Codex - Craftworld Eldar Angry Munchkin Edition

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INTRODUCTION

Gather your army of the ancient and engimatic Eldar from one the ancient craftworlds. You command the Guardian militia, the Aspect Warriors devoted to one of the Warrior Shrines, the advanced skimmers of the Eldar and the ever growing Battlehosts of Wraiths, wraithbone constructs imbued with the spirit of dead Eldar. You must lead your ever shrinking warhost against those that threaten your craftworld and what it holds dear Craftworld Eldar Warlord!

DISCLAIMER

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.

THE ANGRY INITIATIVE

The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love and punishing people as little as possible for making the "wrong" modelling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play.

BALANCING

The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which one taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example. 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos.

Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti-armour units should counter heavy armoured anti-armour units and medium armoured anti-armour units) and get countered by all the things they should be countered by (light armoured anti-armour units should get countered by light armoured anti-light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calculations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competitive players in 40k at the moment.

The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.

ABOUT

This codex was made by the 1d4chan community and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex' web page on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5", the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the "fill with colour" tool on the background. After some final minor revisions, the Word document was saved as a PDF.

FEEDBACK

Battle reports can be posted and read here. General feedback of the Angry Codices can be made here. Feedback on this codex can be made here.

Eldar Wargear List

Remnants of Glory

  • A model can replace one weapon with one of the following. Only one of each Remnant of Glory may be taken per army.
- Kurnous' Bow - 5 pts
Range S AP Type
12" 4 3 Pistol, Rending

- The Spirit Stone of Anath’lan*1,2 - 35 pts

Every time the bearer of the Spirit Stone of Anath’lan attempts to manifest a psychic power, he can choose to reduce the Warp Charge cost by 1 (to a minimum of 1). If he does so, he cannot use his rune armour’s invulnerable save until the start of his next turn.

- The Phoenix Gem*2 - 25 pts

One use only. Immediately before the bearer of the Phoenix Gem is removed as a casualty, roll a D6. On a score of 1, remove the model as a casualty. On a score of 2-6, centre the large blast marker over the model. Each unit (friend or foe) suffers a number of Strength 4 AP5 hits equal to the number of models from their unit, excluding the bearer, that are at least partially under the template. If at least one unsaved Wound is caused, the bearer is not removed as a casualty, but remains in play with a single Wound remaining. If no unsaved Wounds are caused, remove the model as a casualty.

- Uldanorethi Long Rifle - 20 pts
Range S AP Type
120" x 3 Heavy 1, Sniper

- Faolchú’s Wing*2 - 10 pts

A model with Faolchú’s Wing can Run up to 48" in its Shooting phase, provided that it did not manifest any psychic powers or shoot this turn. If it does so it cannot shoot or charge for the remainder of the turn. However, the model can re-roll failed cover saves until the start of its next turn.

- Firesabre - 25 pts
Range S AP Type
- +1 3 Melee, Soul Blaze, Wildfire

Wildfire: Whenever the Firesabre’s Soul Blaze rule inflicts one or more unsaved Wounds, roll a D6 for every unit (friend or foe, but excluding the bearer’s unit) within 6" of the unit that suffered the Wound. On a roll of 4+, that unit is set ablaze as per the Soul Blaze special rule (this Soul Blaze does not benefit from the Wildfire special rule).
- Shard of Anaris - 40 pts
Range S AP Type
- +2 - Melee, Rending, Vaul's Work

Vaul's Work: The bearer of this weapon has the Fearless special rule. In a challenge, Attacks made with this weapon have the Fleshbane and Instant Death special rules.

Eldar Vehicle Equipment

  • A model can take up to one of each of the following:
- Ghostwalk matrix*** - 10 pts
- Spirit stones - 10 pts
- Holo-fields**** - 15 pts 
- Star engines - 15 pts
- Vectored Engines - 15 pts
- Crystal targeting matrix - 15 pts

Wargear

Ranged Weapons

Distortion Weapons

Range S AP Type
Distortion flail 36" D 2 Heavy 1, Large Blast, Barrage

Shuriken Weaponry

Weapon Range S AP Type
Shuriken Pistol 12" 4 5 Pistol, Bladestorm
Shuriken Catapult 24" 4 5 Assault 1, Bladestorm
Avenger Shuriken Catapult 18" 4 5 Assault 2, Bladestorm
Shuriken Cannon 24" 6 5 Assault 3, Bladestorm

Bladestorm: Any To Wound roll of 6 is resolved at AP2.

Scatterlaser

Range S AP Type
36 6 6 Heavy 4

Units

HQ

Autarch


WS BS S T W I A Ld Sv Unit Type Composition
Autarch 70 pts 8 6 3 3 3 7 3 10 3+ Infantry (Character) 1 Autarch


Wargear

  • Shuriken Pistol
  • Haywire Grenades
  • Plasma Grenades
  • Forceshield

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Independent Character
  • Path of Command: At the start of the battle, after rolling who deploys first you may choose one of the following rules. The Autarch has that rule for the duration of the battle:

- Flaming Sword of Asuryan: All friendly units in the same detachment as this model gain the Acute Senses special rule. In addition you may add or subtract 1 from your reserve rolls for any unit in the same detachment as this model.

- Bloody Hand of Khaine: The Autarch gains the Eternal Warrior special rule.

- Piercing Spear of Kurnous: All friendly units may re-roll failed ranged To Hit rolls of 1 if the target is within 6" of the Autarch.

Psyker:

Autarchs with the Path of the Seer special rule generate their powers from Runes of Battle and Daemonology (Sanctic) disciplines.

Options

  • Must take one or more of the following paths to ascension special rules:
- Path of the Scorpion - 25 pts

A model with this special rule has the Stalkers, Stealth, Move Through Cover, Infiltrate special rules and may be upgraded with mandiblasters and/or a scorpion sword.

- Path of the Spear - 5 pts

A model with this special rule has the Outflank special rule and may be upgraded with an eldar jetbike, if it does it also gains the Skilled Rider and Aerobatic Grace special rules.

- Path of the Spider - 30 pts

A model with this special rule has the Hit & Run special rule and may be upgraded with a warp jump generator, if it does it also gains the Flickerjump special rule.

- Path of the Dragon - 25 pts

A model with this special rule has the Tank Hunters special rule and may be upgraded with a fusion gun.

- Path of the Avenger - 15 pts

A model with this special rule has the Defense Tactics special rule and may be upgraded with an avenger shuriken catapult.

- Path of the Hawk - 35 pts

A model with this special rule has the Bird of Prey special rule and may be upgraded with a lasblaster it may also be upgraded with swooping hawk wings, if it does it gains the Intercept special rule.

- Path of the Eagle - 10 pts

A model with this special rule has the Preferred Enemy (Flyers) special rule.

- Path of the Spectre - 25 pts

A unit including at least one model with this special rule has the Relentless special rule.

- Path of the Reaper - 25 pts

A model with this special rule has the Inescapable Accuracy special rule.

- Path of the Banshee - 10 pts

A model with this special rule has the Crusader special rule and may be upgraded with a banshee mask.

- Path of the Outcast - 50 pts

A model with this special rule has the Webway Portal special rule.

- Path of the Seer - 25 pts

A model with this special rule has the Psyker (Mastery Level 1) special rule.

  • May take one of the following options:
- Warp jump generator* - 10 pts
- Swooping hawk wings* - 15 pts
- Eldar jetbike - 20 pts
  • May take one of the following:
- Banshee mask* - 5 pts
- Mandiblasters* - 8 pts
  • May replace shuriken pistol with Fusion Pistol - 10 pts
  • May take up to two weapons from the following list:
- Scorpion chainsword* - 3 pts
- Avenger shuriken catapult* or lasblaster* - 5 pts
- Deathspinner* - 8 pts
- Fusion gun* - 15 pts
- Laser lance* (Only if equipped with Eldar Jetbike) - 10 pts
- Power weapon - 15 pts
- Reaper launcher with starswarm missiles* - 20 pts
  • May take items from the Remnants of Glory list.
*These items may not be taken unless the model has the appropriate path special rule.

Spiritseer

WS BS S T W I A Ld Sv Unit Type Composition
Spiritseer 80 pts 5 5 3 3 2 5 1 9 - Jump Infantry 1 Spiritseer


Wargear

  • Rune Armour
  • Shuriken Pistol
  • Witch Staff

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Independent Character
  • Psyker (Mastery Level 2)
  • Spirit Mark Enemy units within 12" of a model with this special rule are Marked.

Psyker: A Spiritseer generates his powers from the Daemonology (Sanctic), Divination, Runes of Fate and Telepathy Disciplines.

Options

  • May take items from the Remnants of Glory list.

Farseer

WS BS S T W I A Ld Sv Unit Type Composition
Farseer 130 pts 5 5 3 3 3 5 1 10 - Infantry (C) 1 Farseer


Wargear

  • Rune Armour
  • Shuriken Pistol
  • Witchblade
  • Ghosthelm

If a model with a ghosthelm suffers an unsaved Wound from Perils of the Warp, he can prevent it by immediately expending a Warp Charge point (if he has one).

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Independent Character
  • Psyker (Mastery Level 3)
  • Runes of the Farseer: Once in each Psychic phase, a model with this special rule can re-roll any number of dice used in a single Deny the Witch test or Psychic test (potentially negating Perils of the Warp in the process).

