eldar codex v.3
TRANSCRIPT
Codex:
Eldar
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 – Acknowledgments
Page 51 – 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.
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.
Eldrad Ulthran, Farseer of Ulthwe 220pts
WS BS S T W I A Ld Sv
Eldrad Ulthran 5 5 3 3 3 5 1 10 3+
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
HQ
*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.
*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.
Athairiel Mornynnstar, Battleseer of Biel-tan 160pts
WS BS S T W I A Ld Sv
Athairiel Morniynnstar 5 5 3 3 3 5 3 10 4+
Unit Composition: 1 (Unique)
Unit Type: Infantry
Wargear: Tempestiel Blades*, Runes of Warding, Runes of Witnessing, Rune of Anaris, Rune of Immolation, 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
HQ
*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.
*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.
Prince Yriel, Autarch of Iyanden 165pts
WS BS S T W I A Ld Sv
Prince Yriel 6 6 3 3 3 6 4 10 3+/3+
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*
HQ
*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.
*Doomed
At the beginning of the owning players turn
Yriel must take a strength test, if unsuccessful
then Yriel must pass an invulnerable save
(therefore on a 3+) or lose 1 point of Strength.
If reduced to Str 0 then Yriel is removed from
play, counting as a Kill Point if applicable.
*Eye of Wrath
Each turn, Yriel may reduce a single model (of the Eldar
player’s 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.
*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.
Phoenix Lord 210pts (each)
WS BS S T W I A Ld Sv
Phoenix Lord 7 7 4 4 3 7 4 10 3+/4+
Asurmen, the Hand of Asuryan
Jain Zar, the Storm of Silence
Unit Composition: 1 (Unique)
Unit Type: Infantry (Baharroth is Jump Infantry)
Special Rules: Eldar Fleet, Independent Character, Eternal Warrior, Fearless, Disciples*, Phoenix Reborn*
HQ
*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.
Wargear: Wrist-mounted Avenger Shuriken Catapults (Counts as an Assault 4 Avenger Shuriken Catapult), Plasma Grenades, 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
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
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.
*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 Exarch’s 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.
Baharroth, the Cry of the Wind
Karandras, the Shadow Hunter
Fuegan, the Burning Lance
Maugan Ra, the Harvester of Souls
Wargear: Swooping Hawk Wings, Power Weapon, Haywire Grenades, Plasma Grenades, Swooping Hawks Grenade Pack, Hawk’s Claw (confers the following ranged profile; Range: 18” – Strength: 5 – AP: 5. Assault 6, 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
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
Wargear: Biting Blade, Scorpion’s Claw, Plasma Grenades, Haywire Grenades, The Scorpion’s 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
Wargear: Plasma Grenades, Haywire Grenades, The Maugetar (confers the following ranged profile: Range: 36” – Strength: 5 – AP: 4. 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 Ra’s (and any Dark Reaper unit’s he may have joined) shooting must do so with an additional -1 leadership modifier) Disciples: Dark Reapers
Kirahnna, The Lights Embrace
n Ra, the HarvKaelis, The Lights Embrace
n Ra,
Tamarelle’Eve, The Fury of the Phoenix
Wargear: 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, 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
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: (Tamarelle’Eve and any unit of Shining Spears he may have joined gain +2 (rather than the usual +1) attacks when they charge.) Disciples: Shining Spears
Avatar of Khaine 220pts
WS BS S T W I A Ld Sv
Avatar 10 5 6 6 4 6 4 10 3+/4+
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*
HQ
*Wailing Doom
During the owning players shooting phase, the
Eldar player may choose for the Avatar to gain
an additional attack (lasting until the Avatar’s
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
*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, Scorcha’s, Burna’s, Incinerators,
Inferno Cannons, Dragon’s Breath Flamers etc.
*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).
Farseer 85pts
WS BS S T W I A Ld Sv
Farseer 5 5 3 3 3 5 1 10 4+
Unit Composition: 1 Farseer
Unit Type: Infantry
Wargear: Shuriken Pistol, Witchblade, Ghosthelm, Plasma Grenades, Rune Armour (included) Special Rules: Eldar Fleet, Independent Character, Psyker
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 Witnessing - 10pts
Runes of Emanation – 10pts
Rune of Immolation - 10pts
Rune of Anaris - 10pts
Runes of Warding - 15pts
Spirit Stones - 45pts
May be upgraded to:
Battleseer - 15pts
Bone Singer - 20pts
May be equipped with:
Eldar Jetbike – 30pts
The Farseer may be accompanied by a Warlock Seer Council
(see overleaf) for 70pts, no longer counting as an
independent character whilst any of the Warlocks in the
unit are alive.
