Escolar Documentos
Profissional Documentos
Cultura Documentos
Eldar
Codex:
Contents Page
Page 3 Eldar Special Rules Page 4 Army List HQ Page 14 Army List Elites Page 22 Army List Troops Page 27 Army List Dedicated Transport Page 28 Army List Fast Attack Page 33 Army List Heavy Support Page 39 Eldar Ranged Weaponry Page 40 Eldar Ranged Weaponry: Aspect Warrior Temples Page 41 Farseer Psychic Powers Page 42 Warlock Psychic Powers and Paths of the Seer Page 43 Wargear of the Witch Path Page 44 Armoury Eldar Close Combat Weapons Page 46 Armoury Eldar Wargear Page 48 Armoury Eldar Vehicle Armoury Page 49 Autarch Powers Page 50 Whats Changed and Why? Page 52 Acknowledgments Page 53 Legal Stuff
Eldar Fleet:
Any unit with the Eldar Fleet special rule may move 2D6 (selecting the highest) in the assault phase instead of performing a normal assault move. This movement may be made in any direction therefore not neccaserily into close combat and follows all the usual movement and assault restrictions; therefore they may not perform this move after firing a heavy weapon, after disembarking from a transport or after deepstriking etc. This movement is slowed by difficult terrain by reducing the number of D6 rolled from 2D6 to a single D6, unless the unit possesses the Move Through Cover special rule. Units with the Eldar Fleet special rule must also re-roll a single D6 when determining Fall Back distance, selecting the highest result. Furthermore, all units with the Eldar Fleet special rule also benefit from the Fleet special rule, as described in the Warhammer 40,000 rulebook. Note: this is made instead of an assault movement, not in addition to; therefore the maximum distance that can be moved in the assault phase via Eldar Fleet unless specified otherwise is 6.
Exarch Powers:
Exarch powers only affect the Exarch (or Phoenix Lord) and their unit (or a unit of their disciples), including any Autarch (including Prince Yriel) that may have joined that unit. These abilities happen automatically and do need to pass a test, but are lost if the Exarch is removed from the squad.
Wraithsight:
If a unit has the Wraithsight special rule, each turn roll a D6, on a roll of one, that unit may not move, shoot or assault that turn. Furthermore, in close combat they are automatically hit and strike at Initiative 1 and WS1. If the D6 rolls any other result, Wraithsight has no effect on that turn. If there is an Eldar Psyker within 6 of the unit, or a Spiritseer within 12, then the Wraithsight rule has no effect.
HQ
Eldrad Ulthran, Farseer of Ulthwe
WS Eldrad Ulthran 5
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Staff of Ulthamar*, Shuriken Pistol, (2) Spirit Stones, Ghosthelm, Plasma Grenades, Rune Armour (confers a 3+ invulnerable save, included) Special Rules: Eldar Fleet, Independent Character, Psyker, Divination*, The Crystal Seer* Psychic Powers: Amplify, Doom, Eldritch Storm, Fortune, Guide, Fog of War, Mind War
225pts
BS 5
S 3
T 3
W 3
I 5
A 1
Ld 10
Sv 3+
Options: Eldrad Ulthran may be accompanied by a Warlock Seer Council (see page 12) as a retinue for 74pts, no longer counting as an independent character whilst any of the Warlocks in the unit are alive.
*Divination
An Eldar army that includes Eldrad Ulthran may re-roll the dice to decide which player deploys first.
*Staff of Ulthamar
The Staff of Ulthamar is a Witchblade that may confer one of the following effects each turn, selected at the beginning of the owning players turn and lasting until the owning players following turn: 1. Allows Eldrad Ulthran to ignores armour saves in close combat (with the Witchblade). 2. Allows Eldrad Ulthran to cast a single psychic power twice in one turn; this must still remain within the limit of 3 powers per-turn conferred by the Spirit Stones. 3. Allows Eldrad Ulthran to cast Mind War or Eldritch Storm on top of all other powers cast that turn; therefore allowing him to cast a total of 4 psychic powers in one turn. As usual, each psychic power can still only be cast once in a turn.
HQ
Athairiel Mornynnstar, Battleseer of Biel-tan
WS Athairiel Morniynnstar 5
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Tempestiel Blades*, Runes of Warding, Runes of Witnessing, Rune of Anaris, Rune of Immolation, Runes of Persecution, (1) Spirit Stones, Ghosthelm, Plasma Grenades, Rune Armour (included) Special Rules: Eldar Fleet, Independent Character, Master Strategist, Psyker, Skein of Command*, Knowledge is Power* Psychic Powers: Mind War, Eldritch Storm, Guide, Amplify Options: Athairiel Morniynnstar may be accompanied by a Warlock Seer Council (see page 12) for 74pts, no longer counting as an independent character whilst any of the Warlocks in the unit are alive.
200pts
BS 5
S 3
T 3
W 3
I 5
A 3
Ld 10
Sv 4+
*Skein of Command
Instead of casting Amplify or Guide upon a unit within range, these powers may instead be cast upon a unit including an Exarch, Warlock or HQ character. This may be done even if the unit is out of the usual range or not in line of sight, however a psychic test must be passed as usual. Note: Casting a power in this way counts as a psychic power for the purposes of casting up to two powers per turn (via Spirit Stones).
*Knowledge is Power
If Athairiel is still alive at the time, the Eldar player may elect for the dice to be re-rolled to see if an additional turn is played. Athairiel Morniynnstar is one of the chief commanders of the Biel-Tan Warhost, his psychic abilities and tactical nuance being highly valued when the Craftworld goes to war. His counsel is valued as equal to any Farseer or Autarch on the Craftworld, often leading the Swordwind himself; his tactical expertise and foresight guiding the warriors, whilst augmenting them with his own psychic abilities. Athairiel Morniynnstar rose to the position as one of Craftworld Biel-Tans preeminent commanders after the death of the High Autarch Loreth Xibalba, at the hands of a Monstrous Chaos Prince, in the eastern fringe of the galaxy. Here, Athairiel foresaw the Crone World Bet-Foirlash at the heart of an immense conflict between Tyranid, Tau and Chaos forces, so Biel-Tan moved to evacuate the populace; the conflict too vast to stand against. Whilst orchestrating the defence of the populace during the evacuation, Autarch Xibalba was slain in single-combat by a giant daemonic Astartes; whose bestial warriors and daemonic allies attacked the Eldar from all sides. Afterwards Athairiel Morniynnstar led both the evacuation and a masterful defence of the planet. Leading the Swordwind in a staggered retreat, Athairiel was forced to leave the world in the hands of Vahlinhurst, but with minimal Eldar casualties.
*Tempestiel Blades
The Tempestiel Blades are a pair of Witchblades (therefore conferring an additional attack) that on any to-wound roll of 5 or 6, that attack will ignore armour saves.
HQ
Prince Yriel, Autarch of Iyanden
WS Prince Yriel 6
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Twilight Spear*, Eye of Wrath*, Plasma Grenades, Haywire Grenades, Autarch Armour, Shield of Asuryan*(included) Special Rules: Eldar Fleet, Independent Character, Master Strategist, Ghost Warriors, Doomed*
170pts
BS 6
S 3
T 3
W 3
I 7
A 4
Ld 10
Sv 3+/3+
*Twilight Spear
The Twilight Spear is a Singing Spear that ignores armour saves; furthermore any model that suffers an unsaved wound from the Twilight Spear must pass a strength test for each unsaved wound, or suffer instant death. Remember: A roll of 6 is always a failure.
*Eye of Wrath
Each turn, Yriel may reduce a single model (of the Eldar players choice) in base contact by 1 point of strength for the duration of that turn. This has no effect on vehicles or walkers. Furthermore, the Eye of Wrath is a ranged weapon, that can be used once per game with the following profile: Range: Template Strength: 6 AP: 3. Assault 1.
*Doomed
At the beginning of the owning players turn Yriel must pass a leadership test or suffer -1 attacks (to a minimum of 1), lasting for the duration of the game. This rule has no effect however if Yriel has killed an enemy model with the Twilight Spear that turn, as it consumes their life force rather than Yriels.
