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Eldritch Raiders

The EO/40konline Eldar Pirate-project


Written by Rasmus
050526

Introduction The titles of Pirate leaders appear to follow no


Special Rules particular pattern and there are almost as
Pirate Armoury many titles are there are leaders. Come claim
New Pirate Wargear to be Kings or Emperors, while others insist on
Pirate Armylist being referred to as Majester. In any case, the
HQ leader is certain to be intelligent, cunning,
Elites cruel, and very dangerous. His prime task is to
Troops bend his criminal cadre captains to his will
Fast Attack and prevent them from killing him (or each
Heavy Support other). He is, therefore, quite happy to have
Editorial History them in action where they can only harm
themselves or the victim of his choice.
Introduction
As further protection from his captains, the
The Eldritch Raiders, Eldar Pirates and out- leader personally commands his own cadre of
casts though they are, are highly efficient, to- warriors. These are the cream of his military
tally ruthless and a worthy match in combat - might, amongst the most powerful warriors of
even for the Space Marines. Furthermore, they the galaxy. The personal cadre of the Leader
have access to the Eldar Webway Gates, and can contain many powerful veterans and
there are enough of these around most elite-units, some skilled enough to rival even
high-range starsystems to move across entire the Craftworld Eldars’ fabled Aspect warriors.
sectors quickly and easily. Eldar pirates also make regular use of merce-
Of course the Imperium is both aware of, and naries, but since the Eldar feel a natural an-
concerned about, the Eldritch Raiders, and the tipathy towards orks, and finds humans irk-
Priesthood have officially outlawed them, some, the pickings are rather slim.
branding them as Xeno-scum, along with most
of their Craftworld and Dark brethren. This Interaction between Eldritch Raiders and
essentially makes them "fair game" for any other Eldar is troublesome. There is some con-
Imperial fleet or army in the area. This, how- nection between the Pirates and Exodite Chief-
ever, has not abated the frequency of strikes tains, that much is certain, as well as some
made by the Pirates, and sooner or later the connection with certain Troupes of Harlequins.
Imperium will have to take more drastic mea- These two groups allow access to the webway
sures, like a Space Marine crusade against for the Pirates. Contact with the Dark Kin,
them. however, is very limited indeed. This is be-
cause no leader of a Pirate-party would ever
As is common in Eldar Pirate groups, Eldritch have Dark Eldar in his own cadre, for fear of
Raiders organise their entire force around assassination-attempts, and would also shy
"Serpent" and "Dragon" warrior squads. These away from having them in any captain’s cadre,
are grouped together into "wings" or "cadres" of as they might be used against him. With the
between 3 and 10 squads, according to the so- exception for some minor trade with the Dark
cial standing of the cadre’s leader (Eldar, even Kin, the only contact the Pirates are with them
pirates, set great store in aristocratic stand- is to pick up strays and outcasts from their
ing). The cadres are the Eldar equivalent of vaulted cities.
the Imperial company, although much smaller.
Each is commanded by a Minor Eldar Lord or
baron who will be directly responsible before
the Pirate Leaders, who is more rarely seen on
the field.

