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★ Iyanden

Iyanden, greatest worldship of the Eldar empire that was, drifts through the stars of the eastern rim. Once, its halls were busy and vibrant with life, but no longer. Now, it is but a shadow of its former glory, a sombre and desolate vessel where the dead walk and the living dwindle.

How This Supplement Works

This supplement to Codex: Eldar allows you transform your collection of Citadel miniatures into a warhost worthy of Iyanden Craftworld.

Books


BookKindEditionVersionLast update
► IyandenCodex Supplement61.0May 2014

Iyanden Special Rules

An Iyanden army is chosen using the army list presented in Codex: Eldar. It also has a series of supplemental rules (presented below) that can be used in addition to the material found in Codex: Eldar. Note that you can only use the options from one codex supplement when choosing your army.

Heroes of Iyanden

If you are fielding an Iyanden detachment, you may select a single Wraithlord or Wraithknight in that detachment to be your Warlord. If you do so, the selected model is a character and receives a Warlord Trait.

Shadow Council

An Iyanden detachment may take up to 5 Spiritseers as a single HQ choice, rather than 1.

Spirit Mark

At any point during your Movement phase, nominate a single enemy unit within 12" of the Spiritseer - place a counter next to it to show it has been spirit-marked. All Wraithguards, Wraithblades, Wraithlords, Wraithknights and Hemlock Wraithfighters can re-roll To Hit rolls of 1 against spirit-marked units. At the end of your turn, remove all spirit-mark counters from play.

Spiritseer Psychic Powers

Any Iyanden Spiritseer that generates his psychic powers from the Runes of Battle discipline treats Voice of Twilight as the discipline’s Primaris Power, rather than Conceal/Reveal.

VOICE OF TWILIGHT
Warp Charge: 2
The Spiritseer extends his mind into the shadow realm, infusing nearby ghost warriors with fresh strength and a renewed sense of purpose.
Voice of Twilight is a blessing that targets all friendly units within 12". Whilst the power is in effect, all of Wraithguard, Wraithblade, Wraithlord and Wraithknight models in the target units have the Battle Focus and Furious Charge special rules.

Special Rules


Impact

The Melee profile given above is only used during a Assault phase in which the wielder made a successful charge. In all other Assault phases, the Celestial Lance is treated as a close combat weapon.

Spirit Shatter

When a Character or Monstrous Creature is reduced to 0 Wounds by an Attack from this weapon, during a turn in which the wielder charges, centre the large blast marker over the victim before removing the model as a casualty. All models under the blast marker (friend or foe, but not the bearer of the Celestial Lance), suffer a single hit with a Strength equal to the victim’s Toughness characteristic and АР-.

Spiritstealer

Add 1 to Soulshrive’s Strength for each unsaved Wound it has caused earlier in the game. Soulshrive’s Strength cannot exceed 10.

Warlord Traits

When generating his Warlord Trait, an Iyanden Warlord may roll on the Warlord Traits table below, instead of those in the Warhammer 40,000 rulebook or Codex: Eldar.

D6Warlord Traits
1A Hero for Ages Past and Future
This is a soul of peerless lineage, its every deed a redoubled echo of forebears long dead.
Roll a D3; the Warlord can make this many re-rolls over the course of the game. These re-rolls can be used for To Hit rolls, To Wound rolls, Armour Penetration rolls and saving throws
2Beacon of Hope Renewed
It is through a hero such as this that the fortunes of the Eldar will be restored. All who fight in his shadow fight on, even through the most horrendous of wounds.
This Warlord and all friendly units with the Eldar Faction within 12" have the Feel No Pain (6+) special rule. 
3Driven by Ancient Doom
Dark destiny calls for the spilling of blood, and it is this Warlord’s hand that shall strike the blow.
This Warlord, and his unit, have the Hatred special rule. 
4Lord of the Sorrowful Dead
The Warlord’s soul burns especially bright, and his commands are clarion in the minds of the dead.
This Warlord has the Spirit Mark special rule. If the Warlord already has the Spirit Mark special rule, he can Spirit Mark two enemy units each turn, rather than one. 
5The Purity of a Flawless Soul
The dark flickering s of the Warp have little purchase on a soul pledged to the noblest purpose.
The Warlord, and his unit, add +1 to Deny the Witch rolls. 
6The Undying Flame
The Warlord is protected by destiny, until the appointed hour of death descends.
This Warlord re-rolls all failed saving throws. This ability is lost immediately when the Warlord suffers an unsaved Wound. 

Gifts of Asuryan

Gifts of Asuryan are items of incredible rarity and power. Only one each of the following Gifts of Asuryan may be chosen per army - there is only one of each in the galaxy.