Psyker: A Farseer generates his/her powers from the Daemonology (Sanctic), Divination, Runes of Fate and Telepathy Disciplines.

Options

  • May replace Witchblade with a Singing Spear - 8 pts
  • May take an Eldar Jetbike - 25 pts
  • May take items from the Remnants of Glory list.

Warlock Conclave

WS BS S T W I A Ld Sv Unit Type Composition
Warlock 25 pts 4 4 3 3 3 5 1 8 - Infantry (Character) 1 Warlock


Wargear

  • Rune Armour
  • Shuriken Pistol
  • Witchblade

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Brotherhood of Psykers
  • Communion of Minds: A unit containing 1-3 Warlocks is Mastery

Level 1; a unit containing 4-6 is Mastery Level 2; a unit containing 7 or more is Mastery Level 3. If a unit’s Mastery level is reduced as the result of models being removed as casualties, select one psychic power known to the unit for each Mastery Level lost. That power is immediately lost, and cannot be used for the rest of the battle. This unit generates one Warp Charge point at the beginning of each Psychic phase for each Warlock in the unit.

Psyker:

A Warlock Conclave generates its power from the Daemonology (Sanctic) and Runes of Battle disciplines.

Options

  • May include up to nine additional Warlocks - 25 pts
  • Any model may replace its Witchblade with a Singing Spear - 8 pts/model
  • The entire unit may take Eldar Jetbikes - 15 pts/model

Wraithseer

WS BS S FA SA RA I A HP Unit Type Composition
Wraithseer 185 pts 5 4 10 12 12 10 4 4 4 Vehicle (Walker, Character) 1 Wraithseer


Wargear

  • Wraithspear
Range S AP Type
- 10 1 Melee, Master-Crafted

  • Forceshield

A model armed with a forceshield gains a 5+ invulnerable save.

Special Rules:

  • Ancient Doom
  • Move Through Cover
  • Smash
  • Slow and Purposeful
  • Wraithsight: Enemy units within 6" of a friendly psyker are Marked.
  • Preferred Enemy (Marked units)
  • Spirit Mark Enemy units within 12" of a model with this special rule are Marked.
  • Psyker (Mastery Level 1)

Psyker:

A Wraithseer generates its power from the Daemonology (Sanctic) and Runes of Battle disciplines.

Options

  • May take one of the following:
- Scatter laser - 10 pts
- Bright lance - 20 pts
- Eldar missile launcher - 20 pts
- Star cannon - 15 pts
- D-cannon - 30 pts

Troops

Guardian Defender Host

WS BS S T W I A Ld Sv Unit Type Composition
Guardian 64 pts 4 4 3 3 1 5 1 8 5+ Infantry 8 Guardians
Heavy Weapons Platform - - - 5 1 - - - 3+ Infantry
Warlock Leader 4 4 3 3 1 5 1 8 - Infantry (Character)


Wargear

Guardian

  • Shuriken catapult
  • Plasma grenades

Warlock

  • Rune armour
  • Shuriken Pistol
  • Witchblade

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Psyker (Mastery Level 1) (Warlock Leader Only)

Psyker: A Warlock Leader generates his powers from the Daemonology (Sanctic) and Runes of Fate Disciplines.

Options

  • May include up to 12 additional Guardians - 8 pts/model
  • May include a Warlock Leader - 35 pts
  • The Warlock Leader may replace his Witchblade with a Singing Spear - 8 pts
  • For every ten Guardians in the unit, it may add one Heavy Weapon Platform from the following list:
- Scatter Laser - 10 pts/model
- Shuriken Cannon - 15 pts/model
- Starcannon - 15 pts/model
- Bright lance - 20 pts/model
- Eldar Missile Launcher - 20 pts/model
  • The unit can take a Wave Serpent as a Dedicated Transport

Storm Guardian Host

WS BS S T W I A Ld Sv Unit Type Composition
Guardian 64 pts 4 4 3 3 1 5 1 8 5+ Infantry 8 Guardians
Heavy Weapons Platform - - - 5 1 - - - 3+ Infantry
Warlock Leader 4 4 3 3 1 5 1 8 - Infantry (C)


Wargear

Guardian

  • Shuriken pistol
  • Eldar chainsword
Range S AP Type
- User 5 Melee

  • Plasma grenades

Warlock

  • Rune armour
  • Shuriken Pistol
  • Witchblade

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Psyker (Mastery Level 1) (Warlock Leader Only)

Psyker: A Warlock Leader generates his powers from the Daemonology (Sanctic) and Runes of Fate Disciplines.

Options

  • May include up to 12 additional Guardians - 8 pts/model
  • May include a Warlock Leader - 35 pts
  • The Warlock Leader may replace his Witchblade with a Singing Spear - 8 pts
  • Up to two Guardians may exchange their close combat weapon and shuriken pistol for one

of the following:

- Flamer - 5 pts/model
- Fusion gun - 10 pts/model
  • The unit can take a Wave Serpent as a Dedicated Transport

Windrider Host

51 pts

WS BS S T W I A Ld Sv Unit Type Composition
Windrider 51 pts 4 4 3 4 1 5 1 8 4+ Eldar Jetbike 3 Windriders
Windrider Warlock 4 4 3 4 1 5 1 8 4+ Eldar Jetbike (Character)


Wargear

  • Eldar Jetbike
  • Twin-linked shuriken catapult
  • Rune Armour (Windrider Warlock Only)
  • Witchblade (Windrider Warlock Only)

Special Rules

  • Ancient Doom
  • Battle Focus
  • Psyker (Mastery Level 1) (Windrider Warlock Only)

Psyker: A Windrider Warlock generates his powers from the Daemonology (Sanctic) and Runes of Battle disciplines.

Options

  • May include up to seven additional Windriders - 17 pts/model
  • May include a Windrider Warlock - 45 pts
  • The Windrider Warlock may replace his Witchblade with a Singing Spear - 8 pts
  • Any Windrider may replace his twin-linked shuriken catapult with one of the following:
- Shuriken cannon - 15 pts
- Scatter laser - 15 pts

Ranger Host

60 pts

WS BS S T W I A Ld Sv Unit Type Composition
Ranger 55 pts 4 4 3 3 1 5 1 8 5+ Infantry 5 Rangers


Wargear

  • Ranger long rifle
  • Shuriken pistol

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Infiltrate
  • Move Through Cover
  • Shrouded
  • Webway Portal: A unit including one or more models with this special rule has the Deep Strike special rule, when a unit with this special rule arrive from Deep Strike reserve it does not scatter.

Options May include up to five additional Rangers - 11 pts/model

Dire Avenger Host

WS BS S T W I A Ld Sv Unit Type Composition
Dire Avenger 55 pts 4 4 3 3 1 5 1 9 4+ Infantry 5 Dire Avengers
Dire Avenger Exarch 5 5 3 3 2 6 2 9 3+ Infantry (Character)


Wargear

  • Avenger shuriken catapult
  • Plasma grenades

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Aspect of the Avenger: A unit with this special rule may not be joined by a model without the Path of the Avenger special rule.
  • Defense Tactics: When chosen as the target of a charge, a unit which contains at least one model with this special rule can either choose to fire Overwatch at Ballistic Skill 2, or gain the Counter-Attack and Stubborn special rules until the end of the phase instead of firing Overwatch.
  • Asuryan's Disciple: (Exarch Only) If a unit including a model with this special rule declares a shooting attack it may choose to gain the Shred rule for that shooting attack. If it does so, it cannot fire Overwatch until its next Shooting Phase, nor may it shoot in its next Shooting phase.

Options

  • May include up to five additional Dire Avengers - 11 pts/model
  • May upgrade one Dire Avenger to a Dire Avenger Exarch - 15 pts
  • The Dire Avenger Exarch may replace his avenger shurikencatapult with one of the following:
- Twin-linked avenger shuriken catapult - 3 pts
- Power sword and Shuriken Pistol - 10 pts
- Diresword and shuriken pistol - 15 pts
- Power sword and shimmershield - 15 pts
  • The unit can take a Wave Serpent as a Dedicated Transport

Elites

Fire Dragon

110 pts

WS BS S T W I A Ld Sv Unit Type Composition
Fire Dragon 130 pts 4 4 3 3 1 5 1 8 3+ Infantry 5 Fire Dragons
Fire Dragon Exarch 5 5 3 3 2 6 2 9 3+ Infantry (Character)


Wargear

  • Fusion gun
  • Melta bombs

Special Rules

  • Fleet
  • Battle Focus
  • Tank Hunters
  • Aspect of the Dragon: A unit with this special rule may not be joined by a model without the Path of the Dragon special rule.
  • Assured Destruction: (Exarch Only) Models in a unit including at least one model with this special may add 1 to their roll when rolling on the Vehicle Damage Chart.

Options

  • May include up to five additional Fire Dragons - 26 pts/model
  • May upgrade one Fire Dragon to a Fire Dragon Exarch - 25 pts
  • The Fire Dragon Exarch may exchange his Fusion gun for one of the following:
- Dragon's Breath Flamer - 0 pts
- Firepike - 10 pts
  • The unit can take a Wave Serpent as a Dedicated Transport

Howling Banshee Host

65 pts

WS BS S T W I A Ld Sv Unit Type Composition
65 pts 5 4 3 3 1 5 1 8 4+ Infantry 5 Howling Banshees
Howling Banshee Exarch 6 5 3 3 2 6 2 9 4+ Infantry (Character)


Wargear

  • Shuriken pistol
  • Power sword
  • Banshee mask

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Crusader
  • Aspect of the Banshee: A unit with this special rule may not be joined by a model without the Path of the Banshee special rule.
  • Acrobatic: A unit that consists entirely of models with this special rule adds 3" to its maximum move distance when it Runs and when it makes charge moves. Furthermore, models with this special rule do not suffer the initiative penalty for charging enemies through Difficult Terrain.
  • Warshout: (Exarch Only): Enemy units locked in combat with a model that has this special rule subtract 2 from their Leadership.