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Page 1
The Craftworlds view the Pirates are violent, • Switch-grip: U t i l i z i n g v e t e r a n c o m-
uncontrollable and impulsive, whereas the Pi- bat-skills, some Pirates are able to wield their
rates view the Craftworlders as arrogant, pas- shuriken catapults like a close-combat weapon.
sive and complacent. This makes for a very This can be added as a second close-combat
chilly relationship, and only when great cap- weapon if a Pirate already has one. However,
tains or other in the aristocracy die, and are due to the balance of the shuriken catapult,
taken to the Craftworlds to be have his stone they do not get a bonus for charging while us-
stored with the others of his kind do the two ing the switch-grip, as they have to balance the
groups interact without hostility. Some trade weapon as they rush the enemy.
and mercenary-work is also part of this diffi-
cult relationship-equation.
Pirate Armoury
This list represents the Eldritch Raiders, it is
not a general representation of Eldar Pirates. A character may be armed with either two
one-handed weapons or one two-handed and
one one-handed weapon. No character can se-
Special rules lect the same weapon or piece of wargear more
• Cadre-based: A Pirate-party may never than once.
c o n t a i n a t o t a l o f C o b r a - s q u a d s , M i s- The cost of weapons are not included in the
twing-squads and Skyraider-squads exceeding total amount of points a character can spend
the total of Serpent and Dragon-squads. Ex: on wargear, but are rather an addition to this
You may have a total of four Cobra-squads, total.
Mistwing-squad or Skyraider-squads (or any The effects of wargear and weapons can not
combination thereof) if you have a total of four be combined, neither can the effects of pieces of
or more Serpent and Dragon-squads (say two of wargear be combined unless so specifically
each). noted.
• Fleet of Foot: See Codex: Eldar - page 4 One-handed Weapons Cost
• Loot and pillage: The Pirates steal equip- Close combat weapon 1
ment where they find it, and trade it off later. Fusion pistol 18
Even limbs and armour can be traded for these Handflamer 3
purposes. For every model killed in Laser lance 10
close-combat by a pirate, roll a die. On a 6 the Plasma Pistol 15
weapon is captured. If an enemy breaks from Powerweapon 10
combat but is not able to outrun the Pirate Riveblades 15
(Sweeping Advance catches them) then roll a Shuriken pistol 1
die for every other (1 in 2) models in the flee- Witchblade 15
ing squad. On 4+ the weapon is captured.
Place the model off to the side until after the Two-handed weapons Cost
battle. The Pirates gain an additional Vic- Brightlance 30
tory-point for every model’s equipment cap- Eldar Long Rifle 6
tured in this way, and another point if the Eldar Missile Launcher 25
weapon is an upgrade from the basic weapon of Flamer 4
the squad (like a meltagun or heavy weapon Fusiongun 6
for marines). If the captured equipment is that Shuriken cannon 12
of a character (no matter what equipment) an- Shuriken catapult 1
other point is added. A point is also received Singing Spear 18
for every vehicle destroyed in close combat.
Captured equipment - basic - 1 point
Captured equipment - upgrade - 2 points
Captured equipment - character - 3 points
Destroyed vehicle in close combat - 1 point
In scenarios where victory-points are not used
to determine winner, this rule is ignored,
s a v e d f o r t h e m o r a l v i c t o r y o f t h e P i-
rate-player!

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Wargear Cost Singing Spear
Auto-senses 10 Witchblade
Bio-explosive ammunition 5 See Main rulebook - page 46 and Codex: Eldar
Cameleoline-cloak 7 page 35.
Communicator 12 Note that only characters able to buy psychic
Conversion field 20 power may be equipped with these weapons.
Flight pack 20 They do not have to have a psychic power to be
Hallucinogen grenades 3 armed with them, but they have to have the
Jokaero digital weapons 15 option.
Master-crafted weapon 15
Mesh-armour 4
Phase field 15 Wargear
Picker-pack 5
Plasma grenades 2 Auto-senses
Powerblades 15 Sensors fitted to the helmet and visor allows
Refractor-field 13 the Pirate to see in other bandwidths than nor-
Tanglefoot grenades 4 mally accessible to the Eldar eye. They also
Way-stone 25 allow the Pirate to see in very dim light.
The Pirate may re-roll any roll for spot-
Psychic powers Cost ting-distance (example: Night-fight).
Conceal 20
Destructor 15 Bio-explosive ammunition
Embolden 10 See Citadel Journal #39 - page 11
Enhance 15 This ammunition can be used with either the
Farsight 10 shuriken pistol, catapult or cannon. If used
Flawsight 15 with the pistol its performance is not changed
Foresight 20 apart from the added effect of the ammunition.
Due to the more cumbersome nature of the am-
munition, though, the Shuriken Catapult is
New Pirate Wargear treated as an Assault 1-weapon when firing
bio-explosive ammunition. The Shuriken can-
Weapons non is treated as an Assault 1-weapon as well,
Unless otherwise noted the weapons are de- as the balance of the weapon is shifted.
tailed in Codex: Eldar - page 34-35. The shooter may choose every shooting-phase
if he wishes to fire regular or bio-explosive am-
Fusion pistol munition.
See Citadel Journal #39 - page 11 Bio-explosive ammunition may not be loaded
into the weapons of a character’s jetbike, only
Handflamer hand-held weapons. It has no effect in
The handflamer is a very compact flamer, used close-combat.
in hand. The stream of burning liquid and gas
spewed from it is slighter than that of a nor- Cameleoline-cloak
mal flamer, which affects the total area cov- The cloak takes on the colours and patterns of
ered. The heat is just as intense though. the surrounding terrain, masking the wearer
When working out hits for this weapon use with more ease, and far better, than any static
the template normally, but only half the mod- camouflage, as exmployed by the humans.
els (rounding up) normally affected are hit. A wearer adds +1 to all Cover-saves, and re-
The weapon is Assault 1. ceives a 6+ Coversave even if hs is without
cover.
Laser lance
See Codex: Eldar - page 35 Communicator
Note that only characters riding an Eldar An intricate array of sensors and psychic wave-
Jetbike may be armed with a laser lance. length-pickups allows the wearer of the com-
municator to relay targeting-information to the
Plasma Pistol members of his squad, letting them take shots
Riveblades they would normally never risk, unable to even