Any character in Iyanden detachment that may select Remnants of Glory may instead select from the Gifts of Asuryan, at the points cost shown. A character cannot choose items from both lists. Note that The Wraithforge Stone and The Guardian Helm of Xellethon do not replace a weapon.

A model may take one of the following. Only one of each Gifts of Asuryan may be taken per army.

Guardian Helm of Xellethon1 15 pts
Spear of Teuthlas2 15 pts
Soulshrive 30 pts
The Wraithforge Stone1 30 pts
The Celestial Lance 35 pts
1 Does not replace a character’s weapon.
2 Psyker only.

Guardian Helm of Xellethon

This deceptively delicate alabaster helm was crafted in aeons past by the master smith Xellethon. Wearing it amplifies the presence of the wearer’s soul in the spirit world, allowing those roused from the spirit realm to ‘see’ as the wearer moves between the strands of many potential destinies. This provides nearby ghost warriors a brief opportunity to intervene before the bearer’s doom falls.
This character always passes his Look Out, Sir roll if there is at least one Wraithguard or Wraithblade model in the same unit, though the resultant Wound must be allocated to a Wraithguard or Wraithblade model. Furthermore, Wraithguard and Wraithblade models in the same unit as the bearer may accept challenges as if they were characters.

Soulshrive

At the heart of this sword lies an ancient spirit stone, within which is caged the essence of a malevolent and long dead soul. Only a warrior of the strongest will can wield this weapon, for the spirit within feasts on pain and ever spurs its bearer to violence. Legends abound of past bearers who have been driven mad by whispers echoing through their waking minds, who slaughtered friends or family to in an attempt to quell the voices in their head.

By rights, the Soulshrive should have been sealed in a stasis vault or destroyed long ago, so that its evil might be contained or dispersed, but alas, times are so dire that every weapon must be pressed into service, whatever the risks.

Range S AP Type
- 3 2 Melee, Master-crafted, Spiritstealer

Spiritstealer: Add 1 to Soulshrive’s Strength for each unsaved Wound it has caused earlier in the game. Soulshrive’s Strength cannot exceed 10.

Spear of Teuthlas

Adrallanar, of the House of Teuthlas, was a mentor to many of Iyanden’s seers, including the Spiritseer Iy anna Arienal. His spear was an heirloom of his house, its origins shrouded in the pandemonium of the Fall. Adrallanar and his house were utterly consumed by Hive Fleet Kraken, and the Spear of Teuthlas has ever since been carried by Iyanna Arienal. In the years since Kraken’s defeat, the weapon has become so synonymous with her authority that she will sometimes permit a chosen emissary to bear it, so that all will know that he speaks with her voice.

Range S AP Type
- User - Melee, Armourbane, Fleshbane, Rending
18" 9 - Assault 1, Fleshbane, Rending

The Celestial Lance

This crystal lance was once borne by Drastanta, Tempest of Starlight and Phoenix Lord of the Shining Spears. Alas, Drastanta was ever over-proud and much given to needless lone battles. Drastanta came late to Asur men’s final stand and found his mentor already fallen before the foul might of the Keeper of Secrets N’kari. Keening with rage and sorrow, Drastanta slew the Daemon, the energies of the lance shattering the creature’s vile spirit. Drastanta emerged from the fires ofAsur where his mentor had not, but he soon vanished into the tumult of the war-torn galaxy. In the centuries since his final recorded battle, the Celestial Lance has passed from shrine to shrine and craftworld to craftworld, the better to keep alive the tales and teachings of the Shining Spears. If Drastanta is truly lost to the Eldar, others will continue the fight in his name...

Range S AP Type
- +3 2 Melee, Lance, Impact, Spirit Shatter
6" 8 2 Assault 1, Lance, Spirit Shatter

Impact: The Melee profile given above is only used during a Assault phase in which the wielder made a successful charge. In all other Assault phases, the Celestial Lance is treated as a close combat weapon.

Spirit Shatter: When a Character or Monstrous Creature is reduced to 0 Wounds by an Attack from this weapon, during a turn in which the wielder charges, centre the large blast marker over the victim before removing the model as a casualty. All models under the blast marker (friend or foe, but not the bearer of the Celestial Lance), suffer a single hit with a Strength equal to the victim’s Toughness characteristic and АР-.

The Wraithforge Stone

This was once the way stone of the long dead Bonesinger Ivaril Brightshard. It was Ivaril who aided Mehlendri Silversoul in adapting the infinity circuit into a soul reservoir, and Iyanden has never known a more skilled shaper than he. Ivaril’s soul has long since departed into the infinity circuit, but legend tells that an echo of it remains in the Wraithforge Stone and allows its bearer to manipulate wraithbone into new forms just as Ivaril once did.
During each of your Movement phases, nominate a single Wraithlord or Wraithknight model within 6" of the bearer and roll a D6. On a roll of 1 or 2, nothing happens. On a roll of 3+, the nominated model regains a single Wound lost earlier in the battle.

