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Eldar fandex


The intention of this article

This article has been made with the two primary intentions; it is fun writing this stuff, believe it or not, so it's pure entertainment value and additionally it may serve as a codex to use, which is why there have been efforts to keep it conservative. The ideal codex behind this article is the 4th Edition Codex: Craft-world Eldar. Let's keep the Ward-ing to a minimum.

Throughout the article I will make use of Games Workshop copyrighted names and terms. At no point is the article intended to describe a GW codex in it's full or in parts. Any rules written out here are heavily modified and does not reflect what you will find in either of the GW codices. The correct assumption to be made is that referenced elements which are not written out in this codex are to be found in a printed 4th edition Eldar codex.

At no point will this list replace a proper GW codex, and you must own a 4th Edition Codex: Craft-world Eldar in order to make full use of this list.

What this codex attempts to fix

As of Gorechild's publication or summation of the Eldar Mk1 and Mk2 threads, this article will change shape. The units within are less constrained by the traditional, and the thought behind it is that if a unit functions poorly, then solve it with firepower. The theory behind unit changes is thus, in order of importance:

  • Unique. No unit within the same force allocation slot should have a role equal to another unit.
  • Firepower. The concept of "bringing superior weapons to bear" taken from the Dawn of War series holds true. Eldar weapons will be beefed up whenever a unit performs poorly.
  • Fragility. This is a truth with modification. Craft-world Eldar are evasive, not tough, and their main source of survival resides in speed and holographic projections.

A word of formatting

There are five primary archetypes of units in an Eldar army:

  • Guardians - these are the lifeblood of the craft-world, most of the time a militia, by large consisting of individuals whom have walked the path of the warrior, but turned their backs on it. They do not have the ritual gear that you will find with other archetypes, but are not limited to the worst weapons. They will often make up for their inferior martial prowess with heavy weapons to bring brute force to bear. Guardians are intended to be lightly equipped with special gear at a typical ratio of one for every three. They do not possess special abilities to any large degree.
  • Wraiths - these are reanimated Eldar warriors, strong enough of will to control a psycho-elastic-robotic body, and devoted fully to the protection of the craft-world. These are not alive as such and have distinct problems feeling emotions at all. Wraiths are martial workhorses and have a unique set of special rules that lean heavily towards toughness and strength unparalleled in the Eldar army.
  • Aspect Warriors - these are Eldar devoted to Khaine. As such, Aspect Warriors possess a training and dedication that only the obsessive nature of an Eldar can nurture. Aspect Warriors are armed with the best and most advanced weapons the craft-worlds have to offer, but seldom heavy weapons, and their entries will be suffused with special rules.
  • Psykers - these follow a different path from the Guardians and Aspect Warriors. Eldar psychers are spiritual leaders first and warriors second. Even the Warlocks will primarily use their psychic powers to the benefit of their fellows rather than power offensive powers. These typically mimic experienced Guardians in terms of martial prowess, rather than Aspect Warriors.
  • Vehicles - self-explanatory. Typically manned by Guardians, only very rarely are these manned with Aspect Warriors.

Special rules

Codex specific special rules reference list.

Anti-Gravity Platform. Any heavy weapon deployed on a anti-gravity platform count as an assault weapon and may be used by any Guardian model in the unit it is assigned to. Measurements to and from the unit is done to the models inside the unit, and not to the anti-gravity platform itself.
Monofilament. A weapon with the Mono-filament causes a unit is hit by the weapo to, next time the unit move for any reason, have the unit test for dangerous terrain regardless of circumstance, and for the remainder of this move they count as being in difficult terrain.
Wraith Construct. An Eldar Wraith Construct are large wraith-bone entities, operated by powerful spirits rather than mortal beings. Wraiths are not mortal more closer to robotics than to mortal beings, and as such do not have a circulatory system capable of being poisoned. Unless a Wraith is close to a friendly psycher, the Wraith is afflicted by wraith-sight and is treated as being Slow and Purposeful. Wraiths are Relentless, Fearless and immune to poison.