Eldritch Raiders
See Citadel Journal #39 - page 11 see the target.
The EO-Pirate Project
Page 3
A character equipped with a communicator A wearer of Jokaero digital weapons fight
allows the members of his squad (himself in- with +2A on the first turn of combat (if he as-
cluded) to re-roll any "to hit"-rolls that rolled a saults or is assaulted), and +1A any other turn
"1" in the shooting phase. Twin-linked weap- of close combat, in addition to any other bo-
ons can only be re-rolled once. nuses (like the +1 for assaulting, for instance).
In addition, if the character is joining a Fire- These attacks are added to the wearer’s
support-battery the communicator allows the A-characteristic, and use whatever special
weapons to target different targets as long as properties of weapons the character is using.
the character remains in the unit.
Master-crafted weapon
Conversion field The Pirates trade with the finest
A conversion-field absorbs incoming energy weapon-makers of both Exodites, Craft-
and turns it into light and heat, reflected away worlders and Dark Kin. These master crafts-
from the wearer. Fighting an opponent with a men can make weapons that even the gods of
Conversion-field is very frustrating, as each old would have feared.
blow produces a bright flash of light, and a A master-crafted weapon may re-roll one die
wave of heat, and the harder the blow, the to hit each turn when used. The cost of Mas-
brighter the flash, and hotter the wave. ter-crafting a weapon is not counted against
The wearer of a Conversion-field receives a the total amount of points a character can
4+ Invulnerable save from both Shooting and s p e n d , a n d a w e a p o n m a y o n l y b e m a s-
Close-combat attacks. In addition, any attacks ter-crafted once.
using an Initiative lower than the wearer are
worked out with halved WS against the Mesh-armour
wearer. Combining super-light strands of Wraithbone
with metallic-like plates, this armour is light,
Eldar Jetbike durable and favoured among fast-moving
See Codex: Eldar - page 34. troops
Note that while riding an Eldar jetbike, no The wearer has a 4+ armour-save.
two-handed weapons may be used.
Phase field
Flight pack See Citadel Journal #39 - page 11.
Flightpacks are miniaturized anti-graviton May be chosen by Independent Characters
generators, allowing the wearer to propel him- only.
self as if virtually weightless. The wearer can
adjust the pack to soar long distances in long Picker-pack
bounds, or dart through the air only to come to Featuring spider-like arms sticking from a
a sudden halt in mid-air, and land. backpack, the sensors detect equipment, scoop-
A model equipped with a flight pack moves as ing it up as the Pirate passes, even in the heat
if equipped with a Jump pack, and may Deep of battle. This allows the Pirate to concentrate
Strike if the mission allows it. In addition, a on more important things, like killing the en-
model wearing a flight-pack is only wounded emy.
on a 4+ if a 1 is rolled after landing in Difficult The roll for Looting in close combat is now
terrain. 4+, and after pursuing 2+.