Altar of War: Iyanden Missions

The three Altar of War missions illustrate the different sorts of strategies used by the Iyanden Craftworld and provide new tests of your tactical ability as a commander.

It is very straightforward to use an Altar of War mission — these can be selected at The Mission step described in Preparing for Battle in Warhammer 40,000: The Rules. Like the missions presented there, Altar of War missions are ‘pick up and play' missions - it is not necessary to know which of these missions you will be playing before selecting an army, only the agreed points value of the two armies.

If you (or your opponent) have a Warlord with the Eldar Faction that is from a Iyanden you can select one of these missions just as you would any other, as explained in the Preparing for Battle section in Warhammer 40,000: The Rules.



1-2
ALTAR OF WAR

Webway Assault

The Eldar make extensive use of the webway to travel across the galaxy, and wherever possible will use portals to transport their warriors to a planet’s surface. Many worlds have webway portals, some of which are known by the inhabitants, and others whose original purpose are now remembered only by the Eldar themselves. Iyanden Craftworld is no exception, and its Farseers will use their ancient knowledge of the webway to unleash a surprise assault upon the enemy, opening a hidden portal on a planet’s surface from which will pour forth a host of Eldar warriors. More often than not, the enemy will be caught unawares, and attacked from such an unexpected quarter they will be quickly overwhelmed. At other times the enemy will rally and fight back, and a brutal battle will erupt.
THE ARMIES
Choose armies. The Iyanden player must choose a primary detachment from Codex: Eldar, and can use the additional rules in this volume.

THE BATTLEFIELD
Use the Deployment Map included with this mission. Set up terrain.

Place Primary Objectives
Place one Primary Objective at the centre of the table, and four more Primary Objectives half-way between the central objective and each table edge, as shown in the deployment map. If a marker cannot be placed on the stated location because it is occupied by impassable terrain, a building or ruin, then the enemy player must place it in a valid location as close to the stated location as possible.

DEPLOYMENT
Players should first roll for Warlord Traits, and then the enemy deploys first, anywhere on the table that is more than 12" from a table edge. The enemy may place up to half his units in reserve.

The Iyanden player must then deploy a suitable piece of impassable terrain to represent the Webway Portal. It must be 6-12" in length and 2-4" wide, be placed on open ground, and be completely within 12" of a table edge. If a suitable piece of terrain is not available, mark the corners of the Webway Portal with suitable markers - coins are ideal.

The Iyanden player must then split his army into two groups, with as close to half the total number of units in each group as possible.

All units from one group, including any Flyers, enter play on the first turn either by Deep Strike or via the Webway Portal (see below). All units in the other group are placed in reserve and are rolled for normally.

FIRST TURN
The Iyanden player goes first.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, each Primary Objective is worth 3 Victory Points to the player that controls it. In addition, each player receives 1 Victory Point for each opposing unit that has been completely destroyed. Units that are falling back or are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Fortifications: When setting up the table, any fortifications that are purchased as part of an army list must be placed wholly within their owning player’s deployment zone.

Surprise Assault: On the first turn of the battle, Eldar units that enter play through the Webway Portal may charge even though they have entered from reserve (other restrictions apply normally).

Webway Portal: Eldar units that enter from reserve do so through the Webway Portal, in the same manner as a reserve unit entering from a table edge (unless they enter by Deep Strike). Eldar units Fall Back towards the Webway Portal and are removed from play when they reach it.

Which Way To Run?: Enemy units Fall Back towards the closest table edge, and enemy reserves may enter from any table edge.

3-4
ALTAR OF WAR

Feints and Phantoms

Even amongst a dwindling race, the people of Iyanden are few. Though their ranks are bolstered by ghost warriors, their destruction is if anything even more deeply mourned, for upon their second death Iyanden loses a fraction of its history forever. So it is that Iyanden’s warhosts seek a path to victory with the minimum loss of Eldar life. There
are many tools of war employed to this end, but misdirection remains amongst the most powerful.

Iyanden’s commanders will oft launch a feint on one flank, its sole purpose to draw the enemy’s reinforcements away from the Eldar’s true target. Once the enemy has committed his reserves, the Eldar assault evaporates - warriors peeling away before launching a fresh assault against the now vulnerable target. Attempting to outguess the Eldar or divine their true goals will drive the most strategically-minded commander to exasperation, for the Eldar are as enigmatic as phantoms, their intentions hidden in plain sight and veiled behind a labyrinthine series of smoke and mirrors at the same time.
THE ARMIES
Choose armies. The Iyanden player must choose a primary detachment from Codex: Eldar, and can use the additional rules in this volume.

THE BATTLEFIELD
Use the Deployment Map included with this mission. Then, set up terrain.

