Codex: Eldar Craftworlds

Version 1.01.03

Table of Contents

Forces of the Craftworlds

Eldar Wargear List

HQ - Farseer

HQ - Eldrad Ulthran - High Farseer of Ulthwé

HQ - Warlock Conclave

HQ - Spiritseer

HQ - Autarch

HQ - Prince Yriel - Autarch of Iyanden

HQ - Illic Nightspear - The Walker of the Hidden Path

Phoenix Lords

HQ - Asurmen - The Hand of Asuryan

HQ - Jain Zar - The Storm of Silence

HQ - Karandras - The Shadow Hunter

HQ - Fuegan - The Burning Lance

HQ - Baharroth - The Cry of the Wind

HQ - Maugan Ra - The Harvester of Souls

Troops - Guardian Defenders

Troops - Storm Guardians

Troops - Windriders

Troops - Rangers

Troops - Dire Avengers

Elites - Howling Banshees

Elites - Striking Scorpions

Elites - Fire Dragons

Elites - Wraithguard

Elites - Wraithblades

Fast Attack - Wave Serpent

Fast Attack - Swooping Hawks

Fast Attack - Warp Spiders

Fast Attack - Shining Spears

Fast Attack - Crimson Hunter

Fast Attack - Vyper Squadron

Fast Attack - Hemlock Wraithfighter

Heavy Support - Dark Reapers

Heavy Support - Vaul’s Wrath Support Battery

Heavy Support - Falcons

Heavy Support - Fire Prisms

Heavy Support - Night Spinners

Heavy Support - War Walkers

Heavy Support - Wraithlord

Lord of War - Wraithknight

Lord of War - Avatar of Khaine

Detachments & Formations

Craftworld Warhost Megaformation Detachment

Core - Guardian Hosts (1-3)

Command - Regents of the Warhost (0-3 per Guardian Host)

Auxiliary (1-12 per Guardian Host)

Guardian Battlehost Formation

Windrider Host Formation

Guardian Stormhost Formation

Seer Council Formation

Aspect Host Formation

Dire Avenger Shrine Formation

Crimson Death Formation

Wraith Host Formation

Appendix

Army Special Rules

Craftworld Warlord Traits Table

The Forge of Vaul

Ranged Weapons

Melee Weapons

Armour

Treasures of Vaul

Eldar Vehicle Equipment

Remnants of Glory

Runes of Battle

Runes of Fate

Tactical Objectives

Profiles

Forces of the Craftworlds

The following section details background and rules information that describe the forces used by the craftworld Eldar – their warriors, their vehicles and the characters that lead them to battle. This section will enable you to forge your collection of Eldar miniatures into an army ready to fight battles in your games of Warhammer 40,000.

Eldar Wargear List

These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the datasheets that follow may include wargear options from one or more of these lists – in each instance, the datasheet will tell you (in bold text) exactly which of these lists you may use. Rules for these items can be found in the Appendix.

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 ...10 pts

- The Spirit Stone of Anath’lan ...15 pts (Farseer or Spiritseer only, Does not replace one of the character’s weapons.)

- The Phoenix Gem ...25 pts (Does not replace one of the character’s weapons.)

- Uldanorethi Long Rifle ...25 pts

- Faolchú’s Wing ...30 pts (Does not replace one of the character’s weapons.)

- Firesabre ...30 pts

- Shard of Anaris ...40 pts

Eldar Vehicle Equipment

- A model can take up to one of each of the following:

- Ghostwalk Matrix ...10 pts (If taken by a model in a vehicle squadron, all vehicles in the squadron must take this wargear.)

- Spirit Stones ...10 pts

- Holo-fields ...15 pts (Cannot be taken by a War Walker.)

- Star Engines ...15 pts

- Vectored Engines ...15 pts

- Targeting Matrix ...25 pts

Datasheets

HQ - Farseer

Battlefield Role:

HQ

Cost:

100 points

Unit Composition:

1 Farseer

Wargear:

• Rune Armour

• Shuriken Pistol

• Witchblade

• Eldar Jetbike (Farseer Skyrunner only)

• Ghosthelm

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet (Farseer only)

• Independent Character

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 (Mastery Level 3): A Farseer or Farseer Skyrunner generates his powers from the Daemonology (Sanctic), Divination, Runes of Fate and Telepathy disciplines.

Options:

• May replace Witchblade with a Singing Spear ...5 pts

• May upgrade to a Farseer Skyrunner ...15 pts

• May take items from the Remnants of Glory list.

HQ - Eldrad Ulthran - High Farseer of Ulthwé

Battlefield Role:

HQ

Cost:

195 points

Unit Composition:

1 (Unique)

Wargear:

• Shuriken Pistol

• Witchblade

• Ghosthelm

Warlord Trait:

• An Eye on Distant Events

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

• Independent Character

• Runes of the Farseer

Psyker (Mastery Level 4): Eldrad Ulthran generates his powers from the Daemonology (Sanctic), Divination, Runes of Fate and Telepathy disciplines.

Remnants of Glory:

Armour of the Last Runes: The Armour of the Last Runes confers a 3+ Invulnerable Save.

Staff of Ulthamar:

Spiritlink: Whenever Eldrad Ulthran successfully passes a Psychic test, roll a D6. On a score of 5 or 6, he immediately generates a Warp Charge point.

HQ - Warlock Conclave

Battlefield Role

HQ

Cost:

35 points

Unit Composition:

1 Warlock

Wargear:

• Rune Armour

• Shuriken Pistol

• Witchblade

• Eldar Jetbike (Warlock Skyrunner only)

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet (Warlock only)

Brotherhood of Psykers: (see the Communion of Minds special rule) A Warlock Conclave generates its powers from the Daemonology (Sanctic) and Runes of Battle disciplines.

Communion of Minds: A unit containing 1-3 Warlocks or Warlock Skyrunners 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 or Warlock Skyrunner in the unit, regardless of its current Mastery Level.

Options:

• May include up to nine additional Warlocks ...35 pts/model

• Any model may replace its Witchblade with a Singing Spear ...5 pts/model

• The entire unit may be upgraded to Warlock Skyrunners ...15 pts/model

HQ - Spiritseer

Battlefield Role:

HQ

Cost:

70 points

Unit Composition:

1 Spiritseer

Wargear:

• Rune Armour

• Shuriken Pistol

• Witch Staff

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

• Independent Character

Psyker (Mastery Level 2): A Spiritseer generates his powers from the Daemonology (Sanctic) and Runes of Battle disciplines.

Spirit Mark: Wraithguard, Wraithblades, Wraithlords, Wraithknights and Hemlock Wraithfighters can re-roll To Hit rolls of 1 against enemy units that are within 12" of a model with this special rule.

