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Codex Craft World Eldar
Codex Craft World Eldar
CODEX: CRAFTWORLD
ELDAR
Version: 140516
1
INFORMATION
For more information on the background of the Eldar, please purchase the Warhammer 40,000 Eldar Codex
© from Games Workshop. Alternatively you can visit Games Workshop’s website for more information.
THANK YOU
A big thank you has to go to the EPIC UK committee; without their enthusiasm, for a game that they love,
this army book wouldn’t be a reality. The wish and will to improve a fantastic tournament wargame, within the
UK, has been their only payment.
A big thank you also has to go to Games Workshop; without their imagination, creativeness and support this
game would not be around today. A special thank you has to go to Jervis Johnson and all the Fanatic team,
both past and present.
Also a big thank you has to go to all the independent EPIC developers, especially the army developers on
the Tactical Command internet forum. Without their ideas some of the developments within this book would
not be a reality.
PICTURES
All miniatures photographed within this book are © Games workshop 2003. All rights reserved. Used without
permission – all pictures of painted models provided by Steve Gullick, Tim Hunt and Joe Jephson.
TEXT
All text (including stories) is an unofficial production created by EPIC UK derived, without permission, upon
the Warhammer intellectual property owned by Games Workshop Ltd.
DISCLAIMER
This book is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood
Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the
Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex,
Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy
Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire
Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon,
Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the
Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord
of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda
Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices,
Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau,
the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tzeentch,
Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device,
Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names,
races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl
game, the Warhammer world, the Talisman world, and the Warhammer 40,000 universe are either ®, TM
and/or © Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other countries
around the world. Used without permission. No challenge to their status intended. All Rights Reserved to
their respective owners.
1
CONTENTS
Page 1. Information
Page 2. Contents
2
BIEL-TAN CRAFTWORLD ELDAR SPECIAL RULES
FARSIGHT
Eldar formations that include a unit with the farsight ability may ignore the -1 penalty to
Action test rolls when attempting to retain the initiative.
In addition once per turn the Eldar player may attempt to retain the initiative twice in a row
(i.e. allowing the Eldar player to take 3 activations in a row). Any Eldar formation may be
selected, including those without a unit with farsight, but at least one unit with the farsight
ability must be in play on the battlefield.
The formation selected must still carry out an action test with a -1 modifier, unless the
selected formation has a unit with the farsight ability.
Eldar formations that select an advance or double action may choose to shoot either
before or after each move, but may still only shoot once. If the formation chooses to
double the -1 to hit penalty applies even if the shot is taken before moving.
Eldar formations that win an assault may consolidate up to their speed value rather than
the normal 5cms.
HOLOFIELDS
Holofields provide Eldar Titans with a 3+ saving throw. This save may always be taken
even against weapons with the macro weapon or titan killer abilities. If an Eldar Titan has
reinforced armour it may use its re-roll unless hit by a lance, macro weapon or titan killer
attack but the re-roll uses the Titan’s armour value.
Hits saved by the holofield do not generate blast markers, even if they have the disrupt
ability. Against titan killer attacks that cause extra damage make one holofield save roll, if
this is successful the Eldar Titan takes no damage, if the roll fails the Titan suffers all the
damage.
Holofield saves can be reduced by modifiers such as the -1 to saves from a cross fire and
weapons with the sniper ability.
LANCE
When units with reinforced armour are hit by a weapon with the lance ability they do not
get to re-roll failed armour saves.
3
WEBWAY PORTAL
A Craftworld Eldar army that includes any webway portals may place up to three
formations in reserve for each webway portal included in the army, infantry units in these
reserve formations may count as mounted in their transports. These formations may enter
play by activating and moving onto the table through a friendly webway portal during the
game, measuring their first move from any part of the position the portal occupies on the
battlefield.
A webway portal may only be used once per turn, and if the formation fails to activate and
chooses not to enter play this still counts as using the portal that turn.
Only infantry, light vehicles or armoured vehicles with the walker ability may use webway
portals.
Only Eldar Ranger and War Walker troupes may set up using the tournament game
garrison rule (6.1.5).
SPIRIT STONES
Formations that purchase the Spirit Stone upgrade gain the Leader ability. This is a
formation wide ability and is not tied to any one unit within the formation.
4
BIEL-TAN CRAFTWORLD ELDAR UNITS
ELDAR AUTARCH
Type Speed Armour Close Combat Fire Fight
Character n/a n/a n/a n/a
ELDAR EXARCH
Type Speed Armour Close Combat Fire Fight
Character n/a n/a n/a n/a
Notes: Character, Inspiring. Dire Avenger Exarchs are armed with a Diresword; Striking Scorpion Exarchs are armed with an Exarch Close Combat Weapon. Swooping Hawk,
Warp Spider & Dark Reaper Exarchs are armed with Exarch Ranged Weapons. Fire Dragon Exarchs are armed with a Firepike, Howling Banshee Exarchs are armed with an
Executioner and Shining Spear Exarchs are armed with a Starlance.
ELDAR FARSEER
Type Speed Armour Close Combat Fire Fight
Infantry 15cm 4+ 4+ 5+
Notes: Commander, Invulnerable Save, Farsight. Farseer units can be used to summon the Avatar.
Damage Capacity: 3
Critical Hit Effect: The Avatar and Court is destroyed. All Eldar formations with a line of sight to the Avatar and Court receive one blast marker.
5
ELDAR GUARDIANS
Type Speed Armour Close Combat Fire Fight
Infantry 15cm - 6+ 4+
Notes:
Notes:
Notes:
ELDAR RANGERS
Type Speed Armour Close Combat Fire Fight
Infantry 15cm 5+ 6+ 5+
Notes: Scouts.