Place Primary Objectives
Set-up 2 Primary Objective markers before either side deploys. The Iyanden player sets up the first Primary Objective, then the enemy player sets up the second. The Primary Objectives are placed on opposite corners of the board (each must be set up so that they are between 6" and 12" from their respective corners). The Iyanden player then secretly writes down which of the two Primary Objectives is the ‘true target’.

DEPLOYMENT
Players should first roll for Warlord Traits.

Both players must split their army into two groups, with as close to half the total number of units in each group as possible. Each player chooses one of their own two groups; all the units in the first group will start the game deployed on the table - all the units in the second group must start the game in Reserves (note that units such as Flyers, which cannot start the game deployed on the table, must be placed in a player’s second group).

The Iyanden player then deploys his first group, and then the enemy player does likewise.

FIRST TURN
The Iyanden player goes first unless his opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, the Iyanden player reveals which of the two objectives is the true target (see above). The player that controls the true target objective scores 3 Victory Points. The other objective is worth no Victory Points in this mission.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Direct Reinforcements to Coordinates: In this mission, when a Reserves unit arrives, it does not move onto the table from the controlling player’s own board edge. Instead, at the start of the third turn, before either player rolls for reserves, the enemy player must choose one of the short board edges. For the rest of the game, when any of his Reserves units arrives, they must move fully onto the table from the chosen short board edge. The Iyanden player’s Reserves units must move onto the table from the opposite board edge.

Models that are arriving by Deep Strike or Outflank deploy using their special rules instead.

Fortifications: When setting up the table, any fortifications that are purchased as part of an army list must be placed wholly within their owning player’s deployment zone.

Waylaid Reserves: In this mission, players start rolling for Reserves at the start of their Turn 3.

5-6
ALTAR OF WAR

The Web of Fate

Since the terrible days of the Fall, the Eldar craftworlds have fought an endless struggle for the survival of their race. Never ones to let fate simply take its course, their every effort is guided by mystics gifted with incredible foresight known as Farseers, the infinite strands of possible futures laid bare to their all-seeing gaze. It is with this clairvoyant knowledge that the Farseers guide their kin. In the case of the dying craftworld of Iyanden, such a responsibility is especially grave, for its people can ill afford further tragedy.

Should the Farseers decree that the Eldar must go to war, it is often with some purpose incalculable to their enemies that they do so. Their goal may at first seem atypical, inconsequential even, to those they fight, yet the actions of the Eldar always have a purpose. The death of one enemy may be ordered to preemptively rid themselves of a mortal foe in the years to come. Alternatively, a Farseer may deem it essential to defend their commander, lest his destiny on some distant battlefield be denied to them. Whatever task is asked of them by their Farseers, the Eldar fight hard to ensure their will is carried out, for failure may one day see their beloved craftworld fall.
THE ARMIES
Choose armies. The Iyanden player must choose a primary detachment from Codex: Eldar, and can use the additional rules in this volume.

THE BATTLEFIELD
Next, determine your Deployment Map, then set up terrain and objectives.

Place Primary Objectives
After setting up terrain, the players take it in turns to place a single Primary Objective marker in their own table half. Normal restrictions for placing markers apply.

DEPLOYMENT
Players should then roll for Warlord Traits, before deploying.

FIRST TURN
The player who deployed his army first goes first, unless his opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.

Primary Objective*
At the end of the game, each Primary Objective is worth 3 Victory Points to the player that controls it.

Secondary Objectives*
First Blood, Linebreaker, Slay the Warlord.

* See also the Iyanden Secret Objectives.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Iyanden Secret Objectives: Before deployment commences, the Iyanden player must determine their secret objective. To do this they will need a D6 and a mug or cup. They must shake the dice in the container, and then quickly turn it over onto the table so that the container covers up their dice roll. The Iyanden player is allowed to peak at the dice at any time, but may not touch it, and should ensure that his opponent doesn’t get a chance to see the roll. The dice will remain under the container until the end of the game, when it is finally revealed and its effects applied.

The effect of the dice roll is shown on the following table. The dice is revealed when Victory Points are scored, if it has not been revealed earlier.

D6Effect
1Dominate: If the Iyanden player controls both Primary Objectives at the start of any of their turns, they can reveal the secret objective dice and immediately win the game. If the Iyanden player is unable to do this before the battle ends, they automatically lose the battle. 
2Assassinate: The Iyanden player only scores l Victory Point for controlling each Primary Objective, but receives D3+3 Victory Points if they achieve the Slay the Warlord Secondary Objective. 
3Confound: The Iyanden player only scores l Victory Point for controlling Primary Objectives, but receives 3 Victory Points for each Secondary Objective they achieve. 
4Overwhelm: The Iyanden player only scores l Victory Point for controlling the Primary Objective in his own deployment zone, but scores 5 Victory Points for controlling the Primary Objectives in the enemy’s deployment zone. 
5Annihilate: The Iyanden player scores no Victory Points for controlling Primary Objectives or achieving Secondary Objectives, but receives l Victory Point for each enemy unit that has been completely destroyed. Enemy units that are falling back at the end of the game, and units not on the board at the end of the game, count as destroyed. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed. 
6Preserve: The Iyanden player scores 3 Victory Points if his Warlord has not been removed as a casualty at the end of the game. However, the enemy player receives D3+1 Victory Points for achieving the Slay the Warlord Secondary Objective. 