Options:

• May take items from the Remnants of Glory list.

HQ - Autarch

Battlefield Role:

HQ

Cost:

70 points

Unit Composition:

1 Autarch

Wargear:

• Heavy Aspect Armour

• Shuriken Pistol

• Haywire Grenades

• Plasma Grenades

• Eldar Jetbike (Autarch Skyrunner only)

• Forceshield

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet (Autarch only)

• Independent Character

The Path of Command: If your army contains one or more Autarchs or Autarch Skyrunners, you can modify any of your Reserve Rolls by +1 or -1 (choose separately after each roll is made).

Options:

• May take one of the following options:

- Warp Jump Generator ...10 pts

- Swooping Hawk Wings ...15 pts

- Upgrade to an Autarch Skyrunner ...15 pts

• May take one of the following:

- Banshee Mask ...5 pts

- Mandiblasters ...10 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 or Fusion Gun ...10 pts

- Laser Lance (Autarch Skyrunner only) ...10 pts

- Power Weapon ...15 pts

- Reaper Launcher with Starswarm missiles ...25 pts

• May take items from the Remnants of Glory list.

HQ - Prince Yriel - Autarch of Iyanden

Battlefield Role:

HQ

Cost:

140 points

Unit Composition:

1 (Unique)

Wargear:

• Heavy Aspect Armour

• Forceshield

• Plasma Grenades

Warlord Trait:

• Ambush of Blades

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

• Independent Character

• The Path of Command

Remnants of Glory:

The Eye of Wrath: One use only. In the Fight sub-phase, provided he is not in a challenge, Prince Yriel can make a special attack at his Initiative step instead of making any close combat attacks. Centre a Large Blast marker over Prince Yriel; all units (friend or foe) suffer a number of Strength 6 AP3 hits equal to the number of models from their unit at least partially under the Template (excluding Prince Yriel). Only unsaved Wounds caused to enemy units count towards combat resolution.

The Spear of Twilight:

Cursed: When locked in combat, Prince Yriel must re-roll saving throws of 6.

HQ - Illic Nightspear - The Walker of the Hidden Path

Battlefield Role:

HQ

Cost:

140 points

Unit Composition:

1 (Unique)

Wargear:

• Mesh Armour

• Shuriken Pistol

• Power Sword

Warlord Trait:

• Mark of the Incomparable Hunter

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

• Hatred (Necrons)

• Independent Character

• Infiltrate

• Move Through Cover

• Preferred Enemy (Necrons)

• Shrouded

Sharpshot: Shots fired by models with this special rule (excluding Snap Shots) are always Precision Shots as described in the Precision Shot special rule.

Walker of the Hidden Path: If Illic Nightspear deploys using the Infiltrate special rule, he can be deployed anywhere on the battlefield that is outside of impassable terrain, regardless of enemy proximity. If he begins the game with a unit of Rangers, all Rangers in that unit benefit from this rule.

Master of Pathfinders: If Illic Nightspear joins a unit of Rangers, all Rangers in that unit gain the Sharpshot special rule whilst he is part of that unit.

Remnant of Glory:

Voidbringer:

Voidshot: When rolling To Wound for a weapon that has this special rule, a roll of 6 causes a Wound with the Instant Death special rule. When making an Armour Penetration roll for a weapon that has this special rule, a roll of 6 causes a Penetrating hit, regardless of the vehicle’s Armour Value.

Phoenix Lords

HQ - Asurmen - The Hand of Asuryan

Battlefield Role:

HQ

Cost:

220 points

Unit Composition:

1 (Unique)

Wargear:

• Phoenix Armour

• Twin-linked Avenger Shuriken Catapult

• Plasma Grenades

Special Rules:

• Ancient Doom

• Battle Focus

• Counter-attack

• Defence Tactics

• Eternal Warrior

• Fearless

• Fleet

• Independent Character

Shield of Grace: Asurmen has a 4+ Invulnerable Save. This is increased to a 3+ Invulnerable Save whilst he is fighting in a challenge.

Hand of Asuryan: When determining Warlord Traits for Asurmen, he always has D3 traits from the Warlord Traits table in Codex: Craftworlds – re-roll any duplicates.

Remnant of Glory:

The Sword of Asur:

Soulrazor: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Leadership test for each Wound suffered or be removed from play.

HQ - Jain Zar - The Storm of Silence

Battlefield Role:

HQ

Cost:

200 points

Unit Composition:

1 (Unique)

Wargear:

• Phoenix Armour

Warlord Trait:

• Falcon’s Swiftness

Special Rules:

• Acrobatic

• Ancient Doom

• Battle Focus

• Eternal Warrior

• Fear

• Fearless

• Fleet

• Independent Character

War Shout: Enemy units locked in combat with a model that has this special rule subtract 2 from their Leadership.

Disarming Strike: Before rolling To Hit whilst in a challenge, Jain Zar can choose to nominate one of her opponent’s melee weapons. Her opponent counts as not being equipped with that weapon until the end of the phase. If Jain Zar does this, she makes one less Attack than normal this phase.

Remnants of Glory:

Mask of Jain Zar: Models cannot fire Overwatch against Jain Zar or a unit she has joined, and enemy models within 6" of Jain Zar subtract 5 from their Weapon Skill and Initiative (to a minimum of 1).

Death and Destruction:

HQ - Karandras - The Shadow Hunter

Battlefield Role:

HQ

Cost:

200 points

Unit Composition:

1 (Unique)

Wargear:

• Phoenix Armour

• Scorpion Chainsword

• Scorpion’s Claw

• Plasma Grenades

Special Rules:

• Ancient Doom

• Battle Focus

• Eternal Warrior

• Fearless

• Fleet

• Independent Character

• Infiltrate

• Move Through Cover

• Night Vision

• Shadowstrike

• Stealth

Hunter’s Strike: If Karandras is held in Reserve, he automatically arrives at the start of the controlling player’s second turn. When he arrives from Reserve, he can move on from any table edge. If Karandras joins a unit of Striking Scorpions during deployment, and no other characters join the unit, all models in that unit also benefit from this special rule.

Warlord Trait:

• Ambush of Blades

Remnant of Glory:

The Scorpion’s Bite: During the Fight sub-phase, at the start of the Initiative 10 step, roll a D6. On a result of 2+, an enemy unit that is engaged with Karandras suffers a single Wound, with no Armour Saves allowed. Gargantuan Creatures suffer a Wound with no Armour Saves allowed on a result of 4+ instead of 2+. If Karandras is in a challenge, this Wound must be allocated to his opponent.

