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Eldar Saim-Hann Craftworld Army List Army List

Forces

The Eldar Saim-Hann Craftworld Army List Army List uses the datasheets from the Saim-Hann Eldar Forces section.

Using The Army List

Eldar Saim-Hann Craftworld formations come in three types, the first two are warhost and troupe formations. Each warhost you include in the army allows you to field any two troupe formations. Although you can only take a troupe formation if you first take a warhost, they are treated as separate independent formations during a battle and do not have to move around together. The third type of formation are Saim-Hann Craftworld Spacecraft, Aircraft & Titan formations. A maximum of up to a third of the points available to the army may be spent on these formations.

Finally, Saim-Hann Craftworld Individuals includes special characters, formations and objective options. Each individual may only be taken once by the army. The rules for using each individual are listed in the Notes column.

The army list includes the following information:

Formation
The name of the formation.
Units
The core units that make up the formation.
Extras
An Eldar formation may include any of the extra units listed in the Extras column. You may include any number of extra units in a formation unless it is specifically noted otherwise. All of the core and extra units in a formation count as being part of one formation. The different units may not move off on their own.
Cost
The points value of the formation.

Special Rules

The Hit & Run Tactics rule applies to all Eldar formations (see Hit & Run Tactics). Additionally, certain units and weapons have special abilities described in Farsight (see Farsight) and Eldar Technology (see Eldar Technology).

Saim-Hann Epic Tournament Special Rules

All infantry units in Aspect Warrior formations (apart from Swooping Hawks and Warp Spiders) must be transported in Wave Serpents and/or Falcons, or be entering play via a Webway Portal.

Only Scout Rider formations are allowed to garrison objectives in the Epic tournament game scenario.

Eldar Saim-Hann Craftworld Army List Army List

Eldar Saim-Hann Craftworld armies have a strategy rating of 4. Avatar, Shining Spears, Aspect Warrior and Revenants formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.

Saim-Hann Craftworld Individuals
(Up to one of each type of individual may be taken per army.)
Type Notes Cost
0–1 Avatar In the Strategy Phase of any turn place the Avatar within 15cm of a Farseer before making a strategy roll. The Avatar counts as its own formation and may only enter play in this manner. In the End Phase of that turn remove the Avatar before rallying formations. Once the Avatar has been removed it may not return. Free
0–1 Wraithgate At the start of the game nominate one objective on your half of the table as a Wraithgate before setting up spacecraft and garrisons. The Wraithgate functions both as a Webway Portal and as an objective for the rules purposes. It may not be destroyed. Only formations consisting completely of infantry units, light vehicle units or armoured vehicles units with the Walker ability may use the Wraithgate to enter play. +50 points
Saim-Hann Craftworld Warhosts
Formation Units Extras Cost
0–1 Shining Spears per Wild Rider Clan Eight Shining Spears
  • Add up to two Exarch characters to infantry units for +25 points each
300 points
Wild Rider Clan One unit of Wild Riders and six Saim-Hann Jetbikes
  • Add three Saim-Hann Jetbikes for +75 points or six for +150
  • Replace any number of Saim-Hann Jetbikes with an equal number of Saim-Hann Vypers for free
  • Add one Farseer character per formation for +25 points
  • Add one Wild Rider Chieftain character per army for +75 points
250 points
Saim-Hann Craftworld Troupes
(Each warhost you include in the army allows you to field any two troupes.)
Formation Units Extras Cost
Aspect Warrior Any six of the following units: Dark Reapers, Dire Avengers, Fire Dragons, Howling Banshees, Striking Scorpions, Swooping Hawks, Warp Spiders
  • Add just enough Wave Serpents or Falcons to transport all units except Swooping Hawks and Warp Spiders for +50 points each
  • Add up to one Exarch character to an infantry unit for +25 points
225 points
Engine of Vaul Any one of the following units: Cobra, Scorpion, Storm Serpent Add up to any two of the following units for +250 points each: Cobra, Scorpion, Storm Serpent 250 points
Guardian Six Guardians and three Wave Serpents
  • Replace up to three Guardians with an equal number of Heavy Weapon Platform units for free
  • Replace two Guardians with two Wraithguard and a Wave Serpent for +125 points
  • Add one Farseer character per formation to an infantry unit for +25 points
250 points
Hornets Four Hornets
  • Add one Hornet for +50 points
200 points
Night Spinner Three Night Spinners None 175 points
0–1 Scout Rider per Wild Rider Clan Six Saim-Hann Jetbikes
Note: All units in the formation have Scout
  • Replace up to two Saim-Hann Jetbikes with an equal number of Saim-Hann Vypers for free
200 points
Swords of Vaul Five Falcons
  • Add up to one Falcon for +50 points
  • Replace up to two Falcons with an equal number of Firestorms for free
  • Replace any number of Falcons with an equal number of Fire Prisms for +15 points each
250 points
Saim-Hann Craftworld Spacecraft, Aircraft & Titans
(Up to a third of the points available may be spent on these formations.)
Formation Units Cost
Nightwings Three Nightwing Interceptors 300 points
Phoenix Three Phoenix Bombers 325 points
Revenants Two Revenant Titans 650 points
0–1 Spacecraft Any one of the following units: Wraithship 150 points
Dragonship 300 points
Vampire One Vampire Hunter 275 points