Echoes of War: Iyanden Missions

Here you will find a selection of Echoes of War missions, which represent key historical battles inspired by the battles fought by the Iyanden Craftworld. The Armies section of each of these missions provides guidance on the forces present so that you can replay the pivotal events using the armies, characters and war machines described in this book. Similarly, each Echoes of War mission includes a map that depicts the battlefield on which these vital conflicts were fought.

For those with a mind to historical accuracy, you’ll notice certain restrictions and rules that we use to replicate the conditions of the battle in question. However, whilst the Echoes of War missions have been inspired by specific events, with a little imagination they can easily be repurposed to recreate battles of your own invention. If you choose to go down this route, you can modify these missions so that they can be fought using any combination of forces and terrain in your collection.



№1
ECHOES OF WAR

Dark Allies

Iyanden Craftworld and the Dark Angels Space Marine Chapter have both separately been striving to defeat the Chaos Warlord known as Zhemon. He was once a member of the Dark Angels Chapter, but has succumbed to the siren calls of the Chaos Gods, and has been fomenting rebellion on a massive scale ever since.

Only the joint efforts of the Imperium and the Eldar have been able to curb his ambitions, purging worlds that his followers had overrun and thwarting any further conquests. Zhemon is finally cornered in his stronghold on Ishasta, and the Eldar and Imperial forces have come together, intent on destroying this foul agent of the ruinous powers. Wraithlords and Wraithguard lead the Eldar attack, smashing through the entrance to Zhemon’s palace, and preparing to battle through a horde of Maulerfiends in order to get their revenge on the Chaos Warlord. Meanwhile, Ravenwing attack formations are ready to burst through the rear walls of the stronghold, catching Zhemon in a deadly trap.
THE ARMIES
One player commands a primary detachment of attackers from Iyanden, chosen from Codex: Eldar and using the additional rules in this volume, along with an allied detachment chosen from Codex: Dark Angels. The other player commands Zhemon’s bodyguard, chosen from Codex: Chaos Space Marines. Both players select forces to an agreed points limit.

The Iyanden player must take at least one unit of Wraithguard, at least one Wraithlord, and at least one Ravenwing Attack Squadron. All Wraithguard, Wraithlords and Ravenwing Attack Squadron are troops choices in this mission, and a Wraithlord must be taken as the army’s Warlord. The Chaos Space Marines player must take a Chaos Lord to represent Zhemon, and at least one Maulerfiend. Zhemon must be the Warlord of the Chaos Space Marine army. Neither side is allowed to take Flyers or Drop Pods in this battle.

THE BATTLEFIELD
Set up terrain using the deployment map provided.

DEPLOYMENT
The players must first determine their Warlord Traits.
Then, the Iyanden player deploys his Eldar units in the Iyanden deployment zone (see map). The Chaos Space Marines player then deploys his entire army in the Chaos Space Marine zone, more than 12" away from any Eldar models. Finally the Iyanden player deploys his Dark Angels units in the Dark Angels zone, more than 6" away from any Chaos Space Marine models. The Chaos Space Marine player must deploy all of his units on the battlefield. The Iyanden player may place up to half of his units in Reserves, but Eldar units that enter from reserve on a table edge must use the Eldar table edge, and Dark Angels units that enter from reserve on a table age must use the Dark Angels table edge.

FIRST TURN
Roll-off to see which player has the first turn. Neither side may attempt to Seize the Initiative in this mission.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
If, at the end of the game, the model representing Zhemon is anywhere on the battlefield and has at least one Wound remaining, then the Chaos Space Marine player is the winner. In any other circumstances, at the end of the game, the player who has scored the most Victory Points is the winner. If Zhemon is not on the table and both players have scored the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, each player receives l Victory Point for each enemy unit that has been completely destroyed. Units that are falling back, or are not on the board, at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Never Forgive: As long as Zhemon is alive, all Dark Angels models have the Zealot special rule.

Seeking Vengeance: All Wraithguard and Wraithlord models have the Feel No Pain (5+) and Hatred (Chaos Space Marines) special rules.

The Last Stand: All Chaos Space Marines units have the Fearless special rule.

Designer’s Note
This mission makes an excellent three player game, with one player commanding the Eldar, one the Dark Angels allied contingent, and one the Chaos Space Marines.


