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THE ELDAR & DARK ELDAR ��-��-�··-�----�-�------------��--·----�-�-------������·�
CRAFfWORLD ELDAR In an age long past, the Eldar ruled the stars. Now, however, they are a dying
people. There is but one reason why a craftworld will go to war - to ensure the
continued survival of their race.
When a large-scale conflict looms, the Autarchs meet to form a war council and, if
they anticipate a truly epic battle, they send word to other craftworlds and the
Corsair fleets for assistance. The call to arms rings out to the distant Rangers and
even the Harlequins of the Laughing God. Guided by the foresight of the Farseers,
the Autarchs determine the precise course of action and military intervention
required to ensure victory. Through this symbiosis, the Autarchs weave their
war hosts into synchronised formations optimised for a devastating victory.
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The craftworld armies excel at combining the inherent specialities of their component
parts. Led by the godlike Avatar of Khaine, formations of Aspect Warriors and ghost
warriors engage the enemy directly. Meanwhile, moving with a grace that belies their size,
Eldar Titans vaporise entire formations, even as arrow-swift Windrider Hosts and grav
tank formations appear seemingly from nowhere to seal their fate. Such is the way the Eldar
ensure their future survival, sacrificing lesser races upon the bloodied altar of a more
promising future .
. DARK ELDAR Unlike their brethren of the craftworlds, raiding parties of the Dark Eldar can only be
united by the promise of power, spoils and thousands of slaves. When the kabals of
Commorragh gather en masse, they darken the skies with their bladed craft, falling upon
unwary populations with nightmarish speed and gleeful sadism.
Dark Eldar raiding forces work not by attacking the enemy head on, but by using surprise
and speed to assault swiftly and then withdraw, slowly bleeding their foe dry. In this way,
, the Dark Eldar are never gathered in a single place for an enemy to counter-attack, which
leaves them free to attack where their foes are weakest. A favoured tactic is to utilise arterial
webway portals to strike in overwhelming force from the back of Raiders and Venoms. As
their prey reel from such an unexpected assault, squadrons of Razorwing J etfighters and · Reaver Jetbikes streak past at head-height to scythe through their victims' necks with
wickedly-bladed wings, even as Dark Olympiads and the mutated aberrations of the
Haemonculi covens close in for the kill.
Though their cultures and methods of war may be polar opposites, the craftworld Eldar and
their dark cousins often make common cause to fight on the same side. Yet with such
enigmatic beings, it is all but impossible to tell if such alliances are mutual and reciprocal,
let alone reliable.
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E L DAR
plrm -� - � - � o-ra� CLOUD STRIKE SQUADRON
Cloudstrike Squadrons are famous for their stealth and their lethal fusillades of heavy
weapons fire. A Cloudstrike Squadron's target will often meet its doom even before it
realises that it is under threat, for these formations do not fight as normal grav-tanks,
but instead specialise in low-altitude flight. Their pilots hide their Falcon grav-tanks
amongst the clouds, seamlessly blending the holo fields of their vehicles with the skies
above. Cloudstrike Squadron pilots supercharge their pulse lasers whilst hidden in this
way, the better to destroy enemy armour when they finally reveal themselves. Though
this reduces the lifespan of the Falcon's armament, the devastation caused by a diving
Cloudstrike Squadron speaks volumes about the tactic's efficacy.
3-5 Falcons
FORMATION RESTRICTIONS
None.
SPECIAL RULES:
Deep Strike, Cloudstrike,
Supercharged.
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E L DAR
plrm -� - � - � o-ra� F ARSEER C OUNCIL
Eldar Farseer Councils have altered history to better suit the needs of their race on
countless occasions. On the field of battle, this potent alliance ofpsykers is a force to be
reckoned with, for each Farseer wields the power to crush an enemy's mind with a
gesture or to fling an armoured transport into the air with a pulse of thought. All mPmhPr<: nf thP Pnr<:PPr rn11nril nrP nrmPrl 1nith nc::nrhirnll11 rP<:nnnnt <:nPnrc:: nnrl
5-10 Farseers
FORMATION RESTRICTIONS
None.
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PSYCHIC CHOIR POWER
The Deathly Skein Warp Charge 3
SPECIAL RULES:
Foresee Peril.
As he is an Eldar Farseer, Eldrad Ulthran may be selected as one of the formation's Farseers.
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E L DAR
plrm -� - � - � o-ra� THE PHOENIX C OURT OF KHAINE
The ritual that awakens an Avatar of Kaela Mens ha Khaine costs an invaluable Eldar
life. However, there is a legend that the Phoenix Lords can instead rouse him if they
combine all their powers. Each of the Phoenix Lords infuses the living statue with the
energy of one of the souls forming their own consciousness. When fuelled by such
mighty essences, the Avatar is virtually unstoppable.