ELDAR JETBIKES
Type Speed Armour Close Combat Fire Fight
Infantry 35cm 5+ 6+ 4+
6
ELDAR VYPER
Type Speed Armour Close Combat Fire Fight
Light Vehicle 35cm 4+ 6+ 5+
Notes: Skimmer.
Notes:
Notes:
Notes:
7
ELDAR STRIKING SCORPION ASPECT WARRIORS
Type Speed Armour Close Combat Fire Fight
Infantry 15cm 4+ 4+ 5+
Notes:
Notes:
8
ELDAR WRAITHGUARD
Type Speed Armour Close Combat Fire Fight
Infantry 15cm 4+ 4+ 4+
ELDAR WRAITHLORD
Type Speed Armour Close Combat Fire Fight
Armoured Vehicle 15cm 4+ 3+ 4+
Notes: Reinforced Armour, Skimmer, Transport (May carry up to two of the following: Farseer, Guardian, Heavy Weapon Platform, Howling Banshee, Striking Scorpion, Fire
Dragon, Dire Avenger, Dark Reaper & Swooping Hawk units or one Wraithguard unit).
ELDAR FALCON
Type Speed Armour Close Combat Fire Fight
Armoured Vehicle 35cm 5+ 6+ 4+
Notes: Skimmer, Transport (May carry one of the following: Farseer, Guardian, Howling Banshee, Striking Scorpion, Fire Dragon, Dire Avenger, Dark Reaper & Swooping Hawk
units).
Notes: Skimmer.
9
ELDAR NIGHT SPINNER
Type Speed Armour Close Combat Fire Fight
Armoured Vehicle 35cm 5+ 6+ 5+
Notes: Skimmer.
ELDAR FIRESTORM
Type Speed Armour Close Combat Fire Fight
Armoured Vehicle 35cm 5+ 6+ 4+
Notes: Skimmer.
ELDAR SCORPION
Type Speed Armour Close Combat Fire Fight
War Engine 25cm 5+ 6+ 5+
Damage Capacity: 3
Critical Hit Effect: The Scorpion is destroyed. Any units within 5cm take a hit on a D6 roll of 6.
ELDAR COBRA
Type Speed Armour Close Combat Fire Fight
War Engine 25cm 5+ 6+ 5+
Damage Capacity: 3
Critical Hit Effect: The Cobra is destroyed. Any units within 5cm take a hit on a D6 roll of 6.
Damage Capacity: 3
Critical Hit Effect: The Storm Serpent is destroyed. Any units within 5cm take a hit on a D6 roll of 6.
10
ELDAR VOID SPINNER
Type Speed Armour Close Combat Fire Fight
War Engine 25cm 5+ 6+ 5+
Damage Capacity: 3
Critical Hit Effect: The Void Spinner is destroyed. Any units within 5cm take a hit on a D6 roll of 6.
Damage Capacity: 3
Critical Hit Effect: The Revenant’s holofields are destroyed. Any further critical hits cause an additional point of damage.
Damage Capacity: 6
Critical Hit Effect: The Phantom’s holofields are destroyed. Any further critical hits cause an additional point of damage.
Notes: Fearless, Holofield, Leader, Reinforced Armour, Walker. May be armed with 1 Titan Pulsar and 1 Titan Power Fist or 2 Titan Pulsars.
Damage Capacity: 6
Critical Hit Effect: The Warlock’s holofields are destroyed. Any further critical hits cause an additional point of damage.
11
ELDAR NIGHTWING INTERCEPTOR
Type Speed Armour Close Combat Fire Fight
Aircraft Fighter 4+ n/a n/a
Notes:
Damage Capacity: 2
Critical Hit Effect: The Vampire and all on board are destroyed.
Notes: Planetfall, Reinforced Armour, Transport (May carry up to eight of the following: Farseer, Guardian, Wraithguard, Ranger, Pathfinder, Heavy Weapon Platform, Support
Weapon Platform, Howling Banshee, Striking Scorpion, Fire Dragon, Dire Avenger, Dark Reaper, Warp Spider & Swooping Hawk units).
ELDAR WRAITHSHIP
Type Speed Armour Close Combat Fire Fight
Spacecraft n/a n/a n/a n/a
Notes:
ELDAR DRAGONSHIP
Type Speed Armour Close Combat Fire Fight
Spacecraft n/a n/a n/a n/a
Notes: Transport (May carry up to 12 Vampires and any units transported within them).
12
BIEL-TAN CRAFTWORLD ELDAR ARMY LIST
Biel-Tan Craftworld Eldar armies have a strategy rating of 4. Aspect Warrior formations, Titans and the
Avatar have an initiative rating of 1+. All other formations have an initiative rating of 2+.
BIEL-TAN INDIVIDUALS
FORMATION UNITS POINTS COST
0-1 Avatar One Avatar and Court of the Young King Free
The Avatar and Court of the Young King must begin the game in reserve. In the Strategy Phase of any turn, before the
strategy roll place the Avatar and Court of the Young King within 15cm of a Farseer unit. The Avatar and Court of the Young
King counts as its own formation and may only enter play in this manner. In the End Phase of that turn it is removed from play
before rallying formations. Once removed it may not return.
0-1 Wraithgate Replace one objective marker in the Eldar players half of the table with a Wraithgate, this counts as an objective marker and a 50
webway portal which may not be attacked or damaged in any way.