№2
ECHOES OF WAR

The Cleansing of Menimshemash

The Exodite world known to the Eldar as Menimshemash has been befouled and besmirched by the daemonic legions of the Chaos God Tzeentch. Using devious stratagems and cunningly evil plans, the Great Deceiver’s forces have all but overrun the once fair planet, and now only a small enclave of Eldar Exodites survive. The only hope for the survivors, and their planet, is to cleanse its world spirit of the corruption it has suffered, so that the
Daemons can be hurled back into the Warp from which they came.

Answering the Exodites’ call for help, Craftworld Iyanden sends forth its Spiritseers and Bonesingers, who alone have the ability to purify the world spirit by performing an intricate psychic ceremony. Desperate to stop the Eldar from saving Menimshemash, Tzeentch hurls his daemonic hosts forward in a desperate all-out attack. If the Daemons can break through the Eldar’s defences and disrupt the ceremony, the planet will fall to Tzeentch and become his for all time.
THE ARMIES
One player commands the Eldar defenders, chosen from Codex: Eldar and using the additional rules found in this volume. The other player exerts his influence over the Daemon host, chosen from Codex: Chaos Daemons. Both players select forces to an agreed points limit.

The Iyanden player must include a Shadow Council and at least two units of Wraithguard in their army. At least two-thirds of the units in the Chaos Daemons army must have the Daemon of Tzeentch special rule.

THE BATTLEFIELD
Set up terrain using the deployment map provided.

Place World Spirit Nexus Marker
A marker, such as small coin, must be set up to represent the nexus point of the world spirit. The nexus is located halfway between the two narrow table edges, 6" away from the Eldar player’s table edge, as shown on the deployment map opposite.

DEPLOYMENT
The players must first determine their Warlord Traits.

The Chaos Daemons player deploys first and the Iyanden player second, using the rules from the Warhammer 40,000 rulebook and the deployment map opposite. The Chaos Daemons player may deploy anywhere in his deployment zone that is more than 12" from the centre line. The Iyanden player must deploy the Shadow Council so that all of its models are within 6" of the world spirit nexus. Any remaining Eldar units may deploy anywhere in the Iyanden deployment zone.

The Shadow Council aside, both sides may place up to half of the units in their army in reserve.

FIRST TURN
The Chaos Daemons player goes first unless the Iyanden player can Seize the Initiative.

GAME LENGTH
The mission continues until the Shadow Council is destroyed or the world spirit is healed.

VICTORY CONDITIONS
If, at the end of any turn, all models in the Shadow Council have been slain or are no longer within 6" of the world spirit nexus point, the Chaos Daemons player wins. If the world spirit is healed, the Iyanden player wins. The battle continues until one side wins.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Fury of the World Spirit: Chaos Daemons units may not use the Deep Strike special rule in this mission. In addition, in the Shooting phase of each Iyanden turn, the Iyanden player must nominate a unit in the Chaos Daemons army. This may be any unit, including a unit in reserve. The Iyanden player then rolls a D6. If the dice roll is equal to or greater than the number of remaining corruption points on the world spirit, remove all models in the nominated unit as casualties, with no saving throws of any kind allowed.

Purifying the World Spirit: The world spirit starts with 6 corruption points. At the end of each player turn, the Iyanden player may attempt to purify the world spirit. To do so, they roll a D6, and compare the result to the number of Spiritseers. If the result is equal to or less than the number of Spiritseers within 6" of the world spirit nexus marker, one corruption point is removed. If the roll is greater than the number of Spiritseers, the attempt fails. Rolls of 6 always fail, even if there are 6 or more Spiritseers within 6" of the nexus. The Iyanden player wins immediately when the last corruption point is removed.

The Gaze of Tzeentch: The Chaos Daemons player must re-roll the first roll on the Warp Storm Table each turn unless it is a Storm of Fire result. In addition, they may re-roll any Daemonic Instability tests taken by a unit with the Daemon of Tzeentch special rule.

№3
ECHOES OF WAR

The Battle of the Burning Moon

It is the height of the Battle of the Burning Moon. Prince Yriel, his fleet outnumbered and his craftworld imperilled, seeks to end the battle by destroying Kallorax’s flagship, the Riot Hunger. Unwilling to remain safe whilst his kinsmen fight and die, Yriel leads the boarding action himself, fighting deck by blood-slicked deck. Kallorax, incapable of resisting the Eldar prince’s challenge, personally spearheads the counter-attack. Soon, the battle aboard the Riot Hunger becomes a contest of supremacy between Yriel and Kallorax. Yet as the tally of dead and wounded creeps ever higher, tragedy looms for Iyanden itself.
THE ARMIES
One player commands Yriel’s boarding party, chosen from Codex: Eldar and using the additional rules in this volume. The other commands Kallorax’s Shadow Guard, chosen from Codex: Chaos Space Marines. Both players select forces to an agreed points limit.