HQ
Options:
MUST be equipped with one of the
following Psychic Powers:
Amplify
Doom
Eldritch Storm
Fog of War
Fortune
Guide
Mind War
Warlock Seer Council 70pts
WS BS S T W I A Ld Sv
Warlock 4 4 3 3 1 4 2 9 4+
Unit Composition: 2 Warlocks (& Farseer)
Unit Type: Infantry
Wargear: Shuriken Pistol, Witchblade, Plasma Grenades, Rune Armour (included) Special Rules: Eldar Fleet, Psyker
Options:
May include up to 6 additional Warlocks:
35pts 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 – 20pts (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.
Options:
Each Warlock MUST be equipped with one
of the following Psychic Powers:
Embolden
Destructor
Assail
Expedite
Enhance
Conceal
Autarch 75pts
WS BS S T W I A Ld Sv
Autarch 6 6 3 3 3 6 3 10 3+/4+
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:
Mandiblasters - 5pts
Banshee Mask - 7pts
Crystalline Armour – 10pts
May replace his Shuriken Pistol with:
Avenger Shuriken Catapult - 2pts
Dragon’s Breath Flamer - 5pts
Triskele - 5pts
Neuro-Disruptor - 15pts
D-Pistol - 10pts
Firepike - 10pts
Fusion Pistol - 10pts
Reaper Launcher - 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
Tanglefoot Grenades - 10pts
Laser Flare - 10pts
Solar Flare – 10pts
Shimmershield – 10pts
If mounted on an Eldar Jetbike, may replace their Close
Combat Weapon with:
Laser Lance - 15pts
HQ
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
Striking Scorpions 95pts
WS BS S T W I A Ld Sv
Striking Scorpion 4 4 3 3 1 5 1 9 3+
Striking Scorpion Exarch 5 5 3 3 1 6 2 9 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:
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
Options:
The entire unit may be equipped with:
Web Beacon - 5pts
Webway Translator - 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 Exarch to models who
have the same stat line 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.
Howling Banshees 95pts
WS BS S T W I A Ld Sv
Howling Banshee 4 4 3 3 1 5 1 9 4+
Howling Banshee Exarch 5 5 3 3 1 6 2 9 3+
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:
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
*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.
Options:
The entire unit may be equipped with:
Web Beacon - 5pts
Webway Translator - 10pts
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”.
Fire Dragons 95pts
WS BS S T W I A Ld Sv
Fire Dragon 4 4 3 3 1 5 1 9 4+
Fire Dragon Exarch 5 5 3 3 1 6 2 9 3+
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:
May include up to 5 additional Fire Dragons:
16pts per model.
The Exarch may replace his Fusion Gun with:
Dragon’s 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
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
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.
Sundering Sentinels 84pts
WS BS S T W I A Ld Sv
Sundering Sentinel 4 4 3 3(4) 1 5 1 9 3+
Sundering Sentinel Exarch 5 5 3 3(4) 1 6 2 9 3+
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:
May include up to 7 additional Sundering Sentinels:
23pts 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
Elites
*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.
*Linked Plate Armour This confers +1 Toughness and a 3+ Armour Save, already
included in their profile.
Options:
The entire unit may be equipped with:
Web Beacon - 5pts
Webway Translator - 10pts
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.
Wraithguard 114pts
WS BS S T W I A Ld Sv
Wraithguard 4 4 5 5 2 4 1 10 3+
Warlock 4 4 3 3 1 4 2 9 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)
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 then it may be
taken as a troops choice.
Elites
Options:
Way 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 may be upgraded to Iyanna Arienal for 70pts,
see overleaf.
The Warlock comes equipped with Rune Armour,
Witchblade, Shuriken Pistol and Plasma Grenades.
Iyanna Arienal, Angel of Iyanden
WS BS S T W I A Ld Sv
Iyanna Arienal 4 4 3 3 2 4 2 9 -
WS BS S T W I A Ld Sv
Althenian Fireblade 5 4 10 8 4 4 2(3) 10 3+/5+
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*
Elites
*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.
*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 Iyanna’s unit, as well as those within 6”, gain
the benefits of Iyanna’s 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 Fireblade’s entry)
Unit Composition: 1 (Unique)
Unit Type: Monstrous Creature
Wargear: 2 Dragon’s Breath Flamers, Shimmershield, Wraithsword (bonus Attack included above) Special Rules: Wraithsight, Iron Guardian*
*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.