HQ - Fuegan - The Burning Lance

Battlefield Role:

HQ

Cost:

220 points

Unit Composition:

1 (Unique)

Warlord Trait:

• Mark of the Incomparable Hunter

Wargear:

• Phoenix Armour

• Firepike

• Melta Bombs

Special Rules:

• Ancient Doom

• Assured Destruction

• Battle Focus

• Eternal Warrior

• Fearless

• Feel No Pain

• Fleet

• Independent Character

Crack Shot: A model with this special rule can re-roll one failed To Hit or To Wound roll, or Armour Penetration roll, per turn.

Unquenchable Resolve: At the end of any phase in which Fuegan suffers one or more unsaved Wounds, his Strength and Attacks increase by 1 for each unsaved Wound suffered. These characteristic bonuses last for the rest of the game.

Remnant of Glory

Fire Axe:

HQ - Baharroth - The Cry of the Wind

Battlefield Role:

HQ

Cost:

170 points

Unit Composition:

1 (Unique)

Wargear:

• Phoenix Armour

• Hawk’s Talon

• Haywire Grenades

• Plasma Grenades

• Grenade Pack

• Swooping Hawk Wings

Special Rules:

• Ancient Doom

• Battle Focus

• Eternal Warrior

• Fearless

• Fleet

• Herald of Victory

• Hit & Run

• Independent Character

Sun’s Brilliance: When Baharroth enters play from Deep Strike, all enemy units within 6” must take a test as if hit by a weapon with the Blind special rule. Models that are immune to the Blind special rule are immune to Sun’s Brilliance.

Warlord Trait:

• Falcon’s Swiftness

Remnant of Glory

The Shining Blade:

HQ - Maugan Ra - The Harvester of Souls

Battlefield Role:

HQ

Cost:

195 points

Unit Composition:

1 (Unique)

Wargear:

• Phoenix Armour

Special Rules:

• Ancient Doom

• Battle Focus

• Eternal Warrior

• Fearless

• Fleet

• Hatred (Chaos Daemons)

• Independent Character

• Night Vision

Whirlwind of Death: Maugan Ra can fire the Maugetar twice in each Shooting Phase, either at the same target or at two different targets.

Warlord Trait:

• Mark of the Incomparable Hunter

Remnant of Glory:

The Maugetar:

Bio-cataclysm: If a non-vehicle model is slain as a result of this weapon, centre the Large Blast marker over that model before removing the model as a casualty. Units suffer a number of Strength 5 AP4 hits equal to the number of models from that unit that are under the marker. These hits have the Ignores Cover special rule.

Troops - Guardian Defenders

Battlefield Role:

Troops

Cost:

90 points

Unit Composition:

10 Guardians

Wargear:

Guardians

• Mesh Armour

• Shuriken Catapult

• Plasma Grenades

Warlock Leader

• Rune Armour

• Shuriken Pistol

• Witchblade

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

Psyker (Mastery Level 1): (Warlock Leader only) A Warlock leader generates his powers from the Daemonology (Sanctic) and Runes of Battle disciplines.

Options:

• May include up to ten additional Guardians ...9 pts/model

• May include a Warlock Leader ...35 pts

• The Warlock Leader may replace his Witchblade with a Singing Spear ...5 pts

• For every ten Guardians in the unit, may add one Heavy Weapon Platform from the following list:

- Shuriken Cannon ...15 pts/model

- Scatter Laser ...15 pts/model

- Bright Lance ...20 pts/model

- Starcannon ...20 pts/model

- Eldar Missile Launcher ...30 pts/model

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

Troops - Storm Guardians

Battlefield Role:

Troops

Cost:

72 points

Unit Composition:

8 Guardians

Wargear:

Guardians

• Mesh Armour

• Shuriken Pistol

• Close Combat Weapon

• Plasma Grenades

Warlock Leader

• Rune Armour

• Shuriken Pistol

• Witchblade

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

Psyker (Mastery Level 1): (Warlock Leader only) A Warlock leader generates his powers from the Daemonology (Sanctic) and Runes of Battle disciplines.

Options:

• May include up to twelve additional Guardians ...9 pts/model

• May include a Warlock Leader ...35 pts

• The Warlock Leader may replace his Witchblade with a Singing Spear ...5 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

• Up to two Guardians may exchange their Close Combat Weapon for a Power Sword ... 15 pts/model

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

Troops - Windriders

Battlefield Role:

Troops

Cost:

51 points

Unit Composition:

3 Windriders

Wargear:

Windrider

• Mesh Armour

• Eldar Jetbike

Windrider Warlock

• Rune Armour

• Witchblade

• Eldar Jetbike

Special Rules:

• Ancient Doom

• Battle Focus

Psyker (Mastery Level 1): (Windrider Warlock only) 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 ...50 pts

• The Windrider Warlock may replace his Witchblade with a Singing Spear ...5 pts

• Any Windrider may exchange its Eldar Jetbike’s Twin-linked Shuriken Catapult for one of the following:

- Scatter Laser ...10 pts/model

- Shuriken Cannon ...10 pts/model

Troops - Rangers

Battlefield Role:

Troops

Cost:

60 points

Unit Composition:

5 Rangers

Wargear:

• Mesh Armour

• Ranger Long Rifle

• Shuriken Pistol

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

• Infiltrate

• Move Through Cover

• Shrouded

Options:

• May include up to five additional Rangers ...12 pts/model

Troops - Dire Avengers

Battlefield Role:

Troops

Cost:

65 points

Unit Composition:

5 Dire Avengers

Wargear:

• Aspect Armour

• Avenger Shuriken Catapult

• Plasma Grenades

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

Defence Tactics: When chosen as the target of a charge, a unit that consists entirely of models 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 (in which case it cannot fire Overwatch).

Battle Fortune: (Exarch only) A model with this special rule has a 4+ Invulnerable Save.

Options:

• May include up to five additional Dire Avengers ...13 pts/model

• May upgrade one Dire Avenger to a Dire Avenger Exarch ...10 pts

• The Dire Avenger Exarch may replace his Avenger Shuriken Catapult with one of the following:

- Twin-linked Avenger Shuriken Catapult ...5 pts

- Power Weapon and Shuriken Pistol ...15 pts

- Diresword and Shuriken Pistol ...20 pts

- Power Weapon and Shimmershield ...20 pts

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

Elites - Howling Banshees

Battlefield Role:

Elites

Cost:

65 points

Unit Composition:

5 Howling Banshees

Wargear:

• Aspect Armour

• Shuriken Pistol

• Power Sword

• Banshee Mask

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

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.

War Shout: (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 ...10 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.

