Corsair Ghostwalker Band ** Fast Attack *** Corsair Wasp Squadron/Eldar Wasp Assault Walker ** Heavy Support *** Corsair Balestrike Band * '''Aides of Gea''' 25pts ** HQ *** Starseer ** Troops *** Storm Guardians ** Elites *** Corsair Voidstorm Band * '''Fellows of the Phoenix''' 30pts ** Troops *** Corsair Cloud Dancer Band ** Fast Attack *** Corsair Hornet Squadron/Eldar Hornet Squadron ** Heavy Support *** Shadow Spectres *** Corsair Phoenix/Eldar Phoenix Bomber ''The next three Archetypes of Legend are those which cover Exodites; savage and destructive, but not cruel or nihilistic. It also covers a rare dimension in Eldar forces; battlefield restoratives, which have a greater importance for unsubtle, committed forces.'' * '''Friends of Kurnous''' 40pts ** HQ *** Exodite Monarch *** Exodite Lord ** Troops *** Exodite Warband ** Elites *** Mandrakes *** Striking Scorpions *** Dragon Riders ** Fast Attack *** Beastmasters ** Lords of War *** Fire Gale * '''Consorts of Isha''' 20pts ** HQ *** Bloodsingers ** Troops *** Guardian Defenders *** Exodite Warband ** Lords of War *** Bright Stallion * '''Disciples of the Dragon''' 45pts ** HQ *** Succubus ** Elites *** Fire Dragons *** Incubi ** Heavy Support *** Dark Reapers ** Lords of War *** Towering Destroyer ''The next five Archetypes of Legend align somewhat with the Craftworld forces (or what they would become like), a fast and powerful core but balanced with support from leaders, war machines, and constructs.'' * '''Pupils of Asuryan''' 65pts ** HQ *** Autarch ** Troops *** Dire Avengers ** Fast Attack *** Wave Serpent ** Heavy Support *** Falcons * '''Attendants of Morai-Heg''' 85pts ** HQ *** Farseer *** Warlock Conclave ** Elites *** Wraithguard *** Wraithblades *** Corsair Malevolent Band *** Shadowseer ** Heavy Support *** Hemlock Wraithfighter * '''Prophets of Ynnead''' 90pts ** HQ *** Wraithseer *** Spiritseer ** Elites *** Wraithguard *** Wraithblades *** Death Jester ** Heavy Support *** Wraithlords ** Lords of War *** Wraithknight *** Skathach Wraithknight * '''Wardens of Lileath''' 15pts ** HQ *** Corsair Void Dreamer ** Troops *** Guardian Defenders ** Elites *** Howling Banshees * '''Apprentices of Vaul''' 100pts ** Fast Attack *** Corsair Vyper Squadron/Vyper Squadron *** Corsair Nightwing/Eldar Nightwing *** Crimson Hunter ** Heavy Support *** Falcons *** Corsair Fire Storm *** Eldar Lynx/Corsair Lynx *** Eldar Warp Hunter Squadron/Corsair Warp Hunter *** Vaul's Wrath Support Battery *** Fire Prisms/Corsair Fire Prism *** Night Spinners/Corsair Night Spinner *** War Walkers ** Lords of War *** Vampire Hunter *** Vampire Raider *** Cobra *** Scorpion *** Revenant Titan *** Phantom Titan ''The next five Archetypes of Legend cover the Dark Muses and the styles that would become popular with Commorraghites as their principal deployment would be offensive raids and similar first-strike actions.'' * '''Acolytes of Shaimesh''' 30pts ** HQ *** Haemonculus ** Troops *** Kabalite Warriors ** Elites *** Wracks *** Grotesques ** Heavy Support *** Talos *** Cronos * '''Courtesans of Lhilitu''' 30pts ** HQ *** Archons *** Court of the Archon ** Troops *** Kabalite Warriors ** Elites *** Corsair Voidstorm Band ** Fast Attack *** Raider ** Heavy Support *** Ravager *** Voidraven Bomber * '''Champions of Vileth''' 25pts ** HQ *** Archons *** Court of the Archon ** Troops *** Corsair Reaver Band ** Fast Attack *** Razorwing Jetfighter *** Raven Strike Fighter ** Heavy Support *** Corsair Balestrike Band *** Tantalus *** Reaper * '''Myrmidons of Hekatii''' 20pts ** HQ *** Succubus ** Troops *** Wyches ** Elites *** Corsair Malevolent Band ** Fast Attack *** Razorwing Jetfighter *** Raven Strike Fighter ** Heavy Support *** Tantalus *** Reaper * '''Suitors of Qa'leh''' 15pts ** HQ *** Succubus ** Troops *** Wyches ** Fast Attack *** Raider *** Venom ** Heavy Support *** Tantalus *** Reaper ''The final Archetype of Legend, Soldiers of Khaine represents the individual warriors who channel an aspect of the God of War, with incredible competency but no corresponding civilian identity or function.'' * '''Soldiers of Khaine''' 100pts ** HQ *** Autarch *** Archons ** Troops *** Dire Avengers ** Elites *** Howling Banshees *** Striking Scorpions *** Fire Dragons *** Incubi ** Fast