Вы находитесь на странице: 1из 53

1

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 Special Rules


The following are special rules or abilties unique to the Eldar army, any other special rules are listed alongside their relevant unit entry (in the case of rules that apply to a specific unit)or in the Warhammer 40,000 rulebook.

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 assault 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, 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 Options: Eldrad Ulthran 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.

225pts

BS 5

S 3

T 3

W 3

I 5

A 1

Ld 10

Sv 3+

*Divination
An Eldar army that includes Eldrad Ulthran may re-roll the dice to decide which player deploys first.

*The Crystal Seer


Eldrad counts as being equipped with the following runes: Rune of Scoring, Runes of Emanation, Runes of Warding, Runes of Witnessing, Rune of Anaris, Rune of Immolation and Runes of Dawning.

*Staff of Ulthamar
The Staff of Ulthamar counts as a Witchblade. Furthermore, each game turn the owning player can opt for the Staff of Ulthamar to either ignore armour saves in close combat, or to allow Eldrad to cast an additional psychic power; therefore allowing him to cast three psychic powers per-turn. This third power may be the same as one already cast that 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, 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, Runes of Persecution).

*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, Doomed*

170pts

BS 6

S 3

T 3

W 3

I 6

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 successful invulnerable save or lose 1 point of Strength. If reduced to Str 0 then Yriel is removed from play, counting as a Kill Point if applicable. 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 is Jump Infantry) 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.

225pts (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.

Asurmen, the Hand of Asuryan


Wargear: Wrist-mounted Avenger Shuriken Catapults (Counts as an Assault 5 Avenger Shuriken Catapult), Plasma Grenades, Mind Link, Haywire Grenades, Sword of Asur (A Diresword that may re-roll any failed to-wound roll and against which leadership tests must be taken on 3D6 when discerning instant death) Exarch Powers: Blade Storm & Defend Additional Special Rules: Battle Fate: (Asurmen and any Dire Avenger unit he has joined only have their armour save negated by weapons of lower (rather than equal) armour piercing; therefore AP4 has no effect. This only applies against ranged attacks) Disciples: Dire Avengers

Jain Zar, the Storm of Silence


Wargear: Banshee Mask, Executioner, Haywire Grenades, The Silent Death (A Triskele that strikes at Strength 5) Exarch Powers: Warshout and Acrobatic Additional Special Rules: Hell Hath No Fury*, Scream that Steals: (Jain Zar and any Howling Banshee unit she has joined have the Furious Charge special rule) Disciples: Howling Banshees

Baharroth, the Cry of the Wind


Wargear: Swooping Hawk Wings, Power Weapon, Haywire Grenades, Plasma Grenades, Swooping Hawks Grenade Pack, Hawks Claw (confers the following ranged profile; Range: 24 Strength: 4 AP: 3. Assault 5, Pinning) Exarch Powers: Intercept, Mark of Guilt Additional Special Rules: Furious Angels: (Baharroth and any Swooping Hawk unit he has joined do not scatter when arriving from Deepstrike and may perform a Skyleap even if in assault. If they do so, the enemy may consolidate 3.) Disciples: Swooping Hawks

Karandras, the Shadow Hunter


Wargear: Biting Blade, Scorpions Claw, Plasma Grenades, Haywire Grenades, The Scorpions Bite (Mandiblasters that confer 2 additional attacks, instead of the usual 1) Exarch Powers: Stalker, Hunters Additional Special Rules: Infiltrate, Move Through Cover, The Hidden Death: (Karandras and any Striking Scorpion unit he has joined may arrive from reserves by deep striking into area terrain. If they do so, they do not mishap, do not scatter and do not take a dangerous terrain test. Furthermore, if they do so they may assault on the turn they arrive, but may not run in the shooting phase. Alternatively, if arriving via outflank, Karandras and any Striking Scorpion unit he has joined may choose which board edge they arrive from). Disciples: Striking Scorpions

Fuegan, the Burning Lance


Wargear: Crystalline Armour, Meltabombs, Plasma Grenades, Firepike, the Fire Axe (Power Weapon that confers +2 Strength and an additional D6 for armour penetration) Exarch Powers: Crack Shot, Tank Hunter Additional Special Rules: Colds Bane: (Fuegan and any Fire Dragon unit he has joined gain the Feel No Pain special rule) Disciples: Fire Dragons