All 6 Phoenix
Lords
FORMATION RESTRICTIONS
None.
SPECIAL RULES:
The Fury of Khaine.
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• E L DAR
plrm -� - � - � o-ra� PHANTOM TITAN
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The Phantom Titan is the largest of the Eldar Titans. Tall, slender and graceful for all of
its colossal size, it is agile when compared to the lumbering behemoths of the Imperium.
Each of these mighty Titans is the pinnacle of Eldar warcraft, built around a powerful
psychic wraithbone core which permits the spirits contained within to flow freely
through the Titan to guide the machine and its steersman pilot. The Phantom carries
some of the Eldar's largest and deadliest weaponry, enormous pulsars and distortion
cannons able to sunder the mightiest fortifications their foes can devise. War machines
of such size are reservedfor the heaviest of .fighting when the Eldar wish to wreak
terrible destruction upon their enemies.
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• E L DAR
plrm -� - � - � o-ra� PHANTOM TITAN
OM TITAN •
2 ,5 00 points
WARGEAR:
Armour
WS BS S F S R I
3 4 10 13 13 11 3
• Phantom cloudburst missile launcher
• Phantom missile launcher
• Carapace-mounted Phantom starcannon
OPTIONS:
A HP
3 24
• Must choose two weapons from the following:
- Phantom pulsar
- Phantom D-cannon
Unit Type: Super-heavy Walker
Unit Composition: 1 Phantom Titan
SPECIAL RULES:
Agile, Eldar Titan Holo-fields.
- Phantom close combat weapon with twin-linked Phantom starcannon
(maximum of one per Titan)
• May replace carapace-mounted Phantom starcannon with a pulse laser free
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• E L DAR
plrm -� - � - � o-ra� REVENANT TITAN
All Eldar Titans are agile and graceful, but the Revenant moves with a swiftness and
smoothness that beggars belief This lithe Titan mounts powerful jump jets on its broad
shoulders and narrow waist, allowing it to move in a series of drifting leaps. Despite its
uncanny speed, the Revenant's primary defence is the image-distorting holo-fields that nrniPr't frnm itc: rPnr 1ninn VPt it ic: thP RPnPnnnt'c: nffpn c:inP r'nnnhilih1 thnt mnkPc: it c:n
REVENANT TITAN
Armour
WARGEAR:
• Two pulsars
• Revenant missile launcher
SPECIAL RULES:
Agile, Eldar Titan Holo-fields,
Jump Jets.
• 900 points
Unit Type: Super-heavy Walker
Unit Composition: 1 Revenant Titan
OPTIONS:
• May replace both pulsars with
sonic lances ' free
E L DAR
plrm -� - � - � o-ra� SUNSTORM SQUADRON
Each Fire Prism grav-tank is a graceful predator in its own right. When the fury of its
prism cannon is focused through the power crystals of others of its kind, however, it
has the power to fire a laser beam of extreme and devastating force. It is said that
should a Sunstorm Squadron be of sufficient size, it could scar the surface of a distant
moon with its firepower. Squadrons of Fire Prisms take their name from the legendary
Sunstorm called down by the father of all Eldar gods, Asuryan, who rearranged the
suns themselves so that their constellations heralded a time of galactic ill omen. With
the speed of thought, Asuryan then harnessed the power of the outraged stars he had
controlled, and with a mighty barrage of solar flares he destroyed his foes outright.
3-5 Fire Prisms
FORMATION RESTRICTIONS
None.
SPECIAL RULES:
The Sunstorm.
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E L DAR
plrm -� - � - � o-ra� WINDRID ER HOST
The Eldar way of war focuses on speed and the overwhelming concentration of force.
Nowhere is this epitomised more than in the Windrider hosts. Made up of some of the
fastest single-pilot vehicles in the galaxy, a Windrider host can strike without warning
before swiftly evading any counter-attack. With each arcing pass, the host's Autarch
orders his warriors to target enemy transports and outriders,focusing their shuriken
fire into volleys so thick they shred infantry and vehicles alike. This tactic leaves the foe
immobilised and disorganised so that the rest of the Eldar army can close in for the kill.
The most famed Windrider hosts come from the Wild Rider clans ofSaim-Hann
flights ofred-sheened Jetbikes and Vypers piloted by skilled, glory-seeking warriors.