*Shield of Asuryan
This is a unique Forcefield that grants Yriel a 3+ invulnerable save and the effects of a Shimmershield; therefore granting any unit he is with a 5+ invulnerable save.
HQ
Phoenix Lord
WS Phoenix Lord 7
Unit Composition: 1 (Unique) Unit Type: Infantry (Baharroth and Kirahnna are Jump Infantry, TamarelleEve is Bike, Eldar Jetbike) Special Rules: Eldar Fleet, Independent Character, Eternal Warrior, Fearless, Disciples*, Phoenix Reborn* The Wargear and Individual Abilties of the Phoenix Lords are listed on the following pages; all Phoenix Lords also share the above profile and special rules, as well as benefitting from the Wargear and Special Rules listed in their individual entries. One of each Phoenix Lord may be included in an army, only ever occupying a single Force Organisation Chart slot (in total), although counting as separate Kill Points.
220pts (each)
BS 7
S 4
T 4
W 3
I 7
A 4
Ld 10
Sv 3+/4+
*Disciples
All units included in the army that are noted as that Phoenix Lords disciples are Fearless. For example, Disciples: Striking Scorpions means that all Striking Scorpion units in that army are Fearless.
*Phoenix Reborn
If a Phoenix Lord has its last wound removed, instead of removing the model from play, the player may lie it on its side. If an Exarch from a unit of that Phoenix Lords disciples is placed in base-contact with the Phoenix Lord then replace the Exarch with the Phoenix Lord, who will return to play counting as joined to that Exarchs unit - with one wound remaining. The Phoenix Lord may act as normal after being reborn. A Phoenix Lord only contributes a kill point if they have 0 wounds remaining at the end of the game.
HQ
Avatar of Khaine
WS Avatar 10
Unit Composition: 1 (Unique) Unit Type: Monstrous Creature Wargear: Wailing Doom* Special Rules: Fearless, Feel No Pain, Eternal Warrior Daemon*, Inspiring*, Molten Body*, God of War*
10
220pts
BS 5
S 6
T 6
W 4
I 6
A 4
Ld 10
Sv 3+/4+
*Daemon
The Avatar counts as a Daemon in regards to abilities that affect specifically Daemons, furthermore the Avatar benefits from a 4+ invulnerable save (included).
*Inspiring
All Eldar units within 12 of the Avatar become Fearless.
*Molten Body
The Avatar benefits from the Feel No Pain special rule (included), furthermore Melta weapons and flame/heat based template (not blast!) weapons cannot wound the Avatar; such as Flamers, Heavy Flamers, Flamestorm Cannons, Hellfire Cannons, Hand Flamers, Scorchas, Burnas, Incinerators, Inferno Cannons, Dragons Breath Flamers etc.
*Wailing Doom
During the owning players shooting phase, the Eldar player may choose for the Avatar to gain an additional attack (lasting until the Avatars following shooting phase), or to benefit from one of the following ranged profiles: Range: 12 Strength: 8 AP: 1. Assault 1, Melta Range: 12 Strength: 4 AP: 4. Assault 1, Large Blast
*God of War
An Avatar can re-roll any failed to-hit and to-wound roll during close combat, and benefits from the Eternal Warrior special rule (included).
HQ
Farseer
WS Farseer 5
Unit Composition: 1 Farseer Unit Type: Infantry Wargear: Shuriken Pistol, Witchblade, Ghosthelm, Plasma Grenades, Rune Armour (included) Special Rules: Eldar Fleet, Independent Character, Psyker
11
75pts
BS 5
S 3
T 3
W 3
I 5
A 1
Ld 10
Sv 4+
Options: May replace His Witchblade with: Singing Spear - 3pts Power Weapon - 5pts Clarion Blade 20pts May select any of the following: Rune of Scoring - 5pts Runes of Dawning 10pts Runes of Emanation 10pts Rune of Immolation - 10pts Rune of Anaris - 10pts Runes of Witnessing - 15pts Runes of Warding - 15pts Spirit Stones - 30pts N.B. Spirit Stones maybe purchased twice, for 30pts each time, allowing the Farseer to cast up to 3 psychic powers per-turn.
Unless equipped with Spirit Stones, a Farseer may cast a single psychic power per-turn. The same Psychic Power may not be cast twice in the same turn, even through the use Spirit Stones Options: MUST be equipped with one of the following Psychic Powers for no additional cost: Amplify Doom Eldritch Storm Fog of War Fortune Guide Mind War
May be upgraded to: Battleseer - 15pts Bone Singer - 20pts May be equipped with: Eldar Jetbike 35pts The Farseer may be accompanied by a Warlock Seer Council (see overleaf) for 74pts, no longer counting as an independent character whilst any of the Warlocks in the unit are alive; therefore forming a retinue.
May select any number of additional psychic powers from the above list for 15pts each.
12
74pts
BS 4
S 3
T 3
W 1
I 4
A 2
Ld 9
Sv 4+
Options: May include up to 6 additional Warlocks: 37pts per model. Any Warlock may replace His Witchblade with: Singing Spear - 3pts Power Weapon - 5pts Any Warlock may be upgraded to: Spiritseer - 5pts Warseer - 15pts All Warlocks may be equipped with: Eldar Jetbike 25pts (each) The entire unit may be equipped with: Web Beacon - 5pts Webway Translator - 10pts Any Warlock may be equipped with any of the following: Rune of Enlightenment - 5pts Rune of Scoring - 5pts Siren Mirror - 10pts Rune of Anaris - 10pts Warlocks can only be equipped with an Eldar Jetbike if the Farseer they accompany is also mounted upon a Jetbike.
