(Codex) Craftworld Adun
(Codex) Craftworld Adun
(Codex) Craftworld Adun
The Eldar knew that they had finally arrived where they were meant to be, and they found the psychic pull was coming from
the third planet in the system, which was giving off a massive psychic signature, but one that was seemingly invisible to the
few Eldar amongst the sect that didn’t feel the pull, and had joined because of friendships, family, or just a desire for
adventure. Upon landing on the surface of the planet they found a lush planet perfectly suited for their biology, that could
easily be settled, so that is what they did, naming their new home Auir.
Generations past, and over time the Eldar of Auir grew in tune with the planet and its psychic signature, and it was
discovered that the planet could be used as a psychic conduit, protecting the psyker from the perils of accessing the raw
Warp energies, and creating an empathic connection between the Eldar. In order to enhance this connection, Nerve Cords
were created and began to be implanted into Eldar volunteers, which boosted their already impressive psychic potential and
brought with it the ability to telepathically speak to each other from anywhere on the planet, and enhanced the empathic
connection to an almost group consciousness. This connection was named the Khala, and quickly became the centre of the
Eldar society on Auir, allowing them to create even more psychically entuned technology, and was soon implanted into all
Eldar on Auir from birth.
Even though these outcasts rejected the Khala, they were so indoctrinated by society that they continued to implant Nerve
Cords into their newly born, seemingly unable to separate themselves from reliance on the very thing they fought against,
until one day a leader rose up from one of these small encampments, who not only rejected the Khala, but had also severed
his Nerve Cord. This leader, who’s identity has been lost to time, rallied the outcasts into a new society that named
themselves the Nerazim. As the Nerazim banded together, they all began to sever their Nerve Cords, cutting themselves off
forever from the Khala, much to the shock and disgust of the Auirn Eldar.
It was not long before a short-lived civil war broke out as the Nerazim fought against what they claimed to be the oppression
of the Khala, although this ended with the remnants of their society fleeing the planet and resettling on one of the outer
planets in the system.
Life was harsh on this new world but the Nerazim slowly grew once again, aided by those few each generation that rejected
the Khala and fled Auir, and they named their planet Shakuras. While the Nerazim no longer had the connection to the
Khala, their connection to Auir remained, even across the distance of the solar system.
THE FALL
When the Eldar race fell, and Slaanesh was birthed into the warp, the Auirn and Nerazim Eldar felt little of it, protected as
they were by the psychic conduit of Auir. Many Eldar felt the initial birthing, but none knew what had happened, and life
continued much as it always had done. Eventually, as the Auirn Eldar pushed back out into the vastness of space, they
came across small groups of fleeing Eldar who spoke of a terrible tragedy that had befallen their race, and the hell it had
birthed, although these accounts were largely ignored as nothing but the ramblings of the insane.
As the rest of their race fell apart, the Auirn and Nerazim Eldar prospered. Centuries past by with little happening in the
small, largely ignored corner of the galaxy, with the only major threats being small bands of roving Orks, and a small group
of ships from the Imperium, both of which were dispatched by the Auirn fleet long before they could pose a threat.
THE COMING OF THE TYRANIDS
The quiet existence of the Aurin and Nerazim Eldar was eventually shattered by the coming of a Tyranid hive fleet. Initially
the Auirn Eldar encountered single ships or small groups of bio-vessels and quickly dispatched them like any other threat,
but this resistance drew the attention of the Hive Mind, and a hive fleet was eventually detected heading for Auir.
The Auirn fleet, the Golden Armada, headed out of the system to engage the hive fleet, as they had done the many small
fleets of ships that had stumbled across their system over the centuries, but this fleet was more massive than they had
realised. When the fleets engaged the Golden Armada had some early success and managed to inflict a number of losses
on the Tyranid fleet, but there were many more bio-ships ready to take the place of the losses, while the Golden Armada felt
every lost ship, as their number slowly dwindled. Before long it was obvious that the fleet was not going to be stopped, and
the remnants of the Golden Armada fought a valiant holding action to delay the Tyranids as long as possible.