Harlequin Troupe 95pts
WS BS S T W I A Ld Sv
Harlequin 5 4 3 3 1 6 2 10 5+
Troupe Master 6 4 3 3 1 6 3 10 5+
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:
May include up to 5 additional Harlequins:
19pts per model.
Any Harlequin may replace his Shuriken Pistol or Close
Combat Weapon with:
Harlequin’s Kiss – 5pts
Riveblades – 10pts
Fusion Pistol – 10pts
Neuro-Disruptor - 15pts
The entire unit may be equipped with:
Webway Translator - 10pts
Elites
Options:
One Harlequin may be upgraded to a
Troupe Master for 20pts, replacing his
Shuriken Pistol and Close Combat Weapon
with a Harlequin’s Kiss and Power Weapon.
One Harlequin may be upgraded to a
Shadowseer for 30pts, 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.
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.
*Face of Fear All enemy units engaged in close combat with a Harlequin
Troupe (or Harlequin Solitaire) are at -1 Ld.
*Shrieker Cannon A Shrieker Cannon has the same profile as a Shuriken Cannon,
but its ranged attacks are poisoned (3+).
*Holo-Suit
A Holosuit confers a 5+ invulnerable save, which is improved to
a 4+ in close combat.
*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.
*Flip Belts Flip Belts enable Harlequins to ignore difficult terrain.
Furthermore, they receive no initiative modifier for charging
into terrain.
Harlequin Solitaire 140pts
WS BS S T W I A Ld Sv
Harlequin Solitaire 7 5 3 3 3 7 5 - 4+
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*
Elites
*Face of Fear All enemy units engaged in close combat with a
Harlequin Troupe (or Harlequin Solitaire) are at
-1 Ld.
*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 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.
*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+.
*Solitaire-Holo-Suit
This holo-suit confers a 4+ invulnerable save,
which is improved to a 3+ in close combat.
*Flip Belts Flip Belts enable Harlequins to ignore difficult
terrain. Furthermore, they receive no initiative
modifier for charging into terrain.
Dire Avengers 70pts
WS BS S T W I A Ld Sv
Dire Avenger 4 4 3 3 1 5 1 9 4+
Dire Avenger Exarch 5 5 3 3 1 6 2 9 3+
Unit Composition: 4 Dire Avengers & Dire Avenger Exarch
Unit Type: Infantry
Wargear: Avenger Shuriken Catapult, 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:
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
Options:
The entire unit may be equipped with:
Web Beacon - 5pts
Webway Translator - 10pts
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
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).
Rangers 90pts
WS BS S T W I A Ld Sv
Ranger 3 4 3 3 1 4 1 8 5+
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:
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
Troops
*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-hit roll of 5+ counts as AP1,
rather than the usual 6+. This only applies to wounds caused by
a Ranger Long Rifle.
Options:
One Ranger may be upgraded to a
Pathfinder, gaining the Pathfinder* special
rule for 25pts.
*Pathfinder
Any wounds caused by a Pathfinder’s 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.
Guardian Defender Squad 70pts
WS BS S T W I A Ld Sv
Guardian 3 3 3 3 1 4 1 8 5+
Warlock 4 4 3 3 1 4 2 9 4+
Unit Composition: 10 Guardians & Heavy Weapon Platform*
Unit Type: Infantry
Wargear: Shuriken Catapult, 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)
Options:
One Guardian may be replaced by a Warlock for 25pts.
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
*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.
May include up to 10 additional Guardians:
7pts per model.
The Heavy Weapon Platform’s Shuriken
Cannon may be replaced by one of the
following:
Scatter Laser – 10pts
Missile Launcher – 15pts
Star Cannon – 15pts
Bright Lance – 25pts
The entire unit may be equipped with:
Web Beacon - 5pts
Webway Translator - 10pts
Guardian Storm Squad 60pts
WS BS S T W I A Ld Sv
Guardian 3 3 3 3 1 4 1 8 5+
Warlock 4 4 3 3 1 4 2 9 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:
One Guardian may be replaced by a Warlock for 25pts.
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
Options:
May include up to 10 additional Guardians:
6pts per model.
