IYANDEN CRAFTWORLD SPIRIT HOST

by JON BOYCE

The Iyanden Craftworld was decimated during the Tyrannid invasion by the Hive Fleet Kraken. As a result, four fifths of the Eldar living on what was one of the most prosperous of craftworlds were annihilated, and much of the craftworld now lies derelict and empty. The Iyanden Eldar shun all warfare unless strictly necessary. Even then, there are too few troops to take to the battlefield, and the Iyanden Eldar must rely on the dead returning to do battle.

Iyanden Army

An Iyanden army uses the following structure:

HQ

ELITES

TROOPS

FAST ATTACK

HEAVY SUPPORT

 

HQ

BONESEER

  Points WS BS S T W I A LD Save
Boneseer 75 5 5 3 4 3 5 1 10 4+

Due to the large Spirit Host on Iyanden, a greater proportion of the psychic Eldar follow the Boneseer path than on other craftworlds. On Iyanden, the Boneseers have as much power as the craftworld’s Farseers.

Rune Armour: See the Eldar wargear section for details.

Options: The Boneseer may take weapons and wargear from the Eldar Armoury. He may also take psychic powers from the Boneseer psychic power list.

Retinue: The Boneseer may be accompanied by a retinue of Bonesingers chosen as detailed below.

Bonesinger Powers: The Boneseer may have up to three of the following Boneseer powers: Preservation at +20pts, Bone Song at +10pts or Mind War at +10pts.

SPECIAL RULES

Independent Character: The Boneseer is an independent character unless accompanied by a retinue.

Isithra Kasra: Boneseers always carry an Isithra Kasra into battle. The psychic tool is played in a similar fashion to a musical instrument allowing the Boneseer to psychically knit together and repair wraithbone damage. At the start of any Eldar turn, the Boneseer may attempt to use the Isithra Kasra to repair an immobilised Eldar vehicle that is in base to base contact with the Boneseer. On a D6 roll of 6 the vehicle is repaired and may move normally.

 

BONESEER POWERS

The Boneseer may have up to three Boneseer Psychic Powers chosen from the list below

Preservation: The Boneseer can protect an Eldar vehicle or Wraithlord by projecting a psychic shield to envelop it. Any Wraithlord or vehicle within 12" treats all hits greater than S8 as S8 in the next enemy shooting phase. Note, this power cannot be used on Wave Serpents.

Bone Song: The Boneseer throws a seed of wraithbone to the ground as an enemy assaults. Psychic songs cause the wraithbone to twist and grow in front of the Boneseer and his unit. For the first assault phase, the Boneseer and his unit count as being behind a defended obstacle.

Mind War: As detailed in the Eldar Codex

 

 

BONESINGER

  Points WS BS S T W I A LD Save
Bonesinger 21 4 4 3 3 1 4 1 8 3+

Number: A Boneseer may be accompanied by up to five Bonesingers as part of his Bodyguard.

Character: The Bonesinger is a character but may not move alone. The Bonesinger must either remain with the Boneseer, or may join a Wraithguard, Ghost Warrior or Wraithlord Knight squad. You may not take a Warlock and a Bonesinger to accompany the same squad.

Options: The Bonesinger may be given any equipment allowed by the Craftworld Eldar Armoury.

Transport: If the Bonesinger is assigned to a Boneseer mounted on an Eldar jetbike he must also be mounted on an Eldar jetbike at an additional cost of +25 pts. The jetbike is armed with twin-linked shuriken catapults.

Bonesinger Powers: The Bonesinger must have one of the following Bonesinger powers: Song of Swiftness at +15pts or Spirit Talk at +20pts.

Rune Armour: See the Eldar Wargear section for details.

SPECIAL RULES

Isithra Kasra: Bonesingers always carry an Isithra Kasra into battle. The psychic tool is played in a similar fashion to a musical instrument allowing the Bonesinger to psychically knit together and repair wraithbone damage. At the start of any Eldar turn, the Bonesinger may attempt to use the Isithra Kasra to repair an immobilised Eldar vehicle that is in base to base contact with the Bonesinger. On a D6 roll of 6 the vehicle is repaired and may move normally.

 

Bonesinger Powers

Song of Swiftness: The Bonesinger creates a psychic wave which invigorates wraithbone and increases its movement. Any Eldar vehicle, Wraithlord or Wraithguard within 18" may increase its move by D6 in the next Eldar movement phase.

Spirit Talk: The Bonesinger is able to commune with a Wraithlord or Wraithguard model on a psychic level. Any single Wraithlord or Wraithguard model within 12" may fire one weapon or move in up to its normal move distance. Any move or shooting is in addition to the normal move or number of shots.