On Auir preparations were made, and the warrior casts gathered to defend their planet while the civilians were evacuated to
the long disused underground sections of the major city. Artanis, leader of the Auirn Eldar set out a defensive plan to hold
the major cities against whatever threats this unknown enemy threw at them. As the Tyranid fleet entered orbit and began
disgorging mycetic spores into the atmosphere, Phoenix fighters engaged them, trying to destroy as many of them as
possible, but to little avail as the numbers were far vaster than any of them could have predicted, and it was not long before
the spores landed in the lush forests of the wilderness areas surrounding the cities, and began consuming the biomass to
fuel their ever-growing army. The cities held out for weeks against the Tyranid army, using everything at their disposal to
hold back the seemingly endless tide of creatures, but slowly, one by one, the cities began to fall.
Knowing that their planet was lost, and with little other choice, Artanis ordered their ancient transport vessel, which had
been dormant ever since it arrived on Auir all those centuries ago, reawakened. Those Eldar that could fought their way
from the outlying cities to bolster the defences of the main city while the evacuation ship was awoken once more, but
countless gave their lives in doing so. Once the ship was activated again a mass evacuation took place onto the ship,
covered by a fearless vanguard of troops that would give their lives so that the rest could flee. When the Tyranids could be
held back no longer, the ship broke free from its moorings for the first time in living memory and launched out of the
atmosphere, fighting its way past the orbiting Tyranid fleet.
Not wanting to lose anymore Eldar to this unstoppable tide, even those that had outcast themselves long ago, Artanis
ordered the ship to head for Shakuras so that the Nerazim could be warned, and evacuated if possible. When the ship
arrived in orbit, they discovered the largely baren planet had been bypassed by the Tyranids, with only a small force
attacking the Nerazim cities.
Artanis spoke directly to the current leader of the Nerazim, Matriarch Vorazun, and warned her of what was coming for
them, and offered them a place on evacuation ship. Vorazun was warry of the Auirn leader, but was soon convinced that the
small invasion force was nothing but a splinter of the overall Tyranid fleet, and so she agreed to Artanis’ proposal to
evacuate the Nerazim alongside the Auirn Eldar, and soon the ship was fleeing out into the vast openness of space.
It was decided that a governing council was needed, as the Auirn and Nerazim Eldar societies were vastly different, and
barely trusted each other, so Artanis and Vorazun, along with a number of other representatives from both societies formed
the Hierarch, and while their discussions were often heated, they eventually came to a kind of unity.
GOING FORWARD
The Auirn and Nerazim Eldar, on their newly christened Craftworld Adun, now search the galaxy for their long-lost kin, as
well as any information on the creatures that had destroyed their home worlds. Eventually they encountered Farseer
Loran’el, of the lost Craftworld Vaulé, and learned much of the Tyranids, as well as the other threats the galaxy held.
Now the Eldar of Adun fight alongside their kin of the Craftworld Eldar, although some Craftworlders distrust the Adun Eldar
for they do not use Runes or Spiritstones, and their connection to the planet Auir, which is as strong as ever despite the
planet now being a baren wasteland, is an unknown and largely inconceivable thing to most.
CRAFTWORLD ADUN
ARMY SPECIAL RULES
PSYCHIC LINK
All Eldar of Craftworld Adun have an incredibly strong psychic connection to the planet Auir which extends through the Warp
to anywhere in the galaxy. The Eldar of Craftworld Adun can use this connection to protect themselves from the power of
the Warp and use it as a psychic conduit. The use of the planet as a conduit also protects the Eldar of Craftworld Adun from
Slannesh.
All models with the Craftworld Adun special rule ignore Perils of the Warp if they fail psychic tests, but still fail the psychic
test.
BATTLE FOCUS
See Codex: Craftworlds for rules.