HQ
Autarch
WS Autarch 6
Unit Composition: 1 Autarch Unit Type: Infantry Wargear: Shuriken Pistol, Close Combat Weapon, Plasma Grenades, Force Shield (included), Autarch Armour Special Rules: Eldar Fleet, Independent Character, Master Strategist Options: May be equipped with one of the following: Swooping Hawk Wings - 15pts Warp Jump Generator - 20pts Eldar Jetbike 30pts A single Autarch may replace Master Strategist with one of the following special rules: The Swordwind Swift Strike Shadows and Dust Seer Strike Force Ghost Warriors Armoured Consort
13
80pts
BS 6
S 3
T 3
W 3
I 6
A 3
Ld 10
Sv 3+/4+
Options: May be equipped with one of the following: Mandiblasters - 5pts Banshee Mask - 7pts Crystalline Armour 10pts May replace his Shuriken Pistol with: Avenger Shuriken Catapult - 2pts Dragons Breath Flamer - 5pts Triskele - 5pts D-Pistol - 10pts Fusion Gun - 10pts Fusion Pistol - 10pts Reaper Launcher - 10pts Neuro-Disruptor - 15pts May replace his Close Combat Weapon with: Power Weapon - 10pts Biting Blade - 10pts Diresword - 15pts Broadblades 15pts Spirit Caestus 15pts Executioner - 20pts Vibro-Spear - 20pts Disruption Blade - 20pts
May be equipped with any of the following: Haywire Grenades - 5pts Webway Translator 5pts Web Beacon 5pts Mind Link 5pts Laser Flare - 10pts Solar Flare 10pts Shimmershield 10pts Tanglefoot Grenades - 20pts
Elites
Striking Scorpions
Striking Scorpion Striking Scorpion Exarch WS 4 5 BS 4 5 S 3 3 T 3 3 W 1 1 I 5 6 A 1 2
14
95pts
Ld 9 9
Sv 3+ 3+
Unit Composition: 4 Striking Scorpions & Striking Scorpion Exarch Unit Type: Infantry Wargear: Scorpion Chainsword, Shuriken Pistol, Plasma Grenades, Mandiblasters, Heavy Aspect Warrior Armour Special Rules: Fleet, Infiltrate, Move through Cover Dedicated Transport: May select a Wave Serpent (See page 27 for points cost) Options: The entire unit may be equipped with: Haywire Grenades 2pts (each) Web Beacon - 5pts Webway Translator - 10pts
Options: May include up to 5 additional Striking Scorpions: 16pts per model. The Exarch may replace his Shuriken Pistol with: Scorpions Claw 15pts The Exarch may replace his Scorpion Chainsword with: Biting Blade 10pts The Exarch may replace his Scorpion Chainsword and Shuriken Pistol with: Chain Sabres 5pts The Exarch may select the following Exarch Powers: Shadowstrike 10pts Hunter 10pts
Elites
Howling Banshees
WS Howling Banshee 4 Howling Banshee Exarch 5
Unit Composition: 4 Howling Banshees & Howling Banshee Exarch Unit Type: Infantry Wargear: Power Weapon, Shuriken Pistol, Banshee Mask, Aspect Warrior Armour Special Rules: Eldar Fleet, Hell Hath No Fury* Dedicated Transport: May select a Wave Serpent (See page 27 for points cost) Options: The entire unit may be equipped with: Haywire Grenades 2pts (each) Web Beacon - 5pts Webway Translator - 10pts
15
95pts
BS 4 5
S 3 3
T 3 3
W 1 1
I 5 6
A 1 2
Ld 9 9
Sv 4+ 3+
Options: May include up to 5 additional Howling Banshees: 16pts per model. The Exarch may replace her Shuriken Pistol and Power Weapon with: Mirrorswords 10pts Executioner 10pts The Exarch may replace her Shuriken Pistol with: Triskele 5pts The Exarch may select the following Exarch Powers: Warshout 5pts Acrobatic 15pts
Elites
Fire Dragons
WS Fire Dragon 4 Fire Dragon Exarch 5
Unit Composition: 4 Fire Dragons & Fire Dragon Exarch Unit Type: Infantry Wargear: Fusion Gun, Melta Bombs, Aspect Warrior Armour Special Rules: Eldar Fleet Dedicated Transport: May select a Wave Serpent (See page 27 for points cost) Options: The entire unit may be equipped with: Haywire Grenades 2pts (each) Web Beacon - 5pts Webway Translator - 10pts A single unit of Fire Dragons in the army may be upgraded to Crystal Dragons for free, replacing their Fusion Gun with a Flamer and gaining Crystalline Armour
16
95pts
BS 4 5
S 3 3
T 3 3
W 1 1
I 5 6
A 1 2
Ld 9 9
Sv 4+ 3+
Options: May include up to 5 additional Fire Dragons: 16pts per model. The Exarch may replace his Fusion Gun with: Dragons Breath Flamer Free Firepike 10pts The Exarch may select: Power Weapon 10pts The Exarch may select the following Exarch Powers: Crack Shot 5pts Tank Hunters 10pts
Elites
Sundering Sentinels
WS Sundering Sentinel 4 Sundering Sentinel Exarch 5
Unit Composition: 2 Sundering Sentinels & Sundering Sentinel Exarch Unit Type: Infantry Wargear: Shuriken Hip-Cannon, Slicing Orbs*, Linked Plate Armour* Special Rules: Fleet Dedicated Transport: May select a Wave Serpent (See page 27 for points cost) Options: The entire unit may be equipped with: Haywire Grenades 2pts (each) Web Beacon - 5pts Webway Translator - 10pts Originating from Craftworld Zandros, Sundering Sentinels are a relatively rare Aspect that embodies Kaela Mensha Khaine as an unrelenting force; their heavy Linked Plate Armour and deadly Shuriken weaponry unyielding in battle. As such, Sundering Sentinels typically operate in a defensive role, their Linked Plate Armour providing an impressive level of protection. Wielding the deadly Shuriken Hip Cannon - a lighter version of the notorious Shuriken Cannon - supported at the hip by their heavier armour, Sentinels excel at devastating enemy infantry whilst anchoring an Eldar battle line. Their signature attack however is the Slicing Orb; an incredibly efficient, self-propelled, Shuriken Grenade capable of slicing through flesh and bone as if it was parchment.
17
81pts
BS 4 5
S 3 3
T 3(4) 3(4)
W 1 1
I 5 6
A 1 2
Ld 9 9
Sv 3+ 3+
Options: May include up to 7 additional Sundering Sentinels: 22pts per model. The Exarch may replace his Shuriken Hip-Cannon with: Broadblades 5pts Executioner and Shuriken Pistol 10pts The Exarch may select the following Exarch Powers: Crack Shot 10pts Shuriken Shower 10pts
*Slicing Orbs
Once per game, during the owning players shooting phase, instead of the squad firing their weapons as a normal, their ranged attacks may be replaced by the following ranged attack: Range: 6 Strength: * AP: 6. Assault 1, large blast, one-use. *Any model under the blast marker is wounded on a 2+, this has no effect on vehicles. If a miss is rolled on the scatter dice, this attack only scatters D3 inches. If there are 10 models in the unit, then Slicing Orbs may be used twice instead of once; this can be in the same shooting phase.
Elites
Wraithguard
WS Wraithguard 4 Warlock 4
Unit Composition: 3 Wraithguard Unit Type: Infantry Wargear: Wraithcannon Special Rules: Fearless, Wraithsight* Dedicated Transport: May select a Wave Serpent (See page 27 for points cost)
18
114pts
BS 4 4
S 5 3
T 5 3
W 2 1
I 4 4
A 1 2
Ld 10 9
Sv 3+ 4+
Options: Way include a Warlock for 37pts. Who may replace his Witchblade with: Singing Spear 3pts Power Weapon 5pts Who may be upgraded to: Spiritseer 5pts Warseer 15pts Who may be equipped with: Rune of Enlightenment - 5pts Rune of Scoring - 5pts Siren Mirror - 10pts Rune of Anaris - 10pts Who must select one of the following Psychic Powers: Embolden Destructor Assail Expedite Enhance Conceal The Warlock may be upgraded to Iyanna Arienal for 75pts, see overleaf. The Warlock comes equipped with Rune Armour, Witchblade, Shuriken Pistol and Plasma Grenades.
Options: May include up to 7 additional Wraithguard: 38pts per model. Any Wraithguard may replace his Wraithcannon with a Wraithsword for free. The entire unit may be equipped with: Webway Translator - 10pts
If a Wraithguard unit consists of 10 Wraithguard and a Spiritseer (or Iyanna) then it may be taken as a troops choice.
Elites
Iyanna Arienal, Angel of Iyanden
WS Iyanna Arienal 4
Unit Composition: 1 (Unique) & Wraithguard Unit Unit Type: Infantry Wargear: Singing Spear, Ghosthelm, Plasma Grenades, Armour of Vaul* Special Rules: Eldar Fleet, Psyker, Spiritsire*, Empath*
19
*Spiritsire
Iyanna is able to cast two (separate) Psychic Powers per-turn and knows the Assail, Conceal, Destructor, Embolden, Enhance and Expedite [Warlock] psychic powers.
*Empath
Iyanna Arienal counts as both a Bonesinger and Spiritseer (see page 49), however the effects of Bonesinger can only apply to any units with the Wraithsight special rule, furthermore all Wraithguard in Iyannas unit, as well as those within 6, gain the benefits of Iyannas Bonesinger abilities.
Options: If Iyanna Arienal is in the army, then Althenian Fireblade may be taken as an Elites Choice for 150pts, occupying no slot on the Force Organisation Chart, but otherwise counting as an Elites choice. (See below for Althenian Fireblades entry)
*Armour of Vaul
Instead of making a normal armour save, Iyanna must pass an unmodified leadership test in order to make a save against any wounds she suffers. If the test is failed, she suffers a wound as normal, if passed the wound is ignored. The Armour of Vaul can make saves against attacks that ignore normal armour saves; just like an invulnerable save.
WS Althenian Fireblade 5
Unit Composition: 1 (Unique) Unit Type: Monstrous Creature Wargear: 2 Dragons Breath Flamers, Shimmershield, Wraithsword (bonus Attack included above) Special Rules: Wraithsight, Iron Guardian*
BS 4
S 10
T 8
W 4
I 4
A 2(3)
Ld 10
Sv 3+/5+
*Iron Guardian
Althenian Fireblade and Iyanna may not move more than 6 apart. Furthermore if Iyanna is engaged in close combat, then he too must join the assault if possible.
