Skill (1845pts)

Eldar Craftworlds: Codex (2015) (Combined Arms Detachment) (1845pts)

Selection Rules

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)

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)

Bladestorm: (Codex: Eldar (2013))

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

Distort scythe: When rolling on the Destroyer Weapon Attack table for a weapon that has this special rule, subtract 1 from the result of the D6 roll (to a minimum of 1). Furthermore, a weapon with this special rule is assumed to have a Strength of 4 for the purposes of determining if a hit has the Instant Death special rule.

Eldar Jetbike: In addition to following all the rules for Jetbikes, if an Eldar Jetbike elects to Turbo-boost in the Shooting phase, it can move up to 36". If they do not Turbo-boost, Eldar Jetbikes may move up to 2D6" in the Assault phase, even if they have shot in the preceding Shooting phase or arrived by Deep Strike that turn. When Eldar Jetbikes move in the Assault phase and do not charge, they treat difficult terrain in the same way as they do in the Movement phase.

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: (Warhammer 40K Rulebook)

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).

Ghostwalk Matrix: A vehicle with this upgrade has the Move Through Cover special rule.

All vehicles in a squadron must take this if one does. (Codex: Craftworld Eldar (2015))

Hammer of Wrath: (Warhammer 40K Rulebook)

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)

Move Through Cover: (Warhammer 40K Rulebook)

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

Psyker (Mastery Level 3)

Relentless: Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as
stationary, even if they moved in the previous Movement phase. They are also allowed to
charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons. (Warhammer 40K Rulebook)

Rune Armour: 4+ Invulnerable save

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.

Smash: (Warhammer 40K Rulebook)

Star Engines: A non-Walker vehicle with this upgrade can move up to 24" when moving Flat Out. A Walker with this upgrade instead Runs an additional 3" (this will normally be D6+3"). (Codex: Craftworld Eldar (2015))

Strikedown: (Warhammer 40K Rulebook)

Sword of Vaul: If this model is equipped with a ghostglaive, the ghostglaivefs Strength is increased to D.

The Phoenix Gem: One use only. Immediately before the bearer of the Phoenix Gem is removed as a casualty, roll a D6. On a score of 1, remove the model as a casualty. On a score of 2-6, centre the large blast marker over the model. Each unit (friend or foe) suffers a number of Strength 4 AP5 hits equal to the number of models from their unit, excluding the bearer, that are at least partially under the template. If at least one unsaved Wound is caused, the bearer is not removed as a casualty, but remains in play with a single Wound remaining. If no unsaved Wounds are caused, remove the model as a casualty. (Codex: Eldar (2013) p69)


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