Elites - Striking Scorpions

Battlefield Role:

Elites

Cost:

85 points

Unit Composition:

5 Striking Scorpions

Wargear:

• Heavy Aspect Armour

• Shuriken Pistol

• Scorpion Chainsword

• Plasma Grenades

• Mandiblasters

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

• Infiltrate

• Move Through Cover

• Stealth

Shadowstrike: If a unit that consists entirely of models with this special rule infiltrates, it has the Shrouded special rule. If the unit shoots (including Overwatch) or fights in combat, it loses the Shrouded special rule.

Stalker: (Exarch Only) In the first round of a challenge, this model makes 1 bonus Attack for each point that its Initiative is higher than its opponent’s Initiative characteristic.

Options:

• May include up to five additional Striking Scorpions ...17 pts/model

• May upgrade one Striking Scorpion to a Striking Scorpion Exarch ...10 pts

• The Striking Scorpion Exarch may exchange his Shuriken Pistol 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.

Elites - Fire Dragons

Battlefield Role:

Elites

Cost:

110 points

Unit Composition:

5 Fire Dragons

Wargear:

• Heavy Aspect Armour

• Fusion Gun

• Melta Bombs

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

Assured Destruction: Models with this special rule have a +1 modifier when rolling on the Vehicle Damage table.

Crack Shot: (Exarch Only) A model with this special rule can re-roll one failed To Hit or To Wound roll, or Armour Penetration roll, per turn.

Options:

• May include up to five additional Fire Dragons ...22 pts/model

• May upgrade one Fire Dragon to a Fire Dragon Exarch ...10 pts

• The Fire Dragon Exarch may exchange his Fusion Gun for one of the following:

- Dragon’s Breath Flamer ...free

- Firepike ...15 pts

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

Elites - Wraithguard

Battlefield Role:

Elites

Cost:

160 points

Unit Composition:

5 Wraithguard

Wargear:

• Wraithcannon

Special Rules:

• Ancient Doom

• Bulky

• Fearless

Options:

• May include up to five additional Wraithguard ...32 pts/model

• The entire unit may replace their Wraithcannons with D-scythes ...10 pts/model

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

Elites - Wraithblades

Battlefield Role:

Elites

Cost:

150 points

Unit Composition:

5 Wraithblades

Wargear:

• Two Ghostswords

Special Rules:

• Ancient Doom

• Bulky

• Fearless

• Rage

Options:

• May include up to five additional Wraithblades ...30 pts/model

• The entire unit may replace both of their Ghostswords for a Ghost Axe and Forceshield ...free

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

Fast Attack - Wave Serpent

Battlefield Role:

Fast Attack

Cost:

110 points

Unit Composition:

1 Wave Serpent

Wargear:

• Twin-linked Shuriken Cannon

• Twin-linked Shuriken Catapult

• Serpent Shield

Transport:

• Transport Capacity: Twelve 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 ...5 pts

- Twin-linked Eldar Missile Launcher ...15 pts

• May exchange Twin-linked Shuriken Catapult for a Shuriken Cannon ...10 pts

• May take items from the Eldar Vehicle Equipment list.

Fast Attack - Swooping Hawks

Battlefield Role:

Fast Attack

Cost:

80 points

Unit Composition:

5 Swooping Hawks

Wargear:

• Aspect Armour

• Lasblaster

• Haywire Grenades

• Plasma Grenades

• Grenade Pack

• Swooping Hawk Wings

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

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. Flyers are hit on their Side Armour.

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 ...10 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 Weapon ...10 pts

Fast Attack - Warp Spiders

Battlefield Role:

Fast Attack

Cost:

95 points

Unit Composition:

5 Warp Spiders

Wargear:

• Heavy Aspect Armour

• Death Spinner

• Warp Jump Generator

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

• Hit & Run

Flickerjump: 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 ...19 pts/model

• May upgrade one Warp Spider to a Warp Spider Exarch ...10 pts

• The Warp Spider Exarch may exchange his Death Spinner for one of the following:

- Twin-linked Death Spinner ...5 pts

- Spinneret Rifle ...15 pt

• The Warp Spider Exarch may take a pair of Powerblades ...20 pts

Fast Attack - Shining Spears

Battlefield Role:

Fast Attack

Cost:

75 points

Unit Composition:

3 Shining Spears

Wargear:

• Heavy Aspect Armour

• Laser Lance

• Eldar Jetbike

Special Rules:

• Ancient Doom

• Battle Focus

• Outflank

• Skilled Rider

Aerobatic Grace: A model with this special rule has a 4+ Cover Save unless it remained stationary in its previous Movement phase.

Expert Hunter (Exarch only): A model with this special rule re-rolls all failed to Wound rolls against Monstrous Creatures, and can choose to re-roll Armour Penetration rolls that do not result in a Penetrating Hit.

Options:

• May include up to six additional Shining Spears ...25 pts/model

• May upgrade one Shining Spear to a Shining Spear Exarch ...10 pts

• The Shining Spear Exarch may exchange his Laser Lance for one of the following:

- Power Weapon ...free

- Star Lance ...10 pts

Fast Attack - Crimson Hunter

Battlefield Role:

Fast Attack

Cost:

140 points

Unit Composition:

1 Crimson Hunter

Wargear:

• Pulse Laser

• Two Bright Lances

Special Rules:

• Precision Shots (Exarch only)

• Vector Dancer

Skyhunter: When shooting at a vehicle with the Flyer type, a model with this special rule re-rolls Armour Penetration rolls that do not cause a Glancing or Penetrating Hit.

Marksman’s Eye (Exarch only): This model makes Precision Shots on a 5+, rather than a 6.

Options:

• One Crimson Hunter per Detachment may be upgraded to a Crimson Hunter Exarch ...20 pts

• The Crimson Hunter Exarch may replace both of its Bright Lances with Starcannons ...free

Fast Attack - Vyper Squadron

Battlefield Role:

Fast Attack

Cost:

40 points

Unit Composition:

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 ...10 pts/model

- Scatter Laser ...10 pts/model

- Eldar Missile Launcher ...15 pts/model

• Any Vyper may exchange its Twin-linked Shuriken Catapult for a Shuriken Cannon ...10 pts/model

• Any Vyper may take items from the Eldar Vehicle Equipment list.

Fast Attack - Hemlock Wraithfighter

Battlefield Role:

Fast Attack

Cost:

185 points

Unit Composition:

1 Hemlock Wraithfighter

Wargear:

• Two Heavy D-scythes

• Mindshock Pod

• Spirit Stones

Special Rules:

• Vector Dancer

Psychic Pilot (Mastery Level 2): A Hemlock Wraithfighter generates powers from the Daemonology (Sanctic), Runes of Battle and Telepathy disciplines.