Maugan Ra, the Harvester of Souls


Wargear: Plasma Grenades, Haywire Grenades, The Maugetar (a weapon with a built-in Executioner that also confers the following ranged profile: Range: 24 Strength: 5 AP: 5. Assault 6, Rending) Exarch Powers: Crack Shot, Fast Shot Additional Special Rules: The Touch of Death: (Enemy units that are forced to take a Leadership Test as a result of Maugan Ras (and any Dark Reaper units he may have joined) shooting must do so with an additional -1 leadership modifier) Disciples: Dark Reapers

Kirahnna, The Lights Embrace


Wargear: the HarvKaelis, The Lights Embrace n Ra, Plasma Grenades, Haywire Grenades, Warp Jump Generator, Fates Mercy (Power Weapon that grant D3 additional attacks), The Thread Splitter (confers the following ranged profile; Range: 12 Strength: 5 AP: -. Assault 5, n Ra, Rending, Monofilament) Exarch Powers: Hit and Run, Hunters Additional Special Rules: Veiled Assault: (Kirahnna and any unit of Warp Spiders she may have joined may re-roll the dice when performing their Warp Jump Generator move in the assault phase. Furthermore, any enemy unit that would count as in difficult terrain from their shooting instead counts as in dangerous terrain) Disciples: Warp Spiders

TamarelleEve, The Fury of the Phoenix


Wargear: Plasma Grenades, Haywire Grenades, Eldar Jetbike (with an under-slung Shuriken Cannon), Stars Touch (a Star Lance that acts as a Power Weapon in subsequent turns of close combat) Exarch Powers: Skilled Riders, Tank Hunters Additional Special Rules: Hit and Run, Burning Fist: (TamarelleEve and any unit of Shining Spears he may have joined gain +2 (rather than the usual +1) attacks when they charge.) Disciples: Shining Spears

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 Runes of Persecution 15pts Spirit Stones - 25pts

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 of Runes of Persecution or 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.

May select any number of additional psychic powers from the above list for 15pts each.

12

Warlock Seer Council


WS Warlock 4
Unit Composition: 2 Warlocks (& Farseer) Unit Type: Infantry Wargear: Shuriken Pistol, Witchblade, Plasma Grenades, Rune Armour (included) Special Rules: Eldar Fleet, Psyker Options: Each Warlock MUST be equipped with one of the following Psychic Powers: Embolden Destructor Assail Expedite Enhance Conceal

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 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 Tanglefoot Grenades - 10pts Laser Flare - 10pts Solar Flare 10pts Shimmershield 10pts If mounted on an Eldar Jetbike, may replace his Close Combat Weapon with: Laser Lance - 15pts

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: 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

Exarch Powers Striking Scorpions


Shadowstrike: The Exarch and the unit benefit from the Stealth special rule. Hunter: All wounds caused by the Exarch that phase may be allocated - by the Exarchs controlling player - to models who have the same stat line/ a single wound group within that enemy unit. This applies to both shooting and close combat. For example, if the exarch inflicts any wounds upon a Necron Warrior unit led by a Cryptek and Necron Overlord, these wounds may all be allocated to the Warriors, or the Cryptek, or the Overlord.

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: 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

Exarch Powers Howling Banshees


War Shout: On the turn that the Howling Banshees charge, any enemy units in combat with them must pass a leadership test or be reduced to WS1 for the duration of that assault phase. Note: This leadership test would be taken at -1Ld due to Hell Hath No Fury Acrobatic: This unit may assault from a vehicle that has moved at Cruising Speed or less. However, if they do so this unit may only assault 2D6 "(selecting the highest), rather than the usual 6.

*Hell Hath No Fury


Howling Banshees inflict -1Ld and -1WS against any enemy unit the Howling Banshees charge. This lasts for the duration of the Eldar players turn and may only stack with leadership modifiers caused by combat resolution.

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: 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

Exarch Powers Fire Dragons


Tank Hunters: The Exarch and his unit benefits from the Tank Hunters special rule. Crack Shot: The Exarch may re-roll any failed to-wound roll and ignores cover saves when shooting.

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: Web Beacon - 5pts Webway Translator - 10pts

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.

Exarch Powers Sundering Sentinels


Shuriken Shower: The Exarch and his unit may opt to fire their Shuriken Hip-Cannons as Heavy 5, instead of Assault 4, for the duration of that turn. Crack Shot: The Exarch may re-roll any failed to-wound roll and ignores cover saves when shooting.