Hallucinogen grenades Plasma grenades


See Citadel Journal #44 - page 12 See Codex: Eldar - page 35

Jokaero digital weapons Powerblades


Crafted by the mysterious Jokaero, these min- See Citadel Journal #39 - page 11.
iature weapons are fitted to the gloves of the May not be combined with Riveblades.
w e a r e r , a n d c a n f i r e b o t h f l a m e s , l i g h t-
ning-bolts and lasers, but only at very short Refractor-field
range. The shimmering refractor-field is an en-
ergy-field with surrounds a user, blocking off
and redirecting incoming energies. These ener-
gies are angled away, and rendered harmless

Eldritch Raiders to the wearer.


The EO-Pirate Project
Page 4
The wearer gains a 5+ Invulnerable save. A Pirate Armylist
Refractor-field may not be worn by a character
equipped with a Conversion-field, nor may it HQ
benefit from Coversaves in any way.
0-1 Pirate Leader
Tanglefoot grenades The Leader of a Pirate-party is a stout defender
Tanglefoot grenades halve the Initiative of en- of the "free" way of "trade", the Exodite world,
e m y u n i t s i n c o m b a t w i t h t h e g r e- the Eldar Aristocracy, and the secrets of the
nade-equipped troupe for their test to flee dur- Pirates. They excel at multiple combat-skills,
ing a Sweeping Advance. and are also cunning diplomats and brilliant
commanders. When they enter battle they do so
Way-stone in powered chitinous wraithbone-armour, en-
The Way-stone contains the memories of a Pi- hancing their martitial prowess and strength.
rate Captain or Leader, who knows of many Type Cost WS BS S T W I A Ld Sv
things. Among these things are the exact pass- Pirate Leader 60 5 5 4 4 3 6 3 10 3+
p h r a s e s a n d l o c a t i o n s o f d o z e n s o f w e b- Options: May take up to 100 points worth of
way-gates. A model equipped with a Way-stone equipment from the Pirate armoury, including
may therefore safely travel the webway, ap- up to two Psychic powers.
pearing from behind enemy lines without be- May ride an Eldar Jetbike armed with
ing seen. twin-linked Shuriken Catapults at a cost of
The character equipped with the Way-stone +30 points. May upgrade twin-linked shuriken
and the squad he is assigned to may start in catapults to single shuriken cannon or Fusion-
Reserve, and deploy using Deep Strike, even if gun at a cost of +5 points.
the mission played normally does not allow for Special rules
Reserves or Deep Strike. Note that Indepen- • Independent character - unless joined
dent Characters are not attached to squads at by a Retinue or Bodyguard the character is
the beginning of the game, and therefore are Independent, and follows the rules for charac-
deployed alone if using the Way-stone. A model ters given in the rulebook.
mounted on a Jetbike may not use a • Light armour - Even though covered in
Way-stone. chitinous armour, the underlying mesh-armour
is so light that the wearer may still use Fleet
Psychic powers of Foot as if wearing lighter armour.
Conceal, Destructor, Embolden, Enhance • Switch-grip
See Codex: Eldar - page 37

Farsight 0-1 Cadre Captain


Requires no psychic test, same effect as Crack Second in command to the Leaders, the Cadre
Shot (Codex: Eldar - page 38) Captains have unique opportunities for wealth
as long as they follow orders, and don’t get too
Foresight political. Once they do, they can only advance
Requires no psychic test, same effect as Fast through the use of "dead man’s shoes", which,
Shot (Codex: Eldar - page 38) when it comes to Pirate Leaders, is a hard thing
to do. When they enter battle they do so in pow-
Flawsight ered chitinous wraithbone-armour, enhancing
Requires no psychic test, same effect as their martitial prowess.
Tankhunter (Codex: Eldar - page 38) Type Cost WS BS S T W I A Ld Sv
Cadre Captain 32 5 5 3 3 2 6 3 9 3+
Options: May take up to 75 points worth of
equipment from the Pirate armoury, including
up to two Psychic powers.
May ride an Eldar Jetbike armed with
twin-linked Shuriken Catapults at a cost of
+30 points. May upgrade twin-linked shuriken
catapults to single shuriken cannon or Fusion-
gun at a cost of +5 points.