BIEL-TAN WARHOSTS
FORMATION UNITS UPGRADES POINTS COST
Aspect Warrior Warhost Eight Aspect Warrior units chosen from the following: Dark Autarch, Exarchs, Transport 300
Reapers, Dire Avengers, Fire Dragons, Howling Banshees,
Shining Spears, Striking Scorpions, Swooping Hawks, Warp
Spiders
Guardian Warhost One Farseer unit and seven Guardian units Heavy Weapons, Support Weapons, Wraithguard, Wraithlord 150
or
Heavy Weapons, Transport
BIEL-TAN TROUPES
(Up to three for each Biel-Tan Warhost taken)
FORMATION UNITS UPGRADES POINTS COST
Engine of Vaul Troupe One Engine of Vaul chosen from the following: Cobra, Spirit Stones 250
Scorpion, Storm Serpent Add one or two additional Engine of Vauls for 200 points each
chosen from the following: Cobra, Scorpion, Storm Serpent
Falcon Troupe Five Falcons Firestorms, Spirit Stones 250
Fire Prism Troupe Three Fire Prisms Spirit Stones 250
Night Spinner Troupe Three Night Spinners Spirit Stones 175
Ranger Troupe Four Ranger units Add one to four additional Ranger units for 25 points each 100
Void Spinner Troupe One Void Spinner Spirit Stones 275
War Walker Troupe Six War Walkers Spirit Stones 200
Wind Rider Troupe Six Jetbike units Vypers, Spirit Stones 200
BIEL-TAN UPGRADES
(each different allowed upgrade may be taken once by a formation)
UPGRADE UNITS POINTS COST
0-1 Autarch Replace one Eldar Exarch character with an Eldar Autarch character 50
Exarchs Add up to two Eldar Exarch characters to Eldar Aspect Warrior units 25 each
Firestorms Replace up to two Eldar Falcons with Eldar Firestorms 0
Heavy Weapons Replace up to three Eldar Guardian units with Eldar Heavy Weapon Platform units 0
Support Weapons Add three Eldar Support Weapon Platform units 50
Spirit Stones Grants the formation the Spirit Stones ability 25
Transport Add enough Wave Serpents to transport all the units in the formation with no transport spaces left over if at all possible 50 each
after any upgrades have been added to the formation.
Aspect Warrior Warhosts may replace any number of these Wave Serpents with two Eldar Falcons each, for 75 points each
Wave Serpent replaced
Vypers Replace any number of Eldar Jetbike units with Eldar Vypers 0
Wraithguard Add three Eldar Wraithguard units 150
Wraithlord Add three Eldar Wraithlords 175
• A maximum of up to a third of the points available to the army may be spent on Aircraft, Spacecraft and
Titans.
13
IYANDEN
CRAFTWORLD
14
IYANDEN CRAFTWORLD ELDAR SPECIAL RULES
FARSIGHT
See page 3.
See page 3.
HOLOFIELDS
See page 3.
LANCE
See page 3.
WEBWAY PORTAL
See page 4.
See page 4.
SPIRIT STONES
See page 4.
15
IYANDEN CRAFTWORLD ELDAR UNITS
(For all other Iyanden Craftworld Eldar units, see pages 5 to 12)
ELDAR WRAITHSEER
Type Speed Armour Close Combat Fire Fight
Character - - - -
Notes: Farsight, Supreme Commander. The Wraithseer can be used to summon the Avatar.
ELDAR SPIRITSEER
Type Speed Armour Close Combat Fire Fight
Character - - - -
AVATAR
Type Speed Armour Close Combat Fire Fight
War Engine 15cm 3+ 2+ 5+
Damage Capacity: 3
Critical Hit Effect: The Avatar is destroyed. All Eldar formations with a line of sight to the Avatar receive one blast marker.
16
IYANDEN CRAFTWORLD ELDAR ARMY LIST
Iyanden Craftworld Eldar armies have a strategy rating of 4. Aspect Warrior formations, Titans and the
Avatar have an initiative rating of 1+. All other formations have an initiative rating of 2+.
IYANDEN INDIVIDUALS
FORMATION UNITS POINTS COST
0-1 Avatar One Avatar Free
The Avatar must begin the game in reserve. In the Strategy Phase of any turn, before the strategy roll place the Avatar within
15cm of a Farseer or Wraithseer unit. The Avatar counts as its own formation and may only enter play in this manner. In the
End Phase of that turn it is removed from play before rallying formations. Once removed it may not return.
0-1 Wraithgate Replace one objective marker in the Eldar players half of the table with a Wraithgate, this counts as an objective marker and a 50
webway portal which may not be attacked or damaged in any way.
IYANDEN HOSTS
FORMATION UNITS UPGRADES POINTS COST
Spirit Host One Spiritseer character and six Wraithguard units Wraithseer, Wraithlord, Transport 375
Guardian Host One Farseer unit, four Guardian units and three Heavy Support Weapons, Wraithguard, Wraithlord 150
Weapon Platform units. or
Transport
IYANDEN TROUPES
(Up to two for each Iyanden Host taken)
FORMATION UNITS UPGRADES POINTS COST
Aspect Warrior Troupe Six Aspect Warrior units chosen from the following: Dark Exarch, Transport 250
Reapers, Dire Avengers, Fire Dragons, Howling Banshees,
Shining Spears, Striking Scorpions, Swooping Hawks, Warp
Spiders
Engine of Vaul Troupe One Engine of Vaul chosen from the following: Cobra, Spirit Stones 250
Scorpion, Storm Serpent Add one or two additional Engine of Vauls for 200 points each
chosen from the following: Cobra, Scorpion, Storm Serpent
Falcon Troupe Five Falcons Firestorms, Spirit Stones 250
Fire Prism Troupe Three Fire Prisms Spirit Stones 250
Night Spinner Troupe Three Night Spinners Spirit Stones 175
Ranger Troupe Four Ranger units Add one to four additional Ranger units for 25 points each 100
Spirit Troupe Six Wraithlords - 350
War Walker Troupe Six War Walkers Spirit Stones 200
Wind Rider Troupe Six Jetbike units Vypers, Spirit Stones 200
IYANDEN UPGRADES
(each different allowed upgrade may be taken once by a formation)
UPGRADE UNITS POINTS COST
0-1 Wraithseer Replace one Eldar Spiritseer character with an Eldar Wraithseer character 100
Exarch Add one Eldar Exarch character to an Eldar Aspect Warrior unit 25
Firestorms Replace up to two Eldar Falcons with Eldar Firestorms 0
Support Weapons Add three Eldar Support Weapon Platform units 50
Spirit Stones Grants the formation the Spirit Stones ability 25
Transport Add enough Wave Serpents to transport all the units in the formation with no transport spaces left over if at all possible 50 each
after any upgrades have been added to the formation.