*Linked Plate Armour


This confers +1 Toughness and a 3+ Armour Save, already included in their profile.

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

BS 4

S 3

T 3

W 2

I 4

A 2

Ld 9

Sv -

*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 assault, then this 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 or Close Combat Weapon with: Harlequins Kiss 5pts Riveblades 10pts Fusion Pistol 10pts Neuro-Disruptor - 15pts The entire unit may be equipped with: 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.

*Face of Fear
All enemy units engaged in close combat with a Harlequin Troupe (or Harlequin Solitaire) are at -1 Ld.

*Veil of Tears
Veil of Tears is a psychic power which may be automatically cast without a psychic test; just like a Warlock psychic power. When cast, any enemy unit wishing to target the Shadowseer and the Harlequin unit must roll 2D6x2 to determine if they are within spotting distance. If the Harlequins are not within spotting range, then the enemy unit may not fire that turn.

*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: 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

Exarch Powers Dire Avengers


Blade Storm: The Exarch and his squad may choose to add 1 to the number of shots they fire that turn with any Avenger Shuriken Catapult, Shuriken Pistol, Shuriken Catapult or Exarch Twin Avenger Shuriken Catapults. If they do, they may not fire in the subsequent Eldar shooting phase. Defend: Enemy models directing their attacks at the Dire Avenger unit lose one attack for the duration of that combat (to a minimum of 1).

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

*Path of the Outcast


Any Rangers cover save is improved by +2, rather than the usual +1 bonus conferred by Stealth; therefore a 5+ cover save would, for example, become a 3+ cover save. However, if a model fires a Star Rifle, they receive no cover bonus from Stealth or Path of the Outcast for that game turn. Furthermore, any shooting to-wound roll of 5+ counts as Rending, rather than the usual 6+. This only applies to wounds caused by a Ranger Long Rifle.

*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: 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.

*Heavy Weapon Platform


A single Guardian within the unit within 2 of it may fire the Heavy Weapon Platform instead of his own weapon, tracing line of sight from the Heavy Weapon Platform itself. The Heavy Weapon Platform counts as an Assault Weapon under all circumstances and may be embarked upon a transport, occupying no transport spaces. The Heavy Weapon Platform must remain within Unit Coherency at all times and cannot be destroyed; it effectively acts as a marker for the weapon it mounts.

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: 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 The entire unit may be equipped with: Web Beacon - 5pts Webway Translator - 10pts

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.

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 30pts 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 5pts 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 engaged in combat and cannot Skyleap on the same turn they arrive from reserves.

*Swooping Hawk Grenade Pack


When a Swooping Hawk unit enters play via deepstrike (including Skyleap) they may place a single large blast marker centred on any enemy model, anywhere on the table. Roll a scatter dice for this attack, if an arrow is rolled, the marker scatters D6 in the direction indicated. All enemy models under the large blast marker suffer a single Strength 4, AP5 hit.

Exarch Powers Swooping Hawks


Intercept: In assault, this unit always hit a vehicle on a 4+ or better. Mark of Guilt: Nominate a single enemy unit before deployment; this Swooping Hawk unit may reroll any shooting to-hit roll against this unit for the duration of the game.

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: 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

Exarch Powers Warp Spiders


Withdraw: The Exarch and his unit benefit from the Hit and Run special rule. White Guardians: The Warp Spiders may re-roll any failed to-wound roll when targeting a unit that contains a Psyker.

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 10pts Tank Hunters 15pts

Exarch Powers Shining Spears


Tank Hunters: The Exarch and his unit benefits from the Tank Hunters special rule. Skilled Riders: The Exarch and his unit have the Skilled Rider special rule.

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

*Crystal Targeting Matrix


Vypers may move an additional 6 in the assault phase, providing they have moved no more than 6 already that turn. To use the Crystal Targeting Matrix, the Vyper will count as moving at Cruising Speed. This acts much like the Eldar Jetbike and follows all usual movement restrictions; therefore this move may not be made if the Vyper is stunned etc.

Fast Attack
Asp
BS Asp
Unit Composition: 1 Asp Unit Type: Vehicle (Fast, Skimmer) Wargear: Twin-linked Shadow Weaver, Twin-linked Shuriken Catapults Options: May replace the Twin-linked Shuriken Catapults with: Shuriken Cannon 10pts May be upgraded to a Shadow Asp* for 20pts.