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Special rules If joining a squad using flightpacks the char-
• Independent character - unless joined acter must get a flightpack as a part of his
by a Retinue the character is Independent, and equipment.
follows the rules for characters given in the Special rules
rulebook. • Fleet of Foot
• Light armour - Even though covered in • Switch-grip
chitinous armour, the underlying mesh-armour
is so light that the wearer may still use Fleet
of Foot as if wearing lighter armour. Zoat bodyguard
• Switch-grip Zoats are lumbering mountains of alien muscle,
and are often dim-witted and slow. However,
some are fiercely loyal, and serve as bodyguards
Retinue for the commanders of the Pirates. They are
Clustered around Leaders and Captains are trusted implicitly, and relied on for their great
found lesser heroes of the Pirates. Some of these strength.
aspire to once become Captains of own Cadres, Type Cost WS BS S T W I A Ld Sv
while others perform lesser functions, both in Zoat Bodyguard33 5 4 5 4 2 5 3 9 3+
war and at peace. The Malefactors are the lieu- Number: One Zoat bodyguard can be chosen
tenants of the Captains, while Prefectors are as part of the Retinue to a Leader, or as a lone
marshals of the soldiers, and Probati are veter- bodyguard for the Leader (if he has no Reti-
ans without the ambition or talent to climb nue). The Zoat bodyguard does not count as a
higher. separate HQ-choice. If the Pirates are lead by
a Cadre Captain and not a Leader, no Zoat
Type Cost WS BS S T W I A Ld Sv Bodyguard may be included.
Malefactor 24 4 4 3 3 1 5 2 9 4+ Character: The Zoat is a character but is not
Prefector 18 4 4 3 3 1 5 2 9 4+ an Independent Character, and may never
Probati 11 4 4 3 3 1 5 1 9 5+
leave the Leader.
Number: A Retinue for a Pirate Leader may Options: Get up to two weapons from the list
be 10 models. A Retinue for a Cadre Captain below.
may be 5 models. The Retinue does not count • Brightlance (+20 points)
as a separate HQ-choice. • Close combat weapon (+1 point each)
Character: Retinue-members are characters, • Flamer (+4 points)
but not independently so. They must remain in • Fusiongun (+6 points)
the retinue alongside the Leader/Captain, or • Powerfist (+25 points)
be assigned a squad before the battle starts. • Powerweapon (+15 points)
The retinue-member must then remain with • Shuriken Cannon (+15 points)
that squad the entire course of the battle. No • Shuriken Pistol (+1 point)
more than one Retinue-member may be as- • Starcannon (+20 points)
signed to any single squad, save the Retinue The Zoat may be fitted with a Refractor-field
itself, of course. at a cost of +11 points.
Options: A Malefactor may take up to 50 Special rules
points worth of equipment from the Pirate ar- • Bodyguard - If the Leader is killed the
moury, including a single Psychic power. Zoat immediately start falling back, and may
A Prefector may take up to 35 points worth of not Regroup.
equipment from the Pirate armoury, but never • Hulking Mass - A Leader equipped with
Psychic powers. an Eldar Jetbike, Flight pack or phase-field
A Probati may take up to 20 points worth of may not choose to have a Zoat Bodyguard, nor
equipment from the Pirate armoury, but never may a Leader on Foot use Fleet of Foot while
Psychic powers. accompanied by a Zoat Bodyguard.
Jetbike: If the Leader/Captain is riding an • Lumbering brute - Because of the sheer
Eldar Jetbike then those of the Retinue who size of the Zoat it may fire heavy weapons even
are not assigned to squads must ride a Jetbike while moving. Any heavy weapons it carries
as well. This costs +25 points and the jetbike is may fire as it they were Assault, and not
armed with twin-linked shuriken catapults. Heavy.
If assigned to a squad riding jetbikes, the
character must also ride a jetbike, as above.