Options

  • May include up to five additional Howling Banshees - 13 pts/model
  • May upgrade one Howling Banshee to a Howling Banshee Exarch - 15 pts
  • The Howling Banshee Exarch may exchange her power sword for one of the following:
- Triskele - 5 pts
- Executioner - 10 pts
  • The Howling Banshee Exarch may exchange both her shuriken pistol and power sword for two Mirrorswords - 10 pts
  • The unit can take a Wave Serpent as a Dedicated Transport

Shadow Spectre Host

WS BS S T W I A Ld Sv Unit Type Composition
Shadow Spectre 125 pts 4 4 3 3 1 5 1 9 4+ Jet Pack Infantry 3 Shadow Spectres
Shadow Spectre Exarch 5 5 3 3 2 6 2 9 3+ Jet Infantry (Character)


Wargear

  • Prism rifle
Range S AP Type
18" 6 3 Assault 1
18" 4 5 Assault 1, Blast
36" 6 2 Assault 1, One Use, Armourbane, Fleshbane

  • Spectre holo-suit

A model armed with spectre holo-suit has a 5+ invulnerable save.

Special Rules:

  • Ancient Doom
  • Battle Focus
  • Aspect of the Spectre: A unit with this special rule may not be joined by a model without the Path of the Spectre special rule.
  • Ghostlight (Shadow Spectre Exarch only): All prism blasters and prism rifles in the Exarch´ unit gain the Twin-linked special rule when using their One Use profile.

Options:

  • May add up to five additional Shadow Spectres - 25 pts/model
  • One Shadow Spectre may be upgraded to a Shadow Spectre Exarch - 15 pts
  • The Shadow Spectre Exarch may take one of the following:
- Prism blaster - 15 pts
Range S AP Type
18" 7 2 Assault 2
36" 7 1 Assault 1, One Use, Armourbane, Fleshbane

- Haywire launcher - 5 pts
Range S AP Type
18" 3 3 Assault 1, Blast, Haywire

Striking Scorpion Host

WS BS S T W I A Ld Sv Unit Type Composition
Striking Scorpions 85 pts 4 4 3 3 1 5 1 9 3+ Infantry 5 Striking Scorpions
Striking Scorpion Exarch 5 5 3 3 2 6 2 9 3+ Infantry (Character)


Wargear

  • Shuriken pistol
  • Scorpion chainsword
Range S AP Type
- +1 5 Melee

  • Plasma grenades
  • Mandiblasters

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Infiltrate
  • Move Through Cover
  • Stealth
  • Aspect of the Scorpion: A unit with this special rule may not be joined by a model without the Path of the Scorpion special rule.
  • Stalkers: During a turn in which a model with this special rule charges it gains a number of bonus attacks equal to the difference between its Initiative and the Initiative value of the enemy model it is fighting with the lowest Initiative.
  • Shadowstrike (Exarch only) If a unit that includes a model with this special rule infiltrate, it has the Shrouded special rule. If the unit shoots (including Overwatch) or fights in combat, it loses the Shrouded special rule for the rest of the game.

Options

  • May include up to five additional Striking Scorpions - 17 pts
  • May upgrade one Striking Scorpion to a Striking Scorpion Exarch - 15 pts
  • The Striking Scorpion Exarch may exchange his Scorpion Chainsword for a Scorpion's Claw - 30 pts
  • The Striking Scorpion Exarch may exchange his Scorpion Chainsword for a Biting Blade - 5 pts
    • The Striking Scorpion Exarch may exchange both his shuriken pistol and Scorpion Chainsword for two Chainsabres - 10 pts
  • The unit can take a Wave Serpent as a Dedicated Transport

Wraithguard

WS BS S T W I A Ld Sv Unit Type Composition
Wraithguard 150 pts 3 3 5 5 1 3 1 10 3+ Infantry 5 Wraithguard


Wargear

  • Wraithcannon
Range S AP Type
12" D 2 Assault 1, Distort (1), Destroyer

Distort: When rolling on the destroyer table with a weapon with this rule subtract the number in brackets from your roll.

Special Rules

  • Ancient Doom
  • Bulky
  • Feel No Pain
  • Fearless
  • Slow and Purposeful
  • Wraith Construct: Models with this special rule count weapons with the Lance and/or Armourbane special rules as having the Instant Death special rule. Models shooting at a unit with this special rule lose any versions of the Poisoned special rule as well as the Fleshbane special rules while shooting at this unit.
  • Wraithsight: Enemy units within 6" of a friendly psyker are Marked.
  • Preferred Enemy (Marked units)

Options

  • May include up to five additional Wraithguard - 30 pts/model
  • The entire unit may replace their wraithcannons with distortion scythes - 0 pts/model
Range S AP Type
Template 4 2 Assault 1, Distortion Wave

Distortion Wave: Any to wound roll of 6 with a weapon with this special rule automatically wounds and has the Instant Death special rule.

  • The unit can take a Wave Serpent as a Dedicated Transport

Wraithblade Host

WS BS S T W I A Ld Sv Unit Type Composition
Wraithblade 125 pts 3 3 6 5 1 3 1 10 3+ Infantry 5 Wraithblades


Wargear

  • Two power swords

Special Rules

  • Ancient Doom
  • Bulky
  • Fearless
  • Rage
  • Feel No Pain
  • Slow and Purposeful
  • Wraith Construct: Models with this special rule count weapons with the Lance and/or Armourbane special rules as having the Instant Death special rule. Models shooting at a unit with this special rule lose any versions of the Poisoned special rule as well as the Fleshbane special rules while shooting at this unit.
  • Wraithsight: Enemy units within 6" of a friendly psyker are Marked.
  • Preferred Enemy (Marked units)

Options

  • May include up to five additional Wraithblades - 25 pts/model
  • The entire unit may replace their power weapons for a power axe and forceshield - 0 pts

A model armed with a forceshield gains a 5+ invulnerable save.

  • The unit can take a Wave Serpent as a Dedicated Transport

Fast Attack

Nightwing Interceptor

BS FA SA RA HP Unit Type Composition
Eagle Pilot 125 pts 4 10 10 10 2 Vehicle (Flyer) 1 Eagle Pilot
Eagle Pilot Exarch 5 10 10 10 2 Vehicle (Flyer, Character)


Wargear

  • Two bright lances
  • Two shuriken cannons

Special Rules

  • Vector Dancer
  • Supersonic
  • Stealth
  • Skilled Rider
  • Marksman's Eye (Exarch Only): This model has the Precision Shots special rule and makes Precision Shots on a 5+ rather than a 6.

Options

  • One Eagle Pilot per Detachment may be upgraded to an Eagle Pilot Exarch - 20 pts

Warp Spider Host

WS BS S T W I A Ld Sv Unit Type Composition
Warp Spider 105 pts 4 4 3 3 1 5 1 9 3+ Jet Infantry 5 Warp Spiders
Warp Spider Exarch 5 5 3 3 2 6 2 9 3+ Jet Infantry (C)


Wargear

  • Death spinner
  • Warp jump generator

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Hit & Run
  • Aspect of the Spider: A unit with this special rule may not be joined by a model without the Path of the Spider special rule.
  • Flickerjump: Once per turn when a unit with this special rule is chosen as the target of a shooting attack, it can immediately make a Warp jump, moving 2D6" instead of 6+2D6", so long as it is not Falling Back. The firing unit cannot choose a different target, even if the target unit is now out of range or line of sight. A unit that makes a Warp jump in this way cannot make a Warp Jump in its following Movement Phase.
  • Iron Resolve: (Exarch Only) A unit that contains at least one model with this special rule automatically passes Pinning, Fear, Regroup tests and Morale Checks.

Options

  • May include up to five additional Warp Spiders - 21 pts/model
  • May upgrade one Warp Spider to a Warp Spider Exarch - 15 pts
  • The Warp Spider Exarch may exchange his Death Spinner for one of the following:
- Twin-Linked death Spinner - 5 pts
- Spinneret rifle - 10 pts
  • The Warp Spider Exarch may take a pair of powerblades

Swooping Hawk Host

WS BS S T W I A Ld Sv Unit Type Composition
Swooping Hawks 80 pts 4 4 3 3 1 5 1 9 4+ Jump Infantry 5 Swooping Hawks
Swooping Hawk Exarch 5 5 3 3 2 6 2 9 4+ Jump Infantry (C)


Wargear

  • Lasblaster
  • Haywire Grenades
  • Plasma Grenades
  • Grenade Pack
  • Swooping Hawk Wings

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Aspect of the Hawk: A unit with this special rule may not be joined by a model without the Path of the Hawk special rule.
  • Bird of Prey: A unit which includes at least one model with this special rule can choose whether or not to use the Skyfire special rule at the start of each Shooting phase. If they do, all weapons they fire that phase are treated as having the Skyfire special rule.
  • Intercept: At the end of the Movement phase, a model with this special rule can make one attack against an enemy Flyer or Flying Monstrous Creature that it moved over that turn. The attack hits on a roll of 4+ and is resolved at Strength 4 AP4 with the Haywire special rule.
  • Herald of Victory (Exarch Only): A unit that contains at least one model with this special rule does not scatter when it arrives by Deep Strike.