Supernatural Powers

Major psychic powers

These powers are usable by the stronger Eldar psychers. Major psychic powers require a successful psychic test and are subject to all limitations and vulnerabilities of normal psychic powers
Doom. Used as part of the psycher's movement phase, this psychic power targets an enemy unit within 24". Any rolls to wound or to penetrate this unit may be re-rolled.
Eldritch Storm. Used as part of the psyher's movement phase. An Eldritch Storm engulfs the area surrounding the psycher, forcing any enemy models moving as jump infantry, jet infantry or deep striking to roll an additional dangerous terrain test than otherwise required.Can Also be used as a shooting attack. See Eldar Codex.
Fortune. Used as part of the psycher's movement phase. Through the expedient luck imposed by the Farseer, a squad within 12" may not have their saves negated by any means until the psycher's next turn begin.
Mind War. One enemy model within 24" and in the psycher's line of sight must make a leadership test, using an additional dice, or be removed as a casualty. Only models with a leadership value may be targeted, and these models are entitled only invulnerable saves in order to avoid this effect.

Minor psychic powers

These powers are usable by any Eldar psychers. Minor psychic powers do not require any psychic tests and are always assumed to be "on".
Conceal. Enemies targeting the squad has a visibility of 3D6. Shots fired from outside this distance will automatically miss.
Embolden. The psycher and any squad he is with are stubborn.
Guide. Weapons used by the psycher and his squad are considered twin-linked.
Destructor. S5, Ap4, Assault 1, Template.

Aspect Warriors powers

Aspect Warrior powers are psychic powers by nature, and unless specifically stated otherwise affect any Exarch, Phoenix Lord, Aspect Warrior or Autarch in the unit. Warrior powers do not require a psychic test to execute and are assumed to be "on".
Blade Storm. Any Dire Avenger squad with the blade-storm upgrade, fires one extra shot for each shuriken weapon it has. They may only fire one shot next turn, regardless of their weapon profile.
Defend. Any enemy models directing attacks against the squad affected by Defend will be treated as having one less attack than normal, to a minimum of one.
Skyleap. A Skyleaping squad soars through the turmoil of the skies, gaining great height and speed. The squad may Placed back in reserve, and will enter play on a 3+ next turn (this roll is affected by master strategist).
War Shout. A squad under the effect of War Shout may re-roll any failed rolls to hit during an assault phase in which they count as assaulting.

Armoury

Devices and close combat weapons Handling Effect
Chain Sword One-handed weapon. The model count as having an additional +1 strength
Plasma Barrier One-use device. Deployed instead of shooting. When deployed, forms an inch thick barrier with the dimensions 3"x3" which do not hinder movement or line of sight. Any shots passing through this barrier has a strength value of at most 4. To determine if a shot passes through the barrier, draw line of sight from weapon barrel to the majority of the targeted unit.
Star Lance Two-handed weapon. Power weapon. Doubles user's strength when assaulting.
Sun Lance Two-handed weapon. Power weapon. Triples user's strength when assaulting.
Web of Skulls One-handed weapon. Placeholder
Mandibles Two one-handed weapons. The model's attacks are posoned an always wound on a 2+.
Swooping Hawk Grenade Not hand-held. Counts as offensive grenades. On a turn when a model with these assault, the model may make an additional attack at strength 5. This additional attack takes place before normal initiative order.