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Page 6
Elites Ghostwarriors
Sometimes those Pirates who die while on mis-
0-2 Zoat Terror squad sion are not ready to go to rest, and as the Pi-
Zoats are a strange sub-species of the Tyranid rates seldom have big Infinity-circuits like the
genome, and even though they feel the call of Craftworlds, but rather smaller ones aboard
the Brood, the Zoats feel an even stronger pull; their biggest ships, the souls of the fallen are
greed. Powered by the ambition of great wealth often placed in Ghostwarriors. The smaller
and comfort they risk their lives as mercenaries shell of the Ghostwarrior is thought as better
for the Pirates, one of the few who will accept than the more robust shell of the Wraithguard
their services, for fear of their connection to the as it affords better movement and acrobatic ma-
Hive. neuverability.
Type Cost WS BS S T W I A Ld Sv Type Cost WS BS S T W I A Ld Sv
Zoat Terror 22 4 4 5 4 2 4 2 9 4+ Ghostwarrior 35 4 4 5 4 1 5 1+110 4+
Number: 3-5 Number: A Squad consist of between 1 and 3
Weapons: Shuriken Catapult and close com- Ghostwarriors (they must all be of the same
bat weapon class)
Options: Weapons: Two powerweapons, shuriken cata-
• Any number of Zoats may exchange the pult. (Extra close combat weapon included in
shuriken catapult for shuriken cannon at a profile above.) Plasma- and Haywire grenades.
cost of +7 points, or a fusiongun at a cost of +3 Options: A Ghostwarrior may shift from being
points, or a flamer at a cost of +2 points. a n Assassin-class Ghostwarrior (armed as
• Any number of Zoats may exchange the above) to either
close-combat weapon for a powerweapon at a • Executioner-class Ghostwarrior (armed
cost of +10 points, or a powerfist at a cost of with two powerweapons, flamer, Plasmagre-
+15 points, or add a second close-combat at a nades and Melta Bombs) at a cost of +5 points
cost of +2 points. • Stalker-class Ghostwarriors (armed with a
• The entire squad may be equipped with close-combat weapon and Eldar Missile
refractor-fields at a cost of +11 points per Launcher) at a cost of +17 points
model. • Mauler-class Ghostwarrior (armed with
two powerweapons, enhanced fusiongun (Rapid
Fire - Range 24"), Plasma- and Haywiregre-
Cobra-squad nades at a cost of +15 points
The veterans of countless raids are often re- Special Rules
warded for their skill and bravery by being ap- • Fearless
pointed to the Cobra-squads, where heavier ar- • Infiltrators
mour is afforded to them, and they are called • Fleet of Foot
into battles with opponents that pose a true • Stelthene - Ghostwarriors add +1 to their
challenge for them; something they relish be- coversave. If they are not in cover they receive
yond all other things. a 6+ cover save.
Type Cost WS BS S T W I A Ld Sv • Wraithsight - If the Ghostwarriors are not
Cobra 18 4 4 3 3 1 5 1 8 3+ within 12" of any model, friend or foe, they
Numbers: 3-10 have to roll a D6 at the beginning of their turn.
Weapons: Shuriken pistol and Powerweapon If they roll a 1, they are inactive that turn.
Options:
• The entire squad may be equipped with
Plasmagrenades at a cost of +2 points per 0-2 Harlequin allies
model, haywiregrenades at a cost of +3 points Pirates may include up to two Harlequin units
per model and tanglefootgrenades at +3 points as Elite-choices. The following units may be
per model. included as allies.
• The entire squad may substitute their pow- • Great Harlequin OR Shadowseer (you may
erweapon for powerblades and add a second not take both)
close-combat weapon at a cost of +4 points per • Deathjester-unit
model. • Harlequin Troupe
• Up to two models may replace their power- • Harlequin Mime-troupe
weapon (or close-combat weapon and power- • Harlequin Jetbike-squad
blades) with a powerfist at a cost of +5 points.
Character: A Cobra-squad may be joined by a