Attack *** Shadow Spectres *** Swooping Hawks *** Warp Spiders *** Shining Spears ** Heavy Support *** Dark Reapers '''Their Own Part to Play''' — The HQ slot(s) on the Force Organisation Chart become non-compulsory as long as the detachment contains at least two of the following in any combination (including two of the same): Shadowseer, Death Jester, Solitaire. This is also true for any Detachment other than the standard Age of Darkness detachment, including Allied detachments, all Zone Mortalis detachments, and any special mission detachments. '''A Destiny of War''' — Equivalent to Master of the Legion. This upgrade may be purchased by whichever model is the Warlord for 50pts, and they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single unit predominantly composed of the same base unit type as themselves (Infantry, Beasts, Cavalry, etc.) after any wargear or upgrades, can be selected as a retinue as part of the same choice on the Force Organisation Chart (but still taking into account whether they are 0-1 selections) – models in any such unit can choose to accept and issue Challenges as if they were characters. '''Union of Purpose''' — Equivalent to Planetary Overlord. This upgrade may be purchased by whichever model is the Warlord for 30pts. ==== Unit Changes ==== The following changes apply: '''Windriders''' — Only one (rather than all) models may replace their twin-linked shiruken catapult with another weapon. All other options from Codex Eldar Craftworlds remain unchanged. '''Wraithguard''' — This unit contains 2 Wraithguard for 64pts, and up to 4 additional Wraithguard may be added for 32pts/model. All other options from Codex Eldar Craftworlds remain unchanged. '''Wraithblades''' — This unit contains 2 Wraithblades for 60pts, and up to 4 additional Wraithblades may be added for 30pts/model. All other options from Codex Eldar Craftworlds remain unchanged. '''Wraithknight''' — This unit has a cost of 455pts. All other options from Codex Eldar Craftworlds remain unchanged. '''Wyches''' — If a Hekatrix or Syren purchases Haywire grenades, any Wych or Bloodbride may purchase a Dissonance Resonator for 2pts/model. All other options from Codex Dark Eldar remain unchanged. '''Skathach Wraithknight''' — This unit has a cost of 445pts and is armed with two Deathshroud cannons. Each may be upgraded to an Inferno Lance for 25pts each. All other options from Imperial Armour The Doom of Mymeara remain unchanged. <div class="toccolours"> ''Forge World, [[meme|I am disappoint]]. You’re normally very good, but you’re way off with this one. If Inferno Lances were only D3 instead of D3+2 they wouldn’t cost extra; but while just about all Marine vehicles in 30k (not that this unit is intended for 30k…) will have Armoured Ceramite (though even then, potentially 10 S8 hits against rear AV from 36" is no joke), most forces don’t have this option (even for purely 30k non-Xenos forces) and this thing has more than enough agility to deliver a 4+2D3 Melta bukkake against any facing it likes, running circles around Ion or Flare shields. The only thing that Inferno Lances aren’t a massive deal against? Other Wraithknights…'' </div> === New Units === ==== Starseer ==== :''Before the Fall, the Starseers were the architects of restoring damaged parts of the webway, rerouting dead (or deadly) destinations, or even, if the conditions were perfect, creating wholly new paths. The Webway being a legacy of their predecessors, this was never easy for the Eldar even at the height of their power, and – as critically important as it was – the massively increased danger of this work after the Fall means that no known Starseers survive the following 10,000 years, leaving the Eldar of that time unable in most cases to do anything more than avoid dangerous sections of the webway, or, sometimes, seal them off at great cost.'' '''HQ 70pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Starseer | 4 | 4 | 3 | 3 | 2 | 5 | 1 | 9 | - |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Starseer is Infantry (Character) '''UNIT COMPOSITION''' 1 Starseer '''WARGEAR''': * Rune Armour * Witchblade '''SPECIAL RULES''': * Ancient Doom * Fleet * Independent Character * Psyker (Mastery Level 2) '''PSYKER''': Starseers select their powers from the