Saim-Hann Eldar Forces

Exarch CH n/a n/a n/a n/a
0–1× Exarch Ranged Weapon (15cm)
Small Arms
  • EA(+1)
0–1× Exarch Close Combat Weapon (bc)
Assault Weapons
  • EA(+1)
  • Inspiring

Exarchs added to units of Dire Avengers, Howling Banshees, Shining Spears or Striking Scorpions have an Exarch Close Combat weapon. Exarchs added to a unit of Dark Reapers, Fire Dragons, Swooping Hawks or Warp Spiders have an Exarch Ranged Weapon.

Farseer CH n/a n/a n/a n/a
Witch Blades (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Farsight
  • Invulnerable Save
Wild Rider Chieftain CH n/a n/a n/a n/a
Autarch Ranged Weapon (15cm)
Small Arms
  • EA(+1)
Autarch Close Combat Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Supreme Commander
Dark Reapers INF 15cm 5+ 6+ 3+
Reaper Missile Launchers 45cm
2× AP5+
Dire Avengers INF 15cm 5+ 5+ 4+
Shuriken Catapults (15cm)
Small Arms
  • EA(+1)
Fire Dragons INF 15cm 5+ 5+ 4+
Fusion Guns 15cm
MW5+
and (15cm)
Small Arms
  • MW
Guardians INF 15cm - 6+ 4+
Shuriken Catapults (15cm)
Small Arms
Heavy Weapon Platform INF 15cm - 6+ 5+
Scatter Laser 30cm
AP5+/AT5+
Howling Banshees INF 15cm 5+ 2+ 5+
Shuriken Pistols (15cm)
Small Arms
Banshee Masks (bc)
Assault Weapons
  • FS
  • Infiltrator
Saim-Hann Jetbikes INF 35cm 5+ 6+ 4+
Twin Shuriken Catapults (15cm)
Small Arms
  • Invulnerable Save
  • Mounted
  • Skimmer
Shining Spears INF 35cm 4+ 4+ 5+
Twin Shuriken Catapults (15cm)
Small Arms
Power Lances (bc)
Assault Weapons
  • L
  • Mounted
  • Skimmer
Striking Scorpions INF 15cm 4+ 4+ 5+
Shuriken Pistols (15cm)
Small Arms
Mandiblasters (bc)
Assault Weapons
  • EA(+1)
Swooping Hawks INF 35cm 5+ 5+ 4+
Lasblasters (15cm)
Small Arms
  • Jump Packs
  • Scout
  • Teleport
Warp Spiders INF 15cm 4+ 5+ 4+
Death Spinners (15cm)
Small Arms
  • First Strike
  • Infiltrator
  • Jump Packs
Wild Riders INF 35cm 5+ 5+ 4+
Twin Shuriken Catapults (15cm)
Small Arms
Close Combat Weapons (bc)
Assault Weapons
  • EA(+1)
  • Invulnerable Save
  • Mounted
  • Skimmer
Wraithguard INF 15cm 4+ 4+ 4+
Wraithcannons 15cm
2× MW5+
and (15cm)
Small Arms
  • EA(+1)
  • MW
  • Fearless
  • Reinforced Armour
Hornet LV 40cm 4+ 6+ 5+
Twin Hornet Pulse Laser 30cm
2× AT4+
  • Scout
  • Skimmer
Saim-Hann Vyper LV 35cm 4+ 6+ 5+
Scatter Laser 30cm
AP5+/AT5+
  • Invulnerable Save
  • Skimmer
Falcon AV 35cm 5+ 6+ 4+
Pulse Laser 45cm
2× AT4+
Scatter Laser 30cm
AP5+/AT5+
  • Skimmer
  • Transport

May transport one infantry unit (except Support Weapon Platforms and Wraithguard) without Jump Packs or Mounted.