... �-- ·-�----�---------------------- --- --tt:
1 Autarch 3+ units, in any combination,from the following:
Farseer
2 Windrider Jetbike Squads
Warlock Council
1 Vyper Squadron Windrider Jetbike Squad
Vyper Squadron
FORMATION RESTRICTIONS SPECIAL RULES:
All characters in the formation must have jet bikes. Scout, Tornado of Blades.
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E L DAR
plrm -� - � - � o-ra� WRAITHKNIGHT
DREAMWALKER SQUAD •
The Wraithknig hts in each Dream walker Squad are psychically attuned to one another,
able to transfer their animating conciousnesses to one another's chassis by a process
loosely translatable as 'dreamwalking'. A Wraithknight with several spirits inside can
operate at blurring speed, if only for a short time, each of its weapons slaved to a
different vengeful will.
3-5 Wraithknights
FORMATION RESTRICTIONS
None.
SPECIAL RULES:
Dream walk.
'The torments of the flesh are petty
concerns as measured by tortures of
the soul.'
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CELESTIAL SHIELDCELESTIAL SHIELDCELESTIAL SHIELDCELESTIAL SHIELD
Once per game, at the beginning of any player turn, you may choose to activate the Celestial Shield. If you do
so, nominate a point on the battlefield that is within 1” of a model in this formation and place a marker on that
point. Any Eldar unit from this formation within 12” of the marker has a 3+ invulnerable save against enemy
Shooting attacks. At the beginning of each Eldar turn in which the Celestial Shield is in play, roll a D6. On a
4+, the Celestial Shield remains in play; on a 1-3, it dissipates – the marker is removed from play.
CLOUDSTRICLOUDSTRICLOUDSTRICLOUDSTRIKE KE KE KE
If all models in the formation move Flat Out, they gain the Shrouded special rule until the start of their next
turn.
CONFOUNDING PRESENCECONFOUNDING PRESENCECONFOUNDING PRESENCECONFOUNDING PRESENCE
Ranged weapons carried by Harlequins in this formation have the BlindBlindBlindBlind and ConcussiveConcussiveConcussiveConcussive special rules.
Furthermore, if the Initiative test caused by the Blind Special Rule is a 6, place a Confusion token by that unit.
A unit with one or more Confusion tokens treats all of its Melee weapons as if they had the UnwieldyUnwieldyUnwieldyUnwieldy special
rule for the rest of the game.
CRYSTAL METAMORPHOSISCRYSTAL METAMORPHOSISCRYSTAL METAMORPHOSISCRYSTAL METAMORPHOSIS
Dire Avenger models in this formation (this includes Dire Avenger Exarchs, but not Asurmen himself) have a
bonus to their Strength and Toughness equal to the game turn number. This bonus is not cumulative. For
example, during game turn 3, all Dire Avenger models in this formation have +3 Strength and +3 Toughness.
However, at the end of each Eldar turn, each Dire Avenger unit in the formation must take a number of
Toughness tests equal to the game turn number. Remove one model for each Toughness test you pass (not
fail) – this represents those unfortunate few who turn to crystal. It is your choice which models in each unit
are removed.
DREAMWALDREAMWALDREAMWALDREAMWALK K K K
Add the current number of models in the formation to the distance the models are allowed to move in the
Movement phase, to their charge range, and to their Weapon Skill and Ballistic Skill. For example, a
Wraithknight Dreamwalker Squad with five models would add 5" to their moves and charge range, and +5 to
each model's Weapon Skill and Ballistic Skill.
FORESEE PERIL FORESEE PERIL FORESEE PERIL FORESEE PERIL
As long as a Farseer Council includes at least three members, they do not incur Perils of the Warp on a roll of
double 6; on a roll of double 1, the affected model can choose to either suffer 1 Wound and pass the Psychic
test, or not suffer a Wound and instead fail the Psychic test.
JEWELS OF KHAINEJEWELS OF KHAINEJEWELS OF KHAINEJEWELS OF KHAINE
To represent their value to the Eldar race, if the enemy side destroys all of the Crimson Hunters in the
formation, he receives an additional Strategic Victory Point.
LIFEBLOOD OF THE CRAFTWORLDSLIFEBLOOD OF THE CRAFTWORLDSLIFEBLOOD OF THE CRAFTWORLDSLIFEBLOOD OF THE CRAFTWORLDS
Friendly Eldar units within 12” of a unit from this formation have the StubbornStubbornStubbornStubborn special rule.
MINDLINKMINDLINKMINDLINKMINDLINK
The psychic link between the Revenants in the Gemini Squad has two effects:
- If one of the Revenants scores a hit on its target during the Shooting phase, the other Revenant treats
its weapons as TwinTwinTwinTwin----linkedlinkedlinkedlinked if it targets that same unit that phase.