Two Storm Guardians may replace his
Shuriken Pistol with:
Flamer – 5pts
Fusion Gun – 10pts
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
Guardian Jetbike Squadron 60pts
WS BS S T W I A Ld Sv
Guardian Jetbiker 3 3 3 3(4) 1 4 1 8 3+
Warlock 4 4 3 3(4) 1 4 2 9 3+/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:
One Guardian Jetbiker 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, Eldar
Jetbike, Witchblade, Shuriken Pistol and Plasma Grenades.
Troops
Options:
May include up to 9 additional Guardian
Jetbikers:
20pts per model.
One in every three Guardian Jetbikers may
replace his twin-linked Shuriken Catapults
with:
Shuriken Cannon – 10pts
The entire unit may be equipped with:
Web Beacon - 5pts
Webway Translator - 10pts
Wave Serpent 90pts
BS FA SA RA
Wave Serpent 3 12 12 10
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 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
Dedicated Transport
Options:
May replace its Twin-linked Shuriken
Cannon with:
Twin-linked Scatter Laser – 15pts
Twin-linked Eldar Missile Launcher – 20pts
Twin-linked Star Cannon – 20pts
Twin-linked Bright Lance – 30pts
May replace the Twin-linked Shuriken
Catapults with:
Shuriken Cannon – 10pts
*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.
Swooping Hawks 95pts
WS BS S T W I A Ld Sv
Swooping Hawk 4 4 3 3 1 5 1 9 4+
Swooping Hawk Exarch 5 5 3 3 1 6 2 9 3+
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:
The Exarch may replace his Lasblaster with:
Sunrifle– 10pts
Hawk’s 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
Fast Attack
*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.
Options:
May include up to 5 additional Swooping
Hawks:
16pts per model.
The entire unit may be equipped with:
Web Beacon - 5pts
Webway Translator - 5pts
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 re-
roll any shooting to-hit roll against this unit for
the duration of the game.
*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.
Warp Spiders 120pts
WS BS S T W I A Ld Sv
Warp Spider 4 4 3 3 1 5 1 9 3+
Warp Spider Exarch 5 5 3 3 1 6 2 9 3+
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:
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 – 5pts
Withdraw – 10pts
Fast Attack
Options:
May include up to 5 additional Warp
Spiders:
21pts per model.
The entire unit may be equipped with:
Web Beacon - 5pts
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.
Shining Spears 90pts
WS BS S T W I A Ld Sv
Shining Spear 4 4 3 3(4) 1 5 1 9 3+
Shining Spear Exarch 5 5 3 3(4) 1 6 2 9 3+
Unit Composition: 2 Shining Spears & Shining Spear Exarch
Unit Type: Bikes (Eldar Jetbike)
Wargear: Laser Lance, Eldar Jetbike (incorporating twin-linked shuriken catapults), Heavy Aspect Warrior Armour Special Rules: Hit and Run
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
Fast Attack
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
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.
Vyper Squadron 50pts
BS FA SA RA
Vyper 3 10 10 10
Unit Composition: 1 Vyper
Unit Type: Vehicle (Fast, Skimmer, Open-topped)
Wargear: Shuriken Cannon, Twin-linked Shuriken Catapults Special Rules: Crystal Targeting Matrix*
Options:
Each Vyper may replace its Shuriken Cannon with:
Scatter Laser – 10pts
Eldar Missile Launcher – 15pts
Star Cannon – 15pts
Bright Lance – 25pts
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
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
*Crystal Targeting Matrix Vypers may move an additional 6” in the assault phase,
providing they have moved no more than 6” already that turn.
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.
Asp 65pts
BS FA SA RA
Asp 3 11 11 10
Unit Composition: 1 Asp
Unit Type: Vehicle (Fast, Skimmer)
Wargear: Twin-linked Shadow Weaver, Twin-linked Shuriken Catapults
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
Fast Attack
Options:
May replace the Twin-linked Shuriken
Catapults with:
Shuriken Cannon – 10pts
May be upgraded to a Shadow Asp* for
20pts.
*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.
If a Shadow Asp doesn’t 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.
Support Weapon Battery 20pts
WS BS S T W I A Ld Sv
Guardian 3 3 3 3 1 4 1 8 5+
Warlock 4 4 3 3 1 4 2 9 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 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.
Heavy Support
*Cloaking Field
Support Weapon Batteries (including the Guardians and
Weapon Platform itself) have a 4+ cover save.