Heavy Support - Dark Reapers

Battlefield Role:

Heavy Support

Cost:

75 points

Unit Composition:

3 Dark Reapers

Wargear:

• Heavy Aspect Armour

• Reaper Launcher with Starswarm Missiles

• Reaper Rangefinder

Special Rules:

• Ancient Doom

• Slow and Purposeful

Inescapable Accuracy: A model with this special rule re-rolls failed To Hit rolls when firing at a unit that Zoomed, Swooped, Turbo-boosted or moved Flat Out during its previous turn.

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 ...25 pts/model

• All Dark Reapers in the unit may take Starshot Missiles ...8 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 ...20 pts

- Tempest Launcher ...20 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.

Heavy Support - Vaul’s Wrath Support Battery

Battlefield Role:

Heavy Support

Cost:

30 points

Unit Composition:

2 Guardians

1 Support Weapon

Wargear:

Guardian Crew

• Mesh Armour

• Shuriken Catapult

• Plasma Grenades

Support Weapon

• Shadow Weaver

Warlock Leader

• Rune Armour

• Shuriken Pistol

• Witchblade

Special Rules:

• Ancient Doom

• Battle Focus

• Fleet

Psyker (Mastery Level 1): (Warlock Leader only) A Warlock leader generates his powers from the Daemonology (Sanctic) and Runes of Battle disciplines.

Options:

• May include up to two additional Support Weapons (each accompanied by two Guardians) ...30 pts/model

• May include a Warlock Leader ...35 pts

• The Warlock Leader may replace his Witchblade with a Singing Spear ...5 pts

• All Support Weapons may replace their Shadow Weavers with one of the following:

- Vibro Cannon ...free

- D-cannon ...25 pts/model

Heavy Support – Falcon Squadron

Battlefield Role:

Heavy Support

Cost:

125 points

Unit Composition:

1 Falcon

Wargear:

• Pulse Laser

• Shuriken Cannon

• Twin-linked Shuriken Catapult

Transport

• Transport Capacity: Six models.

• Fire Points: None.

• Access Points: A Falcon has one Access Point at the rear.

Special Rules:

Cloudstrike: If a Falcon Squadron 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 include up to two additional Falcons ...125 pts/model

• Any model may exchange its Shuriken Cannon for one of the following:

- Scatter Laser ...free

- Starcannon ...5 pts/model

- Bright Lance ...5 pts/model

- Eldar Missile Launcher ...15 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.

Heavy Support - Fire Prism Squadron

Battlefield Role:

Heavy Support

Cost:

125 points

Unit Composition:

1 Fire Prism

Wargear:

• Prism Cannon

• Twin-linked Shuriken Catapult

Special Rules:

Linked Fire: If a Fire Prism Squadron contains more than one model, the Squadron can link its Prism Cannons instead of firing normally. Nominate one model in the Squadron as the firer; the other models in the Squadron cannot fire their Prism Cannons this turn. The firer shoots with its Prism Cannon as normal, adding 1 to the Strength (to a maximum of 10) and subtracting 1 from the AP (to a minimum of 1) for each other Fire Prism in the Squadron that could have otherwise fired its Prism Cannon normally. For example, a squadron of 3 Fire Prisms, 1 of which is affected by a Crew Stunned result and can only fire Snap Shots, could fire a single focussed shot at Strength 8 AP1.

Options:

• May include up to two additional Fire Prisms ...125 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.

Heavy Support - Night Spinner Squadron

Battlefield Role:

Heavy Support

Cost:

100 points

Unit Composition:

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 profile, adding 1 to the Strength and number of shots fired for each other model in the Squadron that could have otherwise fired its Doomweaver 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.

Heavy Support - War Walker Squadron

Battlefield Role:

Heavy Support

Cost:

60 points

Unit Composition:

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 ...60 pts/model

• Any model may exchange any Shuriken Cannon for one of the following:

- Scatter Laser ...free

- Bright Lance ...5 pts/model

- Starcannon ...5 pts/model

- Eldar Missile Launcher ...15 pts/model

• Any War Walker may take items from the Eldar Vehicle Equipment list.

Heavy Support - Wraithlord

Battlefield Role:

Heavy Support

Cost:

120 points

Unit Type:

Monstrous Creature (Character)

Unit Composition:

1 Wraithlord

Wargear:

• Two Shuriken Catapults

Special Rules:

• Ancient Doom

• Fearless

Options:

• May exchange any Shuriken Catapult for a Flamer ...free

• May take a Ghostglaive ...5 pts

• May take up to two of the following in any combination:

- Shuriken Cannon ...15 pts each

- Scatter Laser ...15 pts each

- Bright Lance ...20 pts each

- Starcannon ...20 pts each

- Eldar Missile Launcher ...30 pts each

Lord of War - Wraithknight

Battlefield Role:

Lord of War

Cost:

295 points

Unit Type:

Jump Gargantuan Creature

Unit Composition:

1 Wraithknight

Wargear:

• Two Heavy Wraithcannons

Special Rules:

• Ancient Doom

Sword of Vaul: If this model is equipped with a Ghostglaive, the Ghostglaive’s Strength is increased to D.

Options:

• May exchange both Heavy Wraithcannons for:

- Ghostglaive and Scattershield ...free

- Suncannon and Scattershield ...free

• May take up to two of the following in any combination:

- Scatter Laser ...15 pts each

- Shuriken Cannon ...15 pts each

- Starcannon ...20 pts each

Lord of War - Avatar of Khaine

Battlefield Role:

Lord of War

Cost:

195 points

Unit Type:

Monstrous Creature (Character)

Unit Composition:

1 Avatar of Khaine

Special Rules:

• Ancient Doom

• Battle Focus

• Daemon

• Fleet

Khaine Awakened: The Avatar, and all friendly units with the Eldar faction within 12" of the Avatar, have the Fearless, Furious Charge and Rage special rules.

Molten Body: The Avatar is unaffected by all Pyromancy psychic powers, all Flamer weapons as defined in Warhammer 40,000: The Rules, and all attacks that have the Melta and/or Soul Blaze special rules.

Remnant of Gory:

The Wailing Doom:

Detachments & Formations

Choosing an Army

When choosing an army to play a game of Warhammer 40,000, there are two main ways of organising your collection. These are the Unbound method, which means taking whichever units you like, and the Battle-forged method, which is more rigid but has extra benefits. Both are described fully in Warhammer 40,000: The Rules.

If you are using the Unbound method, simply use the datasheets later in this section that correspond to the models in your collection. If you are using the Battle-forged method, you will instead need to organise the models in your collection into Detachments. This is a fun process in its own right. The most common of these are the Combined Arms and Allied Detachments. Note that you can also include any of the Formations presented in this section as part of a Battle-forged army.