Divination, Telepathy, and Aethermancy disciplines (disregard Corsair-related restrictions on Aethermancy powers when used by a Starseer). '''OPTIONS''': * May upgrade to Master Level 3 for 30pts. ----- ==== Exodite Monarch ==== :''Whether by ancestry, conquest, or the consensus of their tribe, an Exodite Monarch typically sits at the top of the feudal web which governs most of the Exodite worlds. With access to the best equipment and tutors their society can provide, they will be experts at war and combat, and their leadership unquestionable.'' '''HQ 65pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Exodite Monarch | 6 | 5 | 3 | 3 | 2 | 5 | 3 | 10 | 5+ |- ! Exodite Monarch on Dragon | 6 | 5 | 4 | 4 | 3 | 5 | 5 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' An Exodite Monarch is Infantry (Character), an Exodite Monarch on Dragon is Cavalry (Character) '''UNIT COMPOSITION''' 1 Exodite Monarch '''WARGEAR''': * Power Weapon (Exodite Monarch only) * Laser Lance (Exodite Monarch on Dragon only) '''SPECIAL RULES''': * Independent Character * Fleet (Exodite Monarch only) * Very Bulky (Exodite Monarch on Dragon only) * Furious Charge (Exodite Monarch on Dragon only) * Rampage (Exodite Monarch on Dragon only) * Jink (Exodite Monarch on Dragon only) * Blood Frenzy (Exodite Monarch on Dragon only) '''OPTIONS''': * May purchase a Laspistol for 3pts, or a Shuriken Pistol for 5pts, or a Combat Shield for 5pts. * May purchase Plasma grenades for 5pts. * May purchase a Forceshield for 20pts. * May upgrade to a Exodite Monarch on Dragon for 25pts. * An Exodite Monarch on Dragon may upgrade a Combat Shield to a Boarding Shield for 5pts. ----- ==== Exodite Lord ==== :''Exodite Lords are aristocrats of Exodite society, the heads of houses or clans that have the favor of their monarch through chivalrous service or ancient pacts. Though many lords take to war in a Knight, others will call upon their subjects and lead a host to battle, frequently atop a “dragon” – a vicious lizard-like creature native to the Eastern Fringes which has been broken as a mount.'' '''HQ 35pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Exodite Lord | 5 | 4 | 3 | 3 | 1 | 5 | 2 | 9 | 5+ |- ! Exodite Lord on Dragon | 5 | 4 | 4 | 4 | 2 | 5 | 4 | 9 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' An Exodite Lord is Infantry (Character), an Exodite Lord on Dragon is Cavalry (Character) '''UNIT COMPOSITION''' 1 Exodite Lord '''WARGEAR''': * Power Weapon (Exodite Lord only) * Laser Lance (Exodite Lord on Dragon only) '''SPECIAL RULES''': * Independent Character * Fleet (Exodite Lord only) * Very Bulky (Exodite Lord on Dragon only) * Furious Charge (Exodite Lord on Dragon only) * Rampage (Exodite Lord on Dragon only) * Jink (Exodite Lord on Dragon only) * Blood Frenzy (Exodite Lord on Dragon only) '''OPTIONS''': * May purchase a Laspistol for 2pts, or a Shuriken Pistol for 5pts, or a Combat Shield for 5pts. * May purchase Plasma grenades for 5pts. * May upgrade to a Exodite Monarch on Dragon for 20pts. * An Exodite Lord on Dragon may upgrade a Combat Shield to a Boarding Shield for 5pts. ----- ==== Bloodsingers ==== :''Unlike the Heartweavers of the Craftworlds, Bloodsigners take their lessons equally from both Isha and Kurnous, their arts of restoration and replenishment not tied to rest, peace or safety, but rather like the rush of pain-neutralizing adrenaline, as a predator pounces on his prey. No matter their age or heraldry they are considered by the Exodites to possess the last essence of their now-dead gods, and are held in great esteem within Exodite society.'' '''HQ 65pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Bloodsinger | 5 | 5 | 3 | 3 | 1 | 5 | 1 | 9 | 5+ |- ! Bloodsinger on Dragon | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 9 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Bloodsinger is Infantry (Character), a Bloodsinger on Dragon is Cavalry (Character) '''UNIT COMPOSITION''' 1 Bloodsinger '''WARGEAR''': * Force Staff '''SPECIAL RULES''': * Independent Character * Lifesurge * Fleet (Bloodsinger only) * Psyker (Mastery Level 2) * Very Bulky (Bloodsinger on Dragon only) * Furious Charge (Bloodsinger on Dragon only) * Rampage (Bloodsinger on Dragon only) * Jink (Bloodsinger on Dragon only) * Blood Frenzy (Bloodsinger on