20
Elites
Harlequin Troupe
WS Harlequin 5 Troupe Master 6
Unit Composition: 5 Harlequins Unit Type: Infantry Wargear: Shuriken Pistol, Close Combat Weapon, Flip Belts*, Face of Fear*, Holo-suit* Special Rules: Eldar Fleet, Furious Charge, Hit and Run Options: One Harlequin may be upgraded to a Troupe Master for 20pts, replacing his Shuriken Pistol and Close Combat Weapon with a Harlequins Kiss and Power Weapon. One Harlequin may be upgraded to a Shadowseer for 35pts, becoming a Psyker equipped with the Veil of Tears psychic power. One in every five Harlequins may be upgraded to a Death Jester, equipped with a Shrieker Cannon*, for 10pts.
100pts
BS 4 4
S 3 3
T 3 3
W 1 1
I 6 6
A 2 3
Ld 10 10
Sv 5+ 5+
Options: May include up to 5 additional Harlequins: 20pts per model. Any Harlequin may replace his Shuriken Pistol and/or Close Combat Weapon with: Harlequins Kiss 5pts Riveblades 10pts Fusion Pistol 10pts Neuro-Disruptor - 10pts The entire unit may be equipped with: Haywire Grenades 2pts (each) Webway Translator - 10pts If the army includes a squad of Harlequins, then a single Harlequin Solitaire (see overleaf) may be included for 140pts, occupying no space on the Force Organisation Chart, but otherwise counting as an Elites unit.
*Holo-Suit
A Holosuit confers a 5+ invulnerable save. Furthermore, a Holosuit inflicts a -1 to-hit modifier against any ranged or close combat attacks directed against the unit. This does not affect Ordnance, Barrage or Template weapons however.
*Shrieker Cannon
A Shrieker Cannon has the same profile as a Shuriken Cannon, but its ranged attacks are poisoned (3+).
*Flip Belts
Flip Belts enable Harlequins to ignore difficult terrain. Furthermore, they receive no initiative modifier for charging into terrain.
Elites
Harlequin Solitaire
WS Harlequin Solitaire 7
Unit Composition: 1 (Unique) Unit Type: Infantry Wargear: Kiss of Death*, Solitaire-Holo-suit*, Flip Belts*, Face of Fear* Special Rules: Eldar Fleet, Fearless, Furious Charge, Hit and Run, Blazing Assault*, Soulless* Options: The Harlequin Solitaire may be equipped with: Webway Translator - 10pts
21
140pts
BS 5
S 3
T 3
W 3
I 7
A 5
Ld -
Sv 4+
*Blazing Assault
The Solitaire may assault 12, however rather than gaining +1 attack for charging, a Solitaire gains an additional attack for each unused inch from the charge, to a maximum of 6. Therefore, if the Solitaire assaults 8, it gains 4 additional attacks for that close combat phase.
*Soulless
All enemy units within 6 of the solitaire are at -1Ld. (Note: that this can stack with a Face of Fear) Furthermore, a Solitaire cannot be affected or harmed by Psychic Powers of any form (including friendly) and Force Weapons count as normal Power Weapons against a Solitaire. A Solitaire is also immune to any attacks that require a Leadership characteristic (such as Neural Whips) and automatically passes any leadership test it must take. Finally a Solitaire always counts as under the effect of the Veil of Tears psychic power (see the Harlequin unit entry), although is not classed as a psyker and need not pass a psychic test. This cannot be nullified.
*Face of Fear
All enemy units engaged in close combat with a Harlequin Troupe (or Harlequin Solitaire) are at -1 Ld.
*Kiss of Death
The Kiss of Death are a pair of close combat weapons (additional attack included in profile) that may re-roll all to-wound rolls and benefit from the rending special rule, rending on a 5+.
*Flip Belts
Flip Belts enable Harlequins to ignore difficult terrain. Furthermore, they receive no initiative modifier for charging into terrain.
*Solitaire-Holo-Suit
A Solitaire-Holo-Suit is a Holo-Suit that confers a 4+ invulnerable save, rather than the usual 5+ invulnerable save.
Troops
Dire Avengers
WS Dire Avenger 4 Dire Avenger Exarch 5
Unit Composition: 4 Dire Avengers & Dire Avenger Exarch Unit Type: Infantry Wargear: Avenger Shuriken Catapult, Mind Link, Shuriken Pistol, Close Combat Weapon, Plasma Grenades, Aspect Warrior Armour Special Rules: Eldar Fleet Dedicated Transport: May select a Wave Serpent (See page 27 for points cost) Options: The entire unit may be equipped with: Haywire Grenades 2pts (each) Web Beacon - 5pts Webway Translator - 10pts
22
70pts
BS 4 5
S 3 3
T 3 3
W 1 1
I 5 6
A 1 2
Ld 9 9
Sv 4+ 3+
Options: May include up to 5 additional Dire Avengers: 11pts per model. The Exarch: May replace his Avenger Shuriken Catapult and Shuriken Pistol with: Exarch Twin Avenger Shuriken Catapults 5pts May replace his Close Combat Weapon with: Diresword and Shuriken Pistol 10pts May replace his Shuriken Pistol with: Power Weapon and Shimmershield 15pts The Exarch may select the following Exarch Powers: Defend 10pts Bladestorm 15pts
Troops
Rangers
WS Ranger 3
Unit Composition: 5 Rangers Unit Type: Infantry Wargear: Ranger Long Rifle, Shuriken Pistol, Web Beacon, Ranger Bodysuit Special Rules: Eldar Fleet, Move through Cover, Stealth, Infiltrate, Path of the Outcast* Options: One Ranger may be upgraded to a Pathfinder, gaining the Pathfinder* special rule for 25pts.
23
90pts
BS 4
S 3
T 3
W 1
I 4
A 1
Ld 8
Sv 5+
Options: May include up to 5 additional Rangers: 18pts per model. One in every five models may replace his Ranger Long Rifle with: Star Rifle 15pts
*Pathfinder
Any wounds caused by a Pathfinders ranged attacks are allocated by the Pathfinders owning player; therefore allowing a Pathfinder to target a specific model within an enemy unit, providing it is in line of sight of the Pathfinder. Furthermore, cover saves may not be taken against any wounds caused by a Pathfinders ranged attacks.
Troops
Guardian Defender Squad
WS Guardian 3 Warlock 4
Unit Composition: 10 Guardians & Heavy Weapon Platform* Unit Type: Infantry Wargear: Shuriken Catapult, Plasma Grenades, Guardian Mesh Armour, the Heavy Weapon Platform* is equipped with a Shuriken Cannon Special Rules: Eldar Fleet Dedicated Transport: May select a Wave Serpent (See page 27 for points cost) May include up to 10 additional Guardians: 7pts per model. The Heavy Weapon Platforms Shuriken Cannon may be replaced by one of the following: Scatter Laser 10pts Star Cannon 10pts Missile Launcher 15pts Bright Lance 20pts The entire unit may be equipped with: Haywire Grenades 2pts (each) Web Beacon - 5pts Webway Translator - 10pts
24
70pts
BS 3 4
S 3 3
T 3 3
W 1 1
I 4 4
A 1 2
Ld 8 9
Sv 5+ 4+
Options: One Guardian may be replaced by a Warlock for 30pts. Who may replace his Witchblade with: Singing Spear 3pts Power Weapon 5pts Who may be upgraded to: Spiritseer 5pts Warseer 15pts Who may be equipped with: Rune of Enlightenment - 5pts Rune of Scoring - 5pts Siren Mirror - 10pts Rune of Anaris - 10pts Who must select one of the following Psychic Powers: Embolden Destructor Assail Expedite Enhance Conceal The Warlock comes equipped with Rune Armour, Witchblade, Shuriken Pistol and Plasma Grenades.