Aspect Warrior Troupes may replace any number of these Wave Serpents with two Eldar Falcons each, for 75 points each
Wave Serpent replaced
Vypers Replace any number of Eldar Jetbike units with Eldar Vypers 0
Wraithguard Add three Eldar Wraithguard units 150
Wraithlord Add three Eldar Wraithlords 175
• A maximum of up to a third of the points available to the army may be spent on Aircraft, Spacecraft and
Titans.
• The total combined number of Guardian hosts, Aspect Warrior troupes, Ranger troupes and Wind Rider
troupes in the army may not exceed the combined number of Spirit hosts and Spirit troupes in the army.
17
SAIM-HANN
CRAFTWORLD
18
SAIM-HANN CRAFTWORLD ELDAR SPECIAL RULES
FARSIGHT
See page 3.
See page 3.
HOLOFIELDS
See page 3.
LANCE
See page 3.
WEBWAY PORTAL
See page 4.
See page 4.
SPIRIT STONES
See page 4.
19
SAIM-HANN CRAFTWORLD ELDAR UNITS
(For all other Saim-Hann Craftworld Eldar units, see pages 5 to 12)
Notes: Commander, Farsight, Invulnerable Save, Mounted, Skimmer. Mounted Farseer units can be used to summon the Avatar.
Damage Capacity: 2
Critical Hit Effect: The Vampire Hunter is destroyed.
AVATAR
Type Speed Armour Close Combat Fire Fight
War Engine 15cm 3+ 2+ 5+
Damage Capacity: 3
Critical Hit Effect: The Avatar is destroyed. All Eldar formations with a line of sight to the Avatar receive one blast marker.
20
SAIM-HANN CRAFTWORLD ELDAR ARMY LIST
Saim-Hann Craftworld Eldar armies have a strategy rating of 4. Aspect Warrior formations, Titans and the
Avatar have an initiative rating of 1+. All other formations have an initiative rating of 2+.
SAIM-HANN INDIVIDUALS
FORMATION UNITS POINTS COST
0-1 Avatar One Avatar Free
The Avatar must begin the game in reserve. In the Strategy Phase of any turn, before the strategy roll place the Avatar within
15cm of a Mounted Farseer unit. The Avatar counts as its own formation and may only enter play in this manner. In the End
Phase of that turn it is removed from play before rallying formations. Once removed it may not return.
0-1 Wraithgate Replace one objective marker in the Eldar players half of the table with a Wraithgate, this counts as an objective marker and a 50
webway portal which may not be attacked or damaged in any way.
SAIM-HANN HOSTS
FORMATION UNITS UPGRADES POINTS COST
Wild Rider Host Nine Saim-Hann Wild Rider units Mounted Farseer, Spirit Stones, Vypers, Chieftain, Wild Riders 300
Aspect Warrior Host Eight Aspect Warrior units chosen from the following: Exarch 300
(Up to one per Wild Rider Shining Spears, Swooping Hawks Add one additional Exarch character to an Aspect Warrior unit
Host) for 25 points
SAIM-HANN TROUPES
(Up to two for each Saim-Hann Host taken)
FORMATION UNITS UPGRADES POINTS COST
Mounted Aspect Warrior Three Wave Serpents and six Aspect Warrior units chosen Exarch 400
Troupe from the following: Dark Reapers, Dire Avengers, Fire Replace any number of Wave Serpents with two Eldar
Dragons, Howling Banshees, Striking Scorpions Falcons each, for 75 points each Wave Serpent replaced
Engine of Vaul Troupe One Engine of Vaul chosen from the following: Cobra, Spirit Stones 250
Scorpion, Storm Serpent Add one or two additional Engine of Vauls for 200 points each
chosen from the following: Cobra, Scorpion, Storm Serpent
Falcon Troupe Five Falcons Firestorms, Spirit Stones 250
Fire Prism Troupe Three Fire Prisms Spirit Stones 250
Night Spinner Troupe Three Night Spinners Spirit Stones 175
Ranger Troupe Four Ranger units Add one to four additional Ranger units for 25 points each 100
War Walker Troupe Six War Walkers Spirit Stones 200
SAIM-HANN UPGRADES
(each different allowed upgrade may be taken once by a formation)
UPGRADE UNITS POINTS COST
0-1 Chieftain Add one Eldar Wild Rider Chieftain character to a Wild Rider unit or Vyper 50
Exarch Add one Eldar Exarch character to an Eldar Aspect Warrior unit 25
Firestorms Replace up to two Eldar Falcons with Eldar Firestorms 0
Spirit Stones Grants the formation the Spirit Stones ability 25
Vypers Replace any number of Eldar Saim-Hann Wild Rider units with Eldar Vypers 0
Mounted Farseer Add one Eldar Mounted Farseer unit 50
Wild Riders Add three Eldar Saim-Hann Wild Rider units 75
• A maximum of up to a third of the points available to the army may be spent on Aircraft, Spacecraft and
Titans.
21
ULTHWÉ
CRAFTWORLD
22
ULTHWÉ CRAFTWORLD ELDAR SPECIAL RULES
FARSIGHT
See page 3.