Dragon only) '''Lifesurge''' At the beginning of each of your turns, you may choose one of the following rules to apply to the Bloodsinger and any unit they have joined (the effects persist until the start of your next turn): * Rage * It Will Not Die * Feel No Pain '''PSYKER''': Bloodsingers select their powers from the Biomancy and Daemonology (Sanctic) disciplines. '''OPTIONS''': * May replace their Force Staff with a Force Sword or Force Axe for free, or a Witch Staff for 5pts. * May purchase a Laspistol for 2pts, or a Shuriken Pistol for 5pts. * May purchase Plasma grenades for 5pts. * May upgrade to Master Level 3 for 30pts. * May upgrade to a Bloodsinger on Dragon for 20pts. ----- ==== Exodite Warband ==== :''Exodite military structures are typically somewhere between a tribal horde of primitive warriors, to perhaps a rank of medieval knights. Though they do have access to advanced technology, warfare to them is usually a matter of settling disputes or matters of honour, and this is done up-close, not over the horizon.'' '''Troops 90pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Exodite Page | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 7 | 5+ |- ! Exodite Champion | 5 | 4 | 3 | 3 | 1 | 5 | 3 | 8 | 5+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' An Exodite Page is Infantry, an Exodite Champion is Infantry (Character) '''UNIT COMPOSITION''' 9 Exodite Pages and one Exodite Champion '''WARGEAR''': * Mesh Armour * Lasgun '''SPECIAL RULES''': * Fleet '''OPTIONS''': * May add an up to an additional 20 Exodite Pages for 9 pts/model. * All models may exchange their Lasgun for a Laspistol and Close Combat Weapon for free, or a Close Combat Weapon and Combat Shield for free. * The entire unit may purchase Plasma grenades for 1pts/model. * The entire unit may purchase Heavy Mesh Armour for 3pts/model. ----- ==== Dragon Riders ==== :''The elite of the Exodite’s forces are the Dragon Riders, those who have broken in their own “dragon”, a fast-moving carnivorous lizard-like bipedal beast that allows them to scout threats to herd populations far away from where the Exodite Knights operate. Those who ride these are privileged with status in their society, and are often called upon by their clans or houses to participate in jousting displays or honour duels against rivals.'' '''Elites 49pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Dragon Squire | 4 | 4 | 4 | 4 | 2 | 5 | 3 | 7 | 4+ |- ! Dragon Knight | 4 | 4 | 4 | 4 | 2 | 5 | 4 | 8 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Dragon Squire is Cavalry, a Dragon Knight is Cavalry (Character) '''UNIT COMPOSITION''' 2 Dragon Squires and 1 Dragon Knight. '''WARGEAR''': * Laser Lance '''SPECIAL RULES''': * Very Bulky * Furious Charge * Rampage * Jink * Blood Frenzy '''OPTIONS''': * May add up to an additional 12 models for 15pts/model. * Every model may purchase a Laspistol for 1pts, or a Shuriken Pistol for 3pts, or a Combat Shield for 4pts, or a Boarding Shield for 10pts. * Every model may purchase Plasma grenades for 2pts/model. ----- ==== Fire Gale ==== :''The Fire Gale is the smallest class of Exodite Knight and usually the class with which a novice pilot will learn. Though their weaponry is not designed primarily for warfare, it is still potent when used this way. Fire Gales are a particularly stable design and for this reason, a Fire Gale can take more ranged weapons than any other common class of Exodite Knight.'' '''Lords of War 280pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Fire Gale | 4 | 4 | 10 | 8 | 6 | 5 | 4 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Fire Gale is a Gargantuan Creature '''UNIT COMPOSITION''' 1 Fire Gale '''WARGEAR''': * Eldar Titan Holo-fields * Psychic Lance * Bright Lance * Pulse Laser '''SPECIAL RULES''': * Knight’s Code * Agile * Unshakable Stability '''OPTIONS''': * May exchange the Pulse Laser or Bright Lance for a Starburn Blade for 40pts. * May purchase up to two Scatter Lasers for 10pts each. '''Unshakable Stability''' If it did not move in its movement phase, this model may fire up to four of its weapons. It may also choose to gain the Skyfire special rule, but if it does so, it will apply to all of its shots this turn. ----- ==== Bright Stallion ==== :''The Bright Stallion is a somewhat