Gravitic weapons Range S AP Type
Avenger Shuriken Catapult 18" 4 5 Assault 2, Shuriken Burst
Long Rifle 36" 4 5 Assault 1
Shuriken Catapult 18" 4 6 Assault 2, Shuriken Burst
Shuriken Pistol 12" 4 6 Assault 1, pistol, Shuriken Burst


Laser weapons Range S AP Type
Death Spinner 12" 6 - Assault 1, weave
Hawk's Talon 24" 5 4 Assault 3
Heat Lance 18" 6 1 Assault 1, Lance, Melta
Lasblaster 24" 3 5 Assault 3
Spinneret Rifle 18" 6 1 Assault 1, weave, pinning
Star Lance 6" 6 2 Assault 1, lance
Star Rifle 24" 4 2 Assault 1
Sun Lance 6" 8 2 Assault 1, lance
Sun Rifle 24" 3 5 Assault 6, pinning


Hand-held ranged weapons Range S AP Type
Death Spinner 12" 6 - Assault 1, weave
Hawk's Talon 24" 5 4 Assault 3
Heat Lance 18" 6 1 Assault 1, Lance, Melta
Lasblaster 24" 3 5 Assault 3
Spinneret Rifle 18" 6 1 Assault 1, weave, pinning
Star Lance 6" 6 2 Assault 1, lance
Star Rifle 24" 4 2 Assault 1
Sun Lance 6" 8 2 Assault 1, lance
Sun Rifle 24" 3 5 Assault 6, pinning


Heavy weapons Range S AP Type
Shuriken Cannon 24" 6 4 Assault 3
Shrieker Cannon 24" 6 4 Assault 3, pinning
Star Cannon 36" 6 2 Heavy 1, blast
Bright Lance 36" 8 2 Assault 1, lancing
Eldar Missile Launcher (Plasma) 48" 4 4 Heavy 1, Blast, Pinning
Eldar Missile Launcher (Haywire) 48" 3 3 Heavy 1, haywire (2+ glancing, 5+ penetrating)
Scatter Laser 36" 4 5 Heavy 6


Entries with * are unedited. Please refer to Eldar Codex 4th edition, page 22, for statistics.


Support weapons Range S AP Type
Vibro Cannon 36" 4 - Heavy X, special template, barrage, pinning, ignores cover saves
Death Weaver 48" 6 - Heavy 1, large blast, barrage, weave, pinning
D-Cannon 12-24" X 1 Heavy 1, blast, barrage, Always wounds on a 2+.


D-Cannon: Please refer to the Eldar Codex 4th edition, page 45.
Vibro Cannon: Instead of placing a blast marker at the point where the shot scatters to, draw a line from the barrel of the gun to this point. Any unit which this passes through suffer D6 hits. Vehicles part of units thus intersected suffer a single glancing hit each with no damage modifiers.


Vehicle Upgrades

Add:
Crystal Targeting Matrix. A special targeting matrix keeps a steady aim and compensates for the vehicle's movement. Regardless of vehicle speed, the vehicle may shoot at least one weapon of any sort.
Energy Fields. Protects the front and side facings against attacks. All attacks on these facings are treated as at most S8 and may never roll more than +1D6 for penetration.
Vectored Engines. May only be attached to a skimmer. The vehicle may re-roll any difficult or dangerous terrain tests.
Skimming the Warp. May only be attached to a skimmer. The vehicle may be deployed through deep striking.

Effect Light hulls Heavy hulls
Crystal Targeting Matrix Shoot one weapon regardless of speed 15 25
Energy Fields Front and side protection 5 20
Vectored Engines Protect against difficult terrain 5 5
Skimming the Warp Deep Striking 5 15


Heavy hulls include any vehicles with an armour value of 12 or higher on any facing. Light hulls have at most armour value 11 on any facing.

Force Organization

Officers and Transports

Wave Serpent

Front Armour Side Armour Rear Armour BS S I A Price
Wave Serpent 12 12 10 3 - - - 100

Type: Skimmer.
Special rules: Skimmer, Fast, Tank, Transport.

Group Composition: One Wave Serpent.
Equipment: A Wave Serpent is armed with an under-slung twin-linked Shuriken Catapult and a turret armed with a twin-linked Shuriken Cannon. Each Wave Serpent has an Energy Field.
Options:

  • The Wave Serpent may be armed with vehicle upgrades from the armoury.
  • The Wave Serpent's under-slung shuriken catapult may be exchanged for a Shuriken Cannon for +8 points.
  • The Wave Serpent's turret may be upgraded with a twin-linked version of the following weapons: Bright Lance for +15 points, Eldar Missile Launcher for +20 points, Scatter Laser for +5 points, or Star Cannon for +20 points

Transport: The Wave Serpent may transport up to 12 Eldar infantry models.

