codex eldar
DESCRIPTION
Version 1.1. Still in progress. Added Fast Attack section and minor upgrades.TRANSCRIPT
Craftworld Eldar
Introduction Tworzenie własnych Codexów, lub ich własna interpretacja, zawsze spotykały się
z dezaprobatą. Albo były przegięte w jedną, albo w drugą stronę, albo były po
prostu nie potrzebne. Powód, dla którego zabrałem się za pisanie tego dexu, jest
prozaiczny – Eldarzy na 5ed, w obecnych warunkach SMowo-Gwardyjskich, ssą
niesamowicie. Nie będę wyważał kolejny raz otwartych drzwi: wiem dokładnie że
trzeba czekać, tak jak czekali Dark Eldarzy i tak jak czekają Necroni i Siostry.
Ale pobawić się zawsze można ;)
Fluffowe opisy każdy zna. Nie ma co ich tutaj wklejać; nie ma co Wam zabierać
czasu. Opisy jednostek oraz ich wargearu jak i zasad specjalnych będą w języku
angielskim, dla uproszczenia sprawy - jednak nie dotyczy to wszystkich opisów.
Każdy ma kodeks po angielsku, więc nie będę mieszał Wam w głowach.
Enjoy.
Army Special Rules Fleet of Foot – Unlike other races, Eldar are very fast and agile. To represent that, all
Eldar roll three dices - instead of one - when rolling for Fleet move, picking up the
highest result.
Agility, Speed, Manevourability – All Eldar vehicles receive 4+ cover save for
moving more than 12”. In addition, if they have moved in the previous turn, they can
be only hit in close combat at the roll of 6.
Troops Guardian Defenders.............................................................................65
WS BS S T W A I LD Sv
Defender 3 3 3 3 1 1 4 8 5+
Warlock 5 4 3 3 2 3 5 9 4++
Wargear: Shuriken Catapult, Eldar Guardian Mesh Armour
Special Rules: Fleet of Foot, Weapon Platform
Unit Composition – 10 Guardians and Shuriken Cannon Weapon Platform (two
Guardians are the WP crew)
Options:
+ All Defenders can take Plasma Grenades for +1 point per Defender
+ Squad can be lead by a single Warlock for +40points
+ Add up to 10 Defenders for + 6 points each.
Exchange Shuriken Cannon for:
+ Scatter Laser + 5 points
+ Starcannon + 15 points
+ EML +15 points
+Brightlance + 20 points
Unit may have a Wave Serpent Transport for 80 points.
Storm Guardians...................................................................................70
WS BS S T W A I LD Sv
Storm 3 3 3 3 1 1 4 8 5+
Warlock 5 4 3 3 2 3 5 9 4++
Wargear: Shuriken Pistol, Close Combat Weapon, Plasma Grenades, Eldar Guardian
Mesh Armour
Special Rules: Fleet of Foot,
Unit Composition – 10 Storm Guardians
Options:
+ One Storm per 10 can exchange his CCW with power sword for +10 points
+ One Storm per 5 can exchange his CCW and SP for Fusion gun for +5pts or flamer
for +3pts
+ Add up to 10 Storms for + 6 points each.
Unit may have a Wave Serpent Transport for 80 points.
Dire Avengers........................................................................................65
WS BS S T W A I LD Sv Dire
Avenger 4 4 3 3 1 1 5 9 4+
Exarch 6 6 4 3 2 3 5 10 3+
Wargear: Shuriken Pistol, Close Combat Weapon, Plasma Grenades, Aspect Armour,
Avenger Shuriken Catapult
Special Rules: Fleet of Foot, Stubborn
Unit Composition – 5 Dire Avengers
Options:
+ One Avenger can become an exarch for +15 points
+ Add up to 5 Dire Avengers for + 12 points each.
Exarch can exchange his Avenger Shuriken Catapult for:
+ Power Weapon and Shimmershield (5++ inv) for 15 points
+ Diresword for +10 points
+ Dual Avenger Shuriken Catapults for +5 points
Exarch can take any of these powers:
+ Bladestorm (all shooting attacks become Rending; cannot shoot next turn)
for +15 points
+ Defend (as in Codex:Eldar) for +15 points.