Fire Prism AV 35cm 5+ 6+ 5+
Prism Cannon 60cm
AP4+/AT2+
  • L
  • Skimmer
Firestorm AV 35cm 5+ 6+ 4+
Firestorm Battery 45cm
2× AP5+/AT5+/AA4+
  • Skimmer
  • Transport

May transport one infantry unit (except Support Weapon Platforms and Wraithguard) without Jump Packs or Mounted.

Night Spinner AV 35cm 5+ 6+ 5+
Night Spinner 45cm
1BP
  • D
  • Ind
  • Skimmer
  • Transport

May transport one infantry unit (except Support Weapon Platforms and Wraithguard) without Jump Packs or Mounted.

Wave Serpent AV 35cm 5+ 6+ 4+
Twin Shuriken Cannon 30cm
AP4+
  • Reinforced Armour
  • Skimmer
  • Transport

May transport one Wraithguard unit or two infantry units (except Support Weapon Platforms) without Jump Packs or Mounted; Wraithguard count as two units each.

Avatar WE 15cm 3+ 2+ 4+
Wailing Doom 30cm
MW5+
and (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Damage Capacity 3
  • Fearless
  • Inspiring
  • Invulnerable Save
  • Walker

Critical Hit Effect: The unit is destroyed. All Eldar formations with a unit with a line of fire to the Avatar receive a Blast marker.

Cobra WE 25cm 5+ 6+ 5+
Cobra D-Cannon 30cm
3BP
  • FxF
  • IC
  • MW
or 30cm
MW3+
  • FxF
  • TK(D6)
Eldar Missile Launcher 45cm
AP5+/AT6+/AA6+
Shuriken Cannon 30cm
AP5+
  • Damage Capacity 3
  • Reinforced Armour
  • Skimmer

Critical Hit Effect: The unit is destroyed. All units within 5cm suffer a hit on a roll of 6+.

Revenant Titan WE 35cm 5+ 4+ 4+
2× Revenant Pulse Laser 45cm
2× MW3+
2× Eldar Missile Launcher 45cm
AP5+/AT6+/AA6+
  • Damage Capacity 3
  • Fearless
  • Holofield
  • Jump Packs
  • Walker

May step over units and pieces of terrain that are lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit loses the Holofield ability save for the rest of the game. Subsequent critical hits destroy the unit.

Scorpion WE 25cm 5+ 6+ 5+
Scorpion Twin Pulsar 75cm
2× MW2+
Shuriken Cannon 30cm
AP5+
  • Damage Capacity 3
  • Reinforced Armour
  • Skimmer

Critical Hit Effect: The unit is destroyed. All units within 5cm suffer a hit on a roll of 6+.

Storm Serpent WE 25cm 5+ 6+ 4+
Storm Serpent Pulse Laser 45cm
2× AT3+
Scatter Laser 30cm
AP5+/AT5+
  • Damage Capacity 3
  • Reinforced Armour
  • Skimmer
  • Webway Portal

Only formations consisting completely of infantry units, light vehicle units or armoured vehicles units with the walker ability may use the Storm Serpent’s Webway Portal to enter play. Critical Hit Effect: The unit is destroyed. All units within 5cm suffer a hit on a roll of 6+.

Nightwing Interceptor AC Fighter 4+ n/a n/a
Twin Shuriken Cannon 30cm
AP4+/AA5+
  • FxF
Twin Bright Lance 30cm
AT4+/AA5+
  • FxF
  • L
Phoenix Bomber AC Fighter-Bomber 5+ n/a n/a
Twin Shuriken Cannon 30cm
AP4+/AA5+
  • FxF
Pulse Laser 45cm
2× AT4+
  • FxF
Night Spinner 15cm
1BP
  • FxF
  • D
  • Reinforced Armour
Vampire Hunter AC/WE Bomber 5+ n/a n/a
Vampire Hunter Twin Pulsar 30cm
2× MW2+
  • FxF
Scatter Laser 30cm
AP5+/AT5+/AA5+
  • FxF
Twin Eldar Missile Launcher 45cm
AP4+/AT5+/AA5+
  • FxF
  • Damage Capacity 2
  • Reinforced Armour

Critical Hit Effect: The unit is destroyed.