The Iyanden player must include Prince Yriel as the Warlord of his army. As this battle takes place in one of the Riot Hunger’s hangar bays, the Iyanden player cannot choose fortifications.

The Chaos Space Marines player must include a Chaos Lord (to represent Commodore Kallorax) as the Warlord of his army.

THE BATTLEFIELD
Set up terrain using the deployment map provided.

Place Primary Objectives
After setting up the terrain, the Chaos Space Marines player places 3 Primary Objectives, representing Kallorax’s last line of defence.

DEPLOYMENT
The Chaos Space Marines player must first determine his Warlord Trait. He then deploys first and the Iyanden player deploys second, using the rules from the Warhammer 40,000 rulebook and the deployment map opposite. Any unit that cannot be deployed starts the game in reserve.

FIRST TURN
The Chaos Space Marines player goes first unless the Iyanden player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length. In addition, if at the end of any phase, Kallorax has been removed as a casualty and the Iyanden player controls 2 or more objectives, the game ends immediately.

VICTORY CONDITIONS
If the game ends on Turn 4 or earlier, the Iyanden player wins. Otherwise, at the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each player scores 5 Victory Points for each Primary Objective they control. In addition, the Iyanden player scores 1 Victory Point for each unsaved Wound inflicted by Prince Yriel, and the Chaos Space Marines player scores 1 Victory Point for each unsaved Wound inflicted by Kallorax (keep a note of these tallies during the game).

Furthermore, if the game ends on Turn 5 or earlier, the Iyanden player scores 3 Victory Points, whilst if the game ends on Turn 7, the Chaos Space Marines player scores 3 Victory Points.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord*

* In this mission, players score 3 Victory Points for Slay the Warlord, rather than just 1.

MISSION SPECIAL RULES
Reserves.

Breaching Party: Any Wraithknights in the Iyanden army have the Outflank special rule for this mission, and the Iyanden player can choose which short table edge each Wraithknight arrives from (there is no need to roll).

Inspire Through Fear: At the start of any turn, the Chaos Space Marines player can roll a D3 and remove up to this many Chaos Space Marine models from within 6" of Kallorax. If he does so, any unit from which a model was removed gains the Furious Charge and Stubborn special rules until the end of the turn.

The Prince’s Blade: Yriel has not yet retrieved the Spear of Twilight from the Shrine of Ulthanash. Instead, he wields the Blade of Whispering Death, a power lance with the Master-crafted special rule.

Blade of Whispering Death

RangeSAPType
-+1/User*3/4*Melee, Master-crafted

* Power lances have two profiles for both Strength and AP. The first is used only on a turn in which a model charges; the second is used at all other times.

№4
ECHOES OF WAR

Yriel’s Return

Iyanden stands on the brink of oblivion. The Tyranids of Hive Fleet Kraken have swarmed across the craftworld, reducing the once-glorious star-borne civilisation to a scorched and smoke-wreathed charnel house. Millions are dead, and those who yet live will soon join them, unless a miracle materialises. The Spiritseer Iyanna Arienal, in a moment of desperation, gathers to her the remaining ghost warriors, and forms a last line of defence against the onslaught, hoping that their sacrifice will somehow grant the living time to escape. It is in this hour that Prince Yriel, scion of the House of Ulthanash and exile of Iyanden, comes home seeking vengeance for his kin. Now, there will be a reckoning.
THE ARMIES
One player commands the Eldar defenders, chosen from Codex: Eldar and using the additional rules in this volume. The other exerts his alien influence over the Tyranid swarm, chosen from Codex: Tyranids. Both players select forces to an agreed points limit.

The Iyanden player must include Prince Yriel. The Tyranid player must include a Hive Tyrant (to represent the Devourer of Hope) as the Warlord of his army. He may not choose additional Hive Tyrants. As this battle takes place in Iyanden itself, the Tyranid player cannot choose fortifications.

THE BATTLEFIELD
Set up terrain using the deployment map provided.

DEPLOYMENT
The players must first determine their Warlord Traits. When this has been done, the Iyanden player divides his army into two halves, with each half, if possible, containing an equal number of units. If the Iyanden army includes Iyanna Arienal (see the Mission Special Rules) she must be taken as part of the first half. The second half must contain Prince Yriel.

The Iyanden player then deploys first. The first half is deployed on the battlefield, using the rules from the Warhammer 40,000 rulebook and the deployment map opposite. All units from the second half are placed in reserve. The Tyranid player deploys next, using the rules from the Warhammer 40,000 rulebook and the deployment map opposite. Any unit that cannot be deployed on the table (for either side) starts the game in reserve, even if this means that a player has more than half of their army in reserve.