Unit may have a Wave Serpent Transport for 80 points.
Guardian Jetbikes................................................................................66
WS BS S T W A I LD Sv
Guardian Jetbike 3 3 3 3(4) 1 1 4 8 3+
Warlock 5 4 3 3(4) 2 3 5 9 4++
Wargear: Eldar Jetbike, Plasma Grenades. Eldar Jetbike is armed with Twin-linked
Shuriken Catapult
Special Rules: Jetbikes.
Unit Composition – 3 Guardian Jetbikes
One Jetbike per 3 can exchange his Twin-linked Shuriken Catapult with:
+ Shuriken Cannon for +5 points
+ Haywire Blaster for +5 points
+ Fusion Gun for +10 points
Warlock can join this unit for + 55 points.
You can join up to 7 Guardian Jetbikes, for +22 points each.
ELITES Striking Scorpions................................................................................90
WS BS S T W A I LD Sv
Scorpion 5 4 4 3 1 2 5 9 3+
Exarch 6 6 4 3 2 3 6 10 3+
Wargear: Shuriken Pistol, Scorpion’s Chainsword, Plasma Grenades, Aspect Armour,
Mandiblasters
Special Rules: Fleet of Foot, Stealth
Unit Composition – 5 Striking Scorpions
Options:
One Scorpion may become an Exarch for +20 points.
Add up to 5 Scorpions for + 18 points each.
Exarch may exchange his Chainsword or/and Shuriken Pistol with:
+ Scorpion’s Claw for + 15points
+ Biting Blade for +5 points
+ Chainsabres for + 10 points
Exarch may have any of these powers:
+ Shadowstrike for +15 points
+ Stalker for +5 points
Unit may have a Wave Serpent Transport for 80 points.
FAQ: Scorpion’s Chainsword +1STR is already included in the profile. Exarch with
SC has got S5, but for the clearance of the Exarch statistics, I didn’t include it in his
profile here. Biting Blade now inflicts D3 wounds instead of one for each strike (but
with standard S4) and is a two-handed weapon. Chainsabres are S4 now.
Fire Dragons...........................................................................................90
WS BS S T W A I LD Sv
Fire Dragon 5 4 3 3 1 2 5 9 4+
Exarch 6 6 4 3 2 3 6 10 3+
Wargear:Fusion Gun, Plasma Grenades, Melta bombs, Aspect Armour
Special Rules: Fleet of Foot, Feel no Pain
Unit Composition – 5 Fire Dragons
Options:
One Fire Dragon may become an Exarch for +20 points.
Add up to 5 Fire Dragons for + 18 points each.
Exarch may exchange his Fusion Gun with:
+ Dragon’s Breath flamer for free
+ Firepike for +5 points
Exarch may have any of these powers:
+ Tank Hunters for +10 points
+ Crackshot for +15 points
Unit may have a Wave Serpent Transport for 80 points.
FAQ: Dragon’s breath Flamer is now S5AP3 Assault 1 weapon. All Fusion Guns and
Firepike roll 2d6+1 for armour penetration (plus normal S8 from the gun itself). Feel
the pain, mon’keigh.
Howling Banshees.................................................................................90
WS BS S T W A I LD Sv
Banshee 5 4 3 3 1 2 5 9 4+
Exarch 6 6 4 3 2 3 6 10 3+
Wargear:Power Sword, Shuriken Pistol, Banshee Mask, Aspect Armour
Special Rules: Fleet of Foot, Always Strike First
Unit Composition – 5 Howling Banshees
Options:
One Howling Banshee may become an Exarch for +20 points.
Add up to 5 Banshees for + 18 points each.
Exarch may exchange her Power Sword and/or Shuriken Pistol with:
+ Mirrorswords for +10 points
+ Triskele for + 5 points
+ Executioner for +15 points
Exarch may have any of these powers:
+ Acrobatics for +15 points
+ War shout for +10 points
Unit may have a Wave Serpent Transport for 80 points.
FAQ: A lot of changes here. Now, Banshee Mask gives either Plasma and Defensive
Grenades; it also gives our ladies ASF special rule. Acrobatics now changes their save
to Invulnerable in close combat only. War shout is launched always on the first turn of
combat. Enemy unit must take a leadership test with a -2 modifier. Fearless units take
leadership test at normal. If they fail, they fight with their WS lowered do 1.