Eldritch Raiders
member of the Leader/Captain’s Retinue.
The EO-Pirate Project
Page 7
Troops Rangers
See Codex: Eldar - page 11
1+ Serpent-squad
The Pirates rely on highly trained, ambitious
Eldar of the lower social standings to make up
the better part of their forces. These are orga- Fast attack
nized into Serpent-squads, named after mytho-
logical serpents, and sent out into the battle- Vyper-squadron
field, aided by Prefectors, Probati or the Pirates make frequent use of Craftworld-made
dreaded Malefactors. vypers, and often also employ their crew, as it
Type Cost WS BS S T W I A Ld Sv takes too long to train crews of their own.
Serpent 10 4 4 3 3 1 4 1 8 5+ See Codex: Eldar - page 14
Number: 5-10 The Vyper-squadron can only be upgraded
Weapons: Shuriken catapult and shuriken with weapons, Crystal Targetting Matrix
pistol a n d / o r t h e h o l o - f i e l d . N o o t h e r v e-
Options: The squad may be e armed with hicle-upgrades are available. For the effects of
plasma and krak grenades at a cost of +2 the holo-field and crystal targetting matrix,
points per model. The entire squad may learn see Codex: Eldar - page 36.
Switch-grip at a cost of +1 point per model.
• Up to two models may replace their shu-
riken catapuls with a fusion-gun at a cost of +4 Jetbike-squad
points, or flamer at a cost of +3 points. Craftworld-made Jetbikes are often traded for
Character: A Serpent-squad may be joined by goods and services, to make up the faster parts
a member of the Leader/Captain’s Retinue. of a Pirate party. While in training Pirates ride
Special rules these engines, and learn the techniques they
• Fleet of Foot need to excel.
Type Cost WS BS S T W I A Ld Sv
Jetbike 35 3 3 3 3(4) 1 4 1 8 3+
Dragon-squad Number: 3-10
Those who survive four raids are often lifted Type: Eldar Jetbike
from their Serpent-squads into other squads, as Weapons: T h e j e t b i k e s a r e a r m e d w i t h
other, younger, want to take their place there. twin-linked shuriken catapults. The riders are
Some are rearmed and placed in armed with a shuriken pistol.
Dragon-squads, forming the talons of the Pi- Character: A Jetbike-squad may be joined by
rates. These are often employed to crack heavier a member of the Leader/Captain’s Retinue,
armour, and clear the way for other units. which must then be mounted on a jetbike.
Type Cost WS BS S T W I A Ld Sv
Dragon 11 4 4 3 3 1 4 1 8 4+
Number: 5-10 Skyraider-squad
Weapons: Shuriken catapult and Shuriken Once properly trained, jetbike-riders are trans-
pistol ferred to Skyraider-squads, riding heavily
Options: The entire squad may be equipped modified jetbikes, performing feats of speed and
with plasma and krak grenades at a cost or +2 daring no Craftworld-rider (save the Shining
points per model, and/or Haywire-grenades at Spears) would attempt.
+3 points per model. The entire squad may You may never have more Skyraider-squads
learn Switch-grip at a cost of +1 point per than you have jetbike-squads.
model. Type Cost WS BS S T W I A Ld Sv
• Up to two models may replace their shu- Skyraider 40 4 4 3 3(4) 1 4 1 8 3+
riken catapult with a fusion-gun at a cost of +4 Number: 3-5
points, or flamer at a cost of +3 points. Type: Eldar Jetbike
• Up to two models may replace their shu- Weapons: T h e j e t b i k e s a r e a r m e d w i t h
riken pistol with a powerfist at a cost of +7 twin-linked shuriken catapults. The riders are
points, or replace their shuriken catapults armed with a shuriken pistol.
with a brightlance at a cost of +10 points. Options: The entire squad may be equipped
Character: A Dragon-squad may be joined by with bio-explosive ammunition (for both
a member of the Leader/Captain’s Retinue. rider-weapon and jetbike-weapon, if appli-
Special rules cable) at a cost of +5 points per model.

