Craftworld Ulthwé

Source: Codex: Craftworld Eldar, p. 23

Craftworld Ulthwé

The following changes are made to the Craftworld Eldar army list to represent a Craftworld Ulthwé army:

As fewer Ulthwé Eldar tread the Path of the Warrior, the craftworld does not have many Aspect Warriors and must rely on its famed Black Guardians in battle. To represent this, an Ulthwé army cannot have more Aspect Warriors squads than it does Guardian squads (either Defenders or Storm squads).

Any Guardian Squads taken as compulsory Troops choices are the Black Guardians, with the statistics shown below. This costs no extra points. Other Guardians have a normal profile.

Black Guardians

Points/Model WS BS S T W I A Ld Sv
Defender Squad 8 3 4 3 3 1 4 1 8 5+
Storm Squad 8 4 3 3 3 1 4 1 8 5+

The following entry replaces the normal Farseer army list entry.

1 Seer Council – 90pts

Points/Model WS BS S T W I A Ld Sv
Farseer +40 5 5 3 4 3 5 1 10 4+
Warlock +11 4 4 3 3 1 4 1 8 4+

Squad: The Seer Council forms a single unit consisting of 2 Farseers and 3 Warlocks at a cost of 90 points.

Options: Up to three extra Farseers can be added to the Seer Council for +40 points each. Any number of additional Warlocks may be added to the unit at +11 points per Warlock.

Any Farseer or Warlock may be given any equipment allowed from the Craftworld Eldar Armoury except that Farseers may not be mounted on jetbikes (they are far too old and proud to go racing around the skies!).

Transport: If the unit numbers ten or less models then the Seer Council may be transported in a Wave Serpent for 110 points.

Special Rules

Psychic Powers: Each Farseer must be given between one and four psychic powers for the points cost listed in the Craftworld Eldar Armoury. Warlocks may be given up to one Warlock power from the Craftworld Eldar Armoury.

Rune Armour: See the Wargear section of Codex: Eldar for details.

Detaching Warlocks: You may detach Warlocks from the Seer Council and attach them to Guardian and Wraithguard squads, as detailed in the Codex: Eldar army list. However, you must leave at least three Warlocks in the Seer Council.

New Warlock Power: Warlocks in the Seer Council may be given the Augment psychic power instead of one of those listed in Codex: Eldar. Augment costs +5 points. It is used when a Farseer in the Seer Council successfully uses a psychic power. Unlike other Warlock powers, the Warlock must pass a Psychic test to use Augment. If the test is successful, the range of the Farseer's power is doubled. Remember that a Warlock can only use Augment once per turn and that each Farseer power can only be augmented once per turn, you cannot double the range and then further double it with a second Warlock. Note that the Warlock must remain in the Seer Council to use Augment (in other words, they can't boost the Farseer's power from the other side of the battlefield!). If any Warlock fails to augment a power, a second Warlock may attempt to augment the same power.