Options

  • May include up to five additional Swooping Hawks - 16 pts/model
  • May upgrade one Swooping Hawk to a Swooping Hawk Exarch - 15 pts
  • The Swooping Hawk Exarch may exchange his lasblaster for one of the following:
- Hawk's Talon - 10 pts
- Sunrifle - 15 pts
  • The Swooping Hawk Exarch may take a power sword - 10 pts

Wave Serpent

BS FA SA RA HP Unit Type Composition
Wave Serpent 90 pts 4 12 12 10 3 Vehicle (Skimmer, Fast, Transport) 1 Wave Serpent


Wargear

  • Twin-linked shuriken cannon
  • Twin-linked shuriken catapult
  • Serpent shield

Models shooting at a model with a serpent shield in the front or flank arc lose the Melta and Armourbane special rules while shooting at it.

In addition a serpent shield can be fired with the profile given below:

Range S AP Type
Template 6 - Assault 1, One Use Only, Strikedown, Shatter, Power Outage

Shatter: When a vehicle is hit by a weapon with this type, whether it takes damage or not, roll once on the vehicle damage table and apply the roll. Note that this does not inflict damage to any hull points.
Power Outage: Once the ranged profile has been used the vehicle loses its serpent shield.

Transport Capacity:

  • Transport Capacity: 12 models
  • Fire Points: None.
  • Access Points: A Wave Serpent has one Access Point at the Rear

Options

  • May exchange its Twin-Linked Shuriken Cannon for one of the following:
- Twin-Linked bright lance - 5 pts
- Twin-Linked scatter laser - 5 pts
- Twin-Linked starcannon - 8 pts
- Twin-Linked eldar missile launcher - 10 pts
  • May exchange its twin-linked shuriken catapult with a shuriken cannon - 10 pts
  • May take items from the Eldar Vehicle Equipment list.

Hornet Squadron

BS FA SA RA HP Unit Type Composition
Hornet 70 4 11 11 10 2 Vehicle (Skimmer, Fast) 1 Hornet


Wargear

  • Two shuriken cannons
  • Star engines

Special Rules:

  • Scout

Options

  • May include up to two additional Hornets - 70 pts/model
  • Any Hornet can exchange any shuriken cannon for one of the following:
- Scatter Laser - 0 pts/model
- Starcannon - 5 pts/model
- Bright lance - 10 pts/model
- Eldar Missile Launcher - 10 pts/model
- Pulse laser - 10 pts/model
  • Any Hornet may take items from the Eldar Vehicle Equipment list.

Vyper Squadron

BS FA SA RA HP Unit Type Composition
Vyper 40 pts 4 10 10 10 2 Vehicle (Skimmer, Fast, Open-Topped) 1 Vyper


Wargear

  • Shuriken cannon
  • Twin-linked shuriken catapult

Options

  • May include up to five additional Vypers - 40 pts/model
  • Any Vyper can exchange its shuriken cannon for one of the following:
- Starcannon - 5 pts/model
- Bright lance - 8 pts/model
- Scatter Laser - 8 pts/model
- Eldar Missile Launcher - 10 pts/model
  • Any Vyper may exchange its twin-linked shuriken catapult for a shuriken cannon - 5 pts/model
  • Any Vyper may take items from the Eldar Vehicle Equipment list.

Crimson Hunter

BS FA SA RA HP Unit Type Composition
Eagle Pilot 140 pts 4 11 10 10 3 Vehicle (Flyer) 1 Eagle Pilot
Eagle Pilot Exarch 5 11 10 10 3 Vehicle (Flyer, Character)


Wargear

  • Two Bright Lances
  • Pulse Laser

Special Rules

  • Vector Dancer
  • Preferred Enemy (Flyers)
  • Marksman's Eye (Exarch Only): This model has the Precision Shots special rule and makes Precision Shots on a 5+ rather than a 6.

Options

  • One Eagle Pilot per Detachment may be upgraded to an Eagle Pilot Exarch - 20 pts
  • The Eagle Pilot Exarch may replace both of its bright lances with starcannons - Free

Hemlock Wraithfighter

BS FA SA RA HP Unit Type Composition
Hemlock Wraithfighter 190 pts 4 11 10 10 3 Vehicle (Flyer) 1 Hemlock Wraithfighter


Wargear

  • Two Heavy D-Scythes
  • Mindshock Pod
  • Spirit Stones

Special Rules

  • Psychic Pilot (Mastery Level 2)
  • Vector Dancer
  • Wraithsight: Enemy units within 6" of a friendly psyker are Marked.
  • Preferred Enemy (Marked units)

Psyker: A Hemlock Wraithfighter generates powers from the Daemonlogy (Sanctic), Runes of Battle and Telepathy disciplines.

Shining Spear Host

69 pts

WS BS S T W I A Ld Sv Unit Type Composition
Shining Spears 23 pts 4 4 3 3 1 5 1 9 4+ Eldar Jetbike 3 Shining Spears
Shining Spear Exarch 5 5 3 3 2 6 2 9 3+ Eldar Jetbike (Character)


Wargear

  • Heavy Aspect Armour
  • Laser Lance
  • Eldar Jetbike

Special Rules

  • Ancient Doom
  • Battle Focus
  • Outflank
  • Skilled Rider
  • Aspect of the Spear: A unit with this special rule may not be joined by a model without the Path of the Spear special rule.
  • Aerobatic Grace A model with this special rule may shoot at full Ballistic skill regardless of whether it has Jinked the previous turn.
  • Expert Hunter (Exarch Only): A model with this special rule gains the Monster Hunter and Tank Hunter special rules.

Options

  • May include up to six additional Shining Spears - 23 pts/model
  • May upgrade one Shining Spear to a Shining Spear Exarch - 15 pts
  • The Shining Spear Exarch may exchange his Laser Lance for one of the following:
- Power weapon - Free
- Star lance - 10 pts

Heavy Support

Dark Reaper Host

WS BS S T W I A Ld Sv Unit Type Composition
Dark Reaper 110 pts 4 4 3 3 1 5 1 9 3+ Infantry 3 Dark Reapers
Dark Reaper Exarch 5 5 3 3 2 6 2 9 3+ Infantry (C)


Wargear

  • Reaper launcher with starswarm missiles
  • Reaper rangefinder

Special Rules

  • Ancient Doom
  • Slow and Purposeful
  • Aspect of the Reaper: A unit with this special rule may not be joined by a model without the Path of the Reaper: special rule.
  • Inescapable Accuracy: Successful Jink saves made against a shooting attack from a unit with one or more models with this special rule must be re-rolled.
  • Fast Shot: (Exarch Only) A model with this special rule always fires one more shot than is normal for its weapon. For example, if its weapon is Heavy 2, it fires 3 shots.

Options

  • May include up to seven additional dark reapers - 22 pts/model
  • All Dark Reapers in the unit may take starshot missiles - 11 pts/model
  • May upgrade one Dark Reaper to a Dark Reaper Exarch - 15 pts
  • The Dark Reaper Exarch may exchange his reaper launcher for one of the following:
- Shuriken cannon - Free
- Eldar missile launcher - 15 pts
- Tempest launcher - 15 pts
  • If the Dark Reaper Exarch has a reaper launcher he may take starshot missiles - 8 pts
  • The unit can take a Wave Serpent as a Dedicated Transport

War Walker Host

BS FA SA RA HP Unit Type Composition
War Walker 55 pts 4 10 10 10 2 Vehicle (Walker, Open-Topped) 1 War Walker


Wargear

  • Two shuriken cannons
  • Power field

Special Rules

  • Ancient Doom
  • Battle Focus
  • Fleet
  • Scout

Options

  • May include up to two additional War Walkers - 55 pts/model
  • Any model may exchange any Shuriken Cannon for one of the following:
- Scatter laser - 3 pts/weapon
- Bright lance - 5 pts/weapon
- Starcannon - 5 pts/weapon
- Eldar missile launcher - 8 pts/model
  • Any War Walker may take items from the Eldar Vehicle Equipment list.

Wraithlord Host

WS BS S FA SA RA I A HP Unit Type Composition
Wraithlord 100 pts 4 4 8 12 12 10 4 4 3 Vehicle (Walker, Character) 1 Wraithlord


Wargear

  • Two shuriken catapults

Special Rules:

  • Ancient Doom
  • Move Through Cover
  • Smash
  • Slow and Purposeful
  • Wraithsight: Enemy units within 6" of a friendly psyker are Marked.
  • Preferred Enemy (Marked units)

Options

  • May add up to two additional Wraithlords - 100 pts/model
  • Any Wraithlord may exchange any shuriken catapult for a flamer - 5 pts/flamer
  • Any Wraithlord may take a ghostsaber - 10 pts
Weapon Range S AP Type
Ghostsaber - +1 2 Melee, Master-Crafted

  • Any Wraithlord may take up to two of the following in any combination:
- Scatter laser - 10 pts/each
- Shuriken cannon - 15 pts/each
- Starcannon - 15 pts/each
- Bright lance - 20 pts/each
- Eldar missile launcher - 20 pts/each

Falcon Host

BS FA SA RA HP Unit Type Composition
Falcon 125 pts 4 12 12 10 3 Vehicle (Skimmer, Fast, Transport) 1 Falcon


Wargear

  • Pulse laser
  • Shuriken cannon
  • Twin-linked shuriken catapult

Transport Capacity:

  • Transport Capacity: 6 models
  • Fire Points: None.
  • Access Points: A Falcon has one Access Point at the Rear

Special Rules:

  • Cloudstrike: If a Falcon Host contains three models, all models in the squadron gain

the Deep Strike special rule. When the squadron arrives by Deep Strike, the first Falcon placed does not scatter and the second and third Falcons can be placed anywhere within 4" of the first Falcon.