See page 3.
HOLOFIELDS
See page 3.
LANCE
See page 3.
WEBWAY PORTAL
See page 4.
See page 4.
SPIRIT STONES
See page 4.
SEERS OF ULTHWE
Ulthwe armies have a strategy rating of 4. However for all deployment purposes (such as choosing teleport
order or picking spaceship arrival turn) Ulthwe armies count as having a strategy rating of 5.
An Ulthwe army gets +1 to the strategy roll on the turn the Avatar arrives.
23
ULTHWÉ CRAFTWORLD ELDAR UNITS
(For all other Ulthwé Craftworld Eldar units, see pages 5 to 12)
Notes: Farsight, Invulnerable Save, Supreme Commander. Seer Council units can be used to summon the Avatar.
AVATAR
Type Speed Armour Close Combat Fire Fight
War Engine 15cm 3+ 2+ 5+
Damage Capacity: 3
Critical Hit Effect: The Avatar is destroyed. All Eldar formations with a line of sight to the Avatar receive one blast marker.
24
ULTHWÉ CRAFTWORLD ELDAR ARMY LIST
Ulthwé Craftworld Eldar armies have a strategy rating of 4. Aspect Warrior formations, Titans and the Avatar
have an initiative rating of 1+. All other formations have an initiative rating of 2+.
ULTHWÉ INDIVIDUALS
FORMATION UNITS POINTS COST
0-1 Avatar One Avatar Free
The Avatar must begin the game in reserve. In the Strategy Phase of any turn, before the strategy roll place the Avatar within
15cm of a Seer Council or Farseer unit. The Avatar counts as its own formation and may only enter play in this manner. In the
End Phase of that turn it is removed from play before rallying formations. Once removed it may not return.
0-1 Wraithgate Replace one objective marker in the Eldar players half of the table with a Wraithgate, this counts as an objective marker and a 50
webway portal which may not be attacked or damaged in any way.
ULTHWÉ HOSTS
FORMATION UNITS UPGRADES POINTS COST
Black Guardian Host Two Farseer units and six Guardian units Heavy Weapons, Seer Council, Support Weapons, 175
Wraithguard, Wraithlord
or
Heavy Weapons, Transport
ULTHWÉ TROUPES
(Up to two for each Ulthwé Host taken)
FORMATION UNITS UPGRADES POINTS COST
Aspect Warrior Troupe Six Aspect Warrior units chosen from the following: Dark Exarch, Transport 250
Reapers, Dire Avengers, Fire Dragons, Howling Banshees,
Shining Spears, Striking Scorpions, Swooping Hawks, Warp
Spiders
Engine of Vaul Troupe One Engine of Vaul chosen from the following: Cobra, Spirit Stones 250
Scorpion, Storm Serpent Add one or two additional Engine of Vauls for 200 points each
chosen from the following: Cobra, Scorpion, Storm Serpent
Falcon Troupe Five Falcons Firestorms, Spirit Stones 250
Fire Prism Troupe Three Fire Prisms Spirit Stones 250
Night Spinner Troupe Three Night Spinners Spirit Stones 175
Ranger Troupe Four Ranger units Add one to four additional Ranger units for 25 points each 100
War Walker Troupe Six War Walkers Spirit Stones 200
Wind Rider Troupe Six Jetbike units Vypers, Spirit Stones 200
ULTHWÉ UPGRADES
(each different allowed upgrade may be taken once by a formation)
UPGRADE UNITS POINTS COST
0-1 Seer Council Replace one Eldar Farseer unit with an Eldar Seer Council unit 100
Exarch Add one Eldar Exarch character to an Eldar Aspect Warrior unit 25
Firestorms Replace up to two Eldar Falcons with Eldar Firestorms 0
Heavy Weapons Replace up to three Eldar Guardian units with Eldar Heavy Weapon Platform units 0
Support Weapons Add three Eldar Support Weapon Platform units 50
Spirit Stones Grants the formation the Spirit Stones ability 25
Transport Add enough Wave Serpents to transport all the units in the formation with no transport spaces left over if at all possible 50 each
after any upgrades have been added to the formation.
Aspect Warrior Troupes may replace any number of these Wave Serpents with two Eldar Falcons each, for 75 points each
Wave Serpent replaced
Vypers Replace any number of Eldar Jetbike units with Eldar Vypers 0
Wraithguard Add three Eldar Wraithguard units 150
Wraithlord Add three Eldar Wraithlords 175
A maximum of up to a third of the points available to the army may be spent on Aircraft, Spacecraft and
Titans.
25
ALAITOC
CRAFTWORLD
26
ALAITOC CRAFTWORLD ELDAR SPECIAL RULES
FARSIGHT
See page 3.
See page 3.
HOLOFIELDS
See page 3.
LANCE
See page 3.
WEBWAY PORTAL
See page 4.
Only Eldar Ranger hosts and Pathfinder troupes may set up using the tournament game garrison rule (6.1.5).
SPIRIT STONES
See page 4.
27
ALAITOC CRAFTWORLD ELDAR UNITS
(For all other Alaitoc Craftworld Eldar units, see pages 5 to 12)
AVATAR
Type Speed Armour Close Combat Fire Fight
War Engine 15cm 3+ 2+ 5+
Damage Capacity: 3
Critical Hit Effect: The Avatar is destroyed. All Eldar formations with a line of sight to the Avatar receive one blast marker.
ALAITOC PATHFINDERS
Type Speed Armour Close Combat Fire Fight
Infantry 15cm 5+ 5+ 5+
28
ALAITOC CRAFTWORLD ELDAR ARMY LIST
Alaitoc Craftworld Eldar armies have a strategy rating of 4. Aspect Warrior and Pathfinder formations, Titans
and the Avatar have an initiative rating of 1+. All other formations have an initiative rating of 2+.