32

65pts

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 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 Asp
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. The 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 Eldar heavy weapons and artillery, or supporting the advance of Eldar forces. More than once Imperial troops have advanced, unaware of the tanks hidden alongside the advancing forces or Eldar flanks, revealing themselves only to strike at the attackers. Termed Shadow Asps, they appear to fire upon vulnerable areas of Imperial forces, using devastating weaponry such as Distortion Cannons before slipping back into the shadows. 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.

33

Heavy Support
Support Weapon Battery
WS Guardian 3 Warlock 4
Unit Composition: 1 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

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.

Exarch Powers Dark Reapers


Shadowstrike: The Exarch and the unit benefit from the Stealth special rule. Tank Hunters: The Exarch and his unit benefits from the Tank Hunters special rule.

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 30pts 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

105pts

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

Eldar Ranged Weaponry


Range Bright Lance D-Cannon D-Pistol Doom Weaver Eldar Missile Launcher Krak Missile* Eldar Missile Launcher Plasma Missile* Flamer Fusion Gun Fusion Pistol Nova Lance Prism Cannon Focussed* Prism Cannon Dispersed* Pulse Laser Ranger Long Rifle Scatter Laser Shadow Weaver Shuriken Cannon Shuriken Catapult Shuriken Pistol Star Rifle Starcannon Vibro Cannon Wraithcannon 36 24 6 12-72 48 48 Template 12 6 48 60 60 48 36 36 48 24 18 18 36 36 36 18 Strength 8 X X 6 8 4 4 8 8 8 9 5 8 X 6 6 4 3 3 7 7 6 X AP 2 1 2 3 5 5 1 1 3 2 4 2 6 6 5 5 5 3 2 1 Type Heavy 1, Lance Heavy 1, Large Blast, Ordnance, Barrage, Distortion** Assault 1, Distortion** Heavy 1, Large Blast, Barrage, Rending, Monofilament** Heavy 1 Heavy 1, Blast, Pinning Assault 1 Assault 1, Melta Pistol, Melta Heavy 1, Lance*** Heavy 1, Blast, Prism** Heavy 1, Large Blast, Prism** Heavy 2 Heavy 1, Sniper, Pinning Heavy 4 Heavy 1, Large Blast, Barrage, Monofilament** Assault 6 Assault 3 Pistol Heavy 1, Rending Heavy 2 Heavy 1, Sonic** Assault 1, Distortion**

* 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

Eldar Ranged Weaponry Aspect Temples Wargear


Range Avenger Shuriken Catapult Death Spinner Dragons Breath Flamer Exarch Twin Death Spinners Exarch Twin Avenger Shuriken Catapults Firepike Hawks Talon Lasblaster Laser Lance Reaper Launcher Shuriken Hip-Cannon Spinneret Rifle Star Lance Sunrifle Tempest Launcher 18 12 Template 12 18 18 18 18 6 48 24 18 6 18 48 Strength 3 5 5 5 3 8 4 3 6 6 4 5 8 3 4 AP 4 4 4 1 3 3 1 3 5 1 1 3 3 Type Assault 3 Assault 3, Monofilament** Assault 1 Assault 5, Monofilament** Assault 5 Assault 1, Melta Assault 3 Assault 2 Assault 1, Lance Heavy 2 Assault 4 Assault 2 Assault 1, Lance Assault 5, Pinning Heavy 2, Blast, Barrage

41

Farseer Psychic Powers


Unless stated otherwise, Farseers do not require line of sight to their target and cast psychic powers as described in the Warhammer 40,000 rulebook, requiring a psychic test as normal.

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

Warlock Psychic Powers


A Warlock does not need to pass a psychic test in order to use a Psychic Power; it is permanently available.

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.