Wraithguard........................................................................................105
WS BS S T W A I LD Sv
Wraithguard 4 4 5 6 2 2 4 10 3+/5++
Warlock 5 4 3 3 2 3 5 9 4++
Wargear: Wraithcannon
Special Rules: Wraithsight, Slow and Purposeful, Fearless
Unit Composition – 3 Wraithguards
Options:
+ Unit may be led by a Warlock for +40 points or by Spiritseer for +50 points.
Spiritseer, in addition to normal Warlock powers/special abilities, gives +1I to his unit
Wraithguard unit.
+ Any of the Wraithguard may exchange their Wraithcannons with Wraithswords at no
point cost. Wraithsword is a power sword that allows to re-roll misses in close combat.
+ You may add up to 7 Wraithguard, each for +35 points.
If unit numbers less than 5 units of Wraithguard (+ Warlock, if present), unit may have
a Wave Serpent Transport for 80 points.
FAQ: Warlocks and Spiritseers remove Wraithsight and SaP special rules from the
unit. If either of them is killed – these rules return. Wraithcannons are the same as in
the codex, except they have 18” range.
Harlequins are the same as in Codex: Eldar. I don’t want to mess up with this cheese.
Heavy Support Dark Reapers.....................................................................................75
WS BS S T W A I LD Sv Dark
Reaper 5 4 3 3 1 2 5 9 3+
Exarch 6 6 4 3 2 3 6 10 3+
Wargear: Defensive Grenades, Aspect Armour, Reaper Launcher, Range finders
Special Rules: Fleet of Foot, Deadly Accuracy
Unit Composition – 3 Dark Reapers. You can field 0-2 Dark Reaper squads per one
Heavy Support slot. They otherwise work separately for all instances nad purposes.
Options:
One Reaper may become an Exarch for +20 points.
Add up to 3 Dark Reapers for + 18 points each.
Exarch may exchange his Reaper Launcher with:
+ Ancient Shuriken Cannon for +5 points
+ EML for +10 points
+ Tempest Cluster Missile Launcher for +10 points
Exarch may have any of these powers:
+ Fast Shot – 10 points
+ Crack Shot – 10 points
Unit may have a Wave Serpent Transport for 80 points.
FAQ: A lot of changes here. Ancient Shuriken Cannon is S6 AP4 Assault 4 (pretty like
the Maugetar), Tempest is the same as in Codex: Eldar. Powers work the same. Deadly
Accuracy subdues -1 from the target’s cover save, so when a petty Space Marine is
sitting in his cover, a hit from Dark Reaper will result only having 5+ cover save,
instead of generic 4+ save. Nasty. Range finders allow to measure distances whenever
you like.
FIre Prism...............................................................................................110
Name BS Front AV Side AV Rear AV
Fire Prism 4 12 12 10
Type: Skimmer, Fast, Tank
Special Rules: Diamon-hard Crystal, Fire Focus
Wargear: Prism Cannon, Twin-linked Shuriken Catapult
Unit Composition – 1 Fire Prism
Fire Prism can be upgraded with following:
+ Holo-Field for +20 points
+ Energy Field for +15 points
+ Crystal Targetting Matrix + 10 points
+ Spirit Stones for +10 points
+ Star Engines for +10 points
Fire Prism’s Shuriken Catapult can be exchanged for:
+ Shuriken Cannon for +5 points
+ Haywire Blaster for +10 points
FAQ: Diamond-hard Crystal – Fire Prism can avoid Weapon Destroyed on a roll of
5+. Focus fire works the same as in Codex: Eldar.