Warlock

WS BS S T W I A LD SV Price
Warlock 4 4 3 3 1 4 1 9 4++ -

Special rules: Fleet of Foot, Psycher.
Type: Infantry
Type: Jetbike (only if mounted on an Eldar Jetbike)

Wargear: Rune Armour, Ghost Helm, Witchblade and Shuriken Pistol.
Options:

  • A Warlock may exchange his Witchblade for a Singing Spear for free.

Psychic powers. The Warlock know one psychic power chosen from the list of minor psychic powers.

HQ


Elites

Howling Banshees

Striking Scorpions

Harlequins

Fire Dragons


Troops

Dire Avengers

WS BS S T W I A LD SV Price
Dire Avenger 4 43 3 1 5 1 9 4+ 12
Exarch 5 5 3 3 1 6 1 9 3+ -

Special rules: Fleet of Foot, Aspect Warrior.
Type: Infantry
Squad: 5 to 10 models.

Group composition: Four Dire Avenger aspect warriors and one Dire Avenger Exarch.
Wargear: Shuriken Catapult.
Options:

  • Up to five additional Dire Avenger aspect warriors may be added for +12 points per model.
  • The Exarch may have a Shuriken Cannon for +8 pts, Extra Shuriken Catapult for +5 pts, Dire sword and Shuriken Pistol for 10 pts or a Power Weapon And Shimmersheild for 15 pts

Warrior powers:

  • Defend +10 points
  • Blade Storm + 15 points

Rangers

WS BS S T W I A LD SV Price
Rangers 3 43 3 1 4 1(2) 8 5+ 95
Pathfinders 3 4 3 3 1 4 1(2) 8 5+ +3 per model

Special rules: Fleet of Foot, Infiltrate, Stealth, Move Through Cover.
Type: Infantry
Squad: 5 to 10 models.

Group composition: Five Rangers.
Wargear: Psycho-elastic armour, Eldar Long Rifles, shuriken pistols, and close combat weapons.
Options:

  • Up to five additional Rangers may be added for +19 points per model.
  • The entire squad may be upgraded to Pathfinders whom gain the benefits as described in Eldar 4th edition codex on page 38.

Guardian

WS BS S T W I A LD SV Price
Guardian Defender 3 3 3 3 1 4 1 8 5+ 90
Guardian Veteran 4 4 3 3 1 4 1 9 5+ -

Special rules: Fleet of Foot, Anti-gravity Platform.
Type: Infantry
Squad: 9 Guardian Defenders and 1 Guardian Veteran.

Group composition: Nine Guardian Defenders, one Guardian Veteran.
Wargear: Psycho-elastic armour, Lasblaster or Shuriken Catapult, and one Plasma Barrier.
Options

  • Any number of Guardians may replace their shuriken catapult for one each of: shuriken pistol and close combat weapon (+0 pts), Shuriken Catapult (+1 pts), Star Rifle (+3 pts).
  • Up to two Guardians and the Guardian Veteran has the additional options of: Shuriken Pistol and Power Weapon (+5 pts), Heat Lance (+8 pts), Fusion Gun (+8 pts), Flamer (+5 pts), Shuriken Cannon (+8 pts)
  • The squad may be joined by a Weapons Platform

Weapons platform

  • The weapon platform is armed with a Shuriken Cannon which may be replaced with: Bright Lance for +20 points, Eldar Missile Launcher for +15 points, Scatter Laser for +10 points, or Star Cannon for +20 points

Transportation and characters

  • A Squad of up Guardians may purchase in a Wave Serpent as dedicated transport

Guardian Jetbikes

WS BS S T W I A LD SV Price
Guardian Jetbike 3 3 3 3(4) 1 4 1 8 3+ 75
Guardian Veteran 4 4 3 3 1 4 1 9 3+ -

Special rules: Eldar Jetbikes.
Type: Jetbike.
Squad: 3-9.