Options

  • May add up to two additional Falcons - 125 pts/model
  • Any model may exchange its shuriken cannon for one of the following:
- Scatter laser - 5 pts
- Bright lance - 5 pts
- Starcannon - 8 pts
- Eldar missile launcher - 10 pts
  • Any model may exchange its twin-linked shuriken catapult with a shuriken cannon - 10 pts
  • Any model may take items from the Eldar Vehicle Equipment list.

Warp Hunter Host

BS FA SA RA HP Unit Type Composition
Warp Hunter 185 pts 4 12 12 10 3 Vehicle (Skimmer, Fast, Tank) 1 Warp Hunter


Wargear

  • Distortion flail
  • Twin-linked shuriken catapult

Special Rules:

  • Distortion Vortex: If a Warp Hunter Host contains three models, all distortion flail shots fired by models in the Host gain the Vortex special rule.

Options

  • May add up to two additional Warp Hunters - 125 pts/model
  • Any model may exchange its twin-linked shuriken catapult with a shuriken cannon - 10 pts
  • Any model may take items from the Eldar Vehicle Equipment list.

Firestorm Host

BS FA SA RA HP Unit Type Composition
Firestorm 125 pts 4 12 12 10 3 Vehicle (Skimmer, Fast) 1 Firestorm


Wargear

  • Twin-linked Firestorm laser array
Range S AP Type
60" 6 6 Heavy 6, Skyfire, Interceptor, Twin-linked

  • Twin-linked shuriken catapult

Transport Capacity:

  • Transport Capacity: 6 models
  • Fire Points: None.
  • Access Points: A Firestorm has one Access Point at the Rear

Special Rules:

  • Light up the Night: If a Firestorm Host contains three models, all Firestorms in the Host gain the Night Vision special rule and counts as being armed with searchlights.

Options

  • May add up to two additional Firestorms - 125 pts/model
  • Any model may exchange its twin-linked shuriken catapult with a shuriken cannon - 10 pts
  • Any model may take items from the Eldar Vehicle Equipment list.

Night Spinner Host

BS FA SA RA HP Unit Type Composition
Night Spinner 100 pts 4 12 12 10 3 Vehicle (Tank, Fast, Skimmer) 1 Night Spinner


Wargear

  • Doomweaver
  • Twin-Linked shuriken catapult

Special Rules

  • Monofilament Shroud: If a Night Spinner squadron contains more than one model, the squadron can fire a Monofilament Shroud instead of firing normally. Nominate one model in the squadron as the firer; the other models in the squadron cannot fire their doomweavers this turn. The nominated model shoots, using the doomweaver's dispersed profiles, adding to the strength and number of shots fired for each other model in the squadron that could have otherwise fired its doom weaver normally. For example, a squadron of 3 Night Spinners, 1 of which is affected by a Crew Stunned result and cannot fire its doomweaver this turn, would fire 2 shots, each resolved at Strength 8.

Options

  • May include up to two additional Night Spinners - 100 pts/model
  • Any model may exchange its twin-linked Shuriken Catapult for a shuriken cannon - 10 pts/model
  • Any model may take items from the Eldar Vehicle Equipment list.

Lords of War

Lynx

BS FA SA RA HP Unit Type Composition
Lynx 425 pts 4 11 11 11 6 Super-heavy Vehicle (Flyer, Hover) 1 Scorpion


Wargear:

  • Pulsar
  • Shuriken cannon
  • Titan holo-fields

A vehicle armed with Titan holo-fields has a 4+ invulnerable save.

Special Rules:

  • Sky-hunter: While Zooming a model with this special rule may not fire any weapons.

Options:

  • May replace pulsar with sonic lance - 0 pts
  • May replace shuriken cannon with one of the following:
- Scatter laser - 5 pts
- Eldar missile launcher - 15 pts
- Starcannon - 20 pts 
- Bright lance - 30 pts
  • May take any of the following:
- Vectored engines - 5 pts
- Star engines - 10 pts

Scorpion

BS FA SA RA HP Unit Type Composition
Scorpion 500 pts 4 12 12 11 9 Super-heavy Vehicle (Tank, Fast, Skimmer) 1 Scorpion


Wargear:

  • Twin-linked pulsar
  • Shuriken cannon
  • Titan holo-fields

A vehicle armed with Titan holo-fields has a 4+ invulnerable save.

Options:

  • May replace shuriken cannon with one of the following:
- Scatter laser - 5 pts
- Eldar missile launcher - 15 pts
- Starcannon - 20 pts 
- Bright lance - 30 pts
  • May take any of the following:
- Vectored engines - 5 pts
- Star engines - 10 pts

Cobra

BS FA SA RA HP Unit Type Composition
Cobra 600 pts 4 12 12 11 9 Super-heavy Vehicle (Tank, Fast, Skimmer) 1 Cobra


Wargear

  • Shuriken cannon
  • Titan holo-fields

A vehicle armed with Titan holo-fields has a 4+ invulnerable save.

  • Warp cannon
Range S AP Type
48" D 2 Heavy 4, Apocalyptic Barrage

Phoenix

Vampire Hunter

Vampire Raider

Wraithknight

WS BS S FA SA RA I A HP Unit Type Composition
Wraithknight 350 pts 4 4 8 12 12 10 4 4 6 Jump Super-heavy Walker 1 Wraithknight


Wargear:

  • Two heavy wraith cannons
  • Holo-fields

A non-immobilized vehicle armed with holo-fields has a 5+ invulnerable save.

Special Rules:

  • Ancient Doom
  • Move Through Cover
  • Wraithsight: Enemy units within 6" of a friendly psyker are Marked.
  • Preferred Enemy (Marked units)
  • Knight Stomp: Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.
  • Battlefield Idol: A model with this special rule may not be deployed within 24" of either of the sides of the table.

Options:

  • May exchange both heavy wraithcannons for:
- Scattershield and Sword of Vaul - 0 pts

A model armed with a scattershield has a 5+ Invulnerable save. Whenever the bearer passes one or more saving throws using its scattershield, all enemy units within 6" must test as if they had just been hit by a weapon with the Blind special rule.

Range S AP Type
Sword of Vaul - D 1 Melee, Master-crafted

- Scattershield and suncannon - 0 pts

A model armed with a scattershield has a 5+ Invulnerable save. Whenever the bearer passes one or more saving throws using its scattershield, all enemy units within 6" must test as if they had just been hit by a weapon with the Blind special rule.

Range S AP Type
Suncannon 48" 7 2 Heavy 3, Blast

Revenant Titan

WS BS S FA SA RA I A HP Unit Type Composition
Revenant Titan 800 pts 3 4 10 12 12 10 3 1 9 Jump Super-heavy Walker 1 Revenant Titan


Wargear:

  • Two pulsars
  • Revenant missile launcher
  • Titan holo-fields

A vehicle armed with Titan holo-fields has a 4+ invulnerable save.

Special Rules:

  • Ancient Doom
  • Move Through Cover
  • Wraithsight: Enemy units within 6" of a friendly psyker are Marked.
  • Preferred Enemy (Marked units)
  • Titanic Stomp: A model with this special rule uses the Large Blast marker when making its Stomp attacks. In addition a model with this special rule may use its Stomps against models with the Knight Stomp special rule, even if it that model is a Super-heavy Vehicle or a Gargantuan Creature.
  • Agile: A model with this special rule may choose to Run 2D6" and still fire a single weapon or Run 4D6" instead of shooting.
  • Jump Jets: A model with this special rule may choose not to move normally in order to make a Jump move up to 36". If it does so this model may not run and it may not use its its jump pack in the assault phase.
  • Battlefield Deity: A model with this special rule may not be deployed within 36" of your opponents deployment zone or within 24" of either of the sides of the table.

Options:

  • May replace two pulsars with two sonic lances - 0 pts

Phantom Titan

WS BS S FA SA RA I A HP Unit Type Composition
Phantom Titan 2500 pts 3 4 10 13 13 11 2 3 24 Super-heavy Walker 1 Phantom Titan
Warlock Titan 3 4 10 13 13 11 2 3 24 Super-heavy Walker


Wargear:

  • Two pulsars
  • Phantom missile launcher
  • Phantom anti-air launcher
  • Phantom starcannon
  • Two phantom pulsars
  • Phantom holo-fields

A vehicle armed with phantom holo-fields has a 3+ invulnerable save, increased to 2+ against close combat attacks made by models without the ability to make Stomp attacks.

