Epic Eldar Knights For SM/TL
Aka Epic 2nd Ed. 
 


Epic Eldar Knights follow the same formation, orders, and firing rules as standard vehicles. Unlike vehicles, their movement is unaffected by rough terrain such as rubble, craters, and woods, and they can move through marsh as difficult terrain.

Eldar Psychic Lance

When eldar knights charge into combat (NOT when THEY are charged) theybuild up psychic fury which is released in ensuing combat. If fighting a vehicle or infantry stand, roll a d6.  On a 1-3, combat is resolved as usual. On a 4 or 5, the target CAF is reduced to 0 for the rest of the combat round. On a 6, the target must make a saving throw or be destroyed - if it survives, combat is resolved as normal. Against titans, 1-3 is no effect, 4,5 reduces the titan CAF by d6, and 6 reduces the titans CAF by half (for the remainder of the combat round). Against greater demons, the demon must make an immediatesave if charged, at -1 for each charging knight, or it is destroyed and cannot be recovered using a chaos card. The chaos player can add +1 to their saving throw for every chaos card they expend before rolling their saving throw.

Eldar Shields

Eldar knights get holo-field saves similar to those of titans, and they apply from any direction.  These are seperate saves resolved before the regular armor save, and cannot be modified.  Barrage weapons ignore the holo-field, like usual.  The saves are:

                Charge:         3+
                Advance         4+
                First Fire      5+
                Fall Back       4+
Eldar Knights
Fire Knights: purchased in detachment of 3 for 250 points.
Break Point is 2, morale is 2+, and VP value is 3
Troop Type      Move    Save    CAF     Weapon  Range   A. Dice To Hit  Save M
Fire Gale       20cm    3+      +2      Maelstrom 75cm  2       4+      -2
                                        S. Laser  25cm  3       5+       0
Fire Reaper     20cm    3+      +3      Lascannon 50cm  3       5+      -1
Fire Storm      20cm    3+      +2      Missile  100cm  4 barrage pt    -2
                                        Shuriken  25cm  2       6+      0
Bright Warriors: purchased in detachment of 3 for 300 points.
Break point of 2, morale of 2+, VP value of 3
Bright Stallion 25cm    4+      +3      Maelstrom 75cm  2       4+      -2
                                        S. Laser  25cm  3       5+      0
Bright Stalker  25cm    4+      +3      Maelstrom 75cm  2       4+      -2
                                        lascannon 50cm  1       5+      -1
Towering Knights: purchased in detachment of 3 for 350 points.
Break point of 2, morale of 2+, VP value of 4
Towering Dest.  20cm    2+      +5      Maelstrom 75cm  2       4+      -2
                                        S. Laser  25cm  3       5+      0
Towering Fury   20cm    2+      +5      Maelstrom 75cm  2       4+      -2
                                        Lascannon 50cm  1       5+      -1

An Eldar Knight Host can also be purchased. It contains a detachment of each type of knights (for 9 knights total). It costs 900 points, has a break point of 5, a morale value of 2+, and is worth 9 VP.

Eldar Knights are available as an allied contingent for an Eldar Army.

The contingent may contain the following company cards: at least one company of knights, defender warhosts and wind rider hosts. Each Eldar knight company card allows you to buy one special card and up to 5 support cards.  These may be either extra detachments of knights or support cards chosen from the following cards: Guardian defenders, Eldar Jet Bike Squadron, Vyper Squadron, War Walker Squadron, Eldar Anti-Grav lascannon.  Warlocks, Scouts, and Harlequins are the only special cards allowed.