Troops
Guardian Storm Squad
WS Guardian 3 Warlock 4
Unit Composition: 10 Guardians Unit Type: Infantry Wargear: Shuriken Pistol, Close Combat Weapon, Plasma Grenades, Guardian Mesh Armour Special Rules: Eldar Fleet Dedicated Transport: May select a Wave Serpent (See page 27 for points cost) Options: May include up to 10 additional Guardians: 6pts per model. Two Storm Guardians may replace his Shuriken Pistol with: Flamer 5pts Fusion Gun 8pts Alternatively, two Storm Guardians may replace his Close Combat Weapon with: Power Weapon 10pts If the squad consists of 20 Storm Guardians then a third model may select one of the above options for their listed cost. The entire unit may be equipped with: Haywire Grenades 2pts (each) Web Beacon - 5pts Webway Translator - 10pts
25
60pts
BS 3 4
S 3 3
T 3 3
W 1 1
I 4 4
A 1 2
Ld 8 9
Sv 5+ 4+
Options: One Guardian may be replaced by a Warlock for 30pts. Who may replace his Witchblade with: Singing Spear 3pts Power Weapon 5pts Who may be upgraded to: Spiritseer 5pts Warseer 15pts Who may be equipped with: Rune of Enlightenment - 5pts Rune of Scoring - 5pts Siren Mirror - 10pts Rune of Anaris - 10pts Who must select one of the following Psychic Powers: Embolden Destructor Assail Expedite Enhance Conceal The Warlock comes equipped with Rune Armour, Witchblade, Shuriken Pistol and Plasma Grenades.
Troops
Guardian Jetbike Squadron
WS Guardian Jetbiker 3 Warlock 4
Unit Composition: 3 Guardian Jetbikers Unit Type: Bikes (Eldar Jetbike) Wargear: Eldar Jetbike (incorporating twin-linked shuriken catapults), Guardian Mesh Armour Special Rules: Scouts Options: May include up to 9 additional Guardian Jetbikers: 20pts per model. For every 3 models in the unit, a Guardian Jetbiker may replace his twin-linked Shuriken Catapults with: Shuriken Cannon 10pts Twin-linked Star Rifle 20pts
26
60pts
BS 3 4
S 3 3
T 3(4) 3(4)
W 1 1
I 4 4
A 1 2
Ld 8 9
Sv 3+ 3+/4+
Options: One Guardian Jetbiker may be replaced by a Warlock for 40pts. Who may replace his Witchblade with: Singing Spear 3pts Power Weapon 5pts Who may be upgraded to: Spiritseer 5pts Warseer 15pts Who may be equipped with: Rune of Enlightenment - 5pts Rune of Scoring - 5pts Siren Mirror - 10pts Rune of Anaris - 10pts Who must select one of the following Psychic Powers: Embolden Destructor Assail Expedite Enhance Conceal The Warlock comes equipped with Rune Armour, Eldar Jetbike, Witchblade, Shuriken Pistol and Plasma Grenades.
The entire unit may be equipped with: Web Beacon - 5pts Webway Translator - 10pts
Dedicated Transport
Wave Serpent
BS Wave Serpent
Unit Composition: 1 Wave Serpent Unit Type: Vehicle (Fast, Skimmer) Wargear: Twin-linked Shuriken Cannon, Twin-linked Shuriken Catapults Transport Capacity: 12 (Wraithguard count as two models) Special Rules: Energy Field* Options: May replace its Twin-linked Shuriken Cannon with: Twin-linked Scatter Laser 15pts Twin-linked Star Cannon 15pts Twin-linked Eldar Missile Launcher 20pts Twin-linked Bright Lance 25pts May replace the Twin-linked Shuriken Catapults with: Shuriken Cannon 10pts
27
90pts
FA 12
SA 12
RA 10
Options: May select any of the following upgrades: Power Diversion Matrix 5pts Repulsor Field 10pts Spirit Stones 10pts Targetting Beacon 10pts Vectored Engines 10pts Star Engines 15pts
*Energy Field
Any ranged attack against the Wave Serpents front or side armour with a strength of greater than eight counts as strength eight. Furthermore, any ranged attacks against the front or side armour may not roll more than one D6 for armour penetration; such as melta weapons. This does not affect rending weapons however.
Fast Attack
Swooping Hawks
WS Swooping Hawk 4 Swooping Hawk Exarch 5
Unit Composition: 4 Swooping Hawks & Swooping Hawk Exarch Unit Type: Jump Infantry Wargear: Lasblaster, Haywire Grenades, Plasma Grenades, Swooping Hawk Grenade Pack*, Aspect Warrior Armour Special Rules: Eldar Fleet, Deep Strike, Skyleap* Options: May include up to 5 additional Swooping Hawks: 17pts per model. The entire unit may be equipped with: Web Beacon - 5pts Webway Translator - 5pts
28
100pts
BS 4 5
S 3 3
T 3 3
W 1 1
I 5 6
A 1 2
Ld 9 9
Sv 4+ 3+
Options: The Exarch may replace his Lasblaster with: Sunrifle 10pts Hawks Talon 10pts The Exarch may be equipped with: Power Weapon 10pts The Exarch may select the following Exarch Powers: Intercept 10pts Mark of Guilt 10pts
*Skyleap
During the Assault Phase - instead of making an assault or Eldar Fleet move - the Swooping Hawk unit can be removed from play and placed into reserve, automatically arriving from reserve via Deep Strike the following turn. Swooping Hawks may not Skyleap if locked in close combat and cannot Skyleap on the same turn they arrive from reserves.
Fast Attack
Warp Spiders
WS Warp Spider 4 Warp Spider Exarch 5
Unit Composition: 4 Warp Spiders & Warp Spider Exarch Unit Type: Jump Infantry Wargear: Death Spinner, Warp Jump Generator, Plasma Grenades, Heavy Aspect Warrior Armour Special Rules: Fleet, Deep Strike Options: May include up to 5 additional Warp Spiders: 21pts per model. The entire unit may be equipped with: Haywire Grenades 2pts (each) Web Beacon - 5pts
29
120pts
BS 4 5
S 3 3
T 3 3
W 1 1
I 5 6
A 1 2
Ld 9 9
Sv 3+ 3+
Options: The Exarch may replace his Death Spinner with: Spinneret Rifle 10pts The Exarch may be equipped with: Exarch Twin Death Spinners 10pts Power Blades 10pts The Exarch may select the following Exarch Powers: White Guardians 10pts Withdraw 10pts
Fast Attack
Shining Spears
WS Shining Spear 4 Shining Spear Exarch 5
Unit Composition: 2 Shining Spears & Shining Spear Exarch Unit Type: Bikes (Eldar Jetbike) Wargear: Laser Lance, Eldar Jetbike (incorporating twinlinked shuriken catapults), Heavy Aspect Warrior Armour Special Rules: Hit and Run Options: May include up to 7 additional Shining Spears: 25pts per model. One in every three Shining Spears may replace his twin-linked Shuriken Catapults with: Shuriken Cannon 10pts The entire unit may be equipped with: Web Beacon - 5pts Webway Translator - 10pts
30
90pts
BS 4 5
S 3 3
T 3(4) 3(4)
W 1 1
I 5 6
A 1 2
Ld 9 9
Sv 3+ 3+
Options: The Exarch may replace his Laser Lance with: Power Weapon Free Star Lance 15pts The Exarch may select the following Exarch Powers: Skilled Riders 5pts Tank Hunters 15pts
Fast Attack
Vyper Squadron
BS Vyper
Unit Composition: 1 Vyper Unit Type: Vehicle (Fast, Skimmer, Open-topped) Wargear: Shuriken Cannon, Twin-linked Shuriken Catapults Special Rules: Crystal Targeting Matrix* Options: May add up to 2 additional Vypers to the squadron: 50pts per model. May replace the Twin-linked Shuriken Catapults with: Shuriken Cannon 10pts Each Vyper may be equipped with: Webway Translator - 5pts
31
50pts
FA 10
SA 10
RA 10
Options: Each Vyper may replace its Shuriken Cannon with: Scatter Laser 10pts Star Cannon 10pts Eldar Missile Launcher 15pts Bright Lance 20pts Each Vyper may select any of the following upgrades: Power Diversion Matrix 5pts Repulsor Field 10pts Spirit Stones 10pts Star Engines 10pts Targetting Beacon 10pts Vectored Engines 10pts Holo-fields 20pts
Fast Attack
Shadow Asp
BS Shadow Asp
Unit Composition: 1 Shadow Asp Unit Type: Vehicle (Fast, Skimmer) Wargear: Twin-linked Shadow Weaver, Twin-linked Shuriken Catapults Special Rules: Shadow Stalker* Options: May replace the Twin-linked Shuriken Catapults with: Shuriken Cannon 10pts
32
75pts
FA 11
SA 11
RA 10
Options: The twin-linked Shadow Weaver may be replaced with: Twin-linked Vibro Cannon 20pts A Twin-linked Vibro Cannon may re-roll the D6 to determine the number of hits, selecting the highest result. Twin-linked D-Cannon 25pts Twin-linked Nova Lance 25pts The Shadow Asp may select any of the following upgrades: Power Diversion Matrix 5pts Repulsor Field 5pts Spirit Stones 10pts Star Engines 10pts Targetting Beacon 10pts Vectored Engines 15pts Holo-fields 25pts
*Shadow Stalker
Equipped with a sophisticated Stealth Field, a Shadow Asp can conceal itself from enemies in lieu of shooting; allowing it to relocate to better target or escape the enemy. If a Shadow Asp doesnt fire any of its weapons or move more than 12, then any unit wishing to target the Shadow Asp must pass a night-fighting test in order to be able to target the Shadow Asp, lasting until the next Eldar turn. This test cannot be affected by wargear such as Searchlights.