ALAITOC INDIVIDUALS
FORMATION UNITS POINTS COST
0-1 Avatar One Avatar Free
The Avatar must begin the game in reserve. In the Strategy Phase of any turn, before the strategy roll place the Avatar within
15cm of a Farseer unit. The Avatar counts as its own formation and may only enter play in this manner. In the End Phase of
that turn it is removed from play before rallying formations. Once removed it may not return.
0-1 Wraithgate Replace one objective marker in the Eldar players half of the table with a Wraithgate, this counts as an objective marker and a 50
webway portal which may not be attacked or damaged in any way.
ALAITOC HOSTS
FORMATION UNITS UPGRADES POINTS COST
Guardian Host One Farseer unit and seven Guardian units Heavy Weapons, Support Weapons, Wraithguard, Wraithlord 150
(Up to one per Ranger or
host) Heavy Weapons, Transport
Ranger Host Eight Ranger units War Walkers 200
ALAITOC TROUPES
(Up to two for each Alaitoc Host taken)
FORMATION UNITS UPGRADES POINTS COST
Aspect Warrior Troupe Six Aspect Warrior units chosen from the following: Dark Autarch, Exarch, Transport 250
Reapers, Dire Avengers, Fire Dragons, Howling Banshees,
Shining Spears, Striking Scorpions, Swooping Hawks, Warp
Spiders
Engine of Vaul Troupe One Engine of Vaul chosen from the following: Cobra, Spirit Stones 250
Scorpion, Storm Serpent Add one or two additional Engine of Vauls for 200 points each
chosen from the following: Cobra, Scorpion, Storm Serpent
Falcon Troupe Five Falcons Firestorms, Spirit Stones 250
Fire Prism Troupe Three Fire Prisms Spirit Stones 250
Night Spinner Troupe Three Night Spinners Spirit Stones 175
Pathfinder Troupe Six Alaitoc Pathfinder units - 225
Wind Rider Troupe Six Jetbike units Vypers, Spirit Stones 200
ALAITOC UPGRADES
(each different allowed upgrade may be taken once by a formation)
UPGRADE UNITS POINTS COST
0-1 Autarch Replace one Eldar Exarch character with an Eldar Autarch character 50
Exarch Add one Eldar Exarch character to an Eldar Aspect Warrior unit 25
Firestorms Replace up to two Eldar Falcons with Eldar Firestorms 0
Heavy Weapons Replace up to three Eldar Guardian units with Eldar Heavy Weapon Platform units 0
Support Weapons Add three Eldar Support Weapon Platform units 50
Spirit Stones Grants the formation the Spirit Stones ability 25
Transport Add enough Wave Serpents to transport all the units in the formation with no transport spaces left over if at all possible 50 each
after any upgrades have been added to the formation.
Aspect Warrior Troupes may replace any number of these Wave Serpents with two Eldar Falcons each, for 75 points each
Wave Serpent replaced
Vypers Replace any number of Eldar Jetbike units with Eldar Vypers 0
War Walkers Add three War Walkers 75
Wraithguard Add three Eldar Wraithguard units 150
Wraithlord Add three Eldar Wraithlords 175
• A maximum of up to a third of the points available to the army may be spent on Aircraft, Spacecraft and
Titans.
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YME-LOC
CRAFTWORLD
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YME-LOC CRAFTWORLD ELDAR SPECIAL RULES
FARSIGHT
See page 3.
See page 3.
HOLOFIELDS
See page 3.
LANCE
See page 3.
WEBWAY PORTAL
See page 4.
A large webway portal follows all the rules of a webway portal with the exception that it may be used by
Infantry units, light vehicles and armoured vehicles.
Only Eldar Hornet troupes may set up using the tournament game garrison rule (6.1.5).
SPIRIT STONES
See page 4.
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YME-LOC CRAFTWORLD ELDAR UNITS
(For all other Yme-Loc Craftworld Eldar units, see pages 5 to 12)
AVATAR
Type Speed Armour Close Combat Fire Fight
War Engine 15cm 3+ 2+ 5+
Damage Capacity: 3
Critical Hit Effect: The Avatar is destroyed. All Eldar formations with a line of sight to the Avatar receive one blast marker.
ELDAR HORNET
Type Speed Armour Close Combat Fire Fight
Light Vehicle 35cm 4+ 6+ 5+
Notes: Skimmer.
ELDAR LYNX
Type Speed Armour Close Combat Fire Fight
War Engine 30cm 5+ 6+ 5+
Damage Capacity: 2
Critical Hit Effect: The Lynx is destroyed.
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YME-LOC CRAFTWORLD ELDAR ARMY LIST
Yme-Loc Craftworld Eldar armies have a strategy rating of 4. Aspect Warrior formations, Titans and the
Avatar have an initiative rating of 1+. All other formations have an initiative rating of 2+.
YME-LOC INDIVIDUALS
FORMATION UNITS POINTS COST
0-1 Avatar One Avatar Free
The Avatar must begin the game in reserve. In the Strategy Phase of any turn, before the strategy roll place the Avatar within
15cm of a Farseer unit. The Avatar counts as its own formation and may only enter play in this manner. In the End Phase of
that turn it is removed from play before rallying formations. Once removed it may not return.
0-1 Gate of Vaul Replace one objective marker in the Eldar players half of the table with a Gate of Vaul, this counts as an objective marker and 100
a large webway portal which may not be attacked or damaged in any way.
