The Rangers of Alaitoc

Source: Codex: Craftworld Eldar, p. 19

The Rangers of Alaitoc

An Alaitoc Ranger force must take at least two units of Rangers in addition to Force Organisation requirements. These compulsory units do not affect the number or type of units you can or must take according to the scenario's Force Organisation chart, although points must be paid for them as normal.

For example, in a Standard Mission you still need to select two to six more Troops units (which could be more Rangers if you wish).

You can't include more of the following unit types than you have Rangers or Path-finders units: Guardian Defenders; Guardian Storm squads; Guardian jetbikes; Vyper squadrons.

So if your army includes three Rangers units and one Path-finders unit, you can have a maximum of four units from this list above (four in total, not four of each one).

The Rangers of Alaitoc are adept at waylaying and disrupting enemy forces and this is represented by the following rules. For each Rangers or Path-finders unit in your army, roll a D6 on the Ranger Disruption table opposite at the start of the battle after both sides have deployed. Ranger Disruption only affects units on the tabletop, it does not affect units in reserve. Units which are vehicles (ie, have an Armour Value) or are inside a vehicle can't be affected by Ranger Disruption.

A unit cannot be affected more than once. If an inappropriate unit is randomly selected then simply randomly select another unit instead.

If the enemy army does not start on the tabletop, (such as in Sabotage) then any unit may be affected by Ranger Disruption unless it would otherwise be immune. In such circumstances, if a unit would normally start the battle pinned due to Ranger Disruption, it starts in reserve instead.

Ranger Disruption Table

Roll a D6

D6 Result
1 No effect.
2 A random enemy unit on the table is taken off and must start in reserve instead. If the enemy doesn't have a table edge for the reserves to enter from then the unit arrives from the centre of a random table edge.
3 A random enemy unit on the table starts the battle pinned. If this unit is immune to pinning then this result has no effect.
4 An enemy unit on the table, chosen by the Eldar player, is taken off and must start in reserve instead. If the enemy doesn't have a table edge for reserves to enter from then the unit arrives from the centre of a random table edge.
5 A unit on the table, chosen by the Eldar player, starts the battle pinned. A unit immune to pinning cannot be chosen.
6 The Rangers or Path-finders may shoot once at one enemy unit chosen by the Eldar player, regardless of range or line of sight (this represents the unit firing at their enemies before they reach the battlefield). Resolve this before the battle starts and if the unit is pinned, it will start the battle pinned.

An Alaitoc Ranger force may take Path-finders as an Elites choice.

Alaitoc Path-finders

Points/Model WS BS S T W I A Ld Sv
Path-finder 24 3 4 3 3 1 5 1 10 5+

Squad: The squad consists of between 3 and 5 Path-finders.

Weapons: Ranger long rifle, shuriken pistol.

Special Rules

Superb Infiltrators: Path-finders are adept at working their way into a good firing position. To represent this, they may set up using the Infiltrators rule if the mission allows Infiltrators to be used. If there is no special Infiltrators rule, the Path-finders unit may make one free move after both sides have deployed but before the first turn starts. They cannot use fleet of foot during this special move. You may always deploy your Path-finders at the start of the battle, even if they would normally have to be kept in reserve. In missions such as patrol, where you are limited in the number of units at the start, the Path-finders do not count towards this limit.

Difficult and Impassable Terrain: Path-finders can move through dense bush and tangled forest with little hindrance and carry many items of special equipment for negotiating the worst terrain imaginable. A Path-finders unit may move through difficult terrain without penalty. A Path-finders unit may negotiate impassable terrain as if it were difficult terrain, although they may only roll a single D6 for the distance moved and cannot use fleet of foot whilst in impassable terrain.

Expert Marksmen: Path-finders are able to pick off even the smallest targets with their long rifles. When Path-finders fire their long rifles, the shot counts as having AP 1 on a to hit roll of 4, 5 or 6.

Cameleoline Cloaks: Path-finders are swathed in cloaks that change their colours to match the surroundings, making them all but invisible. A Path-finder squad adds +2 to any cover saves it is allowed (ie, a 5+ cover save becomes a 3+ cover save). If not in cover they have a 5+ cover save.

World Weary: Path-finders have witnessed many things and there is little that moves them to joy or fear. They have seen many of their friends and comrades die over the centuries so death holds little fear for them. For this reason, they have a Leadership of 10 as noted on their profile and never have to take Morale checks for suffering casualties from shooting. They do not have to take 'All On Your Own' tests (see page 71 of the Warhammer 40,000 rulebook) and cannot be pinned. Path-finders can always attempt to regroup (even if below half strength, for example).