unusual design of Eldar Knight in that most examples have four legs rather than two. The Eldar means of interfacing with their Knigths make this little hindrance to their ability to ability to operate it with the same grace and poise as if the pilot themselves had four legs. These are among the fastest-moving of all Knights, and are often used to scout through dense terrain or conditions.'' '''Lords of War 365pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Bright Stallion | 4 | 4 | 10 | 8 | 6 | 5 | 4 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Bright Stallion is a Jump Gargantuan Creature '''UNIT COMPOSITION''' 1 Bright Stallion '''WARGEAR''': * Eldar Titan Holo-fields * Psychic Lance * Bright Lance * Pulse Laser '''SPECIAL RULES''': * Knight’s Code * Agile * Serene Agility * Hit and Run '''Serene Agility''' This model may roll 2D6 for its Run moves and 3D6 for its Charge moves, and may Charge even if it has Run. Furthermore, its Eldar Titan Holo-field is always resolved as if the unit moved, even if it did not. Finally, this model may perform D3+1 Stomps rather than just D3. '''OPTIONS''': * May exchange the Pulse Laser or Bright Lance for a Starburn Blade for 40pts. ----- ==== Towering Destroyer ==== :''Whereas the typical Bright Stallion has four legs, the Towering Destroyer has four arms, once again without any impact on its pilot’s ability to coordinate it with such efficiency that its movements are indistinguishable from base instinct. Towering Destroyers are equipped for the rare but dangerous work of diverting stampedes, and as a standard armament will have Gravity Gauntlets for cases where they have to grapple with the beasts, plus the starburn blade for when they have no other options left.'' '''Lords of War 390pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Towering Destroyer | 4 | 4 | 10 | 8 | 6 | 5 | 5 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Towering Destroyer is a Jump Gargantuan Creature '''UNIT COMPOSITION''' 1 Towering Destroyer '''WARGEAR''': * Eldar Titan Holo-fields * Psychic Lance * Bright Lance * Pulse Laser * Starburn Blade * Gravity Gauntlet '''SPECIAL RULES''': * Knight’s Code * Agile * Precision Strike ----- === New Wargear === '''Dissonance Resonators''' :''Similar to various Dissonance projectors but much less bulky, they have been weaponised by certain specialist units which train in their use. As one member unleashes a Haywire pulse weapon, those possessing Dissonance resonators quickly but carefully place them at specific points along the vehicle or building that they want to breach. In the best case they will amplify, attenuate, focus or distribute the energy to create a squealing spectacle of arcing electricity and showers of sparks – and considerable secondary damage.'' If a Haywire hit is struck in the same combat against any eligible target, any model may use their Dissonance Resonators instead of attacking normally – resolve the effects at the same time that the Haywire hit is struck, no matter which Initiative step it is. For each Dissonance Resonator that hits, it adds a +1 bonus to the Haywire results table, and if any unmodified roll of 6 is made To Hit, the original hit becomes D3 hits (each with the same effect as has already been determined) – this additional hit bonus is not cumulative for any additional rolls of 6 for other Dissonance Resonators in the same combat. If multiple Haywire grenades are used, each roll of a 6 is applied to any one Haywire hit; for example, if two models attack and hit with Haywire grenades, and both Hit, then the first To Hit roll of a 6 by a model using a Dissonance Resonator turns one of those Haywire hits into D3 hits, if a second 6 is rolled it may turn the other Haywire hit into D3 hits as well, but after that there can be no further bonus. If models with Dissonance Resonators strike in combat at a higher initiative step than a model which uses a Haywire Grenade, there is no opportunity to make use of the Dissonance Resonators. '''Psychic Lance''' :''Developed primarily to direct the dull beasts of their worlds, the Psychic Lance is not a weapon of war, but unprotected human-sized creatures exposed to its pulse can easily have their minds burned out, left as drooling husks if they survive at all.'' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! Range ! S ! AP ! Type |- ! Psychic Lance | Hellstorm | 5 | 6 | Assault D6, Poison (6+), Haywire, Strikedown, One Use Only |- |} <br style="clear: both; height: 0px;" /> '''Starburn Blade''' :''Developed primarily to harvest their herd beasts each season, or to perform occasional culls of them when required, the Starburn Blade can nevertheless destroy all but the biggest titans with a single carefully-placed flick.'' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! Range ! S ! AP ! Type |- ! Starburn Blade | - | 10 | 1 | Melee, Haywire, Shred, Run Through |- |} <br style="clear: both; height: 0px;" /> '''Run Through''' The model using the Starburn Blade may exchange all of their attacks to make one attack at S D, with a +1 to the result of the roll on the Destroyer Weapon table. '''Gravity Gauntlet''' :''Built into a reinforced arm and offsetting both weight and kinetic force with gravity-manipulating suspensors, the Gravity Gauntlet can diffuse the impact of a swinging tail or headlong charge from a herd beast, and Eldar Knights have the responsive reflexes to allow it to be used in this way to block the strikes of other knight-class walkers.'' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! Range ! S ! AP ! Type |- ! Gravity Gauntlet | - | 10 | 1 | Melee, Haywire, Intercept, Gravity Vice |- |} <br style="clear: both; height: 0px;" /> '''Intercept''' If this weapon is not the weapon profile being used for strikes during the current round of combat, opponents suffer -1 to WS and A until the end of the assault phase. '''Gravity Vice''' To-Hit rolls of 6 with this weapon have a strength of D. === Exceptional Wargear === ''This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)'' '''Displacer Field — Eldar only (45 points)''' :''A Displacer Field is a threat detector coupled with a miniature warp-jump drive, which literally sends its owner into warpspace for a fraction of a moment — just long enough to reposition them outside of the immediate threat location when they are phased back into normal space an instant later. Though its use carries inherent risks with it, its incredible reliability means that some Eldar will use it anyway (as will most anyone else who can recover one and get it to interface with their own mind). In addition to its normal operation, it also includes a further emergency system that can kick in when the main system fails — though at even greater risk.'' This provides a 3+ invulnerable save. If an invulnerable save is made and is unsuccessful, and this would cause the model to be reduced to zero wounds or otherwise be removed from play, they may choose to activate the emergency system. Roll a D6; on a 2+, they are instead be immediately placed into Ongoing Reserves with one wound remaining, and when they come in from Ongoing Reserves they must do so using the Deep Strike special rule. However, if a 1 is rolled, place the centre of a Blast marker over the position that the model occupied, and move any other models under it the minimum distance required to avoid being under it. This blast is treated as a Strength D AP1 hit with the Vortex special rule. === New Special Rules === '''Blood Frenzy''' :''Due to hundreds of generations of masterful breeding and their inherent empathy with living things, Exodites have amazing control over their steeds. However, once those steeds begin to gorge themselves, even the most skilled riders have little control over the massive beasts.'' Units where all models have this special rule have Hit and Run on the first turn of combat. However, units with at least one model with this special rule that remain engaged after the first turn of combat lose Hit and Run and gain Stubborn. Furthermore, when rolling for Sweeping Advance after the first turn of combat (whether they win or lose the combat), they may only add D3 to their Initiative for their Sweeping Advance score, rather than D6, and if consolidating, they may only consolidate D3". '''Agile''' :''Though not nearly as fast as the purpose-built war machines of their Craftworld cousins (needing only to be able to keep up with the lumbering carnosaurs), Eldar Walkers are nevertheless things of grace and fluidity compared with human Knights and Titans.'' In the Shooting