The Craftworld Warhost is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Craftworld Warhost are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Craftworld Warhost, that entire Craftworld Warhost is your Primary Detachment.

Craftworld Warhost Megaformation Detachment

Core - Guardian Hosts (1-3)

Guardian Battlehost

Windrider Host

Guardian Stormhost

Command - Regents of the Warhost (0-3 per Guardian Host)

Seer Council

Heroes of the Craftworlds

• 1 Autarch, Prince Yriel, Eldrad Ulthran or Illic Nightspear

Living Legends

• 1 Avatar, Asurmen, Jain Zar, Karandras, Fuegan, Baharroth or Maugan Ra

Auxiliary (1-12 per Guardian Host)

Aspect Host

Crimson Death

Dire Avenger Shrine

Wraith Host

Engines of Vaul

• 1 unit of Night Spinners, 1 unit of Fire Prisms or 1 unit of Falcons

Outcasts

• 1 unit of Rangers

Wraith-constructs

• 1 Hemlock Wraithfighter, Wraithlord or Wraithknight

Restrictions:

This Detachment must include at least one Core choice. For each Core choice you must include between one and twelve Auxiliary choices, in any combination, and you may also include up to three Command choices, in any combination. Only the datasheets listed here may be included in this Detachment.

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").

Guardian Battlehost Formation

Formation:

• 1 Farseer

• 3 units of Guardian Defenders

• 1 Vyper Squadron

• 1 unit of War Walkers

• 1 Vaul’s Wrath Support Battery

• 0-1 Warlock Conclave

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.

Vaul’s Might: Vypers, War Walkers and the Vaul’s Wrath Support Battery from this Formation gain the Preferred Enemy special rule when shooting at a unit that is within 12" of a unit of Guardian Defenders from this Formation.

Windrider Host Formation

Formation:

• 1 Farseer

• 1 Warlock Conclave

• 3 units of Windriders

• 1 Vyper Squadron

Restrictions:

The Farseer must be upgraded to a Farseer Skyrunner. All models in the Warlock Conclave must be upgraded to Warlock Skyrunners.

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.

Guardian Stormhost Formation

Formation:

• 1 Farseer

• 3 units of Storm Guardians

• 1 Vyper Squadron

• 1 unit of War Walkers

• 1 Vaul’s Wrath Support Battery

• 0-1 Warlock Conclave

Restrictions:

None.

Special Rules:

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.

Seer Council Formation

Formation:

• 2 Farseers (One Farseer may be replaced by Eldrad Ulthran)

• 1 Warlock Conclave

Restrictions:

The Warlock Conclave must include at least 5 models. If any Farseer or Warlock in this Formation upgrades to be a Farseer Skyrunner or Warlock Skyrunner, all other models must also do so.

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 Host Formation

Formation:

• 3 units of Dire Avengers, Howling Banshees, Striking Scorpions, Fire Dragons, Swooping Hawks, Warp Spiders, Shining Spears or Dark Reapers (in any combination).

Restrictions:

Each unit in this Formation must include an Exarch.

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.

Dire Avenger Shrine Formation

Formation:

• 3 units of Dire Avengers

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 the Avenger: All models in this Formation add 1 to their Ballistic Skill.

Shrinekeepers: Models from this Formation can re-roll failed Morale, Pinning and Fear tests.

Crimson Death Formation

Formation:

• 3 Crimson Hunters

Restrictions:

One Crimson Hunter must be upgraded to an Exarch.

Special Rules:

• Preferred Enemy (Flyers, Flying Monstrous Creatures)

Evasive Manoeuvres: All models in this Formation have a 4+ Cover Save. If a model in this formation chooses to Jink, it can re-roll failed Cover Saves until the start of its next turn.

Wraith Host Formation

Formation:

• 1 Spiritseer

• 3 units of Wraithguard or Wraithblades (in any combination)

• 1 Wraithlord

• 1 Wraithknight

Restrictions:

None.

Special Rules:

• Battle Focus

Guided Wraithsight: Wraithguard, Wraithblades, Wraithlords and Wraithknights from this Formation can re-roll failed To Hit rolls against enemy units that are within 18" of the Spiritseer from this Formation.

Appendix

This section of the book details many of the rules for using an army of craftworld Eldar in your games of Warhammer 40,000, including their unique Warlord Traits, wargear and Tactical Objectives. The profiles page at the end provides a list of unit and weapons profiles for reference during your games.

Army Special Rules

A craftworld Eldar army uses a number of special rules that are common to several of its units, which are collected here for your convenience. Special rules that are unique to particular units are presented in the relevant unit entry instead. Other, more common rules are simply listed by name – these are all described in full in the Special Rules section of Warhammer 40,000: The Rules.

Ancient Doom

A model with this special rule has the Hatred special rule against Daemons of Slaanesh or models with the Mark of Slaanesh. Furthermore, when making Fear tests, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaanesh or the Daemon of Slaanesh special rule.

Battle Focus

A unit composed entirely of models with the Battle Focus 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.

A model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly, a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule.

Craftworld Warlord Traits Table

When generating Warlord Traits for a Warlord with the Eldar Faction, you can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules or roll on the table below.

D6 - Result

1 - Ambush of Blades: One Use Only. Declare your Warlord is using this ability at the start of one of your Shooting or Assault phases. For the duration of that phase, the Warlord and all friendly units with the Eldar Faction within 12" of him re-roll To Wound rolls of 1.

2 - An Eye on Distant Events: Choose up to D3 units in your army. These units gain the Scout special rule.

3 - Falcon's Swiftness: The Warlord and his unit add 3 to the dice roll when determining how far they can Run (this will normally be D6+3").

4 - Fate's Messenger: The Warlord re-rolls all Saving Throw results of 1.

5 - Mark of the Incomparable Hunter: The Warlord has the Split Fire special rule.

6 - Seer of the Shifting Vector: Friendly units with the Eldar faction arriving by Deep Strike do not scatter as long as the first model placed is within 12" of the Warlord.

The Forge of Vaul

This section of Codex: Craftworlds lists the weapons and equipment used by the craftworld warhosts, along with the rules for using them in your games of Warhammer 40,000. Equipment that is carried by named characters is detailed in the appropriate entry in the datasheets, while weapons and equipment used by all the other types of units are detailed here.

Ranged Weapons

Chainsabres

A set of Chainsabres is comprised of two weapons and hence grants a bonus attack.

Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Distortion Weapons

Distort Scythe: When rolling on the Destroyer Weapon Attack table for a weapon that has this special rule, subtract 1 from the result of the D6 roll (to a minimum of 1). Furthermore, a weapon with this special rule is assumed to have a Strength of 4 for the purposes of determining if a hit has the Instant Death special rule.

Dragon’s Breath Flamer

Eldar Missile Launcher

Flamer

Fusion Weapons

Laser Lance

* Laser lances have two values for Strength. The first is used only on a turn in which a model charges; the second is used at all other times.

Laser Weapons

Monofilament Weapons

Monofilament: When rolling To Wound for a weapon that has this special rule, use the target’s Initiative instead of its Toughness (note that the model’s Toughness is still used to determine whether an attack has the Instant Death special rule). In addition, if a 6 is rolled To Wound when attacking with a weapon that has this special rule, the Wound is resolved at AP2 unless the weapon is AP1.

Prism Cannon

Ranger Long Rifle

Reaper Launcher

Scorpion’s Claw

Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Shuriken Weapons

Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Singing Spear

Star Lance

* Star lances have two values for Strength. The first is used only on a turn in which a model charges; the second is used at all other times.

Starcannons

Tempest Launcher

Triskele

Vibro Cannon

Vibro: For each model in the same unit after the first that scores at least 1 hit on the target unit with a weapon that has this special rule, add 1 to the Strength (to a maximum of 10) and subtract 1 from the AP (to a minimum of 1) of each hit for that round of shooting. For example, if three models in a unit all score hits on the same target unit with weapons that have this special rule, all hits would be resolved at +2 Strength and -2AP.

Melee Weapons

Biting Blade

Chainsabres

A set of Chainsabres is comprised of two weapons and hence grants a bonus attack.

Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Close Combat Weapon

Diresword

Soulrazor: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Leadership test for each Wound suffered or be removed from play.

Executioner

Ghost Weapons

Laser Lance

* Laser lances have two values for Strength. The first is used only on a turn in which a model charges; the second is used at all other times.

Mirrorswords

A set of Mirrorswords is comprised of two weapons and hence grants a bonus attack.

Powerblades

A set of Powerblades is comprised of two weapons and hence grants a bonus attack.

Power Weapons

* Power Lances have two values for Strength and AP. The first is used only on a turn in which a model charges; the second is used at all other times.

Scorpion Chainsword

Scorpion’s Claw

Bladestorm: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target’s Toughness, and is resolved at AP2.

Singing Spear

Star Lance

* Star Lances have two values for Strength. The first is used only on a turn in which a model charges; the second is used at all other times.

Triskele

Witchblade

Witch Staff

Armour

Mesh Armour

Mesh Armour confers a 5+ Armour Save.

Aspect Armour

Aspect Armour confers a 4+ Armour Save.

Heavy Aspect Armour

Heavy Aspect Armour confers a 3+ Armour Save.

Phoenix Armour

Phoenix Armour confers a 2+ Armour Save.

Rune Armour

Rune Armour confers a 4+ Invulnerable Save.

Treasures of Vaul

Banshee Mask

A model equipped with a Banshee Mask causes Fear. In addition, models cannot fire Overwatch against units that contain at least one model equipped with a Banshee Mask.

Eldar Jetbike

A model riding an Eldar Jetbike has a 3+ Armour Save and a Twin-linked Shuriken Catapult. Their unit type also changes to Eldar Jetbike (see Warhammer 40,000: The Rules).

Forceshield

A model with a Forceshield has a 4+ Invulnerable Save.

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).

Grenade Pack

Any time a unit with a Grenade Pack enters play by Deep Strike and does not suffer a Deep Strike mishap, nominate one model in the unit immediately after it arrives. That model can make a single special shooting attack in the Movement phase with the profile below – this represents the unit’s Grenade Pack attack. A unit that fires Grenade Packs in the Movement phase can still shoot in the subsequent Shooting phase; however, it must target the same target unit if possible.

Skyburst: This shooting attack does not need line of sight. If the unit consists of at least six models with a Grenade Pack, the attack has the Large Blast special rule instead of the Blast special rule.

Haywire Grenades

Heavy Weapon Platform

One Guardian from the same unit as, and within 2" of, a Heavy Weapon Platform may fire the platform instead of his Shuriken Catapult, counting as having the Relentless special rule. If there are no Guardians left in the unit, remove the Heavy Weapons Platform as a casualty. Weapons platform models are ignored when allocating Wounds from Look Out, Sir rolls.

Mandiblasters

During the Fight sub-phase, at the start of the Initiative 10 step, roll a D6 for each model equipped with Mandiblasters. On a result of 4+, an enemy unit that is engaged with the model (attacking player’s choice) suffers a single Wound (Saving Throws can be taken as normal). Gargantuan Creatures suffer a Wound on a result of 6+ instead of 4+. If a character equipped with Mandiblasters is fighting in a challenge, the Wound must be allocated to his opponent.

Melta Bombs

Plasma Grenades

Reaper Rangefinder

Enemies cannot take Jink Saves against shots fired by a model equipped with a Reaper Rangefinder.

Scattershield

The bearer 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.

Shimmershield

The bearer and his unit have a 5+ Invulnerable Save.

Swooping Hawk Wings

A model equipped with Swooping Hawk Wings gains the Jump unit type as described in Warhammer 40,000: The Rules. When a unit composed entirely of models equipped with Swooping Hawk wings uses its Jump Packs in the Movement phase, it can move up to 18" instead of 12". Furthermore, the unit can choose to Skyleap instead of moving in the Movement phase, as long as it did not arrive from Reserves that turn and is not locked in combat or Falling Back. A Skyleaping unit is removed from the board and placed into Ongoing Reserve

Warp Jump Generator

A model equipped with a Warp Jump Generator gains the Jet Pack unit type as described in Warhammer 40,000: The Rules. In the Movement phase, a unit composed entirely of models equipped with Warp Jump Generators can choose to either move as Jet Pack Infantry or make a Warp Jump. If making a Warp Jump, it immediately moves up to 2D6+6" in any direction (roll once per unit each turn), ignoring all intervening terrain and models. This move ignores Dangerous Terrain. If the 2D6 roll is a double 1, one member of the unit (randomly determined) is removed as a casualty. Warp Jump cannot be used when the unit is Falling Back.

Eldar Vehicle Equipment

Targeting Matrix ...25 pts

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 ...10 pts (If taken by a model in a vehicle squadron, all vehicles in the squadron must take this wargear.)

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

Holo-Fields ...15 pts (Cannot be taken by a War Walker.)

A vehicle with Holo-Fields has a 5+ Invulnerable Save unless it is Immobilised.

Mindshock Pod

Enemy models within 12" of a model equipped with a Mindshock Pod subtract 2 from their Leadership when taking Morale, Pinning and Fear tests.

