Yme-Loc Craftworld Army List: May Not Garrison

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Yme-Loc Craftworld 4.2.

YME-LOC CRAFTWORLD ARMY LIST


Forces
The Yme-Loc Craftworld Army List Army List uses the SPECIAL RULE
datasheets from the Eldar Forces section. May Not Garrison
Using the Army List
Yme-Loc Craftworld formations come in three types; the first The Eldar are a highly mobile army, and rarely have
two are warhost and troupe formations. Each warhost you enough forces to try to take and hold ground. Because of
include in the army allows you to field any three troupe this, instead of maintaining a heavily garrisoned front line,
formations. Although you can only take a troupe formation if they will usually rely on a screen of Rangers and War
Walkers to warn of the approach of any enemy forces.
you first take a warhost, they are treated as separate
Meanwhile the bulk of the highly mobile Eldar army will
independent formations during a battle and do not have to
be held back in reserve, where it will be ready to move
move around together. The third types of formation are Yme- quickly to any threatened sector. This tactic allows the
Loc Craftworld Spacecraft, Aircraft & Titan formations. A Eldar to hold large areas of ground with relatively few
maximum of up to a third of the points available to the army troops.
may be spent on these formations.
To represent these tactics, only Eldar Hornet are allowed
Finally, Yme-Loc Craftworld Individuals includes special to garrison objectives in the Epic tournament game
characters, formations and objective options. Each individual scenario.
may only be taken once by the army. The rules for using
each individual are listed in the “Notes” column.
Aspect Warrior …
The army list includes the following information:
All infantry units in Aspect Warrior formations (apart from
Formation: The name of the formation. Swooping Hawks, Warp Spiders and shining spears) must
be transported in Wave Serpents, Falcons and/or vampire
Units: The core units that make up the formation. or be entering play via a Webway Portal.

Extras: An Eldar formation may include any of the extra units


listed in the “Extras” column. You may include any number of
extra units in a formation unless it is specifically noted
otherwise. All of the core and extra units in a formation count as
being part of one formation. The different units may not move
off on their own.

Cost: The points value of the formation.

Special Rules
The Hit & Run Tactics rule applies to all Eldar formations (see
Hit & Run Tactics). Additionally, certain units and weapons
have special abilities described in Farsight (see Farsight) and
Eldar Technology (see Eldar Technology).
Yme-Loc Craftworld 4.2
YME-LOC CRAFTWORLD ARMY LIST
The Yme-Loc has a Strategy Rating of 4. All Titan Formations and Aspect have Initiative rating of +1. All other Formations have +2
Initiative rating.
YME-LOC CRAFTWORLD INDIVIDUALS
(Up to one of each type of individual may be taken per army.)

TYPE NOTES COST


0–1 Avatar In Grand Tournament games the Avatar must start off the table. At the start of any turn (including the first) it may be set up Free
on the table within 15cms of a Farseer character. In the End Phase of the turn the Avatar returns to the Webway and is removed
from play. Once the Avatar has left it may not return.
0–1 Wraithgate At the start of the game nominate objective/s on your half of the table as a Wraithgate before setting up spacecraft and +50 points
Garrisons. The Wraithgate functions both as a Webway Portal and as an objective for the rules purposes. It may not be destroyed.
Only formations consisting completely of infantry units, light vehicle units or armoured vehicles units with the Walker ability may
use the Wraithgate to enter play. Upgraded to a Spiritgate for +50 points. Any formation containing only INF, LV, and AV units
may use a Spiritgate.

YME-LOC CRAFTWORLD WARHOSTS

FORMATION UNITS EXTRAS COST


Engine of Vaul Any one of the following units in any combination: Cobra, May add up to two of the following: Cobra, Scorpion, Storm 250 points
Warhost Scorpion, Storm Serpent serpents for 200 points.
Add Bonesinger for 50 points, one per army
one Farseer character per formation for 25 points
Phantom One Phantom Titan Add Bonesinger for 50 points, one per army 750 points
0–1 Warlock One Warlock Titan Add Bonesinger for 50 points, one per army 850 points

YME-LOC CRAFTWORLD TROUPES


(Each warhost you include in the army allows you to field any two troupes.)
FORMATION UNITS EXTRAS COST
Night Spinner Three Night Spinners None 175 points
Eldar Hornet Five Eldar Hornets None 250 points
Wraith Knight Three Wraith Knights None 375 points
Swords of Vaul Five Falcons Add up to one Falcon for +50 points 250 points
Replace any number of Falcons with an equal number of Fire
Prisms for +15 points each
Replace up to two Falcons with an equal number of Firestorms for
free
Aspect Warrior Six of the following, in any combination (Dire Avengers, Add just enough for a Wave Serpent or Falcon to transport all 225 points
Troupe Striking Scorpions, Howling Banshees, Fire Dragons, Warp units (except Swooping Hawks, Warp Spiders and shining
Spiders, Dark Reapers, Swooping Hawks, Shining Spears) spears) for +50 points each . Add up to one Exarch character
to an infantry unit for +25 points.
0–1 Void Spinner One Void Spinner Add up to two Void Spinners for +275 points each. 275 points
per 2 EoV Warhost
Windrider Any six of the following units: Jetbikes, Vyper None 200 points

