Eldar Iyanden Craftworld Army List
The dead must join our ranks, lest we be forced to join theirs.
Forces
The Eldar Iyanden Craftworld Army List uses the datasheets from the Iyanden Eldar Forces section.
Using The Army List
Eldar Iyanden 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 Iyanden 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, Iyanden 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). The May Not Garrison rule applies to Eldar Iyanden Craftworld armies (see May Not Garrison).
May Not Garrison
The Eldar are a highly mobile army, and rarely have enough forces to try to take and hold ground. Because of this, instead of maintaining a heavily garrisoned front line, they will usually rely on a screen of Rangers and War Walkers to warn of the approach of any enemy forces. Meanwhile the bulk of the highly mobile Eldar army will be held back in reserve, where it will be ready to move quickly to any threatened sector. This tactic allows the Eldar to hold large areas of ground with relatively few troops.
To represent these tactics, only Eldar Rangers and War Walkers are allowed to garrison objectives in the Epic tournament game scenario.
Eldar Iyanden Craftworld Army List
Eldar Iyanden Craftworld armies have a strategy rating of 4. Avatar, Aspect Warrior, Phantom, Revenants and Warlock formations, as well as the formation with the Wraithseer, have an initiative rating of 1+. All other formations have an initiative rating of 2+.
(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, Wraithseer or Spiritseer 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 |
(You may not have more Wraithlord formations than Ghost Warrior formations.) | |||
Formation | Units | Extras | Cost |
---|---|---|---|
Ghost Warrior | Four Wraithblade or Wraithguard units, one with a Spiritseer |
|
225 or 275 points |
Wraithlord | Six Wraithlords, one with a Spiritseer |
|
350 points |
(Each warhost you include in the army allows you to field any two troupes.) | |||
Formation | Units | Extras | Cost |
---|---|---|---|
Aspect Warrior | Any four of the following units: Dark Reapers, Dire Avengers, Fire Dragons, Howling Banshees, Shining Spears, Striking Scorpions, Swooping Hawks, Warp Spiders |
|
175 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 | One Farseer and seven Guardians |
|
150 points |
Night Spinner | Three Night Spinners | None | 175 points |
Ranger | Four Rangers | Add up to four Ranger units for +25 points each | 100 points |
Swords of Vaul | Five Falcons |
|
250 points |
War Walker | Four War Walkers | Add up to two War Walkers for +25 points each | 150 points |
Windrider | Any six of the following units: Jetbikes, Vyper | None | 200 points |
(Up to a third of the points available may be spent on these formations.) | |||
Formation | Units | Cost | |
---|---|---|---|
Nightwings | Three Nightwing Interceptors | 300 points | |
Phantom | One Phantom Titan | 750 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 Raider | 200 points | |
0–1 Warlock | One Warlock Titan | 850 points |
Iyanden Eldar Forces
- EA(+1)
- 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.
- EA(+1)
- EA(+1)
- MW
- Farsight
- EA(+1)
- EA(+1)
- MW
- Farsight
- Invulnerable Save
- Supreme Commander
- EA(+1)
- EA(+1)
- MW
- Commander
- Farsight
- Invulnerable Save
- MW
- FS
- Infiltrator
- Mounted
- Skimmer
- Scout
- Sniper
- L
- Mounted
- Skimmer
- EA(+1)
- Jump Packs
- Scout
- Teleport
- First Strike
- Infiltrator
- Jump Packs
- EA(+1)
- MW
- Fearless
- Reinforced Armour
Counts as a Wraithguard unit for the purposes of being transported.
- EA(+1)
- MW
- Fearless
- Reinforced Armour
- Skimmer
- L
- Reinforced Armour
- Scout
- Walker
- Skimmer
- Transport
May transport one infantry unit (except Support Weapon Platforms and Wraithguard) without Jump Packs or Mounted.
- L
- Skimmer
- Skimmer
- Transport
May transport one infantry unit (except Support Weapon Platforms and Wraithguard) without Jump Packs or Mounted.
- D
- Ind
- Skimmer
- Transport
May transport one infantry unit (except Support Weapon Platforms and Wraithguard) without Jump Packs or Mounted.
- 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.
- L
- EA(+1)
- MW
- Fearless
- Reinforced Armour
- Walker
- 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.
- FxF
- IC
- MW
- FxF
- TK(D6)
- 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+.
- TK
- EA(+3)
- EA(+2)
- TK(D3)
- Damage Capacity 6
- Fearless
- Holofield
- Leader
- Reinforced Armour
- Walker
Armed with either two Titan Pulsars, or a Titan Pulsar and Power Fist. 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 cause an extra point of damage.
- 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.
- 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+.
- 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+.
- D
- IC
- TK(D3)
- EA(+2)
- TK(D3)
- TK
- EA(+3)
- EA(+2)
- TK(D3)
- Damage Capacity 6
- Farsight
- Fearless
- Holofield
- Inspiring
- Leader
- Reinforced Armour
- Walker
Armed with a Psychic Lance, and either a Titan Pulsar or Power Fist. 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 cause an extra point of damage.
- FxF
- FxF
- L
- FxF
- FxF
- FxF
- D
- Reinforced Armour
- FxF
- FxF
- Damage Capacity 2
- Planetfall
- Reinforced Armour
- Transport
May transport eight infantry units without Mounted. Wraithguard count as two units each. Critical Hit Effect: The unit and all units on board are destroyed.
- MW
- 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.
- MW
- 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).