Group Composition: Two Guardian Jetbikes and one Guardian Veteran Jetbike.
Wargear: The Eldar Jetbikes are armed with a twin-linked Shuriken Catapult.
Options:

  • The squad may be joined by up to 6 additional Guardian Jetbikes at +23 points per model.
  • The Guardian Veteran and every third member of the squad may exchange their twin-linked Shuriken Catapults to a Shuriken Cannon for +8 pts, A fusion Gun for +8pts or Heat Lance +10 pts.

Wraithguard 0-4

WS BS S T W I A LD SV Price
Wraithguard 4 4 5 6 1 4 1 10 3+ 115
Warlock 4 4 3 3 1 4 1(2) 9 4++ -

Special rules: Fleet of Foot, Wraithsight, Constructs.
Type: Infantry
Squad: 3 to 9 Wraithguard.

Group Composition: Three Wraithguard.
Wargear: Wraithguard are armed with Wraithcannon.
Options:

  • Up to 6 additional Wraithguard may be added for +30 points each.

Transportation and characters

  • A squad of up to 5 Wraithguard may purchase in a Wave Serpent as dedicated transport
  • Each Wraithguard take the space of two normal infantry models inside a transport

Fast Attack

Vyper Squadron

WS BS S T W I A LD SV Price
Vyper 3 3 3 3(4) 1 4 1 8 3+ 25

Special rules: Eldar Jetbikes.
Type: Jetbike.
Squad: 1-3

Group Composition: One Vyper with two Guardian crew.
Wargear: Each Vyper is armed with an under-slung twin-linked Shuriken Catapult and a heavy weapon mount. Options:

  • Up to two additional Vypers may be added to the squadron.
  • Each Vyper's heavy weapon mount must be armed with one of the following upgrades; Bright Lance for +20 points, Eldar Missile Launcher for +20 points, Shuriken Cannon for +10 points, or Star Cannon for +25 points
  • Any Vyper's under-slung shuriken catapult may be exchanged for a Shuriken Cannon for +8 points.

Swooping Hawks

WS BS S T W I A LD SV Price
Swooping Hawk 4 43 3 1 5 1 9 4+ 100
Swooping Hawk Exarch 5 53 3 1 6 2 9 3+ -

Type: Jump infantry.
Special rules: Fleet of Foot, Deep Strike deployment.
Squad: 5-10

Group Composition: Four Swooping Hawk aspect warriors and one Swooping Hawk exarch.
Wargear: Swooping Hawk Wings, Haywire-Grenades, Lasblaster, and a close-combat weapon.
Options:

  • The squad may be joined by up to five additional Swooping Hawk aspect warriors for +18 points per model.
  • The exarch may exchange his Lasblaster for a Sunrifle at +15 points or for a Hawk's Talon at +5 points.

Exarch powers:

  • Skyleap
  • Intercept may be purchased at +5 points

Warp Spiders

WS BS S T W I A LD SV Price
Warp Spider 4 43 3 1 5 1 9 3+ 140
Warp Spider Exarch 5 53 3 1 6 2 9 3+ -

Type: Jump infantry.
Special rules: Fleet of Foot, Deep Strike deployment, Eldar Warp Generator.
Squad: 5-10

Group Composition: Four Warp Spider aspect warriors and one Warp Spider exarch.
Wargear: Death Spinner, Warp Jump Generator
Options:

  • The squad may be joined by up to five additional Warp Spider aspect warriors for +22 points per model.
  • The exarch may add another Death Spinner which makes his weapon Assault 4 for +5 points or exchange his Death Spinner for a Spinneret Rifle at +5 points.
  • The Exarch may be equipped with Mandibles at +10 points.