YME-LOC CRAFTWORLD SPACECRAFT, AIRCRAFT & TITANS


(Up to a third of the points available may be spent on these formations.)
FORMATION UNITS COST
Nightwings Three Nightwing Interceptors 300 points
Revenants Two Revenant Titans 650 points
0–1 Spacecraft Any one of the following units: Wraithship 150 points
Dragonship 300 points
Vampire One Vampire Raider 200 points
Vampire Hunter One Vampire Hunter 275 points
ELDAR FORCES
NAME TYPE SPEED ARMOUR CC FF WEAPONS RANGE FIREPOWER NOTES
BONESINGER CH n/a n/a n/a n/a Ranged Weapon - - Invulnerable Save, Supreme Commander.
Exarch CH n/a n/a n/a n/a Swooping Hawk, Warp Spider, Inspiring.
Dire Avengers & Dark Reapers … (small arms) EA+1
Striking Scorpions……………… (bc) EA+1
Fire Dragons . . . . . . . . . . . . . . …. (small arms) MW, EA+1,
Howling Banshees……………… (bc) EA +1, First Strike
Shining Spears………………….. (bc) EA +1, Lance
Farseer character CH n/a n/a n/a n/a Shuriken Pistols (15cm) Small Arms Commander, Farsight, Invulnerable Save.
Witch Blades (bc) Assault Weapons, EA(+1), MW
ELDAR HORNET LV 40cm 4+ 6+ 5+ Star Cannon 30cm AP4+/AT6+ Skimmer, Scout.
Bright Lance 30cm AT5+ L
Fire Dragons INF 15cm 5+ 5+ 4+ Fusion Guns 15cm MW5+
and (15cm) Small Arms, MW
Dark Reapers INF 15cm 5+ 6+ 3+ Reaper Missile Launchers 45cm 2× AP5+
Dire Avengers INF 15cm 5+ 5+ 4+ Shuriken Catapults (15cm) Small Arms, EA(+1)
Howling Banshees INF 15cm 5+ 2+ 5+ Shuriken Pistols (15cm) Small Arms Infiltrator
Banshee Masks (bc) Assault Weapons, FS
Jetbikes INF 35cm 5+ 6+ 4+ Twin Shuriken Catapults (15cm) Small Arms Mounted, Skimmer.
Shining Spears INF 35cm 4+ 4+ 5+ Twin Shuriken Catapults (15cm) Small Arms Mounted, Skimmer.
Power Lances (bc) Assault Weapons, L
Striking Scorpions INF 15cm 4+ 4+ 5+ Shuriken Pistols (15cm) Small Arms
Mandiblasters (bc) Assault Weapons, EA(+1)
Swooping Hawks INF 35cm 5+ 5+ 4+ Lasblasters (15cm) Small Arms Jump Packs, Scout, Teleport.
Warp Spiders INF 15cm 4+ 5+ 4+ Death Spinners (15cm) Small Arms First Strike, Infiltrator, Jump Packs.
Vyper LV 35cm 4+ 6+ 5+ Scatter Laser 30cm AP5+/AT5+ Skimmer.
Falcon AV 35cm 5+ 6+ 4+ Pulse Laser 45cm 2× AT4+ Skimmer, Transport. May transport one infantry
Scatter Laser 30cm AP5+/AT5+ unit(except Support Weapon Platforms and
Wraithguard)without Jump Packs or Mounted.
Fire Prism AV 35cm 5+ 6+ 5+ Prism Cannon 60cm AP4+/AT2+, L Skimmer.
Firestorm AV 35cm 5+ 6+ 4+ Firestorm Battery 45cm 2× AP5+/AT5+/AA4+ Skimmer, Transport. May transport one infantry unit
(except Support Weapon Platforms and Wraithguard)
without Jump Packs or Mounted.
Night Spinner AV 35cm 5+ 6+ 5+ Night Spinner 45cm 1BP, D, Ind Skimmer, Transport. May transport one infantry
unit(except Support Weapon Platforms and
Wraithguard) without Jump Packs or Mounted.
Wave Serpent AV 35cm 5+ 6+ 4+ Twin Shuriken Cannon 30cm AP4+ Reinforced Armour, Skimmer, Transport. May transport one
Wraithguard unit or two infantry units (except Support Weapon
Platforms) without Jump Packs or Mounted; Wraithguard count as two
units each
Wraith Knight WE 30cm 5+ 4+ 4+ Scatter Laser 30cm AP5/AT5+, Damage Capacity 2, Reinforced Armour, walker, Fearless,
2 x Heavy Wraith Cannons 30cm MW4+ Invulnerable Save (5+) Critical Hit Effect: The unit is destroyed..
Avatar WE 15cm 3+ 2+ 4+ Wailing Doom 30cm MW5+ Commander, Damage Capacity 3, Fearless, Inspiring, Invulnerable Save,
and (bc) Assault Weapons, EA(+1), MW Walker. Critical Hit Effect: The unit is destroyed. All Eldar formations
with a unit with a line of fire to the Avatar receive a Blast marker.
Cobra WE 25cm 5+ 6+ 5+ Cobra D-Cannon 30cm 2BP, FxF, IC, MW Damage Capacity 3, Reinforced Armour, Skimmer. The Cobra D- Cannon
or 30cm MW4+, FxF, IC, TK(D3+1) ignores void shields and power fields. Critical Hit Effect:.The unit is destroyed.
Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ All units within 5cm suffer a hit on a roll of 6+
Shuriken Cannon 30cm AP5+
Phantom Titan WE 25cm 5+ 3+ 3+ 1–2× Titan Pulsar 75cm 2× MW2+, TK Damage Capacity 6, Fearless, Holofield, Leader, Reinforced Armour, Walker.
0–1× Titan Power Fist 30cm 6× AP4+/AT4+ Armed with either two Titan Pulsars, or a Titan Pulsar and Power Fist. May
and (15cm) Small Arms, EA(+3) step over units and pieces of terrain that are lower than the unit’s knees and less
or (bc) Assault Weapons, EA(+2), TK(D3) than 2cm wide. Critical Hit Effect: The unit loses the Holofield ability save for
2× Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+ the rest of the game. Subsequent critical hits cause an extra point of damage.
Revenant Titan WE 35cm 5+ 4+ 4+ 2× Revenant Pulse Laser 45cm 2× MW3+ Damage Capacity 3, Fearless, Holofield, Jump Packs, Walker. May step over
2× Eldar Missile Launcher 45cm AP5+/AT6+/AA6+ units and pieces of terrain that are lower than the unit’s knees and less than 2cm
wide. Critical Hit Effect: The unit loses the Holofield ability save for the rest of
the game. Subsequent critical hits destroy the unit.
Scorpion WE 25cm 5+ 6+ 5+ Scorpion Twin Pulsar 75cm 2× MW2+ Damage Capacity 3, Reinforced Armour, Skimmer. Critical Hit Effect: The
Shuriken Cannon 30cm AP5+ unit is destroyed. All units within 5cm suffer a hit on a roll of 6+.
Storm Serpent WE 25cm 5+ 6+ 4+ Storm Serpent Pulse Laser 45cm 2× AT3+ Damage Capacity 3, Reinforced Armour, Skimmer, Webway Portal. Only
Scatter Laser 30cm AP5+/AT5+ formations consisting completely of infantry units, light vehicle units or armoured
vehicles units with the walker ability may use the Storm Serpent’s Webway
Portal to enter play. Critical Hit Effect: The unit is destroyed. All units within
5cm suffer a hit on a roll of 6+.
Void Spinner WE 25cm 5+ 6+ 5+ Void Spinner Array 60cm 3BP, D, Ind Damage Capacity 3, Reinforced Armour, Skimmer. Critical Hit Effect: The
unit is destroyed. All units within 5cm suffer a hit on a roll of 6+.
Warlock Titan WE 25cm 5+ 3+ 3+ Psychic Lance 30cm 3BP, D, IC, TK(D3) Damage Capacity 6, Farsight, Fearless, Holofield, Inspiring, Leader, Reinforced
And (15cm) Small Arms, EA(+2), TK(D3) Armour, Walker. Armed with a Psychic Lance, and either a Titan Pulsar or
0–1× Titan Pulsar 75cm 2× MW2+, TK Power Fist. May step over units and pieces of terrain that are lower than the
0–1× Titan Power Fist 30cm 6× AP4+/AT4+ unit’s knees and less than 2cm wide. Critical Hit Effect: The unit loses the
and (15cm) Small Arms, EA(+3) Holofield ability save for the rest of the game. Subsequent critical hits cause an
or (bc) Assault Weapons, EA(+2), TK(D3) extra point of damage.
2× Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+
Vampire Raider AC/ WE Bomber 5+ 6+ 4+ 2× Pulse Laser 45cm 2× AT4+, FxF Damage Capacity 2, Planetfall, Reinforced Armour, Transport. May
Scatter Laser 30cm AP5+/AT5+/AA5+, FxF transport eight infantry units without Mounted. Wraithguard
count as two units each. Critical Hit Effect: The unit and all
units on board are destroyed.
Vampire Hunter AC/ WE Bomber 5+ n/a n/a Hunter Twin Pulsar 30cm 2x MW2+, FxF Damage Capacity 2, Reinforced Armour, Critical Hit Effect: The unit is
Scatter Laser 30cm AP5+/AT5+/AA5+, FxF destroyed.
Twin Eldar Missile Launcher 45cm AP4+/AT5+/AA5+, FxF
Nightwing Interceptor AC Fighter 4+ n/a n/a Twin Shuriken Cannon 30cm AP4+/AA5+, FxF
Twin Bright Lance 30cm AT4+/AA5+, FxF, L
Dragonship SC n/a n/a n/a n/a 0–1× Orbital Bombardment n/a 8BP, MW Transport. May transport twelve Vampire Raiders and the units
0–1× Pin-Point Attacks n/a 2× MW2+, TK(D3) being carried on them. Armed with either an Orbital Bombardment
or Pin-Point Attacks.
Wraithship SC n/a n/a n/a n/a 0–1× Orbital Bombardment n/a 4BP, MW Armed with either an Orbital Bombardment or Pin-Point Attack.
0–1× Pin-Point Attack n/a MW2+, TK(D3)
SPECIAL RULE
Farsight
Eldar Farseers are able to partially unravel the threads of time, allowing them to foresee events that may affect his army, and act to counter them. To represent this, any Eldar formation
that includes a unit with Farsight may ignore the -1 Action test penalty when they try to retain the initiative. In addition, once per turn the Eldar player may attempt to retain the
initiative twice in a row (i.e. the Eldar player can retain the initiative and take another action after having successfully retained the initiative once already). Any Eldar formation may be
chosen, including those that do not include a unit with Farsight, but at least one unit with Farsight must still be in play and on the battlefield. The formation must still pass an initiative
test in order to carry out the action, and will suffer the -1 modifier for retaining the initiative unless it
includes a unit with Farsight. Once the action has been taken the initiative returns to the opposing player.