Special Rules:

  • Ancient Doom
  • Move Through Cover
  • Wraithsight: Enemy units within 6" of a friendly psyker are Marked.
  • Preferred Enemy (Marked units)
  • Titanic Stomp: A model with this special rule uses the Large Blast marker when making its Stomp attacks. In addition a model with this special rule may use its Stomps against models with the Knight Stomp special rule, even if it that model is a Super-heavy Vehicle or a Gargantuan Creature.
  • Spirit Council: (Warlock Titan only) All enemy units are Marked.
  • Agile: A model with this special rule may choose to Run 2D6" and still fire a single weapon or Run 4D6" instead of shooting.
  • God of War: A model with this special rule may not be deployed within 48" of your opponents deployment zone or within 36" of either of the sides of the table.
  • Psyker (Mastery Level 5) (Warlock Titan only)

Psyker: Warlock Titans generate their powers from the Daemonology (Sanctic), Divination, Runes of Fate and Telepathy Disciplines.

Options:

  • May replace Phantom Titan starcannon with pulse laser - 0 pts
  • May replace any phantom pulsar with one of the following:
- Phantom reality distorter
- Titan close combat weapon and a twin-linked phantom starcannon

A model armed with a titan close combat weapon may make 3 additional attacks against a single Gargantuan Creature or Super-heavy Vehicle each round of close combat.

  • May be upgraded to a Warlock Titan - 300 pts
  • A Warlock Titan may replace each phantom pulsar with one of the following:
- Psychic lance - 0 pts
- Sonic lance - 0 pts

Detachments and Formations

Detachments and Formations are underscored.

Detachments

Craftworld Warhost

Restrictions: This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one additional Core choice, up to three Command choices, up to one Wraithbone Titan choice and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this detachment. All units in the Detachment must have the Craftworld Eldar Faction.

Command Benefits:

  • Matchless Agility: If a unit composed entirely of models from this Detachment Runs, do not roll a D6 to determine its Run distance. Instead, it automatically counts as having rolled a 6 (this will normally mean the unit can Run up to 6").

Core 1+

Guardian Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Guardian Defender Hosts or 3 Storm Guardian Hosts
  • 1 Vyper Host
  • 1 War Walker Host
  • 1 Vaul´s Wrath Support Battery
Windrider Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Windrider Hosts
  • 1 Vyper Host
Dire Avenger Shrine
  • 3 Dire Avenger Hosts

Command 0-3

Heroes of the Craftworlds
  • 1 of the following units:
- 1 of the following: 
- The Hand of Asuryan, Asurmen
- The Storm of Silence, Jain Zar
- The Shadow Hunter, Karandras
- The Burning Lance, Fuegan
- The Cry of the Wind, Baharroth
- The Harvester of Souls, Maugan Ra
- The Shade of Twillight, Irillyth 
- Autarch
Seer Council
  • 2 Farseers
  • 1 Warlock Conclave

Auxiliary 1+

Outcasts
  • 1 Ranger Host
Aspect Battlehost
  • 3 units chosen in any combination from the following list:
- Dark Reaper Host
- Dire Avenger Host
- Crimson Hunter Host
- Fire Dragon Host
- Howling Banshee Host
- Shadow Spectre Host
- Shining Spear Host
- Striking Scorpion Host
- Swooping Hawk Host
- Warp Spider Host
Engines of Vaul
  • 1 Scorpion Grav-tank, Cobra Grav-tank, Night Spinner Host, Fire Prism Host or Falcon Host
Wraith Battlehost
  • 1 Spiritseer
  • 0-1 Wraithknight
  • 1 Wraithlord Host
  • 3 units chosen in any combination from the following list:
- 1 unit of Wraithblades
- 1 unit of Wraithguard
Wraith-constructs
  • 1 Hemlock Wraithfighter or 1 Wraithlord Host

Wraithbone Titans 0-1

Dreamwalker Battlehost
  • 1-3 Wraithknights
Craftworld Revenant
  • 1 Revenant Titan
Craftworld Phantom
  • 1 Phantom Titan

Iyanden Warhost

Restrictions: Your army should be painted properly. This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one additional Core choice, up to three Command choices, up to one Wraithbone Titan choice and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this detachment. All units in the Detachment must have the Craftworld Eldar Faction.

Command Benefits:

  • Bone Singing: The Destructor/Renewer power of Psykers in an Iyanden Warhost can be used to restore 1 lost Hull Point to a friendly vehicle with the Craftworld Eldar faction.
  • Ever Defiant: Dire Avengers in this Formation have the Stubborn special rule.

Core 1+

Dire Avenger Shrine
  • 3 Dire Avenger Hosts
Wraith Battlehost
  • 1 Spiritseer
  • 0-1 Wraithknight
  • 1 Wraithlord Host
  • 3 units chosen in any combination from the following list:
- 1 unit of Wraithblades
- 1 unit of Wraithguard

Command 0-3

Heroes of the Craftworlds
  • 1 of the following units:
- 1 of the following: 
- The Hand of Asuryan, Asurmen
- The Storm of Silence, Jain Zar
- The Shadow Hunter, Karandras
- The Burning Lance, Fuegan
- The Cry of the Wind, Baharroth
- The Harvester of Souls, Maugan Ra
- The Shade of Twillight, Irillyth 
- Autarch
- Spiritseer
Seer Council
  • 2 Farseers
  • 1 Warlock Conclave

Auxiliary 1+

Guardian Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Guardian Defender Hosts or 3 Storm Guardian Hosts
  • 1 Vyper Host
  • 1 War Walker Host
  • 1 Vaul´s Wrath Support Battery
Windrider Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Windrider Hosts
  • 1 Vyper Host
Outcasts
  • 1 Ranger Host
Aspect Battlehost
  • 3 units chosen in any combination from the following list:
- Dark Reaper Host
- Dire Avenger Host
- Crimson Hunter Host
- Fire Dragon Host
- Howling Banshee Host
- Shadow Spectre Host
- Shining Spear Host
- Striking Scorpion Host
- Swooping Hawk Host
- Warp Spider Host
Engines of Vaul
  • 1 Scorpion Grav-tank, Cobra Grav-tank, Night Spinner Host, Fire Prism Host or Falcon Host
Wraith Battlehost
  • 1 Spiritseer
  • 0-1 Wraithknigth
  • 1 Wraithlord Host
  • 3 units chosen in any combination from the following list:
- 1 unit of Wraithblades
- 1 unit of Wraithguard
Wraith-constructs
  • 1 Hemlock Wraithfighter or 1 Wraithlord Host

Wraithbone Titans 0-1

Dreamwalker Battlehost
  • 1-3 Wraithknights
Craftworld Revenant
  • 1 Revenant Titan
Craftworld Phantom
  • 1 Phantom Titan

Ulthwe Warhost

Restrictions: Your army should be painted properly. This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one additional Core choice, up to three Command choices, up to one Wraithbone Titan choice and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this detachment. All units in the Detachment must have the Craftworld Eldar Faction.

Command Benefits:

  • Ulthwe Strike Force: During deployment all units in one Guardian Battlehost, Guardian Stormhost or Windrider Host Formation may be given the Deep Strike special rule.
  • Eldritch Power: Psykers and Psychic Brotherhoods in an Ulthwe Warhost increase add +1 to their Mastery Level.

CORE 1+

Guardian Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Guardian Defender Hosts or 3 Storm Guardian Hosts
  • 1 Vyper Host
  • 1 War Walker Host
  • 1 Vaul´s Wrath Support Battery
Windrider Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Windrider Hosts
  • 1 Vyper Host

Command 0-3

Heroes of the Craftworlds
  • 1 of the following units:
- 1 of the following: 
- The Hand of Asuryan, Asurmen
- The Storm of Silence, Jain Zar
- The Shadow Hunter, Karandras
- The Burning Lance, Fuegan
- The Cry of the Wind, Baharroth
- The Harvester of Souls, Maugan Ra
- The Shade of Twillight, Irillyth 
- Autarch
- Eldrad Ulthran
- Farseer
Seer Council
  • 2 Farseers
  • 1 Warlock Conclave
  • LIVING LEGENDS
    • Any of the following:
- 1 Avatar
- 1 Asurmen
- 1 Jain Zar
- 1 Karandras
- 1 Fuegan
- 1 Baharroth
- 1 Maugan Ra

Auxiliary 1+

Outcasts
  • 1 Ranger Host
Dire Avenger Shrine
  • 3 Dire Avenger Hosts
Aspect Battlehost
  • 3 units chosen in any combination from the following list:
- Dark Reaper Host
- Dire Avenger Host
- Crimson Hunter Host
- Fire Dragon Host
- Howling Banshee Host
- Shadow Spectre Host
- Shining Spear Host
- Striking Scorpion Host
- Swooping Hawk Host
- Warp Spider Host
Engines of Vaul
  • 1 Scorpion Grav-tank, Cobra Grav-tank, Night Spinner Host, Fire Prism Host or Falcon Host
Wraith Battlehost
  • 1 Spiritseer
  • 0-1 Wraithknigth
  • 1 Wraithlord Host
  • 3 units chosen in any combination from the following list:
- 1 unit of Wraithblades
- 1 unit of Wraithguard
Wraith-constructs
  • 1 Hemlock Wraithfighter or 1 Wraithlord Host

Wraithbone Titans 0-1

Dreamwalker Battlehost
  • 1-3 Wraithknights
Craftworld Revenant
  • 1 Revenant Titan
Craftworld Phantom
  • 1 Phantom Titan

Alaitoc Warhost

Restrictions: Your army should be painted properly. This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one additional Core choice, up to three Command choices, up to one Wraithbone Titan choice and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this detachment. All units in the Detachment must have the Craftworld Eldar Faction.