Dragonship SC n/a n/a n/a n/a
0–1× Orbital Bombardment n/a
8BP
  • MW
0–1× Pin-Point Attacks n/a
2× MW2+
  • TK(D3)
  • Transport

May transport twelve Vampire Raiders and the units being carried on them. Armed with either an Orbital Bombardment or Pin-Point Attacks.

Wraithship SC n/a n/a n/a n/a
0–1× Orbital Bombardment n/a
4BP
  • MW
0–1× Pin-Point Attack n/a
MW2+
  • TK(D3)

Armed with either an Orbital Bombardment or Pin-Point Attack.

Farsight

Eldar Farseers are able to partially unravel the threads of time, allowing them to foresee events that may affect his army, and act to counter them. To represent this, any Eldar formation that includes a unit with Farsight may ignore the -1 Action test penalty when they try to retain the initiative.

In addition, once per turn the Eldar player may attempt to retain the initiative twice in a row (i.e. the Eldar player can retain the initiative and take another action after having successfully retained the initiative once already). Any Eldar formation may be chosen, including those that do not include a unit with Farsight, but at least one unit with Farsight must still be in play and on the battlefield. The formation must still pass an initiative test in order to carry out the action, and will suffer the -1 modifier for retaining the initiative unless it includes a unit with Farsight. Once the action has been taken the initiative returns to the opposing player.

Hit & Run Tactics

The Eldar are a dying race, and any loss is deeply mourned. Because of this they have developed tactics that, when combined with their highly advanced technology, allows them to attack the enemy and then quickly retire in order to avoid any return fire. This special ability is reflected by the following special rules, which apply to all formations in an Eldar army.

Eldar formations that take advance or double actions may choose to shoot either before or after each move. However, they may still only shoot once during the action. For example, an Eldar formation taking an advance action could shoot and then move or move and then shoot, while a formation taking a double action could shoot and move twice, move twice and then shoot, or move then shoot and then move again.

In addition Eldar formations that wins an assault are allowed to move any distance up to their speed value when they consolidate, rather than being limited to a move of 5cm as would normally be the case.

Eldar Technology

The Eldar are a technologically sophisticated race that make use of a number of devices that have capabilities far in advance of anything used by the other races in the galaxy. These technological advantages are represented in Epic by the following special rules:

Holofield
Eldar Titans are protected by a Holofield that is projected from special wing-like structures on the Titan’s carapace. These fracture the image of the Titan making it appear as a swirling cloud of coloured motes to the naked eye, while at the same time disrupting any targeting devices attempting to lock onto the Titan. The overall result is to make the Titan a very hard target to hit! Holofields provide Titans with a special 3+ saving throw that can be taken instead of the Titan’s normal saving throw. This save may always be taken, even against hits in an assault or against Titan Killer or Macro-weapons attacks. Make a single saving against weapons with the Titan Killer ability, rather than a separate save for each point of damage. If a vehicle with a Holofield also has Reinforced Armour, then it is allowed to re-roll its saving throw unless hit by Lance, Macro-weapon or Titan Killer attacks, but the re-roll must be made using the units armour save rather than the Holofield save. No Blast markers are placed for hits that are saved by a Holofield.
Lance
A Lance uses a highly concentrated beam of laser energy to destroy heavily armoured targets. A unit with Reinforced Armour that is hit by a Lance weapon is not allowed to re-roll its saving throw.
Webway Portal
Webway portals are used by the Eldar to safely travel through the Warp. Each Webway Portal included in the army allows the Eldar player to pick up to three other formations, and keep them back on the Craftworld. Any formation’s that are kept on the Craftworld may enter play via the Webway Portal, by taking an action that allows them to make a move, and then measuring their first move from the position that a Webway Portal occupies on the tabletop. Note that the formation may appear through any Webway Portal, not just the one that was used to allow the formation to be kept off-board. No more than one formation may travel through each Webway Portal each turn.
In the Epic Tournament Game Rules formations in reserve with multiple deployment options must have a designated deployment method during setup (e.g. Webway Portal, air transport or teleport).
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