Paths of the Seer


Farseers and Warlocks can benefit from the following abilities, as listed in their unit entries.
Battleseer If a Farseer is upgraded to a Battleseer, then they gain +2 attacks. Bonesinger If a Farseer is upgraded to a Bonesinger, then at the beginning of the Eldar turn, roll a D6 for each wounded Wraithguard or Wraithlord model within 6. On a 6 that model regains a single wound (but may not exceed its original number of wounds). Furthermore, if the Bonesinger is in contact with a vehicle that has suffered a Weapon Destroyed or Immobilised result, instead of running or shooting during the shooting phase, the Bonesinger may attempt to repair the vehicle; removing a single immobilised or weapon destroyed result on a D6 roll of 4+. Repaired weapons may be fired on the subsequent turn. Spiritseer If a Warlock is upgraded to a Spiritseer, then the Wraithsight special rule is negated for any Wraithguard or Wraithlord unit within 12, rather than the usual 6. Warseer If a Warlock is upgraded to a Warseer, they gain +1 attack, +1 weapon skill and +1 initiative.

43

Wargear of the Witch Path


Clarion Blade: A Clarion Blade is a Witchblade. Furthermore, for each enemy model killed in close combat by a Clarion Blade, the Farseer immediately gains the effects of a Laser Flare. Ghosthelm: If a model with a Ghosthelm suffers a Perils of the Warp attack, it is ignored on a D6 roll of 3+. Rune Armour: Rune Armour confers a 4+ invulnerable save. Rune of Anaris: A model with the Rune of Anaris may re-roll all tohit rolls in close combat. Runes of Dawning: At the beginning of the Eldar player turn, the player may elect a single unit in reserve (each turn) to add +1 to their reserve roll. This may not stack with other modifiers. Runes of Emanation: A model with the Rune of Emanation may add 6 to the range of a single psychic power per turn. Alternatively, it may add 6 to the range of the effects of the Rune of Witnessing. Rune of Enlightenment: A unit containing a model with the Rune of Enlightenment may add 2D6 to the spotting distance of his and any unit hes attached to spotting distance during night-fighting. Rune of Immolation: A model with a Rune of Immolation may once per game automatically cast the Destructor [Warlock] psychic power. This may on top of any other powers cast that turn and does not require a psychic test. This may not be affected by the Runes of Emanation. Runes of Persecution: Once per-game, a model equipped with Runes of Persecution may cast the Mind War OR Eldritch Storm psychic power on-top of all other powers cast. If they have purchased either power in addition, then this can instead be used twice. Note: This cannot be used with normal Psychic abilities or Spirit Stones to cast Mind War/Eldritch Storm twice in one turn. Rune of Scoring: This models ranged weapons count as AP1. Note: this doesnt affect psychic powers. Runes of Warding: A model with Runes of Warding causes all enemy psykers within 24 to take psychic tests on 3D6. Note: If there is an enemy psyker within 24 with Runes of Warding, then both runes have no effect. Runes of Witnessing: A model with Runes of Witnessing may roll 3D6 for psychic tests, discarding the highest roll. Singing Spear: A Singing Spear counts as a two-handed Witchblade, that may be used with the following ranged profile, like a Witchblade always wounding on a 2+ and striking vehicles at Strength 9: Range: 12 Strength: X AP: 6. Assault 1. Siren Mirror: Any Psychic Power targeted at a unit with a model holding a Siren Mirror is ignored on a D6 roll of 5+ Spirit Stones: A model with Spirit Stones can cast an additional Psychic Power per-turn. This may not be the same psychic power as one already cast; including from a Rune of Persecution. Witchblade: See the Warhammer 40,000 Rulebook.