Phase, this model can choose to either: * Fire a single weapon and then Run, or Run and then fire a single weapon * Fire no weapons and Run twice '''Knight’s Code''' :''Like most human Knights, the Exodite Knights were developed initially as platforms with which to herd the large dinosaur-like beasts that formed basis of the Exodite World’s way of life. Over time, societies based around chivalry developed, and Knights became symbols of status that were used in “duels” against other knights, both Exodite and human.'' Knights with this special rule can issues challenges to, and accept Challenges from, enemy Super-heavy Walkers and Gargantuan Creatures (although these must follow their own rules for whether they can accept Challenges). === First Step on the Path === :''Narrowly surviving the Fall, the Eldar of the Craftworlds began to develop a heavily regimented way of life that would protect them from the mistakes which had humbled their civilization. Cast isolated and vulnerable into a dangerous universe, the first Paths to coalesce were the most essential Paths to safeguarding their survival, and most of those were various Paths devoted to warfare – or those which could be used to avoid it.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a First Step on the Path detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army. '''Effects''': * '''Last Survivor of The Fall''' — The Avatar of Khaine may be taken as either a Lords of War choice or as an HQ choice, however if taken, he must be the army’s Warlord. * '''Proselytes of the Path''' — Dire Avengers and Guardian Defenders become 0-2 units if they are not already unlimited. * '''First Pupils''' — May choose any one Aspect unit (Dire Avengers, Howling Banshees, Striking Scorpions, Fire Dragons, Shadow Spectres, Swooping Hawks, Warp Spiders, Shining Spears, Dark Reapers), which becomes an 0-2 selections if it is not already unlimited (or 0-3 in the case of Dire Avengers). '''Limitations''': * May not choose more units with the Vehicle, Super-heavy Vehicle, Monstrous Creature, and Gargantuan Creature types in total, than there are infantry units in the detachment. === Architects of Extinction === :''At the height of their power, the old Eldar empire was unassailable; its leaders could extinguish entire races without any effort at all. What they did not realize was that they were arranging the same fate for their own race, too. While countless trillions died in the Fall, those most responsible – the most truly powerful – survived. And they felt not one shred of regret for the damnation of their kin; all just more weak life that perished in the machinations of those who deserved the power that they wielded.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as an Architects of Extinction detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army. '''Effects''': * '''No Remorse''' — Up to two Succubi and two Hamonculi may be purchased for each one selected HQ choice, instead of one. These are independent units for all other purposes. * '''No Regret''' — Each time a model with Power From Pain kills another model in a Challenge, that model gains a +1 bonus to their current Power From Pain value. If a unit completely destroys an enemy unit in Close Combat, the whole unit gains a +1 bonus to their current Power From Pain value. This increase is limited to a single +1 bonus per game turn. '''Limitations''': * Non-vehicle units without at least one model with the Power from Pain special rule, excepting Talos and Chronos, are treated as Distrusted Allies. === The Dance Without End === :''The Harlequins share an epic performance which chronicles the Fall, known by the Eldar as The Dance Without End. As the old powers are toppled and their nemesis gloats in triumph, the Laughing God enters and proceeds to duel She Who Thirsts to a standstill even though defeat already seemed total. Reaching its emotional crescendo, the play then ends abruptly; the final act is a future not yet written. Not just history but also commentary, most who don’t share the philosophy of the Harlequins miss the moral of the story – victory can only ever be temporary in an infinite universe; it must be won again and again but it is never out of reach as long as one fights for it.