Falcon Grav Tank...............................................................................120
Name BS Front AV Side AV Rear AV
Falcon 4 12 12 10
Type: Skimmer, Fast, Tank
Special Rules: Transport Capacity: 6, Pulse Laser Overdrive
Wargear: Crystal Targetting Matrix,, Pulse Laser, Shuriken Cannon, Twin-linked
Shuriken Catapult
Unit Composition – 1 Falcon
Falcon can be upgraded with following:
+ Holo-Field for +20 points
+ Energy Field for +15 points
+ Spirit Stones for +10 points
+ Star Engines for +10 points
Falcon’s Shuriken Catapult can be exchanged for:
+ Shuriken Cannon for +5 points
+ Haywire Blaster for +10 points
Falcon’s Shuriken Cannon can be exchanged for:
+ Scatter Laser for + 5 points
+ EML for + 15 points
+ Starcannon for + 15 points
+ Bright Lance for + 20 points
FAQ: Crystal Targetting Matrix allows to fire one weapon as if it was a Defensive
Weapon. In addition, it can be fired at separate target. Pulse Laser Overdrive allows to
fire it once (per turn, ofcoure), but with the following profile: S9 AP2 Heavy 1, Lance.
Wraithlord...........................................................................................125
WS BS S T W A I LD Sv
Wraithlord 5 4 10 8 4 3 4 10 3+/6++
Wargear: Shuriken Cannon, two Flamers/Shuriken Catapults
Special Rules: Wraithsight, Fearless
A Wraithlord can exchange his Shuriken Cannon and/or take:
+ Scatter Laser for +5/10 points
+ EML for + 15/20 points
+ Starcannon for +15/20 points
+ Bright lance for +20/25 points
+Wraithsword for +5/10 points
+ Wraithshield for +15 points (4+ inv)
FAQ: Weapons doesn’t twin-link on Wraithlord more. In addition, a pair of
Wraithsword not only give a re-roll to hit, but also gives +2 attacks to the Wraihtlord.
NIghtspinner...............................................................................110
Name BS Front AV Side AV Rear AV
Nightspinner 4 12 12 10
Type: Skimmer, Fast, Tank
Wargear: Twin-linked Doomweaver Twin-linked Shuriken Catapult
Unit Composition – 1 Nightspinner
Nightspinner can be upgraded with following:
+ Holo-Field for +20 points
+ Energy Field for +15 points
+ Crystal Targetting Matrix + 10 points
+ Spirit Stones for +10 points
+ Star Engines for +10 points
Nightspinners’ Shuriken Catapult can be exchanged for:
+ Shuriken Cannon for +5 points
+ Haywire Blaster for +10 points
FAQ: Pretty the same as in official rules; Only BS and options changed. Ah, it also
costs 110 points, instead of 115.
Fast Attack Warp Spiders.....................................................................................110
WS BS S T W A I LD Sv Warp
Spider 5 4 3 3 1 2 5 9 4++
Exarch 6 6 4 3 2 3 6 10 3+/4++
Wargear: Runic Aspect Armour (4+ inv), Warp Jump Generator, Haywire Grenades,
Deathspinner
Special Rules: Fleet of Foot, Warp Jump, Hit and Run
Unit Composition – 5 Warp Spiders.
Unit Type: Jump Infantry
Options:
One spider may become an Exarch for +20 points.
Add up to 5 Warp Spiders for + 22 points each.
Exarch may exchange his Deathspinner with:
+ Dual Deathspinners for +5 points
+ Spinneret Rifle for +10 points
+ Haywire Blaster for +10 points
Exarch may have any of these powers:
+ Monofilament Storm – 20 points
+ Perfect Jump – 10 points
FAQ: Warp Spiders – difficult matter, I suppose. I’ve changed their save from 3+ to
4+ invulnerable, to represent their sophisticated Aspect Armours, which are covered
with runes of preservation. Deathspinner remains the same as it was, thus the Warp
Jump and rest of the Exarch’s stuff. Monofilament Storm makes their weapons
Rending, but they will not shoot next turn. Something for something. Perfect Jump
discards one dice when Deep Striking into battlefield. Now they roll only d6 + scatter
dice when Deep Striking. Swooping Hawks..................................................................................110
WS BS S T W A I LD Sv Hawk
5 4 3 3 1 2 5 9 4+
Exarch 6 6 4 3 2 3 6 10 3+
Wargear: Aspect Armour, Haywire Grenades, Plasma Grenades, Lasblaster, Haywire
Grenade Pack, Plasma Grenade Pack
Special Rules: Fleet of Foot, Hit and Run
Unit Composition – 5 Swooping Hawks.