YME-LOC HOSTS
FORMATION UNITS UPGRADES POINTS COST
Falcon Host Six Falcons Firestorms, Spirit Stones, Bonesinger 300
Engine of Vaul Host One Engine of Vaul chosen from the following: Cobra, Spirit Stones, Bonesinger 250
Scorpion, Storm Serpent Add one or two additional Engine of Vauls for 200 points each
chosen from the following: Cobra, Scorpion, Storm Serpent
YME-LOC TROUPES
(Up to two for each Yme-Loc Host taken)
FORMATION UNITS UPGRADES POINTS COST
Mounted Aspect Warrior Three Wave Serpents and Six Aspect Warrior units chosen Exarch 400
Troupe from the following: Dark Reapers, Dire Avengers, Fire Replace any number of Wave Serpents with two Eldar
Dragons, Howling Banshees, Striking Scorpions, Swooping Falcons each, for 50 points each Wave Serpent replaced
Hawks
Mounted Guardian Troupe One Farseer unit, five Guardian units, two Wave Serpents Heavy Weapons 300
and two Falcons
Fire Prism Troupe Three Fire Prisms Spirit Stones 250
Night Spinner Troupe Three Night Spinners Spirit Stones 175
Hornet Troupe Five Hornets Spirit Stones 225
Warp Hunter Troupe Three Warp Hunters Spirit Stones 175
Wind Rider Troupe Six Vyper units Spirit Stones 200
Lynx Troupe Two Lynx Spirit Stones 300
YME-LOC UPGRADES
(each different allowed upgrade may be taken once by a formation)
UPGRADE UNITS POINTS COST
0-1 Bonesinger Add one Eldar Master Bonesinger character 50
Exarch Add one Eldar Exarch character to an Eldar Aspect Warrior unit 25
Firestorms Replace up to two Eldar Falcons with Eldar Firestorms 0
Heavy Weapons Replace up to three Eldar Guardian units with Eldar Heavy Weapon Platform units 0
Spirit Stones Grants the formation the Spirit Stones ability 25
• A maximum of up to a third of the points available to the army may be spent on Aircraft, Spacecraft and
Titans.
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EPIC UK CRAFTWORLD ELDAR
So you’ve just finished reading through the new EPIC UK Craftworld Eldar codex, however you have some
questions; what has EPIC UK done? How have we done it and why? Well this part of the army book is here to help
you out!
Below you will find out what we’ve done, how and why we did it. Have a read though this and find out what was in
the EPIC UK team’s head when we designed the different Eldar Craftworld army lists.
So what changes have we made to the Biel-Tan list, firstly we re-introduced the option of Spirit Stones back into
the list which had been removed in the 2008 review. However instead of a blanket special rule it now has to be
purchased as an upgrade, allowing it to be focused on the small and fragile support formations it was originally
intended for.
The Scorpion had also suffered with the change to the pulse rule which had reduced its effective fire power. It no
longer competed with other support choices in the Eldar list and also lacked any real utility when compared to the
excellent Falcons. Some options we considered were changing its shuriken cannon to an Eldar missile launcher
(didn’t fit the model or really solve the problem) or more radically upping its rate of fire from 2 to 3 shots (which
proved too powerful), but in the end we decided to go with a range increase on the main weapon to 75 cm.
Howling Banshee Aspect Warriors have proven the weakest of the aspect warriors over the years and had
virtually disappeared from tournament games so to address this the CC value was increased from 3+ to 2+ and a
note was also added to the Exarch character entry that when added to a Howling Banshee Aspect Warrior unit
its extra attack also gained the First Strike ability.
Another fairly iconic formation that was rarely seen was the Phoenix Bomber; again a number of options were
discussed for these mostly revolving around different weapon configurations but in the end it was decided to keep
it simple and decrease the formations cost from 400 to 350 points.
Other changes made to address some minor balance concerns were to remove Scout from Warp Spider Aspect
Warriors (Seen as one of the most powerful aspect choices) and also reduce the armour save of Eldar Jetbikes
from 4 to 5+ (Not inherently overpowered although with a potential to be spammed – this change was more to
reintroduce an Eldar feel to the formation and means a degree of care is required in their use, it also makes the
Vyper a better choice with its 4+ armour).
The main changes to the Biel-Tan list are to reduce the cost by 50 points of the almost never seen Phoenix
Bomber formation. Also the Void Spinner has been found to be a very powerful choice and has received a small
points increase which has necessitated it being split off into its own formation. The Cobra’s main gun has also
been improved to make this very rarely taken Engine of Vaul a viable choice.
Other changes include a points discount for larger Engine of Vaul formations to make them a more viable choice.
The Phantom Titan’s Pulsars have also been improved from MW3+ to MW2+ to make them a slightly better
choice. Also a few changes have been made to the weapon configurations for Exarch characters dependant on
aspect type.
Finally the option to take Falcons as a transport option for Aspect Warriors has been tidied up and reduced in
cost.
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THE IYANDEN ARMY LIST
Once the largest and most powerful of Craftworlds; a devastating attack by the Tyranids has left Iyanden shattered
and a place where the dead outnumber the living. To represent this, the army has a number of restrictions on the
formations it may take.
Firstly armies of Iyanden are limited to two support troupes for each Spirit Host or Guardian Warhost taken as a
core choice. But even with this tighter restriction other limitations apply. The dead now form the bulk of Iyanden’s
armies in the form of the Spirit Hosts, silent ranks of deadly Wraithguard. Because of this no more than a single
Guardian Warhost or Aspect Troupe (the large Aspect Warhosts of Biel-Tan are replaced by the smaller six
unit Aspect Troupes in the Iyanden list) may be taken for each Spirit Host in the army, in addition you may not
have more Ranger or Wind Rider Troupes than Spirit Hosts. Alongside these restrictions the army also loses
access to the Biel-Tan specific Void Spinner and the Avatar loses the attendant court of the young king. The
Autarch is also replaced by a more suitable army commander in the form of a powerful Wraithseer.