The Shadow Asp appears to be a relatively recent addition to the Eldar arsenal. Usually used in two roles; for rapid redeployment of heavy weapons or to launch ambushes. Less durable than the Eldar main battle tanks, Asps bolster Eldar lines, supporting critical or weakened points in the Eldar forces by rapidly repositioning heavy weapons and artillery, or supporting the advance of Eldar forces. More than once Imperial troops have advanced, unaware of the tanks hidden alongside their own advancing forces or Eldar flanks, the Asps revealing themselves only to strike at the attackers, using devastating weaponry such as Distortion Cannons before slipping back into the shadows.
Heavy Support
Support Weapon Battery
WS Guardian 3 Warlock 4
Unit Composition: 1 Support Weapon Platform. 2 Guardians crew each Support Weapon Platform Up to three Support Weapon Battery units (consisting of 1-3 platforms) may be included in a single Force Organisation/Heavy Support Slot, each unit counting as a separate Kill Point as normal. Unit Type: Artillery Wargear: The Support Weapon Platform is armed with one of the weapons chosen from the list opposite. Each Guardian is equipped with a Shuriken Catapult, Plasma Grenades and Guardian Mesh Armour Special Rules: Cloaking Field* Options: May include up to 2 additional Support Weapon Platforms: 20pts per model. All Support Weapon Platforms within the unit MUST be armed with one of the following, each platform must be armed with the same weapon: Shadow Weaver 10pts D-Cannon 25pts Vibro Cannon 25pts Nova Lance 25pts
33
20pts
BS 3 4
S 3 3
T 3 3
W 1 1
I 4 4
A 1 2
Ld 8 9
Sv 5+ 4+
Options: May include a Warlock for 35pts. Who may replace his Witchblade with: Singing Spear 3pts Power Weapon 5pts Who may be upgraded to: Spiritseer 5pts Warseer 15pts Who may be equipped with: Rune of Enlightenment - 5pts Rune of Scoring - 5pts Siren Mirror - 10pts Rune of Anaris - 10pts Who must select one of the following Psychic Powers: Embolden Destructor Assail Expedite Enhance Conceal The Warlock comes equipped with Rune Armour, Witchblade, Shuriken Pistol and Plasma Grenades.
*Cloaking Field
Support Weapon Batteries (including the Guardians and Weapon Platform itself) have a 4+ cover save.
Heavy Support
Dark Reapers
WS Dark Reaper 4 Dark Reaper Exarch 5
Unit Composition: 2 Dark Reapers & Dark Reaper Exarch Unit Type: Infantry Wargear: Reaper Launcher, Mind Link, Heavy Aspect Warrior Armour Dedicated Transport: May select a Wave Serpent (See page 27 for points cost) Options: The entire unit may be equipped with: Web Beacon - 5pts Webway Translator - 10pts
34
93pts
BS 4 5
S 3 3
T 3 3
W 1 1
I 5 6
A 1 2
Ld 9 9
Sv 3+ 3+
Options: May include up to 2 additional Dark Reapers: 26pts per model. The Exarch may replace his Reaper Launcher with: Eldar Missile Launcher 10pts Tempest Launcher 10pts The Exarch may select the following Exarch Powers: Shadow Strike 15pts Tank Hunters 20pts
*Mind Link
All Cover Saves made against shots from a Dark Reaper unit are reduced by 1. Therefore, a 4+ cover save would become a 5+ cover save, for example.
Heavy Support
Falcon
BS Falcon
Unit Composition: 1 Falcon Unit Type: Vehicle (Fast, Skimmer) Wargear: Pulse Laser, Twin-linked Shuriken Catapults The Falcons Pulse Laser always counts as a defensive weapon. Transport Capacity: 6 Options: May replace the Twin-linked Shuriken Catapults with: Shuriken Cannon 10pts
35
120pts
FA 12
SA 12
RA 10
Options: The Falcon MUST select one of the following: Shuriken Cannon 5pts Scatter Laser 15pts Starcannon 15pts Eldar Missile Launcher - 20pts Bright Lance 25pts The Falcon may select any of the following upgrades: Power Diversion Matrix 5pts Repulsor Field 10pts Spirit Stones 10pts Star Engines 10pts Targetting Beacon 10pts Vectored Engines 10pts Holo-fields 30pts
One unit within the army, selected from the following list, may select a Falcon as a dedicated transport: Dire Avengers, Striking Scorpions, Howling Banshees, Fire Dragons, Sundering Sentinels, Dark Reapers, Wraithguard.
Heavy Support
Fire Prism
BS Fire Prism
Unit Composition: 1 Fire Prism Unit Type: Vehicle (Fast, Skimmer) Wargear: Prism Cannon*, Twin-linked Shuriken Catapults Options: May replace the Twin-linked Shuriken Catapults with: Shuriken Cannon 10pts
36
125pts
FA 12
SA 12
RA 10
Options: The Fire Prism may select any of the following upgrades: Power Diversion Matrix 5pts Repulsor Field 10pts Spirit Stones 10pts Star Engines 10pts Targetting Beacon 10pts Vectored Engines 10pts Holo-fields 25pts
*Prism Cannon
The Prism Cannon is a ranged weapon, as listed on page 39. Furthermore, if a Fire Prism has line of sight to other Fire Prism(s), then they may link their Prism Cannons, in the following manner: Choose one prism as the firer and the other(s) as the contributor; fire the Prism Cannon as normal from the firing Fire Prism. This shot is twin-linked and adds +1 strength and -1 AP for each contributing Fire Prism. Therefore if two Fire Prisms linked the focussed shot would be Str10, AP1 and the Dispersed Shot Str 6, AP3.