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
Dark Reapers 100pts
WS BS S T W I A Ld Sv
Dark Reaper 4 4 3 3 1 5 1 9 3+
Dark Reaper Exarch 5 5 3 3 1 6 2 9 3+
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:
May include up to 2 additional Dark Reapers:
27pts 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:
Crack Shot – 10pts
Fast Shot – 15pts
*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
Options:
The entire unit may be equipped with:
Web Beacon - 5pts
Webway Translator - 10pts
Exarch Powers – Dark Reapers
Fast Shot:
The Exarch may add +1 to the number of shots
fired by his weapon. An exarch may not benefit
from both Crack Shot and Fast Shot in the same
turn however.
Crack Shot:
The Exarch may re-roll any failed to-wound roll
and ignores cover saves when shooting.
Falcon 120pts
BS FA SA RA
Falcon 4 12 12 10
Unit Composition: 1 Falcon
Unit Type: Vehicle (Fast, Skimmer)
Wargear: Pulse Laser, Twin-linked Shuriken Catapults The Falcon’s Pulse Laser always counts as a defensive weapon. Transport Capacity: 6
Options:
The Falcon MUST select one of the following:
Shuriken Cannon – 5pts
Scatter Laser – 15pts
Eldar Missile Launcher - 20pts
Starcannon – 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
Heavy Support
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.
Options:
May replace the Twin-linked Shuriken
Catapults with:
Shuriken Cannon – 10pts
Fire Prism 120pts
BS FA SA RA
Fire Prism 4 12 12 10
Night Spinner 120pts
BS FA SA RA
Night Spinner 4 12 12 10
Unit Composition: 1 Fire Prism
Unit Type: Vehicle (Fast, Skimmer)
Wargear: Prism Cannon, Twin-linked Shuriken Catapults
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
Heavy Support
Unit Composition: 1 Night Spinner
Unit Type: Vehicle (Fast, Skimmer)
Wargear: Doomweaver, Twin-linked Shuriken Catapults
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
Options:
May replace the Twin-linked Shuriken
Catapults with:
Shuriken Cannon – 10pts
Options:
May replace the Twin-linked Shuriken
Catapults with:
Shuriken Cannon – 10pts
Wraithlord 105pts
WS BS S T W I A Ld Sv
Wraithlord 4 4 10 8 4 4 2 10 3+
Unit Composition: 1 Wraithlord
Unit Type: Monstrous Creature
Wargear: Two Shuriken Catapults Special Rules:
Fearless, Wraithsight
Options:
The Wraithlord MUST select one of the following:
Shuriken Cannon – 10pts
Wraithsword – 10pts
Sentience Spear – 10pts
Scatter Laser – 20pts
Eldar Missile Launcher – 25pts
Star Cannon – 25pts
Bright Lance – 30pts
The Wraithlord may also select one of the following:
Shuriken Cannon – 10pts
Wraithsword – 10pts
Sentience Spear – 10pts
Scatter Laser – 20pts
Shimmer Shield – 20pts
Eldar Missile Launcher – 25pts
Star Cannon – 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 – 30pts
Vibro Cannon – 30pts
Nova Lance – 30pts
Heavy Support
Options:
The Wraithlord may replace its two
Shuriken Catapults with:
Two Flamers – 5pts
Two Reaper Launchers – 20pts
Two Wraithcannons – 20pts
War Walker Squadron 30pts
WS BS S FA SA RA I A
War Walker 3 3 6 10 10 10 4 2
Unit Composition: 1 War Walker
Unit Type: Vehicle (Walker)
Wargear: Two weapons selected from the list opposite Special Rules: Scout
Options:
Each War Walker must select any two of the following:
Shuriken Cannon – 5pts
Scatter Laser – 15pts
Eldar Missile Launcher - 20pts
Starcannon – 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
Heavy Support
Options:
May add up to 2 additional War Walkers to
the squadron:
30pts per model.
