Ulthwé Strike Force

Source: Codex: Eye of Terror, p. 46

Special rules and wargear for an Ulthwé Strike Force built from Codex: Eldar or Codex: Craftworld Eldar. You will only need a copy of Codex: Eldar to use this list.

Category Units
HQ 0-1 Spear of Khaine; 0-1 Seer Council
Elites Dire Avengers*, Howling Banshees*, Fire Dragons*, Striking Scorpions*, Rangers
Troops Black Guardian Storm Squad, Black Guardian Defender Squad
Fast Attack Black Guardian Jetbike Squadron, Black Guardian Vyper Squadron, Swooping Hawks*
Heavy Support Black Guardian War Walker Squadron, Black Guardian Support Weapon Battery, Dark Reapers

*Remember, only one Aspect Warrior squad may be used per army, with the exception of Dark Reapers.

Special Rules

Webway Strike: At least half the units (rounding up) in any Ulthwé Strike Force must be kept in reserve and enter play through a Wraithgate as described below, regardless of mission. These units must be noted down before deployment. Regardless of the mission being played, any unit that enters a Wraithgate automatically begins on table following the usual deployment rules.

Ulthwé Strike Force troops that are falling back must do so towards the nearest Wraithgate if one has been placed. If they are unable to do so they will fall back as specified in the mission. If a model from a unit that is falling back passes through the Wraithgate the entire unit is removed from play as if they had left the table. If the only model left on the table carrying a Wraithgate is destroyed, the Wraithgate is placed with the central hole over the spot where the model died.

Tactical Withdrawal: The highly disciplined Black Guardian squads that comprise an Ulthwé Strike Force know full well that a tactical retreat to preserve their strength is often their only option, and will make fighting withdrawals to the webway rather than endanger their craftworld by dying where they stand. Black Guardians (including jetbikes and support weapons) that fall back due to casualties inflicted will not rally and must continue to fall back even if above half strength. Any squad that is removed from play in this way whilst still above half strength only counts for half the unit's victory points.

Light Infantry: The Ulthwé Strike Force cannot include any vehicles other than Vypers and War Walkers, as all other Eldar vehicles are too large to manoeuvre through the delicate capillaries of the webway without causing catastrophic damage.

Guardians of Ulthwé: Due to the comparative rarity of Aspect Warriors in the Ulthwé Craftworld, only one squad of Aspect Warriors can be included in each force. Dark Reapers do not count toward this limit. Note that the special character Maugan Ra may be taken without your opponent's consent (see the Phoenix Lords rules in Codex: Eldar).

Armoury

In addition to the armoury in Codex: Eldar, Ulthwé Strike Force Farseers and Warlocks can purchase the following items.

Wraithgate (50 Points): This is a mobile form of the portal used by the Eldar to link together places via the webway. It may be activated by an unengaged model carrying it in the Shooting phase, instead of shooting or using Fleet of Foot that turn. Place a spare Blast marker in base contact with the model when it activates the Wraithgate. From then on Strike Force units entering play as reserves enter play from the Wraithgate template instead of entering on the table edge. There is no risk of scattering or being killed when travelling in this way, and the Wraithgate cannot be destroyed. Once activated, the Wraithgate remains in place and the model that was carrying it is free to move away. If a unit becomes available to enter play, but no Wraithgate has been opened, it automatically enters play the turn after the Wraithgate has been opened. Characters on jetbikes may not carry a Wraithgate. Wraithgates cannot be moved over and do not block line of sight.

Waystone (25 points, one per army): A waystone is essentially a large spirit stone to which a portion of an Eldar's psyche can be imparted. By using these stones Eldrad Ulthran is able to guide each Strike Force through the webway, using the mind of a fellow psyker as a beacon, and coordinate their attacks. If a psyker held in reserve has a waystone, one Reserve roll may be re-rolled per turn, whatever the result. Furthermore, by psychically aligning himself to the waystone, a psyker can channel the immense psychic power stored in it to the battlefield. Once per game, the bearer can cast Eldritch Storm in addition to any other psychic powers he may have. This is cast automatically and may not be Augmented.

Psychic Power: Augment (5 points): Ulthwé Warlocks may be given the Augment psychic power instead of one of the psychic powers listed in Codex: Eldar. 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. If any Warlock fails to augment a power, a second Warlock may attempt to augment the same power.