44

Eldar Armoury Close Combat Weapons


Biting Blade: A Biting Blade is a two-handed Scorpion Chainsword that grants the model the Rending special rule for all attacks in close combat. Furthermore, for each successful to-hit roll with a Biting Blade, the model gains an additional attack for that close combat phase. These additional attacks cannot themselves confer further attacks. Broadblades: Broadblades are a pair of power weapons (therefore granting +1 attack) that may re-roll any failed to-wound roll. Chainsabres: A model with Chainsabres gains +1 attack and may re-roll all failed to-wound and to-hit rolls in close combat. Close Combat Weapon: See the Warhammer 40,000 Rulebook. Diresword: A Diresword is a power weapon. In addition, any model that suffers an unsaved wound from a Diresword must immediately pass a leadership test for each wound suffered or suffer instant death. Disruption Blade: A Disruption Blade is a power weapon, furthermore any successful invulnerable saves made against wounds caused by a Disruption Blade must be re-rolled. Executioner: An Executioner is a two-handed Power Weapon that grants +2 strength in close combat. Harlequins Kiss: A Harlequins Kiss is a close combat weapon that grants the model the Rending special rule for all attacks in close combat. Laser Lance: A model equipped with a Laser Lance counts as equipped with a Strength 6 power weapon when they charge/initiate an assault. Furthermore, it confers the following ranged profile: Range: 6 Strength: 6 AP: 3. Assault 1, Lance Mirror Swords: Mirror Swords are a pair of power weapons that grant an additional attack (therefore granting +2 attacks) and may re-roll any failed to-hit roll in close combat. Power Weapon: See the Warhammer 40,000 Rulebook. Powerblades: Powerblades confer +1 attack and ignore armour saves in close combat. Riveblades: A model with Riveblades gains +1 attack and may re-roll all failed to-wound rolls in close combat. Scorpions Chainsword: A Scorpions Chainsword is a close combat weapon that grants +1 Strength to the models close combat attacks. Scorpions Claw: A Scorpions Claw is a power fist with an incorporated Shuriken Catapult. Sentience Spear: A Sentience Spear is a close combat weapon that grants +1 attack, furthermore any unsaved wounds caused by a Sentience Spear inflict instant death.

45
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 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. Wraithsabres: 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

Eldar Armoury Eldar Wargear


Aspect Warrior Armour Aspect Warrior Armour confers a 4+ armour save, or a 3+ armour save if worn by an Exarch. Additionally, units with Aspect Warrior Armour typically have Eldar Fleet. Autarch Armour Autarch Armour confers a 3+ armour save. Banshee Mask A model with a Banshee Mask is at initiative 10 in the first round of an assault and ignores all other initiative modifiers. Crystalline Armour Flame/heat based template (not blast!) weapons cannot hurt a model in Crystalline Armour; such as Flamers, Heavy Flamers, Flamestorm Cannons, Hellfire Cannons, Hand Flamers, Scorchas, Burnas, Incinerators, Inferno Cannons, Dragons Breath Flamers etc. Furthermore, a model in Crystalline Armour gains a 3+ armour save. Eldar Jetbike A model with an Eldar Jetbike gains +1 toughness, a 3+ armour save and becomes the Bikes (Eldar Jetbike) unit type, as described in the Warhammer 40,000 rulebook. Furthermore, Eldar Jetbikes come equipped with twin-linked Shuriken Catapults. Force Shield A Force Shield confers a 4+ invulnerable save to the wielder. Guardian Mesh Armour Guardian Mesh Armour confers a 5+ armour save. Haywire Grenades Haywire Grenades are used like normal grenades to attack vehicles. Roll a D6 for each hit scored and consult the following chart to determine its effects: 1 No effect. 2-5 Glancing hit. 6 Penetrating hit. Heavy Aspect Warrior Armour Heavy Aspect Warrior Armour confers a 3+ armour save. Additionally, units with Heavy Aspect Warrior Armour typically do not have Eldar Fleet. Laser Flare A Laser Flare may be used once per game in the owning players assault phase. When used, place a small blast over the model; all enemy (only) models under this blast suffer a single Str4 AP2 hit, striking vehicles on their rear armour. Mandiblasters Any model equipped with Mandiblasters gains an additional attack. Meltabombs See the Warhammer 40,000 rulebook.

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. 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, if the Neuro-disruptor 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. Note: The initiative, weapon skill and strength modifiers last for the duration of that game turn. 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 do not gain any bonuses from the counter-attack special rule. Furthermore, this (enemy) unit is hit on a 2+ in close combat. These effects last for the duration of that turn. 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 engaged in assault: 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. 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. 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.

Power Diversion Matrix


If the vehicle remains stationary then a single weapon may be have its AP value reduced by one. This has no effect on an AP1 weapon and APweapons become AP6. In the case of a Fire Prism, if two Fire Prisms link shots; only the firing Prism may gain the benefit from a Power Diversion Matrix if it remains stationary (i.e. multiple matrices do not stack).

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, each turn a single unit may gain either the Counter-Attack, Hit and Run or Stubborn special rule, lasting for the during of that game 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 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, Dark Reapers. Note: You may not exceed the maximum of 6 Troop Choices. Falcons may be taken as dedicated transports instead of a Waveserpent, whilst a single Night Spinner or Wave Serpent equipped with Star Engines may taken as a Fast Attack choice. Furthermore, all Fast, Skimmer vehicles may reroll any difficult terrain test.