Eldar Ranged Weaponry
Range Strength AP Type
Bright Lance 36” 8 2 Heavy 1, Lance
D-Cannon 24” X 1 Heavy 1, Large Blast, Ordnance, Barrage, Distortion**
D-Pistol 6” X 2 Assault 1, Distortion**
Doom Weaver 12-72” 6 - Heavy 1, Large Blast, Barrage, Rending, Monofilament**
Eldar Missile Launcher – Krak Missile* Eldar Missile Launcher – Frag Missile*
48” 48”
8 4
3 4
Heavy 1 Heavy 1, Blast, Pinning
Flamer Template 4 5 Assault 1
Fusion Gun 12” 8 1 Assault 1, Melta
Fusion Pistol 6” 8 1 Pistol, Melta
Nova Lance 48” 8 1 Heavy 1, Lance***
Prism Cannon – Focussed* Prism Cannon – Dispersed*
60” 60”
9 5
2 4
Heavy 1, Blast, Prism** Heavy 1, Large Blast, Prism**
Pulse Laser 48” 8 2 Heavy 2
Ranger Long Rifle 36” X 6 Heavy 1, Sniper, Pinning
Scatter Laser 36” 6 6 Heavy 4
Shadow Weaver 48” 6 - Heavy 1, Large Blast, Barrage, Monofilament**
Shuriken Cannon 24” 4 4 Assault 6
Shuriken Catapult 12” 4 5 Assault 2
Shuriken Pistol 12” 4 5 Pistol
Star Rifle 36” 7 3 Heavy 1, Rending
Starcannon 36” 7 2 Heavy 2
Vibro Cannon 36” 6 - Heavy 1, Sonic**
Wraithcannon 18” X 1 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 to-
wound 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 hair’s 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.
Eldar Ranged Weaponry – Aspect Temples Wargear
Range Strength AP Type
Avenger Shuriken Catapult 18” 4 5 Assault 2
Death Spinner 12” 5 - Assault 3, Monofilament**
Dragon’s Breath Flamer Template 5 4 Assault 1
Exarch Twin Death Spinners 12” 5 - Assault 5, Monofilament**
Exarch Twin Avenger Shuriken Catapults 18” 4 5 Assault 4
Firepike 18” 8 1 Assault 1
Hawk’s Talon 18” 5 5 Assault 3
Lasblaster 18” 3 5 Assault 3
Laser Lance 6” 6 1 Assault 1, Lance
Reaper Launcher 48” 6 3 Heavy 2
Shuriken Hip-Cannon 24” 4 5 Assault 4
Spinneret Rifle 18” 5 1 Assault 2
Star Lance 6” 8 1 Assault 1, Lance
Sunrifle 18” 3 5 Assault 6, Pinning
Tempest Launcher 48” 4 3 Heavy 2, Blast, Barrage
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.
Doom The Farseer can nominate a non-vehicle enemy
within 24”. Any hits upon that unit may gain a re-
roll 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 unit’s 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.
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.
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 or cover saves allowed against
these additional wounds. Monstrous Creatures
add +1 to their dice roll.
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: 24” – Strength: 6 – AP: 6. Assault 1, Large
Blast, Pinning.
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, the
Warlock gains an additional D3 attacks, lasting for
the duration of that assault phase.
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.
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.
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 performing another
action 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+.
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.
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.
Rune Armour
Rune Armour confers a 4+ invulnerable save.
Rune of Anaris:
A model with the Rune of Anaris may re-roll all to-
hit 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 he’s 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.
Rune of Scoring:
This model’s ranged weapons count as AP1. Note:
this doesn’t 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 containing a
model with a Siren Mirror is ignored on a D6 roll
of 5+
Spirit Stones
A model with Spirit Stones may select a second
psychic power and may cast up to two psychic
powers per-turn.
Witchblade:
See the Warhammer 40,000 Rulebook.
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.
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.
Harlequin’s Kiss:
A Harlequin’s 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:
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.
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.
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.
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
initiative modifiers for charging into or out of
terrain.
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, Scorcha’s,
Burna’s, Incinerators, Inferno Cannons, Dragon’s
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. Forceshield
A Forceshield confers a 4+ armour 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 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.
Neuro-disruptor
The Eldar player may nominate a single enemy
model in the same close combat as a model with a
Neuro-disruptor; 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 player’s 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 with a Webway Translator gains the
Deep Strike special rule.
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.
This effects both grenades and close combat
attacks.
Holo-field Whenever your opponent rolls on the damage
table for that vehicle, they must roll two D6 and
apply the lowest result.
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 AP-
weapons become AP6.
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.
Targetting Beacon When firing at an enemy unit, this vehicle may re-
roll any to-hit roll of ‘1’. Furthermore, if the night-
fight 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.
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.
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.
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).
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, Fire Prisms and Night Spinners may be
taken as squadrons of 1-2, following the rules for
squadrons as described in the Warhammer 40,000
rulebook. All tanks in a squadron must be
equipped in the same manner. Furthermore, all
‘Fast, Skimmer’ vehicles may re-roll 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.
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 DCM’s.
Please don’t hesitate to contact me with any feedback, questions and your
experiences with this Codex:
Thanks,
[Just] Dave.
This Codex is not an official product of Games Workshop PLC and your opponent’s 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.
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