KHALAI
Eldar of the planet Auir all have Nerve Cords which join them to the Khala, which enhances their psychic power and creates
a telepathic connection between individuals.
All models with the Khalai special rule may re-roll failed psychic tests.
NERAZIM
Eldar that left the planet Auir and moved to the planet Shakuras severed their Nerve Cords, so no longer had the connection
to the Khala, but due to the barrenness of the land, it bred an incredibly hardy people.
All models with the Nerazim special rule may re-roll failed armour saves.
BLINK
The Eldar of the Nerazim have mastered the art of moving themselves through the Warp from one point to another. To the
observer they appear to vanish in a puff of smoke, only to appear instantly in another place.
All models with the Shadow Walk special rule count as being equipped with a Warp Jump Generator, see Codex: Craftworld
for rules, and therefore count as Jet Pack Infantry. However, due to the protection afforded by the planet Auir, they do not
lose a model if a double is rolled for the distance moved.
ARMY WARGEAR
PSI-BLADE
Psi-Blades are a psychically enhanced power weapons which are generally wrist-mounted and are a standard weapon for
Craftworld Adun Eldar.
PSI-STAFF
The Psi-Staff is an extension of the standard Psi-Blade, and has two blades mounted on either end of a staff.
The Psi-Staff counts as a Witchblade, but also counts as two close combat weapons when calculating attacks during Close
Combat.
PSI-SHIELD
The Psi-Shield is a piece of equipment that generates a psychically-enhanced shield around the wearer, providing
protection from damage.
Points WS BS S T W I A Ld Sv
Zeratul 220 7 7 4 4 3 7 4 10 5+/3++
Unit Composition:
1 (Unique)
Unit Type:
Jet Pack Infantry (Character)
WARGEAR
Mesh Armour.
SPECIAL RULES
Craftworld Adun, Nerazim, Battle Focus, Eternal Warrior, Fear, Fearless, Fleet, Independent Character, Psyker (Mastery
Level 4), Blink, Shadow Cleave, Cloaked in Shadow.
Void Seeker: Once per battle, in the Movement Phase, Zeratul may be picked up by his personal ship the Void Seeker.
Zeratul, and any unit he is attached to, are immediately placed into Reserve, and must be deployed via Deep Strike in the
player’s next turn.
PSYCHIC POWERS
Psionic Lightning: Zeratul casts bolts of lightning from his hand. This is a witchfire power with the following profile:
Range: 24” S: 6 AP: 2 WC: 2 Assault 4
REMNANT OF GLORY
Blade of the Nerazim: This weapon counts as a Psi-Staff with the Force universal special rule.
Shield of the Craftworld: This counts as a Psi-Shield that provides the model with a 3+ invulnerable save.
WARGEAR
Mesh Armour, Psi-Shield, Psi-Blade
SPECIAL RULES
Craftworld Adun, Nerazim, Battle Focus, Fleet, Hit & Run, Blink
Cloaked in Shadow: A unit that contains only models with this special rule is permanently invisible, which means they may
not be targeted by shooting attacks, be the target of charges, be the target of Overwatch, or in any other way be targeted or
attacked specifically, although they can still be it by template weapons if they are within the template area due to proximity
to a targeted unit, or the template scattering over them. When a unit that contains only models with this special rule attacks
an enemy unit in close combat, the enemy unit counts as Initiative 1 and halves the number of attacks for each model, to a
minimum of 1. However, if the unit is within 18” of an enemy model with the Psyker special rule, this rule is negated, and the
unit may be targeted and attacked as normal.
Shadow Cleave (Exarch Only): A unit that contains at least one model with this special rule gains an additional attack when
charging, in addition to any other bonus attacks, and counts as being armed with assault grenades when charging.
OPTIONS
May include up to five additional Dark Templar…………………………………………………………………18 pts/model
May upgrade one Dark Templar to a Dark Templar Exarch…………………………………………………..............10pts
The Dark Templar Exarch may exchange their Psi-Blade for a Psi-Staff………………………………………………5pts