Power Field

A model with this upgrade has a 5+ Invulnerable Save.

Spirit Stones ...10 pts

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.

Serpent Shield

All Penetrating Hits inflicted against the Front or Side Armour of a vehicle equipped with a Serpent Shield are downgraded to Glancing hits on a D6 roll of 2+.

Once per game, the Serpent Shield can be used as a weapon in the controlling player’s Shooting phase, with the profile below. This is treated as a hull-mounted weapon that is pointing forward. For the remainder of the battle after the shooting attack has been resolved, all subsequent hits against the vehicle are treated as though the vehicle was not equipped with a Serpent Shield.

Star Engines ...15 pts

A non-Walker vehicle with this upgrade can move up to 24" when moving Flat Out. A Walker with this upgrade instead Runs an additional 3" (this will normally be D6+3").

Vectored Engines ...15 pts

Unless it is Immobilised, a vehicle with this upgrade can pivot to face any direction immediately after resolving its shooting attack (in the Shooting phase).

Remnants of Glory

Only one of each of the following Remnants of Glory relics may be chosen per army.

Kurnous’ Bow ...10 pts

Shard of Anaris ...40 pts

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.

Uldanorethi Long Rifle ...25 pts

Faolchú’s Wing ...30 pts (Does not replace one of the character’s weapons.)

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 ...30 pts

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).

The Phoenix Gem ...25 pts (Does not replace one of the character’s weapons.)

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.

The Spirit Stone of Anath’lan ...15 pts (Farseer or Spiritseer only, Does not replace one of the character’s weapons.)

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.

Runes of Battle

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.

Primaris Power. 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.

1. Destructor/Renewer ...Warp Charge 1

Destructor is a witchfire power with the following profile:

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.

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

Primaris Power. Guide ...Warp Charge 1

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 2

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. Eldritch Storm ...Warp Charge 3 Or 4

Each time this psychic power is used, choose whether it will have a Warp Charge cost of 3 or 4. This choice must be made before the Psychic test is taken. Eldritch Storm is a witchfire power with the following profiles; it uses the first if it is manifested at Warp Charge 3, and the second if it is manifested at Warp Charge 4.

Tactical Objectives

Codex: Craftworlds describes six Tactical Objectives to use in your games that are exclusive to Eldar players and reflect the discipline and skill of their warhosts in battle.

If your Warlord has the Eldar Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules.

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when an Eldar player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), the Eldar player instead generates the corresponding Eldar Tactical Objective, as shown in the table (below). Other Tactical Objectives (numbers 21-66) are generated normally.

11. Legacy of Sorrow

Type: Eldar

Score 1 Victory Point at the end of your turn if an enemy character was removed as a casualty during this turn.

12 Skyborne Assault

Type: Eldar

Score 1 Victory Point at the end of your turn if, during your turn, at least one enemy unit was completely destroyed by a friendly unit with the Eldar Faction and the Skimmer or Eldar Jetbike unit type. If 3 or more enemy units were completely destroyed by a friendly unit with the Eldar Faction and the Skimmer or Eldar Jetbike unit type, score D3 Victory Points instead.

13 Khaines’s Wrath

Type: Eldar

Score 1 Victory Point at the end of your turn if, during your turn, a friendly unit with the Eldar Faction successfully charged an enemy unit. If 3 or more friendly units with the Eldar Faction made successful charges, score D3 points instead.

14 Guardians of the Hidden Path

Type: Eldar

Roll a D6 when this Tactical Objective is generated. Score 1 Victory Point at the end of your turn if there are no enemy units within 12" of the Objective Marker whose number corresponds to the result of the D6.

15 Strands Of Fate

Type: Eldar

Roll a D6 when this Tactical Objective is generated. Immediately after rolling the D6, you can increase or decrease the result by 1 if your Warlord has the Psyker special rule. Score 1 Victory Point at the end of your turn if you control the Objective Marker whose number corresponds to the result.

16 Combined Strike

Type: Eldar

Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during either your Psychic, Shooting or Assault phase. Score D3 Victory Points instead if at least one enemy unit was completely destroyed in any two of these phases. Score D3+3 Victory Points instead if at least one enemy unit was destroyed in all three of these phases.

Designer’s Note - Tactical Objectives Card Deck

If you own a deck of Eldar Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Profiles

Units

Melee

Ranged

Transports

Vehicles

Walker

Table of Contents

Forces of the Craftworlds. 3

Eldar Wargear List 3

HQ - Farseer 4

HQ - Eldrad Ulthran - High Farseer of Ulthwé. 6

HQ - Warlock Conclave. 7

HQ - Spiritseer 8

HQ - Autarch. 9

HQ - Prince Yriel - Autarch of Iyanden. 11

HQ - Illic Nightspear - The Walker of the Hidden Path. 12

Phoenix Lords. 13

HQ - Asurmen - The Hand of Asuryan. 13

HQ - Jain Zar - The Storm of Silence. 16

HQ - Karandras - The Shadow Hunter 18

HQ - Fuegan - The Burning Lance. 20

HQ - Baharroth - The Cry of the Wind. 22

HQ - Maugan Ra - The Harvester of Souls. 24

Troops - Guardian Defenders. 25

Troops - Storm Guardians. 27

Troops - Windriders. 28

Troops - Rangers. 29

Troops - Dire Avengers. 30

Elites - Howling Banshees. 31

Elites - Striking Scorpions. 32

Elites - Fire Dragons. 33

Elites - Wraithguard. 34

Elites - Wraithblades. 35

Fast Attack - Wave Serpent 36

Fast Attack - Swooping Hawks. 37

Fast Attack - Warp Spiders. 38

Fast Attack - Shining Spears. 39

Fast Attack - Crimson Hunter 40

Fast Attack - Vyper Squadron. 41

Fast Attack - Hemlock Wraithfighter 42

Heavy Support - Dark Reapers. 42

Heavy Support - Vaul’s Wrath Support Battery. 44

Heavy Support - Falcons. 45

Heavy Support - Fire Prisms. 46

Heavy Support - Night Spinners. 47

Heavy Support - War Walkers. 48

Heavy Support - Wraithlord. 49

Lord of War - Wraithknight 50

Lord of War - Avatar of Khaine. 51

Detachments & Formations. 53

Craftworld Warhost Megaformation Detachment 54

Core - Guardian Hosts (1-3) 54

Command - Regents of the Warhost (0-3 per Guardian Host) 54

Auxiliary (1-12 per Guardian Host) 54

Guardian Battlehost Formation. 56

Windrider Host Formation. 56

Guardian Stormhost Formation. 56