Shadows and Dust


All Guardian Defender and Guardian Storm Squads in the army can Outflank. Furthermore, for each squad of Eldar Rangers in the army, the Eldar player may move an enemy unit D6+1 inches after both sides have deployed, but before the first turn. These units may not be moved outside of their deployment zone, disembarked from a transport or moved into dangerous terrain and vehicles must finish facing in the same direction. For each unit of Eldar Rangers, the Eldar player may nominate a unit they wish to move in this manner and force the unit to take a leadership test, if failed then the Eldar player may move the unit as described above. If this leadership test is passed, they may instead nominate a different unit, continuing until they have either nominated all enemy units (once), or a unit has failed this leadership test. A unit that passes a leadership test as described above may be nominated again through another Eldar Ranger squad, vehicles count as Ld10 for the purposes of these leadership tests.

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.

Seer Strike Force


All Guardian Defender Squads, Warwalker and Vyper Squadrons and Support Weapon Batteries are BS4, whilst all Guardian Storm Squads are WS4, in an army that includes an Autarch with the Seer Strike Force rule. Furthermore, Farseers may be taken as an elites choice (as well as any Seer Councils).

50

Whats Changed and Why?


This is an additional section to believe it or not explain where changes have been made and why they have been made. My general design ethos for this Codex has been to keep to the very spirit of Eldar gameplay; with specialised units, high manoeuvrability, small numbers and impressive technology, with powerful psykers to boot. This means the Eldar is an army with relatively few models, but some very powerful if fragile specialised units and equipment, that lack versatility; keeping with the emphasis on coordinated, strategic play style. Almost everything has identifiable strengths and weaknesses. With the Eldar, the whole is greater than the sum of its parts. Eldrad Ulthran Eldrad is often seen as an auto-include and a superior choice to an ordinary Farseer, hes now more expensive and more fragile, whilst still very powerful and a considerable investment. Yriel Yriel is typically too fragile and contributes too little to be useful; hes now tougher with a 3+ invulnerable and is a force-multiplier, as well as now being a real threat to monstrous creatures. However, Doomed is more likely to have an effect. Phoenix Lords Phoenix Lords now have a much-needed invulnerable save, hit harder and contribute more to the army and their Aspect. However, their 2+ save has been lost as it doesnt seem very Eldar-ish and adds balance. Whilst still expensive, these guys still hit very hard and add can add a lot to an army. Avatar of Khaine The Avatar no longer requires fortune to be able to survive through Feel No Pain and is now roughly equal to real heavy-hitters, such as the Swarmlord, Abbadon, Mephiston et al. Autarchs Autarchs are force-multipliers and customizers in order to compete with Farseers, as well as having more, better options through kind of controversial access to more mainstream Exarch weapons; where they can access the best wargear in the Craftworld, including some Exarch wargear. Aspect Warriors Aspect Warriors remain moderately expensive to prevent Eldar being too-numerous and used in suicide roles frequently, but all hit harder and are more specialised and fitting with their background: - Striking Scorpions are more stealthy and better for assassination roles, but still struggle with heavy armour. - Howling Banshees can assault from vehicles (with a risk) and are better against armoured enemies, but struggle with large numbers of enemy infantry, which is where Scorpions excel. - Crystal Dragons are briefly mentioned in Path of the Warrior and add another dimension to Fire Dragons. - Sundering Sentinels hark back to the reference of the Slicing Orbs of Zandros and fill the niche of tough, ranged anti-infantry specialists. - Dire Avengers are more flexible; capable on the offence, defence, at range and in assault. - Warp Spiders are now much better against infantry, and can be a real thorn in the opponents side. - Shining Spears hit hard, fast and really hurt tough units and creatures, but struggle in a prolonged combat. - Swooping Hawks are harassment experts that excel against Power Armoured and isolated enemies, but are fragile. They can Deepstrike for shock-tactics and increased hitting power, or jump-shoot-jump to avoid potential return fire, whilst being able to threaten tanks and all infantry; providing lots of potential tactics. - Dark Reapers are still fragile, but can really hurt anything with a wounds characteristic and now even tanks. With new and somewhat controversial Exarch Powers, they can really contribute to the Heavy Support slot.

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. 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

Created by David Just Dave Martin

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

Thanks, [Just] Dave.

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.

Вам также может понравиться