Arts of Khaine: Withdraw

  • Surprise Assault may be purchased for +10 points

Shining Spears

WS BS S T W I A LD SV Price
Shinign Spears 4 43 3(4) 1 5 1 9 3+ 135
Shining Spears Exarch 5 53 3(4) 1 6 2 9 3+ -

Type: Jetbike
Special Rules: Eldar Jetbike, Skilled Riders.
Squad: 3-5

Group Composition: Two Shining Spears aspect warriors lead by one Shining Spears Exarch.
Wargear: Eldar Jetbike with under-slung twin-linked Shuriken Catapult, Plasma Lance, Plasma Grenades.
Options:

  • The squad may be joined by up to two additional Shining Spears aspect warriors at the cost of +30 points per model
  • The exarch may exchange his Plasma Lance for a power weapon and shuriken pistol at no cost or upgrade it to a Star Lance for +15 points.
  • The exarch jetbike may upgrade his twin-linked Shuriken Catapult to a Shuriken Cannon at +15 points.

Arts of Khaine: Withdraw

  • Honour Calls may be purchased for +10 points

Heavy Support

Nightspinner

Front Armour Side Armour Rear Armour BS S I A Price
Nightspinner 12 12 10 3 - - - 90

Type: Skimmer.
Special rules: Skimmer, Fast, Tank.

Group Composition: One Nightspinner.
Equipment: A Nightspinner is armed with an under-slung twin-linked Shuriken Catapult and a twin-linked Shadow Weaver.
Options:

  • The Nightspinner may be armed with vehicle upgrades from the armoury.
  • The Nightspinner's under-slung shuriken catapult may be exchanged for a Shuriken Cannon for +10 points.

Fire Prism

Front Armour Side Armour Rear Armour BS S I A Price
Fire Prism 12 12 10 3 - - - 110

Type: Skimmer.
Special rules: Skimmer, Fast, Tank.

Group Composition: One Fire Prism.
Equipment: A Fire Prism is armed with an under-slung twin-linked Shuriken Catapult and a Prism Cannon.
Options:

  • The Fire Prism may be armed with vehicle upgrades from the armoury.
  • The Fire Prism's under-slung shuriken catapult may be exchanged for a Shuriken Cannon for +10 points.

Falcon

Front Armour Side Armour Rear Armour BS S I A Price
Falcon 12 12 10 3 - - - 115

Type: Skimmer.
Special rules: Skimmer, Fast, Tank, Transport.

Group Composition: One Falcon.
Equipment: A Falcon is armed with an under-slung twin-linked Shuriken Catapult and a Pulse Laser. Each Falcon has a Crystal Targeting Matrix
The Falcon must be armed with an additional heavy weapon from the list: Bright Lance for +25 points, Eldar Missile Launcher for +20 points, Shuriken Cannon for +10 points, or Star Cannon for +25 points Options:

  • The Falcon may be armed with vehicle upgrades from the armoury.
  • The Falcon's under-slung shuriken catapult may be exchanged for a Shuriken Cannon for +10 points.

Transport: The Falcon may transport up to 6 Eldar infantry models or 3 Wraithguard.

Wraithlord

Dark Reapers

WS BS S T W I A LD SV Price
Dark Reapers 4 43 3 1 5 1 9 3+ 115
Dark Reaper Exarch 5 53 3 1 6 2 9 3+ -

Type: Infantry.
Special rules: Relentless.
Squad: 3-5

Group Composition: Two Dark Reaper aspect warriors and one Dark Reaper exarch.
Wargear: Reaper Launcher
Options:

  • The squad may be joined by up to two additional Dark Reaper aspect warriors for +35 points per model.
  • The exarch may exchange his Reaper Launcher for a Eldar Missile Launcher at +10 points or a Tempest Launcher at +20 points.

Arts of Khaine: All Mortals Fear the Reaper

  • Eyes of the Reaper may be purchased for +15 points

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