Index: Xenos 1
The Old Xenos Handbook. Craftworld/Eldar:
The powerhouse that is the Carftworld have not been nerferd! Don’t get me wrong, they are not a broken as the once were, but instead they have been re-worked so they are heavily customisable and able to be built into any kind of gameplay the player enjoys.
The basic Eldar abilities are similar to what they were for 7th. Ancient Doom: re-roll To Hit when charging or being charged by a Slaanesh unit, but the unit must also add 1 to their Morale Tests. Battle Focus: the unit can shoot as if it had not moved or Advanced (except for Heavy Weapons).
The psychic phase is still a powerful tool wielded by the Eldar. Farseers and Warlocks still have access to the Runes of Fate and Battle. My favourite for Fate is Guide, which has not really changed and allows a unit to re-roll all To Hits with ranged weapons. Then for Battle is Conceal/Reveal, which Conceal has now become a 3” bubble of -1 To Hit against the Warlock and any Eldar infantry and biker.
The windriders have been moved back into their rightful place as Fast Attack choices and have had their armour save reduced to a 4+ instead of the 3+ they had in 7th edition. This doent make them useless, but frees up more options for Eladr players as what units they can bring.
And then we will get on to the Wraithknight. This was one of the real superstars of 7th edition and I think that they will still be able to hold their own! The sword is S16 AP-4 and 6 Damage each, which means that it will be able to delete characters and vehicles almost instantly. With a whopping 24 Wounds this thing has huge damage output and can be hit (without the worry of those pesky Grav-cannons in Drop Pods).