To make up for this the armies of Iyanden gain the powerful Spirit Host as a core choice, formed of six
Wraithguard units and a Spiritseer character. As well as the option of a support Spirit Troupe composed of six
Wraithlords.
These powerful and extremely tough formations means Iyanden plays very differently to other Eldar armies relying
on an initial hopefully devastating attack using Storm Serpent or Vampire deployed Spirit Hosts to make up for a
lack of numbers, speed and flexibility.
All relevant changes from the Biel-Tan update have been included.
The main change to the Iyanden army list is a slight increase in cost for the extremely powerful Spirit Hosts. Also
the lists structural requirements limiting other living troop types relative to the number of Spirit Hosts taken has
been tightened further.
Although a large craftworld like Saim-Hann might have access to almost all the Eldar support options it was
decided that this list would represent a fast moving raider style of army dominated by the large Jetbike formations
of the Wild Rider Hosts. Because of this, support troupes have been limited to a maximum of two per host and
the heavier and slower (relatively) choices represented by the large Phantom and Warlock Titans have been
removed from the list.
Although Rangers and War Walkers are slow it was decided to leave them in the list to represent a forward
scouting element to the larger raiding force. At the same time aspect warriors other than the speedy Swooping
Hawks and Shining Spears have been moved to a mechanised support troupe. Guardians are also removed
from the list as they are assumed to be part of the Wild Rider Warhosts and the Void Spinner is removed as this
is only commonly available to Biel-Tan. In the Saim-Hann list the Autarch of Biel-Tan is replaced by the Wild
Rider Chieftain, leader of a powerful Wild Rider clan. Also the Avatar loses its attendant court of the young king.
The list gains a core choice of the Wind Rider Host composed of nine Saim-Hann Wild Rider Jetbike units. It
also gains access to a Mounted Farseer unit who can add Farsight and the ability to summon the Avatar to these
powerful and mobile formations.
Also available to Saim-Hann is the Vampire Hunter which replaces the standard Vampire Raider, it is a heavily
armed variant of this deadly aircraft that can be used to support the fast moving jetbikes with its twin pulsar and
missile launchers.
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UPDATED SAIM-HANN ARMY LIST
All relevant changes from the Biel-Tan update have been included.
The Saim-Hann army list has proven slightly underpowered, because of this a number of changes have been
made. The Saim-Hann Wild Riders formation has been reduced in points. The formation has also received the
spirit stones upgrade as an option. The Mounted Farseer and Saim-Hann Wild Riders upgrade options have
also received points drops.
The Wild Rider Chieftain has received a slight boost with the addition of a Shuriken Cannon. Finally the option of
a second Exarch has been added to the Aspect Warrior Hosts.
Ulthwé is renowned for its great number of Seers and also the Black Guardians that form the bulk of its armies.
Because of this, it was decided to again impose a limitation of two troupes for each core Black Guardian Host to
keep the focus of the list strongly on these. The composition of the Black Guardian Host was also changed
slightly from the Guardian Warhosts of other craftworlds with the inclusion of a second Farseer unit and a slight
cost increase to 175 points was introduced to account for this.
The large Aspect Warhosts of Biel-Tan were replaced by the support choice of an Aspect Troupe and the
Autarch was replaced by the Iconic Seer Council of Ulthwé. The Avatar again loses the Biel-Tan specific
attendant Court of the Young King.
The main change to Ulthwé was an increase in strategy rating from the Eldar standard of 4 to 5 which represents
the abilities of its Seers to predict the future. This is a powerful boost when combined with the deadly rolling
assaults and multiple retains of an Eldar army, but Ulthwé must use these strengths to make up for a lack of
flexibility and the generally fragile core of its Black Guardian Hosts.
All relevant changes from the Biel-Tan update have been included. For balance reasons strategy 5 has been
replaced by the special rule Seers of Ulthwe.
Alaitoc has been added to allow the ability to take any of the main Eldar Craftworlds as a tournament army. The
list is heavily focused on a core of Eldar Ranger hosts. It also allows the fielding of the infamous Alaitoc
Pathfinders.
Otherwise it plays in a similar way to any Eldar army; it has lost a degree of flexibility and may not field the
extremely powerful Warlock Titan. So to offset this players will need to get as much use as possible from
exploiting the powerful tricks available to an army composed of many units with the scouts ability.
All relevant changes from the Biel-Tan update have been included. Alaitoc Pathfinder formations have received
an initiative increase to 1+.
36
THE YME-LOC ARMY LIST
Famous for its many and skilled Bonesingers, the addition of Yme-Loc has added an interesting Eldar armoured
force to the list of available tournament armies.
The army must include an Engine of Vaul host and also gains the ability to field larger Falcon hosts. Also the
option to field new armoured units has been included with the addition of the Warp Hunter and Hornet grav tanks.
Finally the list has gained the option to field a special Gate of Vaul which works like a webway portal which may
be used by armoured vehicles.
These advantages are offset by reduced flexibility combined with limited and expensive infantry options, which
really highlights the elite and fragile nature of the list.
All relevant changes from the Biel-Tan update have been included. A popular but flawed list, a number of changes
have been made to reduce the lists overly restrictive nature.
Engine of Vaul hosts have been restructured to allow single Engines of Vaul and are no longer mandatory. The
Autarch had been replaced by a Master Bonesinger supreme commander character option which can be added
to Falcons or Engines of Vaul.
Mounted Guardian troupes have received a small points decrease. Finally the option to field Lynx super heavy
grav tanks has been added to the list.
Well I hope this answers your questions of What, How and Why. If not please send the EPIC UK team an email
and we will try to answer any queries you may have.
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