Hit & Run Tactics


The Eldar are a dying race, and any loss is deeply mourned. Because of this they have developed tactics that, when combined with their highly advanced technology, allows them to
attack the enemy and then quickly retire in order to avoid any return fire. This special ability is reflected by the following special rules, which apply to all formations in an Eldar army.
Eldar formations that take advance or double actions may choose to shoot either before or after each move. However, they may still only shoot once during the action. For example, an
Eldar formation taking an advance action could shoot and then move or move and then shoot, while a formation taking a double action could shoot and move twice, move twice and
then shoot, or move then shoot and then move again. In addition Eldar formations that wins an assault are allowed to move any distance up to their speed value when they consolidate,
rather than being limited to a move of 5cm as would normally be the case.

Eldar Technology
The Eldar are a technologically sophisticated race that make use of a number of devices that have capabilities far in advance of anything used by the other races in the galaxy. These
chnological advantages are represented in Epic by the following special rules:

Holofield: Eldar Titans are protected by a Holofield that is projected from special wing-like structures on the Titan’s carapace. These fracture the image of the Titan making it appear
as a swirling cloud of coloured motes to the naked eye, while at the same time disrupting any targeting devices attempting to lock onto the Titan. The overall result is to make the Titan
a very hard target to hit! Holofields provide Titans with a special 3+ saving throw that can be taken instead of the Titan’s normal saving throw. This save may always be taken, even
against hits in an assault or against Titan Killer or Macro-weapons attacks. Make a single saving against weapons with the Titan Killer ability, rather than a separate save for each point
of damage. If a vehicle with a Holofield also has Reinforced Armour, then it is allowed to re-roll its saving throw unless hit by Lance, Macro-weapon or Titan Killer attacks, but the re-
roll must be made using the units armour save rather than the Holofield save. No Blast markers are placed for hits that are saved by a Holofield.

Lance: A Lance uses a highly concentrated beam of laser energy to destroy heavily armoured targets. A unit with Reinforced Armour that is hit by a Lance weapon is not allowed to re-
roll its saving throw.
Webway Portal: Webway portals are used by the Eldar to safely travel through the Warp. Each Webway Portal included in the army allows the Eldar player to pick up to three other
formations, and keep them back on the Craftworld. Any formation’s that are kept on the Craftworld may enter play via the Webway Portal, by taking an action that allows them to make
a move, and then measuring their first move from the position that a Webway Portal occupies on the tabletop. Note that the formation may appear through any Webway Portal, not just
the one that was “used” to allow the formation to be kept off-board. No more than one formation may travel through each Webway Portal each turn.

In the Epic Tournament Game Rules formations in reserve with multiple deployment options must have a designated deployment method during setup (e.g. Webway Portal, air
transport or teleport).

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