3000 Eldar & Dark Eldar Army (2995pts)

Eldar Craftworlds: Codex (2015) (Combined Arms Detachment) (1103pts)

Eldar Craftworlds: Codex (2015) (Combined Arms Detachment) (1131pts)

Dark Eldar: Codex (2014) (Realspace Raiders Detachment) (761pts)

Selection Rules

Acrobatic: A unit that consists entirely of models with this special rule adds 3" to its maximum move distance when it Runs and when it makes charge moves. Furthermore, models with this special rule do not suffer the Initiative penalty for charging enemies through difficult terrain. (Codex: Craftworld Eldar (2015))

An Eye on Distant Events (Warlord): Warlord Trait: Choose up to D3 units in your army. These units gain the Scout special rule. (Codex: Craftworld Eldar (2015))

Ancient Doom: A model with this special rule has the Hatred special rule against Deamons of Slaanesh or models with he Mark of Slaanesh. Furthemore, when making Fear test, a unit containing at least one model with this special rule suffers a -1 penalty to its Leadership if it is engaged in combat with a unit that contains at least one model with the Mark of Slaahesh or the Deamon of Slaanesh special rule. (Codex: Eldar (2013) p25)

Armour of the Last Runes: 3+ invulnerable save (Codex: Craftworld Eldar (2015))

Banshee Mask: A model equipped with a banshee mask causes Fear. In addition, models cannot fire Overwatch against units that contain at least one model equipped with a banshee mask.

Battle Focus: A unit that contains only models with the Battle Focus special rule can either shoot and then Run, or Run and then shoot in the same Shooting phase. The unit must complete both actions before you move onto the next unit - otherwise the chance to make the second is forfeith.
A model can not Run if it fired a Heavy wearpon during the same Shooting phas unless it has Relentless special rule. Similary, a model that has Run cannot then fire a Havy wearpon in the same Shootinh phase unless it has Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule. (Codex: Eldar (2013) p25)

Battle Fortune: This model has a 4+ invulnerable save. (Codex: Eldar (2013) p30)

Bulky: Bulky models count as two models for the purposes of Transport Capacity. (Warhammer 40K Rulebook)

Deep Strike: (BRB 2014 p162)

Defense Tactics: When chosen as the target of a charge, a unit that consists entirely of models with this special rule can either choose to fire Overwatch at Ballistic Skill 2, or gain the Counter-attack and Stubborn special rules until the end of the phase (in which case it cannot fire Overwatch)

Disarming Strike: Before rolling To Hit whilst in a challenge, Jain Zar can choose to nominate one of her opponentfs melee weapons. Her opponent counts as not being equipped with that weapon until the end of the phase. If Jain Zar does this, she makes one less Attack than normal this phase.

Eternal Warrior: If a model with this special rule suffers an unsaved Wound from an attack that inflicts
Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its
Wounds to 0. (Warhammer 40K Rulebook)

Falcon's Swiftness (Warlord)

Fear: (Warhammer 40K Rulebook)

Fearless: Units containing one or more models with the Fearless special rule automatically pass
Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot
choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone
to Ground and then gains the Fearless special rule, all the effects of Go to Ground are
immediately cancelled. (Warhammer 40K Rulebook)

Feel No Pain: Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the
Wound as normal. On a 5+, the unsaved Wound is discounted treat it as having been
saved.
Feel No Pain saves may not be taken against Destroyer attacks or against unsaved
Wounds that have the Instant Death special rule. (BRB 2014 p164)

Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the
dice when determining Run moves and charge ranges. (Warhammer 40K Rulebook)

Forceshield: 4+ Invulnerable save

Ghosthelm: If a model with a ghosthelm suffers an unsaved Wound from Perils of the Warp, he can prevent it by immediately expending a Warp Charge point (if he has one).

Holo-fields: A vehicle with holo-fields has a 5+ invulnerable save unless it is Immobilised. (Codex: Craftworld Eldar (2015))

Independent Character: (Warhammer 40K Rulebook)

Mask of Jain Zar: Models cannot fire Overwatch against Jain Zar or a unit she has joined, and enemy models within 6" of Jain Zar subtract 5 from their Weapon Skill and Initiative (to a minimum of 1). (Codex: Craftworld Eldar (2015))

Master of Pain: The model and his unit treat the current turn as being one higher than it actually is when determining what special rules they benefit from as the result of the Power from Pain special rule. This is cumulative with the Agonising and/or Architect of Agony special rules.

Night Vision: Ignore effects of Night Fighting (p135). (BRB 2014 p168)

Phoenix Armour: 2+ Armour save

Plasma Grenades: Models equipped with plasma grenades donft suffer the penalty to their Initiative for
charging enemies through difficult terrain, but fight at their normal Initiative step in the
ensuing combat. (Warhammer 40K Rulebook)

Power from Pain: Turn
1 None
2 Feel No Pain (6+)
3 Feel No Pain
4 Feel No Pain, Furious Charge
5 Feel No Pain, Furious Charge, Fearless
6+ Feel No Pain, Furious Charge, Fearless, Rage
(Codex: Dark Eldar 2014)

Psychic Disciplines: Daemonology (Santic), Divination, Runes of Fate, Telepathy

Psyker (Mastery Level 4)

Rage

Runes of the Farseer: Once in each Psychic phase, a model with this special rule can re-roll any number of dice used in a single Deny the Witch test or Psychic test (potentially negating Perils of the Warp in the process).

Serpent Field: All penetrating hits inflicted against the front or side armour of a vehicle equipped with a serpent shield are downgraded to glancing hits on a D6 roll of 2+.

Once per game, the serpent shield can be used as a weapon in the controlling playerfs Shooting phase. This is treated as a hull-mounted weapon that is pointing forward.

Spiritlink: Whenever Eldrad Ulthran successfully passes a Psychic test, roll a D6. On a score of 5 or 6, he immediately generates a Warp Charge point.

War Shout: Enemy units locked in combat with a model that has this special rule subtract 2 from their Leadership.


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