Heavy Support
Night Spinner
BS Night Spinner
Unit Composition: 1 Night Spinner Unit Type: Vehicle (Fast, Skimmer) Wargear: Doomweaver, Twin-linked Shuriken Catapults Options: May replace the Twin-linked Shuriken Catapults with: Shuriken Cannon 10pts
120pts
FA 12
SA 12
RA 10
Options: The Night Spinner may select any of the following upgrades: Power Diversion Matrix 5pts Repulsor Field 10pts Spirit Stones 10pts Star Engines 10pts Targetting Beacon 10pts Vectored Engines 10pts Holo-fields 25pts
Heavy Support
Wraithlord
WS Wraithlord 4
Unit Composition: 1 Wraithlord Unit Type: Monstrous Creature Wargear: Two Shuriken Catapults Special Rules: Fearless, Wraithsight Options: The Wraithlord may replace its two Shuriken Catapults with: Two Flamers 5pts Two Reaper Launchers 20pts Two Wraithcannons 20pts
37
100pts
BS 4
S 10
T 7
W 5
I 4
A 2
Ld 10
Sv 3+
Options: The Wraithlord MUST select one of the following: Shuriken Cannon 10pts Wraithsword 10pts Sentience Spear 10pts Scatter Laser 20pts Star Cannon 20pts Eldar Missile Launcher 25pts Bright Lance 30pts The Wraithlord may also select one of the following: Shuriken Cannon 10pts Wraithsword 10pts Sentience Spear 10pts Scatter Laser 20pts Star Cannon 20pts Shimmer Shield 20pts Eldar Missile Launcher 25pts Bright Lance 30pts Alternatively, instead of selecting any of the weapons from (both) the above lists, it may select one of the following: Shadow Weaver 10pts Wraithsabres 20pts D-Cannon 40pts Vibro Cannon 40pts Nova Lance 40pts
Heavy Support
War Walker Squadron
WS War Walker
Unit Composition: 1 War Walker Unit Type: Vehicle (Walker) Wargear: Two weapons selected from the list opposite Special Rules: Scout Options: May add up to 2 additional War Walkers to the squadron: 30pts per model.
38
30pts
BS 3
S 6
FA 10
SA 10
RA 10
I 4
A 2
Options: Each War Walker must select any two of the following: Shuriken Cannon 5pts Scatter Laser 15pts Starcannon 15pts Eldar Missile Launcher - 20pts Bright Lance 25pts Each War Walker may select any of the following upgrades: Power Diversion Matrix 5pts Spirit Stones 5pts Targetting Beacon 10pts Holo-fields 20pts
39
* Choose which mode of firing this weapon uses each time you fire it. **Distortion: Any model hit by a distortion weapon is wounded on a roll of 2+ and suffers instant death on a towound roll of 6 (regardless of its toughness value). Against targets with an armour value, distortion weapons roll a D6; inflicting a glancing hit on a roll of 3 or 4, and a penetrating hit on a roll of 5 or 6. **Monofilament: When a unit is wounded by a weapon with a monofilament rule, they count as in difficult terrain (or dangerous terrain if wounded by a Doom Weaver) for their subsequent movement phase or assault phase whichever the unit moves in first. **Prism: A Prism weapon always strikes at full-strength when targeting a vehicle. **Sonic: When firing a sonic weapon, draw a single 36 line (of a hairs width) from the weapon, all units (and vehicles) under this line suffer D6 hits. Vehicles always count as shaken if hit by a Sonic Weapon and all penetrating hits are counted as glancing hits instead (on top of the shaken result). *** The Nova Lance rolls 2D6 for armour penetration, selecting the highest.
40
41
Amplify
Cast at the beginning of the Eldar assault phase, if successful, this power allows a single Eldar unit within 12 to re-roll any roll of 1 during the Assault Phase, lasting the duration of that player turn.
Guide
A single unit with a model within 6 of the Farseer counts all their ranged weapons as twin-linked for the duration of that turn.
Mind War
This Psychic Power is used in the shooting phase instead of firing a weapon. The Eldar player may target any enemy model within 18 of the Farseer and within line of sight (therefore models in vehicles are unaffected). This targeted model automatically suffers a wound (with an armour save allowed), furthermore both players roll a D6 and add the result to the leadership of their respective models. For each point the Farseer wins by, the target loses an additional wound, with no armour, invulnerable or cover saves allowed against these additional wounds. Monstrous Creatures add +1 to their dice roll.
Doom
The Farseer can nominate a non-vehicle enemy within 24. Any hits upon that unit may gain a reroll to wound until the start of the next Eldar turn.
Fog of War
This power is cast during the models shooting phase, if successful, select a single enemy unit within 24. This units movement is reduced to D6 (or 2D6 if the unit type is Jump Infantry, Bike or Jetbike) and their assault distance also reduced to D6 (or 2D6 if the unit type is Beast or Cavalry). Furthermore, if attempting to target an Eldar unit in the shooting phase, their spotting distance is reduced to 4D6, if the targeted models are not within this spotting range then they may not fire that turn.
Eldritch Storm
This psychic power is used in the shooting phase instead of firing a weapon. The Eldar player gains the following Psychic Shooting attack, rolling to hit as normal: vehicles struck by this attack are spun around to face in the direction determined by the scatter dice (if a hit is rolled the Eldar player chooses their facing direction) and are struck at full strength (6) on their rear armour: Range: 36 Strength: 6 AP: 6. Assault 1, Large Blast, Pinning.
Fortune
A single unit with a model within 6 of the Farseer may re-roll any failed save it makes, lasting until the next Eldar turn.
42
Assail
At the beginning of each assault phase, roll D6, on a 1-4 the Warlock gains +1 attack, on a 5-6, the Warlock gains +2 attacks, lasting for the duration of that assault phase.
Embolden
The Warlock and his squad may re-roll any failed leadership test.
Enhance
The Warlock and all models in the same unit as the Warlock gain +1 to their Weapon Skill and Initiative. Multiple enhance powers do not stack however.
Conceal
The Warlock and his unit have the Stealth special rule.
Destructor
Destructor is used in the shooting phase instead of firing a weapon, it is worked out like a normal shooting attack with the following profile: Range: Template Strength: 5 AP: 4. Assault 1.
Expedite
The Warlock and his unit gain the Move Through Cover special rule and each turn may add +D3 (rolled each turn) to one of the following movements: Fleet, Eldar Fleet, Assault or Run. Multiple Expedite powers do not stack.
43
44
45
Spirit Caestus Spirit Caestus is a pair of close combat weapons (therefore granting +1 attack) that may re-roll any failed to-wound roll and benefits from the Rending special rule against any non-vehicle unit. Furthermore, Spirit Caestus rend on any to-hit roll AND (the usual) to-wound roll of 6. Star Lance: A model equipped with a Star Lance counts as equipped with a Strength 8 power weapon when they charge/initiate an assault. Furthermore, it confers the following ranged profile: Range: 6 Strength: 8 AP: 3. Assault 1, Lance Triskele: A Triskele is a close combat weapon that also confers the following ranged attack: Range: 12 Strength: 3 AP: 2. Assault 3. Vibro-Spear: A Vibro-Spear is a two-handed power weapon that grants +1 strength and grants an additional attack for each successful to-hit roll. However, armour saves are allowed against these additional attacks, which themselves do not confer additional attacks for a successful to-hit roll. Wraithsword: A Wraithsword is a power weapon that grants +1 attack and may re-roll all failed to-hit rolls in close combat. A model equipped with Wraithswords cannot gain the +1 attack bonus for being equipped with two close combat weapons. Wraithsabres: Wraithsabres count as a pair of close combat weapons (granting +1 attack). Furthermore, each combat phase, a model with Wraithsabres may sacrifice a point of strength for +1 attack. The model may exchange any number of points of strength, to a minimum of Strength 5, lasting for the duration of that combat.