Command Benefits:

  • Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

CORE 1+

Guardian Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Guardian Defender Hosts or 3 Storm Guardian Hosts
  • 1 Vyper Host
  • 1 War Walker Host
  • 1 Vaul´s Wrath Support Battery
Windrider Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Windrider Hosts
  • 1 Vyper Host
  • Pathfinder Battlehost
  • 3 Ranger Hosts

Command 0-3

Heroes of the Craftworlds
  • 1 of the following units:
- 1 of the following: 
- The Hand of Asuryan, Asurmen
- The Storm of Silence, Jain Zar
- The Shadow Hunter, Karandras
- The Burning Lance, Fuegan
- The Cry of the Wind, Baharroth
- The Harvester of Souls, Maugan Ra
- The Shade of Twillight, Irillyth 
- Autarch
- Illic Nightspear
Seer Council
  • 2 Farseers
  • 1 Warlock Conclave
  • LIVING LEGENDS
    • Any of the following:
- 1 Avatar
- 1 Asurmen
- 1 Jain Zar
- 1 Karandras
- 1 Fuegan
- 1 Baharroth
- 1 Maugan Ra

Auxiliary 1+

Outcasts
  • 1 Ranger Host
Dire Avenger Shrine
  • 3 Dire Avenger Hosts
Aspect Battlehost
  • 3 units chosen in any combination from the following list:
- Dark Reaper Host
- Dire Avenger Host
- Crimson Hunter Host
- Fire Dragon Host
- Howling Banshee Host
- Shadow Spectre Host
- Shining Spear Host
- Striking Scorpion Host
- Swooping Hawk Host
- Warp Spider Host
Engines of Vaul
  • 1 Scorpion Grav-tank, Cobra Grav-tank, Night Spinner Host, Fire Prism Host or Falcon Host
Wraith Battlehost
  • 1 Spiritseer
  • 0-1 Wraithknigth
  • 1 Wraithlord Host
  • 3 units chosen in any combination from the following list:
- 1 unit of Wraithblades
- 1 unit of Wraithguard
Wraith-constructs
  • 1 Hemlock Wraithfighter or 1 Wraithlord Host

Wraithbone Titans 0-1

Dreamwalker Battlehost
  • 1-3 Wraithknights
Craftworld Revenant
  • 1 Revenant Titan
Craftworld Phantom
  • 1 Phantom Titan

Biel-tan Warhost

Restrictions: Your army should be painted properly. This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one additional Core choice, up to three Command choices, up to one Wraithbone Titan choice and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this detachment. All units in the Detachment must have the Craftworld Eldar Faction.

Command Benefits:

  • Aspects of War: Units in Dire Avenger Shrine Formations and Aspect Battlehosts in this Detachment add both +1 to the Weapon Skill and the Ballistic Skill of all units in these Formations instead of just one or the other.
  • Exalted Exarches: All models with Exarch in their name in this Detachment add +1 to their number of Wounds and Attacks.

CORE 1+

Guardian Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Guardian Defender Hosts or 3 Storm Guardian Hosts
  • 1 Vyper Host
  • 1 War Walker Host
  • 1 Vaul´s Wrath Support Battery
Windrider Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Windrider Hosts
  • 1 Vyper Host
Dire Avenger Shrine
  • 3 Dire Avenger Hosts
Aspect Battlehost
  • 3 units chosen in any combination from the following list:
- Dark Reaper Host
- Dire Avenger Host
- Crimson Hunter Host
- Fire Dragon Host
- Howling Banshee Host
- Shadow Spectre Host
- Shining Spear Host
- Striking Scorpion Host
- Swooping Hawk Host
- Warp Spider Host

Command 0-3

Heroes of the Craftworlds
  • 1 of the following units:
- 1 of the following: 
- The Hand of Asuryan, Asurmen
- The Storm of Silence, Jain Zar
- The Shadow Hunter, Karandras
- The Burning Lance, Fuegan
- The Cry of the Wind, Baharroth
- The Harvester of Souls, Maugan Ra
- The Shade of Twillight, Irillyth 
- Autarch
Seer Council
  • 2 Farseers
  • 1 Warlock Conclave
  • LIVING LEGENDS
    • Any of the following:
- 1 Avatar
- 1 Asurmen
- 1 Jain Zar
- 1 Karandras
- 1 Fuegan
- 1 Baharroth
- 1 Maugan Ra

Auxiliary 1+

Outcasts
  • 1 Ranger Host
Engines of Vaul
  • 1 Scorpion Grav-tank, Cobra Grav-tank, Night Spinner Host, Fire Prism Host or Falcon Host
Wraith Battlehost
  • 1 Spiritseer
  • 0-1 Wraithknigth
  • 1 Wraithlord Host
  • 3 units chosen in any combination from the following list:
- 1 unit of Wraithblades
- 1 unit of Wraithguard
Wraith-constructs
  • 1 Hemlock Wraithfighter or 1 Wraithlord Host

Wraithbone Titans 0-1

Dreamwalker Battlehost
  • 1-3 Wraithknights
Craftworld Revenant
  • 1 Revenant Titan
Craftworld Phantom
  • 1 Phantom Titan

Saim-Hann Warhost

Restrictions: Your army should be painted properly. This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one additional Core choice, up to three Command choices, up to one Wraithbone Titan choice and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this detachment. All units in the Detachment must have the Craftworld Eldar Faction.

Command Benefits:

  • Swift Strike: Models in this Detachment have the Hit & Run special rule.
  • Wild Riders: All models with the Eldar Jetbike unit type as well as Open-topped Skimmers in this Detachment gain the Skilled Rider special rule.

CORE 1+

Guardian Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Guardian Defender Hosts or 3 Storm Guardian Hosts
  • 1 Vyper Host
  • 1 War Walker Host
  • 1 Vaul´s Wrath Support Battery
Windrider Battlehost
  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Windrider Hosts
  • 1 Vyper Host

Command 0-3

Heroes of the Craftworlds
  • 1 of the following units:
- 1 of the following: 
- The Hand of Asuryan, Asurmen
- The Storm of Silence, Jain Zar
- The Shadow Hunter, Karandras
- The Burning Lance, Fuegan
- The Cry of the Wind, Baharroth
- The Harvester of Souls, Maugan Ra
- The Shade of Twillight, Irillyth 
- Autarch
Seer Council
  • 2 Farseers
  • 1 Warlock Conclave
  • LIVING LEGENDS
    • Any of the following:
- 1 Avatar
- 1 Asurmen
- 1 Jain Zar
- 1 Karandras
- 1 Fuegan
- 1 Baharroth
- 1 Maugan Ra

Auxiliary 1+

Dire Avenger Shrine
  • 3 Dire Avenger Hosts
Aspect Battlehost
  • 3 units chosen in any combination from the following list:
- Dark Reaper Host
- Dire Avenger Host
- Crimson Hunter Host
- Fire Dragon Host
- Howling Banshee Host
- Shadow Spectre Host
- Shining Spear Host
- Striking Scorpion Host
- Swooping Hawk Host
- Warp Spider Host
Outcasts
  • 1 Ranger Host
Engines of Vaul
  • 1 Scorpion Grav-tank, Cobra Grav-tank, Night Spinner Host, Fire Prism Host or Falcon Host
Wraith Battlehost
  • 1 Spiritseer
  • 0-1 Wraithknigth
  • 1 Wraithlord Host
  • 3 units chosen in any combination from the following list:
- 1 unit of Wraithblades
- 1 unit of Wraithguard
Wraith-constructs
  • 1 Hemlock Wraithfighter or 1 Wraithlord Host

Wraithbone Titans 0-1

Dreamwalker Battlehost
  • 1-3 Wraithknights
Craftworld Revenant
  • 1 Revenant Titan
Craftworld Phantom
  • 1 Phantom Titan


Formations




Dire Avenger Shrine

Formation:

  • 3 Dire Avenger Hosts

Restrictions:

Only one unit in this Formation may include an Exarch.

Special Rules:

  • Killing Strike: Once per game, in the Shooting phase, this Formation can perform a Killing

Strike. For the duration of that phase, all avenger shuriken catapults carried by models in this Formation are Assault 3 instead of Assault 2.

  • Rites of Battle: Immediately after determining Warlord Traits, choose either Weapon Skill or Ballistic Skill. All units in this Formation add 1 to the chosen characteristic.
  • Shrinekeepers: Models from this Formation can re-roll failed Morale, Pinning and Fear tests.



Guardian Battlehost

Formation:

  • 1 Farseer
  • 0-1 Warlock Conclave
  • 3 Guardian Defender Hosts or 3 Storm Guardian Hosts
  • 1 Vyper Host
  • 1 War Walker Host
  • 1 Vaul´s Wrath Support Battery

Restrictions:

None.

Special Rules:

  • Our Time of Need: Units of Guardian Defenders from this Formation can take a Heavy Weapon Platform at no points cost instead of the points cost listed on their datasheet.
  • Bring Forth the Torch: Up to two Guardians in each Storm Guardian unit in this Formation may exchange their close combat weapons and shuriken pistols for either flamers or fusion guns for no points cost, instead of the points cost listed on their datasheet. In addition, up to two other Guardians in each of these units may exchange their close combat weapons for power swords for no points cost, instead of the points cost listed on their datasheet.
  • Close Support: Vypers, War Walkers and the Vaul’s Wrath Support Battery from this Formation gain the Preferred Enemy rule when shooting at a unit that is within 12" of a unit of Storm Guardians from this Formation.