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a The Dance Without End detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army. '''Effects''': * '''Ensemble Cast''' — HQ selections from this detachment may be freely exchanged for any other kind of selection (except for Fortifications and Lords of War): Troops, Elites, Fast Attack, or Heavy Support. Compulsory HQ selections will remain compulsory selections of whatever type they are exchanged for (but remember that the Their Own Part to Play special rule may negate this). * '''The Show Must Go On''' — If an Independent Character with the Infantry type is this Army’s Warlord, the Slay the Warlord Secondary Objective can only be claimed if every model in the same detachment that comes from the same selection of the army list is also destroyed. For example, if there are two Shadowseers and one is the Warlord, both must be destroyed to claim the Slay the Warlord Secondary Objective. If an allied detachment also contained another Shadowseer, this would have no impact on the conditions of the Slay the Warlord Secondary Objective. '''Limitations''': * All Troupes, Shadow Seers, Death Jesters, and Solitaires gain the Implacable Advance special rule, but any other kind of unit in the detachment can never be a scoring unit. === Children of Exile === :''Surviving the Fall but unable to fit into the gradually polarizing ways of life offered by the remaining establishments, some individuals join much smaller communities of like-minded Eldar. Here they could escape the oppressive stricture of the Craftworlds without needing to give in to the vicious brutality of the Webway realms; they could avoid the grueling harshness of life among the Exodites without losing their individuality to a Harlequin troupe. Needing above all to feel that they are masters of their own fate, the life of a mercenary is the typical result; but the universe is full of danger, and as they do not fit well into any of the larger Eldar subcultures, they have few allies and fewer friends.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Children of Exile detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army. '''Effects''': * '''Long Fingers and Quick Hands''' — May choose any single non-Fortification unit, which becomes an 0-3 selection if it is not already unlimited. * '''Self-Sufficient by Necessity''' — May re-roll any roll on the Warlord Traits table or Psychic Powers table, where those rolls are applicable to any unit in this detachment, and for Seize the Initiative and Night Fighting. If multiple dice are rolled, they may re-roll any of their dice. '''Limitations''': * May not take an Allied Detachment. === Paradox of Choice === :''Deliberately rejecting both high and low Eldar culture long before the Fall, the Exodites chose a life of physical labor and few comforts as a means of focusing their formidable psyches away from the arrogance and hedonism that they would naturally gravitate to. Though in their case hardship was wholly a matter of choice, the Exodites grew to have more in common with the hardworking human colonists that they shared their frontier with, and this solidarity would spare them the worst of the Great Crusade’s wars of liberation and conquest, just as their asceticism had spared them the worst of the Fall. Things would be different in the Horus Heresy, however, as they, like their human neighbors, would often be forced to choose sides, and either side inevitably meant enormous carnage.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Paradox of Choice detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Eldar army. '''Effects''': * '''Art of the Lost Gods''' — Two Bloodsingers may be purchased for each one selected HQ choice, instead of one. These are independent units for all other purposes. * '''Courage and Daring''' — Dragon Riders become non-compulsory Troop choices. * '''Chivalry and Honour''' — Fire Gales, Bright Stallions, and Towering Destroyers become 0-2 choices if they are not unlimited. * '''More Similar Than Different''' — May re-roll failed On Eye Open rolls. '''Limitations''': * At least one HQ selection must be an Exodite Monarch. * If an Allied Detachment is fielded it may not contain Eldar models (of any kind).
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