46
47
Mind Link All Cover Saves made against shots from a model equipped with a Mind Link are reduced by 1. Therefore, a 4+ cover save would become a 5+ cover save, for example. If the targeted unit has a 6+ cover save, then the cover save is removed. Neuro-disruptor In close combat, at the beginning of combat, after assault moves but before blows are struck, the Eldar player may nominate a single enemy model in the same combat as a model with a Neurodisruptor; roll to-hit as if using a ranged weapon (therefore counting as ranged attack, although conducted in the assault phase), if the Neurodisruptor hits, roll a D6 and consult the following chart: 1-2: The targeted model is at -1 Initiative and Weapon Skill. 3-4: The targeted model is at -1 Strength, Initiative and Weapon Skill. 5-6: The targeted model is at -1 Strength, Initiative, Weapon Skill and suffers a single, automatic wound, with no saves allowed. Note: The initiative, weapon skill and strength modifiers last for the duration of that game turn and the effects of multiple Neuro-disruptors cannot stack on the same model. Plasma Grenades See the Warhammer 40,000 rulebook. Ranger Bodysuit A Ranger Bodysuit confers a 5+ armour save. Shimmershield A Shimmershield grants the model and any unit they are attached to a 5+ invulnerable save. Solar Flare A Solar Flare may be activated once per game at the beginning of either players shooting phase; when activated, all enemy units within 24 targeting a unit with a Solar Flare are at -1BS. Swooping Hawk Wings A model with Swooping Hawk Wings becomes Jump Infantry. Tanglefoot Grenades Any enemy unit charged by a model equipped with Tanglefoot grenades are at D3 initiative and may not gain any bonuses from the counterattack special rule. Furthermore, this (enemy) unit is hit on a 2+ in close combat. These effects last for the duration of that turn, does not stack if multiple Tanglefoot grenades are used and does not affect vehicles. Warp Jump Generator A model with a Warp Jump Generator becomes the Jump Infantry unit type, able to ignore the effects of moving through (but not finishing in) terrain. Furthermore, a model with a Warp Jump Generator may make an additional move in the assault phase if not locked in close combat: the unit may move D6 +6 in any direction, acting as Jump Infantry and able to move through impassable terrain. If a 1 is rolled, a single model from the unit is removed as a casualty (the survivors moving up to the distance rolled) and any models that finish their move in impassable terrain are destroyed. Web Beacon Any Eldar unit that arrives by deepstrike within 6 - via a Webway Translator or Warp Jump Generator - does not scatter. Webway Translator Any Eldar unit (and any independent character that has joined the unit) with a Webway Translator gains the Deep Strike special rule.
48
Vehicle Armoury
Repulsor Field
Any enemy model in contact with the vehicle at the beginning of the turn automatically suffers a single Strength 3 hit, armour saves allowed as normal. Furthermore, any to-hit roll against this vehicle in close combat suffers a -1 to-hit modifier. Therefore, if a 4+ is needed to hit, this would become 5+ etc. Models that require a 6+ to hit are unaffected by a repulsor field, whereas stationary vehicles would be hit on a 2+, rather than automatically. This effects both grenades and close combat attacks.
Spirit Stones
If the vehicle suffers a crew stunned result, roll a D6. On a roll of one the vehicle is stunned as normal, on a two-to-five the crew stunned result instead counts as crew shaken, on a roll of six the crew stunned result is ignored.
Star Engines
This vehicle may move an additional 12 in the shooting phase instead of firing any weapons; this would therefore allow it to make an additional move, but cannot be used for Tank Shock or Ramming. Note: It would receive the cover save for moving flat-out if the vehicle had moved a total of 24 or more.
Holo-field
Whenever your opponent rolls on the damage table for that vehicle, they must roll two D6 and apply the lowest result.
Targetting Beacon
When firing at an enemy unit, this vehicle may reroll any to-hit roll of 1. Furthermore, if the nightfight rules are in effect then it may re-roll the dice to determine its spotting distance.
Vectored Engines
This vehicle counts as having remained stationary for any immobilised result it may suffer.
49
Autarch Powers
Master Strategist
For each Autarch with Master Strategist in the army, all reserve rolls may be modified by +1 or -1 (note: all reserve rolls if any do - must receive the same modifier). Furthermore, at the beginning of the owning players turn a single unit may gain either the Counter-Attack, Hit and Run or Stubborn special rule, lasting until their following turn.
Ghost Warriors
Any unit of Wraithguard (of any size) led by a Spiritseer may be taken as a troops choice. Furthermore, any Eldar unit with line of sight to the Autarch may use his leadership for any leadership but not psychic - test they are required to take.
Armoured Consort
Falcons may be taken as dedicated transports instead of a Waveserpent, whilst a single Night Spinner or Fire Prism equipped with Star Engines may taken as a Fast Attack choice. Furthermore, all Fast, Skimmer vehicles may re-roll any difficult terrain test.
The Swordwind
Any unit led by the Autarch (including the Autarch himself) gains the Preferred Enemy special rule. Furthermore, one of each of the following units may be taken as a troop choice. These may not however fulfil the two mandatory troop choices on the Force Organisation Chart: Striking Scorpions, Howling Banshees, Fire Dragons, Sundering Sentinels, Shining Spears, Warp Spiders, Swooping Hawks, Dark Reapers. Note: You may not exceed the maximum of 6 Troop Choices.
Swift Strike
For each unit of Guardian Jetbikes in the army, a single unit of Vypers may be taken as a troops choice; these Vypers are therefore scoring. Furthermore, all models in the army equipped with an Eldar Jetbike gain the Skilled Rider special rule.
50
51
Wraithguard Now more durable, harder-hitting and even capable in close combat. Wraithguard are however more expensive, lower toughness and still need to be watched over by a psyker. Harlequins Harlequins are now less reliant on a Shadowseer to remain alive, whilst being faster and fearinducing. The Solitaire appears in an assassin-like role; being very powerful in assault, but fragile. Guardians Guardians are all cheaper, but still fragile. With better weapons and reduced cost they can work better in a supporting role, with Defenders being ranged support and objective holders, Jetbikes for fast hit and run support and Storm Squads as close combat support. Generally the idea of Storm Squads is flawed and contradicts usual Guardian-roles, but they can now work better in close combat via wargear or psykers. Rangers Rangers are all-round more reliable, being seen as one of the weakest units in the previous Codex. Rangers can contribute in many ways; anti-tank, suppression, holding objectives and webway support. However, Rangers will always suffer to a certain extent due to the inherent flaw in Sniper weapons, but they remain a viable choice. Vypers Vypers provide additional firepower, using their mobility to remain more durable and effective. Shadow Asps New additions to provide fast moving heavy weapon relocation that can even hide if desired, whilst individually better than Vypers, they lack the speed and numbers of Vypers. Support Weapon Batteries Support Weapon Batteries are tougher and have less of an impact in the Force Organisation Chart, meaning they can be cheap, effective additions, particularly in foot-lists. Falcons Falcons embody the Eldar myth of deliverance; be it to deliver a fire-power death, deliver units to enemy lines or units into safety. Falcons can move and shoot, making them valuable transports and support. Fire Prisms Fire Prisms are less reliant on working in multiples/linking Prims Cannons; being marginally better, more reliable and expensive. Wraithlords Wraithlords are more of an investment than before, but should regain their status and fearfactor of the past; being tougher and more capable all-round, but more expensive. War Walkers Largely unchanged and not needing change, War Walkers have not been added to Fast Attack as is often suggested due to their firepower and similarity to the role of Vypers; meaning both can be taken. Weaponry/Wargear The biggest change is that to Shuriken Weaponry. Whilst this may seem like it has weakened the Eldars main weaponry, theyre overall better against infantry (you do the math), whilst the additional range really benefits the Eldar and their fragility. As well as fitting much more closely with the background of a high rate of fire, but low damage-per-shot; differentiating them from other basic weapons and making Shuriken Cannons a valuable addition to vehicles and different to Scatter Lasers. Lasblasters are more effective yet differentiated, Star Cannons more flexible whilst displaying Eldar technological superiority to other races plasma weapons, and Monofilament weapons are more benefitting to the army and tactical in use, but worse against vehicles.
52
Prototype Design and Support by MajorTom11 of Dakkadakka.com with contributions from Yakface, owner of Dakkadakka.com and Dakka DCMs.
Please dont hesitate to contact me with any feedback, questions and your experiences with this Codex: justdave@dakkadakka.com
53 This Codex is not an official product of Games Workshop PLC and your opponents permission should be asked before use. Not matter how good a product this may (or may not) be.
Document created by, and property of David Martin/Just Dave. No claim is made to the possession of any images contained within this document.
This product is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either , TM and/or Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.