 

 

TROOPS

WRAITHLORD KNIGHTS

  Points WS BS S T W I A LD Save
Wraithlord Knight 75 4 4 5(10) 8 3 4 (2)3 10 3+

Wraithlord Knights are unique to the Iyanden Craftworld. Finding that they were unable to manufacture enough heavy weapons to arm their Wraithlords during the Tyrannid invasion, the Boneseers decided to create Wraithlords dedicated to close combat to battle the Tyrannid hordes in the depths of the craftworld where heavy weapons would be of minimal use. The Wraithlord Knights subsequently became a characteristic of the Iyanden army and are fear inspiring in assault.

Squad: The squad consists of between 1 and 3 Wraithlord Knights.

Weapons: Two Dreadnought close combat weapons. Each fist incorporates a flamer or a shuriken catapult. Note that the Wraithlord Knight’s profile already includes the extra Attack for having two close combat weapons.

Options: Up to one Wraithlord Knight in three may upgrade one of its ranged weapons to a fusion gun at +5 pts.

SPECIAL RULES

Implacable Advance: The Wraithlord Knight may fire both of its weapons on the move.

Fearless: The Wraithlord Knights are assumed to automatically pass any Morale test they are required to take and can never be pinned.

 

GHOST WARRIOR

  Points WS BS S T W I A LD Save
Ghost Warrior 40 4 4 4 4 1 4 1(2) 10 3+

Special mention must go to Brian D. Schenck, whose ideas for Ghost Warriors I have adapted for this entry. Does anyone else remember those Spirit / Ghost Warriors that came with the old Eldar Dreadnought with the small head? Use those models if you can get hold of them!

In earlier times of the Eldar immediately following the fall, Ghost Warriors were a common sight when a Craftworld took to the battlefield. Originally created as automatons, the Ghost Warriors were used by the pre-fall Eldar as a standing army, allowing them to devote more time to their excesses. As the Eldar fled Slaanesh, many of these automatons were stowed in the recesses of craftworlds, to remain unused for centuries. When the Tyrannids wreaked havoc on the Iyanden craftworld, the Ghost Warriors were remembered as a further source of troops by the ruling council. Unfortunately, the basic circuitry mind of the Ghost Warriors had long since rotted, but it was found that spirit stones could be place into the shell to animate them, much like Wraithguard. Since that time, all of the Ghost warriors on Iyanden have been resurrected and are piloted by the dead when Iyanden goes to war.

Squad: The squad consists of between 5 and 10 Ghost Warriors.

Weapons: Head mounted shuriken catapult the Wraith’s Touch.

Character: The Ghost Warriors may be joined by a Warlock or a Bonesinger from the Farseer or Boneseers’ retinue. Se the relevant entries in the HQ section of the army list.

Transport: Ghost Warriors are smaller than their cousins the Wraithguard and therefore a Ghost Warrior squad numbering 10 models or less (including a Bonesinger or Warlock) may be mounted in a Wave Serpent for 110 pts.

SPECIAL RULES

Fearless: Ghost Warriors are not living creatures and are therefore not affected by emotions such as dread and urges of self-preservation. A Ghost Warrior unit never falls back and cannot be pinned. Even attacks which normally cause the enemy to automatically fall back have no effect on Ghost Warriors. If a character joins the Ghost Warriors, they also become fearless.

Wraithsight: Ghost Warriors suffer from Wraithsight as detailed in the Wraithguard entry of the Eldar codex. Note, as with Wraithguard, if accompanied by a Warlock or a Bonesinger, the squad does not suffer from Wraithsight.

Wraith’s Touch: The Wraith’s Touch consists of a pair of power weapons which allow the Ghost Warrior to re-roll any wound rolls that fail to wound. Note that the Ghost Warrior’s profile already includes the extra Attack for having two close combat weapons.

 

HEAVY SUPPORT

Falcon Spirit Tank (150 pts) - all options and stats as per Eldar Codex.

Spirit Stone: Due to the lack of Eldar crew, all grav-tanks are crewed by the dead. The Falcon contains a large Spirit Stone which allows the grav-tank to ignore all ‘crew shaken’ results. Any ‘crew stunned’ results are treated as ‘crew shaken’ results. Note that a Spirit Tank may not take the Spirit stone vehicle upgrade.

Wraithsight: A Falcon Spirit Tank suffers from Wraithsight as described in the Wraithguard entry of the Eldar Codex. If the Spirit tank is transporting an Eldar psyker, it does not suffer from wraithsight.

 

FIRE PRISM (145 pts) – all options and stats as per Eldar Codex.

Spirit Stone: Due to the lack of Eldar crew, all grav-tanks are crewed by the dead. The Fire Prism contains a large Spirit Stone which allows the grav-tank to ignore all ‘crew shaken’ results. Any ‘crew stunned’ results are treated as ‘crew shaken’ results. Note that a Spirit Tank may not take the Spirit stone vehicle upgrade.

Wraithsight: A Fire Prism Spirit Tank suffers from Wraithsight as described in the Wraithguard entry of the Eldar Codex. If the Spirit tank is transporting an Eldar psyker, it does not suffer from wraithsight.


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