Eldritch Raiders
• Fleet of Foot
The EO-Pirate Project
Page 8
• Up to two skyraiders may replace their shu- Firesupport-battery
riken catapults with a single shuriken cannon While most Pirates rely on speed, a certain
at +20 points per model, or a fusiongun at +6 amount of firepower is needed, and using Craft-
points per model. world-made grav platforms, these weapons can
Character: A Skyraider-squad may be joined easily move across the space raided, and pour
by a member of the Leader/Captain’s Retinue, fire into any position where it is needed.
which must then be mounted on a jetbike. Type Cost WS BS S T W I A Ld Sv
Gunner 20 4 4 3 3 1 4 1 9 4+
Battery: Each unit consists of 1-4 heavy weap-
Mistwing-squad ons mounted on grav-platforms.
Using flight packs certain Pirate-squads are Crew: Two Pirates armed with shuriken cata-
sent soaring above the battlefield, often em- pults or shuriken pistol and close combat
ployed to fly across holds in the blink of a weapon.
mon-keigh eye, and cut off retreat, ambushing Weapons: The weapons mounted on the plat-
reinforcements, and such, while the main force forms need not be of the same type. A weapon
deals with whatever defenders are encountered for the platform is chosen from the list below,
in a breached hold. and the cost is added to the cost of the plat-
Type Cost WS BS S T W I A Ld Sv form.
Mistwing 17 4 4 3 3 1 4 1 8 4+ • Brightlance at +40 points
Number: 5-10 • Eldar Missilelauncher at +35 points
Weapons: Shuriken catapult and shuriken • Scatterlaser at +35 points
pistol. • Shuriken cannon at +25 points
Options: T h e s q u a d m a y b e a r m e d w i t h
plasma and krak grenades at a cost of +2 Character: A Firesupport-battery may be
points per model. The entire squad may learn joined by a member of the Leader/Captain’s
Switch-grip at a cost of +1 point per model. Retinue.
• Any number of models may replace their Special rules
shuriken catapult with a close-combat weapon • Weapon platform - T h e f i r e s u p-
for free. port-battery has two Pirates as crew. One
• Up to two models may replace their shu- crewman is required to fire the weapon, the
riken catapult with fusion-gun at a cost of +4 other is free to fire his own weapon. If one
points, or flamer at a cost of +3 points. crewman is killed the platform operates as nor-
Character: A Mistwing-squad may be joined mal, if both crewmen are killed the platform is
by a member of the Leader/Captain’s Retinue useless (the platform itself can’t be hit).
which must then have a Flightpack. The weapons must target the same target,
Special rules and may move and fire, even if the weapon is a
• Fleet of Foot Heavy one.
• Flight pack - Mistwings are all equipped The crew of a platform can not leave it, and
with Flight Packs can not use fleet of foot.
• Deep strike - The squad may Deep Strike
if the scenario allows it. Venom
See Citadel Journal # 39 - page 10.
Transport: The Venom may carry up to 6 Pi-
rates (but never any Zoat) and any
Heavy Support non-monstrous sized Independent Eldar Char-
acter, or 6 Harlequins and an Harlequin Inde-
0-2 Wraithlord pendent character. Please note that a Pirate
Once a hero among the Pirates die, their spirit- Independent Character can not ride the Venom
stone is taken to a Craftworld, and his soul with Harlequins.
transferred to a Wraithlord. These are rare,
and are most commonly found in the Leader’s
personal Cadre, where he continues to serve his
commander.
Only a single Wraithlord may be taken un-
l e s s t h e P i r a t e - p a r t y i s l e a d b y a P i-
rate-Leader.
See Codex: Eldar - page 15
Eldritch Raiders The EO-Pirate Project
Page 9
Editorial History

Disclaimer: This list was made from an origi-


nal list published in the Book of the Astro-
nomicon (Games Workshop, 1988). No chal-
lenge to the copyright is made either directly
or inferred to that or any other work of Games
Workshop in this revision.

Usage: To use this list fully you need a copy of


the Warhammer 40000 Rulebook, Codex: El-
dar, and Citadel Journal #39 and #44.

History: This revision is the work of the El-


darOnline/40konline-community, and the com-
pilation was started by Rasmus on the 28/2-04.
Version 1.0: Complete 29/2-04
Version 1.1: Complete 3/3-04
Version 1.11: Complete 6/3-04
Version 1.12: Complete 9/3-04
Version 1.13: Complete 16/3-04
Version 1.14: Complete 19/3-04
Version 1.2: Complete 17/5-04
Version 1.21: Complete 26/5-04
Version 2.00: Complete 26/5-05

Eldritch Raiders The EO-Pirate Project


Page 10

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