Unit Type: Jump Infantry
Options:
One Hawk may become an Exarch for +20 points.
Add up to 5 Swooping Hawks for + 22 points each.
Exarch may exchange his Lasblaster with:
+ Hawk’s Talon for +10 points
+ Sunrifle for +10 points
+ Haywire Blaster for +10 points
He may also have:
+ Power weapon +5 points
Exarch may have any of these powers:
+ Skyleap – 20 points
+ Perfect Jump – 10 points
FAQ: Here we come cheesy. Perfect Jump works the same as in Warp Spiders,
Skyleap works the same as in the Codex: Eldar. What Plasma Grenade Pack and
Haywire Pack do ? Let me explain.
When you have 5 generic SH with an exarch, for instance it works like this:
S4 AP5 Assault 1 Large Blast
But adding Swooping Hawks will expand the ability of this grenade pack. It goes as it
is written:
Number of Hawks S AP Type
7 5 5 Assault 1, Large Blast
8 5 5 Assault 1, Large Blast, Pinning
9 5 5 Assault 2, Large Blast, Pinning
10 6 5 Assault 2, Large Blast, Pinning,
Ignores Cover
Pretty nasty, eh?
Ok. What to do with Haywire pack? It is S3 AP5 Assault 1, Large Blast, Haywire. All
vehicles that under the template (even partially) are treated as if they were hit by a
haywire grenade. When you raise the number of hawks to 8, vehicles suffer d3 hits; 10
Hawks automatically stun vehicles + d3 hits.
Vyper Jetbike......................................................................................40
Name BS Front AV Side AV Rear AV
Vyper 3 10 10 10
Type: Skimmer, Fast, Open-Topped
Wargear: Shuriken Cannon, Twin-linked Shuriken Catapult
Special Rules: Skilled Raiders
Unit Composition – 1-3 Vypers
Vyper can be upgraded with following:
+ Holo-Field for +15 points
+ Energy Field for +10 points
+ Crystal Targetting Matrix + 5 points
+ Spirit Stones for +5 points
+ Star Engines for +5 points
Vyper’s Shuriken Catapult can be exchanged for:
+ Shuriken Cannon for +5 points
+ Haywire Blaster for +10 points
Vyper’s Shuriken Cannon can be exchanged for:
+ Scatter Laser for +5 points
+ Starcannon for +15 points
+ EML for + 15 points
+ Brightlance for + 20 points
War Walker Squadron.........................................................................50
Name BS Front AV Side AV Rear AV
War Walker 3 11 11 10
Type: Walker
Special Rules: Scout
Wargear: Two Shuriken Cannons
Unit Composition – 1-3 War Walkers
War Walker can be upgraded with following:
+ Holo-Field for +15 points
+ Energy Field for +10 points
+ Crystal Targetting Matrix + 5 points
+ Spirit Stones for +5 points
War Walker Shuriken Cannon can be exchanged for:
+ Scatter Laser for +5 points
+ Starcannon for +15 points
+ EML for + 15 points
+ Brightlance for + 20 points
Shining Spears..................................................................................105
WS BS S T W A I LD Sv
Shining Spear 5 4 3 3(4) 1 2 5 9 3+
Exarch 6 6 4 3 2 3 6 10 3+
Wargear: Aspect Armour, Plasma Grenades, Laser Lances, Jetbikes
Special Rules: Skilled Raiders, Breackneck Maneouvers (4+ inv from shooting
attacks)
Unit Composition – 3 Shining Spears
Unit Type: Jetbikes
Options:
One Spear may become an Exarch for +20 points.
Add up to 3 Shining Spears for + 30 points each.
Exarch may exchange his Laser Lance with:
+ Sun Lance +10 points
+ Power Weapon for free
One Jetbike can exchange his Twin-linked Shuriken Catapult for:
+ Shuriken Cannon for +5 points
+ Haywire Blaster for + 10 points
Exarch may have any of these powers:
+ Withdraw – 10 points
+ Dragon Riders – 20 points
FAQ: Kind of a boost here. Dragon Raiders gives 12” charge if the unit was not
shooting. The rest is like in the Codex: Eldar.