Windrider Battlehost

Formation:

  • 1 Farseer
  • 1 Warlock Conclave
  • 3 Windrider Hosts
  • 1 Vyper Host

Restrictions:

All models in the Warlock Conclave must be upgraded to Windrider Warlocks and the Farseer must be upgraded to a Windrider Farseer.

Special Rules:

  • Tempest of Blades: Once per game, as long as the Farseer from this Formation has not been removed as a casualty, the Eldar player can declare a Tempest of Blades at the start of their Shooting phase. All shuriken weapons in this Formation gain the Shred special rule until the end of the phase.



Seer Council

Formation:

  • 2 Farseer if part of an Ulthwe Warhost 1 Farseer may be replaced with Eldrad Ulthran
  • 1 Warlock Conclave

Restrictions:

All models in the Warlock Conclave must be upgraded to Windrider Warlocks and the Warlock Conclave must contain at least 5 models. The Farseer must be upgraded to a Windrider Farseer.

Special Rules:

  • Psychic Bond: Both Farseers must join the Warlock Conclave before deployment, and

cannot leave the unit.

  • Path of the Seer: If this Formation is chosen as your Primary Detachment, you can re-roll

the result when rolling on the Warlord Traits table in Codex: Craftworlds.

  • Psychic Might: When models from this Formation make Psychic tests, results of 3+ will harness a Warp Charge point instead of results of 4+.



Aspect Battlehost

Formation:

  • 3 units chosen in any combination from the following list:
- Dark Reaper Host
- Dire Avenger Host
- Crimson Hunter Host
- Fire Dragon Host
- Howling Banshee Host
- Shadow Spectre Host
- Shining Spear Host
- Striking Scorpion Host
- Swooping Hawk Host
- Warp Spider Host

Restrictions:

None.

Special Rules:

  • Rites of Battle: Immediately after determining Warlord Traits, choose either Weapon Skill or Ballistic Skill. All units in this Formation add 1 to the chosen characteristic.
  • Shrinekeepers: Models from this Formation can re-roll failed Morale, Pinning and Fear tests.



Wraith Battlehost

Formation:

  • 1 Spiritseer or Wraithseer
  • 3 units of Wraithguard or Wraithblades in any combination
  • 1 Wraitlord Host
  • 0-1 Wraithknight

Restrictions:

None.

Special Rules:

  • Battle Focus
  • Guided Wraithsight: Enemy units within 18" of the Wraithseer from this formation are Marked.

APPENDIX

LEVELS OF ALLIANCE

Models with the Craftworld Eldar faction treat Eldar Corsairs, Eldar Exodites, Dark Eldar and Harlequins as Battle Brothers for the purpose of Warlord traits.

Models with the Craftworld Eldar Faction have the following levels of alliance with other units from different Factions in the same army:

Battle Brothers: Craftworld Eldar.

Allies of Convenience: Eldar Corsairs, Eldar Exodites, Dark Eldar, Harlequins, Tau Empire.

Desperate Allies: Adepta Sororitas, Adeptus Mechanicus, Grey Knights, Imperial Guard, Inquisition, Legion of the Damned, Officio Assasinorum, Orks, Space Marines drawn from other Chapters, Space Wolves.

Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Genestealer Cults, Mutants and Heretics, Necrons, Tyranids.

Special Rules

Battle Focus

A unit composed entirely of models with this special rule may assault in the same turn as they disembark from a vehicle without the Assault Vehicle special rule, but if they do the charge counts as a disordered charge.

A unit composed entirely of models with this special rule can either shoot and then Run, or Run and then shoot, in the same Shooting phase. The unit must complete both actions before you move onto the next unit – otherwise the chance to make the second action is forfeit.

Unless it has the Relentless special rule, a model cannot Run in the same phase it has fired a Heavy weapon or fire a Heavy weapon after making a Run move in the same phase.

Psychic Powers

Note that to represent the Eldar’s prodigious psychic abilities, an Eldar Psyker that generates a power from the Runes of Battle will have access to not one but two separate abilities. When using one of these psychic powers, choose which ability the Psyker is attempting to use before making the psychic test.

Runes of Battle

When using one of these psychic powers, choose which ability the Psyker is attempting to use before making the psychic test.

0. Destructor/Renewer…. Warp Charge 1

Destructor is a witchfire power with the following profile:

Range S AP Type
Template 5 4 Assault 1, Soul Blaze

Renewer is a blessing that targets a single friendly unit within 18". One model (of your choice) in the target unit immediately regains a Wound lost earlier in the battle. A slain model cannot be returned to play by this power.

1. Conceal/Reveal…. Warp Charge 1

Conceal is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker has the Shrouded special rule.

Reveal is a malediction that targets a single enemy unit within 18". Whilst the power is in effect, all models in the target unit lose the Stealth and Shrouded special rules.

2. Embolden/Horrify ...Warp Charge 1

Embolden is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have the Fearless special rule.

Horrify is a malediction that targets a single enemy unit within 18". Whilst the power is in effect, all models in the target unit suffer a -3 penalty to their Leadership.

3. Enhance/Drain ...Warp Charge 1

Enhance is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit receive a +1 bonus to their Weapon Skill and Initiative.

Drain is a malediction that targets a single enemy unit within 18". Whilst the power is in effect, all models in the target unit suffer a -1 penalty to their Weapon Skill and Initiative.

4. Protect/Jinx ...Warp Charge 1

Protect is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit receive a +1 bonus to their Armour Save (to a maximum of 2+).

Jinx is a malediction that targets a single enemy unit within 18". Whilst the power is in effect, all models in the target unit suffer a -1 penalty to their Armour Save (a model with a 6+ armour save would therefore have no Armour Save).

5. Quicken/Restrain ...Warp Charge 1

Quicken is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit Run an additional 3" (this will normally be D6+3").

Restrain is a malediction that targets a single enemy unit within 18”. Whilst the power is in effect, models in the target unit cannot Run.

6. Empower/Enervate ...Warp Charge 1

Empower is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit receive a +1 bonus to their Strength.

Enervate is a malediction that targets a single enemy unit within 18". Whilst the power is in effect, all models in the target unit suffer a -1 penalty to their Strength.

Runes of Fate

0. Guide ...Warp Charge 2

Guide is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the target unit can re-roll all failed To Hit rolls when shooting

1. Executioner ... Warp Charge 1.

Executioner is a focussed witchfire power with a range of 24". The target suffers 3 hits, resolved at the Psyker’s Strength with the Fleshbane special rule and AP-. If the target is removed from play as a result, another model in the same unit suffers 2 hits as described above. If the second target is slain, a third and final model in the same unit suffers 1 hit as described above.

If the Psyker chose the first target model, he can choose the second and third target models. If the first target model was chosen randomly, then the second and third target models must also be chosen randomly. If at any point a target survives, or there are no models left in the target’s unit, the power’s effects end.

2. Doom ...Warp Charge 2

Doom is a malediction that targets a single enemy unit within 24". If the target is a non-vehicle unit, all failed To Wound rolls made against the target can be re-rolled whilst this power is in effect. If the target is a vehicle, all failed Armour Penetration rolls made against it can be re-rolled whilst this power is in effect.

3. Will of Asuryan ...Warp Charge 1

Will of Asuryan is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and all friendly units within 12" of the Psyker have the Fearless and Adamantium Will special rules.

4. Fortune ...Warp Charge 2

Fortune is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the target can re-roll all failed saving throws and Deny the Witch rolls.

5. Mind War ... Warp Charge 2

Mind War is a focussed witchfire power with a range of 24". Both the Psyker and the target model roll a D6 and add their respective Leadership values. If the scores are drawn, the target model suffers a -1 penalty to its Weapon Skill and Ballistic Skill until the end of the following turn. If the Psyker’s score is higher, the target also suffers a number of Wounds equal to the difference between the two scores. No armour or cover saves are allowed against Wounds caused by Mind War

6. Etheric Tempest/Eldritch Storm ...Warp Charge 3/5 Each time this psychic power is used, choose whether it will have a Warp Charge cost of 3 or 5. If manifested at Warp Charge cost 3 it uses the Etheric Tempest profile, if manifested at Warp Charge cost 5 it uses the Eldritch Storm profile.

Range S AP Type
Etheric Tempest 24" 3 3 Assault 1, Large Blast, Fleshbane, Haywire, Pinning
Eldritch Storm 24" 3 3 Assault 1, Apocalyptic Blast, Fleshbane, Haywire, Pinning

Vehicle Wargear

Crystal Targeting Matrix

One use only. A non-Walker vehicle with this upgrade can fire one weapon, at the vehicle’s full Ballistic Skill, after moving Flat Out in the Shooting phase.

Ghostwalk Matrix

A vehicle with this upgrade has the Move Through Cover special rule.

Holo-fields

A non-immobilized vehicle armed with holo-fields has a 5+ invulnerable save.

Spirit Stones

A vehicle with this upgrade ignores Crew Shaken results on a roll of 2+ and Crew Stunned results on a roll of 4+. Roll immediately when the result is suffered.

Star Engines

Vehicles with this upgrade can Flat Out up to 12 additional inches. A Walker with this upgrade Runs an additional 6".