- If an enemy unit’s shooting attack hits a Revenant Titan’s holo-field, place a Forewarned Counter next
to the other member of the Gemini Squad (a small coin will do). All subsequent shooting attacks that
target a Revenant with a Forewarned Counter can only be made as Snap Shots. Remove all
Forewarned Counters at the end of each phase.
MINDSTORMMINDSTORMMINDSTORMMINDSTORM
A Mindstorm Squadron of two or more Hemlock Wraithfighters may combine their fire to create a Mindstorm.
The Mindstorm is of varying size depending on the number of Hemlocks within 12” of the Command Vehicle
(including the Command Vehicle itself).
NO. OF HEMLOCKSNO. OF HEMLOCKSNO. OF HEMLOCKSNO. OF HEMLOCKS MAX SIZE OF TEMPLATEMAX SIZE OF TEMPLATEMAX SIZE OF TEMPLATEMAX SIZE OF TEMPLATE 2 Blast/3” 3 Large Blast/5” 4 Massive Blast/7” 5 Apocalyptic Blast/10”
Instead of firing their heavy D-scythes normally, the formation may place a blast marker of any size up to the
maximum listed on the table above. It must be placed anywhere within 72” and within line of sight of all of the
Hemlocks contributing to the Mindstorm. Then roll for scatter. Any unit touched by the blast marker is not hit
as normal but instead must pass a Leadership test on 3D6 plus the number of contributors. If the unit fails
this test, it suffers a number of Wounds equal to the amount by which the test was failed. Armor and cover
saves cannot be taken against Wounds caused by the Mindstorm. If the Mindstorm touches a vehicle, make an
unmodified roll on the Vehicle Damage table and apply the result – no Hull Point damage is inflicted.
REVERED ANCIENTSREVERED ANCIENTSREVERED ANCIENTSREVERED ANCIENTS
Every friendly Eldar unit within 12” of a unit from this formation has the FearlessFearlessFearlessFearless special rule.
STRIKE AT THE HEARTSTRIKE AT THE HEARTSTRIKE AT THE HEARTSTRIKE AT THE HEART
Every time a Crimson Hunter from this formation destroy an enemy Warlord, Gargantuan Creature, Flying
Gargantuan Creature, or Super-heavy Walker, the Eldar player’s side receives an additional Strategic Victory
Point. If a Crimson Hunter from this formation destroys an enemy Warmaster, the Eldar player’s side instead
receives D3 Strategic Victory Points.
SUPERCHASUPERCHASUPERCHASUPERCHARGED RGED RGED RGED
If none of the models in the formation shoot in the Shooting phase, then in their next Shooting phase all of the
unit's pulse lasers and bright lances have the Twin-linked and Lance special rules.
THTHTHTHE SUNSTORM E SUNSTORM E SUNSTORM E SUNSTORM
Two or more models in the formation can combine all of their shooting attacks that turn into a single attack.
Nominate one Fire Prism as the firer, and any number of others as contributors. All contributors must have
line of sight to the firer. For the duration of that turn, the firing Fire Prism's prism cannon has the Twin-linked
special rule and uses whichever profile to the right is appropriate to the number of contributing Fire Prisms.
For example, if two Fire Prisms contribute (not including the firer), then the prism cannon uses the 2
Contributors profile.
1 Contributor
Range S AP Type 84” 8 2 Heavy 1, Large Blast, Lance
2 Contributors
Range S AP Type 96” 9 1 Heavy 1, Massive Blast, Lance
3 Contributors
Range S AP Type 108” 10 1 Heavy 1, Apocalyptic Blast, Lance
4 Contributors
Range S AP Type 120” D/10/9 1 Heavy 1, Apocalyptic Mega-Blast, Lance
TORNADO OF BTORNADO OF BTORNADO OF BTORNADO OF BLLLLADADADADES ES ES ES
All models from this formation that are within 18" of the formation's Autarch re-roll all failed To Wound rolls
and armour penetration rolls that do not cause a glancing or penetrating hit when resolving hits from their
shuriken catapults and shuriken cannons.
WRATH OF THE SLAINWRATH OF THE SLAINWRATH OF THE SLAINWRATH OF THE SLAIN
Nominate a codex immediately before determining Warlord traits. Whilst a unit from this formation is within 6”
of at least one of the formation’s Spiritseers, that unit has the Preferred EnemyPreferred EnemyPreferred EnemyPreferred Enemy special rule against all units
from the nominated codex.