FIRST TURN
The Iyanden player goes first unless the Tyranids player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each player scores l Victory Point for each enemy unit that has been completely destroyed. Units that are falling back, or not on the board, at the end of the game, count as destroyed for the purposes of this mission.

In addition, the Iyanden player scores 5 Victory Points if the Hive Tyrant has been slain, whilst the Tyranids player scores 5 Victory Points if Prince Yriel has been slain (in addition to any earned for Slay the Warlord).

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord

MISSION SPECIAL RULES
Reserves.

Iyanna Arienal: The Iyanden player can choose one Spiritseer in his army to represent Iyanna Arienal. She follows all of the normal rules for a Spiritseer, except that she has the Psyker (Mastery Level 3) special rule - generate her powers as normal.

Sylandri Veilwalker: The Iyanden player can choose one Shadowseer in his army to represent Sylandri Veilwalker. She follows all of the normal rules for a Shadowseer, except she has 2 Wounds and has the Psyker (Mastery Level 3) special rule. She always knows the Shadowseer power Veil of Tears, as well as the Doom and Guide powers.

The Devourer of Hope: The Hive Tyrant has Toughness 10 and a 2+ invulnerable save against all attacks, save for those made with the Spear of Twilight, against which its normal profile is used.

The Eldritch Raiders: All Iyanden models kept in reserve automatically arrive on Turn 3 - there is no need to roll.

Yriel’s Revenge: Prince Yriel, and all other models that arrive from reserve, can charge on the turn in which they arrive. They can also run and charge in the turn on which they arrive.

№5
ECHOES OF WAR

Rekkfist’s Downfall

Iyanden’s path has taken it through the Ork-infested Antellas system, and once more, the craftworld’s people are forced to fight for their survival. While Yriel engages the Ork fleet, Iyanna Arienal leads an expedition to Antellas Prime in an attempt to kill Warlord Rekkfist. The initial battles go exceedingly well, but when an Ork-controlled space hulk appears without warning to engage Iyanden itself, Yriel is forced to leave Iyanna’s forces stranded in order to save the craftworld.

Ultimately, Iyanden is saved by Yriel’s intervention, and by the unexpected aid of the Dark Eldar. But the battle for Antellas is not over yet; though badly outnumbered, Iyanna Arienal’s forces still fight for survival on Antellas Prime.
Before the last greenskin perishes aboard Iyanden, Yriel’s fleet is in motion again, carrying desperately-needed reinforcements to Iyanna’s aid. Here, under skies riven by the screaming engines of Ork fighter-craft, the final battle for Antellas will be decided...
THE ARMIES
One player commands the Eldar defenders, chosen from Codex: Eldar and using the additional rules in this volume. He may also take an Allied Detachment chosen from Codex: Dark Eldar, if he wishes. The other player bosses Waaagh! Rekkfist, chosen from Codex: Orks. Both players select forces to an agreed points limit.

The Iyanden player must include Prince Yriel.

The Ork player may include a single Stompa.

THE BATTLEFIELD
Set up terrain using the deployment map provided.

Place Primary Objectives
After setting up the terrain, the players take it in turns to place a total of D3+2 Primary Objectives.

DEPLOYMENT
The players must first determine their Warlord Traits.

When this has been done, the Ork player divides his army into two halves, with each half, if possible, containing an equal number of units. He deploys one half in Deployment Zone A, and the other half in Deployment Zone B, using the rules from the Warhammer 40,000 rulebook and the deployment map provided.

The Iyanden player then deploys using the rules from the Warhammer 40,000 rulebook and the deployment map opposite. The Dark Eldar units (if any) must start the game in reserve.

Any unit that cannot be deployed on the table (for either side) starts the game in reserve.

FIRST TURN
The Iyanden player goes first unless the Ork player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, each player scores 5 Victory Points for each Primary Objective he controls.

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Iyanna Arienal: The Iyanden player can choose one Spiritseer in his army to represent Iyanna Arienal. She follows all of the normal rules for a Spiritseer, except that she has the Psyker (Mastery Level 3) special rule - generate her powers as normal.

Shadow Warriors: All Wraithguard, Wraithblade and Wraithlord models in the Iyanden army have the Infiltrate special rule in this mission.

Skies of Dakka: Any Ork Flyers that are destroyed during the game are immediately placed back into Ongoing Reserve. These models still award Victory Points - they’re added to reserve in order to represent reinforcements arriving at the battle.

Wall of the Dead: Any Eldar or Dark Eldar model within 6" of a Wraithguard, Wraithblade, Wraithlord or Wraithknight model may take Look Out, Sir tests against Wounds caused by shooting attacks. If the Look Out, Sir roll is successful, that Wound must be transferred to a Wraithguard, Wraithblade, Wraithlord or Wraithknight model within 6".